Games PC Silent Hunter 4-wolves Of The Pacific
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Silent Hunter: Wolves of the Pacific -- Gold Edition [PC Game]Developed by Ubisoft Romania - Ubisoft Entertainment (2008) - Naval Combat Sim - Rated Teen
Players must take the role of a skipper on an American submarine in Silent Hunter: Wolves of the Pacific as they cruise unseen through the depths of the ocean. Single-players may work their way through a variety of missions on 15 maps or jump directly into a fight through patrols and "instant action" scenarios. Throughout the game, players can earn rewards including promotions, commendations, and equipment upgrades. By connecting to a LAN or the Internet, gamers may challenge friends t... Read more
Details
Platform: PC
Developer: Ubisoft Romania
Publisher: Ubisoft Entertainment
Release Date: August 12, 2008
Controls: Keyboard, Mouse
UPC: 008888684589
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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(English)Games PC Silent Hunter 4-wolves Of The Pacific, size: 3.5 MB |
Games PC Silent Hunter 4-wolves Of The Pacific
Video review
Silent Hunter 4 Wolves of the Pacific PC
User reviews and opinions
| allanc |
7:27am on Thursday, September 30th, 2010 ![]() |
| Silent Hunter 4 ReviewGreat Game! And I?m no... Thrilling game! Buggy, but less so with the 1.1v Patch | |
| MEOase |
6:20pm on Sunday, July 18th, 2010 ![]() |
| I was expecting more! This addition to Silent Hunter 4 is nice, but I was expecting more, i.e. a few "Quick Missions" and some training. | |
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Documents

No Map Contact Update: When selected, hydrophone and visual contacts will not appear on the navigation map. Radio contacts, however, will periodically appear on the map. (12%) Realistic Sensors: When selected, the effectiveness of your hydrophones and radar is reduced. (6%) Dud Torpedoes: When selected, your torpedoes will periodically malfunction. Malfunctioning torpedoes may detonate too early or not at all. (4%) Realistic Reload: When selected, it will take a considerable amount of time to reload your torpedo tubes. (6%) No Event Camera: When selected, the event camera is disabled. (3%) No External View: When selected, the external camera (hotkey F12) is disabled. (8%) No Stabilized View: When selected, your targeting optics (i.e., the TBT or the attack periscope) will be realistically affected by the submarines movement on the waves. This will make targeting in rough seas much more difficult. (5%) No Noise Meter: When selected, the noise meter, which gives an indication of how detectable your submarine is at the moment, will be disabled. (2%) No Weapon Officer Assistance: When selected, the Weapon Officer will not identify targets or calculate firing solutions for you. You must determine range, speed, and AOB by yourself. (6%)
Game Modes
From the Main Menu page, choose to play either a single-player or multiplayer game.
Offline Modes
Silent Hunter: Wolves of the Pacific has the following single-player modes available.
Submarine School
Game Mode Description
The Submarine School is the games tutorial, a collection of missions teaching you the essentials of submarine navigation and warfare. Four courses (objectives) are offered: Navigation, Artillery (how to use guns), Torpedoes, and Convoy Attack. Completing Submarine School missions is not mandatory, but it gives you a boost when starting a new campaign. Exams can be taken an unlimited number of times, so dont despair if you get a bad grade your first time out. To complete a mission, finish your objectives and then press the Esc key.
Content
Navigation Training
Objective: Reach a designated zone. To control the speed of the submarine you may use the speed telegraph dial (the left-most dial on the interface).You can left-click anywhere in the dial. The dive officer will automatically set the engine speed according to your selection. On the right side of the speed telegraph dial are the speed steps for moving ahead. On the left side of the speed telegraph dial are the speed steps for moving backwards. In the middle lower part of the speed telegraph is the All Stop command. To control the direction of the submarine you may use the compass dial (the middle dial on the HUD). You can left-click on the outer disc of the compass dial to set a new direction for your submarine. The compass will allow you to turn the boat toward a direction and continue in that direction. To control the depth of the submarine you may use the depth dial (the right-most dial on the HUD). You can left-click anywhere on the marked area. The dive officer will automatically set the depth according to your selection. Using the depth dial, you can dive up to 165 ft. Each marking represents 5 ft of depth. You can use the following shortcuts to set various depths: S key to surface the submarine and P key for dive to periscope depth
Sonar and Radar Training
Objective: Detect the enemy convoy. In this mission you will learn to use the radar and the sonar to intercept an enemy convoy.
