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|This article is in the making, should not be used for official pruposes and only be altered by authors working on its creation.|
- The following document may not necessarily reflect the views and doctrine of the UOTC.
Intent Statement and scope:
- The intent of this guide is to familiarize players with basic Land Navigation tools, techniques and applications for use as a rifleman.
- The scope of this guide to introduce mechanical tools, basic land navigation techniques, and basic applications with said skills.
Land navigation can be an easy or complex task, depending on the scope, experience level, and motivation of the player using it. In this guide, we will discuss three things; mechanical land navigation tools (compass, map, map tools), basic land navigation techniques, and basic applications utilizing the previous two points. This guide is intended for players will little to no land navigation experience, or a player who wishes to brush up on the basics.
TODO: Insert image of compass
The compass is the best friend to the Rifleman. It allows the rifleman to know where to go, where things are relative to them, and a essential tool for planning. Without it, the rifleman would not know where to go, where to look, or plan a route. The simplest tool at your disposal, mastering the compass will open up a world of possibilities in land navigation. The compass is made up of five important pieces; the sighting wire and the magnetic wheel housing an index line, center ring, inner ring, and outer ring.
The sighting wire is as simple as it seems; a wire where you line it up to what you want the direction to, similar to how a weapon sight works with a target. The more you can get your sighting wire lined up with your target, the more accurate your measurements will be, and thus the more accurate your travels.
The index line is on par with the sighting wire for simplicity. This line's role is to tell you which direction you are facing. It is the transition from sighting wire to direction.
The center ring on the magnetic wheel for cardinal directions; North, South, East, and West. The most inaccurate measurement on the compass, this is useful for shouting during a firefight, giving general references, or quickly finding your bearings. The compass only shows the cardinal directions, but you can easily sub-divide them into ordinal directions. Ordinal Directions (Northwest, Northeast, Southwest, Southeast) are the halfway points between cardinal directions, and split the center ring into eight sections. You can further divide the ordinal directions into eight subdivisions (NNE, ENE, ESE, SSE, SSW, WSW, WNW, NNW), creating a total of 16 directions available on the center ring.
The inner ring is something that you will get very familiar with very fast. The inner ring contains the degree (°), and is comprised of a circle being divided into 360 equal parts. Way more accurate that cardinal directions, degrees are the most common measurement when dealing with direction. Degrees are mostly used when traveling or scouting an area.
The outer ring houses the most accurate measurement on the entire tool, the mil (₥). The mil is 17.78 more accurate than the degree, and divides the circle into 6400 equal parts. This measurement will not be used in this guide, as it is used mainly with artillery and advanced land navigation.
TODO: Insert image of map
Now that you know where you are facing, you now need to know where you are! The map is the tool for you to accomplish this task. The map has a lot of information on it, not all of which will be covered in this guide. In this guide, we will be going over map grids (up to 6 digit) and common symbols.
There are a couple of ways to relay your position to other people (that we will go over). The first one is a map grid. Map grids can be as broad or as accurate as you like, going from 2 digits to 10 digits. Think of it like this, with every two digits you add, you decrease the distance the grid covers by a factor of ten. See this chart to help you.
|Digit Count||Example||Area Covered by Grid|
|Two digits||24||10km x 10km|
|Four digits||2145||1km x 1km|
|Six digits||210452||100m x 100m|
|Eight digits||21054522||10m x 10m|
|Ten digits||2105145220||1m x 1m|
As you can see, it can get pretty accurate, but the more accuracy you want, the more work you need to put in. For now, we want to be concerned with up-to six digit grids. By default, Arma shows four digit grid lines, meaning you have to think a little for the six digit grid. To read a grid from the map, you want to use the crawl-then-climb method. Basically, you crawl along the bottom or top numbers (latitude lines) until you hit the point you want to find. Then you climb the left or right numbers (longitude lines) until you hit said point. Referenced to the point you want to find, the grid lines to the left and bottom are the ones you want to concern yourself with. Which ever numbers are at the ends of those lines are the grid numbers you want.
Most of the time, this will get you a four digit grid (1km x 1km), which isn't real helpful in finding your position. In order to get a six digit grid, you have to mentally subdivide the grid into a 10 parts left to right and 10 parts up to down.
Written by Nathan (29/07/2018 [DRAFT])