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Games PC Silent HunterSilent Hunter 5: Battle of the Atlantic [PC Game]

Developed by Ubisoft Romania - Ubisoft Entertainment (2010) - Naval Combat Sim - Rated Teen

Ubisoft's long-running submarine simulator returns to the briny deep of the Atlantic Ocean and Mediterranean Sea, offering gamers a series-first opportunity to helm and explore their U-boats from a first-person perspective in Silent Hunter 5: Battle of the Atlantic. Historically based scenarios find players disrupting Allied supply lines, prowling enemy waters, and engaging their opponents both above and below the water, while a dynamic AI results in constantly evolving tactics and on-the-fl... Read more

Details
Platform: PC
Developer: Ubisoft Romania
Publisher: Ubisoft Entertainment
Release Date: March 2, 2010
Controls: Keyboard, Mouse
UPC: 008888685791

 

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WARNING

READ BEFORE PLAYING
A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a computer screen, or while playing video games, may induce an epileptic seizure in these individuals. Certain conditions may induce previously undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, have an epileptic condition, consult your physician prior to playing. If you experience any of the following symptoms while playing a video or computer game -- dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions -IMMEDIATELY discontinue use and consult your physician before resuming play.

TABLE OF CONTENTS

GETTING STARTED.... 04 INTRODUCTION.... 06 GAME MODES.... 07 MULTIPLAYER..... 10 CONTROLS AND INTERFACE.... 11 ONLINE LOG.... 31 TECHNICAL SUPPORT... 34 WARRANTY.... 35

GETTING STARTED

Installation
Installing Silent Hunter 5: Battle of the Atlantic
Silent Hunter 5: Battle of the Atlantic must be installed before you can run the game. To install, insert the Silent Hunter 5: Battle of the Atlantic DVD in your DVD drive and wait for the launch screen to appear. Click Install and follow the instructions as they appear. If your auto-run function is disabled, you can launch the installer manually. Choose Windows Explorer from the Programs submenu on your Windows Start menu. Choose the Silent Hunter 5: Battle of the Atlantic DVD icon to display the files located on the DVD. Look for Setup.exe among these files, and double-click it to run the installer.
Uninstalling Silent Hunter 5: Battle of the Atlantic
To uninstall the game, select Uninstall from the Silent Hunter 5: Battle of the Atlantic Start menu. You can also choose Settings from the Windows Start menu and select Control Panel, select Add/Remove Programs, left-click on Silent Hunter 5: Battle of the Atlantic, and click on the Add/Remove button. The game and all its components are then removed from your system, except for your saved games.

INTRODUCTION

June 1940 the fall of France. For one whole year, Great Britain stood up to Germany alone. Although the mighty Royal Navy blockaded German trade, Britain was actually much more dependent on imports than Germany. Without incoming food supplies, the British population would slowly starve. Without raw materials, its economy would not survive and would be unable to equip it industry. Without fuel, its ships and airplanes would not go into battle. In fact, without supplies, the allied build-up of forces in Britain would not have been possible, and D-day would never have happened. All these supplies were brought in by sea. When German U-boats took to the sea and attacked British supply lines, no one was really surprised. Indeed, a similar struggle had already taken place 20 years earlier, and Britain was as much an island in 1939 as it was in 1914. Overly optimistic British admirals believed they could overcome the U-boat through convoys and the ASDIC sonar technology, but Karl Doenitz, the visionary leader of the U-boat force, knew otherwise. For three and a half years, the U-boats would strike at the convoys again and again, almost bringing Britain to its knees on occasion. For the greater part of 1942, close to 500,000 shipping tonnage would be sunk each month. In spite of this, the merchant men kept coming. In fact, while both sides suffered losses, neither could afford to give up, and so neither side would admit to anything more than a temporary setback. Each month brought more forces and new developments to the field. The climax of the battle for the seas was reached in March 1943, when the Wolfpacks descended upon convoys HX229 and SC122. Despite the British escorts deployed, 24 ships were sunk. And yet, on the brink of defeat, just two months later the British would come out the winner. In fact, after the Germans lost 43 U-boats to radar-equipped planes and very experienced and determined convoy escorts, Doenitz was forced to admit defeat. By the end of the war, over three quarters of the German U-boat force some men would perish in battle. On the allied side, merchant seamen losses would exceed 30 000. With Silent Hunter 5: Battle of the Atlantic, we sought to portray the perils faced by those men, and bring to light the true significance of their struggle, which went far beyond the newspaper headlines. In doing so, we pay homage to the men and women who took part in one of the longest and most decisive battles in the modern history - the Battle of the Atlantic.

GAME MODES

Career Mode
The core of Silent Hunter 5: Battle of the Atlantic is Career mode. In this mode, you can write your own story in the middle of World War II, taking a young U-boat captain from the invasion of Poland in 1939 to the climatic convoy battles of early 1943.

Starting a New Career

To start a new captains career, press the New Career button. You will be required to enter the name of this new captain. In our game, the WWII timeline is broken into a number of campaigns, each highlighting an important naval phase of World War II. Select the campaign which will be your starting point. Where your career will end is up to you and your actions. The campaign selection looks like this:
Notice that the first time you play the game, many of the campaigns will be unavailable. As you proceed through the game and successfully complete careers, more and more campaign starting points will become available.
Continuing an Existing Career
Given that a single career can take over 20 game hours to complete, it is unlikely that you will complete it in a single session. You can continue an existing career in one of two ways via the Main Menu: - Pressing the Continue Game button to automatically load the last saved game. - ressing the Load Game button to bring up a detailed list of all the saved games P available, so that you can choose the one that you want to continue.

Completing a Campaign

In each campaign, your aim is to achieve the strategic goals established by Naval High Command. Each of these goals represents a significant gain for your side, and the game world will change accordingly upon its completion. It will also earn your a number of victory points. When enough victory points have been gained, the overall strategic goals of your side are considered as having been achieved, and the campaign is won. Bear in mind that the opposing side the Allies will not merely stay idle and wait for your actions. Campaign Goals can expire, and even the campaign has a deadline. Failing to obtain the required number of victory points by that deadline will lead to defeat. The Campaign Map looks like this:

If you make very good campaign progress, you may achieve more than the minimum required number of victory points. In this case, the campaign will be counted as a Major Victory for your side, and this will have a significant impact on subsequent campaigns. You may unlock new campaign options or simply change the timeline and settings of those already unlocked. In the Silent Hunter 5: Battle of the Atlantic campaign, every single result is accounted for. You must do your utmost at all times, make every torpedo count, and live with the consequences of your actions.