Convoy Attack Training
Objective: Sink 10,000 tons of merchant ships. This is a training exercise in which you have to engage convoy in combat conditions. The enemy will attack you. Use the submarines capabilities to the maximum. The convoy will move on a NNE course. You start in a good attack position, SE of the current position of the convoy. The sun is setting. Remain submerged and take a general course to NW, perpendicular to the convoys estimated course. Approach the convoy at Ahead Slow to remain undetected by the escorts. The escorts hydrophones have a limited range. Avoid getting too close to them and you will remain undetected. An escorts weak spot when searching a submerged submarine is behind it. The escorts hydrophones cannot detect a submarine behind them because of their own propeller noise. If you find yourself in such a position, you can move fast without being discovered. If an escort has detected your submarine, dive to a safe depth of at least 50 m. When an escort launches depth charges, you should move your submarine with Ahead Flank speed and turn hard to one side or the other. After evading an attack, return to Ahead Slow to remain undetected. Once you pass the escort screen, the best chances to successfully attack with torpedoes a merchant ship are when you remained undetected, within 1,000 yards, and positioned abeam of the target.
Career
The Career mode is also known as the dynamic campaign. In this mode, you perform a series of patrols throughout the course of the war. The length of your career will depend on your performance. A poor player may be relieved from command early, while an excellent captain will be offered the command of a new and better submarine and later retire to a desk job.
Career Menu
In the Career menu you can choose a name, the starting date of the campaign, the starting unit that youll be part of, the type of submarine, the difficulty of the campaign, and the starting renown. Several of the starting options will default to random, allowing you to receive a surprise assignment every time you start a career.
Objectives
Before every patrol, you will be presented with a number of objectives that your commander wants accomplished. As the campaign and the objectives are dynamically generated, there is no telling what each of the patrols may consist of. Your orders may, however, include the following objectives: Patrol area and sink enemy ships. Photo recon of enemy installations. Lifeguard duty in support of air operations. Supply drop to friendly forces. Transport and insert Allied agents or troops on an enemy-held island. Stop at a friendly base. Accomplishing the objectives is not mandatory, in that you are not required to complete them in order to advance in the game. As in real life, sometimes its just not possible to complete a certain action without losing your boat. Remember, though, that an unproductive commander will not be appreciated, so try to bring results as well as keep your boat safe. You are free to engage any enemy targets you encounter before, during, or after the completion of your objectives. To terminate the patrol you will need to sail back to port.
Career Progression
As you complete each patrol in your career, you will receive several rewards for your actions. Renown: This is a measure of your fame as a submarine captain and the influence you have with the commanders of the submarine fleet. The more successful you are, the more renown you gain. You can use the renown to get access to certain improvements for your submarine sooner than they become available to the fleet. You can also use the renown to recruit better-trained crewmembers for your submarine. A few actions that get you renown are: Destroying enemy ships. Destroying enemy planes. Completing objectives. Saving downed Allied pilots. Loss of Renown: It is perfectly possible to lose the influence you have with the commanders and your renown. Possible reasons include: Sinking neutral ships. Sinking Allied ships. Shooting down friendly airplanes. Getting your men wounded or killed. Receiving damage to your submarine.
Promotions: If you are particularly successful, you may be allowed to award promotions to members of your crew. If you have sufficient renown, you may even get promoted yourself. Medals: If you are particularly successful, you may be allowed to allocate medals to members of your crew. It is also possible for you to receive such decorations. Qualifications: Whenever you promote a crewmember that reaches Petty Officer status, you will be required to assign him a qualification. This will improve his skills and thus his efficiency in the submarine, but for best results you should qualify men based on their natural skills.
