3615 lines
153 KiB
Plaintext
3615 lines
153 KiB
Plaintext
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688 ATTACK SUB
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USER MANUAL
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-------------------------------------------------------------------------------
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TABLE OF CONTENTS
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1 Welcome Aboard.....................................................1
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About the Game.....................................................1
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Using This Manual..................................................2
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Getting Started....................................................2
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How to Get Help....................................................9
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2 Quick Start Guide to TORPEX '89...................................10
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3 Missions..........................................................18
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4 Game Controls.....................................................29
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Configuring 688 to Your Computer..................................29
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Playing by Modem..................................................30
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Using Two Modems..................................................30
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Using a Null Modem Cable..........................................33
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Other Game Controls...............................................34
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Russian Script On/Off.............................................34
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Sound On/Off......................................................34
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Surrender.........................................................34
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Turning Off Your Mouse............................................34
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Boss Key..........................................................35
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5 Submarine Controls................................................36
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Reading Your Displays.............................................36
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Radio Room........................................................42
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Navigation Board..................................................43
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Ship's Control Panel..............................................45
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Sonar Room........................................................46
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Periscope.........................................................48
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Weapons Control Panel.............................................49
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Status Panel......................................................51
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6 Submarine Warfare.................................................52
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7 Technical Reference...............................................60
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Submarines........................................................60
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Weapons...........................................................61
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Ships.............................................................65
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Aircraft..........................................................68
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Appendix A........................................................70
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Glossary..........................................................71
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Index.............................................................73
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-------------------------------------------------------------------------------
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1
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WELCOME ABOARD
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==============
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There are only two kinds of ships: submarines and
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targets.....
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You are hereby given command of a nuclear-powered attack submarine, the
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world's most powerful and versatile ocean-going defense weapon. You are
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now a hunter/killer, a predator of the deep. You play a silent, sometimes
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lethal game of hide and seek. Every minute you make countless decisions
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that may have grave consequences for you, your crew....even your country.
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About the Game
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==============
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You command an American Los Angeles or Soviet Alfa class submarine. You
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prowl through a dark, undersea world, carrying out dangerous missions that
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require predatory cunning and bold action. In peacetime, you track and hunt
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potential enemies. In war, you ambush enemy convoys and defend your
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warships; stalk ballistic missile submarines and duel other hunter/killers;
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strike at inland targets from enemy waters and live to tell about it.
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All the major systems of a modern attack submarine -- sonar, weapons
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navigation, helm, radio and periscope -- are at your disposal. Over 40
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separate controls let you feel what it's like to operate the world's most
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sophisticated -- and deadly -- defense technology. At the same time, crew
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transmissions and pictures remind you that as captain you manage men as
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well as machines.
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688 Attack Sub turns the most up-to-date technical information available
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concerning subs into one of the hottest games on the market. Whether you
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play the computer or challenge a friend to a modem game, you'll get hours
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of pleasure from 688 Attack Sub's exciting graphics, fast pace, attention to
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detail and variety of player options.
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1
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-------------------------------------------------------------------------------
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Using This Manual
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=================
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This manual was written for IBM or IBM-compatible computers. If you're
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using another type of computer, some commands and features described in
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this manual may be different or unavailable on your computer system. If
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you're using any computer OTHER than an IBM or IBM-compatible computer,
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please read the Command Summary Card included in the package for
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information specific to your computer.
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The manual is both an introduction to the 688 Attack Sub simulation and a
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reference manual. It's divided into two parts so you don't have to read it all
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the way through in order to start playing.
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Chapters 1-2: Introduction to 688 -- The first two chapters are designed to
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get you into the game quickly and painlessly. By no means do you have to
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read both chapters -- if you're the type of player who doesn't like to read
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manuals, follow the step-by-step instructions in Chapter 1 and you'll be
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ready to choose a mission and begin play. However, the fastest way to get
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your finger on the launch button is to let the Quick Start Guide in Chapter 2
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lead you through the first mission, TORPEX '89. By showing you how to set
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up an attack on several decommissioned warships, the Quick Start Guide will
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introduce you to the sub's controls and basic game concepts.
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Chapters 3-7: Captain's Reference -- Refer to these chapters only when
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you need to know about something specific -- missions, controls, tactics,
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or ship and weapon specifications.
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Getting Started
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===============
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To play 688 Attack Sub, you need a computer with at lease one floppy drive
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and 384k of free memory. Your system must be running on DOS 2.0 or
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higher.
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688 Attack Sub has an unusually large number of detailed screens, bitmaps
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and text; in fact, over two megabytes of information, all of which had to be
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compressed several times to fit onto the floppies included in the package.
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The result is YOU CAN'T PLAY FROM THE ORIGINAL 688 DISK(S). Instead
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2
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-------------------------------------------------------------------------------
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an install program on your original 688 disk creates a copy of the game from
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which you'll play. The install program configures the game to your current
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system. If you upgrade your system, you should create a new copy of the
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game. The time it takes to make a copy of the game varies depending on your
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hardware. Although the process can take up to several minutes, we felt the
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extra time was a fair trade for the game's stunning graphics and fine detail.
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5.25" users: You'll find two disks in the package: Disk #1 and Disk #2.
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During installation, you'll have to swap these disks.
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3.5" users: The entire game has been packed onto one disk. Whenever you're
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asked to insert an original Disk (#1 or #2), insert the single disk included
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in the package.
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Installing 688 Attack Sub on a Hard Disk
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========================================
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To copy all the files from the original 688 disks to your hard disk, do the
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following:
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1. Turn on your computer and wait for the DOS prompt.
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2. Insert the original Disk #1 in drive A or B.
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3. Type A: or B: (whichever drive the original disk is in) and press <ENTER>.
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4. Type INSTALL and press <Enter>. On slow machines, you may not see
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anything on your screen for about a minute.
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5. You'll be asked what kind of disks you want to install the game on. Type
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1 and press <Enter> to install the game on your hard disk.
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6. Next, you'll be asked where the original Disk #1 is. Type A or B
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(whichever drive the original Disk #1 is in) and press <Enter>.
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7. The machine will want to know which drive on your hard disk you're
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going to install 688 Attack Sub on. The default drive is C. Press <Enter>
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to install the game on drive C, or type the letter of the drive you want to
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install it on, then press <Enter>.
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8. Finally, you'll need to name the directory that the game will be stored
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under, "688" is the default name. Press <Enter> to name the directory
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"688", or type in a new name and then press <Enter>.
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9. The install program will tell you when to take out Disk #1 and insert Disk
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#2. When the installation is complete, put away the original disks for
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safekeeping.
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3
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-------------------------------------------------------------------------------
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When you want to start playing:
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1. If you have a mouse, plug it in and load your mouse driver. If you're
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using a Covox Speech Thing (tm), plug it in too.
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2. Type CD\ and the name of the directory that the game is stored under
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(for instance, if you chose the default name, "688", you'd type CD\688).
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Press <Enter>.
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3. At the prompt, type 688 and press <Enter>.
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4. Type in the number of the monitor and color adaptor appropriate to
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your computer: 1 for EGA, 2 for Tandy 1000, 3 for CGA, 4 for VGA-
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MCGA, 5 for Hercules.
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5. Type in the number of the sound adapter appropriate to your computer:
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0 if you only have an internal speaker; 1 if you have an Ad Lib (tm) board;
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2 if you Covox Speech Thing. What you hear depends on what
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you have. If you only have an internal speaker, you won't hear the title
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music but you'll still get sound effects (however, a Tandy computer
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with Enhanced Sound Capability gives you both). The Ad Lib board re-
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produces the title music the best, but relies on the internal speaker for
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sound effects. The Speech Thing reproduces both reasonably well. A
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Tandy with Enhanced Sound Capability and an Ad Lib Board will give
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you the best sound quality for the game.
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6. Press the SPACEBAR to go directly to the MISSION SELECTION screen.
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Installing 688 Attack Sub on Floppy Disks
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YOU CAN'T PLAY FROM THE ORIGINAL 688 DISKS, so you'll have to install
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the game on floppy disks from which you can play. Please format ONE of the
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following configurations of disks before you do anything else:
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A) two 5.25" 360K floppy disks
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B) one 5.25" 1.2MB or one 3.5" 1.44MB floppy disk
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C) two 3.5" 720K floppy disks
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See your DOS manual if you don't know how to format disks. If you get one
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of these messages during installation of game play, do the following:
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Insert the disk with batch file You should insert your
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and press any key when ready copy of 688 Disk #1
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Insert disk with command.com: You should insert your
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DOS disk
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4
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-------------------------------------------------------------------------------
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To install the game on your blank disks, do the following:
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1. Boot your system with DOS (2.0 or higher).
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2. Insert the original 688 Disk #1 in drive A or B. Type A: or B: (whichever
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contains the original disk) and press <Enter>.
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3. Type INSTALL and press <Enter>. On slow machines, you may not see
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anything for about a minute.
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4. You'll be asked what kind of disks you want to install the game on. Type
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the number of the disk configuration that's appropriate to you. 2 if you
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have one 5.25" 1.2MB or one 3.5" 1.44MB floppy disk; 3 if you have two
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5.25" 360K floppy disks; or 4 if you have two 3.5" 720K floppy disks.
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Press <Enter> to choose the disk configuration.
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5. The machine will ask if you have these disks ready at this time. Press
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<Enter> if you have the blank disks read. If not, return to DOS by typing
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NO and pressing <Enter>.
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6. Follow the onscreen instructions. You'll have to swap disks from time
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to time. When the installation is complete, put away the original disks
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for safekeeping.
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You only need one drive to play. When you're ready to start:
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1. If you have a mouse, plug it in and load your mouse driver. If you're
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using a Covox Speech Thing, plug it in too.
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2. Insert your copy of Disk #1 into drive A or B.
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3. Type A: or B: (whichever contains the copy), the press <Enter>.
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4. Type 688 and press <Enter>.
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5. At the prompt, type in the number for the monitor and color adapter
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appropriate to your computer: 1 for EGA, 2 for Tandy 1000, 3 for CGA,
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4 for VGA-MCGA, 5 for Hercules.
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6. At the next prompt, type in the sound adapter appropriate to your
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computer. Type in the number of the sound adapter appropriate to your
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computer: 0 if you only have an internal speaker; 1 if you have an Ad Lib
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board; 2 if you have a Covox Speech Thing. What you hear depends on
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what you have. If you only have the internal speaker, you won't hear the
|
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title music but you'll still get sound effects (however, a Tandy computer
|
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with Enhanced Sound Capability gives you both). The Ad Lib board re-
|
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produces the title music best, but relies on the internal speaker for
|
||
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sound effects. The Speech Thing reproduces both reasonably well. A
|
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Tandy with Enhanced Sound Capability and an Ad Lib board will give
|
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you the best sound quality for the game.
|
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5
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-------------------------------------------------------------------------------
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7. Press the SPACEBAR to go directly to the MISSION SELECTION screen.
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Commanding 688 Attack Sub
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=========================
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The 688 Attack Sub simulation is divided into levels. At the top level is
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the CONN (Conning tower), the game's main menu. From the CONN you can go
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to different STATIONS. Each station is identified by its own icon which
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appears as your cursor passes over the area.
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+- Ship's Control +- Weapons Control
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Status Panel -+ | Panel | Panel
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+-------------|---------|-------------------|-----------+
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| | | | |
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| | v | |
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| v v |
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| /|\ |
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| .-=!!==. ---+--- -=======+ |
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| \|/ |
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| /\/ |
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| -( )( )- /-\ |
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| ^ | () () |
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| | | |
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| | +-------------------+ ^ |
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| | | | | | |
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| | | | X | | |
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| | | | | | |
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| | | | ^ | | |
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| | | | | | | |
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+--|-------------------------|----|-----------------|---+
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+- Radio Room Periscope -+ +- Navigation +- Sonar Room
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Board
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Figure 1.1: 688 CONN
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At each of the stations are controls for different parts of the sub.Some of the
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controls are clustered into control groups; for instance, the controls for the
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sound filter, active sonar and towed array make up the Sonar Control group.
