688 Attack Sub - Manual
Table of Contents:
1. Welcome aboard
1.1 About the Game
1.2 Using this Manual
2. Quick Start Guide to TORPEX' 89
3. Missions
4. Game Controls
4.1 Configuring 688
5. Submarine Controls
5.1 Reading your displays
5.2 Radio Room
5.3 Navigation Room
5.4 Ship's Control Panel
5.5 Sonar Room
5.6 Periscope
[1A 5.7 Weapons Control Panel
5.8 Status Panel
6. Submarine Warfare
7. Technical Reference
7.1 Submarines
7.2 Weapons
7.3 Ships
7.4 Aircraft
7.5 Glossary
8. The Security Access Codes
9. Keyboard Commands
1. WELCOME ABOARD
-----------------
There are only two kinds of ships: Submarines and targets...
You are hereby given command of a nuclear-powered attack submarine, the
world's most powerful and versatile ocean-going defence weapon, You are now
a hunter/killer, a predator of the deep. You play a silent, sometimes lethal
game of hide and seek. Every minute you make countless decisions that may
have grave consequences for you, your crew... even your country.
1.1 ABOUT THE GAME
------------------
You command an American Los Angeles or Soviet Alfa class submarine. You
prowl throug a dark, undersea world, carrying out dangerous missions that
require predatory cunning and bold action. In peacetime, you track and hunt
potential enemies. In war, you ambush enemy convoys and defend your
warships; stalk ballistic missile submarines and duel other hunter/killers
strike at inland targets from enemy waters and live to tell about it.
All the major systems of a modern attack submarine - sonar, weapons,
navigation, helm, radio and periscope - are at your disposal. Over 40
separate controls let you feel what it's like to operate the world's most
sophisticated - and deadly - defence technology. At the same time, crew
transmissions and pictures remind you that as captain you manage men as
well as machines.
688 Attack Sub turns the most up-to-date technical information available
concerning subs into one of the hottest games on the market. You'll get
hour's of pleasure from 688 Attack Sub's exciting graphics, fast pace,
attention to detail and variety of player options.
1.2 USING THIS MANUAL:
----------------------
This manual was written for the Commodore Amiga computer. If you're using
another type of computer, some commands and features described in this
manual may be different or unavailable on your computer system. If you're
using any computer other than an Amiga, please read the Command summary
Card included in the package for information specific to your computer.
The manual is both an introduction to the 688 Attack Sub simulation and a
reference manual. It's divided into two parts so you don't have to read it
all the way through in order to start playing.
Chapters 1 - 2: Introduction to 688 - The first two chapters are designed
to get you into the game quickly and painlessly. By no means do you have to
read both chapters - if you're the type of player who doesn't like to read
manuals, follow the step-by-step instructions in chapter 1 and you'll be
ready to choose a mission and begin play. However, the fastest way to get
your finger on the launch button is to let the Quick Start Guide in chapter
2 lead you through the first mission, TORPEX' 89. By showing you how to set
up an attack on several decommissioned warships, the Quick Start Guide will
introduce you to the sub's controls and basic game concepts.
Chapter 3 - 7: Captain's Reference - Refer to these chapters only when you
need to know about something specific - missions, controls, tactics, or
ship and weapon specifications.
Commanding 688 Attack Sub:
--------------------------
The 688 Attack Sub simulation is divided into levels. At the top level is
the CONN (Conning Tower), the game's main menu. From the CONN you can go to
Different stations. Each station is identified by it's own icon which
appears as your cursor passes over the area.
At each of the stations are controls for different parts of the sub. Some
of the controls are clustered into control groups; for instance, the
controls for the sound filter, active sonar and towed array make up the
Sonar Control group.
The stations and their controls are "hot spots", areas that perform
functions. You give commands by moving the cursor to a hot spot and
pressing <enter> or clicking a mouse button. There are two ways to move the
cursor:
Using a mouse: A mouse is by far the easiest way to play the game. Your
cursor will change color and/or shape when it's over a hot spot. Click any
button on your mouse to select that function.
Using the keyboard: Move the cursor using the <tab> key and the arrow keys.
Use <Tab> to tab through the different control groups; then user the right
and left arrow keys to move the cursor between positions within a control
group. The up and down arrow keys will move the cursor through all the
controls regardless of their grouping (up moves the cursor to the left;
down moves the cursor to the right).
688 Attack Sub also has quick keys that instantly move your cursor to a
station or a function. On every screen, each control group has been assigned
a number - the number keys will move your cursor to the control groups you
see onscreen. The function keys (<f2> - <f9>) take your cursor to the
submarine's stations. Within each station, different controls have been
assigned letter keys.
For the game's keyboard interface, see the table on the back inside cover
of this manual.
In the rest of the manual, "select" means moving your cursor to a station
or control and activating it by pressing <enter> or clicking the mouse
button.
Choose a Mission, Configure 688:
--------------------------------
Choose a mission (missions descriptions begins in chapter 3). Once you
select a mission, the CONFIGURATION PANEL comes up. Set the sound, and play
level. Select BEGIN GAME to start your mission.
If you plan on using the Quick Start Guide to TORPEX' 89 in the next chapter:
On the MISSION SELECTION screen, select 688 from the column next to
TORPEX' 89. Once you've selected the TORPEX' 89 mission, the CONFIGURATION
PANEL will come up. Make sure to set the CONFIGURATION PANEL as follows:
1. Set the play level BEGINNER.
2. Select BEGIN GAME to start playing. You start in the sub's CONN. Before
you do anything else, you must enter a Security Access Keycode.0
Enter the Secutity Access Keycode:
You're in the sub's CONN. You can take your time: the game always pauses
when you're in the CONN. Select the Radio Room by moving your cursor with
the mouse or the <Tab> key until it changes into the Radio Room icon.
Enter the Radio Room by pressing <enter> or any button on your mouse while
the radion Room icon appears (you could also have pressed R or F2 to go to
the Radio Room). You're given the name of a Los Angeles submarine and the
beginning of a sentence. Starting in chapter 8, you'll find the names of
Los Angeles class submarines. Find the name of the sub - they're in
alphabetical order -. Find the sentence fragment you see onscreen, then
enter the first three letters of the missing word.
Use the arrow keys below the boxes to enter the letters. When you have the
letters in the right sequence, select SEND CODE. If you've transmitted the
correct security code, you will receive your mission orders. 688 Attack Sub
will tell you if you've sent an invalid code and will put you back in the
CONN. If this happens, go to the Radio Room to try again. You have as many
tries as you want.
QUTTING THE GAME:
-----------------
To quit the game, select EXIT from the CONN. You'll be given a choice of
playing another mission, continuing your last mission, or exiting to
Workbench. Select EXIT TO WORKBENCH.
2. QUICK START GUIDE TO TROPEX' 89
----------------------------------
As a quick start to 688 Attack Sub, we'll run through the first mission,
TROPEX' 89. Playing the mission should acquaint you with most of the game
controls and a few of the strategies. In TROPEX' 89, you're the captain of
the Los Angeles (SSN 688) on a torpedo exercise in the Faeroe Island Chain.
Your mission is to sink three decommissioned warships without being detected.
During the exercise you'll give commands by moving the cursor to the sub's
controls and clicking your mouse button or pressing <enter>.
If the telephone rings or some other crisis comes up, you can put the game
on pause by going to the CONN. When you're reading what to do next in the
exercise, go to the CONN so you won't lose valuable game time.
1. Exit the Radio Room:
-----------------------
If you follow the instructions under Getting Started in chapter 1, you've
already a) selected TORPEX' 89 from the MISSION SELECTION screen; b)
configured 688 to your computer on the CONFIGURATION PANEL; and c) entered
in the Security Access Code and received your mission orders. You should
now be in the Radio Room of the Los Angeles. Go to the CONN by selecting
EXIT in the top left-hand corner of the screen.
2. Tour in the CONN:
--------------------
You are now in the submarine's CONN. This is the main menu of the game -
from here you can go to any of the submarine's control stations. Explore
for yourself, when you're done with the tour, select the Periscope icon.
3. Go to the Periscope:
-----------------------
You are now at the Periscope station. Look at the map. You probably see a
number of "X"s. These are sonar contacts that your sonar operator is picking
up. At this point, he doesn't know what the contacts are or their, depth or
speed. In this mission, you won't have to worry about unidentified contacts
until your sonar operator can identify them. You'll be receiving sonar
contacts and they can be anything from enemy subs to schools of fish. The
ocean's filled with sounds - the only reliable sounds are the ones your
sonar operator can positively identify. (In combat, however, you might make
more guesses.)
Sonar is not the only way to get positive identification of a target - if
it's a surface ship, you can view it with your periscope. Right now you're
at periscope depth (20ft), so go to the PERISCOPE button and select it.
Rotate the periscope until you see the destroyers. Select TARGET. A cross-
haircursor will appear in the viewing window. Place the cursor on the
closest ship and press <enter> or click the mouse button. Notice the target
information that fills the bar at the top of the screen. Now take a look at
the top-down map by selecting T on the 9-button map display control in the
lower left corner of the screen. At least one of the "X"s should have turned
into a letter. This means that you have a firm fix on the target's location.
If you can't see the letter, the target may be outside the map area. Select
O on the map display control until you get a bigger view of the map. While
your periscope is still up, return to the CONN by selecting EXIT.
4. Set a Viewpoint:
-------------------
While your periscope is giving you a firm fix on your targets, go to the
Navigation Board so you can set the auto-pilot to steer your sub toward
your targets. Select SET from the WAYPOINT CONTROL. A crosshair-cursor will
appear on the map. Using the mouse or the cursor keys, move the crosshair
to a point near your target. Press <enter> or the button on your mouse to
select that point. A number will appear marking the waypoint.
Now that you know the general direction you should be going, return to the
Periscopr station and lower the periscope to avoid being detected by
surface radar. You may immediately lose the target information at the top
of the screen. Don't worry about it. After your sonar man has listened for
a few minutes, he'll get another fix on the target with his passive sonar.
5. Set the throttle and depth:
------------------------------
Even when the ship's auto-pilot is on, you're still in control of the speed
and depth of your sub. Go to the Ship's Control Panel by pressing <F4>. Set
the THROTTLE on 2/3. Select 150 FT under AUTO FUNCTION. The crew will bring
the sub to that depth. You could also have done this manually using the
DIVE PLANE CONTROL.
6. Load torpedos:
-----------------
Torpedoes are never stored armed and ready in a sub's torped tubes.
Consequently, you must give an order to ready them. Go to the weapon Control
Panel by pressing <F7>. Torpedo tube 1 should already be selected (the box
around the number will be highlighted). Press R or 4 to move the cursor to
the box and press <enter> or click a mouse button to arm and load the
torpedo. Place your cursor on the next tube and press <enter> once to select
the tube, then once more to arm the torpedo. Do this for all four torpedo
tubes. The two auxiliary tubes hold noisemakers - don't bother loading them,
you won't need them in this mission. The weapon's officer will inform you
when each of the torpedoes is armed. The torpedo icons will also turn a
darker color, indicating that they're ready to fire.
7. Deploy Towed Array:
----------------------
Now press <F8> to go to the Sonar Room. Select TOWED ARRAY. A towed array is
a long cable with a series of microphones along its length. The towed array
will improve your sonar operator's listening capabilities but will limit the
sub's top speed.
