Games PC Silent Hunter 4 - Wolves Of The Pacific
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Manual
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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
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Silent Hunter 4 Wolves of the Pacific PC
User reviews and opinions
| vssdfse |
10:35am on Tuesday, August 17th, 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. Silent HUnter III Superb graphics, and realistic scenarios. Well worth the money, but you will need a top-notch video card and at least 2. | |
| jack-rice |
5:52pm on Thursday, July 22nd, 2010 ![]() |
| Silent Hunter 4 ReviewGreat Game! And I?m no... Thrilling game! Buggy, but less so with the 1.1v Patch Silent Hunter 4 Review Thrilling game Buggy, but less so with the 1.1v Patch | |
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
Table of Contents
rEAD BEFORE USING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 GETTING STARTED. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 game setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Launching the Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Using the Menus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Options Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Offline Modes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Submarine School. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Career . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Quick Mission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Single Patrols. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Museum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Online Modes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Ships ID. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Flags. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 In-Game Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Submarine Stations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Setting Up for Online Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Multiplayer Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Multiplayer Game Modes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tabs and Orders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 System Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Game Modes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 playing THE GAME. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 MULTIPLAYER. 82
World War II Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
World War II Timeline. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Nationality Status Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Facts about U.S. Submarines in World War II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . World War II Medals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Basic Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Navigation Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stations Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Attack Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Other Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Appendix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
WARRANTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside front cover technical support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . inside back cover
Each time McClintock shifted his cross hairs from ship to ship, his exec, Ernest Louis (Ernie) Schwab, Jr., 1939, would ask, Whats there? McClintock replied calmly, BattleshipCruiserBattleshipsCruisers. Clay Blair Jr, Silent Victory.
rEAD BEFORE USING THE GAME
Some people are susceptible to epileptic seizure or loss of consciousness when viewing certain types of blinking lights or other stimuli commonly found in our everyday environment. These persons are at risk of having a seizure when they look at certain televised images or when they play video games. Such phenomena can occur even in persons with no medical history of epilepsy and who have never had an epileptic seizure. If you or a member of your family has ever shown symptoms related to epilepsy (seizure or loss of consciousness) in the presence of illuminated stimuli, consult your doctor before use. We advise parents to provide supervision when their children play video games. Stop playing and consult a doctor immediately if you or your child experiences any of the following symptoms: dizziness, vision problems, and eye or muscle spasms, loss of consciousness, disorientation, involuntary movement or convulsions. Always take the following precautions when playing video games: Do not sit or stand too close to the screen. Preferably, use video games on a small screen. Do not play if you are tired or have not had enough sleep. Play in a well-lit area. While playing, take 10- to 15-minute breaks every hour.
GETTING STARTED
This section will help you get started playing Silent Hunter: Wolves of the Pacific. Users familiar with the previous versions of Silent Hunter should still scan this section for up-to-date information.
System Requirements
Supported OS: Windows XP/Vista Only Processor: 2 GHz Pentium 4 or AMD Athlon (3 GHz Pentium or AMD Athlon recommended) RAM: 1 GB (2 GB recommended) Video Card: 128 MB RAM DirectX 9-compliant video card capable of rendering Pixel Shader 2.0 (256 MB RAM recommended) (see supported list*) Sound Card: DirectX 9-compliant sound card DirectX Version: DirectX 9 (included on disc) DVD-ROM: 4x or faster DVD drive Hard Drive Space: 6 GB Multiplayer: 128 Kbps upstream or faster (512 Kbps upstream or faster needed to host online games) Supported Video Cards at Time of Release: ATI RADEON 9600/9700/9800, X300 to X850, X1300 to X1800 NVIDIA GeForce 6200/6600/6800/7800 These chipsets are the only ones that will run this game. Additional chipsets may be supported after release. For an up-to-date list of supported chipsets, video cards, and operating systems, please visit the FAQ for this game on our support website at: http://support.ubi.com. NOTICE: This game contains technology intended to prevent copying that may conflict with some disc and virtual drives.
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
Gunnery Training
Objective 1: Destroy the airplane.
The anti-air (AA) and deck guns can be manned and used only when surfaced and in good weather. To use the AA guns manually, select the AA station from the Station panel. Alternatively, you can use the shortcut F7 key. Aim the guns by moving the mouse in the desired direction, after first clicking in the 3D space to capture the movement of the cursor. To zoom the view of a target through the targeting device use the mouse wheel or the Tab key. Press the Space Bar to fire. Objective 2: Destroy the merchant ship. Unarmored ships of small size can be tackled with the deck gun or the heavier AA guns on your submarine. It isnt wise to engage in an artillery duel with any large ships, but occasionally you may find targets that are not worth a torpedo. To use the deck gun manually, select the Deck Gun Station from the Station panel. Alternatively, you can use the shortcut F6 key. To get a better view of a target, use the optical aiming device of the gun by using the mouse wheel or pressing the Tab key. On the top of the optical aiming device, you will see the current elevation of the gun in yards. Move the crosshair left or right by using the left and right cursor keys or the mouse to point the gun in the desired direction. Press the Space Bar to fire.