Historical Missions

The Historical Mission Menu looks like this:
The Single Missions menu gives you access to individual missions and historical scenarios. From this screen, you can also launch new missions created with the games Mission Editor or downloaded from the Internet. To do so, you must place these missions in the games installation directory: SilentHunter5\data\ SingleMissions. If you want to play the mission with a different U-boat model than the one selected by the mission maker, use the scrolling list provided in the lower portion of the screen.

MULTIPLAYER

Silent Hunter 5: Battle of the Atlantic supports LAN multiplayer games for up to 8 players, and online games for up to 4 players through Ubi.com. In multiplayer mode, all players are part of a wolfpack, working cooperatively to accomplish the common goal of defeating an enemy task force or convoy. The server operator chooses the mission to be played in the session. The missions included in the game cover a series of famous convoy battles. You can add more scripted missions by using the Mission Editor. The Multiplayer Menu looks like this:

Museum

In the Museum, you can familiarise yourself with the various planes, ships and submarines included in the game. You can also bring up the recognition manual button to compare the actual ship to the intelligence image, and learn how to recognise it later.

The Museum Menu looks like this:

CONTROLS AND INTERFACE

Gameplay Controls

Keyboard Mapping

The Keyboard Map looks like this:
The complete list of keyboard controls is given at the end of the manual. In-game, pressing the F1 key will show the help menu and the complete list of keys.
Moving and Interacting with the Game World
Silent Hunter 5: Battle of the Atlantic makes a significant advancement compared with previous titles by allowing the player to move around freely in the submarine. To move your character, use the W, A, S, and D keys. To look around, hold down the left mouse button and move the mouse. Alternatively, you can click the right mouse button to enter true FPP (First Person Perspective) mode. The Movement hint Map looks like this:
While moving around the submarine, you can interact with your crew or operate various machinery and stations inside the U-boat. To do so, move the mouse cursor over the item of interest and press the left mouse button or Space key. To see a full list of the main game stations and characters in your submarine, refer to the section Inside a Type VII U-Boat.
Controlling the Submarine
Apart from in the games introductory scenario, you the player are the captain of the U-boat. Your job is to ensure that the mission is completed and the battle won. To do so, you give orders to your crew, and implement your decisions. This is done through the main game interface.

Main Game Interface

The Main Interface looks like this:

Speed Gauge

This gauge controls the submarines engine speed: With the right side of the gauge, you order forward movement, while the left side orders reverse movement. To order a specific speed in knots, you will need to hold down the Ctrl key to switch to the advanced version of the interface.

Depth Gauge

This gauge controls the submarines depth. The four buttons represent the major tactical choices that you have: Surface: obtain maximum mobility by using the diesel engines. eriscope Depth: go underwater for stealth but keep the enemy under P observation, ready to attack. ive: dodge enemy sonar by passing under it, but sacrificing visual D observation. Crash Dive: avoid combat altogether by attempting to get out of danger. To select a specific depth rather than a tactical depth choice, you need to hold down the Ctrl key to switch to the gauges advanced mode.

Time Compression and Camera Modes
This panel allows you to pause the game, and increase or decrease time compression settings using the and + buttons. Using the external camera button, you can switch between the external view and FPP camera modes. The avatars location will remain the same while the camera returns to FPP mode.
Tactical Action Interface TAI
The TAI map is one of the most important interfaces in the game. It represents your knowledge of the submarines current tactical situation, and shows your location, your immediate environment, and enemies detected by your crew. You can also make an educated guess at the range from which enemies can detect you, based on your current situation and tactical profile. Use the TAI to select your plan of attack, and it will help you navigate and fight.

Basic TAI Interface

How to read the information presented in the Tactical Action Interface:

Navigation map

Navigation map legend

Crew Management Page

Here you can manage all your officers and petty officers, and their efficiency status. Each petty officer is directly responsible for one of the submarines activities. Efficiency gauges will go from red to green to show the lowest and highest efficiency levels. Double-clicking on the figure of a crew member will open their detailed information interface. For more details, see the section Managing your crew.

Captains Log

The Captains Log page is designed to be the first and most valuable tool for campaign and player progression. Here, you can check and track your personal status with categories such as Experience, Medals, Renown, or Leadership. During the campaign, this is where you will receive mission briefings, mission updates, and your current objective status. The captain will keep track of the most important statistics.
Subsystems / Damage Management Screen
This page is designed to give you extensive information on the submarines systems. From here, you can check the integrity of the various compartments, the level of flooding, or whether there is any fire in a given sector. By visiting this page, you will gain insight into the various components of the submarine.

Torpedo

This page is used to manage the torpedo loading mode and intervals, and to monitor the number of torpedoes available at the time.

Inside a Type VII U-Boat

The Type VII U-boat represents the quintessential submarine of World War 2, and the workhorse of the Battle of the Atlantic.
Very popular with its crews, the Type VII was agile on the surface, fast on the dive, and most importantly, able to reach the allies vital convoy lines in the Atlantic. Arguably, it was not the most pleasant ship to live in, but that was quite simply because it was optimised for one purpose battle. As the war progressed, the Type VII underwent a number of modifications to keep up with the enemys technological advances. The Type VIIC/41 was the final version to reach operational status, and could dive to 250 meters in order to avoid enemy depth charges.
From bow to stern, the rooms inside the U-boat are as follows: Forward Torpedo Room 4 torpedo tubes and most of the reserve torpedoes are stored here. Game Stations: None Characters: Torpedo petty officer Kurt Faust Radio Room / Fore Quarters The submarines main sensors and communication devices are located here. Game Stations: Hydrophone, Radar (when available) Characters: Sound man, Radio man, Watch Officer Command Room and Conning Tower The U-boats control centre, this is where most officers have their battle stations, and where tactical decisions are taken and implemented Game Stations: Both Periscopes, Navigation map Characters: Executive Officer, Navigator, Chief Engineer Aft Quarters / Galley The main petty officers resting area, and the place where food is prepared for the crew. The areas damp atmosphere and limited freezer capacity means fresh food is a scarce commodity, so the cook will often have to improvise with canned food to keep the crew happy. Game Stations: Characters: Bosun, Cook
Diesel Engine Room World War 2 submarines are basically torpedo boats that can dive; the diesel engines are their true source of strategic mobility. This area houses both diesel engines and the compressor used to replenish compressed air. Game Stations: Characters: Motor Officer Electric Motors / Stern Torpedo Room Underwater, the U-boats mobility depends on its electric motors and their limited battery capacity. This room houses both motors and the stern torpedo tube. Game Stations: Characters: Gunner Watch Tower Most of the time, the U-boat will cruise on the surface, drawing on the fast speed and long range afforded by its diesel engines. During normal operations, some of the crew sit high on the submarines tower, keeping a constant watch to spot any dangers and potential targets. Game Stations: UZO, Flak Guns Characters: Watch Officer, when surfaced Forward Deck Small merchant ships or crippled ships can be sunk with the deck gun, which is located here. You are advised against manning the deck in rough weather, as the gun crew could be washed overboard. Game Stations: Deck Gun Characters: Gunner, when the deck gun is manned