8. Compress Time:
-----------------
If your sonar man doesn't have a fix on the destroyers, you'll have to wait.
This can take a few minutes. If you're impatient, go to the Navigation Board
and select TIME under WAYPOINT CONTROLS. This speeds up the time. Keep your
hand over the <enter> button. When your sonar man has a fix on one of the
targets, deactivate the time compression by pressing <enter>.
9. Target and Launch:
---------------------
Go to the weapon Control Panel. If the ships are no longer targeted, select
TARGET again and move the cursor on the map to the ship you want to attack.
If the range is under 10 miles (the maximum range of a 688 Attack Sub
torpedo), you can go ahead and fire a torpedo. Check that the box around
torpedo tube 1 is highlighted. If it isn't highlighted, selected it once.
Now select LAUNCH. It will take more than one torpedo to sink a destroyer,
so wait about 10 seconds, then select LAUNCH again. If you're still out of
range (10 miles or more), you'll have to move in on the targets. This may
require setting your engine on a higher speed.
The sonar man will confirm if and when the torpedoes have reached their
target. If you think it's worth the risk of detection (and in beginner mode,
it probably is), you can go to periscope depth and raise your periscope to
confirm a hit (the blood and guts brand of captain does this just to watch
the flames rise). Fire torpedoes until the ship sinks (the letter will
disappear from the map).
10. Set up your attacks on the next ship:
-----------------------------------------
If you're lucky, you're already in range to strike your next target. If
you're unlucky, you'll have to set up to nine different waypoints to attack
the other two ships. Remember that you can set up to nine different
waypoints and your sub will go to each of them in numerical order.
11. End of exercise:
--------------------
The exercise ends when you sink all three ships or after 15 minutes have
gone by. This is when you receive warm praise or a sound verbal lashing
from your superiors. Don't worry if you didn't do too well this first time
around. Run through the exercise again - the controls will begin to become
second nature and your performance will improve immediately.
You've been introduced to most of the submarine's controls. There are only
a few more that you haven't actually used.
3. MISSIONS:
------------
688's perilous missions try the true mettle of a submarine captain. There
are 10 different missions set in the geographical powder kegs of the world's
oceans. The missions progress chronologically from a cold war state of
mutual distrust to total war. The challenge of the earlier missions is one
faced daily by submarine commanders; determining if a situation is
threatening while trying to avoid ambiguous gestures that could lead to a
shooting match with foreign submarines. (Of course, in 688 you're free to
"resolve" conflicts in any way you like.) The later missions put the
commander's abilities as a hunter/killer to the test.
In general, the missions become more and more difficult - as the war heats
up, each side becomes more and more merciless in their hunting.
In each mission, the action unfolds within only a small portion of the full
mission map. This "playfield" is usually an area of tactical interest to one
or both sides. If a player wanders too far away from where the action is,
the game will come to an end and a message from your CINC (Commander-In-
Chief) will inform you that you missed the boat. The idea is to keep players
from going off on wild goose chases where nothing will challenge them.
The following brief mission descriptions give you the necessary background
information that you won't get from your onscreen mission orders. You can
choose to command an American 688 or a Soviet Alfa. Both subs have their
advantages and disadvantages, but neither sub's abilities outweigh the
value of a cunning commander.
TORPEX' 89:
-----------
688:
Your superiors are going to look over your shoulder a few more times before
they let you sail off with a billion dollar sub. In this training exercise,
you only have 15 minutes to sink three decommissioned Forrest Sherman class
destroyers and prove that you're commander material. Your attack must come
swiftly and silently. Navy helicopters will be attempting to locate your
sub, so don't advertise your position with a lot of active sonar or by
leaving your periscope out of the water for too long.
Torpedoes: 22 Mark 48 ADCAP Torpedoes
Missiles: 2 Submarine-Launched Harpoon Anti-Ship Missiles
Noisemakers: 6
700:
You command the Dallas (SSN 700) in a joint training exercise with a Los
Angeles. In this mission, you earn your commander's respect by beating your
colleague to the draw. Sink three of the five de-commissioned warships to
win the competition. Both subs are equipped with the above weapons.
Shake 'Em:
----------
688:
American and Soviet naval forces sometimes practice ASW (Anti-Submarine
Warfare) techniques on each other, rehearsing, as it were, for the real
thing. The experience the crews gain and the information gathered on enemy
tactics apparently make these high-tech games of superpower hide-and-seek
worth the risk. In this mission, a Soviet sub is tracking you. The navy
brass sees their own pride and budgets on the line, so the pressure's on
you to shake this Russian sub. You must lose the Soviet sub for a period of
at least 3 minutes in order to be declared successful - this means that the
Alfa can't detect you as an "X". The mission will end once you've
successfully evaded your opponent for the 3 minutes or after the 20 minutes
time limit is up.
Torpedoes: 8 Mark 48 ADCAP Torpedoes
Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles
Noisemakers: 6
ALFA:
As in every Navy, the only way up the ladder is by making your superiors
notice you. Prove that American high-tech equipment is no match for soviet
training and you'll make a big impression on the fleet admiral. Since you're
practising for real war, you must track the 688 in such a way that you'd be
able to destroy him if this were a combat situation. This means you may not
lose contact with the 688 for any period longer than 3 minutes (to keep
"contact" on the 688, it must appear as an "X" or a letter on your map
display). Don't lose contact on the 688 at the last minute or you lose.
You must be close enough to the 688 that you could fire on him and easily
hit him. Try and stay in the baffles of the 688 to stay undetected as long
as possible.
Torpedoes: 8 Type 53 Torpedoes
Noisemakers: 4
Sub Ops:
--------
ALFA:
After a week-long operational test in the Barents Sea, you're ordered to
execute routine ASW (Anti-Submarine Warfare) manoevres before returning to
your home port of Severemorsk. Since imperialist submarines sometimes try
to follow outbound Soviet subs as they leave home waters, you are given the
job of "securing the port" - i.e., chasing off any intruders. If you use
active sonar ("pinging"), enemy subs will know you're there and you'll
scare them off. Be careful, though - spying subs may interpret pings from
a long-distance as a prelude to a torpedo attack... at which point they may
decide to actively defend themselves. Your best bet is to get as close as
you can (under one mile) before you actively "ping" them. At very close
range, the risk of being damaged by their own torpedoes is too great -
they'll be forced to simply run away.
Torpedoes: 18 Type 53 Torpedoes
Noisemakers: 4
Mumar Cadaver:
--------------
688:
The White House is blaming the Libyans for recent acts of terrorism. To
punish these "international criminals", a 688 is ordered to sink four Libyan
oil tankers as they exit the Strait of Gibraltar. The tankers are under the
protection of Libyan warships. Remember that the Strait is filled with
traffic, so don't put the U.S in a bad light by sinking non-Libyan ships.
Torpedoes: 20 Mark 48 ADCAP Torpedoes
Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles
Noisemakers: 6
Escape:
-------
688:
Your crew is fatigued from month-long operations in the Mediterranean, so
you're less than happy when your commander reports that there are Soviet
submarines waiting to "accompany" you out of the Strait of Gibraltar. The
Navy wants you to make a lasting impression on the Russians - you must pass
through the western edge of the Strait undetected by Soviet subs.
(The Soviets shouldn't have contact on you when you reach the Atlantic.)
Torpedoes: 20 Mark 48 ADCAP Torpedoes
Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles
Noisemakers: 6
ALFA:
While returning home from tour duty, your sub is suddenly ordered back to
the Strait of Gibraltar where you'll wait to intercept an American attack
sub. Intelligence sources observed a 688 in an Italian port and expect it
to exit the Mediterranean soon. You keep contact on the 688 as it enters
the Atlantic. Also, you must be at a range at which you could easily destroy
the 688 if you had to. Try to be sly about this... ative sonar will not only
make your presence known, it could be regarded as hostile action.
Torpedoes: 18 Type 53 Torpedoes
Noisemakers: 4
Goulash:
--------
688:
Under new leadership, Yugoslavia attempts to reform their economy and widen
their autonomy. To do so, they have chosen a capitalist model and have asked
for NATO's support. Perceiving a Yugoslavian alliance with NATO as a threat
to themselves and the other Warsaw Pact nations, the Soviet invade
Yugoslavia and attempt to set up a naval blockade. The U.S and Italy agree
to provide Yugoslavia with covert military aid. A Los Angeles class
submarine is assigned as escort to provide with a maximum protection with a
minimum of exposure. Your job is to get six cargo ships north to Trivat
before the rebellion is completely crushed. The Soviet warships have orders
to sink first, ask questions later - if they get close enough, your cargo
ships are history. You can try to lead the warships away, or you can make
the seas safe for free trade by destroying the warships before they're in
range of the cargo ships. The bottom line is; the cargo ships must get
northeast safely.
Torpedoes: 20 Mark 48 Torpedoes
Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles
Noisemakers: 6
Cat Walk:
---------
688:
Sparked by the Yugoslavian conflict, a limited war in Europe begins and
quickly escalates into World War III. Your 688 has been assigned to patrol
an area north of Japan - an important sea lane through which a number of
Soviet SSBN's (nuclear-powered ballistic missile submarines) travel. A
Soviet SSBN has reportedly left Vladivostok the day before and is entering
your patrol sector. It may be under the protection of a Soviet attack
submarine (SSN). Your main objective is to destroy the SSBN - think of any
SSN's you encounter as dessert. Since slow-moving SSBN's can be extremly
difficult to detect, a Seahawk helicopter will try to aid you in location
it. If the helicopter finds the boomer, it'll drop a "marker" buoy in its
vicinity. The marker buoy floats on the ocean surface and transmits a sonar
"ping", informing you that it's over the general location of the SSBN. Your
sonar officer will inform you when he detects a marker buoy. When you get the
message, you should go to a depth of 150 ft or less so that you can target
the marker buoy. Note the bearing and distance of your buoy: if you're too
far away to launch torpedoes, make a course for the buoy; if the SSBN is
close enough, launch torpedoes and direct them to the buoy's location, then
set the torpedoes on a search program.
Torpedoes: 20 Mark 48 Torpedoes
Missiles: 4 Submarine-Launched Harpoon Anto-Ship Missiles
Noisemakers: 6
ALFA:
Virtually all Soviet ships entering or leaving the main port of Vladivostok
must traverse the Kunashir passage. This strategically critical "choke point"
connecting the Sea of Japan with the Pacific is a likely place for an
American attack on the outbound SSBN you've been ordered to protect. If it
comes down to combat, don't confuse the SSBN with the 688. Make sure you
know what you're firing on, because your torpedoes won't! The sonar analyser
will help you distinguish contacts and keep you from firing on friendlines.
Torpedoes: 18 Type 53 Torpedoes
Noisemakers: 4
Surprise Party:
---------------
688:
The war is heating up. NATO is sending a large battle group to the Norwegian
Sea from the south in support of their current forces. The Norwegian Sea is
of vital significance to both sides - it represent the only access the
Soviet Northern Fleet has to the Atlantic Ocean. If NATO can keep the Soviet
Northern Fleet "bottled up" in its home ports, American and European shipping
can continue delivering preciously needed arms and supplies with minimum
harassment. Your orders are to escort the reinforcements to the north and
protect them from Soviet attack.
