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jbdenney
03-15-2008, 07:36 PM
I have been reading the different methods and tool up here on how to do the calculations to determine firing solutions. Mosto of then either require guess the AOB or using a separate hand held calculator. Also most of these seem to require the sub to be motionless.

When I started looking at this a method came immediatly to mind but I have not seen any one else mention it. So far it seens to work on the limited tests I have given it (with in the obvious restictions in precision on hte navigation map. I would be interested to know if anyone else is using it.

1) Identify the target and usee the Stadiometer to determine range - send range to PK.
2) Stop time (I hate doing this but since I dont have an XO doing the calculations whike I wgather the info - it is a legit cheat)
3) Record the time, the bearing to target and the range that was sento hte PK
4) restart time only long enough to move to the Nav Map. Stop time again.
5)Plot the current location of the target using the bearing and range from your sub's current location.
6) restart time and move back to the Attack scope.
7) Allow 2 to three minutes to pass. At the selected time again activate the Stadiometer and determine range. Again send the range to the PK.
8) Stop time. Record the current time, current bearing, and current range.
9) Again restart time, move to the nav map and stop time.
10) Again replot the NEW location of the target from the NEW location of the sub using the NEW range and bearing.
11) Now for the fun. Draw a line from the first target mark to the second target mark. The length of this line is the distance traveled in the time between the two marks. Using this time and distance you can calculate the speed. I use TMO which puts a Nomograph on the Nav map so it is as simple as drwing a line from the time delta throught the distance delta and seeing where it crosses the speed scale. Record the speed.
12) Now for the AOB. Using the protractor click the first leg on the current sub location. Click the vertex on the current target location and the second leg is extended out of the front of the target in a straight line extending the line used to calculate the speed (i.e. the targets course). The resulting angle is the AOB. If you dont trust your ability to extend the course the after clicking the vertex, click the end of the second leg on the target's FIRST location then subtract the resultant angle from 180. record the AOB.
13) Restart time and move back to the attack scope. Activate the AOB tool, input the correct AOB and send it to the PK. Then activate the speed tool, enter the correct speed adn send that result to the PK.
14) You shouls now have the PK correctly set to generate a good fireing solution.

What I like about this is that your sub does not have to be motionless and in fact it can turn and change speed. As long as you get a good range and bearing. Obviously all of this depends on getting a good range. But with a good range and a couple of good target marks you do not have to guess on the AOB (with the stipulation that the target has not changed speed or direction - course the screws any of the methods).

I would like to know if anyone else uses this method and if so how successful it is. Also if anyone sees any flaws in this please let me know.

jbdenney
03-15-2008, 07:36 PM
I have been reading the different methods and tool up here on how to do the calculations to determine firing solutions. Mosto of then either require guess the AOB or using a separate hand held calculator. Also most of these seem to require the sub to be motionless.

When I started looking at this a method came immediatly to mind but I have not seen any one else mention it. So far it seens to work on the limited tests I have given it (with in the obvious restictions in precision on hte navigation map. I would be interested to know if anyone else is using it.

1) Identify the target and usee the Stadiometer to determine range - send range to PK.
2) Stop time (I hate doing this but since I dont have an XO doing the calculations whike I wgather the info - it is a legit cheat)
3) Record the time, the bearing to target and the range that was sento hte PK
4) restart time only long enough to move to the Nav Map. Stop time again.
5)Plot the current location of the target using the bearing and range from your sub's current location.
6) restart time and move back to the Attack scope.
7) Allow 2 to three minutes to pass. At the selected time again activate the Stadiometer and determine range. Again send the range to the PK.
8) Stop time. Record the current time, current bearing, and current range.
9) Again restart time, move to the nav map and stop time.
10) Again replot the NEW location of the target from the NEW location of the sub using the NEW range and bearing.
11) Now for the fun. Draw a line from the first target mark to the second target mark. The length of this line is the distance traveled in the time between the two marks. Using this time and distance you can calculate the speed. I use TMO which puts a Nomograph on the Nav map so it is as simple as drwing a line from the time delta throught the distance delta and seeing where it crosses the speed scale. Record the speed.
12) Now for the AOB. Using the protractor click the first leg on the current sub location. Click the vertex on the current target location and the second leg is extended out of the front of the target in a straight line extending the line used to calculate the speed (i.e. the targets course). The resulting angle is the AOB. If you dont trust your ability to extend the course the after clicking the vertex, click the end of the second leg on the target's FIRST location then subtract the resultant angle from 180. record the AOB.
13) Restart time and move back to the attack scope. Activate the AOB tool, input the correct AOB and send it to the PK. Then activate the speed tool, enter the correct speed adn send that result to the PK.
14) You shouls now have the PK correctly set to generate a good fireing solution.

What I like about this is that your sub does not have to be motionless and in fact it can turn and change speed. As long as you get a good range and bearing. Obviously all of this depends on getting a good range. But with a good range and a couple of good target marks you do not have to guess on the AOB (with the stipulation that the target has not changed speed or direction - course the screws any of the methods).

I would like to know if anyone else uses this method and if so how successful it is. Also if anyone sees any flaws in this please let me know.

CapnScurvy
03-16-2008, 08:07 AM
jbdenney, this is a simular approach to how I plot an enemy target using the "No Map Contact Update" game play option. It may seem unrealistic to "Pause" a game since you don't have a chance to do it in real life. However, when you have the task of playing several crewmen roles, pausing the game is the best way of covering all that needs to be done. I know my approach tells the player to stop the sub, but in essence that's what your doing when the game is paused anyway. Good for you to use your own version for play. I have a worksheet that could be helpfull in keeping all your bearings and calculations together, plus a tutorial that may be a helpfull read, as well. It's called High Realism Tutorial found here (http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=6421019045&m=4351025226&r=4351025226). I've always found usefull bits here and there to make my own process of calculations work for me. It sounds like that's exactly what you have done.

Cheers