Torpedo Training
Objective: Sink the cruiser. The periscope is the submarines main torpedo-aiming device while the submarine is submerged. You can access the periscope by selecting the Periscope icon from the station panel. Alternatively, you can use the shortcut F3 key. To raise or lower your periscope, left-click on the Raise Periscope or Lower Periscope order from the order bar, or use the Page Up/Page Down keys. Turn the periscope around to locate your target. Use the left and right cursor keys or left-click in the circular periscope view. In this way you link the periscope to your mouse. To revert to the mouse cursor left-click again. You can zoom your view using the mouse wheel or Tab key Aim the center of the crosshair over the target. In Assisted mode, the AI will perform all the necessary computing for a valid torpedo solution. Once you have a solution you are satisfied with, you must select a loaded tube to be able to fire. Bring out the Torpedo Tubes panel from the right edge of the screen, and then left click on a loaded tube to select it. Left-click on the Fire button to launch a torpedo.
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.
For the United States, the Second World War started suddenly and bluntly with the attack on Pearl Harbor. In that chaos, the entire battleship force of the Pacific Fleet was eliminated, negating the U.S. as a maritime power according to the pre-war thinking on naval warfare. Among the few ships that remained were the U.S. aircraft carriers, which would win the battles to come, and the submarines, which would win the war. The Submarine Service started the war with good boat designs but an outdated doctrine that called for over-cautious attacks and put too much emphasis on operations against enemy warships. With time, the service and its commanders developed into a force to be feared. They fought hard, and got bloodied but learned their lessons and further developed their boats and tactics in accordance with the realities of submarine warfare in the Pacific. By the end of 1944, the Japanese merchant marine was practically wiped from the surface of the Pacific. The U.S. Silent Service contributed overwhelmingly to this accomplishment. Victory in the Pacific was owed, in no small part, to these men. In Silent Hunter: Wolves of the Pacific, you command a submarine of one of the main types in the U.S. Submarine Service. You will take part in battles and missions similar to those that real submariners had to go through. Like the real captains of the time you may get relieved from command if you are not aggressive enough in the face of the enemy, or your career may be cut short by a lucky shot from an enemy subchaser. While Silent Hunter: Wolves of the Pacific is a computer game and keeps the user safe from the real dangers or submarine warfare and service, we believe it gives the public an idea of what the real crews manning the submarines did voluntarily. Silent Hunter: Wolves of the Pacific is our homage to the men of the U.S. Silent Service and the feats they accomplished.
Ships ID
Imperial Japanese Navy
Battleships
Aircraft Carriers
Heavy Cruisers
Light Cruisers
Destroyers
Freighters
Other Types
U.S. Navy
Submarines
S-Class
P-Class
Salmon
Tambor
Game Control Panel
Time Compression and Clock
You can set the time compression level from 1x to 1024x. Time compression is an absolute necessity when traveling long distances, as it makes time pass faster. Note, however, that: You will not be able to set time compression higher than 32x except in the Navigation Map station. Time acceleration will automatically drop down to lower levels in various situations, such as when you are in close proximity to other ships or land.
Captains Panel Button
Press this button to open a window with three tabs: Objectives, Radio Messages, and Captains Log. Each tab is self explanatory. When a new objective is added or a new radio message is received, the button will blink.
Game Menu Button
When pressed, the game menu window will pop up.
Submarine Status Indicators
There are four indicators of vital importance: fuel indicator, power indicator, compressed air indicator, and CO2 indicator.
Orders Panel
The Orders panel contains the following buttons:.
Command Room (F2)
1. Go to Command Room 3. Emergency Surface 5. Evasive Maneuver 7. Recharge Batteries 8. Silent Running 6. Deploy Decoys 2. Crash Dive 4. Depth Under Keel
Navigation Map (F3)
1. Go to Navigation Map 3. Set Course 5. Patrol Course 4. Return to Course 2. Go to Attack Map
Periscope (F4)
1. Go to Attack Periscope 3. Raise Periscope 5. Target Information 7. Chronometer 4. Lower Periscope 6. Recognition Manual 2. Go to Observation Periscope
Bridge (F5)
1. Go to Bridge 3. Crew on Bridge 5. Recognition Manual 6. Chronometer 2. Go to TBT 4. Target Information
Deck Gun (F6)
1. Go to Deck Gun 3. Hold Fire 5. Long range 7. Aim for Weapons 8. Aim for Waterline 4. Short Range 6. Aim for Command Deck 2. Man Deck Gun
AAGuns (F7)
1. Go to Heavy AA 3. Go to Light AA (2nd) 5. Hold Fire 7. Long Range 9. Engage Any Target 6. Short Range 8. Engage Closing Targets 4. Man AA Guns 2. Go to Light AA (1st)
Sonar (F8)
1. Go to Sonar 3. Range to Target 5. Send Data to TBT 2. Follow Target 4. Report Contacts
Radar (F9)
1. Go to Radar 3. One Sweep 2. Search Mode 4. Report Contacts
Sub Management (F10)
1. Go to Crew Management 3. Go to Torpedo Control 2. Go to Damage Control 4. All Crew to Battle Stations
Camera (F11)
1. External Camera 3. Event camera 5. Next Unit 2. Free Camera 4. Previous Unit
Messages Log
Reports received from your officers or crewmen are added to the message log. Each entry contains the following: The time of the report. The function of the person responsible for it. The actual report text. Whenever an officer is selected in the Officers Panel, any reports received from him will be highlighted in the log.