Managing Your Crew

Your second job as Captain is to manage your crew. The crew is made up of soldiers trained in the elite Ubootwaffe, so you dont need to baby-sit them in order for them to do their job. You can rest assured that no matter what happens, theyll be at their posts doing their duty, and will even solve any problems that arise. Like their historical counterparts, your crew will become better as they gain battle experience. Their progress is up to you, and knowing what abilities and specialisations to choose is one of the most important factors of the game.

Skill Points

In order to learn new abilities, you need to have acquired some skill points. Skill points are earned by completing objectives and sinking enemy ships.

Morale System

When out at sea for long periods, sailors become increasingly tired. As a result, their morale will gradually decline. Officers and petty officers will use their morale pool as the main resource for activating their special abilities. Morale is regained each time an enemy ship is sunk, or an objective completed. Captain leadership value will be added as bonus points to each crew members morale pool. Morale can also be restored by using certain special abilities or awarding medals.

Overview

To learn a given ability, open the NPC upgrade page and click on the ability icon. Abilities will be unlocked based on the crew members veteran level, which means that not all abilities will be available from the beginning of the game.
Abilities have different levels which in turn define their efficiency and the mode to use. An ability can be active (it must be activated) or passive (it will automatically become active once learned). Passive abilities do not incur an activation cost (morale), and will not consume morale once activated.
Captain Player Progression
Experience, Leadership, and Personality
By completing campaign objectives and proceeding through the dynamic campaigns historical events, the player will advance in rank and position. In fact, the players progression does not stop once he becomes captain. From that point on, experience points will increase his leadership, enhance his renown, and add skill points. Leadership value will be added as a bonus value to each crew members morale pool. In other words, the more experienced the captain becomes, the more efficiently the crew will perform. Skill points are gained in the same way as renown points. They serve to upgrade crew members active and passive abilities.

Dialog with a Crew Member
Interacting with some of the crew members will open the dialog window. From here, you can easily review the current status of the members morale, and obtain other information on him. Some crew members have unique commands available in their dialog interface, called active abilities. These involve your crew going the extra mile, improvising to get the most out of existing technology, and working to vanquish the enemy. Activating these abilities at the right moment can make all the difference, but be careful not to overuse them as the crew will get tired and restless if you do.
Meet the Crew of Your U-Boat
Chief Engineer: Josef Erdmann
J osef is just a good, hard working man. He is a friend of the Captain and speaks openly with him. Josef is an excellent LI, very creative and hands-on. He does not consider himself to be particularly pro-war, and feels very responsible for his crew. Josef has a wife and son back home; all he wants is for the war to end so that his son will never have to fight. He has a soft spot for sweets and candy. Job description: The Chief Engineer is the most senior officer onboard apart from the Captain and Master of the technical branch. His main duty is supervising U-boat diving operations, the daily trim and the maintenance of mechanical systems. If the need arises, he can lead a damage control team to repair any critical damage. He is also is the man who must, if absolutely necessary, set the explosives to self-destroy the boat and prevent capture by the enemy.
Executive Officer: Erich von Dobenecker
Erich is a career navy officer who recently graduated from the Marine Schule Flensburg-Mrwik, the school from which both his father and Karl Dnitz graduated. Dobeneckers father and Dnitz have been long-time friends, both encouraging Erich to a career in the Kriegsmarine. But when Erich lost an eye during a training exercise at school, his naval career seemed over before it started. However, thanks to his fathers close ties with Dnitz, Erich still managed to graduate, and was assigned to be XO on a U-boat. Extremely loyal both to his father and to Dnitz, Erich is very pro-Nazi. He also wants to prove himself of course. Job description: The XO, or First Watch Officer, is second in command, ready to take all responsibilities if the captain is injured or killed in combat. In addition, he is the man in charge of submarine weapons, and the one who normally conducts surface torpedo attacks while the captain is busy making tactical decisions.

Watch Officer: Dieter Epp
E nthusiastic, a bit lacking in experience, but ready to jump into battle, and brave. He respects his Captain and plays jokes, especially on the uptight XO. Dieter likes to play tricks on the crew, and often gets into trouble with the Bosun for it. He is also opportunistic (and somewhat racist). There is one thing he hates: if anyone shortens his name to Depp (which means idiot in German), he gets very upset, and begins to sulk. Job description: The (Second) Watch Officer is the junior officer onboard the submarine, responsible for the watch crew and sensor systems. During surface runs, he can be found on the conning deck, while underwater he is normally to be found in the radio room, supervising the hydrophone and ready to relay information to the command room.

Bosun: Herbert Heine

One of six children born and raised in Marburg by very strict parents, Herbert is a descendant of the famous German poet Heinrich Heine. Being the oldest of the four brothers and two sisters, Herbert was forced into responsibility at a young age. As a result, he acquired good organisational and people skills, but was never able to explore his creative side. Since his parents were poor, a military career was his only option. Deep down, he would like to be a poet like his famous great-grandfather. He writes poems in secret, but never dares to show them to anyone, especially the crew, since they need to look up to him as a tough Bosun. Job description: The bosun is the petty officer responsible for discipline among the crew, to maintain it or impose it.
Cook: Olaf Hackl Hacklnder
O laf grew up in impoverished circumstances as a result of his family losing everything after WWI. His father blamed the British and the treaty of Versailles, fuelling anti-English sentiment in the young Olaf. Olaf wanted to join the Kriegsmarine, but didnt meet all the physical requirements, and so he became a cook. Pro-Germany with pro-Nazi tendencies, Olaf wants payback. His hobby is playing the violin, which is nearly as bad as his cooking, and gets him into constant trouble with the Bosun. Job description: Although his main task is to cook for the crew, the Cook has a petty officer rank. Culinary skills are among the most important onboard, since the quality of food ties in directly with the crews mood, and hence its performance.
Diesel Motor Officer: Willi Pelz
Willi was born and raised in Munich, Bavaria, where he began his training as an engineer for BMW motor works. But when his family moved to Kiel at the age of 17, he found a new passion: boats! Going to the navy and becoming an engineer was a path cut out for him. At first, he worked on regular boats, but getting promoted to Chief Mechanic was easier on a submarine, and thats how he joined the U-boats. In fact, Willi cares for his engines more than his friends; he loves the grease, the smell, the noise. He has even lost a fingertip to his beloved engines, and has a scar below his eye from a repair job. Willi is highly dependable and quite innovative when it comes to increasing the boats performance. He is also a passionate gambler and loves to play cards. The only thing is he hates is to lose. Willi is for winning the war, but does not consider himself to be pro-Nazi. Job description: The Diesel Officer is responsible for diesel engine maintenance and performance, and is a direct subordinate of the Chief Engineer.

