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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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Documents
26 February 2008
By: Calin Ciabai, Games Editor
Silent Hunter Cheat Pack (PC)
Entire cheat list for all the Silent Hunter games
Silent Hunter is a World War II submarine combat simulation for MS-DOS, developed by Aeon Electronic Entertainment and published by Strategic Simulations in 1996. The game takes place in the Pacific War during World War II, the player commanding a submarine of United States Navy. Most contemporary US submarines and Japanese warships are featured along with some generic merchants. Silent Hunter has received high appraisal from subsim aficionados and is considered to be the best Pacific War subsim.SVGA mode is used, but the graphics are in 2D, which was old-fashioned by the time of the release. However, the game (rather exceptionally) models spherical Earth by having visibility be limited by the horizon.(Wikpedia)CHEATSSilent HunterCodesSelect the "Realism" icon at the "War Patrol" screen. You can now toggle unlimited ammunition, unlimited fuel, and invincibility options. Silent Hunter 2End mission successfullyPlease note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "sim.ini" file in the "ssisilent hunter iisim" folder. Add the following lines to the end of the file: [ULTIMATION]cheat=TRUE Begin game play and press Ctrl + Shift + ~ while in a mission to end it successfully.Silent Hunter 3Please note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Enter the "sh3datacfgcareers" folder. Select the name of the folder that is the same as the career that you are using. Use a text editor to edit the Microsoft Office Outlook config file in that folder. Scroll down to your last mission details and change the amount of reowns that you got paid. Save the file and start the game. You can now buy the biggest and hardest subs in the game.Silent Hunter: Wolves Of The PacificSet RenownPlease note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Start the game, type in your character's name then exit the game before you leave port. Go to the "Documents" folder where your game file is located, then to the "SH4DataCFGSave Games�0000000" folder. Use a text editor to open the "Career Track" file. Go down to the "Player Current Renown" line and put in "5000000000.00" or any desired number. You will now have that much renown to start the game with.Here is a Silent Hunter 4 gameplay video:
Page 1 Copyright (c) 2001-2011 Softpedia. All rights reserved. Softpedia and Softpedia logo are registered trademarks of SoftNews NET SRL.

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.
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
The renown you receive for sinking enemy ships is also affected by your realism settings. For example, at 100% realism, you will receive full renown credit for every ship that you sink and at 0% realism, you will receive 25% of the renown credit for every ship. However, the higher the realism setting, the harder the game.
quick Mission
Quick mission allows you to take part in a quick one- or two-hour action against the enemy. While the mission is set in stone, you may choose to play it with any type of submarine historically available at the date that the mission takes place, in a sort of what if approach. The missions have specifically set objectives that you must complete in order to be successful.
Mission 1 Battle of Midway, 1942
Briefing: This is our chance to turn the tide of the war in the Pacific. Using decoded Japanese transmissions, we have turned a trap intended for our carriers into one for the Japanese. This morning, our scout planes finally located the enemy flattops. At this moment, aircraft based on Midway Island and our carriers are approaching the Japanese task force. Your submarine, part of the force deployed in support of this operation, is the only one to have actually made contact with the enemy. You have the unique chance to sink a major Japanese unit and help the war effort. Primary objective: Sink major Japanese warships.
Mission 2 Ambush in Palawan Passage, 1944
. Briefing: Your submarine has been deployed to intercept Japanese forces responding to the U.S. landings on Leyte, in the Philippines. At 4:51 this morning, your SJ radar operator has detected an important number of contacts on bearing 230. It seems the Japanese are indeed coming this way. Its time to go take a look at them. Primary objective: Attack the Japanese force.
Mission 3 Coral Sea, 1943
Briefing: We have credible intelligence that the Japanese are pushing south again toward Australia, this time looking to land at Port Arthur and conquer New Guinea from the south. The two available U.S. fleet carriers will deploy to counter the Japanese movements, but with the limited time available for preparations, only four of our submarines have made it to the area. This would prove to be the first carriers-only fight in the war, foreshadowing the decline of battleships and the rise of airpower. Primary objective: Sink the Japanese flattops.
Mission 4 Battle of Philippine Sea, 1944
Briefing: Reacting to the U.S. invasion of the Marians Islands, the Japanese fleet is sortiing in force. They are looking for a decisive battle, but this time the U.S. fleet is more than a match for them. However, the problem is finding the Japanese fleet in time. And your sub has just done it. Primary objective: Sink Japanese aircraft carriers and battleships.
