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Four bearing method to find a target without map contacts (stationary & in motion)
By redknob
If you pick up a target bearing either from a radio report or a hydrophone detection, this technique will help you find the target course, speed and its distance from your location.

This is handy if you are playing without map contacts. You can still apply it even if you have map contacts on, just for fun.

There are lots of online guides around for this method but they all tend to be either dead links or too complicated to follow (at least for me). So I decided to make a simpler step by step guide.

I have included 2 methods each for both stationary and in-motion solutions. The second variation of each is inspired by the PDF guide hosted here: https://ricojansen.nl/downloads/four_bearings_method_v1%2CKuikueg.pdf but with my own breakdown and comments.

I also have a website where you can perform some other calculations that may be helpful, including working out AOB, distance, synchronised attacks, intercept angles and more:
https://uboat.yepdidthat.com
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My other guide which explains how to use my calculator tool is published on Steam here:
https://steamproxy.net/sharedfiles/filedetails/?id=3321042803
Solutions from the four bearing method can be used as inputs on my calculator, if you want to solve things that way. Check it out! :)

Method when stationary - Assumptions & Suggestions + Recommended Mods
  • This method works when the contact remains at a constant speed and constant course.
  • You must remain as stationary as possible for the initial bearing measurements.
  • You must use a consistent time interval between bearing measurements.

Regarding time intervals - 10 minute intervals is usually too short, but can work in some circumstances if the contact is relatively close by. 15 to 20 should work pretty well. 30 minutes is even better.

If you are playing without using the pause button, you only have the duration of the interval to do your calculations in. So in that case, longer intervals make things easier.

The ships in this game do change course over time, depending on where they are headed. It is possible that you will get unlucky and they will change course in the middle of your calculations.

If you notice this, or something seems wrong, don't despair, just start over. There's plenty of time to spare when you're at sea.

You will need to use the map measurement tools to perform these calculations. Sometimes they can be a little tricky to control properly, but it is manageable. The ruler and the compass are all you need, but creating parallel lines in the game (at least for now) is bothersome. To make it a little easier, I strongly recommend using something like this mod:

https://steamproxy.net/sharedfiles/filedetails/?id=3270955106
Then you will see the course of every line drawn on the map and you can recreate it in parallel much more easily.

Also, the default map is 3D and if you have curvature enabled, it can skew things slightly. Overall it's manageable though. Otherwise you can try this mod (although it's outdated and doesn't work for me):

https://steamproxy.net/sharedfiles/filedetails/?id=2518835584
Alternatively, this mod does have a working 2D map, but if that's all you want you will need to disable all the other options. Instructions are provide on the mod page:

https://steamproxy.net/sharedfiles/filedetails/?id=3274920623
Stationary Method 1 - Step 1: Find a contact
It can be from a radio message or from hydrophone. If you actually have visual contact this will still work but there are simpler methods available in that scenario.

You may be moving when you first detect the contact. That's ok. Just stop and take a new bearing when you are still.
Step 2: Marking the first bearing line
Mark the timestamp of the bearing! Mathematically we will call this t = 0 and calculate from there.

Start the stopwatch! We want to take a new bearing after a specific time interval. 20 minutes is generally a reasonable duration. Don't wait too long in between recording the timestamp & starting the stopwatch.

You can just use the game clock and eyeball it if you don't want to use the stopwatch, but if you've come this far already, why would you take shortcuts?

Using the ruler, mark a line from your sub towards the bearing. Make it long enough that you have some room to work within later. Keep in mind that contacts could be 80km away or more, so make the lines relatively long.

Keep still and wait!
Step 3: Mark the second and third bearing lines
It's the same process as step one. After each time interval, mark the new bearing lines with the ruler.

Using 20 minutes as the interval (let's call it x), and looking at the stopwatch:

Bearing one is at t = 0
Bearing two is at t = 20 minutes (0 + x)
Bearing three is at t = 40 minutes (0 + 2x)

You should have something similar to this marked on your map:



Now we can start the fun stuff.
Step 4: Mark parallel lines to bearings 1 and 3
Select a point (let's call it R) anywhere on the line of bearing 2. It doesn't matter where R is at all, just give yourself some room to work and draw in.

Draw a line parallel to bearing 3 that runs through point R and intersects bearing 1.
Draw a line parallel to bearing 1 that runs through point R and intersects bearing 3.

