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3 - I assumed this as well but after trying it with your bearings from earlier I was able to make it work with different radii on the circles. See that Google doc link I shared in my other comment, based on the first 2-3 images I managed to get a solution. However, I agree that the method in Rico's PDF is simpler and more foolproof, so I imagine more people will end up using that.
4 - From the crew it's never truly precise, no. This relates back to point 1. One option would be to get it manually if you think you can get a better result, just wait for the operator to detect something then refine it. Another option, like I mentioned in another comment, would be to just head in the general direction until you get closer before you worry about trying to solve it. If you know it's 50-80km away and heading somewhere to the east, you can start chasing it for a while and check the distance again in a few in-game hours. No harm there.
But yeah all good points.
I have just been trying to collate all the methods into a steam guide, because it seems all the reference material is from years ago and generally all over the place, either other forums, or PDFs, or old low res YouTube videos that go for an hour or so.
Regarding your specific points:
1 - Yes indeed, but if you want you could still try to get the bearing manually from the hydrophone to be a bit more precise. Agree map tools aren't great and also at longer distances the 3D map skews things a bit (I acknowledged this at the top of the guide too).
2 - True. With some experience you can start working it out with some shortcuts. Nothing wrong with that. I just have this here to help people get started.
1. The bigger the distance the more unlikely is a correct course, even with the 4 bearing method. This is mostly due to the bad map tooling and also due to errors that add up.
2. Sometimes 4 bearing is not necessary. For estimating a course of the target you can look at 3 bearings A, B, C (A was the first one). If the distance from AB > distance from BC, your target is moving away. If it is BC > AB, your target comes nearer. Requirement: constant speed and course.
3. The distances in your guide in step 5 for the static method must be equal. The method assumes a constant speed, this means that the distance from i1 to d1 and from d1 to i2 must be equal, if this is not the case and the difference is very huge (like double), there was a mistake in the calculation earlier OR the ship changed speed/course.
That's really helpful, I sadly have no access to your docs.
Some additional PDFs I found:
Rico Jansen's 4 bearing method v2: https://ricojansen.nl/downloads/the_four_bearings_method_v2,Kuikueg.pdf
A "better" 4 bearing method while moving: https://drive.google.com/file/d/1uC-alTDHMr7nVBTGaUuGrl-eC6KL6J-F/view (This was one suggested in the discord, but takes very long to calculate. It should have a lower error rate).
Btw, I also suggest including the intercept vector calculations here: https://www.youtube.com/watch?v=gj0t0lJ4ci0&list=LL&index=4&t=546s
It's very easy and just 3-4 steps :)
https://docs.google.com/document/d/17iPhmv_jA6NQj6as62bq90m9RHJH4cMxwdW4HHyKObE/edit?usp=sharing