Torpedoes: 20 Mark 48 Torpedoes
Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles
Noisemakers: 6
ALFA:
Your orders are to patrol your sector and proceed to attack any enemy
vessels you encounter. You stumble onto a large battle group and most
single-handely engage the American ships. Good luck.
Torpedoes: 18 Type 53 Torpedoes
Noisemakers: 4
Homecoming:
-----------
688:
In order to keep the war effort rolling, America must keep the sea lanes to
western Europe open. As in two previous world wars, American shipping forms
convoys protected by warships. Your 688 is assigned to counter any naval
assault an a convoy destined for France. In the event of an attack, you'll
have to quickly perceive what the biggest threats to the convoy are and deal
with them first.
Torpedoes: 16 Mark 48 Torpedoes
Missiles: 8 Sea Lance Missiles
Noisemakers: 6
ALFA:
The Soviet Stavka realizes that it only has to cut off the American supplies
to Europe and the war will come to an effective halt, perhaps resulting
in total victory for the Soviets. The massive Soviet submarine force is sent
to sea to cripple the U.S. Navy. This time, your Alfa and an Oscar class SSGN
(nuclear-powered cruise missile submarine) wait in ambush for a NATO convoy.
Torpedoes: 18 Type 53 Torpedoes
Noisemakers: 6
Hit and Run:
------------
688:
As the war between East and West escalates, the Navy decides that forward
defence is the only way to force the Soviet to back off . Forward defence
attempts to cripple or intimidate the enemy by attacking long-range targets
behind enemy lines. The next step is to destroy inland targets - in this
mission, you've been sent to the Baltic Sea to deliver a load of Tomahawk
cruise missiles that will take out a Soviet nuclear weapons facilities.
When the scenario begins, you're just off the coast of East Germany. One of
the first things you should do is raise your periscope to confirm your
location. Switch to top-down map by selecting T on the map display control.
Zoom out by selecting O until you see a letter on the top-down map. The
letter is a pre-set waypoint for your Tomahawk missiles: this is the target
you'll be firing your missiles at. (Cruise missiles such as the Tomahawk
get their bearings by comparing computerized maps with the local terrain -
what you're doing is providing the missile with its first landmark, which
the missile will use as a reference point to guide itself to the target.)
With your periscope still raised, select TARGET. You have only 5 minutes to
fire ALL four missiles. Don't get too far away from the or you'll lose the
targeted waypoint for the missiles. After you fire the missiles, you must
rely on your own cunning to escape through the narrow, heavily patrolled
passage out of the Baltic Sea.
Torpedoes: 20 Mark 48 Torpedoes
Missiles: 4 Submarine-Launched Tomahawk Crusie Missiles
Noisemakers: 6
4. GAME CONTROLS:
-----------------
4.1 Configuring 688 to Your Computer:
-------------------------------------
Once you've selected a mission, you can adjust the following on the
Configuration Panel:
Play Level: 688 Attack Sub comes with two play levels - BEGINNER and
STANDARD. You can choose play levels only when you're playing against the
computer.
BEGINNER - Gives you certain advantages: you're quiter; your sonar is more
powerful than your opponent's; your sub can take more damage; and your
raised periscope isn't as noticeable by surface radar.
STANDARD - You and your opponent have normal capabilities.
EXIT: There are three ways to exit the Configuration Panel:
BEGIN GAME - Begins the mission you selected on the Mission Selection
screen.
MISSION SELECTION - Returns you to the Mission Selection screen.
EXIT TO WORKBENCH - Quits 688 Attack Sub altogether and returns you to
WORKBENCH.
Other Game Controls:
--------------------
Russian Script On/Off:
----------------------
The Alfa's controls are in a pseudo-Cyrillic script to remind you that you're
a Soviet officer fighting for world socialism. However, we realize that this
attempt to add flavor may be distracting to some players, so we made it an
optimal feature. To turn the pseudo-Cyrillic script off, go to the CONN and
press <Ctrl>-R. To turn it back on, return to the CONN and press <Ctrl>-R
again.
5. SUBMARINE CONTROLS:
----------------------
Most of the submarine controls are the same for both American and Soviet subs
- they look different, and may be on different areas of the screen, but they
do the same things. The older Soviet Alfa class sub is missing some high-tech
equipment, such as the contour imaging display; any exceptions pertaining to
the Alfa are noted in the descriptions.
5.1 Reading Your Displays:
--------------------------
As an attack boat, your primary role is to stalk enemy vessels. To
successfully do this, you must constantly be aware of your position and
course relative to those of your target(s). Since in a submarine you can't
actually see anything around you, you can orient yourself with the aid of
top-down maps and the contour imaging display.
Top-down maps are available at all stations except in the Radio Room - where
only your location and target information are at hand - and at the Status
Panel. Contour imaging is available at all stations except the Radio Room,
Status Panel and Periscope. At the Periscope, the map window becomes your
periscope view when you raise the periscope. (Note: the Alfa isn't equipped
with contour imaging.)
Top-down Map:
-------------
The top-down map gives you aerial perspectives of the area your submarine is
travesing and displays information collected by your sonar and periscope. The
area can be viewed from ten different ranges using the zoom feature. On the
688, select I and O from the Map Display Controls to zoom in and out. To zoom
in and out on the map aboard the Alfa, select DN and UP. Selecting the zoom
buttons repeatedly moves you quickly through the magnifications. Your
submarine is the fixed point in the center of the screen (except at some of
the highest zoom levels). Other information on your map include:
Ocean Depths:
-------------
Different shades on your map designate different depths. The darker the
shade, the deeper the water. Depth can vary from 0 to greater than 2000 ft
(since very few submarines can actually dive below 2000 ft, the exact
depth of really deep ocean doesn't matter). Always stay aware of the average
depth of the water you're sailing through (see Heads-Up-Display below). It's
possible to run aground - somewhat embarrassing for a submarine commander.
To cross the shallowest waters (the lightest colour on your top-down map),
you'll have to surface.
Sonar Contacts (letters):
-------------------------
When you first receive a sonar contact, the ship's computer displays the
contact as an "X". An "X" means that you only know what direction the sound
came from. The target's range, speed and depth are still a mystery. An "X"
always appears halfway between you and the edge of the display regardless
of the zoom level. When your sonar operator gets a fix on a target, it's
assigned a letter so you can keep track of it. Letters always mark the exact
location of a target. The sonar operator still may not know exactly what
the target is. If he doesn't, UNKNOWN SURFACE CONTACT or UNKNOWN SUBMERGED
CONTACT will be displayed in the target information bar and the target's
letter will appear dark. When the sonar operator positively identifies the
target, the letter will turn a lighter shade. If a contact is lost and
regained, it may be assigned a new letter.
Waypoints (numbers):
--------------------
Waypoints (destinations) that you've set are displayed on the map as numbers
Countour Imaging Display:
-------------------------
In 688 Attack Sub, the Los Angeles is equipped with a device called a "side
scanning sonar" that produces a contour image of the ocean floor. This is
useful when travelling near the ocean floor. A sophisticated, high-frequence
sonar beam scans the ocean terrain around the bow, port and starboard of the
submarine. The beam's high-frequence and short range make it virtually
undetectable by other ship's arrays - there are no penalties for using the
contour imaging system. With the sonar information, a computer generates an
image of the ocean terrain around the sub. Oval shapes designate sonar
contacts. The larger the oval, the closer it is to your sub. The ovals are
assigned letters, too, which always correspond with the lettes displayed on
the top-down map.
To turn on the contour imaging display, select C from the map display control
on the left side of the screen. Use P, F and S to look to port, forward and
to starboard. (Note: the Alfa isn't equipped with contour imaging.)
Heads-Up-Display (HUD):
-----------------------
The HUD is an overlay on the map that lets you quickly refer to your sub's
course and depth. A compass is displayed along the top of your view screen.
The white triangle in the middle of the line is your sub's current course.
The vertical gauge along the right side of the view screen shows your depth
relative to the ocean floor. The top marker on the left side of the gauge
is your sub's current depth.
The bottom marker is the depth of the ocean directly below you. Thermal
layers are marked by longer lines on the right side of the depth gauge.
Always stay aware of how close you are to the ocean floor - keep a safe
distance between you and the bottom marker or you may end up with a ruptured
hull. In the top left hand corner, the HUD will also tell you what direction
your periscope is currently pointing.
When you first boot the game, the HUD will be activated, If it's in the way
of a target you're viewing, you can turn the HUD on and off by selecting
H from the 9-button map display control of the 688. On the Alfa, select
HUD to turn the display on and off.
Map Display Control:
--------------------
The 688 has contour imaging, and the Alfa doesn't. Consequently, the 688
has more map controls then the Alfa.
688 Map Display Control:
------------------------
Port - lock to port contour imaging or periscope view.
Forward - Look forward in contour imaging or periscope view.
Starboard - Look to starboard in contour imaging or periscope view.
In - Zoom in on top-down map.
Heads-up-display - HUD on/off.
Out - Zoom out from top-down map.
Contour imaging display - Turn contour imaging on.
Bottom - Bottom contours on/off (top-down map only).
Top-down map - Turn top-down map on.
Alfa Map Display Control:
-------------------------
UP - Zoom out on top-down map.
DN - Zoom in on top-down map.
CONTOUR - Bottom contours on/off.
HUD - Heads-Up Display on/off.
Target Information:
-------------------
In the box at the top of the screen is the target information:
In a typical combat situation, your map will be showing several sonar
contacts. Some may have been identified; others may still be undetermined.
Choose the TARGET command to find out what your sonar operator has
determined about the various objects in the water. The things the sonar
operator is trying to determine are:
TARGET: What the target is. If the sonar operator doesn't know yet, "UNKNOWN
CONTACT" will appear here. Sometimes the sonar operator will know whether the
contact is on the surface or submerged - in this case, "UNKNOWN SURFACE
CONTACT" or "UNKNOWN SUBMERGED CONTACT" will appear here.
BEARING: Where the target is in relation to your submarine. It is important
to understand the difference between bearing and course. In determining a
ship's course, the northern point of the compass is the reference point
(000o is North; 180o is south; etc.). In determining your target's bearing,
your submarine is the reference point. Your bow (the tip of your ship) is
000o; the location of all other vessels in the water are reckoned from this
point. Moving clockwise, 090o is to your right (starboard); 180o is behind
you (stern); and 270o is to your left (port).
RANGE: How far away the target is from your ship. This is measured in
nautical miles (nm).
COURSE: What direction on the compass the target is headed. When reckoning
course, North is 000o.
SPEED: How fast the target is going. This is measured in knots.
DEPTH: How deep the target is. This is measured in feet.
Information Bar:
----------------
The crew reports to you from time to time to tell you when something has
happened. Crew reports and messages run from right to left along the
information bar directly below the station's controls. If for some reason a
message has to be repeated, the message will not scroll from right to left -
instead, an audible "click" will tell you that the message currently in the
information bar is being repeated. Long strings of messages may interrupt your
game. You can make messages go by faster by pressing SPACEBAR.
Location and Time:
------------------
On the information bar at the base of the screen are your sub's current map
coordinates. To the right of these is the number of minutes that have elapsed
during your current mission. Mission time runs twice as fast as real time
when time compression is activated (this is a rough approximation: the exact
ratio depends on the speed of your computer).