It should look similar to this on the map:
Step 5: Determine the contact's course
Mark the intersection point on bearing 1 as i1.
Mark the intersection point on bearing 3 as i2.

Using the compass, from point i1 extend its radius until it touches bearing 2. Mark this point as d1.
It should look like this:


Again using the compass, from point d1 extend the radius until it touches i2.

It should look like this:


Drawing a line from i1 to i2 line gives you the course that the contact is steering towards. In this example it looks like it goes straight through d1 but this is coincidental. Sometimes it won't go anywhere near it. What is important is that you draw the line directly through i1 and i2.

However this does not tell us the actual speed of the ship, nor its actual location. Just the actual course. The ship could be anywhere parallel to line i1-i2. Remember, we picked point R at random and ended up with this particular result.

It should look like this:


Measuring the distance of line i1-i2 will give you a "distance travelled" in 40 minutes (t = 2x) for calculation purposes which will be used in the next step, to predict the fourth bearing.

An example would look like this:

Step 6: Predicting the fourth bearing
Now that we know the "distance" between i1 and i2, and we know that it is after 40 minutes (time = 2x), we can work out the distance the contact will travel in the next 20 minute time interval.

Using the ruler, we need to extend line i1-i2 to point i3, which is positioned on the same course line and exactly half the distance of i1-i2 away.

You should have something like this:

Step 7: Finding the real fourth bearing
The hard work is done and we are nearly finished!

The most important part of this step is remembering that you must move!

You can go in any direction you like, but you need to change course and move somewhere before the next time interval finishes. I recommend moving roughly towards the contact (not away from it) and towards the course it is on. Move somewhere for a while, then stop, then wait to take the fourth bearing after the same time interval has passed.

Mark the intersection of the real fourth bearing on the predicted fourth bearing, call it i4.

You should end up with something like this:


Congratulations, you now have triangulated the location of the contact and know exactly where it is positioned!

Draw a line parallel to i1-i3 through point i4. This is the actual course line the contact has been on the entire time.

It should look like this:

Step 8: Determining the contact's speed
On the actual course line, mark where it intersects the first bearing and call it i5.

Measure the distance between i5 to i4. This is how far it has travelled in three intervals of 20 minutes, which is 60 minutes (0 + 3x).

It should look like this:


Speed = distance / time

Plug in your numbers and you will get the answer. Depending on which units you are using in the game for distance (km, nm) and speed (km/h, knots) you may need to do some conversions. I won't explain how to do that here (for now).

So, now we know:
  • Contact's speed
  • Contact's course
  • Contact's location (aka its distance from us)

We can now plot our own intercept course based with this information. I also won't explain how to do that here (again, at least for now).

Happy hunting!
Stationary Method 2 - Step 1: Take first three bearings
This method is based on the instructions from Rico Jansen, available here:
https://ricojansen.nl/downloads/four_bearings_method_v1%2CKuikueg.pdf

I always thought the steps in the PDF were a little too condensed, so have made a longer but (hopefully) easier to follow version.

The same rules apply with keeping the same time intervals between measurements.

Take the first three bearings from a stationary position. Now start moving somewhere else in preparation for taking the actual fourth bearing later.
Step 2: Plot parallels
Mark random point P1 on b1, and mark the midpoint between P1 and your Sub as G.



Draw b3 parallel through G and mark intersection on b2 as P2.

Step 3: Find potential course line
Draw a line through P1 and P2 and mark its intersection on b3 as P3. This is the course the contact is taking, but not the true one (because P1 was positioned randomly).




Measure distance between P2 and P3, and extend it to mark P4. You can use a compass or you can use the ruler, as long as it stays on the course line and is the correct distance it will be ok. This will be used for the predicted fourth bearing.

Step 4: Fourth bearings
Draw the predicted fourth bearing line from where your sub would be if it remained stationary, through P4.




Since you should have been moving since taking b3, after repositioning the sub (and the same time interval has passed again) draw the fourth bearing line. Mark its intersection on the predicted fourth bearing and now you know the actual position of the contact after the third time interval.

Step 5: True course, previous positions and speed
Draw a line parallel to P1-P4 through Contact t3, this is the actual course the contact has been on the whole time.