Gunner: Max Bauer

Born and raised in Wilhelmshaven to a father who worked in the docks, Max is a natural strongman. A former amateur boxer, he is very physical and athletic, but not the sharpest tool in the shed. Before joining the navy, he dreamt of becoming a professional boxer. However, when he got a girl pregnant, he had no choice but to marry her, and joined the navy to earn some money. He is actually rather quiet, and only really comes to life when talking about boxing. He is a skilled gunner, but politically unmotivated: he doesnt feel he has a choice about the war. Job description: The Gunner leads the deck and flak gun teams; his aiming skills are decisive in surface battles, and especially valued against any aircraft threat. When running underwater, you will find the Gunner in the Stern Torpedo Room, lending a hand to the crew there.
Navigator: Emil Dbler the Dinosaur
Emil is the ships oldest crew member, having already served on a submarine in WWI. After the war, he had trouble returning to a civilian life, and never really integrated (he was forced to work for the allies, which completely demoralised him). He began to drink, and served as a navigator on smaller freighters. Now, with a new war on the horizon, Emil thinks he can play his part in rewriting history, and finally see his beloved Germany win. He identifies with Hitlers vision of punishing the victors of WWI for what they did to the Germans. Emil is usually very quiet and somewhat nerdy. He keeps to himself, but will occasionally drink. He is an excellent navigator and brings a lot of experience to the table. The crew call him the dinosaur because he is a relic from WWI. Job description: His main job involves all navigation-related matters. He is also responsible for the provisioning of supplies. The navigators task is to always be aware of the ships position, as well as to plan all the routes taken.
Radioman: Wolfram Wolfi Raabe
Wolfram has always had a passion for radios. He loves technology and is also very innovative. He is the secondyoungest crewman on board, and has not yet reached manhood. Whilst his ears are excellent, his ability to deal with stress is not so good. Wolfi is respected by the crew, simply because they know their lives depend on him, so he is often spared any harassment. Wolfi is usually very professional, but can be very stubborn. He does not shy away from fighting when things get tough. His father passed away when he was still very young, so he was raised by his mother and elder brother. He joined the navy after being recruited at an event. Wolfi does not consider himself a Nazi, but does believe it is his duty to serve the Fatherland. Job description: The radioman is in charge of communication with the outside world, and can send requests to HQ for orders or resupplies. He can also intercept enemy radio transmissions, although a trained opponent is hard to catch in this way. In moments of rest, the radioman can bring the crew some happiness by playing music on the gramophone, or tuning the radio to hear news from home.

Soundman: Benno Scheu

Benno is really still just a boy. He joined the navy because his father felt he was too much of a mummys boy. Benno is a really sensitive little chap, and not tough like the rest of the U-boat crew. This means he is often the victim of their scorn or abuse. Benno doesnt really have any friends on the sub, and does his best to avoid the other crew members. The Bosun looks after him, but cant always keep him from getting harassed. Benno is always writing letters to his mother, which, when found by the others, represent even more fodder against him! Benno will begin to cry if overstressed. Job description: He is the petty officer behind the hydrophone; basically the eyes and ears of the submarine when underwater. His role is a vital one, both survival and attacks depends on him.
Torpedo Officer: Kurt steck sie rein Faust
Kurt was born and raised in Hamburg, and joined the Kriegsmarine when he was 16. He is a confident character and ladies man. He always hides dirty magazines and collects American pin-ups. His nickname, steck sie rein, means put her in, in reference to the torpedoes he loads, but of course its also a sexual innuendo. He always has a dirty joke to tell, and makes fun of the younger crew members, especially Benno. Kurt does not consider himself to be a real Nazi, but he does get a kick out of sinking other ships! Job description: He is responsible for all torpedo handling and maintenance. The torpedo officer oversees all crew members allocated to the torpedo rooms. His knowledge of warheads and propulsion systems can play an essential role in offensive effectiveness.

Online Log

This is a new tool designed to let you share and keep track of your personal achievements during the campaign by posting them on the games website: www.silenthunter5.com The Online Log allows you to upload career data to the games website so that other users can see it. This tool is based on the Captains Log, in which all major events during the patrol are recorded. In order to update your data on the web server, select the appropriate entry and click the Publish button.
2010 Ubisoft Entertainment. All Rights Reserved. Silent Hunter, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Music Composed and Conducted by Jason Graves. Uses Bink Video. Copyright (C) 1997-2010 by RAD Game Tools, Inc.

TECHNICAL SUPPORT

If you experience difficulties playing your Ubisoft game, please first contact our 24-hour on-line solution centre at www.ubi.com/uk. Our 24-hour automated telephone service is available on 1000. The Live service option is available from 11am until 8pm, Mon-Fri (excluding bank holidays). Please make sure you are in front of your pc when calling our support team to enable us to troubleshoot your query for you.

PC Game:

If you experience difficulties running your pc game please contact our support teams first. When calling us, please ensure you are in front of your pc with the game installed, to enable us to troubleshoot for you. Alternatively, if contacting us by web-mail, please attach your operating system file (dxdiag) to your incident so that we may have your system specifications.

Finding your dxdiag file

Windows XP: To open your DirectX Diagnostic tool go to: Start Menu Run. Type dxdiag in the window, select OK and save your information. Windows Vista: enter the Start Menu, type dxdiag in the search bar to locate the file.

Faulty Game:

If you believe your game is faulty, please contact our support team before returning your product to the retailer. A discrepancy between your operating system and the required game specifications may result in errors during gameplay, such as: your screen returning to desktop or freezing, jerky graphics or error messages.