5.2 Radio Room:
---------------
All missions begin and end in the Radio Room where you receive your CINC's
warm praise or cold shoulder. However, this isn't the only function of the
Radio Room...
EXIT - Returns you to the CONN.
PERISCOPE - Raise or lowers your periscope. You must be at periscope depth
(20 ft) to raise your periscope.
ANTENNA - Raise or lowers your antenna. You must be at periscope depth
(20 ft) to raise your antenna.
Message Review:
---------------
If messages from the crew are rolling by too quickly and you think you
missed something critical, you can review the messages in the radio room.
Select PREV to review the previous recorded message. It will appear in
the message bar, only darker than the current messages coming from your
crew. NEXT will scroll you forward through the recorded messages until you
come to the latest message.
Transmit:
---------
If you forgot your mission objectives, you can review your mission orders
during the mission by selecting TRANSMIT and typing MISSION. You must be
at periscope depth and your antenna must be up.
5.3 Navigation Board:
---------------------
EXIT - Returns you too the CONN.
Plotting:
---------
ALL TRACKS - Select this to view the tracks of all targets displayed on the
screen. The tracks appear as small dots. The closer the dots are to each
other, the slower the target is moving. All tracks will be black except the
track of the current target, which will appear as a lighter colour.
TARGET TRACK - Display the target's targets only.
PLOT PROJECTION - Select this to see where you and a target will be in a
given amount of time assuming you both maintain your present course and
speed. You have to use this in conjunction with the TIME PROJECTION feature.
Enter the number of minutes you want to project into the TIME PROJECTION
slots. Now select PLOT PROJECTION. A lighter marker will show you what your
position will be in the selected amount of time if you maintain your present
speed and course. A dark marker will show the currently selected target's
projected position. You can now direct torpedoes to go to the projected
point.
TIME PROJECTION - See PLOT PROJECTION above.
Waypoint Control:
-----------------
A waypoint is a destination for your sub. Selecting waypoints activates the
auto-pilot, which will steer your sub to each of the waypoint in the order
you selected them. The auto-pilot won't set your speed for you, it will
adjust the speed down to make turns efficiently and quietly. After making
the turn, the auto-pilot will return to the previously set speed. (Note:
the auto-pilot is programmed not to return to FLANK speed - if you were at
FLANK speed and you make a turn, the auto-pilot will only return you to
FULL.) The auto-pilot won't control your depth, either, so make sure you're
not too close to the ocean floor. A waypoint is cleared only when you've
reached it or when you've selected CLEAR.
SET - You can only set waypoints while viewing the top-down map. When you
select this command, a crosshair-cursor will appear in the viewing window.
Move the cursor to where you want your sub to go and press <enter> or any
mouse button. A number will appear on your map marking the waypoint. You
may select up to nine waypoints. The ship's auto-pilot will guide the sub
to each waypoint in numerical order.
lis
CLEAR - Erases the last waypoint you set.
TIME - Turns on the time compression feature, making game time go by twice
as fast (this is rough approximation: the exact ratio depends on the speed
of your computer). Use this to speed up the game during longer transits.
Press <enter> to return to normal time.
AUTO-PILOT - Turns the auto-pilot on or off. The auto-pilot will only
function if you have set at least one waypoint. Changing the rudder will
automatically turn off the auto-pilot, Changing your depth or speed won't
effect the auto-pilot. (Note: that the auto-pilot is oblivious to the ocean
depth. It won't take you to a higher depth if you're about to smash into the
bottom of the ocean.) If something comes up and you have to change your
course manually using the rudder (thus turning your auto-pilot off), you
can always head back to a waypoint as long as it's still set. Simply turn
the auto-pilot back on.
TARGET - When you select this, a crosshair-cursor will appear on the viewing
window. Move the crosshair-cursor with the TAB key or mouse to the target
(typing the letter of a target will also move the crosshair-cursor). As you
move the cursor to each of the targets on the screen, all available
information on the target appears in the TARGET INFORMATION box at the top
of the screen. Select a target by pressing <enter> or clicking a mouse
button. Launched torpedoes will head for whichever target is currently
selected. Once the torpedoes are launched, however, you are free to target
any other contacts in the water.
5.4 Ship's Control Panel:
-------------------------
EXIT - Returns you to the CONN.
Cavitation Level Gauge:
-----------------------
This gauge monitors the noise produced by cavitation. Cavitation results
from partial vacuums that form around the propellor blades when the propellor
is moving faster than the water around it can follow. Since the bubbles
produced by cavitation are very noisy, you want to avoid it as if it were
death itself. Two factors are involved here: acceleration and depth. Quick
acceleration causes your propeller to spin faster than normal, which spells
more noise. Depth effects the cavitation level, too. Since water pressure
increases with depth, partial vacuums don't form as readily around your
propellers the farther down you go. You can avoid high cavitation levels by
not setting your speed at FLANK or REVERSE.
Dive Plane Control:
-------------------
Controls the rate at which you dive and surface. Lowering the handle
releases air from the ballast tanks, filling the tanks with seawater and
causing the sub to dive.Raising the handle releases compressed air into
the ballast tanks which blows out the water and causes the sub to rise. How
far you lower or raise the handle determines how fast you dive or rise - for
instance, raising the handle a few degrees will cause the sub to rise very
gradually, while raising the handle all the way will cause the sub to rise
quickly.
Auto functions:
---------------
Use the auto functions so you can order the crew to change your depth
without having to monitor the dive plane.
150 FT - Brings you to a depth of 150 ft.
PERISCOPE DEPTH - Brings you to periscope depth (20 ft).
EMERGENCY SURFACE - Brings you to the surface at maximum rate. This can
be quite noisy. Do as it says and only use this in emergencies.
AUTO-PILOT - See AUTO-PILOT, above
ENGINE CONTROL - Set your speed with the engine control or throttle. The
numbers represent fractions or percentages of your total power output. You
can't go to STD (standard), FULL or FLANK at depths of 100 ft or less
because you'd be making far too much noise for your own good. Use FLANK
speed to accelerate quickly, but remember that higher speeds have their
penalties - not only do you become more audible to enemy sonar at high
speeds, you can't hear as much over your own engines and the water flowing
over your hydrophones. Part of the real art of submarining is knowing
when you should use high speeds and when you should cut your engines
completely. REV (reverse) will slow you down quickly but is extremely noisy
(the sub's propellor is spinning opposite its normal direction, which
produces a lot of cavitation, especially between 0 and 100 ft.
RUDDER - The rudder changes the ship's course provided you're moving
forward. The control is incremented so you can control the rate at which
you change course. The farther you move the handle to the left or right,
the "harder" (i.e., more severe) the turn. Remember that activating the
rudder will turn off the auto-pilot.
5.5 Sonar Room:
---------------
EXIT - Returns you to the CONN.
Sonar Computer:
---------------
ANALYSE - All ships, submarines, torpedoes and marine life make distinctive
sounds. Each of these sounds has a sound "signature" or frequency pattern
that distinguishes it from other sounds. Use the frequency analyser to
display the sound signature of your current target. The horizontal line of
the gauge represents the audible frequence spectrum (left being the low
frequency end and right being the high frequency end). The vertical line
represents the degree of sound received in that part of the frequency
spectrum. Different objects will "peak" in different parts of the spectrum.
As you can see, ships tend to make more noise in the low end of the
frequenct spectrum; torpedoes in the higher end. Keep in mind that the above
diagram is only a rough approximation - there are exceptions. To get
positive identification, you must be able to recognize the individual
sound signature of an object. This takes experience. Remember, it can be
well worth your while to know the signatures of torpedoes and enemy subs
when you're surrounded by "unknown contacts" and you need to act fast!
Sonar Controls:
---------------
FILTER - Sound waves travel at many frequencies in the ocean. Generally
you'll want to have the filter set on BAND PASS so you can monitor all of
them. However, in critical situations, you may have to set this on HIGH
PASS to filter out everything except high frequency noise. Torpedo engines
make noise in the high frequency range, and torpedo sonar arrays usually
emit high frequency "pings" when actively searching for a target. Set the
filtering device on HIGH PASS when you want to see just torpedoes on your
map display.
TARGETING PULSE - The targeting pulse is your active sonar. Selecting this
directs your sonar officer to send a sonar "ping" which temporarily informs
you of everything that's ahead of you. The problem is, it also alerts just
about everything to your presence.
TOWED ARRAY - The towed array is a long cable with a series of microphones
along its length that heighten the sub's listening capabilities.
The disadvantage of dragging towed arrays is that they oscillate at high
speeds (creating a good deal of noise) and produce drag. For these reasons,
towed arrays limit the sub's speed: 2/3 in the 688; 50% in the Alfa.
Towed arrays can be over 2000 ft long. Consequently, the towed array must
be reeled out. As you can expect, this takes a matter of minutes.
Select TOWED ARRAY once to deploy the towed arrat. Select it again to
retrieve it. Situations may arise in which you absolutely must accelerate
quickly despite the fact that your towed array is deployed. In these
situations, you will be given the choice of cutting the array's cable or
not. Once you've cut your towed array, it's gone for the rest of the
mission.
TARGET - Targets a vessel. (see TARGET, above).
5.6 Periscope:
--------------
(note: There is no contour imaging at the Periscope station. C on the map
controls only returns you to periscope view. P, F and S have no functions
at this station.)
EXIT - Returns you to the CONN.
ESM Level:
----------
ESM stands for Electronic Sensing Measures. This gauges how strong your
opponent's search radar is at your location. Enemy radar can detect not
only your raised periscope, but the wake it leaves in the water. This is
true for a raised antenna as well. The stronger the ESM signal, the faster
you'll be detected. Always lower your periscope or antenna as soon as you
can.
PERISCOPE - Raises and lowers your periscope. You must be at periscope
depth (20 ft) in order to do this. Watch the ESM level to keep your chance
of detection low. When you raise your periscope, the map display window
will turn into your periscope view. You can switch back and forth between
your map display and your periscope view: select T from the map controls to
switch to the top-down map, then select C to return to periscope view.
PERISCOPE ROTATION - Use the arrows to rotate the periscope. The direction
of the periscope is relative to the bow of your submarine (the bow is 000o).
ANTENNA - Use this to raise or lower your antenna so you can communicate
with satellites to receive mission orders and transmit messages. You must
be at periscope depth (20 ft) in order to do this. While your antenna is
up, watch the ESM level to keep your chances of detection low.
TARGET - Targets a vessel (see TARGET, above).
LAUNCH - Launches a torpedo, noisemaker or missile (whichever is currently
selected at the Weapons Control Panel).
5.7 Weapons Control Panel:
--------------------------
EXIT - Returns you to the CONN.
Torpedo Tubes and Auxiliary Tubes:
----------------------------------
The 688 is outfitted with four main torpedo tubes (at the bow) and two
auxiliary tubes (amid ship) for noisemakers. The Alfa has six torpedo tubes
at the bow only, but the sixth tube launches noisemakers (until you run
out, at which point it launches torpedoes). Armed weapons aren't stored in
the torpedo tubes, so you have to order your crew to load torpedoes. First
select the torpedo tube you want to arm by moving the cursor to that tube.
