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guides:land_nav [2017/04/21 17:17]
thendash added movement section
guides:land_nav [2017/11/22 14:57] (current)
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 ~~Title: Land Navigation~~ ~~Title: Land Navigation~~
-===== LAND NAVIGATION(WIP) =====+===== LAND NAVIGATION =====
 By: Thendash By: Thendash
  
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   - Combine the two readings together to create the grid reference.   - Combine the two readings together to create the grid reference.
  
-These steps can be remembered by the mnemonic, **‘RIGHT in the house, UP the stairs’** ​   +These steps can be remembered by the mnemonic, **‘RIGHT in the house, UP the stairs’** 
 + 
 +**Some ARMA islands currently have backward grids, be aware of this and instead read RIGHT TO LEFT. Either way you are reading in the  
 +direction that the grid numbers are increasing.**
  
 ==== ELEVATION ==== ==== ELEVATION ====
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 It is often important to move stealthily once near the objective. Therefore it is important to select a route checkpoint near to the objective ​ It is often important to move stealthily once near the objective. Therefore it is important to select a route checkpoint near to the objective ​
-that you can easily recognize as being the beginning of the objective area. You should take care to carefully plan the final legs of the  +that you can easily recognize as being the beginning of the objective area, this is called an //attack point.// You should take care to  
-route from this checkpoint ​forward, take special care determining distances and directions of travel.+carefully plan the final legs of the route from attack point forward, take special care determining distances and directions of travel.
  
 ==== MOVEMENT==== ==== MOVEMENT====
 Staying on route is accomplished through the use of two navigation techniques, dead reckoning and terrain association. Staying on route is accomplished through the use of two navigation techniques, dead reckoning and terrain association.
 +
 +It should be noted that the average pace in ARMA is somewhere around 10 to 13 km/h while jogging.
  
 **DEAD RECKONING** **DEAD RECKONING**
 +
 +Dead reckoning consists of two fundamental steps.
 +  - Determine direction and distance from one point to another on a map
 +  - Use a compass and some means of determining distance and apply that information on the ground.
 +
 +Most dead reckoning movements should not consist of single straight-line distances because bearing and pace counts are not precise ​
 +measurements and therefore error from them compounds over distance. A small error at the start of a route leg can turn into a large 
 +displacement at the end of the leg resulting in you being nowhere near your desired location.
 +
 +This is why checkpoint selection during route planning is important, even if you make a large mistake when determining bearing or keeping ​
 +pace, if you choose a very prominent feature as a checkpoint you should be able to quickly correct your mistake when it doesn'​t line up 
 +properly. Landmarks selected for this purpose are called //steering marks.//
 +
 +Sometimes highly accurate distance estimates and precision compass work may not be required if the destination is located on or near a 
 +large linear feature, such as a road or river. In these cases, you should apply a deliberate offset of about 10 degrees to the bearing ​
 +you planned to follow, and then move in this direction until you encounter the linear feature. You will now know which direction you need 
 +to follow the feature in order to find your desired destination depending on which way you deliberately offset. This is called the 
 +**deliberate offset technique.**
  
 **TERRAIN ASSOCIATION** **TERRAIN ASSOCIATION**
  
 +Moving by terrain association is the technique of orientating your map to your direction and then comparing what features you see with what 
 +is depicted on the map and then determining your location based on relation to prominent features.
 +
 +Moving by terrain association is more forgiving of mistakes and far less time consuming than dead reckoning. It best suits those situations ​
 +that call for movement from one area to another. Errors are anticipated during terrain association are easily corrected for because you are 
 +comparing what you expect to see, with what you actually see, so you can easily make adjustments based on what you encounter.
 +
 +Being able to identify and locate selected features, both on the map and on the ground, is essential to the success of the technique.
 +  * You cannot rotate the map in ARMA so you must rely on your own spacial recognition ability. Use the compass displayed on the map screen to determine your direction on the map.
 +  * To locate and identify features, look for the steepness and shape of slopes, relative elevations of various features, and the directional orientation in relation to your position and the position of other features you can see.
 +  * Make use of the addition cues provided by hydrography,​ vegetation, and man made structures. We are lucky that in ARMA our maps display accurate and to-scale buildings, tree lines never change, and water features are static.
 +
 +**Handrails** are linear features like roads, power lines, or ridgelines that run roughly parallel to your direction of travel. Instead of 
 +using precision compass work, you can rough compass without the use of steering marks for as long as the feature travels with you on your 
 +right or left. It acts as a handrail to guide you in the desired direction. You must take care when determining when you must deviate from 
 +your chosen handrail. A //catching feature// is a prominent feature located near the point of deviation, or it can tell you when you have 
 +traveled too far.
  
 +The major disadvantage to navigation by terrain association is that you must be able to interpret the map and analyze the world around you. 
 +Recognition of terrain and other features, the ability to determine and estimate direction and distance, and knowing how to do quick mental ​
 +position fixing are skills that are difficult to teach, learn, and retain than those required for dead reckoning.
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