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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Sat Mar 18, 2006 1:14 am    Post subject: Reply with quote

'For now we see through a glass darkly.'

'1421'

Retired RN Submarine Commanding Officer, Gavin Menzies, has written a book with a thesis which challenges
established academic beliefs about the discoveries of the 'New World.'

He sailed the world in the wake Columbus, Dias, Cabral and Vasco de Gama and followed routes 'pioneered'
by Magellan and Captain Cook.Having developed a passionate interest in early maps, it was his many years of
observing coastlines through a periscope and his knowledge of astro-navigation which enabled
him to reinterpret the ''misshapen representations of familiar lands.''
He has been able to promulgate the theory that the Chinese had circumnavigated the globe a century before
Magellan reached America and that the early European explorers had drawn on Chinese, or their associates, sources.


On the 8th March 1421, the largest fleet the world has ever seen set sail from China. The ships, some nearly
five hundred feet long, were under the command of Emperor Zhu his loyal eunach admirals. Their orders were -
'To proceed all the way to the end of the earth.' The voyage would last for two years and by the time they returned,
China was beginning its long, self-imposed isolation from the world it had so recently embraced. And so
the great ships were left to rot, and the records of their journey destroyed.

His web site is:

http://www.1421.tv/

His evidence:

http://www.1421.tv/pages/evidence/index.asp

But see also 'Debunking Gavin Menzies.' :

http://www.kenspy.com/Menzies/index.html

and:

http://baheyeldin.com/pseudoscience/gavin-menzies-1421-china-discovers-the-world.html

http://www.dightonrock.com/refutation_to_gavin_menzies.htm


Last edited by Bellman on Sat Mar 18, 2006 1:28 am; edited 1 time in total
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Sat Mar 18, 2006 1:23 am    Post subject: Reply with quote

Cherches vous Klecksographie ?

Blotting your copy book !

An old joke about the patient taking the Rorchach test. Every ink blot he was shown he said reminded him
of a lady's "personal" parts. The psychiatrist finally said "My you have a dirty mind" and the patient said
"What do you mean, you're the one showing all the dirty pictures."

With reference to 'dark glases':

A Psychiatrist, becoming angry, and snatching back a Rorschach test from his patient
''Just make patterns from these dots, ignore any others you think you see !''

But psychiatrists are obsessed with sex:

A patient came to a psychiatrist. The psychiatrist gives him a Rorschach Test --
he shows a patient a circle with a dot inside it.
Psych: What do you see?
Pat: Two people are having sex in the middle of the circular room.

The psychiatrist shows the patient another picture of a square with a dot inside it.
Q: What do you see?
A: Two people are having sex in the square room.

The psychiatrist shows the patient one more picture of a triangle with a dot outside it.
Q: What do you see now?
Patient: Doctor, are you some kind of pervert ?

Joking
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 1:32 am    Post subject: Reply with quote

Laughing One of the perks of beeing in the waste diposal 'business' is that occasionaly in sifting and filtering
little nuggets of gold get 'passed'.

So, as the captain is keen on recycling he has instructed us to store any items of any inherent worth
so that the crew can review them.

All of my staff (?) work to strict guidelines of selectivity but you must allow for some expression of personal
preferences.

The storeroom retaining these items will be called : RECYCLE
I hope that it will prove of some use - particularly to newcommers to DW.


Last edited by Bellman on Mon Mar 20, 2006 2:39 am; edited 1 time in total
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 1:38 am    Post subject: Reply with quote

RECYCLE 1

From: SubSim.com
Posted by Henson: Wed Feb 22, 2006.

'To merge or not to merge ?'

'I do TMA for a living, and we fight all the time with a concept called ''contact multiplication." Basically, that
means if we are tracking the same contact on two separate sonars, the radar, ESM, and visually, and we don't
merge all of that data into one single contact, that not only makes our job a lot harder, but it increases the
chance that we will lose control of the situation because we are being bombarded with too much information and
not effectively using any of it

Merging that data does several things. As one poster already touched on, it vastly reduces the number of
contacts you have to track. Also, more importantly, it combines all of that information so that when you make
your TMA solution you are using all of the available data, not just part of it.