Mark the intersections of the true course line on b1 b2 and b3. Now you have all its position at t0, t1, t2 and t3 and can work out its speed to plot an intercept.

Method when in motion - Assumptions & Suggestions
If you don't want to keep still for the first 3 bearings, but would rather continue on a rough course to get closer to your contact, you can apply this more advanced version of the four bearings method.

It's a lot messier and more complicated, but it does work.

Assumptions:
  • For the first method, you maintain a constant course & speed for the first 3 bearings. It may work even if you change course & speed, but I have not tested it properly, so play safe.
  • Contact maintains a constant course & speed for the process.
Note, for the second method you do NOT need to maintain constant course & speed.

The same suggestions apply with map tools, timing intervals, pausing, etc as in the Stationary method section at the top of this guide.
In Motion Method 1 - Step 1: Take first two bearings
Mark your location and take the initial bearing of the contact (Sub.t0 and b1).
Maintain a constant speed & course.
After a specific time (eg 15, 20, or 30 minutes), mark your location and take a second bearing (Sub.t1 and b2). Let’s use 20 minute intervals for our example.
Step 2: Perpendicular lines
Draw 2 lines perpendicular to b2, through both bearings. Mark the points of intersection on b2 (A and B).



Using the compass, extend the radius from point A to the intersection on b1 and mark the intersection of the other side of the circle on the first randomly drawn line (A1).
Repeat the same steps on the second line, drawing radius from B to b1, and mark intersection B1 on the other end of the circle.



Draw lines parallel to b1 through points A1 and B1.
Continue on course until another standard time interval passes.
Step 3: The third bearing
Things will get a little messier now.

At t2 (40 minutes, two 20 minute intervals) mark your own location and take a third bearing (b3). Now change either your course or your speed, or both!
In this example it looks b3 is intersecting through A1 and B1, but it’s not. It’s just a close coincidence.



Mark the actual intersections of b3 and the two lines parallel to b1 (points C and D).



Using the compass, draw a radius from point C on b3 to point A on b2, and from point D on b3 to point B on b2.



Draw a line through points A & C in the first circle, and mark the intersection on the other side of the circle (C1).

Do the same on the second circle, drawing a line from point B through point D and marking intersection D1.
Step 4: Predicted and actual fourth bearing
Draw a line through D1 and C1 all the way back towards your sub. This line is the predicted 4th bearing, if you maintained your course and speed. Remember, in reality we changed course and/or speed after taking the third bearing.



I’ve zoomed in to show how it would intersect to prove it’s accurate :)


But in reality, we changed course and/or speed and ended up over here instead.



After t3 (60 minutes, or three 20 minute intervals) mark your location and the fourth bearing b4.
Step 5: Determine contact position at t3 and t1
Mark the intersection of b4 and the predicted b4, now we know the actual position of the contact.



Draw a line perpendicular to b4 from Contact t3. Mark its intersection on b3 (E)



Using the compass, draw a circle from E with the radius to point Contact t3. Mark the intersection of the circle with the perpendicular line you drew in the previous step (E1).



Draw a line parallel to b3 (shown in red) through point E1, and mark where it intersects b2. This is where the Contact was at t1, or after 20 minutes.
Step 6: Determine contact course & speed
Draw a line from Contact Position t1 through the Contact Position on b4. This is the course the contact has been on the entire time.



Where it intersects each bearing is where it was at each time interval.



Your map should look something like this once it is all done.

Now using the map tools you can calculate the distance the contact has travelled over the 60 minutes, and determine the speed from that.
In Motion Method 2 - Step 1: Take first three bearings
Similar to stationary method 2, this is my version of the steps outlined by Rico Jansen from his guide here: https://ricojansen.nl/downloads/four_bearings_method_v1%2CKuikueg.pdf

I again found the steps a bit hard to follow as there were some labelling issues on the diagrams and I found some instructions confusing. I also found the final steps in the PDF on how to determine actual course and speed too vague and it didn't make a lot of sense to me, so I switch back to the same process used in the In Motion Method 1 guide above.

The big advantage to this method is that you do not need to maintain a constant course and speed for it to work. Feel free to move around at your leisure.

Take the first three bearings and mark your position, you can change course and speed as you go along, if you like.
Step 2: Solve first potential course
Mark a random point P2 on b2, and draw a line perpendicular to b2 through it.Mark the intersection on b1 as A.



