Navigation mostly. But I almost always see modified or generalized variants.
This could be what I go with. I was honestly considering talking about WWII technology. I was looking at a LP of Silent Hunter 3, and thinking about the whole range finding, angle, and speed system for finding torpedo firing solutions. Bomb sights, the battle of the beams, and various aspects of naval warfare all seem like they could be interesting problems to talk about, in fact in general I think the whole problem of "How do I get this moving object to collide with this other moving object" is an interesting problem mathematically.
Well according to Silent Hunter, all you need is position, Angle-on-Bow (AoB) and speed, with the sub in a (near)-stationary position. Basically, course and velocity relative to the sub. But there's stuff hidden under the hood, such as gyro angles, torpedo speed, running depth and the most cursed problem of all: faulty torpedoes. That Mk-14 torpedo fiasco is legendary.
And based on my experience with that series, the range and AoB needs to be damn accurate to get a good firing solution. Especially range as it's used to find the speed and thus compounding errors.
Range-finding in that game can either be based on similar triangles or trigonometry.
Trigonometric case:
d = h/tan(a)
Similar triangles:
d = h*b/c
Where d is the distance, h is a reference height of a ship met from the waterline, a is the angle measured, b is the lower catheter of the smaller triangle and c is the measured catheter.
Either way, the smaller the measured quantity is, the greater the error. This is then used to calculate the speed as well.