If you are able to gain an important contact on two separate sonar sources, DO IT. When you merge those two
sonar contacts, you will get bearings and dots for each sonar source. You may have noticed the two dots showing
up at the same time on your difference plots. What was giving you fits (not being able to stack those dots) is
actually a valuable tool, because if you get those two dots to stack on top of each other, you will know his
range. If you look on the geoplot it will be pretty easy to see what is really happening. Your towed array is in
a different location than your sperical array, so wherever those two bearings cross become a triangulated point
in the water...that is, no kidding, exactly where he was at that point in time. You should see a line of those
'crossed bearings' as time progresses, and by matching those you will have range, course, and speed locked in
without doing any work on class (DEMON).'

Thanks Henson.


Last edited by Bellman on Mon Mar 20, 2006 6:02 am; edited 2 times in total
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 1:51 am    Post subject: Reply with quote

RECYCLE 2.

From the SCS Forum:
Posted: Sun Feb 19, 2006

''Mysterious link contacts.

Molon Labe:

Usually, the DDI will tell you who linked the target. I've noticed a lot of sourceless links in 1.03 so far
though. But, fear not, for there is a trick. Every playable platform has a track number, which, IIRC, will
always be in the format of XX01 where XX starts at 10 and increases by three for each platform. Every detected
platform that the platform detects will be numbered XX01+N. So, the first platform the 1st player detected wil
be track number 1002. So, if you see a contact that's something like 1509, then find 1501 and you'll know that's
the -spank me!- that linked him. Wink ''


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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 2:04 am    Post subject: Reply with quote

RECYCLE 3.

From SubSim.com
Posted: Mon Feb 20, 2006

Preferred Sonobuoy?

OneShot:

'Dr.Sid ... take a look at FAS or GlobalSecurity.org or some other pages and research the differences of the
buoys used in DW. You will notice that they have quite differing characteristics and uses. To stay with the VLAD
... before 1.03 there was no real modelling of the layer as well as uniform buoy depths which were not really
consistent with what should be according to unclassified Real Life sources. Since VLADs had a slight advantage
(not more then 1 nm ususally, mostly less) and otherwise same characteristics as DIFAR, the choice was simple.

Now with 1.03 we have a clearly modelled layer which is usually deeper then the old Deep buoys (400ft). After a
lot of lobbying SCS finally agreed to bring some more realism into DW and fit the buoys to the new conditions
and their real life counterparts (certainly not perfect, but close enough for gameplay purposes).

So what are the buoys for ? DIFAR are good for littoral waters and can go as deep as 400ft, VLADs are designed
and used in open waters of usually 800ft and more (VLAD Shallow is now 600ft). DICASS retain both a very shallow
t) and get a slightly deeper depth then before to get below some of the layers. And not to forget the cable
of the Hydrophone was extended to 2500ft (or was it 2000ft) and speed of deployment increased.

With these changes the Airborne plattforms are now capable to reach below the layers.
Bottom line, every buoy now has its strengths and weaknesses and your loadout has to be careful selected before
starting the mission. Yep that might suck in some cases for the FFG drivers with AI Helo, because they may not
be able to use all of the buoys, but th'en hopefully sooner or later the ASTAC station will get a revamp...'


Last edited by Bellman on Mon Mar 20, 2006 6:03 am; edited 1 time in total
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Bellman



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Posts: 1724

PostPosted: Mon Mar 20, 2006 2:37 am    Post subject: Reply with quote

RECYCLE 4

From SCS Forum
Posted: Mon Feb 27.

'Going crazy after the narrowband identifications'

TLAM Strike:

'Ok each platform’s signature has five lines (called Tonals). Each of these tonals is generated by something on
the boat (a electrical generator, a turbine etc). The objective of a narrowband classification is to match all
five lines (if possible all maybe not be visible to a sensor) to a signature in the database. Now each set of
tonals is different in some aspects platform to platform while others are the same, generally the 1st few lines
are shared by many platforms (example the Akulas and Kilos both share a 50 Hz and 125 Hz tonals) while the 2nd
two tonals tend to be unique to a few platforms and the last one is used by one or two platforms. Another thing
to remember is the frequency range of each sensor, a Spherical Array can detect tonals of around 800 Hz to 2000
Hz while the Towed Array can detect 0 to 1200 Hz, and Conformal Array is around 100 Hz to 600 Hz.''

MaHuJa
Posted: Tue Feb 28:-

'TLAM strike gave the essentials, though it may be a bit hard to read.

I'll also give you some rules of thumb to go by.

All non-US platforms in the game has the first line at 50, while US ships and subs have the first line at 60.

This line can only be seen by a towed array.

The towed and hull arrays can detect the 125 lines which all subs and a few ships (most notoriously, the
"fishing boat") has in common.