You must arm each tube individually. Press the activate button to highlight
the tube's number. Press the activate button again to start the arming
cycle (an icon of the type of torpedo in the tube will appear). When the
weapon is ready to fire, the weapon icon will change colours. The weapons
officer will also inform you that the torpedo is ready to launch.
Missile Selection:
------------------
Though the more recent ships of the 688 class are equipped with vertical
launch tubes for missiles, the Los Angeles itself fires its missiles from
its torpedo tubes. Since room aboard a submarine is limited, only a small
number of missiles may be carried. The number and type of missiles are
pre-selected for each mission and are listed in Chapter 3, Missions.
Missiles are loaded and launched the same way torpedoes are. Select the
missile box, then select it again to initiate the arming cycle. The missile
icon will appear as long as you still have missiles on board. When the icon
turns a darker colour, it's ready to fire. Select LAUNCH to fire the missile.
Missile specifications begin in chapter 7.2.
TARGET - Targets a vessel (see TARGET, above).
LAUNCH - Launches a torpedo, noisemaker or missile (whichever is currently
selected).
Torpedo Control:
----------------
The Torpedo Control functions let you guide torpedoes to a target or
location or set them on an active search program. This is useful if your
torpedo seems to have "lost" its target or in those situations where you
don't have a firm fix on an enemy vessel that you want to try and take out.
A launched torpedo has a guidance-wire connecting it to your sub. The
Guidance-wire is 7.5 nm long: once it's cut, you can no longer control the
weapon. The weapons officer will inform you when a torpedo has gone off
course. The torpedo marker on the map will change to a darker colour. A
torpedo with a cut guidance-wire will seek a target until it detonates or
runs out of fuel.
SELECT - If you've launched a torpedo and you want to control it, you must
first press SELECT. A crosshair-cursor will appear in the viewing window.
Use the Tab key or mouse to select the torpedo you want to control, then
press <enter> or click a mouse button. Now select one of the following:
SEARCH - Sets the torpedo on active search. The torpedo will run a search
pattern and begin emitting sonar pings to help it find a target.
DIRECT - Select this and a crosshair-cursor will appear on the map. Move
the cursor to where you expect your target to be if it maintains its course
and press <enter> or click a mouse button. Directing a torpedo will only
send the torpedo to a specific location - that in itself isn't enough. When
the torpedo's near its destination, you have to set it on SEARCH so it will
look for a target. If you don't initiate a search pattern, your torpedo will
drift until it runs out of fuel.
DETONATE - Your own torpedo may lose its original target and end up locking
on you or a friendly ship. In a situation like this you may decide it's
safer to just blow it up. Make sure the torpedo is at a safe range - it
doesn't have to actually hit something to do damage.
Status Panel:
-------------
EXIT - Returns you to the CONN.
SELECT - Your crew will tell you when a severe hit oe scraping the bottom
has damaged one of the ship's systems. If you need to review the damage
your sub has taken, press SELECT repeatedly to scroll through the status
of each of the ship's systems. All systems will read "OK" unless you've
sustained damage. If the system has been damaged, the status bar will tell
you its operational condition in percentages. For example, a hard hit to
the stern could damage the ship's engines. The status might read: "Engines
75% operational". This would mean you couldn't go faster than 3/4 of your
top speed. The diagram shows the sub's major systems - any major systems
that have been damaged will be highlighted. (Note: No diagram is available
on the Alfa.)
Remember that a damaged system is damaged for the duration of the mission.
In combat, your crew is too busy running the sub to repair anything. At
any given moment, you have to make do with what you have.
6. SUBMARINE WARFARE:
---------------------
A submarine isn't much more than an air-bubble enclosed by one or more metal
shells (hulls) and designed to move underwater at great depths. All
submarines must do certain things: submerge, move forward, navigate and
monitor their surroundings. Therefore, they share certain design features.
Propulsion - Submarines need power sources to propel them forward and to
provide energy for subsidiary systems such as life support, lighting,
navigation, weapons control, the periscope, etc. internal combustion
engines, like automobile engines, require air to burn fuel and are
therefore unsuitable for use while underwater. two sources of power have
proven themselves effective for submarine propulsion, and both have their
advantages and disadvantages. Conventional submarines use electric
batteries while underwater, but these run down with use and must be
recharged by diesel engines. To do this, the submarine has to return to
the surface, at which point it becomes fair game for anybody who wants
to shoot at it (it's diesel engines make it pretty audible to enemy sonar,
too). Despite this disadvantage, convetional submarines remain popular
among a majority of the world's navies - they're cheap, simple to operate,
and virtually silent when running on battery power.
Nuclear-powered submarines use a nuclear reactor to heat water, which in
turn drives a steam generator. They don't need to recharge batteries,
which nicely eliminates unsavory things like range limitations and the
need to surface. However, nuclear-powered submarines are costly and
require greater expertise to operate. Only large navies with huge
resources can maintain nuclear-powered submarines in their fleets.
Nuclear-powered submarines have one disadvantage: the pumps they need to
cool their reactors make them noisier than conventional submarines.
however, their ability to remain submerged for literally years makes this
a suitable risk.
Submersion - Submarines submerge by flooding ballast tanks with seawater,
which causes the submarine to lose buoyancy and sink. To surface,
compresses air is blown into the ballast tanks, forcing the seawater back
out again. Ballast tanks can be located within the pressure hull or
between the pressure hull and the outer hull. Some submarines have
"saddle tanks": streamlined tanks fitted to the outside of the hull.
Diving planes (fin-like appendages located on the sides near the bow or
on the sail) control the of the dive.
Sensors - A submarine's most important sensors are its sonar and periscope.
Since the periscope can only be used near the surface, the modern
submarine must rely almost totally on sonar for its sensing. Sonar stands
for Sound Navigation Ranging and works on the principle that all objects
in the water produce sound waves or reflect them and are thereby subject
to detection.
Active sonar devices actively emit sound waves (the legendary sonar
"ping"), which are reflected back by objects in the water. Sensitive
receivers on board the sub pick up the reflected waves, which are then
interpreted by sonar operators using processing devices. Active sonar
devices are usually bow-mounted, though some submarines (such as the 688)
also have conformal arrays that run along the sides of the sub, giving
greater allaround sensing. Active sonar, though limited by the
characteristic features and noises of the ocean, can give you a lot of
critical information about the objects directly before you. the major
drawback of active sonar is that it alerts just about everything in the
vicinity of your presence.
Passive sonar uses sensitive listening devices called hydrophones to pick
up sound waves that are already moving through the water. Passive sonar
has the advantage of not alerting everyone to your presence.
Unfortunately, it's something more of an art than a science, requiring
sophisticated spectrum analysers, powerful microprocessors, intuition,
and, most importantly, time. Passive sonar capabilities can be greatly
increased with the use of a towed array, a long, tapered cable with many
hydrophones on it. While a towed array is helpful, it limits a submarine's
speed and manoevreability. Towed arrays are not effective in hard turns,
and the fact that they oscillate at high speeds (and create noise) limits
the overall speed of the submarine.
Submarine Classifications:
--------------------------
The U.S. Navy typically classifies submarines in two ways. The first is by
the role the submarine is designed to filfitt. Traditionally, the
submarine's strategic purpose has been to hunt and attack enemy surface
vessels, whetever merchant or military. While this is still a primary
function, technological innovations have given the submarine new roles.
Refined sensors now allow submarines to hunt and attack enemy submarines.
Finally, those submarines outfitted with longrange cruise and ballistic
missiles can strike at land-based targets, too. The role a submarine
performs determines what kinds of weapons it carries. Attack submarines
such as the Los Angeles generally carry mines, cruise missiles of various
sorts, and torpedoes. A few classes of submarines, such as the Charlie and
Oscar classes of the Soviet Union, are primarily cruise missile plattforms.
Ballistic missile submarines typically carry long-range ballistic missiles
and a small number of torpedoes for defence.
Another way to classify a submarine is by its means of propulsion.
Submarines are typically conventional or nuclear-powered (see "Propulsion"
above). Thus we have the following classifications:
SS Conventional attack submarine
SSN Nuclear-powered attack submarine
SSB Conventional ballistic missile submarine
SSBN Nuclear-powered ballistic missile submarine
SSG Conventional guided missile submarine
SSGN Nuclear-powered guided missile submarine
The Ocean Enviroment:
---------------------
Since the ocean doesn't allow much light in, submarines are "blind" in the
most literal sense. Consequently, submarines rely on sound to gain
information about the things around them. Sound waves travel through water
at speeds roughly four times greater than they do through air. Solid objects
in the water reflect sound waves, and a sonar operator with a good listening
device can listen to the sound waves and determine a number of important
things about an object that's near him: what it is, it's location and speed,
etc.
Water Temperature - Cold water, of course, is denser than warm water.
Sound waves travelling from warm water into cold water will bend toward the
bottom of the ocean (a negative gradient), while sound waves travelling from
cold to warm will bend toward the surface (a positive gradient). The
temperature of water decreases with depth, but not as gradually as you might
expect. Instead, the ocean at any given time will be made up of several
thermal layers. The water is normally warmest near the surface, forming a
surface duct that can be tens to hundreds of feet deep depending on your
location. Below the surface layer the temperature drops gradually with
depth until it reaches another thermal layer (the thermocline). The
temperature falls quite rapidly below the thermocline until it reaches a
thin layer near the bottom (the permanent thermocline).
Water Pressure - The greater the pressure, the more dense the water. Water
pressure increases the deeper you go, so sound waves bend up with depth.
Using the Ocean Environment to your Advantage - The complexity of the ocean
environment and its effects on sonar can provide the submarine captain
with numerous "hiding places" and the sonar operator with numerous
headaches. Sound waves are typically "trapped" between thermal layers,
forming long sound channels. A submarine trying to escape detection can
often cross a thermal layer and stand a good chance of evading enemy
sonar. Even within a sound channel, a submarine is not easily detected.
Part of the effect of bending sound waves is that they tend to fall into
a more or less single, or convergent, path. Convergent paths produce
extensive areas where no sonar waves penetrate. These areas, called
shadow zones, can be exploited by submarine captains - a submarine
lurking in a shadow zone will be virtually invisible to enemy sonar.
Here's no way to know whether you're precisely in a shadow zone or not,
but your best bet is to hide just below the thermal layer. Tactically,
this is a good place to be anyway: it allows you to quickly move between
thermal layers and thus gives you an easy way of "dodging" the enemy's
sonar.
Evading Submarines:
-------------------
There's no foolproof way of evading a submarine that's pursuing you. If your
submarine is faster, you can outrun the other sub over the long run - however,
this tactic gives the other sub plenty of time to call in help or, in combat,
to fire torpedoes and destroy you (the noise you create at the top speed also
makes you a great target). It's better to try out-manoevre the other sub.
The first step is to do something that will make the other sub temporarily
lose contact on you. You can do this in a number of ways. As mentioned above,
slipping across a thermal layer gives the other sub a weaker return signal
(the sound waves bouncing off of you will tend to stay in the thermal layer
you're in). if you're lucky, the other sub will lose contact with you
altogether. Another tactic is to cut your engines and drift. Chances are,
the enemy has been tracking you by listening to your engines turn. When you
cut your engines, his sonar operator will have to listen for something else:
the water rushing over the outer hull, your reactor pumps, etc. In any case,
it will take a moment for him to reestablish contact on you.