Mission 5 Battle off Samar Bay, 1944
Briefing: The decisive moments of the battles around Leyte gulf are here. With the U.S. 3rd fleet steaming north to attack the Ozawas carrier group, the way was left open for Kuritas mighty battleship force to reach the American landing beaches. Only one feeble obstacle stands in their way: the escort carrier groups supporting the landings and your submarine. Having reported to this station to deliver injured Ens. G.W. Rudolph to a more adequate medic station, you are now in a good position to return the favor and attack the Japanese fleet. Attack the Japanese forces. If enough opposition is presented, perhaps they will turn back! Primary objective: Protect the carrier fleet.
Mission 6 Photo Recon, 1943
Briefing: As part of the war effort against the empire of Japan, you are assigned to patrol the Mindoro Strait area. Engage enemy shipping with priority on tankers. Intelligence points out that the enemy may be using Batangas Bay as a staging area for their fleet operations. If the opportunity arrives, conduct photographic reconnaissance of the anchorage and report enemy fleet disposition. Primary objective: Take photos of the enemy fleet.
Mission 7 Tokyo-Saipan Convoy, 1944
Briefing: On March 12, a large convoy carrying elements of the 43rd Division left Tokyo Bay heading for Saipan, Mariana Islands. Shortly after the convoy left the Tokyo harbor a strong escort group, under the flagship of an unidentified light cruiser, joined the convoy. Three days later on the west coast of Aoga Island, the convoy was intercepted by USS Sandlance. Primary objective: Engage Japanese convoy heading for Saipan.
Mission 8 Battle of Balikpapan, 1942
Briefing: On January 2, aerial reconnaissance spotted a convoy of 15 transports carrying the landing force bound for Balikpapan, an important oil field in southeastern Dutch Borneo. Primary objective: Engage Japanese invasion force of Balikpapan.
Mission 9 Against All Odds, 1942
Briefing: On August 22, while returning to Brisbane, the USS Skipjack was trapped by Japanese escorts in the shallow waters of the Camotes Sea. Surrounded and heavily outnumbered, he tried to reach the deep waters of Bohol Sea. Primary objective: Reach the deep waters of Bohol Sea.
Mission 10 Last Target, 1945
Briefing: Two days ago our reconnaissance aircraft spotted a large unidentified battleship entering Hiroshima Bay. Further information confirmed that the super battleship Yamato is anchored for repair in the harbor of Kure. Try to infiltrate inside the naval base of Kure and sink Yamato. It will be a great blow to Japanese morale to sink their flagship to show them there is no place to hide. Primary objective: Sink Yamato battleship.
Single Patrols
Game Mode Description:
This game mode provides a bridge between the quick mission and the time-consuming dynamic campaign. In each patrol the player leaves from the base and must complete a specially designed patrol full of interesting encounters and events. As with quick mission, you have specifically defined objectives that should be completed. Accomplishing them will be more time-consuming and will generally mean you have to travel the ocean to hunt for ships and reach specific areas. Due to the nature of the game, it is perfectly possible to encounter unforeseen even to the mission designers events on the route, so each patrol will be an unique experience.
Mission 1 Hunt for Wounded Bear, 1942
Briefing: After the Battle of Coral Sea, which took place in May, one of the most important Japanese carriers Shokaku was send home for repair. Our ULTRA code-breaking service intercepted a message about fleet carrier Shokaku leaving the port of Rabaul and heading for Celebes Sea. For us to intercept before the ship before it reaches its home waters would be a great blow to the Japanese Navy. Primary objective: Intercept and sink the fleet carrier Shokaku at all costs.
Mission 2 Philippines Attack, 1941
Briefing: The Philippines are under siege and the Japanese Navy is invading the island from all directions. We must delay the invading force in order to establish defensive positions. Our submarines will form a patrol line and will report enemy fleet moves and engage any landing force. Primary objective: Engage Japanese landing force.
Mission 3 Lifeguard, 1944
Briefing: With the U.S. invasion of Saipan, a Japanese counter-attack is imminent. We expect heavy air-to-air fights and possible an encounter between the U.S. 5th Fleet and the Japanese Navy. Our submarine force will perform reconnaissance and lifeguard duty in the Philippines seas. Primary objective: Perform reconnaissance and lifeguard duty mission around Saipan.
Mission 4 Cloak and Dagger, 1943
Briefing: Singapore is one of the major ports of in the Southeast Asia. Our intelligence service wants to insert an agent there to spy on the enemy harbor traffic. Primary objective: Insert the agent near the port of Singapore.