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The stations and their controls are "hot spots", areas that perform functions.
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You give commands by moving the cursor to a hot spot and press
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<Enter> or clicking a mouse button. There are two ways to move the cursor:
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Using a mouse: A mouse (with a Microsoft(r)-compatible mouse driver) is
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by far the easiest way to play the game. Your cursor will change color and/
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or shape when it's over a hot spot. Click any button on your mouse to select
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that function. If you encounter problems with your mouse, you may have to
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disconnect it and use the keyboard to move the cursor. Turn to p.34 for
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||
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information on disconnection the mouse.
|
||
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6
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-------------------------------------------------------------------------------
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Using the keyboard: Move the cursor using the <Tab> key and the arrow
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keys. Pressing <Tab> while holding the <Shift> key down moves through the
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||
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groups in reverse. Use <Tab> or <Shift> + Tab to tab through the different
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||
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control groups; then use the right and left arrow keys (<- ->) to move the
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cursor between positions within a control group. The up and down arrow
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keys (^ v) will move the cursor through all the controls regardless of their
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groupings (^ moves the cursor to the left; v moves the cursor to the right).
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688 Attack Sub also has quick keys that instantly move your cursor to a
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station of function. On every screen, each control group has been assigned
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a number -- the number keys will move your cursor to the control groups
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you see onscreen. The function keys (<F2>-<F10>) take you to the subma-
|
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rine's stations. Within each station, different controls have been assigned
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letter keys (for example, pressing R at the Ship's Control Panel will move
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your cursor immediately to the rudder control).
|
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For the game's keyboard interface, see the table on the back inside cover of
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this manual.
|
||
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|
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In the rest of the manual, "select" means moving your cursor to a station or
|
||
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control and activating it by pressing <Enter> or clicking the mouse button.
|
||
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|
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|
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|
||
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Choose a Mission, Configure 688
|
||
|
===============================
|
||
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|
||
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Choose a mission (mission descriptions begin on page 18). Once you select
|
||
|
a mission, the CONFIGURATION PANEL comes up. Set the sound, play level
|
||
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and whether you want to play by modem (see p.29 for information on
|
||
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configuring you computer). Select BEGIN GAME to start your mission.
|
||
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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
|
||
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CONFIGURATION PANEL will come up. Make sure to set the CONFIGURA-
|
||
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TION PANEL as follows:
|
||
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|
||
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1. Select NO MODEM game.
|
||
|
2. If you have a Covox Speech Thing, select the port your unit is plugged
|
||
|
into (LPT:1 or LPT:2). Otherwise, select DEFAULT.
|
||
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||
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7
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||
|
-------------------------------------------------------------------------------
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||
|
3. Set the play level on BEGINNER.
|
||
|
4. Select BEGIN GAME to start playing. You start in the sub's CONN. Be-
|
||
|
fore you do anything else, you must enter a Security Access Keycode
|
||
|
(see below).
|
||
|
|
||
|
|
||
|
|
||
|
Enter the Security Access Keycode
|
||
|
|
||
|
|
||
|
+------------------------------------------------------------+
|
||
|
|TARGET |
|
||
|
|BEARING RANGE COURSE SPEED DEPTH |
|
||
|
|============================================================|
|
||
|
| |
|
||
|
| |
|
||
|
| Establishing satellite uplink...... |
|
||
|
| xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |
|
||
|
| xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |
|
||
|
| ALBANY: THERE ARE NO ??? |
|
||
|
| |
|
||
|
| |
|
||
|
|------------------------------------------------------------|
|
||
|
| | | |
|
||
|
| +---+ +---+ +---+ | MSG PREVIEW | ECM LEVEL |
|
||
|
| | D | | I | | F | |+----+ +----+| +---------------+ |
|
||
|
| +---+ +---+ +---+ ||PREV| |NEXT|| | | | | | | | | | |
|
||
|
| < > < > < > |+----+ +----+| +---------------+ |
|
||
|
| | | PERISCOPE ANTENNA |
|
||
|
| SEND CODE | | | TRANSMIT | | | |DOWN| |DOWN| |
|
||
|
| | | |
|
||
|
|============================================================|
|
||
|
| |
|
||
|
|------------------------------------------------------------|
|
||
|
| |
|
||
|
| SPACE TO PAUSE |
|
||
|
+------------------------------------------------------------+
|
||
|
|
||
|
|
||
|
Figure 1.2: Radio Room
|
||
|
|
||
|
|
||
|
|
||
|
You're in the sub's CONN. You can take your time: the game always pauses
|
||
|
when you're in the CONN, except in modem games. 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 Radio 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 class submarine and the beginning of a sentence (in the
|
||
|
example in Figure 1.2, the code is "ALBANY: THERE ARE 10 ???"). Starting
|
||
|
on page 18, you'll find paragraphs marked with the names of Los Angeles
|
||
|
class submarines. Find the name of the sub -- they're in alphabetical order
|
||
|
-- then look at the paragraph that's directly to its side. Find the sentence
|
||
|
fragment you see onscreen, then enter the first three letters of the next
|
||
|
missing word. For example, the next missing word in the sentence asked for
|
||
|
in Figure 1.2 is DIFFERENT (p. 18). DIF would be the letters you'd enter into
|
||
|
the boxes on the screen.
|
||
|
|
||
|
|
||
|
8
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Use the arrows 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.
|
||
|
|
||
|
|
||
|
Quitting the Game
|
||
|
|
||
|
To quite the game, select EXIT from the CONN. You'll be given a choice of
|
||
|
playing another mission, continuing your last mission, or exiting to DOS.
|
||
|
Select EXIT TO DOS.
|
||
|
|
||
|
|
||
|
|
||
|
How to Get Help
|
||
|
===============
|
||
|
|
||
|
You can get on-line help for all the controls with the Help feature. Press
|
||
|
<F1> within each station of from the CONN go get explanations of each feature.
|
||
|
Press the SPACEBAR to advance through the help screens. Before you dive
|
||
|
into the first scenario, try using the help key to take a "walking tour" of
|
||
|
your sub. When you're done, you'll at least have a nodding acquaintance with
|
||
|
all of the game's controls.
|
||
|
|
||
|
|
||
|
9
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
2
|
||
|
|
||
|
QUICK START GUIDE TO TORPEX '89
|
||
|
===============================
|
||
|
|
||
|
|
||
|
|
||
|
As a quick start to 688 Attack Sub, we'll run through the first mission,
|
||
|
TORPEX '89. Playing the mission should acquaint you with most of the game
|
||
|
controls and a few of the strategies. In TORPEX '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>. You can move
|
||
|
the cursor by a variety of means. Turn to p. 6, Commanding 688 Attack Sub,
|
||
|
to learn the mouse and keyboard interface. For the sake of simplicity, we'll
|
||
|
use the word select to mean a two-step process: 1) moving your cursor to
|
||
|
a station or control; and 2) activating the station or control by pressing
|
||
|
<Enter> or a button on your mouse.
|
||
|
|
||
|
If you find yourself completely clueless about a station, a term, or a control,
|
||
|
press <F1> for help or go to the appropriate section in the manual. 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.
|
||
|
|
||
|
|
||
|
|
||
|
+- Select Exit
|
||
|
v
|
||
|
+------------------------------------------------------------+
|
||
|
|EXIT|T |
|
||
|
|----+NG RANGE COURSE SPEED DEPTH |
|
||
|
|============================================================|
|
||
|
| |
|
||
|
| |
|
||
|
| Establishing satellite uplink...... |
|
||
|
| xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |
|
||
|
| xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |
|
||
|
| ALBANY: THERE ARE NO ??? |
|
||
|
| |
|
||
|
| |
|
||
|
|------------------------------------------------------------|
|
||
|
| | | |
|
||
|
| +---+ +---+ +---+ | MSG PREVIEW | ECM LEVEL |
|
||
|
| | D | | I | | F | |+----+ +----+| +---------------+ |
|
||
|
| +---+ +---+ +---+ ||PREV| |NEXT|| | | | | | | | | | |
|
||
|
| < > < > < > |+----+ +----+| +---------------+ |
|
||
|
| | | PERISCOPE ANTENNA |
|
||
|
| SEND CODE | | | TRANSMIT | | | |DOWN| |DOWN| |
|
||
|
| | | |
|
||
|
|============================================================|
|
||
|
| |
|
||
|
|------------------------------------------------------------|
|
||
|
| |
|
||
|
| SPACE TO PAUSE |
|
||
|
+------------------------------------------------------------+
|
||
|
|
||
|
Figure 2.1: Radio Room
|
||
|
|
||
|
|
||
|
10
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
1. Exit the Radio Room. If you followed 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 Ra-
|
||
|
dio Room of the Los Angeles. Go to the CONN by selecting EXIT in the
|
||
|
top left-hand corner of the screen.
|
||
|
|
||
|
|
||
|
2. Tour 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. Press <F1> to get the locations and descriptions of
|
||
|
each of the stations (within each station, <F1> will tell you what all the
|
||
|
controls do). When you're done with the tour, select the Periscope icon.
|
||
|
|
||
|
|
||
|
|
||
|
1. Select Periscope + 2. Rotate Periscope +
|
||
|
\ /
|
||
|
+---------------------\-------------------------------------/+
|
||
|
|TARGET: C:FORREST SHER\AN CLASS DESTROYER / |
|
||
|
|BEARING 175 RANGE 6.4\ COURSE 355 SPEED 9.5 DEPTH /ft|
|
||
|
|========================\===============================/===|
|
||
|
| \ | / |
|
||
|
| \ | ESDI LEVEL / |
|
||
|
| \ | +----------------/----+ |
|
||
|
| \ | | | | | | | | | / | | | |
|
||
|
| \ | +--------------/------+ |
|
||
|
| \ |-----------------/---------|
|
||
|
| \| / |
|
||
|
| X \ PERISCOPE /ANTENNA |
|
||
|
| \ |\ +----+ / +----+ |
|
||
|
| \ | \ | UP | / |DOWN| |
|
||
|
| \ | +----+ / +----+ |
|
||
|
| \ |-----------/---------------|
|
||
|
| \ | / |
|
||
|
| \ | PERIS/OPE ROTATION |
|
||
|
| \ | /+-----+ |
|
||
|
| \| < | 000 | > |
|
||
|
| \ +-----+ |
|
||
|
|---------------------------------\--------------------------|
|
||
|
| +-+ +-+ +-+ | \ |
|
||
|
| |P| |F| |S| | \ WEAPON CONTROL |
|
||
|
| +-+ +-+ +-+ | \ |
|
||
|
| +-+ +-+ +-+ +--------------+ | +-\------+ +--------+ |
|
||
|
| |I| |H| |O| | TARGET | | | L\UNCH | | | |
|
||
|
| +-+ +-+ +-+ +--------------+ | +---\----+ +--------+ |
|
||
|
| +-+ +-+ +-+ ^ | \ |
|
||
|
| |C| |B| |T| | | \ |
|
||
|
| +-+ +-+ +-+ | | \ |
|
||
|
|----------------|--------------------------\----------------|
|
||
|
| | \ |
|
||
|
| SELECT TARGET | \ |
|
||
|
|----------------|-----------------------------\-------------|
|
||
|
| | \ |
|
||
|
| 02:52:48X | 01:10:24Y 00:0\:04 |
|
||
|
|----------------|--------------------------------\----------|
|
||
|
| \
|
||
|
3. Select Target + 4. Move cursor to +
|
||
|
closest target
|
||
|
|
||
|
Figure 2.2: 688 Periscope
|
||
|
|
||
|
|
||
|
|
||
|
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 range, depth or speed. In this mission, you
|
||
|
won't have to worry about unidentified contacts until your sonar oper-
|
||
|
ator 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
|
||
|
|
||
|
|
||
|
11
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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 (20 ft), so go to the PERISCOPE button and select
|
||
|
it. Rotate the periscope until you see the destroyers. Select TARGET. A
|
||
|
crosshair-cursor 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 lease 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.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
+------------------------------------------------------------+
|
||
|
| In an effort to reduce filesize the remaining figures have |
|
||
|
| been deleted. |
|
||
|
+------------------------------------------------------------+
|
||
|
|
||
|
|
||
|
Figure 2.3: Navigation Board
|
||
|
|
||
|
|
||
|
|
||
|
4. Set a waypoint. 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 CON-
|
||
|
TROLS. A crosshair-cursor will appear on the map. Using the mouse or
|
||
|
the cursor keys, move the crosshair to a point near your targets. Press
|
||
|
|
||
|
|
||
|
12
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
<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 Periscope 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.