Damaged Game:

If your game is damaged when purchased, please return it to your retailer with a valid receipt. If your receipt has expired and you are within the 90 day warranty period please contact the Ubisoft support team for verification.
Australian technical support
Technical Support Info Hotline 102 (calls are charged at $2.48 per minute including GST. Higher from public and mobile phones). Please note that we do not offer hints & tips at our technical support centre.

Warranty

Ubisoft guarantees to the original purchaser of this computer software product that the compact disc (CD)/cartridge supplied with this product shall not show any default during a normal use period of ninety (90) days from the invoiced date of purchase. In the first instance please return the faulty product to the point of purchase together with your valid receipt. If for any reason this is not possible, (and it is within 90 days of the purchase date), then the faulty compact discs/ cartridges should be returned to Ubisoft at the below address, along with a dated receipt, location of purchase, a statement describing the fault, and all original packaging. Address for returns: Ubisoft, Chertsey Gate East, London Street, Chertsey, Surrey, United Kingdom, KT16 8AP Where a CD key is required to access on-line game play, this cannot be reproduced or replaced. It is the responsibility of the original purchaser to keep this CD key secure. Lost, stolen or damaged CD keys cannot be replaced.

doc1

To Create a Boot Disk Manually
1. Place a floppy disk in drive A: (Note: it must be in drive A:). 2. From the C: prompt, type FORMAT A:/S and press Enter. 3. Go to the A: drive by typing A: and press Enter. 4. Type EDIT CONFIG.SYS and press Enter. When the blue screen appears type in the lines just as they appear in the sample CONFIG.SYS which follows. Save this file (choose Save, not Save As), then exit. 5. Type EDIT AUTOEXEC.BAT and press Enter. When the blue screen appears type in the lines just as they appear in the sample AUTOEXEC.BAT which follows. Save this file (choose Save, not Save As), and exit. (continued on next panel)

SAVING GAMES

SILENT HUNTER requires space on your hard drive for saved games and temporary files. You need approximately 10,000 bytes free on your hard drive for each saved game, after installing the game.
To Create a Boot Disk Manually (continued)
Sample files: CONFIG.SYS DEVICE=C:\DOS\HIMEM.SYS DOS=HIGH FILES=25 BUFFERS=25 AUTOEXEC.BAT PATH=C:\;C:\DOS;C:\MOUSE PROMPT $P$G MOUSE

MOUSE SETUP (continued)

If your mouse is acting erratically, it may be due to an old mouse driver for your mouse, or it may not be fully Microsoft or Logitech compatible. Check with the mouse manufacturer to see if there is an updated mouse driver available.

SOUND CARDS

The following sound cards are supported: UltraSound, Sound Blaster 16; Sound Blaster Pro III; Sound Blaster Pro II; Sound Blaster Pro I; Sound Blaster Regular; Media Vision PAS-16. If you are experiencing problems with your sound card, try running the diagnostic software that comes with your card. Eighty percent of all sound card problems are due to mistaken configurations. If you are running a sound card that is not listed above, or are running a sound card in an emulation mode, your results may not be optimal. This game was tested only on the listed cards. If you are experiencing problems with the game, try configuring the game for No Sound. If the game will now run normally (but without sound, of course), then you probably need to reconfigure your sound. Type SETSOUND from the SH subdirectory, choose NO when asked to accept the default settings, correct the IRQ setting, and try starting the game again. If your game still will not run, consult the manual that came with your sound card for diagnostic procedures. The SILENT HUNTER sound installer lists several sound cards that are not supported by the game or SSI Technical Support. If you have a sound card that is not on the list of supported sound cards, you may have to set the sound up for Sound Blaster emulation or run the game with no sound.

IMPORTANT: Be sure to include the necessary CD and sound card drivers in the appropriate files. Refer to your respective CD and sound card manuals, or original CONFIG.SYS and AUTOEXEC.BAT files, for the correct names and locations of the drivers required. For example, the Media Vision Pro Audio Spectrum 16 users may need the following line in their CONFIG.SYS: DEVICEHIGH=C:\PROAUDIO\MVSOUND.SYS D:3 Q:7 S:1,220,1,5 M:0 J:1 CD-ROM drivers may appear as follows: CONFIG.SYS AUTOEXEC.BAT DEVICE=C:\CDROM\CDROM.SYS /D:MSCD001 C:\DOS\MSCDEX.EXE /D:MSCD001
Note: DOS looks for the /D: to match CD-ROM drivers in the CONFIG.SYS and AUTOEXEC.BAT files.
To Start the Game with this Boot Disk:
1. Place your boot disk in your A: drive and the game CD in the CD-ROM drive. 2. Reboot your machine (Ctrl-Alt-Del on the keyboard, or press the reset button). 3. Be sure that the hard disk containing the game is the active drive. 4. Change the current directory to the games directory. For example, to change to the default directory type CD\SH and press Enter. 5. Type SH and press Enter to start the game.

Additional Credits

Additional Testers: Dion Burgoyne, Kelly Calabro, Josh Cloud, Bob Coates, Mike Hawkins, Patrick Lugliani, Aaron Malchow, John Pena, Jason Ray, Richard Wagenet, Sean Wyman,

VIDEO CARDS/VESA DRIVERS

The following sound cards are supported: ATI; Cirrus (Cirrus Logic); Diamond (many cards, may require individual drivers);Genoa; Orchid; Tseng (ET 4000) If you are experiencing any problem with your video/VESA driver, type SH /V at the command line, rather than SH. This enables a universal VESA driver which is compatible with the video cards list above.