Every nuclear powered sub (at least the playable ones) has a 320 line. The kilo has a 340 line. (Though if you
see that, he's running diesels, cavitating, or just too damn close)

From around 1000 and up, the lines show up only on the spherical array.

Each platform has a unique signature. (In the game, platform refers to class of ships instead of each and every
ship, as IRL) However, there are two cases where you'll get the wrong signature on screen. The first and most
common, is the partial signature. If you only have a 50 and a 125 line, you can scroll through the possibilities
- which include every sub not US-made, as well as plenty of both civilian and military ships. If you get a 320
on top of that, the selection is narrowed a lot. As the signal gets better (less range, target becoming noisier,
crossing layer, etc etc), you'll get even more lines.
The other case is when you have most every line, but two signatures are close to each other. There is a bit of
uncertainty allowed in displaying the signatures, and you have to determine which one matches the best. (Beware
of the doppler effect) '


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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 2:58 am    Post subject: Reply with quote

RECYCLE 5.

From CADC Posted 19th March:
'How to use the Speed formula.'

Oneshot:

''This is about the formula for calculating the speed of a contact from the P-3C OWTOP Manual, page 24.

For this forumla to work you need two successive contact positions, for example two MAD returns. Now place the cursor on the first MAD contact and hit "R" - without clickin draw a line to the next contact and read out the distance between those two. Thats the distance ... for the time you need to put down markers with the time when this position was marked on the NAV map (check the manual how to do that). Means both Markers you used should have a time attached. The difference in minutes between those two markers is your time in the formula.

Example :
First contact at 1235, second contact at 1237 = 2 minutes between them. Distance measured between those two is 1000yds. Divide the Distance by the time means 1000yds by 2 minutes. Multiply the result with 60 (for 60 minutes = 1 hour). The last step is to divide that result by 2025 (because we are using yards for distance and 2025 yds are 1nm). The result would be 15(kts).

Just the numbers :
1000 / 2 = 500
500 * 60 = 30000
30000 / 2025 = 15

You can use whatever time lies between your two positions, just.the example uses 2 minutes.''


Last edited by Bellman on Mon Mar 20, 2006 6:32 am; edited 2 times in total
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 3:05 am    Post subject: Reply with quote

RECYCLE 6.

From SubSim.Com. Posted: Mon Feb 20 th.

Passive Torps.

Dr.Sid:

''Have you ever been targeted by passive homing torpedo from AI ship ? Does it have any sense to drop both active and passive CMs ? I mean .. passive CM makes a lot of noise, giving your position just to everybody (who does not know yet). It also masks torpedoes so it is harder for you to track them. And what more, you can load some active CMs instead of passive ones.''

Molon Labe:
Posted: Mon Feb 20,

''I don't think AI fires passive torps, but humans sure do! If you're playing with LW/Ami though, passive torps have a very hard time acquiring subs are are practically useless against them.

On the other hand, once Amizaur's torp control mod is finished, passive decoys may become a lot more important, since the player will be able to switch the torp from active to passive homing at will!

Edit: Here's a tip. Mark the incoming in BB and check the speed in DEMON. If it's 50-55 knots, it's active. If it's turned down to 45 or lower, it's probably passive, so get the right decoy ready! (TEST-71 exempted) ''

SeaQueen:
Posted: Mon Feb 20,

'Molon Labe wrote:
''I don't think AI fires passive torps, but humans sure do! ''

I got hit by a passive torpedo fired from a TYPHOON SSBN the other day. It never pinged once. I suspect it had to do with the sub being set to "avoid" hence it tried to remain more stealthy.'


Last edited by Bellman on Mon Mar 20, 2006 6:07 am; edited 2 times in total
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 5:49 am    Post subject: Reply with quote

RECYCLE 7.

Re: Horizon Calculator - Radar and Visual.

Subguru:

''Quick rule-of-thumb I was taught in the Navy:

Radar horizon (in miles) = 1.4 * sqrt (height in feet)

Thus, a height of 100 feet yields a radar horizon of 14 miles

(compare with 14.146 using the Horizon Calculator) ''


Last edited by Bellman on Mon Mar 20, 2006 6:08 am; edited 1 time in total
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 5:50 am    Post subject: Reply with quote

RECYCLE 8.

Fish has posted on Subsim.Com :-

''Better then EndItAll.

- But more complicated''.
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 5:56 am    Post subject: Reply with quote

RECYCLE 9.