|
||
|
|
||
|
|
||
|
o See page 53 for a brief discussion of passive sonar.
|
||
|
|
||
|
|
||
|
|
||
|
Figure 2.4: Ship's Control Panel
|
||
|
|
||
|
|
||
|
|
||
|
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 Con-
|
||
|
trol 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.
|
||
|
|
||
|
|
||
|
13
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Figure 2.5: Weapon Control Panel
|
||
|
|
||
|
|
||
|
|
||
|
6. Load torpedoes. Torpedoes are never stored armed and ready in a
|
||
|
sub's torpedo tubes. Consequently, you must give an order to ready
|
||
|
them. Go to the Weapon Control Panel by pressing <F7>. Torpedo tube
|
||
|
1 should be already selected (the box around the number will be high-
|
||
|
lighted). 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 be needing 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.
|
||
|
|
||
|
|
||
|
o See page 57 for a brief discussion of noisemakers.
|
||
|
|
||
|
|
||
|
14
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Figure 2.6: Sonar Room
|
||
|
|
||
|
|
||
|
|
||
|
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 micro-
|
||
|
phones along its length. The towed array will improve your sonar
|
||
|
operator's listening capabilities but will limit the sub's top speed.
|
||
|
|
||
|
|
||
|
o See page 47-48 for a brief discussion of towed arrays.
|
||
|
|
||
|
|
||
|
|
||
|
Figure 2.7: Navigation Board
|
||
|
|
||
|
|
||
|
|
||
|
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 CON-
|
||
|
TROLS. 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>.
|
||
|
|
||
|
|
||
|
15
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Figure 2.8: Weapon Control Panel
|
||
|
|
||
|
|
||
|
|
||
|
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, select 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).
|
||
|
|
||
|
|
||
|
16
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Figure 2.9: Navigation Board
|
||
|
|
||
|
|
||
|
|
||
|
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
|
||
|
new 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. You might want to take
|
||
|
a few moments to read up on these as well:
|
||
|
|
||
|
|
||
|
o Plot Projection p. 43
|
||
|
o Sonar Computer pp. 46-47
|
||
|
o Sonar Control pp. 47-48
|
||
|
o Torpedo Control pp. 50-51
|
||
|
o Status Panel p. 51
|
||
|
|
||
|
|
||
|
17
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
3
|
||
|
|
||
|
MISSIONS
|
||
|
========
|
||
|
|
||
|
|
||
|
|
||
|
[Editor's Note: When you next see a name in []'s that is the name and the
|
||
|
following paragraph is the paragraph to be used in the
|
||
|
determination of the Security Access Code.]
|
||
|
|
||
|
|
||
|
|
||
|
[ALBANY]
|
||
|
|
||
|
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 you CINC (Commander-in-Chief)
|
||
|
will inform you that you missed the boat. The idea is to keep the players
|
||
|
from going off on wild goose chases where nothing will challenge them.
|
||
|
|
||
|
|
||
|
|
||
|
[ALBUQUERQUE]
|
||
|
|
||
|
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. A note on playing by modem: you can choose to
|
||
|
play by the mission objectives described here, or you can set your own.
|
||
|
There are no special objectives when playing by modem. Whatever objectives
|
||
|
you declare are valid -- even something as unsophisticated as "turn the
|
||
|
other guy into canned tuna". The worse thing that can happen is that your
|
||
|
CINC will scold you for your runaway battle lust -- and even HE can be
|
||
|
silenced by the <Esc> key.
|
||
|
|
||
|
|
||
|
18
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Figure 3.1: Faeroe Islands -- Norwegian Sea
|
||
|
|
||
|
|
||
|
|
||
|
[ASHEVILLE]
|
||
|
|
||
|
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 you position with a lot of active sonar or by
|
||
|
leaving you 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 the
|
||
|
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. You can play this on your own (against a computer-
|
||
|
run Los Angeles) or by modem. Both subs are equipped with the above
|
||
|
weapons.
|
||
|
|
||
|
|
||
|
|
||
|
Modem: TORPEX '89 is the only mission in which you and your modem
|
||
|
opponent can match Los Angeles class subs against each other. One side
|
||
|
commands the Los Angeles and the other commands the Dallas. For the sake
|
||
|
of game balance, neither side has missiles in the modem game.
|
||
|
|
||
|
|
||
|
19
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Shake 'Em
|
||
|
=========
|
||
|
|
||
|
|
||
|
See Figure 3.1 for map of location
|
||
|
|
||
|
|
||
|
|
||
|
[ATLANTA]
|
||
|
|
||
|
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 for you to shake this Russian sub. (See pp. 52-59, Submarine Warfare, for
|
||
|
tips on maneuvers you can try.) 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" (see p. 38, Sonar Contacts). The mission
|
||
|
will end once you've successfully evaded your opponent for the 3 minutes
|
||
|
of after the 20 minute time limit is up.
|
||
|
|
||
|
Torpedoes: 8 Mark 48 ADCAP Torpedoes
|
||
|
Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles
|
||
|
Noisemakers: 6
|
||
|
|
||
|
|
||
|
[AUGUSTA]
|
||
|
|
||
|
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 practicing 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" on a letter on your map
|
||
|
display -- see p. 38, Sonar contacts). 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 (see pp. 58-59, Evading Torpedoes, for ranges).
|
||
|
Try and stay in the baffles (p. 59) of the 688 to stay undetected as long as
|
||
|
possible.
|
||
|
|
||
|
Torpedoes: 8 type 53 Torpedoes
|
||
|
Noisemakers: 4
|
||
|
|
||
|
|
||
|
Modem: In the modem game, the 688 has 20 torpedoes and the Alfa has 18.
|
||
|
|
||
|
|
||
|
20
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Sub Ops
|
||
|
=======
|
||
|
|
||
|
|
||
|
Figure 3.2: Barents Sea
|
||
|
|
||
|
|
||
|
|
||
|
ALFA: After a week-long operational test in the Barents Sea, you're ordered
|
||
|
to execute routine ASW (Anti-Submarine Warfare) maneuvers before re-
|
||
|
turning 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 (see p. 47, TARGETING PULSE). 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 them-
|
||
|
selves. 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
|
||
|
|
||
|
|
||
|
21
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Mumar Cadaver
|
||
|
=============
|
||
|
|
||
|
|
||
|
Figure 3.3: Strait of Gibraltar
|
||
|
|
||
|
|
||
|
|
||
|
[BALTIMORE]
|
||
|
|
||
|
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
|
||
|
======
|
||
|
|
||
|
|
||
|
See Figure 3.3 for map of location
|
||
|
|
||
|
|
||
|
|
||
|
[BATON ROUGE]
|
||
|
|
||
|
688: Your crew is fatigued from month-long operations in the Mediterra-
|
||
|
nean, 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. See
|
||
|
p. 38, Sonar Contacts.)
|
||
|
|
||
|
Torpedoes: 20 Mark 48 ADCAP Torpedoes
|
||
|
Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles
|
||
|
Noisemakers: 6
|
||
|
|
||
|
|
||
|
|
||
|
Alfa: While returning 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 must keep contact on the 688 as it
|
||
|
enters the Atlantic (see p. 38, Sonar Contacts). Also, you must be at a range
|
||
|
at which you could easily destroy the 688 if you had to (see pp. 58-59,
|
||
|
Evading Torpedoes, for ranges). Try to be sly about this...active sonar
|
||
|
will not only make your presence known, it could be regarded as hostile action.
|
||
|
|
||
|
|
||
|
Torpedoes: 18 Type 53 Torpedoes
|
||
|
Noisemakers: 4
|
||
|
|
||
|
|
||
|
|
||
|
Modem: This mission provides a good battlefield for a one-on-one hunt and
|
||
|
kill scenario. However, even if you throw out the mission objectives and just
|
||
|
play "to the death", you should concentrate on moving to the west so you
|
||
|
won't wander out of the playfield and end the mission abruptly.
|
||
|
|
||
|
|
||
|
|
||
|
Goulash
|
||
|
=======
|
||
|
|
||
|
|
||
|
Figure 3.4: Mouth of the Adriatic Sea
|
||
|
|
||
|
|
||
|
[BIRMINGHAM]
|
||
|
|
||
|
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 Soviets
|
||
|
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 maximum protection with a
|
||
|
|
||
|
|
||
|
23
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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
|
||
|
Noisemaker: 6
|
||
|
|
||
|
|
||
|
|
||
|
Cat Walk
|
||
|
========
|
||
|
|
||
|
Figure 3.5: Kunashir Passage
|
||
|
|
||
|
|
||
|
|
||
|
[BOSTON]
|
||
|
|
||
|
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 the SSBN--think of any
|
||
|
SSN's you encounter as dessert. Since slow-moving SSBN's can be extremely
|
||
|
difficult to detect, a Seahawk helicopter will try to aid you in locating
|
||
|
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 buoy, When you get the
|
||
|
|
||
|
|
||
|
24
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
message, you should go to a depth of 150 ft or less so that you can target
|
||
|
the marker buoy. Note the bearing and the distance of the 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 in a search program.
|
||
|
|
||
|
Torpedoes: 20 Mark 48 Torpedoes
|
||
|
Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles
|
||
|
Noisemakers: 6
|
||
|
|
||
|
|
||
|
|
||
|
Alfa: Virtually all Soviet ships entering or leaving the main port of Vladivos-
|
||
|
tok 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
|
||
|
analyzer will help distinguish contacts and keep you from firing on
|
||
|
friendlies (see pp. 46-47, Sonar Computer).
|
||
|
|
||
|
Torpedoes: 18 Type 53 Torpedoes
|
||
|
Noisemakers: 4
|
||
|
|
||
|
|
||
|
|
||
|
Modem: This mission can also be played by modem.
|
||
|
|
||
|
|
||
|
|
||
|
Surprise Party
|
||
|
==============
|
||
|
|
||
|
Figure 3.6: Edge of the Celtic Shelf
|
||
|
|
||
|
|
||
|
25
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
[BREMERTON]
|
||
|
|
||
|
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 represents the only
|
||
|
access the Soviet Northern Fleet has to the Atlantic Ocean. If NATO can keep
|
||
|
the Soviet Northern Fleet "bottled up" in home ports, American and
|
||
|
European shipping can continue delivering preciously needed arms and
|
||
|
supplies with minimum harassment. Your orders are to escort the reinforce-
|
||
|
ments to the north and protect them from Soviet submarine 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 must
|
||
|
single-handedly engage the American ships. Good luck.
|
||
|
|
||
|
Torpedoes: 18 Type 53 Torpedoes
|
||
|
Noisemakers: 4
|
||
|
|
||
|
|
||
|
|
||
|
Modem: Since the Alfa is at a clear disadvantage in this mission, the stronger
|
||
|
player should take the Soviet side as a handicap.
|
||
|
|
||
|
|
||
|
|
||
|
Homecoming
|
||
|
==========
|
||
|
|
||
|
See Figure 3.6 for map of location.