MOUSE SETUP

If your mouse is not functioning, you should make sure the driver has been loaded for use with DOS-based programs. Windows and other programs of its type have built-in mouse drivers that do not function outside of their environment. Loading a mouse driver may be as simple as typing MOUSE (and pressing Enter) before starting the game. Since the command differs from mouse to mouse, you may need to consult your mouse users guide for the location and name of your particular driver software. (continued on next panel) 524901

SILENT HUNTER

CONTENTS
WAR BENEATH THE WAVES. 1 What Comes with This Game. 1 Using the Mouse. 2 STARTING THE GAME. 2 Single Missions. 3 Mission Customization. 4 Realism. 6 Submarine Class Selection. 10 Victory or Defeat. 10 THE CAREER MENU. 10 Starting a Career. 10 Best Careers. 10 Main Menu. 10 Continue a Career. 11 Base Menu Options. 11 CONTROLS. 14 The Smart Mouse Pointer. 14 Using the Function Keys (F1 - F10). 14 Setting the Detail Level. 14 Control Buttons. 15 COMMANDING THE SUBMARINE. 16 Captains Cabin. 17 Charts. 18 Radar. 20 TDC (Torpedo Data Computer). 22 Gauges Station. 23 Up Scope (or Periscope Station). 27 Bridge. 33 Status and Torpedo Room Stations. 38

Mission Customization

After a mission type has been selected, several mission variables may be chosen. Each type of mission has some of the following options available.
The date affects the location of the encounter, the number and type of ships encountered, and the equipment available to both sides. For more information regarding the types of equipment available for any given month of the war, see the SILENT HUNTER Weapons Data table on page 50.
Crew Quality Historic Mission
This option presents the opportunity to test your skills against those of historic submariners in encounters that defined what it meant to be a member of the Silent Service. The available missions are listed in the menu, with the appropriate briefing listed below the mission menu. Crew quality affects the ability of the crew to operate the submarine. Reload time, dive time, lookout sighting distances, and other factors are all determined by the crew quality setting. The crew can range from green to elite.
STARTING THE GAME: Mission Customization

Time of Day

Select whether to begin the mission at Dawn, during the Daytime, at Dusk or during the Night. Submarines equipped with radar could operate on the surface at night much more readily than could earlier submarines.

Weather

The weather affects the speed of ships and the amount of visibility. Heavy seas affect the submarines stability near the surface, while fog can be a commanders best friend.

Convoy Size

The size of the encountered convoy, small, medium, or large.

Warship Type

Capital ships travelled in a main body of vessels, usually with an interior screen of cruisers and an exterior screen of destroyers. Select between carrier, battleship, cruiser, and light cruiser task forces.
Escort Size /Patrol Threat
These options determine the number and probability of encountering some form of patrol vessel or escort.

Realism

The level of realism experienced while playing SILENT HUNTER can be modified for both single missions and careers. This is done using the Realism screen, which is available from all Single Mission screens and when the submarine is in port during campaign games. With all Realism settings selected, the simulation is as close to real as is possible!

Enemy Quality

This setting determines how tough the enemy is. Gun and depth charge attack accuracy, lookout sighting distance, and overall coordination of attack are controlled by this setting. Enemy crews can be green, veteran, or elite.

Air Cover/Threat

Task forces and occasionally convoys were supplied with air cover. Other missions run the risk of encountering an aerial patrol. These settings determine the number and probability of encountering some form of air cover.

Overall settings

At the top of the Realism menu are three buttons: Novice, Intermediate, and Expert. These buttons are quick ways to select specific sets of play conditions. Novice level lowers the combat and sailing model levels to novice, and turns off all realism settings except the vulnerability of the submarine.
STARTING THE GAME: Realism
Intermediate level lowers the combat level and sailing models to Intermediate, and turns off the Dud Torpedo, Realistic Reloads, Limited Depth Data, and Realistic Charts settings. Expert level implements every possible realism setting, duplicating live conditions during WWII as closely as possible. The combat level is set to Advanced and the submarine maneuvers realistically.
Dud Torpedoes From the beginning of the war until late in 1943, a series of problems with the torpedoes caused a significant number of them to fail. With this setting off, torpedoes are always reliable, but realism drops by 15%. For more details of the torpedo problems, see the Torpedoes section on page 50. Realistic Reloads The Realistic Reloads setting toggles the torpedo tube reload time between two minutes and a more realistic time that is also affected by crew quality. Turning this setting off reduces the realism factor by 10%. Limited Depth Data With Limited Depth Data toggled on, the Depth Gauge indicates only how deep the submarine has gone. There is no information available other than the chart about how deep the waters are in that particular part of the ocean. When toggled off, an additional gauge appears at the Gauges station entitled Depth Under Keel. This indicates how deep the local waters are. Turning this setting off reduces the realism factor by 5%. Vulnerable Boat Toggling Vulnerable Boat off eliminates the chance of the submarine taking damage, and correspondingly, reduces the Realism level by 80%. Realistic Charts The Realistic Charts setting controls the information that can be viewed at the Charts station. With this setting toggled on, the chart shows only the position of ships relative to the submarine, further modified by the Limited Visibility setting. With this setting off, the Charts station shows torpedo wakes and shell splashes as well. Turning this setting off reduces the realism factor by 10%. Run Aground With this setting turned off, the submarine can run aground without sustaining damage. This setting alters the Difficulty Rating by 5%. Combat Level Changing the Combat Level setting affects the accuracy and lethality of both sides weapons. The amount of information displayed on the map at the Charts station, such as torpedoes, sonar pings, and gun hits, also decreases at the advanced levels. The Realism rating is reduced 15% for each level below Expert; from Expert to Advanced, to Intermediate and finally Novice.

Victory or Defeat

The scenario continues until the submarine is destroyed or all enemy vessels are beyond contact range. This can be because they have been sunk, they have outrun the submarine, or the submarine has evaded all pursuit. At this point a scoring screen appears which correlates the level or realism and the number of enemy vessels damaged or sunk and presents the score. Left-clicking on the Exit button returns you to the Single Mission menu.

THE CAREER MENU

The Career Menu is where the campaign game begins. Starting at any point in the war, a series of war patrols are performed that can then be compared to those of some of the greatest submariners ever.

Starting a Career

Enter the name of the submarines commander and select a starting month and year for this career. Up to twenty different careers can be accommodated by the career roster; if all twenty positions have been used, a new career must be entered over an older career. The date chosen determines what classes of equipment are available to the commander. This includes submarine classes, and features such as radar, improved torpedoes, and radar detectors.

Best Careers

This option displays the top careers to date.

Main Menu

This button returns to the Main Menu.
THE CAREER MENU: Continue a Career
THE CAREER MENU: Base Menu Options

Continue a Career

This button opens a menu where a saved career may be continued, reviewed, or deleted. The Career Roster lists the names that have been entered for the careers in progress. To continue to play a particular career, left-click on it to highlight it and left-click on the Select button or double left-click to resume that career. The View button displays the progress of a highlighted career. The Delete button deletes the highlighted career. After selecting a career, the Base Menu appears.

Start War Patrol

This option begins a war patrol. The submarine will be assigned a patrol area in which to operate. Any changes to the realism settings must be done now, while still in port. See the Realism section on page 6 for more information. Prior to departure initial instructions are issued for any particular missions the submarine is to undertake. While on the mission, occasional radio messages will update the commander of enemy activity in the area.