To save your career during a mission, hit the Esc key. You will then see a menu option to save your career.
Saving, Loading, and Deleting Careers Ending a patrol
To end a patrol, you will have to reach your home base. When youre close enough to the base, a pop-up screen will appear asking if you wish to dock. You do not have to travel the last mile and dock in the submarine pen, though you are welcome to try it.
Renown and Realism
Zoom In Zoom Out
Periscope Station
Attack Periscope
Periscope Elements
Periscope view Periscope vertical position Periscope horizontal position Recognition manual Chronometer Torpedo timer Target information Ship type Ship class Range Angle on bow Speed Torpedo fire control Tubes status Fire button
Target Information
Selection
When the periscope center passes over a target the following information is automatically displayed on the Information Panel. Ship type Range to target Angle on bow Target speed Send data to TDC CASUAL YES YES YES YES YES EXPERT YES NO NO NO NO
Ship Type
Expert mode: When a ship type is identified the type will be replaced with the ship class. Casual mode: The ship is automatically identified, so the ship class is displayed.
Send Data to TDC
Expert mode: Left-clicking on the Send Data to TDC icon will: Display the current Range, Angle on Bow, and Speed to TDC. Switch the TDC to Track mode ON. Casual mode: Whenever the cursor passes over a target, the information will automatically be sent to TDC.
Reset Data
Expert mode: Left-clicking will: Reset the information from the Information Panel and TDC to zero. Switch the TDC to Track mode ON. Casual mode: Whenever the cursor is not over a target, you will launch the torpedo on the current bearing.
Lock target
Left-click on the Lock button in Periscope view to follow the selected target. You will have the freedom to move the periscope to the left or right in order to center the periscope over any ship compartment.
Solution (ONLY FOR CASUAL MODE)
Whenever the periscope center pass over a ship, a small triangle will appear under the ship. The triangles color will reflect the solution effectiveness. Green: Excellent Yellow: Good Red: Bad
Bridge Station
Binoculars
While using the binoculars, you have two orders available: Lock target Engage target
Engage Target Order
When you give the Engage Target order the AI will choose to engage, depending on the target type, with: Deck gun: Surface targets. Flak guns: Air targets.
TBT Station
The Torpedo Bearing Transmitter (TBT) is a large binocular affixed to a special post on the deck of U.S. submarines. Historically it was used in 1943 to help obtain the bearing and range to a target during surface torpedo attacks. In our game, the TBT will be available from the start of the war, simulating the ability of the crew to transmit orders verbally rather than automatically through the rotating post of the TBT. The TBT can be accessed in two ways. In 3D mode, go to the bridge (shortcut: F4) and left-click on the large binoculars that you see mounted in the center. Or, you can press the U key on the keyboard to be transported directly to the TBT. NOTE: This station, like the bridge, is only accessible while surfaced. Function-wise, this station is almost identical to the two periscopes, except that the range-finding mechanics are missing the split image function. Refer to the Periscope descriptions and the chapter on conducting torpedo attacks for further information.
TDC Station
Conducting Torpedo Attacks
One cannot overestimate the importance of the torpedo attack in the training of the submarine officer. To quote the official submarines doctrine of the U.S. Navy, as formalized by ComSubPac in February, 1944: The primary objectives of submarines are enemy ships. The primary weapon of the submarine is the torpedo; the secondary weapons are the mine and gun. A successful torpedo attack requires several steps. It is your duty as captain to ensure that each step is completed. The steps are: 1. Approach and positioning 2. Data collection 3. Sending data to the TDC 4. Tubes selection 5. Attack
1. Approach and Positioning
Your torpedoes are not extremely reliable and easy to use. Before attacking, bring your submarine as close to the target as possible within 1,000 yards for best results. At short range, even if you or the torpedoes are suddenly spotted and the target starts evasive maneuvers, it will be too late for the enemy. Distance is not the only point of interest, however: the submarines position relative to the target is equally important. Generally speaking, the best position to begin your attack would be ahead of the beam, meaning 45 to either side of the targets course. From this point, you will have plenty of time to gather the data required for the attack and still be well placed for a bow or beam shot.