|
||
|
|
||
|
|
||
|
|
||
|
[BUFFALO]
|
||
|
|
||
|
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 assaults on 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
|
||
|
|
||
|
|
||
|
|
||
|
26
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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
|
||
|
|
||
|
|
||
|
|
||
|
Modem: The sheer number of targets in the water make this an exciting--
|
||
|
and difficult--scenario. With the Americans at a slight disadvantage,
|
||
|
stronger players should take the American side to balance the game.
|
||
|
|
||
|
|
||
|
|
||
|
Hit and Run
|
||
|
===========
|
||
|
|
||
|
Figure 3.7: Baltic Sea
|
||
|
|
||
|
|
||
|
|
||
|
[CHICAGO]
|
||
|
|
||
|
688: As the war between East an West escalates, the Navy decides that
|
||
|
forward defense is the only way to force the Soviets to back off. Forward
|
||
|
defense 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 sen to the Baltic Sea to deliver a load of Tomahawk
|
||
|
cruise missiles that will take out Soviet nuclear weapons facilities. When the
|
||
|
scenario begins, you're just off the coast of East Germany. One of the first
|
||
|
things you should so is raise your periscope to confirm your location. Switch
|
||
|
to top-down map by selecting T on the map display. 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
|
||
|
|
||
|
|
||
|
27
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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 its 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 coast 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 Cruise Missiles
|
||
|
Noisemakers: 6
|
||
|
|
||
|
|
||
|
28
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
4
|
||
|
|
||
|
GAME CONTROLS
|
||
|
=============
|
||
|
|
||
|
|
||
|
Configuring 688 to Your Computer
|
||
|
--------------------------------
|
||
|
|
||
|
|
||
|
Once you've selected a mission, you can adjust the following on the
|
||
|
Configuration Panel:
|
||
|
|
||
|
Sound: If you have a Covox Speech Thing, select the port your unit is plugged
|
||
|
into (LPT1: or LPT2:) -- otherwise, leave DEFAULT SOUND highlighted.
|
||
|
|
||
|
|
||
|
|
||
|
[CINCINNATI]
|
||
|
|
||
|
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. Modem games are automatically set on STANDARD.
|
||
|
|
||
|
|
||
|
BEGINNER -- Gives you certain advantages: you're quieter; 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.
|
||
|
|
||
|
|
||
|
Modem: Select NON-MODEM if you want to play against the computer. To
|
||
|
play against a modem opponent, see p. 30, Playing by Modem.
|
||
|
|
||
|
|
||
|
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 DOS -- Quits 688 Attack Sub altogether and returns you to
|
||
|
DOS.
|
||
|
|
||
|
|
||
|
NOTE: WHENEVER YOU CHANGE THE SETTINGS ON THE CONFIGURATION
|
||
|
PANEL, 688 ATTACK SUB SAVES THE NEW CONFIGURATION AS YOUR
|
||
|
DEFAULT SETTING.
|
||
|
|
||
|
|
||
|
29
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Playing by Modem
|
||
|
----------------
|
||
|
|
||
|
|
||
|
Both computers will have to meet the specifications on p.2 of this manual.
|
||
|
Both players must have manuals and play disks of their own.
|
||
|
|
||
|
|
||
|
[CITY OF CORPUS CHRISTI]
|
||
|
|
||
|
688 Attack Sub can be played by using two Hayes@--compatible modems with
|
||
|
a minimum of 1200 BAUD or one null modem cable. In both instances, one
|
||
|
player will have to be designated the "originator" and the other the "an-
|
||
|
swerer". The originator sets up the game and initiates the call (the originator
|
||
|
also foots the bill if there are any phone costs).
|
||
|
|
||
|
There are a few things you should know about playing against a modem
|
||
|
opponent. There are no pauses in a modem game. Any time spent in the
|
||
|
CONN is time wasted. Learn the Function keys and use them often to save
|
||
|
time. Also, time compression has no effect -- game time runs normally.
|
||
|
|
||
|
|
||
|
|
||
|
Using Modems
|
||
|
============
|
||
|
|
||
|
Preliminaries (both parties):
|
||
|
|
||
|
1. Choose one player to be the "originator" and the other to be the "ans-
|
||
|
werer". Decide which mission you'd both like to play. Only missions 1,
|
||
|
2, 5, 7, 8, and 9 may be played by modem. While you're at it, decide who
|
||
|
gets what side (Los Angeles or Alfa).
|
||
|
2. Load 688 Attack Sub and select your mission.
|
||
|
3. At the CONFIGURATION PANEL, each player should select the commu-
|
||
|
nication (serial) port his or her modem line is connected to (MODEM
|
||
|
GAME ON COM1: or MODEM GAME ON COM2:).
|
||
|
|
||
|
|
||
|
What the originator does:
|
||
|
|
||
|
1. Enter your opponent's phone number under SET TELEPHONE NUM-
|
||
|
BER. There are 11 slots for standard phone numbers: enough for a
|
||
|
seven digit phone number, a three digit area code, and a single digit
|
||
|
prefix (for example, a "1" for long-distance calls). Select UP or DOWN
|
||
|
above and below the boxes to set the numbers. If you don't need 11
|
||
|
digits (i.e., your call is local), leave the extras blank at the end of the
|
||
|
number.
|
||
|
|
||
|
|
||
|
30
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
2. If you're using any special long-distance rate numbers like those of-
|
||
|
fered by Sprint, M.C.I. and other companies, dial them now and wait for
|
||
|
the second dial-tone. The modem must detect a dial tone to start. You
|
||
|
can only use special long-distance rate numbers that leave you with a
|
||
|
dial tone so that the modem can dial your opponent's phone number.
|
||
|
3. Select ORIGINATE. Your computer will now try to establish communi-
|
||
|
cation with your opponents computer (a window will appear indicating
|
||
|
that the machines are attempting to communicate). If the call is suc-
|
||
|
cessful, the message window will disappear and the scenario will
|
||
|
begin. If the call does not go through, a message will appear telling you
|
||
|
so. Select OK to have the computer try again.
|
||
|
|
||
|
|
||
|
|
||
|
[DALLAS]
|
||
|
|
||
|
What the answerer does: You have a choice of letting your computer answer
|
||
|
the phone or answering it yourself. If you're going to let the computer answer
|
||
|
the phone, select AUTO-ANSWER and wait for the computer to make the
|
||
|
connection (a message will appear telling you when this happens). If you
|
||
|
want to answer the call manually, wait for the phone to ring, then select
|
||
|
MANUAL ANSWER.
|
||
|
|
||
|
If you can't seem to establish any communication between the modems:
|
||
|
check the following:
|
||
|
|
||
|
A) Have you entered the right phone number? If it's wrong, some con-
|
||
|
fused soul is getting a very irritating noise at the other end. Select
|
||
|
CANCEL and reset the phone number, then ORIGINATE again.
|
||
|
B) Did you select the correct communication port? Check to see which
|
||
|
port your modem is connected to and compare it with what you sel-
|
||
|
ected on the CONFIGURATION PANEL.
|
||
|
C) Are you and the other player clear on who's answering and who's
|
||
|
originating? If you're both selecting ORIGINATE, you won't get any-
|
||
|
where.
|
||
|
D) Is your modem working right? Check your modem manual to see that
|
||
|
it's hooked up properly and you're using it correctly. If you're getting
|
||
|
a dialtone but your modem refuses to dial, make sure the Carrier
|
||
|
Detect (CD) setting isn't "forced on". On most modems, Carrier Detect
|
||
|
is switch #6 -- it should be in the "up" (or off position.
|
||
|
|
||
|
|
||
|
31
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
If you get cut off: Your computer will send you a message telling you it's no
|
||
|
longer communicating with your opponent's computer. Select OK to have
|
||
|
the computer attempt to re-establish contact or CANCEL to return to DOS.
|
||
|
|
||
|
Sending messages to your opponent: When you're playing by modem, you
|
||
|
can use the Radio Room to chat with your opponent. You can be at any depth
|
||
|
and you don't need to use your antenna. Select TRANSMIT and type your
|
||
|
message on the keyboard. Pressing <Enter> turns off the transmit mode and
|
||
|
sends the message.
|
||
|
|
||
|
Playing another mission: After a mission, 688 Attack Sub will maintain a
|
||
|
connection between you and the other player so you can play another game
|
||
|
without redialing. The game ends in the Radio Room so that the players can
|
||
|
type messages to each other and arrange for another game (see "Sending
|
||
|
messages to your opponent" above). Decide what mission you want to play
|
||
|
and who is going to originate the call (either player can originate). Both
|
||
|
players must select EXIT from the top left corner of the Radio Room. A
|
||
|
message window will appear in the middle of the screen. Each player should
|
||
|
select PLAY AGAIN, then select the new mission. The originator selects
|
||
|
ORIGINATE. The answerer selects MANUAL ANSWER. (The modems will
|
||
|
know they're connected and the game will begin without one of the modems
|
||
|
needing to dial.)
|
||
|
|
||
|
|
||
|
[GROTON]
|
||
|
|
||
|
Quitting the game (READ THIS!): The game ends in the Radio Room. Select
|
||
|
EXIT from the top left corner. A message window will appear in the middle
|
||
|
of the screen. When you've played all the modem games you're going to play
|
||
|
for that day, select EXIT TO DOS. You MUST return to DOS in order to break
|
||
|
the modem connection. If you don't, the computer will still maintain contact
|
||
|
with the other modem...even if you've gone on to play a new mission against
|
||
|
the computer! That can add up to big bucks if the call was long-distance!
|
||
|
|
||
|
|
||
|
[HELENA]
|
||
|
|
||
|
Getting cut off during your game? Does your phone have "call waiting?" If
|
||
|
it does, you may be getting calls during your games which disrupt the
|
||
|
modem connection. You can temporarily stop your "call waiting" service so
|
||
|
that other calls won't interrupt your game. In many areas, you can do this by
|
||
|
dialing *70 on a touch-tone phone or 1170 on a rotary phone BEFORE you
|
||
|
"originate" or "answer". "Call waiting" will be cut off for the duration of a
|
||
|
|
||
|
|
||
|
32
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
single call (i.e., your game). Note that these numbers may vary depending
|
||
|
on your location. Consult your phone company for the numbers in use in
|
||
|
your area.
|
||
|
|
||
|
|
||
|
Connecting the modems with a telephone cable: If your computers are near
|
||
|
each other (i.e., in the same room), it's sometimes possible to connect your
|
||
|
modems using regular telephone cable. Plug one end of the cable into the
|
||
|
jack marked "WALL" or "LINE" on your modem. Plug the other end into the
|
||
|
jack marked "WALL" or "LINE" on the other player's modem. Whether this
|
||
|
works depends entirely on the kinds of modems you have. Some modems
|
||
|
search for a dial tone before establishing contact with the other computer.
|
||
|
Obviously, a telephone cable by itself won't produce a dial tone, so this
|
||
|
method won't work with these kind of modems (if this is the case, you should
|
||
|
invest in a null modem, available at computer or electronic stores).
|
||
|
|
||
|
|
||
|
|
||
|
Using a Null Modem Cable
|
||
|
------------------------
|
||
|
|
||
|
You can also play a modem game using a "null modem". A null modem is
|
||
|
a cable that transmits information from your computer's communication
|
||
|
port to that of your opponent's. You don't need modems at all when you use
|
||
|
a null modem cable -- however, the two computers must each have a free
|
||
|
serial port connection and be near enough to connect with the null modem
|
||
|
cable. Ask your computer dealer for details on where you can get a null
|
||
|
modem cable. (See Appendix A for the specific wiring information.)
|
||
|
|
||
|
|
||
|
[HONOLULU]
|
||
|
|
||
|
Preliminaries (both parties): With your computers off, connect the two
|
||
|
computers with the null-modem cable. Turn on the computers, load the
|
||
|
game, and go to the CONFIGURATION PANEL. Select the communication
|
||
|
(serial) port your null-modem line is connected to (MODEM GAME ON COM
|
||
|
1: or MODEM GAME ON COM2:).