Mission 5 Hellcat, 1944
Briefing: With our advance in Marianas and the expansion of our air cover, the only safe Japanese waters remain the Sea of Japan. Equipped with the latest sonar model, the submarines will try to pass the heavily mined straits around the home waters and infiltrate in Sea of Japan. Primary objective: Infiltrate in Sea of Japan and sink merchant ships.
Museum
The museum option in the Main Menu allows you to view the ships, submarines, and aircraft from all the nations portrayed in the game. You should visit the museum from time to time to keep yourself educated, and to train in the art of ship recognition.
If you move the mouse over the upper part of the screen, a small menu will drop down that will allow you to browse through the ships available in the game. There are three combo boxes from which you can choose the country, the unit type, or a specific ship. In the bottom right corner you can find the button that opens up the Recognition Manual.
In the upper right corner you can find the Close button, which will take you to the Main Menu page.
Online Modes
Silent Hunter: Wolves of the Pacific can also be played in multiplayer using a LAN connection or over the Internet using Ubisoft Matchmaking dedicated servers (more details in Multiplayer section).
introduction
When I assumed command of the Pacific Fleet on 31 December 1941 our submarines were already operating against the enemy, the only units of the Fleet that could come to grips with the Japanese for months to come. It was to the Submarine force that I looked to carry the load until our great industrial activity could produce the weapons we so sorely needed to carry the war to the enemy. It is to the everlasting honor and glory of our submarine personnel that they never failed us in our days of great peril. (Admiral Chester W. Nimitz)
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.
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.
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.
Torpedo Detonation Method
Torpedoes fielded by the U.S. submarine force at the start of its involvement in World War II used combined detonators that could be triggered by either frontal impact with a solid object or sensing the magnetic field of a ship above it. As in real life, your torpedo detonators will have two possible settings: Contact Only and Magnetic Influence + Contact. When detonation is achieved under the ships keel, the entire force of the explosion is vented inside the target, literally crippling it. Even a battleship may be sunk with a single such hit. But magnetic detonations also have disadvantages, the main one being their poor reliability, manifested in premature detonations. Read the Torpedo Armament section for further information.
Torpedo Running Speed
The Mark 14 steam-powered torpedoes can be set to different speeds, which also affects their range. See the Torpedo Armament section for further information. Setting Slow Fast Speed (kts)Range (yds) 9000 4500
The U.S. submarine doctrine calls for the use of the highest torpedo speed that will still reach the target. High speed is essential in a torpedo in order to reduce the time required to cover the distance from submarine to target; the higher the speed, the less time elapses, and consequently the target has less time to maneuver to avoid. Slow speed should be used when conditions preclude approaching the target to the range required by the fast setting. To keep the probability of a hit high, such long-range shots should be attempted only against stationary targets (from outside an anchorage) or against masses of enemy ships.
4. Tube Selection
This step can actually be taken at any point in the attack, as it simply means selecting the torpedo tube to be used. You should ask yourself the following questions: Should this be a bow or stern shot? All factors being equal, it is best for the gyro angle turns made by the torpedoes to be as small as possible. There are also limits to what gyro angle can be set: 135 to either Port or Starboard.
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).
Deck Gun Station
Normal (3D station). Zoom (2D station).
Interface
Moving the cursor to the left/right and top/bottom edges of the screen will move the camera view in that direction.
Rotate the deck gun view:
With mouse: Left-click and hold moves the deck gun view camera to left/right and up/down. The 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.
Radar Station
There are two operating modes for radar: Oscilloscope mode. PPI mode. Left-clicking switches the radar on/off. Sweep/focus: Left-clicking switches Radar mode between continuous sweep and focus. In Focus mode, the radar is controlled using the radar wheel. Range scale: Left-clicking switches the radar scale between long and short range. Radar display: The green spike/dot displays signal strength.