Using the compass, draw a circle from point P2 with radius A, and mark point B on the intersection of the perpendicular line you drew earlier.



Draw a line parallel to b1 through point B, and mark its intersection on b3 as P3.



Draw a line through P2 and P3, and mark its intersection on b1 as P1. This is one potential solution, but remember P2 was placed at random.
Step 3: Solve second potential course
Pick another random point on b2, marked as Q2. Again draw a line perpendicular to b2 through it. We will repeat the same process we applied on P2.




Mark intersection of perpendicular line on b1 as C, and use the compass with radius Q2-C to find D on the same line.




Draw a new parallel of b1 through D, and mark its intersection on b3 as Q3.




Draw a line through Q2 and Q3 and mark its intersection on b1 as Q1. This is another potential solution.



Step 4: Fourth bearings
As you can see, the potential solutions dramatically vary. There are infinite solutions, depending on where we place P2 and Q2. Next we will solve the predicted 4th bearing line and start trying to triangulate the position of the contact.




Using the compass, draw a circle from point P3 with radius to P2. Mark its intersection on the potential course line as P4.




Repeat the process from Q3. Using the compass, draw a circle from Q3 to Q2 and mark Q4 intersection on the potential course line.




Draw a line through P4 and Q4. This is the predicted 4th bearing line.We now need to take the actual 4th bearing.




From the sub’s new position at t3, plot b4 and mark its intersection on the predicted 4th bearing. This is where the contact was at t3.

Step 5: True course & speed
Now I will deviate from the steps in the PDF for reasons stated above. We will follow the same steps in the other motion guide to solve the course and speed of the contact.

Draw a line perpendicular to b4 through Contact.t3 and mark its intersection on b3 as E.




Using the compass, draw a circle from E with radius to Contact.t3, and mark its symmetrical position as E1 on the perpendicular line you drew.




Draw a line parallel to b3 through E1 and mark its intersection with b2. This is the contact position at t1.




Draw a line through Contact.t1 and Contact.t3 and mark the intersections on b3 and b1. You now have the true course and the position of the contact at each time interval. You can now calculate speed and start plotting an intercept.




Zooming out to show how it looks. Yes, it’s still a messy process.
You can delete some items as you go, but I have left them all in for this guide so you can see how everything has unfolded.

29 Comments
Homiccus 1 Jan @ 7:18am 
This is a great guide! Thanks for taking your time to lay it out so clearly even a dumb donkey like me can get the gist! 😁
redknob  [author] 31 Aug, 2024 @ 9:35am 
If they taught you that trigonometry and mathematics were actually war games we'd all be geniuses.
Lucian 30 Aug, 2024 @ 4:33am 
lol, they don't teach you how to calculate AOB and course in highscool. would be cool if they did tho.
redknob  [author] 18 Aug, 2024 @ 7:43am 
(1000 character limit hit me)

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.
redknob  [author] 18 Aug, 2024 @ 7:43am 
I'm in the discord, tag me next time :D

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.
Shinpuren 18 Aug, 2024 @ 6:37am 
4. The hydrophone contacts are actually never precise. If we get a bearing in 50-80km distance we see on the blue icon on the right just one bearing, but if we click on it we actually saw a bearing range. Sometimes this bearing range is a range of 10-30 degrees(!!). This is why it's important to get nearer to the target first and only do the 4 bearing method when the target is just 10 or less kilometers away.
Shinpuren 18 Aug, 2024 @ 6:37am 
We talked about your guide in the Uboat discord and there I learned some additional information that your guide is missing:


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.
Shinpuren 18 Aug, 2024 @ 6:37am 
Thanks redknob, you really made my day with all your comments and enthusiasm :)

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 :)
redknob  [author] 18 Aug, 2024 @ 12:38am 
Added alternative methods for both stationary & in-motion based on Rico Jansen's PDF. I just tried to make it a bit easier to follow, and changed the final steps of his in-motion instructions as I couldn't make sense out of them.
redknob  [author] 17 Aug, 2024 @ 9:34pm 
@Shinpuren here is a doc with quick worked examples of both methods. See what you think:
https://docs.google.com/document/d/17iPhmv_jA6NQj6as62bq90m9RHJH4cMxwdW4HHyKObE/edit?usp=sharing