|
||
|
|
||
|
|
||
|
What the originator does:
|
||
|
|
||
|
1. Select MISSION SELECTION and choose the mission. The side that you
|
||
|
(the originator) selects the side you'll play.
|
||
|
2. Select ORIGINATE.
|
||
|
|
||
|
|
||
|
33
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
What the answerer does:
|
||
|
|
||
|
1. Wait for the other player to "originate" the contact.
|
||
|
2. Select MANUAL ANSWER.
|
||
|
|
||
|
|
||
|
|
||
|
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
|
||
|
optional 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.
|
||
|
|
||
|
|
||
|
Sound On/Off
|
||
|
------------
|
||
|
|
||
|
Toggle the sound on and off by pressing <Ctrl>-N. In some circumstances,
|
||
|
you may want to turn the sound off for a while. Depending on how fast your
|
||
|
computer is, sound effects may slow down the rate at which your machine
|
||
|
is updating the information on your maps. In some circumstances, this can
|
||
|
be critical. For example, if time compression is on, the information lost
|
||
|
while a sound is being produced could make a big difference.
|
||
|
|
||
|
|
||
|
Surrender (modem games only)
|
||
|
----------------------------
|
||
|
|
||
|
There may come a time in a modem game where the only conclusion you
|
||
|
foresee consists of you and your sub scattered across several miles of ocean
|
||
|
floor. Rather than watch your crew get transformed into fish food, you can
|
||
|
surrender by pressing <Ctrl>-K. It's not the most honorable way to go, but
|
||
|
it does deny the other player the satisfaction of hearing his torpedoes rip
|
||
|
into your hull.
|
||
|
|
||
|
|
||
|
Turning Off Your Mouse
|
||
|
----------------------
|
||
|
|
||
|
If you're having trouble with your mouse, you can turn it off without having
|
||
|
to disconnect it. Press <Ctrl>-A to turn the mouse off altogether. The mouse
|
||
|
will still be enabled for other software. To turn the mouse back on, you must
|
||
|
exit to DOS and reboot the game.
|
||
|
|
||
|
|
||
|
34
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Boss Key
|
||
|
--------
|
||
|
|
||
|
You're at work, and you're escaping the dull monotony of whatever it is
|
||
|
you're supposed to be doing with a quick game of 688. Just then, you hear
|
||
|
the familiar footsteps of your boss drawing closer. Rather than anxiously
|
||
|
awaiting the painful attitude adjustment he or she is going to inflict on your
|
||
|
head, press <F10>. This will pause the game and replace the screen with a
|
||
|
bogus DOS prompt. Wander off to the coffee machine or make it look like
|
||
|
you're doing something of vital importance to the company. When the
|
||
|
offending supervisor is out of view, press <F10> again to resume the
|
||
|
infinitely more interesting game. Kids, this works just as well with the
|
||
|
parental unit.
|
||
|
|
||
|
|
||
|
35
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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.
|
||
|
|
||
|
|
||
|
Reading Your Displays
|
||
|
---------------------
|
||
|
|
||
|
|
||
|
[HOUSTON]
|
||
|
|
||
|
As an attack boat, your primary role is to stalk enemy vessels. To success-
|
||
|
fully 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-dow 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.)
|
||
|
|
||
|
|
||
|
36
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Top-Down Map
|
||
|
------------
|
||
|
|
||
|
Your Course
|
||
|
|
|
||
|
|
|
||
|
+--------------------------|-----------------------------+
|
||
|
| _____________v___________________ |
|
||
|
| | | | | | | | | | | | | | | | | | |
|
||
|
| | | | | | |
|
||
|
| SE S |
|
||
|
| |
|
||
|
| __ |
|
||
|
| | |
|
||
|
| |\___| |<---Your depth
|
||
|
| |/ | |
|
||
|
| __| |
|
||
|
| | |
|
||
|
| ====|===| <---Thermal Layer
|
||
|
| | |
|
||
|
| __| |
|
||
|
| | |
|
||
|
| ___| |
|
||
|
| O <------------------------------Your Position
|
||
|
| __| |
|
||
|
| | |
|
||
|
| ___| |
|
||
|
| | |
|
||
|
| X <-Sonar Contact __| |
|
||
|
| | |
|
||
|
| ----|---| <---Depth of Water
|
||
|
| | |
|
||
|
| 1 <----------------------------Waypoint
|
||
|
| | |
|
||
|
| Targets------> o ___| |
|
||
|
| \ |
|
||
|
| \-------------> o |
|
||
|
| |
|
||
|
|--------------------------------------------------------|
|
||
|
| CRS: 151 SPEED: 125 DEPTH: 131 FT |
|
||
|
+--------------------------------------------------------+
|
||
|
|-----------------------+--------------|
|
||
|
|
|
||
|
Your course, speed and depth
|
||
|
|
||
|
|
||
|
Figure 5.1: Top-Down Map
|
||
|
|
||
|
|
||
|
|
||
|
[HYMAN G. RICKOVER]
|
||
|
|
||
|
The top-down map gives you aerial perspectives of the area your submarine
|
||
|
is traversing and displays information collected by your sonar and peri-
|
||
|
scope. 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 maps
|
||
|
include:
|
||
|
|
||
|
|
||
|
Ocean Depths
|
||
|
------------
|
||
|
|
||
|
[INDIANAPOLIS]
|
||
|
|
||
|
Different shades on your map designate different depths. The darker the
|
||
|
shade, the deeper the water. (MCGA and VGA graphics modes will display
|
||
|
more layers between light and dark.) 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 color on your top-
|
||
|
down map), you'll have to surface.
|
||
|
|
||
|
|
||
|
37
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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 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 (see Waypoint Controls, pp. 43-44, on how to set and clear way-
|
||
|
points).
|
||
|
|
||
|
|
||
|
Contour Imaging Display
|
||
|
------------------------
|
||
|
|
||
|
|
||
|
Figure 5.2: Contour Map
|
||
|
|
||
|
|
||
|
38
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
[JACKSONVILLE]
|
||
|
|
||
|
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 traveling near the ocean floor. A sophisticated, high-frequency
|
||
|
sonar beam scans the ocean terrain around the bow, port and starboard of
|
||
|
the submarine. The beam's high-frequency and short range make it virtually
|
||
|
undetectable by other ships' 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 letters 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)
|
||
|
----------------------
|
||
|
|
||
|
[KEY WEST]
|
||
|
|
||
|
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 maker 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.
|
||
|
|
||
|
|
||
|
39
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Map Display Control
|
||
|
-------------------
|
||
|
|
||
|
The 688 has contour imaging, and the Alfa doesn't. Consequently, the 688
|
||
|
has more map controls than the Alfa.
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
+---------+ +-----------------------------+
|
||
|
|+-++-++-+| | +-------+ +---------+ |
|
||
|
||P||F||S|| | | SCALE | | CONTOUR | ( ) |
|
||
|
|+-++-++-+| | +-------+ +---------+ |
|
||
|
|+-++-++-+| | +--+ |
|
||
|
||I||H||O|| | |/\| UP +---------+ |
|
||
|
|+-++-++-+| | +--+ | HUD | ( ) |
|
||
|
|+-++-++-+| | +--+ +---------+ |
|
||
|
||C||B||T|| | |\/| DN |
|
||
|
|+-++-++-+| | +--+ |
|
||
|
+---------+ +-----------------------------+
|
||
|
|
||
|
688 Map Display Control Alfa Map Display Control
|
||
|
|
||
|
|
||
|
|
||
|
P)ort -- Look to Port in contour UP -- Zoom out on top-down map.
|
||
|
imaging or periscope view. DN -- Zoom in on top-down map.
|
||
|
F)orward -- Look forward in CONTOUR -- Bottom contours on/off.
|
||
|
contour imaging or periscope view. HUD -- Heads-Up-Display on/off.
|
||
|
S)tarboard -- Look to starboard in
|
||
|
contour imaging or periscope view.
|
||
|
I)n -- Zoom in on top-down map.
|
||
|
H)eads-Up-Display -- HUD on/off.
|
||
|
O)ut -- Zoom out from top-down map.
|
||
|
C)ontour Imaging Display -- Turn
|
||
|
contour imaging on.
|
||
|
B)ottom -- Bottom contours on/off
|
||
|
(top-down map only).
|
||
|
T)op-Down Map -- Turn top-down map on.
|
||
|
|
||
|
|
||
|
|
||
|
Target Information
|
||
|
------------------
|
||
|
|
||
|
In the box at the top of the screen is the target information:
|
||
|
|
||
|
+--------------------------------------------------------------+
|
||
|
|TARGET A: FORREST SHERMAN CLASS DESTROYER |
|
||
|
|BEARING: 185 RANGE: 27 COURSE: 315 SPEED 9.3 DEPTH 0FT|
|
||
|
+--------------------------------------------------------------+
|
||
|
|
||
|
[LA JOLLA]
|
||
|
|
||
|
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:
|
||
|
|
||
|
|
||
|
40
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
TARGET: What the target is. If the sonar operator doesn't know yet, "UN-
|
||
|
KNOWN 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 CON-
|
||
|
TACT" will appear here.
|
||
|
|
||
|
[LOS ANGELS]
|
||
|
|
||
|
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 (000
|
||
|
is North; 180 is south; etc.). In determining your target's bearing, YOUR
|
||
|
SUBMARINE is the reference point. Your bow (the tip of your ship) is 000, the
|
||
|
location of all other vessels in the water are reckoned from this point.
|
||
|
Moving clockwise, 090 is to your right (starboard); 180 is behind you (stern);
|
||
|
and 270 is to your left (port). In the figure above, the bearing of the
|
||
|
torpedo is about 045.
|
||
|
|
||
|
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 000. In the figure to the left, the sub's course is 090.
|
||
|
|
||
|
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 stations 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 the SPACEBAR.
|
||
|
|
||
|
|
||
|
41
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Location and Time
|
||
|
-----------------
|
||
|
|
||
|
[LOUISVILLE]
|
||
|
|
||
|
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). Time compression isn't
|
||
|
available in modem games.
|
||
|
|
||
|
|
||
|
|
||
|
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 -- Raises or lowers your periscope. You must be at periscope depth
|
||
|
(20 ft) to raise your periscope.
|
||
|
|
||
|
ANTENNA -- Raises or lowers your antenna. You must be at periscope depth
|
||
|
(20 ft) to raise your antenna.
|
||
|
|
||
|
|
||
|
|
||
|
Message Review
|
||
|
--------------
|
||
|
|
||
|
[MEMPHIS]
|
||
|
|
||
|
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.
|
||
|
|
||
|
|
||
|
42
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
[MIAMI]
|
||
|
|
||
|
When you're playing by modem, you can use TRANSMIT to chat with your
|
||
|
opponent. For this, you can be at any depth and you don't need to use your
|
||
|
antenna. Select TRANSMIT and type your message on the keyboard.
|
||
|
Pressing <Enter> turns off the transmit mode and sends the message.
|
||
|
|
||
|
|
||
|
|
||
|
Navigation Board
|
||
|
================
|
||
|
|
||
|
EXIT -- Returns you to the CONN.
|
||
|
|
||
|
|
||
|
Plotting
|
||
|
--------
|
||
|
|
||
|
[MINNEAPOLIS-SAINT PAUL]
|
||
|
|
||
|
ALL TRACKS -- Select this to view the tracks of all the targets displayed on
|
||
|
the screen. The tracks appear as small dots. The closer the dot 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 color (red on most
|
||
|
screens).
|
||
|
|
||
|
TARGET TRACK -- Displays the target's track 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 light 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 (see Torpedo Control on pp. 50-51).
|
||
|
|
||
|
TIME PROJECTION -- See PLOT PROJECTION above.