Warning Area
The warning area will display all the important messages that require your attention and intervention in order to repair the problem. Such messages can appear when there is a fire or flooding aboard the submarine.
Submarine Stations
Command Room
Orders
Standard Propulsion Recharge Mode Rig for Silent Running Secure from Silent Running Crash Dive Blow Ballast Deploy Decoys
Navigation Map Station
This map is used for navigation, convoy interception, etc.
Map Information
The following elements would be displayed on the navigation map: Ports Submarine bases Harbors where you can resupply with torpedoes and fuel, recruit new crew and repair your submarine. Allied ports Harbors where you can resupply with fuel and repair your submarine. Neutral ports Harbors where you can resupply with fuel. Enemy ports Contacts of groups of aircraft, ships, or convoys. The following information is available for each: Type Warship represented by a diamond. Submarine represented by a circle. Merchant represented by a square. Aircraft represented by a triangle. Size Single represented by a small icon. Convoy represented by a large icon. Allegiance Enemy represented with red. Allied represented with blue. Neutral represented with green. Unknown represented with gray. Player represented with black. Course, displayed with a small line oriented contrary to the actual direction of movement. Attached to the contact is a contact tag that contains: Moment of last contact: HH:MM (this is showed only when you lose contact with target). Estimated speed. Estimated heading.
Geographical landmarks Sea Islands Gulfs Straits Canals Physical features (capes) Navigation landmarks Lighthouse Maximum depths Depth lines
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.
A final method of acquiring the speed of the target would be to match speed and course with it. This is somewhat similar to the technique explained in the AOB section above; you adjust your own course and speed until the bearing and distance to target remains constant. At this point you should be traveling along parallel courses and at the same speed. You can enter this speed directly into the TDC.
3. Sending Data to the TDC
What torpedo should I use? It is impractical to reload a torpedo before the actual attack, as it is a time-consuming process. Therefore, the current loadout should govern your choices in tube(s). Check the Weapons Status panel for information on the loaded torpedoes. Do I need more than one torpedo for this target? U.S. submarine service doctrine calls for multiple torpedo salvos depending on the target size. The following historical table should be used as a guide:
Target Battleship Large Carrier Escort Carrier Heavy Cruiser Light Cruiser, Merchant, Seaplane Tenders Destroyer Submarine
Life in Torpedo Hits 1
Required No. of Torpedoes To Ensure Sinking Target. 50% Hits with Spread 2
Recommended Volume of Fire With Spread 3 or 3
With U.S. submarines, a salvo is organized as a succession of individually fired shots. It is a good practice to aim each torpedo at a different point on the same target under the mast, at the funnels, or whatever you consider a weak spot. This can be done by placing the optics crosshair over the desired impact point on the target and correcting the target bearing, before launching each torpedo. The Torpedo Data Computer is a simple tool that will take the current bearing input as the target; this allows for very precise shots. Another method is to keep the target bearing set for Middle of Target and set the appropriate spread which in fact adds or subtracts from the resulting gyro angle for each torpedo to be fired.
A salvo can also be a good solution when you want to make sure you score a hit on the target, regardless of its maneuvering prior to the hit. The angle covered by the spread of torpedoes should be set in order to cover all the possible routes the target may take. Take into consideration the forward motion of the target as a factor in its ability to maneuver.
5. Attack
At this point, you are ready to launch your torpedo. To speed up the process and avoid any sudden changes in target data ruining the shot, begin opening the torpedo tube before acquiring the data. A final assessment of the situation should be done before firing the shot. Keep in mind the following advice: All factors being equal, shorter range is better (provided that arming distances is met). The higher the torpedo speed, the lesser the chances that the target will avoid it. The closer to 0 the targets bearing is (or 180 for stern tubes shots), the less important range estimation errors become. Its best to attack from abeam (AOB ~ 90).
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
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
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