2. Data Collection
To have your torpedoes meet with the target is not a simple feat. Every attack is a complex trigonometric problem that needs to be solved. Fortunately, most submarines of the World War II era were equipped with a Torpedo Data Computer an electro-mechanical device that solves the movement equations and provides you with the data needed for the actual attack. Unlike the TDC onboard other nations submarines, the U.S. TDC does a lot more, but well talk about that later.
The Torpedo Fire Control Problem
Given an initial situation: a target ship moving on a constant, straight course C, at a constant speed S, we need to obtain the course CT on which a torpedo of speed ST must travel in order to reach point (X) at the same time as the target.
The mechanics of torpedoes are such that after leaving the tube, they run a standard straight distance the so-called torpedo reach before making one turn according to the set Gyro Angle to reach the desired course CT. The Gyro Angle is calculated by the Angle Solver part of the Torpedo Data Computer, but requires the following information to be collected on the target: Bearing to target Range to target Angle on bow Target speed To acquire this data, you will have to use one of the two main stations of attack: the Periscope (optic used for underwater attacks) or the Target Bearing Transmitter (binoculars used for surface attacks). Both are equipped with all the tools needed for this task. You can also obtain range and bearing information from the Sonar stack and Surface Search Radar. On lower difficulty settings, all data will be acquired automatically by the game whenever your crosshairs pass over a viable target. On Historical settings, however, each step will need to be completed by you. Measuring Range Determining range to a target of a known height is a simple problem, so the first step to be undertaken in any attack is identifying the target. Bring up the recognition manual (shortcut: M key) and flip through it until you find a match with the one you are looking at through the optics. This is not an easy task, but focusing on the defining elements of the ship (bow and stern shape, number and disposition of masts, number of turrets) you should be able to get a close match.
Once satisfied, check the empty box present on the manuals page. This will identify the ship in question and automatically enter its mast height the tallest object on the ship into the stadimeter. Hint: Its easier to identify a ship when looking at it from abeam (90 to its side) as it presents the full profile, much like in the manual. Click the icon on the attack data tool, which will switch it to the correct mode.
As you have the targets real height from the ID book, all you need to do is read its apparent height (as angle alpha) from the periscope or TBT. Both optics are fitted with marked reticles for this task. The periscope comes equipped with a split-image stadimeter to automatically measure it, while the TBT only simulates the measuring process through the usage of a moving line index.
The meaning of the reticle marks is outlined in the table below: Optic Used (Zoom Level) Periscope (Low Magnification) Periscope (High Magnification) TBT (7x) Small MarksLarge Marks 1 0.25 (015) 0.2 (012) 1
To use the stadimeter, first lock the target. Next, press the
icon in the upper left part
of the Attack Data tool. Your mouse cursor will be captured, and vertical mouse movement will be used to displace a second image of the target instead. Raise it so that it touches the top of the original image. In other words, you need to have the waterline of the target, as viewed in the second picture, touch the masthead of the first one. All through the process the stadimeter will automatically calculate the range to the target, based on the angle displacement between the two images. When you are satisfied with the results, leftclick and the range will be saved. You can then use the Send to TDC button to correct or set the target data. Should you desire to calculate the range yourself, the formula you should be using is:
When intelligence on a target is unavailable or it is impossible to obtain an accurate identification, you should estimate the height of the masthead or another significant feature on the superstructure: Count the number of decks that are seen above the main deck. Add the number of decks that would cover the visible freeboard. Multiply the obtained number by 8, which is the average height in feet of a deck The result gives you the height of the tallest point on the bridge structure. You can use this as a yardstick to approximate the height of the masthead on average 2.1 times the obtained figure. If the masthead appears shorter, use 1.7 or 1.8 as a ratio instead. By exercising on targets of known height you should be able to obtain an approximation good enough for a firing solution.
Angle on Bow
The Angle on Bow (AOB) is, simply, the bearing on which the target ship would observe your submarine. It is easier to approximate relative to your boat and is used to define the ships course relative to your own.