|
||
|
|
||
|
|
||
|
|
||
|
Waypoint Control
|
||
|
----------------
|
||
|
|
||
|
[NEW YORK CITY]
|
||
|
|
||
|
A waypoint is a destination for your sub. Selecting waypoints activates the
|
||
|
auto-pilot, which will steer your sub to each of the waypoints 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
|
||
|
|
||
|
|
||
|
43
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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.
|
||
|
|
||
|
CLEAR -- Erases the last waypoint you set.
|
||
|
|
||
|
TIME -- Turns on the time compression feature, making game time go by
|
||
|
twice as fast (this is a 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.
|
||
|
|
||
|
|
||
|
|
||
|
[NEWPORT NEWS]
|
||
|
|
||
|
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 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.
|
||
|
|
||
|
|
||
|
44
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Ship's Control Panel
|
||
|
====================
|
||
|
|
||
|
|
||
|
EXIT -- Returns you to the CONN.
|
||
|
|
||
|
|
||
|
|
||
|
Cavitation Level Gauge
|
||
|
----------------------
|
||
|
|
||
|
[NORFOLK]
|
||
|
|
||
|
This gauge monitors the noise produced by cavitation. Cavitation results
|
||
|
from partial vacuums that form around the propeller blades when the
|
||
|
propeller 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. (Note: THIS GAUGE ISN'T
|
||
|
AVAILABLE ON THE ALFA.)
|
||
|
|
||
|
|
||
|
|
||
|
Dive Plane Control
|
||
|
------------------
|
||
|
|
||
|
[OKLAHOMA CITY]
|
||
|
|
||
|
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, p.44.
|
||
|
|
||
|
|
||
|
45
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
[OLYMPIA]
|
||
|
|
||
|
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 100ft 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 it is EXTREMELY noisy (the sub's
|
||
|
propeller is spinning opposite its normal direction, which produces a LOT of
|
||
|
cavitation, especially between 0 and 100 ft).
|
||
|
|
||
|
|
||
|
|
||
|
[OMAHA]
|
||
|
|
||
|
RUDDER -- The rudder changes the ship's course PROVIDED you're moving
|
||
|
forward. The control is incremented, which means 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 sever) the turn. Remember that activating
|
||
|
the rudder will turn off the auto-pilot.
|
||
|
|
||
|
|
||
|
|
||
|
Sonar Room
|
||
|
----------
|
||
|
|
||
|
EXIT -- Returns you to the CONN.
|
||
|
|
||
|
|
||
|
|
||
|
Sonar Computer
|
||
|
|
||
|
|
||
|
+-----------------------------------+
|
||
|
|__ | |
|
||
|
|_ | |
|
||
|
|__ | |
|
||
|
|_ | |
|
||
|
|__ | |
|
||
|
|--------------------------------+ |
|
||
|
| | || ||| | ||| | | |
|
||
|
| | || || || | |
|
||
|
+---|-----||-----||-----||-----|----+
|
||
|
|--+--||--+--||--+--||--+--|
|
||
|
| | | |
|
||
|
Ships Subs Bio. Torp.
|
||
|
|
||
|
Figure 5.5: Sonar Analyzer.
|
||
|
|
||
|
|
||
|
|
||
|
[PASADENA]
|
||
|
|
||
|
ANALYZE -- All ships, submarines, torpedoes and marine life make distinc-
|
||
|
tive sounds. Each of these sounds has a sound "signature" or frequency
|
||
|
pattern that distinguishes it from other sounds. Use the frequency analyzer
|
||
|
|
||
|
|
||
|
46
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
to display the sound signature of your current target. The horizontal line of
|
||
|
the gauge represents the audible frequency 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.
|
||
|
Figure 5.5 shows where different objects TEND to peak in the sound spectrum.
|
||
|
As you can see, ships tend to make more noise in the low end of the
|
||
|
frequency 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.
|
||
|
|
||
|
[PHILADELPHIA]
|
||
|
|
||
|
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. (See p. 53 for a brief description of
|
||
|
active sonar.)
|
||
|
|
||
|
TOWED ARRAY -- The towed array is a long cable with a series of
|
||
|
microphones along its length that heighten the sub's listening capabilities.
|
||
|
Figure 5.6 shows the relative listening capabilities of a submarine with a
|
||
|
towed array and without.
|
||
|
|
||
|
|
||
|
47
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Sonar Capabilities
|
||
|
|
||
|
|
||
|
|
||
|
\ 100% / 100%
|
||
|
\ /
|
||
|
\ /
|
||
|
\ /
|
||
|
\ /
|
||
|
\ /
|
||
|
\ /
|
||
|
\ /
|
||
|
\@/ @
|
||
|
50% @ 50% @
|
||
|
----------------@---------------- ----------------@----------------
|
||
|
@ 65% /@\ 65%
|
||
|
@ / @ \
|
||
|
@ / @ \
|
||
|
/ \
|
||
|
/ \
|
||
|
/ \
|
||
|
/ \
|
||
|
0-5% 0-5%
|
||
|
|
||
|
|
||
|
Figure 5.6: Increased Sonar Capabilities With Towed Array
|
||
|
|
||
|
|
||
|
|
||
|
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.
|
||
|
|
||
|
|
||
|
[PHOENIX]
|
||
|
|
||
|
Towed arrays can be over 2000 ft long. Consequently, the towed array must
|
||
|
be reeled out. As you expect, this takes a matter of minutes. Select TOWED
|
||
|
ARRAY once to deploy the towed array. 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 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, p. 44).
|
||
|
|
||
|
|
||
|
|
||
|
PERISCOPE
|
||
|
=========
|
||
|
|
||
|
(Note: there is no contour imaging in the Periscope station. C on the map
|
||
|
controls only returns you to periscope view.)
|
||
|
|
||
|
EXIT -- Returns you to the CONN.
|
||
|
|
||
|
|
||
|
ESM Level
|
||
|
---------
|
||
|
|
||
|
[PITTSBURGH]
|
||
|
|
||
|
ESM stands for Electronic Sensing Measures. This gauges how strong your
|
||
|
|
||
|
|
||
|
48
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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 chances
|
||
|
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 000).
|
||
|
|
||
|
|
||
|
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, p. 44).
|
||
|
|
||
|
|
||
|
LAUNCH -- Launches a torpedo, noisemaker or missile (whichever is
|
||
|
currently selected at the Weapons Control Panel).
|
||
|
|
||
|
|
||
|
|
||
|
Weapons Control Panel
|
||
|
=====================
|
||
|
|
||
|
|
||
|
EXIT -- Returns you to the CONN.
|
||
|
|
||
|
|
||
|
Torpedo Tubes and Auxiliary Tubes
|
||
|
|
||
|
[PORTSMOUTH]
|
||
|
|
||
|
The 688 is outfitted with four main torpedo tubes (at the bow) and two
|
||
|
auxiliary tubes (amid ships) 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 store 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
|
||
|
|
||
|
|
||
|
49
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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 colors. The weapons officer will also
|
||
|
inform you that the torpedo is ready to launch.
|
||
|
|
||
|
|
||
|
Missile Selection
|
||
|
|
||
|
[PROVIDENCE]
|
||
|
|
||
|
Though the more recent ships of the 688 are equipped with vertical
|
||
|
launch tubes for missiles, the Los Angeles itself fires its missiles from its
|
||
|
torpedo tubes. Since the room aboard a submarine is limited, only a small
|
||
|
number of missiles may be carried. Then number and type of missiles are pre-
|
||
|
selected for each mission and are listed in Chapter 3, Missions (pp. 18-20).
|
||
|
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 color, it's ready to fire. Select LAUNCH to fire the missile.
|
||
|
Missile specifications begin on p. 64.
|
||
|
|
||
|
|
||
|
TARGET -- Targets a vessel (see TARGET, p. 44).
|
||
|
|
||
|
LAUNCH -- Launches a torpedo, noisemaker or missile (whichever is
|
||
|
currently selected).
|
||
|
|
||
|
|
||
|
|
||
|
Torpedo Control
|
||
|
|
||
|
[SAN FRANCISCO]
|
||
|
|
||
|
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.
|
||
|
|
||
|
|
||
|
[SAN JUAN]
|
||
|
|
||
|
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 color (red on
|
||
|
most machines). A torpedo with a guidance-wire will seek a target until
|
||
|
it detonates or runs out of fuel.
|
||
|
|
||
|
|
||
|
50
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
[SALT LAKE CITY]
|
||
|
|
||
|
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.
|
||
|
|
||
|
[SCRANTON]
|
||
|
|
||
|
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.
|
||
|
|
||
|
|
||
|
[TOPEKA]
|
||
|
|
||
|
SELECT -- Your crew will tell you when a severe hit or 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.
|
||
|
|
||
|
|
||
|
51
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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 en-
|
||
|
gines, 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 advan-
|
||
|
tages 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, conventional 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 sea-
|
||
|
water, which causes the submarine to lose buoyancy and sink. To surface,
|
||
|
compressed air is blown into the ballast tanks, forcing the seawater back
|
||
|
|
||
|
|
||
|
52
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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) con-
|
||
|
trol the angle 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 all-around sensing. Active sonar, though limited by the character-
|
||
|
istic 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 analyzers, 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 maneuverability. 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.
|
||
|
|
||
|
|
||
|
53
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Submarine Classifications
|
||
|
=========================
|
||
|
|
||
|
The U.S. Navy typically classifies submarines in two ways. The first is by the
|
||
|
|
||
|
role the submarine is designed to fulfill. Traditionally, the submarine's
|
||
|
strategic purpose has been to hunt and attack enemy surface vessels,
|
||
|
whether merchant or military. While this is still a primary function, techno-
|
||
|
logical innovations have given the submarine new roles. Refined sensors
|
||
|
now allow submarines to hunt and attack enemy submarines. Finally, those
|
||
|
submarines outfitted with long-range cruise and ballistic missiles can strike
|
||
|
at land-based targets, too.
|
||
|
|
||
|
|
||
|
The role a submarine can perform 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 platforms. Ballistic missile submarines typically carry long-range
|
||
|
ballistic missiles and a small number of torpedoes for defense.
|
||
|
|
||
|
|
||
|
Another way to classify a submarine is by its means of propulsion. Subma-
|
||
|
rines 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 misile submarine
|
||
|
|
||
|
|
||
|
|
||
|
The Ocean Environment
|
||
|
---------------------
|
||
|
|
||
|
Since the ocean doesn't allow much light in, submarines are "blind" in the
|
||
|
most literal sense. Consequently, submarines rely on sound to gain informa-
|
||
|
tion 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, its location and speed, etc.
|
||
|
|
||
|
|
||
|
54
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
However, the art of sonar is by no means simple. The ocean is a dynamic
|
||
|
environment, a fact that has, for better or worse, direct consequences on
|
||
|
a sonar operator's ability to pick up sound waves. There are several factors
|
||
|
which affect the transmission of sound waves, but the most important is
|
||
|
water density. Sound waves in water of a consistent density would travel in
|
||
|
a straight line, but sound waves moving from an area of water with a certain
|
||
|
density to an area with a different density will BEND. Two important
|
||
|
factors affecting the density of water are temperature and pressure.
|
||
|
|
||
|
|
||
|
Water Temperature -- Cold water, of course is denser than warm water.
|
||
|
Sound waves traveling from warm water into cold water will bend toward
|
||
|
the bottom of the ocean (a negative gradient), while sound waves
|
||
|
traveling 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.
|
||
|
|
||
|
|
||
|
|
||
|
Figure 6.1: Thermal Layers
|
||
|
|
||
|
|
||
|
|
||
|
55
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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 nu-
|
||
|
merous headaches. Sound waves are typically "trapped" between thermal
|
||
|
layers, forming long sound channels. A submarine trying to escape de-
|
||
|
tection 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. Look at figure 6.1 above. 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 subma-
|
||
|
rine captains -- a submarine lurking in a shadow zone will be virtually
|
||
|
invisible to enemy sonar. There'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 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 top speed
|
||
|
also makes you a great target). It's better to try and out-maneuver the other
|
||
|
sub.