Submarine Management Station
Without its crew, a submarine is only a tube of metal. Together, they are a lethal fighting machine. It is your job as captain to manage the crew. The Crew Management screen serves to watch the current state of each crewmember and the crew as a whole. By default, the crew is a functional entity that has been arranged for you by the officers and the chief of the boat. Your attention is required only to optimize the workings of the crew or to respond to a crisis such as casualties being suffered onboard the submarine. The way the crew functions in Silent Hunter: Wolves of the Pacific is inspired by reality. During normal patrol routine, the crew stands watch to keep the vital functions of the submarine manned. Each man stands a four-hour watch, after which he enjoys eight hours of off-duty time dedicated to minor repairs, studying submarine theory, and last, rest and sleep. Watches succeed automatically during the day, without any input from the player. You may choose, however, what each crewmembers role is in the submarine and in what watch he takes part. When starting a combat action, the player should command the crew to Battle Stations, which ensures that enough efficiency is generated for a combat action. Dont overuse this feature, though, as the crew will become exhausted and this will prevent you from undertaking combat operations in the following days. Each crewmember is a unique individual with a set of skills that are both innate and acquired through education. Once a crewmember is manning a station, his efficiency is determined by his skills and the specifics of the station. (By "station" we mean the compartment where he is located, as a crewmember will perform differently in each part of the submarine.) A crewmember doesnt act on his own; he is part of a team in each compartment. First he will get a bonus in efficiency from the leader of the compartment. Second, everyone onboard the submarine may get a bonus of efficiency from the leader present in the command room the Officer on Deck.
Damage Management
Sooner or later your submarine will suffer a malfunction due to damage being taken or insufficient care by the crew. As any properly trained submarine crew would do, your men will start repairing damage located in their area of responsibility as soon as possible. In addition, you can order a special damage control team to take care of especially difficult repairs. To prioritize their tasks, simply drag the malfunctioning items into their queue.
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.
Escort Control Dials
These dials appear only when an escort is selected. Engine telegraph This panel allows player to set the speed for selected escort.
Escort course This panel allows player to set the course for selected escort. Escort position
o Inner circle (1-4 km around the convoy) o Outer circle (5-9 km around the convoy)
Right
Escort patrol zones (inner and outer circle) change accordingly with the new convoy shape, but their position is constant: 3-5 km for inner defensive screen 5-9 km for outer defensive screen
Convoy
This panel allows you to control the convoy (not the escorts). Zigzagging: Convoy will start zigzagging. Slow/Fast: Toggle between two-thirds speed and full speed.
This panel allows you to access the navigation map. Go to Map Station. Set Course: On the navigation map, the Convoy Commander can select escorts (not merchants) and set their course. Any action you take set new course, attack with depth charges, etc. overrides AI current actions.
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
Depth Controls
E Emergency Surface P Periscope Depth A Maintain Depth S Surface D Dive C Crash Dive
9 Back Emergency
Stations Controls
F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 T Y U O K M
Command Room Navigation Map Attack Periscope Bridge Deck Gun AA Gun Sonar Radar Sub Management External Camera Captains Panel Torpedo Management Damage Management TBT (Target Bearing Transmiter) Observation Periscope Captains Log Radio Messages
Attack Controls
Return Space Bar Tab Q W L J Z
Fire Fire Zoom Open/Close Selected Tube Door Cycle Tubes Lock View to Target Deploy Decoys Toggle Silent Running Mode
Other Controls
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
N650U Yamaha RX17 Ag-5B XRS 930 68000K-MN KDL-26S4000 UE-22C4000PW Scarabeo 125 AVA 550 TX-810 Gpsmap 440S Review RC6800 Imageclass D660 SC-PT160 X-835 Xiosynth TH-42PY70PA PCD-5H PCI DZO-V38 XJR1300-2000 KX-TGA101S Ferrari 3000 Zanussi ZOS5 Ultra Zoom Becker Z215 Editor RT-39NZ40RB 28PW6506-01 20-2 BT-LH1700W KV-PX701 EW558F Polaroid I733 11000 Touch PRO2 X D US-122L FP567S BV9455 Radio700 RX-V390 M-identity Traffic ZWG385 RR-QR180 MH-2381NBR Digital SD 600 HS8020 18 DV339AEL Watch E21 26LC2RA HS 8555 PB301 E1000 KX-TG8321RU VP-D375W KD-G411 Mcwc52B Squad Microsp 2000 Silhouette 1999 Wellgate 26XX MFC-7300C Bobcat Wtxg55 PSA-play 60 Series PF3 LQ-1050 LN32A330j1 MC 405E PA-30 DSR-9500 Creature II Photosmart 850 C-220 Zoom Cdmix3 SLV-ED70MN Av-21jt5 41 Hgps LAC6900RIN SC-7020 Pinguino L10 KD-R303 AND Milk Wagner W650 FT920 DM2000X VGN-NS31m S Celia 330RS DVP3520 Daikin RYS DX3800 EOS 1D S660C Gateway UF-595 29PT5305 KDC-306
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