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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Sailor man
![]() Join Date: Jan 2013
Location: Hong Kong
Posts: 48
Downloads: 73
Uploads: 3
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There're other programs that can help you if you want your uboat moving all the time. Those are generally speaking TMA methods.
The Maneubo, if you're comfortable with clicking and setting numbers in a UI: http://www.adammil.net/Maneubo/ Or some TMA calculators, if you're comfortable with typing numbers in a console:
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Automatic TMA calculator (metric system) Automatic TMA line detector and solver for DW/SC/688i Automatic TMA line detector and solver for maneuvering target (new) Last edited by ljqcn101; 04-30-2020 at 03:52 AM. |
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#47 | |
Sailor man
![]() Join Date: Jan 2013
Location: Hong Kong
Posts: 48
Downloads: 73
Uploads: 3
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#48 |
Silent Hunter
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It can be used to predict the 4th 'imaginary' bearing. But the plot it provides falls apart if you are moving. You would need to plot your predicted position along the old course for the 4th instant and draw it on the map yourself anyway. Then find the intersection with the bearing from your actual position.
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Steam profile: https://steamcommunity.com/profiles/76561198032774177/ My site downloads: https://ricojansen.nl/downloads |
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#49 |
Sailor man
![]() Join Date: Jan 2013
Location: Hong Kong
Posts: 48
Downloads: 73
Uploads: 3
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Yes exactly. If someone wants to save time by using the hydrophone tracker to get the 4th 'imaginary' bearing then he/she could work this way.
When ownship is constantly moving, the plot this program provides can be deemed as a relative motion plot, which is also useful in a Maneuvering Board if someone wants to try out the historical 2x3 bearing method (https://www.subsim.com/radioroom/sho...d.php?t=240739), but it could be more time consuming too. Anyways just some of the many ways to do TMA. |
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#50 |
Seaman
![]() Join Date: Sep 2020
Location: Thermal Layer
Posts: 41
Downloads: 81
Uploads: 0
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neat app but how does the clock work? could anyone help me? thanks
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#51 | |
Silent Hunter
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Start the clock when the target starts crossing the line with it's bow. Stop the clock when it leaves the line with the stern. Look at the scales which are closest to the length of the target: The needle crosses the scale where that length of target would have that speed. On the other length scale it would have a different speed. If your target has a speed somewhere in between you need to adjust the result to best reflect it. If it has length 125m, then take the average of the crossing points on the 100m and 150m scale. If it has length 110m, then take the difference in speeds indicated on both scales, divide by 5 (or shift the decimal to the left and multiply by 2), then add that to the speed indicated on the lower length scale. It's not as useful if you want precision. But it indicates a quick ballpark. Using the calculator side of the attackdisk can be much more straight forward quickly. Align target length on the yellowish distance scale with the time in seconds on the white time disk. Pointer on the time disk points to speed in knots on the yellowish speed scale (in the middle of it).
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Steam profile: https://steamcommunity.com/profiles/76561198032774177/ My site downloads: https://ricojansen.nl/downloads |
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#52 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,347
Downloads: 459
Uploads: 10
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correct, and im too lazy to update the screenshot ![]() Added a note under the hydrophone screenshot to not use it as an example. |
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#53 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,347
Downloads: 459
Uploads: 10
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version 2.3.4 was uploaded
Small fix for the settings dialog box. It was not reading the saved value for OwnShip default speed, and was always setting the control to the default value of 3. |
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