The UUV.

Fish:

''Triangulation with a UUV is common use in multiplayer. Further, you can use it to look over a reef or around a seamount.
It becomes very usefull when you have to go at speed to evade, or sprint and drift. The UUV then can follow, or warn you for, incoming torps. And it's very acurate when you use it in active mode when it gets hot. Launched below 520 feet, and with depth setting below 520 the UUV will not generate TIW. You should try, I have always two loaded and two in stock, at least.''

Molon Labe :

''UUV's are a great idea in a lot of situations.

The main downside of the UUV is that it will often reveal your location. Below 520 feet, it doesn't generate a TIW, but it still generates a NB signal. The UUV can only go 2.5 miles, so when you find one you know the launching sub is close. For this reason, the worst way to use a UUV is when you're searching the open ocean and you just don't have any contacts yet.

The other downside of the UUV actually relates to aTMA. If you are using aTMA, and there are a lot of contacts out there, firing a UUV is the last thing you should do. Too many contacts will be reported to TMA, and your solutions will not be updated as quickly as you need them to be.

That crud out of the way, I have to say that I love UUVs. The best thing about them is they keep listening even when you're running at flank. A UUV contact + spherical/cylindrical contact is a great way to find out exactly where an ASROC or Mk50 dropped so you can react quickly. They're your best friend when it comes to maintaining situational awareness when the poo poo has really hit the fan.

Other benefits: Triangulation, peeking over/around terrain features, sending the other way around a large island so you don't end up chasing your opponent in circles all day...''

TLAM Strike:

''But the UUV can be the worst thing in your inventory if you don't know when to leave them on the pier. On the Kilo 95% of the time I don't carry them since...
A) They take up very scarce torpedo space.
B) They take up your even scarcer wire guide capable tubes.
C) They are quite useless in ASuW, which is what the Kilo is meant for.''

JoGary:

''Yeh for Kilo they take up a wire guided tube and u only have 2 but for all other subs they a must have. I dont know anyone who is good in Sub v Sub dives that doesnt use a uuv. Also i have to say that if the UUV is launched below the 580ft then it does not cavitate and so hears better. Alos if it not cavitating then the NB signiture is way smaller than the signiture a SW at 0 kts gives out so i dont think there is a problem with giving your position away unless you set the active sonar to go on.
But as said if there is alot of contact which there usually are in Sub v Sub games. Torps, neutrals, subs and bios. Then it takes the TMA ages to go through them all and update the position of the one you want updated. But having said this it is a must have on all subs but Kilo.

One trick i use when torps are near me is to launch another UUV and have 2 in the water. This way you can get exact positions of the torps as they move and dont need to wait for TMA updates. All u have to do is keep dropping the baring lines when they stop moving. By doing this u get new baring lines from both UUVs and where they cross is a torp. Also for firsy few min they will actually move and follow the torp so you get real time data from the baring lines. After a while they stop moving or TMA gets done on them and then u have to drop them again. But by doing this you can track torps all the way to your CMs .''
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 6:30 am    Post subject: Reply with quote

RECYCLE UPDATE.

OK thats the first tranch - the selection is obviously subjective but I aim to record those posters whose
information and judgements I value and feel confident in quoting as sources of reliable information.
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 9:15 am    Post subject: Reply with quote

Laughing Less a recycle than a regurgitated chuckle but worth repeating.

From SubSim.Com
Posted: Mon Feb 27 th. by Henson:

'Question for the REAL bubbleheads'

TopTorp '92 wrote:
Quote:
I can also recall a collision drill when I was really junior where the CO ordered an air
slug from the 3" launcher to simulate the impact. That really scared the bejesus out of me at the time.


I'll never forget our normally pretty sedate 250 lb doc FLYING out of the 3" launcher space into crews mess when
we shot one of those slugs. (I can't repeat what he yelled, but it was heard throughout the boat even if the
launch wasn't)

We forgot to tell him we were doing a torpedo evasion drill. Embarassed
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Bellman



Joined: 14 Feb 2004
Posts: 1724

PostPosted: Mon Mar 20, 2006 11:38 pm    Post subject: Reply with quote

RECYCLE 10.

From SumSim.Com.
Posted: Sat Mar 11,

*Ping* blowing your headphones up?... solution!

Palindromeria:

''Simply editing dangerouswater.ini eliminated the pain for me....
.MaxPingVolume 20

Fellow plankton take note yep''

Compiled by your Ghengis Prawn.
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