To enter AOB for your target, first switch the attack data tool to the appropriate section, by clicking the icon. Entering the desired value is as simple as dragging on the external ring
of the dial (representing the target ship) to put it in the correct position relative to your submarine, which is represented by the fixed index in the 6 oclock position. The question is, what should the desired value be?
There are multiple methods to judge AOB on a target. The quickest method is through visual observation. This is obviously quite inaccurate, but using the recognition manual AOB page you may come up with a reasonable value quite fast. A more time-consuming but also more accurate and difficult method is to adjust your heading until the lateral separation between your ships remains constant and you are both heading the same way. At this point, you have matched course to target. In other words you are traveling along parallel courses. Its easy to determine AOB at this point, using the following formula. AOB = 180 bearing
One of the most critical parts of the firing solution is to determine the target speed. In the game, there are two methods for doing this. The quickest method is to simply guesstimate the value by checking the target, the bow wake, and the intelligence info that you have from the recognition manual. Estimates by the sonar man also come in handy here. The more precise but also more time-consuming method is to take multiple sightings (range + bearing) of a target over a period of time. Using this data and your own speed and course, you can determine the targets speed. An automated method is implemented in the game.
To begin the process, left-click on the clock icon on the data tool. This will take the first sighting and begin counting the time. It is best to have the target locked at this moment. When satisfied with the expended time longer is better left-click again. This will conclude the measurement and display the results. As always, check them if you are satisfied with your approximation. Hint: This method of finding target speed is heavily dependent on the accuracy of your range estimation. If you are getting speed results that are off the scale, recheck the range.
Fire the gun:
With keyboard: Space Bar
Change ammo:
With mouse: Left-click on the Ammo icon.
Activate targeting system:
With mouse: Right-click Enter in target system
Targeting Mode (Zoom)
Rotate the gun:
With mouse: Left-click and hold to move the gun to left/right and up/down. The camera view will move in time with the gun.
With keyboard: Left cursor: Rotate deck gun and camera view to the left. Right cursor: Rotate deck gun and camera view to the right. Up cursor: Raise the deck gun and camera view Down cursor: Lower the deck gun and camera view
With keyboard: Space Bar for normal fire.
With mouse wheel: Cycle through the zoom levels. With mouse: Right-click to exit targeting system (return to Deck Gun mode). With keyboard: Press the Tab key to cycle through the zoom levels. Design Note: The rotation speed of the view will be slower at higher zoom level.
AA Gun Station
Light AA Gun Interface
With mouse: Moving the mouse moves the flak gun view to left/right and up/down. The flak gun will follow the camera view with a reduce rotation speed. With keyboard: Left cursor: Rotate deck gun and camera view to the left. Right cursor: Rotate deck gun and camera view to the right. Up cursor: Raise the deck gun and camera view. Down cursor: Lower the deck gun and camera view.
With keyboard: Space Bar: Normal fire. Hold Space Bar: Continuous fire.
With mouse: Right-click to cycle through the zoom levels. Design Note: The rotation speed of the view will be slower at higher zoom levels.
Heavy AA Gun
Firing the gun:
With mouse: Right-click to enter targeting system.
With mouse: Moving the mouse moves the flak gun view to left/right and up/down. The flak gun will follow the camera view with a reduced rotation speed. With keyboard: Left cursor: Rotate deck gun and camera view to the left. Right cursor: Rotate deck gun and camera view to the right. Up cursor: Raise the deck gun and camera view. Down cursor: Lower the deck gun and camera view.
Change firing mode:
With mouse: Left-click to cycle through the firing modes.
Profiles Page
LAN Game
In the Profile screen, fill in the Username field and then to press Next, which will take you to the Sessions screen. Press Back to return to the previous screen.
Online Game
In the Profile screen, fill in the Username field, the Password field, and the CD-KEY field, and then press Next, which will take you to the Sessions screen. You can also create a new profile. Just press the Create Profile button, which will open a browser window and take you to ubi.com. Follow the instructions there to create a valid account. Then you can use the username and password previously created to authenticate yourself in the game. Press Back to return to the previous screen.
