210 lines
11 KiB
Plaintext
210 lines
11 KiB
Plaintext
SILENT SERVICE DOCS (for the GS)
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A USAlliance release
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Typed and Compiled by
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Disk Doctor
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CALL
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Future World ................ 301-486-4515 20 Megs, original software
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The actual playing of the game is very simple since Silent Service is
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almost totally mouse controlled. What I will be doing is giving a description of
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each command and its uses.
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Scenarios: This is the first options you will see when booting up the game.
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Torpedo/Gun Practice: This option places you outside the American
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base at Midway Island. Four ships are anchored
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here all you have to do is blow them up.
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Convoy Actions: Here you have an actual fight. You have to destroy
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all the ships. Watch out for destroyers because they
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attack back.
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War Patrols: This is comprised of several convoy actions. In this
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option you must find the ships. Here you have a limited
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amount of fuel (55 days). When finished return to base.
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Difficulty Levels: After choosing a senario you will be taken to another menu.
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This menu has options that affect the games difficulty.
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Skill Level: Range: 1-4; 1= Midshipman, 2= lieutenant, 3= Commander
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4= Captain. The levels affect accuracy of torpedos,
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damage from depth charges, skills of enemy lookouts and
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sonar operators as well as other factors.
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Reality Levels: These also contol difficulty and also amke the game
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more realistic.
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1. Limited visibility: If selected ships that are beyond sonar
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and radar range will not appear on maps
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2. Covoy Zig-Zags: Convoys will change course at regular
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intervals if selected.
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3. Dud Torpedoes: Torpedos will launch but don't explode.
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4. Port Repairs only: Once something is destroyed it may not be
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repaired.
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5. Expert Destroyers: Certain enemy convoys will be escorted
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by expert destroyers.
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6. Convoy Search: Convoys won't always appear in radar range.
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Convoys can be sighted by doing a 360 degree
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periscope/binocular sweep of the horizon.
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7. Angle-On-Bow Input: The computer will no longer calculate
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the angle for torpedo shots. You must
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enter the angle yourself based on
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periscope observations. This option is
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for experts only!
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Terminology
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Port: The left side of the ship
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Starboard: The right side of the ship
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Bearing: The direction you are looking
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Heading: The direction your ship is going
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The Game: After choosing all the levels you will be taken to the actual
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game. It will eventually take you to an inside view of the submarine. From
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this option page you can select yout next move by moving to the mouse
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tocertain locations on the graphic. The options are: go to bridge (can only
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be done if surfaced), examine maps and charts, quatermasters log, damage
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reports, instuments and guages. You can also continue patrol in the war
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patrol option and quit to main menu in the other modes.
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Bridge: From the bridge you can fire torpedoes and the gun. You can
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also vary the speed of the sub from full reverse to full foward.
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The sub can dive from this screen.You can also change the
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direction of the sub and use the biniculars and also change the
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time mode. You can also identify the enemy ship when it is in
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you binocular or periscope sights on target ( the ship is on
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target the sight turns white). To identify the target move the
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mouse pointer the large box and click the mouse.
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Periscope: This option is the same as the bridge options. The periscope
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can be used up to 44 feet below the water. When under water
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the gun can not be used. It can also not be used at night.
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Maps: This option allows you to navigate the sub. You can also use the
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three zoom levels to locate ships. The time mode is very
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important for speeding up the process of approaching ships. Time
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mode 1 is normal (one minute game time takes 15 seconds). Each
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increase in time scaling doubles the speed. Time mode 4 is 32
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game time.
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Special Commands and descriptions
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Torpedo: Your sub has 24 torpedos, 14 foward and 10 aft(back). A
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topedo is fired by clicking the mouse on the torpedo graphic.
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A torpedo has an the most effective range between 1000 and
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4000 yards. After firing several torpedos. Only 4 torpedos
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can be active at once. If more are fired the earlier ones
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will stop before hiting their target. After firing several
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the screen will say bow torpedos or aft torpedo tubes broken
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or empty. You will have to wait to use these again (10
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minutes) or you can rotate you ship 180 degrees and use your
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other set of torpedo tubes.
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Deck Gun: The deck gun has an effective range of 8000 yards. You start
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with 80 shells. The main purpose of the gun is to destroy
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damaged ships. The gun has alomost no effect on destroyers,
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but work quite well on tankers and troop transports. The gun
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can only be used when surfaced. If a ship is approaching you
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want to decrease the gun deflection. "-" decreases gun
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deflection, the "=" key increase gun deflection. Use the the
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= if the distance is increasing. Each time you press the key
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the deflection increases or decreases 25 yards. Example: If
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a destroyer is moving towards you at 18 knots at a distance
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of 4000 yards it will move over 200 yards before the
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projectile would hit it. Therefore a deflection of -200 to
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-250 yards should be selected before firing. When the ship
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is 2000 yards away the deflection should only be a 100 yards.
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Battery: The subs battery is capable of running for 1 hour at flank
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speed when under water and several hours at lower speed. The
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battery recharges when the sub is surfaced.
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Blow Emergency Tanks: Control E does this. You use this option only
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when you sub is in a fatal dive. This will
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usually bring you to the suface. You can use
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this only once per battle. Once used you will
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not be able to dive again.
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Release Fake Debris: "?" accomplishes this. This also can only be used
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once. This used to fake destoryers into believing
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that the sub was destoryed.
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Volume: As you all know the volume can be controlled through the
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the control panel. You can also use the "v" key. This will
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allow you to select low, medium, high, or off for the volume.
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Convoy Action Scenarios: These senarios have various types and amounts of
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of ships to fight. Some are harder than others.
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Plunger in the Inland Sea: (day/submerged) You will fight an escorted
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cargo ship. You will be fighting moving
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ships. They will also change direction.
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Wahoo vs. Convoy: (day/surfaced) You will have to destroy an unescorted
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group of ships, but time is of the essence because a
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destroyer is on the way.
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Hammerhead at Borneo: (night/radar) In this scenario you will be
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intoduced to night combat. Avoid being as long
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as possible. Approach at moderate speeds.
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Searaven at Toagel Mlingui: (endaround) You are in a bad position
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against a convoy. You must meneuver around
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the enemy to get a good attack.
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Tautog at Night: (radar/visual night) Here you can approach the convoy
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but more care must be taken since there is good
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visiblity this night.
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Grayback in the China Sea: (submerged radar) A very difficult scenario.
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Three radar equipped destroyers are guarding
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the convoy. The best plan of attack is to
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use you periscope in a dawn or dusk attack.
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SHIP IDENTIFICATION: THESE DIAGRAMS ARE NECESSARY TO PLAY THE WAR PATROL
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OPTION. _
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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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This is the A ship
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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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This is the B ship
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shit, this is taking way too long I'm just going to tell the minor variations
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so you can play this option.
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_
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there are for ships that end like this. _| they are c,h,m,n
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_|
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C is like A except it has 2 stacks that have the T in it and the other ending.
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____ ____
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H has something in it that looks like this|____|____|____| instead of the
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first tall tower. |