Once you think the other sub has lost contact on you, change course. The
more unexpected the new course will be, the better. You can turn to the side,
turn 180o from the other sub's course and duck under him, or attempt to
circle around and start tracking him. Combining manoevres is effective, too.
You can cut and drift, change course, drop below a thermal layer, then
change course again and silently speed off. Then more imaginative and
complex the move, the better your chances of survival.
Using Noisemakers:
------------------
Noisemakers are devices you fire from your torpedo tubes that simulate the
noise produced by your submarine. Enemy sonar - whether submarine or
torpedo - may be temporarily deceived into thinking that the noisemaker is
actually your submarine.
+---------------------+ Fig #1 shows the effective use of noisemakers
| | | (the example demonstrates one sub evading another,
| - O - ....... ---> | but the principal is the same for evading a
| | . 2. (A) | torpedo). Sub A is being pursued by sub B. At 1.,
| . | sub A cuts his engines and drifts. Sub B
| . | immediately loses contact with A. 2. Sub A
| ^ | releases a noisemaker to distract his pursuer. At
| |(A) | the same time, A makes a hard turn to either the
| | | right or the left (in this case, the right). Sub
| | A can now use other manoevres: he can dive below a
| 1. | thermal layer, or, while he's still drifting, he
| ^ | can circle around and attempt to hide in sub B's
| |(B) | baffles.
| | |
| |
+---------------------+
Fig #1
In combat, against torpedoes or submarines, noisemakers can only help you
survive. However, in peacetime, it may not be such a good idea to release
noisemakers in order to evade another submarine. Since noisemakers are
released by compressed air through torpedo or auxiliary tubes, the other
sub has no way of knowing whether you're launching a noisemaker to evade him
or a torpedo to kill him! He might answer your call by launching several
torpedoes in your direction.
Evading Torpedoes:
------------------
Torpedo Limitations - There are no foolproof ways of evading torpedoes.
Modern torpedoes are intelligent and capable of recognizing decoys and
executing search programs. However, all torpedoes have limitations which
a knowledgeable submarine captain can exploit. Like a submarine, a
torpedo relies on sonar to pinpoint its target: however, the torpedo's
relatively small size limits the area it can sense. Its cone of vision -
the area it actually "sees" or senses - is small (perhaps only 20o wide
directly in front of it) compared to a submarine's. If a submarine
captain can quickly manoevre his ship out of the torpedo's narrow cone
of vision, the torpedo will have to initiate a search program in order
to try and find him. Torpedoes are fairly "stupid" in the sense that
their reactions to a lost target are very mechanical. A torpedo doesn't
have the facility to "guess" where the target went when it escaped the
torpedo's sight. The torpedo can only initiate a preprogrammed search
pattern, which might very well take it in the wrong direction, giving the
submarine a chance to slip away.
Torpedoes are also limited by the amount of fuel they can carry. This
gives them a maximum range - a point at which they run out of fuel and
sink to the bottom, where they self-destruct. In reality, torpedo ranges
vary from type to type. However, in 688 Attack Sub, all torpedoes have
a range of 10 nm. This will make it possible to outrun torpedoes in
certain circumstances.
Like submarines and ships, torpedoes also have a maximum Rate-of-Heading-
Change (RHC). the RHC is nothing more than how tightly the torpedo can
make a turn. A torpedo's RHC is pretty good in comparison to a ship's,
but a torpedo can't turn an a dime - after all, it's swimming at speeds
greater than 45 kts! A submarine captain can manoevre such that the
torpedo is forced to turn in order to keep the target in view. If the
torpedo's RHC can't compensate for the change in the target's course, the
torpedo may "overshoot", losing the target altogether.
Responses to a Torpedo Attack - Figure 6.3 (not included to fuckin' hard
to paint (with ASCII gfx)) shows three evasive measure zones (A, B A and
C), each demanding a different response on the part of the submarine
captain. The numbers represent the approximate ranges of the torpedoes -
notice that the range at which an evasive measure should be taken depends
largely upon the torpedo's bearing. For example, if the torpedo's bearing
is 000o, you'd have to take action sooner than if the torpedo were coming
from behind. Why? Because at 000o, you and the torpedo are headed for
each other - the gap between you and the torpedo is closing fast.
A) At long range, you should turn and out-run the torpedo. All torpedoes
in the game have a range of 10 nm. You only need to stay ahead of the
torpedo for a few miles and it will run out of fuel.
B) At medium range, turn so your sub is heading 90o away from the
torpedo's course (choose the shortest path to get there). If you're real
lucky, you'll escape the torpedo's narrow cone of vision, which will
force it to initiate a search program to look for you.
C) At short range, the best you can do is turn your so your sub is
heading 150o or 210o away from the torpedo's course (choose the shortest
path to get there). Hopefully you'll escape the torpedo's cone of vision
or turn so fast that the torpedo will "overshoot", giving you time to
make a clean get away.
The Baffels:
------------
+-----------+-----------+ Both the wake a submarine leaves as it moves
| B a f f l e s | through the water and the rotation of the screw
| | | (propellor) disrupt the transmission of sound
| ^ | ^ | directly behind the sub.
| | | | | The "baffles" are, in effect, the submarine's
| | | blind spot. Even a towed array, though
| ^ | ^ | diminishing the size of the baffles, does not
| 90o | 45o | completely eliminate the problem. The
| | | experienced captain stays aware of the fact that
| Without | With | he senses virtually nothing to a narrow area
|Towed Array|Towed Array| astern.
+-----------+-----------+
Fig #2
7. TECHNICAL REFERENCE:
-----------------------
7.1 Submarines:
---------------
Although you can only play a Los Angeles or Alfa, other submarine classes
make their appearances in one or more of the missions. The following
specifications will help you know what you're up against should you
encounter one of these submarines. For the sake of convenience, we've
chosen to call the Soviet subs by their USN designations, even when you're
commanding the Alfa. Since very few players speak russian, this probably
won't be missed much.
Note that some of the specifications have been altered to balance game play,
particulary the maximum depth of certain Soviet submarines.
Akula (USSR) Type: SSN
Displacement: 8,000 tons submerged
Lenght: 351 ft (107 m)
Beam: 42.6 ft (13 m)
Draught: 24.6 ft (7.5 m)
Maximum speed: 45 kt
Maximum depth: 1800 ft
Noise level: Above average
Weapons: Type 53 and Type 65 torpedoes; SS-N-16 cruise
missiles
Alfa (USSR) Type: SSN
Displacement: 2,900 tons surfaced; 3,680 tons submeged
Lenght: 267 ft (81.4 m)
Beam: 31 ft (9.5 m)
Draught: 23 ft (7 m)
Maximum speed: 42 kt
Maximum depth: 1800 ft
Noise level: Above average
Weapons: Type 53 torpedoes
Charlie II (USSR) Type: SSGN
Displacement: 4,500 tons surfaced; 5,500 tons submerged
Lenght: 335 ft (102 m)
Beam: 33 ft (10 m)
Draught: 26 ft (8 m)
Maximum speed: 24 kt
Maximum depth: 1800 ft
Noise level: Average
Weapons: Type 53 torpedoes; SS-N-9 cruise missiles
Foxtrot (USSR/Other) Type: SS
Displacement: 1,950 tons surfaced; 2,500 tons submerged
Lenght: 300.1 ft (95.5 m)
Beam: 26.2 ft (8 m)
Draught: 20 ft (6.1 m)
Maximum speed: 16 kt
Maximum depth: 800 ft
Noise level: Low
Weapons: Type 40 and Type 53 torpedoes
Kilo (USSR) Type: SS
Displacement: 2,500 tons surfaced; 3,000 tons submerged
Lenght: 230 ft (70 m)
Beam: 32 ft (9.9 m)
Draught: 21 ft (6.5 m)
Maximum speed: 16 kt
Maximum depth: 1200 ft
Noise level: Very low
Weapons: Type 53 torpedoes
Los Angeles (US) Type: SSN
Displacement: 6,080 tons surfaced; 6,927 tons submerged
Lenght: 360 ft (109.8 m)
Beam: 33 ft (10.1 m)
Draught: 32 ft 4 in (9.8 m)
Maximum speed: 37 kt
Maximum depth: 1500 ft
Noise level: Low
Weapons: MK 48 ADCAP torpedoes; Harpoon and/or
Tomahawk cruise missiles; Sea Lance A/S missiles
Oscar (USSR) Type: SSGN
Displacement: 11000 tons surfaced; 13500 tons submerged
Lenght: 470 ft (143 m)
Beam: 60 ft (18 m)
Draught: 36 ft (11 m)
Maximum speed: 35 kt
Maximum depth: 1800 ft
Noise level: Average
Weapons: Type 53 and Type 65 torpedoes;
SS-N-16 and/or SS-N-19 cruise missiles
Trafalgar (UK) Type: SSN
Displacement: 4,800 tons surfaced; 5,300 tons submerged
Lenght: 280 ft (85.4 m)
Beam: 33 ft (10.1 m)
Draught: 27 ft (8.2 m)
Maximum speed: 32 kt
Maximum depth: 1500 ft
Noise level: Low
Weapons: Spearfish torpedoes; Harpoon missiles
Typhoon (USSR) Type: SSBN
Displacement: 25-30,000 tons submerged
Lenght: 558 ft (170 m)
Beam: 75 ft (23 m)
Draught: 37 ft (11.5 m)
Maximum speed: 24 kt
Maximum depth: 1800 ft
Noise level: Above average
Weapons: Type 53 and Type 65 torpedoes; SA-N-5 missiles;
SS-N-16 A/S cruise missiles
Victor III (USSR) Type: SSN
Displacement: 6,300 tons submerged
Lenght: 348 fy (106 m)
Beam: 33 ft (10 m)
Draught: 23 ft (7 m)
Maximum speed: 32 kt
Maximum depth: 1800 ft
Noise level: Below average
Weapons: Type 53 and Type 65 torpedoes
7.2 Weapons:
------------
The following weapons are used in the game by or against submarines. Those
multitude of weapons used by ships against airplanes, missiles, land targets
or other ships are not described here since they have little impact on the
submarine commander. Weapons flagged with a star (*) are actually used in
the game by the 688 or Alfa. All other weapons described here appear in the
game but are used by ships or other subs.
Torpedoes:
----------
688 Attack Sub was designed to be a "hot" game. demanding quick responses
and daring moves on the part of players. Real submarine combat may be
intense, but all truth told, there's a lot of waiting for things to happen
- courses to be plotted, contacts to be identified, missiles to fly... A
computer game can't reproduce this aspect of naval combat and still call
itself a game: the excitement has to be of the grab-you-by-the-shirt-collar
variety. with this in mind, the entire game was "scaled down" so that the
ranges at which things happen were greatly reduces. The result was that all
torpedoes (Soviet and American) were given an artificially short range of 10
nm.
Mk 32 Torpedo (US/Various)
Range: 10 nm
Maximum speed: 40 kt
Payload: 150 kg warhead
This obsolete acoustic anti-submarine torpedo still finds use in many of
the world's navies, primarily aboard escort ships.
Mk 46 Torpedo (US)
Range: 10 nm
Maximum speed: 40 kt
Payload: 44 kg warhead
The Mk 46 is a deep-diving, high-speed ASW torpedo capable of multiple
search patterns and re-attack. It can be launched from surface ships and
aircraft or carried by ASROC missiles.