Map Controls

Logbook
The Logbook can be viewed in the Captains Cabin or by pressing F10. This is where the crews victories are recorded as enemy shipping is harried across the Pacific.

Calendar

Left-clicking here shows more than the current date. Weather information, the phase of the moon, and rising and setting times for the sun and moon are also listed here.

Player Submarine

Time Controls
The local time is displayed above the Time Compression control button, and at the bottom left at most other stations. Activating Time Compression allows the rate time passes to be changed from 1x to 256x. At 1x time passes at the normal rate. The + key increases compression, while the key decreases time compression. The Enter key returns the time rate to 1x. Note: Because of the complexity of this simulation, some features may not operate smoothly at high rates of time compression.
Way Point Selection The Way Point Selection button allows navigational way-points to be set or cleared. Left-clicking on the map establishes a course for the submarine which is followed until cleared from this panel by pressing the CLEAR button, when the course is completed, or if the manual helm is used to override it. Navigation
The Navigation button opens a box showing the Engine Room Telegraph, the Manual Helm, the Speed Gauge, Course Indicator and the Depth Control. The two buttons at the bottom return to the Map Controls or the Control Room. For more information on these controls see the Gauges Station section on page 23.
Zoom and Centering Buttons The Zoom controls allow a birds-eye view of the submarine and other ships at the highest levels of magnification. Zoom in by left-clicking on the + button, which turns the pointer into a frame. Drag the frame over the section of the map to be viewed. At this point, pressing the Z key increases the level of zoom, represented by the size of the frame shrinking. Pressing the X key will increase the size of the frame, decreasing the amount of zoom. Left-clicking a second time engages the zoom and changes the view. At zoom levels below a certain point, some map features such as depth gradients are not visible.

Reported Contact

Visible Ships
The Radar station contains two radar range finding panels. On the left is the SJ surface radar, on the right is the SD aerial radar. Both types of radar can be tuned using the range knob; the scope will show an approximate representation of the distance to the target object, the digital readout below the knob gives more precise range information. Note: Neither will function if the submarine is below 45 feet.

SD Radar

All submarines used in WWII were equipped with SD radar to prevent them from being attacked by aircraft. The SD radar in SILENT HUNTER is of the Ascope variety, which reveals distance but not direction of aircraft detected on the screen. A contact is represented as a spike in the baseline reception. The SD radar can be toggled on or off using Alt-A.
COMMANDING THE SUBMARINE: Gauges Station
Most torpedo attacks will be launched from the periscope in the control room or the Target Bearing Transmitter on the bridge. See the Using the Local TDC section on page 29 for information on using the TDC for making an attack.
position. Strong ocean currents, inaccurate charts and long periods operating submerged without fixes created the possibility of running aground, particularly in the shallow seas of the Solomon, Marshall, and Philippine Islands.

Manual Helm

The submarine can be turned to port or starboard by left-clicking on the Manual Helm, or pressing the left- or right-arrow key on the keyboard. The 0 setting indicates a straight ahead course, barring wind and current. Turns of up to 35 degrees may be made to port or starboard by left-clicking over that number on the Helm. The submarine continues to turn until the Helm is returned to the 0 setting, either by left-clicking on the 0 or by pressing the arrow key which is opposite the current direction of turn until the Helm reads 0; in other words, if left rudder is being applied, press the right arrow key until the helm returns to 0. Pressing the H key establishes the current heading as the new course and returns the Manual Helm setting to 0. Pressing the V key restores the view to directly ahead of the submarine.

Compass

The course of the submarine can also be controlled using the compass. The white needle indicates current course while the red needle indicates the desired course. Left-clicking on the compass lays in a course, and the helm responds by gradually turning the ship onto that course. The manual helm should be used for radical course changes, such as evasive maneuvers or attack maneuvers. A course laid-in previously can be returned to by leftclicking on the Resume button or by left-clicking on the compass.

KEY TELEGRAPH SETTING KEY TELEGRAPH SETTING

Relative Bearing

Bridge
Climbing the ladder to the Bridge presents a 40-degree view of the surrounding waters. A set of maneuver controls is here for commanding the
0. All Stop 1. Ahead 1/3 2. Ahead 2/3 3. Ahead Standard 4. Ahead Full
5.. Ahead Flank 6.. Reverse 1/3 7.. Reverse 2/3 8.. Reverse Full 9.. Emergency Reverse
Moving the pointer to the far left or far right edges of the screen activates the Rotate Left or Rotate Right controls. Left-clicking when these commands are visible moves the view in the appropriate direction through 360 degrees. At the bottom of the screen, below the Manual Helm, is the Relative Bearing Indicator which shows the bearing of any object centered on the screen relative to the submarines heading. Two other stations besides the Control Room can be reached from the Bridge station, the Target Bearing Transmitter and the Deck Gun.
Moving the pointer to the grips on either side of the TBT activates the Rotate Left or Rotate Right controls. Left-clicking when these commands are visible, turns the periscope in the appropriate direction, through 360 degrees. Above the eyepiece of the TBT is the Relative Bearing Indicator, which shows the bearing of any object viewed in the TBT relative to the submarines heading. The Zoom can be increased by left-clicking on the lever to the upper-right of the zoom level readout on the right side of the TBT. On the top of the left handle is the Mark button which is used to lock targets into the TDC. Other than the placement of dials on the three TDC panels, the use of the TDC from the TBT station is exactly the same as from the periscope. For more information about using the local TDC, see the Using the Local TDC section on page 29.
Target Bearing Transmitter (TBT)
Left-clicking on the button with the binoculars on it changes to the Target Bearing Transmitter (TBT) station. This station can also be reached from anywhere on the submarine by pressing F3. When first entered, the lower half of the TBT screen contains a set of helm controls: Depth Control, Compass, Engine Room Telegraph and Manual Helm. These controls operate exactly like their counterparts at the Periscope station and the Gauges station. The Ship Identification Manual can be viewed at this station using the button at the bottom of the screen. Left-clicking on the Torpedo button or pressing T brings up the Position Keeper panel for the local TDC. Pressing the N key restores the navigation controls.

Deck Gun

Left-click on the Deck Gun button while on the Bridge to bring up the firing controls of the deck gun. Pressing Alt-F4 from any location while surfaced will also man the Deck Gun. Historically, deck guns were mainly used to finish off damaged ships rather than expend torpedoes. The odds of a submarine winning a surface battle with a patrol boat or destroyer are very small. Some classes of submarine carried two deck guns, such as the Tench class and the Narwhal class. On these submarines, there is an additional Deck Gun button with the letter F for forward and A for aft.