Session Page
Here you can create a new game by pressing the Create Game button or join an existing session by pressing the Join Game button. Press the Leave button to go to the Main Menu. The Session page will have the following fields: Session: The name of each session will be displayed here. Map: The name of the maps will be displayed here. Mode: The type of game Co-op or Adversarial will be displayed here. There are two type of game: Players/Max: This field indicates the number of players in a session and the maximum number of players allowed. Latency. The sessions list can be sorted by: Session. Map. Mode. Players. Maximum number of players. Latency.
Creating a New Game
When creating a new game, you must enter a session name in the Session field. Setting a password for your session is optional. You must also set the maximum number of players which can be as low as two players or as high as eight players. You can set the game mode to Co-op or Adversarial. There are two check boxes: Submarine Selection and Crew Selection. Checking them will allow joining players to select the submarine type and the crews skill. Leaving them unchecked means that only the server will be able to select the submarine type and the crews skill. Pressing the Create button will take you to the Lobby page. Pressing the Back button will take you to the previous screen.
Lobby Page
The Lobby page contains a list of the available slots and the connected players, the type of submarine for each player, the crews skill and the latency. Next to each player there is a check mark showing the status of each player. The host of the game will also have an X mark next to the check mark, which makes it possible to kick players out of the game. To the right of the screen is a window where you can choose the mission from a drop-down list. Once a mission is selected, a description of the mission will appear below the drop-down list.
List of players (maximum 8)
Players name Players submarine type Allow players to select their submarine type Players crew experience level Allow players to select their crew experience level Latency Ready icon Kick icon (only for server)
Chat option
To all To allies
Realism
Easy Normal Hard Very hard
In-game chat
Radio Normal
Map selection
Single player mission Random mission Mission period Mission time Convoy type Convoy size Escort size Escort experience Air cover Distance to convoy
Leave Ready (for client) / Start (for server)
Multiplayer Results Screen
Players score list
Player name Sub type Number of Merchants sunk Number of Warships sunk Total tonnage sunk Renown won Status Killed
Objectives status
Objective name Objective status
Multiplayer Game Modes
Cooperative Mode
In cooperative multiplayer a maximum of four players over the Internet and eight players on a LAN, each commanding a submarine, must work together toward the completion of a common set of objectives. Enemy ships are controlled by the computer. The main objective for the players is to sink a specific amount of tonnage in enemy shipping, but there may be specific objectives depending on the mission.
Adversarial Mode
Adversarial mode is similar to the Cooperative mode except for the fact that one player the server operator controls the escort ships present in the scenario. Your objective during the game is to stop the submarine players from achieving their goals in the set time of the mission. To accomplish this, the player uses the sensors and weapons onboard the escorts, locating, attacking, repelling, and, hopefully, sinking the submarines.
Tabs and Orders
Escort Control Tab
Center camera view (on selected escort). Defensive / aggressive mode. Defensive (default mode): Escort engage submarines only on the assigned patrol zone. Aggressive: Escort engage any submarine contact. Search on/off mode (default off). When Escort Search mode is on, escort makes search patterns on the assigned patrol zone. Attack with side ASW: Escort will immediately use the side (left and right) ASW weapons. Attack with aft ASW: Escort will immediately use the aft (back) ASW weapons
Quick Selection Panel (Only on the Escort Tab Panel)
This panel allows player to select any escort using the combo box. This combo box appears only on the Escort Tab panel.
Jan. 22 Feb. 11 Mar. 7 April 6 April 17 April 27 May 10 June 8 June 22 June 28 Aug. 12 Aug. 20 Sept. 19 Oct. 30 Dec. 6 Dec. 7 Dec. 8 Dec. 11 British take Tobruk in North Africa from Nazis. British Army attacks Italian Somaliland. British Army comes to aid of Greece. German Army hastily invades Yugoslavia and Greece. Yugoslavia capitulates to Nazis. Greece capitulates to Nazis. Rudolf Hess flies to Scotland on peace mission. British Army invades Lebanon and Syria. Hitler launches operation Barbarossa; invasion of the Soviet Union. Germans capture Soviet city of Minsk. Atlantic Charter signed by Roosevelt and Churchill. German siege of Soviet city of Leningrad begins. Germans capture Soviet city of Kiev. German Army occupies the Crimea. Red Army launches major counter-offensive. Japanese attack Pearl Harbor. United States and Britain declare war on Japan. Germany declares war on the United States.