* Mk 48 ADCAP Torpedo (US)
Range: 10 nm
Maximum speed: 52.5 kt
Payload: 267 kg warhead
The Mk 48 ADCAP (advanced capabilities) program was initiated to counter
the operational characteristics of newer Soviet subs as the Alfa. The
result of the program was a faster and deeper-diving torpedo with better
acoustics and electronics. The Mk 48 is launched primarily from
submarines but can be refitted for delivery from surface ships as well.
Mk 50 ALW Torpedo (US)
Range: 10 nm
Maximum speed: 40 kt
Payload: 45 kg directed energy
The Mk 50 Advanced Lightweight Torpedo (ALWT) is the successor to the Mk
46 torpedo. The Mk 50 can be launched from ships, submarines and aircraft
and is designed to meet the threat of faster and deeper-diving submarines.
Most warheads have a large payload that blasts outward in all directions.
The directed energy warhead uses a smaller, directed blast to "punch" a
hole through the ship's hull. This requires even more precise delivery
systems so that the directed blast won't glance off but will actually
penetrate the ship's hull.
Spearfish Torpedo (UK)
Range: 10 nm
Maximum speed: 60 kt
Payload: directed energy warhead
like the Mk 48 ADCAP, the Spearfish was developed in direct response to
improve Soviet submarine technology (in particular the Alfa). This
heavyweight torpedo is faster, more accurate and capable of greater depths
than its predecessor. The Spearfish also utilizes a directed energy
warhead (see Mk 50 above).
Type 40 406 mm Torpedo (USSR)
Range: 10 nm
Maximum speed:
Payload: 100 kg warhead
This relatively new, lightweight torpedo is currently in use with light
destroyers and other sub killers but may also be found aboard certain
Soviet nuclear submarines.
* Type 53 533 mm Torpedo (USSR)
Range: 10 nm
Maximum speed: 47.5 kt
Payload: 400 kg payload
533 mm has been the standard caliber used by the Soviet Navy and its
allies for many years.
Type 65 660 mm Torpedo (USSR)
Range: 10 nm
Maximum speed: 47.5 kt
Payload: 900 kg warhead
This heavyweight torpedo was only recently developed and many ships are
currently being refitted to accommodate its larger diameter.
Missiles:
---------
ASROC Anti-Submarine System
Range: 2 - 10 km
Maximum speed: classified
Payload: Mk 46 Torpedo
The ASROC (Anti-Submarine Rocket) is the principal ASW weapon of the U.S.
Navy and is popular with over ten other contries. Carried primarily by
destroyers but also by cruisers and frigates, the ASROC consists of a
ballistic rocket carrying an Mk 46 torpedo. The rocket drops the torpedo
by parachute at a pre-determined point near the target. Once underwater,
the torpedo homes in on the target. By quickly placing a torpedo in the
vicinity of the target, the ASROC reduces the submarine's reaction time
to the attack, increasing the likelihood of scoring a hit.
* Harpon Submarine-Launched Cruise Missile (US)
Range: 130 km (70 nm)
Maximum speed: 0.9 Mach
Payload: 570 lb HE warhead
Must be at periscope depth and have a t-fix to launch this weapon.
* Tomahawk Submarine-Launched Cruise Missile (US)
Range: 460 km (anti-ship); 2600 km (land mark)
Maximum speed: 475 kt
Payload: 1000 lb HE warhead
Must be at periscope depth and have a t-fix to launch this weapon.
SS-N-14 Anti-Submarine Weapon (USSR)
Range: 55 km
Maximum speed: Mach .94 at 750 m above sea level
Payload: Nuclear warhead or homing torpedo
The SS-N-14 (Silex) is a ship-launched A/S missile believed to carry a
homing torpedo or low-level nuclear warhead to its target.
* Sea Lance ASW Stand-Off Weapon
Range: Classified
Maximum speed: Classified
Payload: Classified
The Sea Lance was designed to replace the aging SUBROC anti-submarine
missile and give American attack submarines an edge over Soviet subs by
extending their range of attack beyond normal torpedo range. The missile
is launched from a submerged submarine. As it clears the surface, a rocket
motor is ignited which carries the payload (a torpedo) to the target. As
the missile re-enter the water, the homing device on the torpedo activates
and begins searching for a target. Exact figures for the Sea Lance are
currently not available. Testing has been scheduled for July 1989.
Ships:
------
As a submarine commander, you need to know as much about your targets as
you do about your own submarine. A ship's noise level will give you an idea
of how easily it can be tracked, while its type, size and maximum speed will
tell you how easily it can evade your attack. The kinds of weapons a ship
carries are also important - they determine what the ship can do to your
torpedoes and missiles as well as your submarine. Armed ships generally rely
on a three-point system of defence against incoming missiles and torpedoes.
Surface-to-air missiles (SAM's) and anti-torpedo missiles are the first line
of defence, typically being employed against long range targets.
If missile defence is unsuccessful, guns will be used. Phalanx and chaff make
up the last line of defence. Ships will attempt to protect each other as well
as themselves, firing at missiles and torpedoes destined for other ships.
Keep this in mind when setting up attacks on convoys and battle groups -
take out warships first.
Be wary around any ships carrying depth charges, depth bombs, and anti-
submarine (A/S) torpedoes or missiles (ASROC and SS-N-14's). The latter
are particularly dangerous because of their long-range.
Cargo Ships (Various)
Displacement: Varied
Lenght: Varied
Beam: Varied
Draught: Varied
Maximum speed: 20 kt
Noise level: Very high
Forrest Sherman Class
Type: DD
Displacement: 2,800 - 3,000 tons average
Lenght: 418 ft (127.4 m)
Beam: 45 ft (13.7 m)
Draught: 23 ft (7 m)
Maximum speed: 20 kt
Noise level: High
Weapons: Not applicable in mission
Iowa Class
Type: BB
Displacement: 45,000 ton average
Lenght: 887.2 ft (270.4 m)
Beam: 108.2 ft (33 m)
Draught: 38 ft (11.6 m)
Maximum speed: 35 kt
Noise level: High
Guns: Nine 16 in/50 guns;twelve 5 in/38 guns; four MK 15 20 mm CIWS Phalanx
SLCM's: Tomahawk cruise missiles, eight quad launchers
SSM's: Harpoon missiles
Kara Class
Type: CG
Displacement: 9,700 tons
Lenght: 568 ft (173.2 m)
Beam: 61 ft (18.6)
Draught: 22 ft (6.7 m)
Maximum speed: 34 kt
Noise level: Above average
A/S Missiles: SS-N-14 missiles, two quad launchers
Depth Bombs: Anti-submarine/anti-torpedo depth bombs, two RBU 6000
12-barrelled trainable launchers
Guns: Four 76 mm/59 guns; four 30 mm Gatling guns
SAM's: SA-N-6 missiles, six launchers; SA-N-4 missiles, two twin launchers;
SA-N-3 missiles, one twin launcher
Kidd Class
Type: DDG
Displacement: 8,300 full load
Lenght: 563 ft (171.6 m)
Beam: 55 ft (16.8 m)
Draught: 30 ft (9.1 m)
Maximum speed: 33 kt
Noise level: Above average
A/S Missiles: ASROC missiles
Guns: Two MK 16 20 mm CIWS 6-barrelled Phalanx
SAM's: SM-1 ER missiles
SSM's: Harpoon missiles, two quad launchers
Kirov Class
Type: BC
Displacement: 22,000 tons average
Lenght: 813.6 ft (247.99 m)
Beam: 93.5 ft (28.5 m)
Draught: 29.5 ft (9.1 m)
Maximum speed: 33 kt
Noise level: High
Aircraft: Three Hormone helicopters
A/S Missiles: SS-N-14 missiles, one quad launcher
A/S Torpedoes: type 53 torpedoes, ten torpedo tubes
Depth Bombs: Anti-submarine/anti-torpedo depth bombs, one RBU 6000
12-barrelled trainable launcher, two RBU 1000 six-barrelled launchers
Guns: two 100 mm guns; eight 30 mm Gateling guns
SAM's: SA-N-6 missiles, twelve launchers; SA-N-4 missiles, two twin
launchers
SSM's: SS-N-19 missiles
Koni Class
Type: FF
Displacement: 1,900 tons full load
Lenght: 311.6 ft (95 m)
Beam: 42 ft (12.8 m)
Draught: 13.7 ft (4.2 m)
Maximum speed: 29 kt
Noise level: Average
A/S Torpedoes: Type 40 torpedoes, four torpedo tubes
Depth Bombs: A/S depth bombs, two 12-barrelled RBU-6000 trainable launchers
Depth Charges: Depth charges, two DC racks
Guns: Four 76 mm twin guns; four 30 mm twin guns
SAM's: SA-N-4 missiles, one twin launcher
SSM's: SS-N-2C missiles
Krivak II Class
Type: FFG
Displacement: 3,900 tons full load
Lenght: 405.2 ft (123.5 m)
Beam: 45.9 ft (14 m)
Draught: 16.4 ft (5 m)
Maximum speed: 32 kt
Noise level: Above average
A/S Missiles: SS-N-14 Missiles, one quad launcher
A/S Torpedoes: Type 53 torpedoes, two quad launchers
Depth Bombs: Anti-submarine/anti-torpedo depth bombs, two RBU-6000
12-barrelled trainable launchers
Guns: Two 100 mm twin guns
Mines: Capacity for twenty
SAM's: SA-N-4 missiles, four twin launchers
Merchant Ships (Various)
Displacement: Varied
Lenght: Varied
Beam: Varied
Draught: Varied
Maximum speed: 20 kt
Noise level: High
Nimitz Class
Type: CVN
Displacement: 81,600 tons average
Lenght: 1,092 ft (332.9 m)
Beam: 134 ft (40.8 m)
Draught: 37 ft (11.3 m)
Maximum speed: 33 kt
Noise level: High
Aircraft: 85-90
Guns: four MK 16 20 mm CIWS six-barrelled Phalanx
SAm's: Sea Sparrow missiles
Oliver Hazard Perry Class
Type: FFG
Displacement: 3,585 tons
Lenght: 445 ft (135.6 m)
Beam: 45 ft (13.7 m)
Draught: 24.5 ft (7.5 m)
Maximum speed: 29 kt
Noise level: Above average
Aircraft: two LAMPS III helicopters
A/S Torpedoes: Mk 32 A/S torpedoes, two triple torpedo tubes
Guns: one 76 mm/62 Mk 75 gun; one 20 mm CIWS MK 17 six-barrelled Phalanx
SAM's: SM-1 ER Missiles, one MK 13 dual purpose launcher
SSM's: Harpoon missiles
Sacramento Class
Type: AOE
Displacement: 51,400 - 53,600 full load
Lenght: 793 ft (241.7 m)
Beam: 107 ft (32.6 m)
Draught: 39.3 ft (12 m)
Maximum speed: 26 kt
Noise level: High
Guns: Two MK 16 20 mm CIWS six-barrelled Phalanx
SAM's: Sea Sparrow missiles, one MK 29 system
Countermeasures: One MK 36 Super RBOC chaffroc
Slava Class
Type: CG
Displacement: 12,500 tons full load
Lenght: 613.4 ft (186.9 m)
Beam: 65.6 ft (19.99 m)
Draught:
Maximum speed: 12 kt
Noise level: Above average
Aircraft: One Hormone helicopter
A/S Torpedoes: type 53 torpedoes, eight torpedo tubes
Depth Bombs: Anti-submarine/anti-torpedo depth bombs, two RBU-6000
12-barrelled trainable launchers
Depth Charges: depth charges, two racks
Guns: two 130 mm twin guns; 6 30 mm Gatling guns
SAM's: SA-N-6 missiles, eight launchers; SS-N-4 missiles, one twin launcher
SSM's: SS-N-12 missiles
Tankers (Various)
Displacement: Varied
Lenght: Varied
Beam: Varied
Draught: Varied
Maximum speed: 16 kt
Noise level: Very high
Weapons: None
7.4 Aircraft:
-------------
Lockhead P3C Orion Airplane
Maximum speed: 415 kt
Mission Endurance: 16 hr
This four-engined, land-based plane has served the U.S. Navy well as an ASW
patrol aircraft. With its onboard radar, forward-looking infra-red, MAD
equipment and sonobuoys, the PC3 Orion is used to detect, track and, if
necessary, destroy enemy submarines.