|
||
|
|
||
|
The first step is to do something that will make the other sub 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 been 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.
|
||
|
|
||
|
|
||
|
56
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Once you think the other sub has lost contact on you, change course. The
|
||
|
more unexpected the new course is, the better. You can turn to the side, turn
|
||
|
180 from the other sub's course and duck under him, or attempt to circle
|
||
|
around and start tracking HIM. Combining maneuvers is effective, too. You
|
||
|
can cut and drift, change course, drop below a thermal layer, then change
|
||
|
course again and silently speed off. The 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
|
||
|
noises produced by your submarine. Enemy sonar -- whether submarine or
|
||
|
torpedo -- may be temporarily deceived into thinking that the noisemaker is
|
||
|
actually your submarine. Figure 6.2 shows the effective use of noisemakers
|
||
|
(the example demonstrates one sub evading another, but the principle is the
|
||
|
same for evading 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 the same time, A makes
|
||
|
a hard turn to either the right or left (in this case, the right). Sub A
|
||
|
can now use other maneuvers: he can dive below a thermal layer, or, while
|
||
|
he's still drifting, he can circle around and attempt to hide in sub B's
|
||
|
baffles.
|
||
|
|
||
|
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.
|
||
|
|
||
|
|
||
|
57
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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 had 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 is actually "sees" or senses -- is small (perhaps on 20 degrees
|
||
|
wide directly in front of it) compared to a submarine's. If a submarine
|
||
|
captain can quickly maneuver 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 pre-programmed 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 (see Designer's Notes, p. 68). This makes 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 run on a dime -- after all, it's swimming
|
||
|
at speeds greater than 45 kts! A submarine captain can maneuver 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", loosing the target altogether.
|
||
|
|
||
|
|
||
|
Responses to a Torpedo Attack -- Figure 6.3 shows three evasive measure
|
||
|
sones (A, B and C,), each demanding a different response on the part of the
|
||
|
submarine captain. The numbers represent the approximate range of the
|
||
|
torpedoes -- notice that the range at which an evasive measure should be
|
||
|
|
||
|
|
||
|
|
||
|
58
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
taken depends largely upon the torpedo's bearing. For example, if the
|
||
|
torpedo's bearing is 000, you'd have to take action sooner than if the
|
||
|
torpedo were coming from behind. Why? Because at 000, 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 90 degrees 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 so your sub is heading 150
|
||
|
or 210 degrees 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 Baffles
|
||
|
|
||
|
Both the wake a submarine leaves as it moves through the water and the rota-
|
||
|
tion of the screw (propeller) 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 completely
|
||
|
eliminate the problem. The experienced captain stays aware of the fact that
|
||
|
he sense virtually NOTHING to a narrow area astern.
|
||
|
|
||
|
|
||
|
59
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
7
|
||
|
|
||
|
TECHNICAL REFERENCE
|
||
|
===================
|
||
|
|
||
|
|
||
|
Submarines
|
||
|
----------
|
||
|
|
||
|
Although you can only play a Los Angels 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, particularly the maximum depth of certain Soviet submarines (see p. 68,
|
||
|
Designer's Notes).
|
||
|
|
||
|
|
||
|
Max. Max. Noise
|
||
|
Class Nat. Type Speed Depth Level Weapons
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
AKULA USSR SSN 45 kt 1800ft Above Type 53, Type 65
|
||
|
Average SS-N-16 A/S
|
||
|
|
||
|
ALFA USSR SSN 42 kt 1800ft Above Type 53
|
||
|
Average
|
||
|
|
||
|
CHARLIE USSR SSGN 24 kt 1800ft Average Type 53
|
||
|
II SS-N-9
|
||
|
|
||
|
FOXTROT USSR/ SS 16 kt 800 ft Low Type 40, Type 53
|
||
|
Other
|
||
|
|
||
|
KILO USSR SS 16 kt 1200ft Very Type 53
|
||
|
Low
|
||
|
|
||
|
LOS US SSN 37 kt 1500ft Low MK 48 ADCAP
|
||
|
ANGELES Harpoon, Tomahawk
|
||
|
Sea Lance A/S
|
||
|
|
||
|
|
||
|
60
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Max. Max. Noise
|
||
|
Class Nat. Type Speed Depth Level Weapons
|
||
|
--------------------------------------------------------------------------
|
||
|
|
||
|
OSCAR USSR SSGN 35 kt 1800ft Average Type 53, Type 65
|
||
|
SS-N-16, SS-N-19
|
||
|
|
||
|
TRAFALGAR UK SSN 32 kt 1500ft Low Spearfish, Harpoon
|
||
|
|
||
|
TYPHOON USSR SSBN 24 kt 1800ft Above Type 53, Type 65
|
||
|
Average SA-N-5, SS-N-16 A/S
|
||
|
|
||
|
VICTOR USSR SSN 32 kt 1800ft Below Type 53, Type 65
|
||
|
Average
|
||
|
|
||
|
|
||
|
|
||
|
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 icons 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 be 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 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 reduced (see p. 68, Designer's
|
||
|
Notes.) The result was that ALL torpedoes (Soviet and American) were given
|
||
|
an artificially short range of 10 nm.
|
||
|
|
||
|
|
||
|
61
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Max.
|
||
|
Torpedo Nat. Range Speed Payload Notes
|
||
|
------------------------------------------------------------------------------
|
||
|
|
||
|
MK 32 US/ 10 nm 40 kt 150 kg Though somewhat obsolete, this
|
||
|
Various warhead anti-submarine torpedo still finds
|
||
|
use in many of the world's navies
|
||
|
primarily aboard escort ships.
|
||
|
|
||
|
MK 46 US 10 nm 40 kt 44 kg The Mk 46 is a deep-diving, high-
|
||
|
warhead speed ASW torpedo capable of
|
||
|
multiple search patterns and re-
|
||
|
attack. It can be launched from
|
||
|
surface ships and aircraft or be
|
||
|
carried by ASROC missiles.
|
||
|
|
||
|
MK 48 US 10 nm 52.5kt 267 kg The Mk 48 ADCAP (Advanced Cap-
|
||
|
ADCAP warhead abilities) program was begun to
|
||
|
===== counter the operational charac-
|
||
|
teristics of newer Soviet subs
|
||
|
such as the Alfa. The result of
|
||
|
the program was a faster, deep-
|
||
|
er-diving torpedo with better
|
||
|
acoustics and electronics.
|
||
|
|
||
|
MK 50 US 10 nm 40 kt 45 kg The Mk 50 Advanced Lightweight
|
||
|
ALWT directed Torpedo (ALWT) is the successor
|
||
|
energy to the Mk 46 torpedo. Most torp-
|
||
|
warhead pedo warheads have a large payload
|
||
|
that blasts outward in all direc-
|
||
|
tions. The directed energy war-
|
||
|
head 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
|
||
|
just glance off the side but will
|
||
|
actually penetrate the ship's hull.
|
||
|
|
||
|
|
||
|
Spear- UK 10 nm 60 kt directed Like the Mk 48 ADCAP, the Spearfish
|
||
|
fish energy was developed in direct response to
|
||
|
warhead improved Soviet submarine technolo-
|
||
|
gy (in particular the Alfa). This
|
||
|
heavyweight torpedo is faster, more
|
||
|
accurate and capable of greater
|
||
|
depths than its predecessor. The
|
||
|
Spearfish also uses a directed
|
||
|
energy warhead (see Mk 50 above).
|
||
|
|
||
|
|
||
|
|
||
|
62
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Max.
|
||
|
Torpedo Nat. Range Speed Payload Notes
|
||
|
------------------------------------------------------------------------------
|
||
|
|
||
|
Type 40 USSR 10 nm Unknown 100 kg This relatively new, lightweight
|
||
|
406mm warhead torpedo is currently in use with
|
||
|
light destroyers and other sub
|
||
|
killers. It may also be found
|
||
|
aboard certain Soviet nuclear
|
||
|
submarines.
|
||
|
|
||
|
Type 53 USSR 10 nm 47.5 kt 400 kg 533mm has been the standard caliber
|
||
|
|
||
|
533mm used by the Soviet Navy and its
|
||
|
======= allies for many years.
|
||
|
|
||
|
Type 65 USSR 10 nm 47.5 kt 900 kg This heavyweight torpedo was only
|
||
|
660mm warhead recently developed and many ships
|
||
|
are currently being refitted to
|
||
|
accommodate its larger diameter.
|
||
|
|
||
|
|
||
|
|
||
|
63
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Missiles
|
||
|
--------
|
||
|
|
||
|
|
||
|
Max
|
||
|
Missile Nat. Range Speed Payload Notes
|
||
|
------------------------------------------------------------------------------
|
||
|
|
||
|
ASROC US 2-10km Secret MK 46 The ASROC (Anti-Submarine Rocket)
|
||
|
Anti- Torpedo is the principal ASW weapon of the
|
||
|
Submarine US Navy and is popular with over
|
||
|
Weapon ten other countries. The ASROC
|
||
|
consists of a ballistic rocket
|
||
|
carrying a Mk 46 torpedo. The
|
||
|
rocket drops the torpedo by para-
|
||
|
chute 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.
|
||
|
|
||
|
Harpoon US 130 km .9 Mach 570 lb Must be at periscope depth and have
|
||
|
SLCM high positive identification of your
|
||
|
======= energy target before you can launch this
|
||
|
warhead weapon.
|
||
|
|
||
|
Tomahawk US 460 km 475 kt 1000 lb Must be at periscope depth and have
|
||
|
SLCM (anti-ship)/ high positive identification of your
|
||
|
======== 2600km energy target before you can launch this
|
||
|
(land-attack) warhead weapon.
|
||
|
|
||
|
SS-N-14 USSR 55 km .95mach See The SS-N-14 (Silex) is a ship-
|
||
|
Anti- Notes launched A/S missile believed to
|
||
|
Submarine carry a homing torpedo or low-
|
||
|
Weapon level nuclear warhead to its target
|
||
|
|
||
|
|
||
|
Sea Lance US SECRET SECRET SECRET The Sea Lance was designed to give
|
||
|
ASW Stand- American attack submarines an edge
|
||
|
Off Weapon over Soviet subs by extending their
|
||
|
========== normal torpedo range. The missile
|
||
|
is launched from a submerged sub-
|
||
|
marine. As the missile clears the
|
||
|
surface, a rocket motor is ignited
|
||
|
which carries the payload (a torp-
|
||
|
edo) to the target. As the missile
|
||
|
re-enters 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. Test-
|
||
|
ing is scheduled for July 1989.
|
||
|
|
||
|
|
||
|
|
||
|
64
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
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 defense against incoming missiles and torpedoes. Surface-to-
|
||
|
air missiles (SAMs) and anti-torpedo missiles are the first line of defense,
|
||
|
typically being employed against long range targets. If missile defense is
|
||
|
unsuccessful, guns will be used. Phalanx and chaff make up the last line of
|
||
|
defense. 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.
|
||
|
|
||
|
|
||
|
|
||
|
Max. Noise
|
||
|
Class Nat. Type Speed Level Weapons
|
||
|
------------------------------------------------------------------------------
|
||
|
|
||
|
CARGO Various ----- 20 kt Very -----
|
||
|
High
|
||
|
|
||
|
FORREST US DD 20 kt High Not applicable in scenario.