May 8 Germans launch summer offensive in the Crimea. May 30 Royal Air Force launches first 1,000 bomber raid on Cologne, Germany. June 4 Japanese Navy resoundingly defeated at Battle of Midway. June 21 German Afrika Korps recaptures Tobruk. July 3 Sevastopol falls to German Army. July 5 Nazi conquest of Crimea achieved. July 9 German Army begins push towards Stalingrad. Sept. 13 German attack on Stalingrad begins. Oct. 23-Nov. 3 Afrika Korps defeated by British at El Alamein. Nov. 8 Allied invasion of North Africa begins in Operation Torch. Nov. 11 Axis forces occupy Vichy France. Nov. 19 Soviet forces encircle German Sixth Army at Stalingrad, this is the beginning of the end of Hitler, the Russians turn the war.
Jan. 2-3 Jan. 23 Feb. 2 Feb. 8 Mar. 2 May 7 May 16-17 July 5 July 9-10 July 25-26 Sept. 8 Nov. 6 Nov. 28 German Army retreats from Caucasus. British forces take Tripoli. German Sixth Army at Stalingrad surrenders to the Russians. Red Army takes Kursk. Afrika Korps withdraws from Tunisia. Allies capture Tunisia. RAF targets German industry in the Ruhr. Largest tank battle in history begins at Kursk. Allied forces land on Sicily. Mussolini and the Fascists overthrown. New Italian government announces Italys surrender. Soviet Army recaptures Kiev. Roosevelt, Stalin and Churchill meet at Tehran.
Jan. 6 Jan. 22 Apr. 8 June 5 June 6 June 9 July 9 July 20 July 25-30 Aug. 15 Aug. 19-20 Aug. 25 Aug. 31 Sept. 3 Sept. 4 Sept. 13 Sept. 26 Oct. 5 Oct. 14 Oct. 20 Oct. 23-26 Dec. 16 Soviet Army liberates Poland. Allied forces land at Anzio, Italy. Soviet Army begins offensive in the Crimea. Allied forces enter Rome. D-Day: invasion of Europe begins with Allied landings at Normandy. Soviet Army liberates Finland. Allied troops liberate Caen. Hitler survives assassination attempt. Allied forces break-out of Normandy encirclement in Operation Cobra. Allies invade Southern France. Soviet liberates Romania. Paris liberated. Soviet Army takes Bucharest. Brussels liberated. Antwerp liberated. American troops reach the Siegfried Line in western Germany. Soviet Army enters Estonia. British invade Greece. British liberate Athens. Belgrade, Yugoslavia welcome Soviet forces. U.S. naval forces destroy remnants of Japanese Navy at the Battle of Leyte Gulf. German Army launches Battle of the Bulge offensive on the Western Front.
Jan. 9 American forces invade Phillipine island of Luzon. Jan. 17 Soviet Army liberates Warsaw. Jan. 19 German lines on Eastern Front collapse. Jan. 20 Hungary signs armistice with Allies. Feb. 4-11 Roosevelt, Churchill and Stalin meet at Yalta Conference. Mar. 3 American forces liberate Manila in the Phillipines; Finland declares war on Germany. Mar. 9 Tokyo firebombed. Mar. 21 Allies take Mandalay, Burma. Mar. 30 Soviet Army liberates Danzig. Apr. 16 Soviet Army launches Berlin offensive. German forces in the Ruhr capitulate. Apr. 18 Apr. 28 Mussolini hanged by Italian partisans. Apr. 30 Adolf Hitler and wife Eva Braun commit suicide in Chancellery bunker. May 2 All German forces in Italy surrender. Unconditional surrender of all German forces. May 7 May 8 Victory in Europe (VE) Day. June 5 Allies divide Germany into occupation zones. Aug. 6 First atomic bomb dropped Hiroshima. Aug. 9 Second atomic bomb dropped on Nagasaki. Aug. 14 Unconditional surrender of Japanese forces. Aug. 15 Victory over Japan (VJ) Day. Nov. 20 Nuremberg War Crimes Tribunal begins. Oct. 16 Hermann Gring commits suicide; 11 other war criminals hanged.