Sikorsky SH-60B Seahawk Helicopter
Maximum speed: 126 kt
Mission Endurance: 3 1/2 hr
Carried by a variety of cursiers, destroyers, frigates and special helicopter-
carriers, the Seahawk acts as the forward sensors of the ship-based LAMPS III
ASW system. With its search radar, towed MAD system, sonobuoys and dipping
sonar, the helicopter provides raw data, which is then processed onboard the
parent-ship. The Seahawk also carries two Mk 46 lightweight torpedoes, making
it a serious threat to enemy submarines.
7.5 GLOSSARY:
-------------
AOE Fast combat support ship
A/S Anti-submarine weapon
ASROC Anti-submarine rocket
ASW Anti-submarine Warfare
Baffles Turbulent water caused by the wake of a submarine and the turning
of its screw. Because turbulence negatively affects sonar
transmissions, submarines are "blind" to a narrow area directly
behind them.
BB Battleship
BC Battle Cruiser
Beam The extreme widht of a ship's hull
Bearing The direction of a target in realtion to your sub (the nose of
your sub = 000o)
BF Baltijskij Flot (Russian for Baltic Fleet)
Boomer Slang term for SSBN's
Bow Forward end of the ship
Cavitation Partial vacuums forming around the blades of the propellor due
to fast acceleration and/or shallow waters. Cavitation is
extremely noisy.
CG Guided missile cruiser
Chaff Strips of metal foil shot into the air to distract incoming
missiles. Used by surface ships as a last ditch defence.
CHG Light aircraft carrier
CINC Commander-In-Chief
CMF Chernoe Mokoj Flot (Russian for Black Sea Fleet)
CONN Conning Tower; the elevated platform above the deck used on early
submarines for attack direction and navigation. Today it refers
to the control room where these functions are now performed.
Course The direction you're pointing in relation to the compass
(North = 000o)
CVN Multi-purpose aircraft carrier (nuclear-powered)
DD Destroyer
DDG Guided missile destroyer
ESM Electronic Sensing Measures
FF Frigate
FFG Guided missile frigate
Glavnyi Short for Glavnokomanduyushchij (Russian for Commander-in-Chief)
HUD Heads-up-Display; a monitoring system that projects compass and
depth readings onto the Map Display Window
Hydrophones Microphones along the hull of a submarine that transmit sound
waves to a sonar operator
LANTFLT Atlantic Fleet
MAD Magnetic Anomaly Detector
MEDFLT Mediterranean Fleet
NATO North Atlantic Treaty Organization
PACFLT Pacific Fleet
PLA Podvodnaya Lodka Atomnaya (Soviet designation for SSN's)
PLARB Podvodnaya Lodka Atomnaya Raketnaya Krylataya (Soviet
designation for SSBN's)
Port Left
RBOC Rapid Bloom Off-board Countermeasures; a countermeasure
system for surface ships used against incoming missiles. The
RBOC system consists of a number of mortars firing chaff
cartriges.
SAM Surafce-to-Air Missile
Screw Propeelor
SF Severnyj Flot (Russian for Northern fleet)
SLBM Submarine-Launched Ballistic Missile
SLCM Sunmarine-Launched Cruise Missile
Sonar Sound Navigation Ranging; a device that detects the presence
and location of underwater objects by sending out sound waves
and monitoring their echo.
SS Conventional attack submarine
SSB Conventional ballistic submarine
SSBN Nuclear-powered ballistic missile submarine
SSG Conventional guided missile submarine
SSGN Nuclear-powered guided missile submarine
SSN Nuclear-powered attack submarine
Starboard Right
Stern Back of the ship
TOF Tikhij Okeanskij Flot (Russian for Pacific Fleet)
Towed Array A long cable with microphones that enhances a surface ship or
submarine's passive sonar capabilities.
Waypoint A destination for your sub that your auto-pilot will head for
when active.
8. The Security Access Codes:
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ALBANY:
There are 10 different missions... The challange of the earlier missions...
ALBUQUERQUE:
You can choose to command... A note on playing by modem: You can choose
to play by the mission objectives...
ASHEVILLE:
Your superiors are going to look over your shoulder... Navy helicopters
will be attempting to locate your sub...
ATLANTA:
American and Soviet naval forces... the experience the crews gain...
AUGUSTA:
Prove that American high-tech equipment... Try and stay in the baffles...
BALTIMORE:
The White House is blaming the Libyans... The tankers are under the
protection...
BATON ROUGE:
Your crew is fatigued from month-long operations... The Navy wants you to
make a lasting impression...
BIRMINGHAM:
Under new leadership, Yugoslavia attempts to reform... Your job is to get
six cargo ships...
BOSTON:
A Soviet SSBN has reportedly left... Your main objectives is to destroy
the SSBN...
BREMERTON:
NATO is sending a large battle group to the Norwegian Sea... If NATO can
keep the Soviet Northern fleet...
BUFFALO:
As in two previous world wars, American shipping forms convoys... Your
688 is assigned to counter any naval assaults...
CHICAGO:
The next step is to destroy inland targets... with your periscope still
raised, select TARGET.
CINCINNATI:
You can choose play levels only... Medom games are automatically set...
CITY OF CORPUS CHRISTI:
In both instances, one player will have to be designated... the orginator
sets up the game and initiates the call...
DALLAS:
You have a choice of letting your computer answer... If you're going to
let the computer answer...
GROTON:
When you've played all the modem games... If you don't, the computer will
still maintain contact...
HELENA:
If it does, you may be getting phone calls... You can temporarily stop...
HONOLULU:
With your computers off, connect the two computers... Turn on the computers,
load the game...
HOUSTON:
As an attack boat, your primary role... Since in a submarine you can't
actually see anything around you...
HYMAN G. RICKOVER:
The top-down map gives you aerial perspectives... Your submarine is the
fixed point...
INDIANAPOLIS:
The darker the shade... Always stay aware of the average depth...
JACKSONVILLE:
This is useful when travelling.. The beam's high frequency and short range...
KEY WEST:
The white triangle in the middle of the line is your sub's current course...
The vertcal gauge...
LA JOLLA:
Some may have been identified... The things the sonar operator is trying to
determine...
LOS ANGELES:
It is important to understand... In determining a ship's course, the
northern point...
LOUISVILLE:
On the information bar at the base... Mission time runs twice as fast...
MEMPHIS:
If the messages from the crew are rolling by... It will appear in the
message bar...
MIAMI:
When you are playing by modem, you can use TRANSMIT.. For this you can be
at any depth and you don't need to use your antenna...
MINNEAPOLISSAINT PAUL:
The closer the dots are to each other.. All tracks will be black...
NEW YORK CITY:
Selecting waypoints activates the auto-pilot, which will steer your sub...
It will adjust the speed down to make turns...
NEWPORT NEWS:
The auto-pilot will only function if you have set at least one waypoint...
Changing the rudder will automatically turn off the auto-pilot...
NORFOLK:
Cavitation results from partical vacuums... Since the bubbles produced
by cavitation are very noisy...
OKLAHOMA CITY:
Lowering the handle realeses air from the ballast tanks, filling the tanks...
Raising the handles realeses compressed air...
OLYMPIA:
The numbers represent fractions or percentages of your total power output...
Use FLANK speed to accelerate quickly, but remember that higher speeds have
their penalties...
OMAHA:
The control is incremented, which means you can control the rate at which
you change course... Remember that activating the rudder..
PASADENA:
Use the frequency analyzer to display the sound signature... Different
objects will peak in different parts of the spectrum...
PHILADELPHIA:
Selecting this directs your sonar officer... The problem is, it also alerts
just about everything...
PHOENIX:
Consequently, the towed array must be reeled out... Situations mat arise in
which you absolutely must accelerate...
PITTSBURGH:
This gauges how strong your opponent's search radar... Enemy radar can
detect not only your raised periscope but the wake...
PROVIDENCE:
Since the room aboard a submarine... The number and type of missiles are
preselected for each mission...
SAN FRANCISO:
The torpedo control function... This is useful if our torpedo seems to
have lost its target...
SAN JUAN:
A launched torpedo has a guidance-wire... A torpedo with a cut guidance-
wire will seek a target until it detonates...
SALT LAKE CITY:
If you've launched a torpedo and want to control it...
SCRANTON:
Your own torpedo may lose its orginal target and end up locking on you...
TOPEKA:
All systems will read "OK" unless you've sustanied damage...
9. KEYBOARD COMMANDS:
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Cursor Keys:
Tab Tab through control groups
Left arrow Move left between positions within a control group
Right arrow Move right between positions within a control group
Up arrow Move left between controls regardless of groups
Down arrow Move right between controls regardless of groups
Quick Keys:
F2 Radio Room
F3 Status Panel
F4 Ship's Control
F5 Periscope
F6 Navigation Board
F7 Weapon Control
F8 Sonar Room
F9 CONN
O or X Exit
<Ctrl>R Pseudo-Cyrilic On/Off
Ship's Control Panel Navigaton Board
R Rudder control G Target
E Engine control W Set Waypoint
D Dive Plane Control K Clear Waypoint
. Auto Pilot Q Time Compression
5 Auto Function . Auto Pilot
1 Display Controls 4 Plotting controls
Weapon Control Panel: Periscope:
G Target G Target
R Torpedo Tubes U Periscope Up/Down
A Auxiliary missiles N Antenna Up/Down
M Missile Tubes - 688 L Launch
2 Torpedo Control - Periscope Left
3 Torpedo Control - Alfa = Periscope Right
1 Display Control 1 Display Control
Sonar Room: Radio Room:
G Target A Antenna Up/Down
3 Analyse P Persicope Up/Down
2 Sonar Controls - 688 S Send Code
3 Sonar Controls - Alfa T Transmit
1 Display Control 2 Message Review
Status Panel:
S Status
Map Keys:
P Look to port in contour mode * H HUD On/Off
F Look forward in contour mode * B Bottoms contours On/
S Look to starboard in contour mode * Off
I Zoom in on top-down map T Top-down map On/
O Zoom out on top-down map Off
C Contour Imaging Display On/Off
* Not available on Alfa