|
||
|
SHERMAN
|
||
|
|
||
|
IOWA US BB 35 kt High Guns: 9 16in/50 guns; 12 5in/38 guns;
|
||
|
4 Mk 15 20mm CIWS
|
||
|
SLCMs: Tomahawk, eight quad lanuchers
|
||
|
SSMs: Harpoon, 4 quad launchers
|
||
|
|
||
|
KARA USSR CG 34 kt Above A/S Missiles: SS-N-14, 2 quad lanchers
|
||
|
Average Depth Bombs: A/S/anti-torpedo depth
|
||
|
bombs, 2 RBU 6000 12-barrelled
|
||
|
trainable launchers
|
||
|
|
||
|
|
||
|
|
||
|
65
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Max. Noise
|
||
|
Class Nat. Type Speed Level Weapons
|
||
|
------------------------------------------------------------------------------
|
||
|
|
||
|
Guns: 4 76mm/59 guns; 4 30mm Gatling
|
||
|
guns
|
||
|
SAMs: SA-N-6, 6 launchers; SA-N-4, 2
|
||
|
twin launchers; SA-N-3, 1 twin launcher
|
||
|
|
||
|
|
||
|
KIDD US DDG 33 kt Above A/S Missiles: ASROC missiles
|
||
|
Average A/S Torpedoes: Mk 32, 2 torp tubes
|
||
|
Guns: 2 Mk 16 20mm CIWS 6 barreled
|
||
|
Phalanx
|
||
|
SAMs: SM-1 ER, 1 MK 13 dual-purpose
|
||
|
launcher
|
||
|
SSMs: Harpoon, 2 quad launchers
|
||
|
|
||
|
KIROV USSR BC 33 kt High A/S Missiles: SS-N-14, 1 quad launcher
|
||
|
A/S Torpedoes: Type 53, 10 tubes
|
||
|
Depth Bombs: A/S/anti-torpedo depth
|
||
|
bombs, 1 RBU 6000 12 barrel trainable
|
||
|
launcher, 2 RBU 1000 6 barrel trainable
|
||
|
lanchers
|
||
|
Guns: 2 100mm guns; 8 30mm gatling guns
|
||
|
SAMs: SA-N-6, 12 launchers; SA-N-4, 2
|
||
|
twin launchers
|
||
|
SSMs: SS-N-19
|
||
|
|
||
|
MER- Various ---- 20 kt High ----
|
||
|
CHANT
|
||
|
|
||
|
NIMITZ US CVN 33 kt High Guns: 4 Mk 16 20mm CIWS 6 barrelled
|
||
|
Phalanx
|
||
|
SAMs: Sea Sparrow
|
||
|
|
||
|
|
||
|
|
||
|
66
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Max. Noise
|
||
|
Class Nat. Type Speed Level Weapons
|
||
|
------------------------------------------------------------------------------
|
||
|
|
||
|
OLIVER US FFG 29 kt Above A/S Torpedoes: Mk 32 A/S torpedo, two
|
||
|
HAZARD Average triple torpedo tubes
|
||
|
PERRY Guns: 1 76mm/62 Mk 75 gun; 1 20mm
|
||
|
CIWS Mk 17 six barrelled Phalanx
|
||
|
SAMs: SM-1 ER, 1 Mk 13 dual-purpose
|
||
|
launcher
|
||
|
SSMs: Harpoon, 1 single Mk 13 launcher
|
||
|
|
||
|
SACRA- US AOE 26 kt High SAMs: Sea Sparrow, 1 Mk 29 system
|
||
|
MENTO
|
||
|
|
||
|
SLAVA USSR CG 12 kt Above A/S Torpedoes: Type 53 torpedoes, 8
|
||
|
Average torpedo tubes
|
||
|
Depth Bombs: A/S/anti-torpedo depth
|
||
|
bombs, 2 RBU 6000 12 barrel trainable
|
||
|
launchers
|
||
|
Depth Charges: Depth charges, 2 racks
|
||
|
SAMs: SA-N-6, 8 launchers, SS-N-4, 1
|
||
|
twin launcher
|
||
|
SSMs: SS-N-12
|
||
|
|
||
|
TANKER Various ---- 16 ky Very ----
|
||
|
High
|
||
|
|
||
|
|
||
|
|
||
|
67
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Aircraft
|
||
|
--------
|
||
|
|
||
|
|
||
|
Max. Mission
|
||
|
Aircraft Nat. Speed Endurance Notes
|
||
|
------------------------------------------------------------------------------
|
||
|
|
||
|
Lockheed US 415 kt 16 hours This four-engine, land based plane
|
||
|
P3C has served the US Navy well as an ASW
|
||
|
Orion patrol aircraft. With its onboard
|
||
|
radar, forward looking infra-red, MAD
|
||
|
equipment and sonobouys the PC3 Orion
|
||
|
is used to detect, track and, if
|
||
|
necessary, destroy enemy submarines.
|
||
|
|
||
|
Sikorsky US 126 kt 3 1/2 hrs. Carried by a variety of cruisers,
|
||
|
SH-60B destroyers, frigates and special heli-
|
||
|
Seahawk copter-carriers, the Seahawk acts as
|
||
|
Helicopter 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 to the parent ship's onboard
|
||
|
processors. The Seahawk also carries
|
||
|
two Mk 46 lightweight torpedoes, making
|
||
|
it a serious threat to enemy
|
||
|
submarines.
|
||
|
|
||
|
|
||
|
|
||
|
Designer's Notes
|
||
|
================
|
||
|
|
||
|
By Paul Grace
|
||
|
|
||
|
|
||
|
When John, Randy, and I started 688 Attack Sub, we wanted to design a game
|
||
|
where the strategic and tactical decisions that confront the player occur at
|
||
|
a reasonably exciting pace. An attack sub isn't a jet fighter, of course, but
|
||
|
we felt that a submarine game's potential for excitement and serious challenge
|
||
|
was at least equal to that of an air combat simulator -- and given the things
|
||
|
that today's billion-dollar subs can do, the potential might even be greater.
|
||
|
|
||
|
However, creating a submarine game that's both reasonably accurate as a
|
||
|
simulation yet exciting enough to play as a game presents certain problems.
|
||
|
For example, a long-range (two-speed) torpedo can travel up to 40 miles, at
|
||
|
speeds between 20 and 50 knots. Its run time could easily end up being more
|
||
|
than 30 minutes long. If we changed the game scale so that this is compressed
|
||
|
to a reasonable time frame for a game (say one or two minutes "real time"),
|
||
|
|
||
|
|
||
|
|
||
|
68
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
then the speed of a helicopter (or worse, a missile) is so great that it can't
|
||
|
even be represented!
|
||
|
|
||
|
To overcome this difficulty, we had to throw out "conventional" game
|
||
|
design theories (as might be published in trade journals) and invent something
|
||
|
truly radical. By selecting a "combat range" on the order of 15 miles, we've
|
||
|
brought real excitement to an otherwise slow process. The game scale is such
|
||
|
that ships move at a reasonable rate, torpedo run times are short enough to
|
||
|
provide a fast feedback loop without the need for too much time compression.
|
||
|
(In fact, by using this technique, time compression runs the entire game, not
|
||
|
a simplified statistical model.) The bad news is: many weapons have incorrect
|
||
|
maximum ranges.
|
||
|
|
||
|
Furthermore, (or, as we say at Electronic Arts, Farthermore,) we had to
|
||
|
simplify several features present in modern submarine warfare. Some of these
|
||
|
modifications were trivial (modern SONAR sounds more like a "warble" than a
|
||
|
"ping"). Other modifications had real game impact -- for example, we decided
|
||
|
to place the appropriate weapons on board your vessel at the start of each
|
||
|
mission, which improved the play balance of the missions greatly. The US
|
||
|
enjoys some strong advantages in weapons, and we wanted to focus on specific
|
||
|
problems facing hunter-killer commanders, not the intricacies of weapons
|
||
|
selection. For similar reasons, we left out nuclear "superweapons" that would
|
||
|
rob you of long-term satisfaction. You'll have to pretend you've used them
|
||
|
all up, you're stuck with what you have....
|
||
|
|
||
|
Please, NO telephone calls regarding the top speeds of the various
|
||
|
submarines modelled in the game. The published data in Jane's Defense Weekly
|
||
|
seems ludicrously low, while other sources would have us towing water-skiers
|
||
|
behind our beloved Los Angeles. We picked what WE felt were reasonable
|
||
|
speeds, and then balanced the game around those speeds.
|
||
|
|
||
|
|
||
|
|
||
|
Good hunting,
|
||
|
Paul Grace
|
||
|
|
||
|
|
||
|
|
||
|
69
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
KEYBOARD COMMANDS
|
||
|
=================
|
||
|
|
||
|
|
||
|
<Enter> Initiate command
|
||
|
|
||
|
Cursor Keys
|
||
|
|
||
|
<Tab> Tab through control groups (one direction only)
|
||
|
<Left> Move between positions in a group (to the left)
|
||
|
<Right> Move between positions in a group (to the right)
|
||
|
<Up> Move between controls regardless of group (to the left)
|
||
|
<Down> Move between controls regardless of group (to the right)
|
||
|
<Shift> Plus any of the above keys reverses the direction
|
||
|
|
||
|
|
||
|
-------------- You can play the entire game with just the above six keys.
|
||
|
|
||
|
|
||
|
Quick Keys
|
||
|
==========
|
||
|
|
||
|
<F1> Calls up the help screen
|
||
|
<Esc> Exit help
|
||
|
spacebar Go to next help screen
|
||
|
<F2> Go to Radio Room
|
||
|
<F3> Go to Status Panel
|
||
|
<F4> Go to Ship's Control
|
||
|
<F5> Go to Periscope
|
||
|
<F6> Go to Navigation Board
|
||
|
<F7> Go to Weapon Control
|
||
|
<F8> Go to Sonar Room
|
||
|
<F9> Go to CONN
|
||
|
<F10> The ever-popular BOSS key
|
||
|
<1-9> Go to specific control group
|
||
|
<O> Go to exit
|
||
|
<X> Go to exit
|
||
|
|
||
|
|
||
|
|
||
|
Ship's Control Panel Navigation Board
|
||
|
|
||
|
R Rudder control G Target
|
||
|
E Engine control W Set Waypoint
|
||
|
D Dive plane control K Clear Waypoint
|
||
|
. Autopilot Q Time Compression
|
||
|
5 Auto Function . Autopilot
|
||
|
1 Display Controls 4 Plotting Controls
|
||
|
|
||
|
|
||
|
Weapon Control Panel Periscope
|
||
|
|
||
|
G Target G Target
|
||
|
R Torpedo Tubes U Periscope Up/Down
|
||
|
A Auxiliary Tubes N Antenna Up/Down
|
||
|
M Missile tubes - 688 L Launch
|
||
|
L Launch - Rotate Periscope Left
|
||
|
2 Torpedo Control - 688 = Rotate Periscope Right
|
||
|
3 Torpedo Control - Alfa 1 Display Control
|
||
|
1 Display Control
|
||
|
|
||
|
|
||
|
Sonar Room Radio Room
|
||
|
|
||
|
G Target A Antenna Up/Down
|
||
|
3 Analyze P Periscope Up/Down
|
||
|
2 Sonar Controls - 688 S Send Code
|
||
|
4 Sonar Controls - Alfa T Transmit
|
||
|
1 Display Control 2 Message Review
|
||
|
|
||
|
|
||
|
Status Panel
|
||
|
|
||
|
S Status
|
||
|
|
||
|
|
||
|
Map Keys
|
||
|
|
||
|
P Look to port in contour mode *
|
||
|
F Look forward in contour mode *
|
||
|
S Look to starboard in contour mode *
|
||
|
I Zoom in on top down map
|
||
|
H Heads Up Display On/Off
|
||
|
O Zoom out on top down map
|
||
|
C Contour display imaging On/Off *
|
||
|
B Bottom contours On/Off
|
||
|
T Top down map On/Off
|
||
|
|
||
|
* indicates not available on the Alfa
|
||
|
|
||
|
|
||
|
Game Controls
|
||
|
|
||
|
<Ctrl-R> Pseudo-Cyrillic On/Off (if you select a Russian boat you'll
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see what this means)
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<Ctrl-N> Sound On/Off
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<Ctrl-A> Disconnect Mouse
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<Ctrl-K> Surrender (modem game only)
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===============================================================================
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Downloaded From P-80 Systems 304-744-2253 * Since 1980 *
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