![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
![]()
[EDIT] If you want to test it out, read post #17 on page 2... then find the link in post #20.
Next version will have a friendlier UI and allow for you to do it while moving. Nearing the completing of the latest tool slated for Solution Solver 2.0. I'm working on it as a standalone app, but the guts are contained in a custom control. Once it's done.. i can easily just drop it into Solution Solver 2.0's new tabbed interface. Anyway, it's still a WIP... but it's cool as hell, provided you can feed it accurately. But then again, this is just a BVR estiamtion tool when you lack active sonar, and should never use it for TDC inputs. I tested it against Moboard's TMA plot, and i get the exact same results for ALOT less work. ![]() ![]() Just follow along with the pictures to see how it works. (Timing interval is the minutes you used between readings) ![]() Note: some controls are disabled until you complete the step before..... ![]() ![]() Note: Be sure to draw the predicted bearing on your in-game map before you move. You need it for triangulation. ![]() Once you plot your triangulation line on the in-game map (the green one above).. you can see what range he is on the predicted bearing where your two lines intersect. You need that range to calculate his speed. Enter it and the dashed red esitamtion line will turn solid and move to the correct location.... the speed will then show, because now we now the distance he's been travelling between the sighting lines every 15 minutes. ![]() Note: The green line is a photoshop.. it's not part of the program. You should be drawing that one on your in-game map. Currently you have to be stopped when grabbing the first three readings.. once i get this finished and figure out how to even calculate it while moving, i''ll give it a whack. Still cleaning up some of the code and need to add a special case for when some of your 1st and last sighting lines are on oppostie sides of the 350/000 bearing line. Last edited by gutted; 04-02-10 at 02:21 PM. |
![]() |
![]() |
![]() |
#2 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
![]()
I've also expanded upon the crude position keeper "debug display" i left active in the 1st beta Solution solver 2.0.
It's now a full fledged feature and has it's own display, with auto zooming to keep both ships in view and a decent distance apart. ![]() |
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
![]()
integrate apps ingame would be the greatest thing done so far!!! i think of a an enigma machine...and small ingame games, like chess, cards, etc. for getting the time passed...
__________________
|
![]() |
![]() |
![]() |
#4 |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 31
Uploads: 0
|
![]()
TMA for a WWII sim-wow.
|
![]() |
![]() |
![]() |
#5 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
|
![]()
This looks amazing! I'd just started getting into this hydrophone hunting too. Unfortunately my first attempt was near a harbor so the in harbor patrols kept screwing me up.
![]() |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
![]()
If you are hinting that this is unrealistic, then you sir are wrong.
It's done with alittle vector math, which you can do by hand by drawing with the in-game tools. If you dont know how... then view this guide posted a long time ago: http://www.subsim.com/radioroom/show...light=tracking The program uses roughly the same technique, but spares you from having to draw it out yourself. Think of it as telling your intercept officer the bearings and him plotting it for you. |
![]() |
![]() |
![]() |
#7 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
|
![]()
Looks great. Another hydro-tracking tool.
![]() If you also allow for an option to set the sub's course while at the first listening position you could make a true-bearing plot instead of the relative plot now. Then you could also require the player to mark the old first listening location and the new listening location on the game map, have them just measure the (average) distance and course inbetween and feed that to your Solver. Then you'll have the full situation in a true bearing plot automatically. I preffer to do everything on the game map, but I guess alot of other users would find it tricky to compare this relative bearing plot against what they need to plot on the map (the little green line). But what you have sure makes things easier for them allready.
__________________
My site downloads: https://ricojansen.nl/downloads |
![]() |
![]() |
![]() |
#8 |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
|
![]()
If you're interested, I scanned the pages from the bearings only TMA chapter from a copy of Naval Operations Analysis. It's focused on Ekelund ranging and Spiess TMA, the latter of which made my head explode.
link |
![]() |
![]() |
![]() |
#9 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
|
![]()
Wow, Jmr, that's some fantastic stuff. Orbitally over my head, but still fantastic.
![]() |
![]() |
![]() |
![]() |
#10 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#11 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
|
![]()
Ok, I totally need this now.
![]() So please, if you need a beta tester, I'll help ![]() |
![]() |
![]() |
![]() |
#12 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
![]()
It's just about ready, hopefully have it finished tonight (if not then tomorrow). Just have one more issue to sort out.
Anyway, I'll release it as a standalone for testing. Then when Solution Solver 2.0 is finished, it will be included as one of it's tool pages. |
![]() |
![]() |
![]() |
#13 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
![]()
Finally solved my problem. Good grief.. that one had my mind going in an infinite loop. Was actually starting to get a headache from it.
Putting the finishing touches on it now. wont be long. Last edited by gutted; 04-01-10 at 12:00 AM. |
![]() |
![]() |
![]() |
#14 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
|
![]()
\o/
|
![]() |
![]() |
![]() |
#15 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
![]()
It's done. But it's too late for me to try it out in-game. I'm getting tired.
So....Kylania check your .pm box. Give it a workout and if it's performing ok i'll upload it to subsim for download tomorrow. |
![]() |
![]() |
![]() |
|
|