Nationality Status Timeline
Facts about U.S. Submarines in World War II
Submarines comprised less than 2% of the U.S. Navy during World War II. U.S. submarines sank over 30% of the Japanese navy. In fact, U.S. submarines sank eight Japanese aircraft carriers. U.S. submarines played an important role in the virtual strangling of the Japanese economy. U.S. submarines sank almost 5 million tons of Japanese shipping. 200 U.S. subs sank 201 Japanese warships and 1,113 merchant ships. 211 subs were built with an operational peak of 182 in 1945. The U.S. lost 52 subs with 3,503 crew. Gato-class subs were mainly used early in World War II. Later, they were joined by similar Balao-class subs.
World War II Medals
Submarine Campaign StarService Medal Medal of Valor
Victory Cross
Wounded Medal
Patrol Star
Seaman Recruit Seaman Apperntice Seaman Petty Officer 3rd Class
Petty Officer 2nd ClassPetty Officer 1st ClassChief Petty Officer Senior Chief Petty Officer
Master Chief Petty Officer
EnsignLieutenant (Junior Grade)Lieutenant
Appendix
Basic Controls
F1 Help Esc Menu
Navigation Controls
Speed Controls
` All Stop Ahead Slow Ahead 1/3 Ahead Standard Ahead Full Ahead Flank Back Slow Back 1/3 Back Standard
Direction Controls
[ Hard to Port (left) ] Hard to Starbord (right) Rudder Amidships
Technical specifications
Full description
Players must take the role of a skipper on an American submarine in Silent Hunter: Wolves of the Pacific as they cruise unseen through the depths of the ocean. Single-players may work their way through a variety of missions on 15 maps or jump directly into a fight through patrols and "instant action" scenarios. Throughout the game, players can earn rewards including promotions, commendations, and equipment upgrades. By connecting to a LAN or the Internet, gamers may challenge friends to cooperative and competitive gameplay in several scripted and generated missions.
Tags
DHC-AZ1D Oxygen 88 Nikkor Quicksilver 46S P4S333M Ypcp3- Optio E40 CQ-RD25 Qr170 Ndrive GPS BH-101 1 PRO Digital 3710 Fold Bullet 2 ICF-C253 SPV E650 WTM0932F DAV-SC5 Deluxe Camedia E-1 LG 6190 Sabt330 X9500 LAC-M8400R Motorola I355 2600 Zoom SPD-S F Volvo 345 MYV-56 AR-5320D FW127 CD4452B KH 1172 Chrono MR F55 Combo Cruiser-2008 Vision 9 LE40A786r2F MD 7457 VP-HMX10 NV-DS1EG ML2850D-ETS NF-95 HT-S3305 CDR570-00S Variant WD7025 GR70CAN Inspiron 510M AE2790 4060CDT CCD-TRV87 Fifa 2005 Veriton S460 Cisco 1721 EX-Z60 Mustang-1998 GP760-1999 Scratchlive Rotak 34 Charger ICF-C25 T2010 QMP 3396 WT5160 Shake 4 MD 4689 KX-FP151GRW XC-P410M CLA-40 38 III 130CR-M XSA-00770S Green Review Sp7000 IS-2006 MCM390 DVD-R119 Hitachi CPX1 Easyshare CD50 Start Plcxu73 EW1055F Machine Controller RSG5fups Fostex R80B SB255 DC910 F40 FD CE117A-S Asio4ALL V2 TVT 03 Aopen MK77 BV3100 LC-40LE700E KX-TG8090G ST100
manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding
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