COMMANDING THE SUBMARINE: Status and Torpedo Room Stations
The knob on the right side of the sighting scope raises and lowers the gun, and the smaller knob on the left side of the sighting scope increases the zoom from 1x to 2x, 4x, and 8x then back to 1x. Moving the pointer to the handles on either side of the gun mount activates the Rotate Left or Rotate Right controls. Left-clicking when these commands are visible turns the gun mount in the appropriate direction, through 350 degrees. Note: the deck gun cannot be trained on anything directly in front of the submarine since that would force it to shoot through the conning tower. The same applies to two mount submarines for the forward gun. At the top of the screen is the Relative Bearing Indicator, which shows the bearing of any object viewed in the sighting scope relative to the submarines heading. Below the sighting scope is the control panel for the deck gun. The large black button on the left side of the panel fires the gun. The knob above the target range display toggles control of the gun between automatic and manual as does pressing Alt -G. When set on automatic, the deck gun will fire at the nearest target until the gun is taken off of automatic, the submarine submerges, all the ammunition is used up, the quality of aim drops below 80%, or the gun is damaged. The closer to the target, the more effective the deck gun can be. A red triangle will appear in the sighting scope when the target has been acquired, and the solution dial shows the increasing solution quality. The solution dial indicates how accurate the firing solution is for the deck gun. Speed, weather, and crew quality all effect how accurate gunnery fire is. Press the fire button to fire the gun when the target is centered in the cross-hairs of the sighting scope. The ready light indicates the wait while the gun is reloaded and the shells counter shows the amount of ammunition remaining.
Status and Torpedo Room Stations
Pressing F8 from any station, or moving the pointer until it changes to the word Status while in the control room, shows the Damage Control and Status station. The cut-away view of the submarine at the top of the screen contains important areas of the submarine outlined in dark red. Damaged areas are outlined in a brighter color red and may show some animation, for example, flooding. When the cursor is over an area for which a damage report is available, it changes from an arrow to a cross-hair. Left-clicking causes the status of that area to be shown on the Damage Control Report panel. Below the cut-away are the display panels which show the status of important ship systems. Each system has Christmas tree lights which allow a quick status check of systems such as the torpedo tubes and specific engines. If the submarine suffers damage, the Damage Control Report panel lists important information about the damage. The location of the damage, the severity of the damage, the repair status and time if repairs are possible, and any effects the damage may be having on submarine operations.

P-class submarines, represented by the Pike, Pickerel, and Permit, were the earliest pre-cursor to the Gato class. They were innovative in that they were welded rather than riveted, had air-conditioning, and used diesel engines to drive generators which powered electric motors. This allowed the submarine to cruise on the surface with one engine while using the other to charge the batteries used during submerged operation. Welded construction permitted the submarines to dive deeper and withstand attacks from depth charges better. Most of the subs in this class were divided into nine watertight compartments. A few had additional external torpedo tubes added fore and aft to increase their firepower.

SUBMARINES: Salmon

SUBMARINES: T-Class

Salmon

Displacement (in tons):. 1449 when surfaced; 2198 when submerged Dimensions (in feet):. 310 x 27 x 14 Machinery:. 2 diesel engines; 2 electric motors Max. Power (in hp):. 5500 surfaced; 3300 submerged Max. Speed (in knots):. 20 surfaced, 9 submerged Test Depth (in feet):. 256 Range (in miles):. 10000 at 10 knots surfaced 85 at 5 knots submerged Torpedo Tubes:. 4 forward; 4 aft; 20 torpedoes Guns:. inch

T-Class

Displacement (in tons):. 1475 when surfaced; 2370 when submerged Dimensions (in feet):. 307 x 27 x 14 Machinery:. 2 diesel engines; 2 electric motors Max. Power (in hp):. 5400 surfaced; 2740 submerged Max. Speed (in knots):. 20 surfaced, 8.75 submerged Test Depth (in feet):. 200 Range (in miles):. 8000 at 10 knots surfaced 60 at 5 knots submerged Torpedo Tubes:. 6 forward; 4 aft; 24 torpedoes Guns:. inch
The Salmon class consisted of six submarines which were nearly identical to the ten submarines of the Sargo class. Both types had been increased in length by ten feet and had their battery capacity substantially increased for a submerged cruising range of 80 miles or more. Two additional rear-firing tubes brought the total up to eight, and the overall torpedo capacity was increased to 20. The vessels of these classes had one dangerous problem early in their history in the form of a faulty hatch covering the main diesel induction. This caused the loss of Squalus and twenty-three crew members in 1939, and both Snapper and Sturgeon experienced similar, though not fatal, failures of the induction hatch during the war.
An increase in displacement of fifteen tons added two torpedoes in front and increased the total number of torpedoes carried to 24. The vessels in the T-class had the distinction of being the last peace-time submarines commissioned, and were thus forced to carry the load for the Navy during the opening months of the war until the Gato class submarines arrived later in 1942. The crew complement was 60. The highest scoring submarine of the Pacific campaign in number of vessels sunk was the Tautog, a T-class submarine, with 26 confirmed sinkings.

Upon surfacing at 1128 word was received that three aviators were down. They were soon sighted about 2 miles off the beach. Trimmed low in the water, Skate headed toward the beach with Ensign Francis Kay, gunners mate William Shelton, and torpedoman Arthur G. Smith on the bow to make the rescue. Despite the fact that, They were firing at us from the beach and small and heavy shells were hitting all around us, Lieutenant Harold J. Kicker, USNR was snatched from the sea forty-five minutes later. Minutes after that Smith went over the side with a life ring and towed Ensign Murray H. Tyler, USNR to the submarine where torpedoman Frederick J. Lambert assisted in bringing the exhausted flier aboard. Further rescue efforts were interrupted by a Japanese dive bomber. While submerging, a near miss damaged the bow buoyancy tank ventoperating mechanism but repairs were quickly made and Skate soon surfaced. At 1242 another aviator was reported down off Peacock Point. While closing the reported position a heavy shell hit 500 yards on our port beam and ricocheted with a scream over the bridge, followed by two more close overs. Made a quick dive and heard three more shells strike the water and they sounded very close. Skate surfaced forty minutes later to again resume searching. More Japanese planes were sighted and at 1459 Skate was bombed while passing 60 feet on her way under. Two bombs exploded about a minute apart, but did only minor damage. Plane contacts continued to be observed through the periscope until the ship surfaced at 1822. Although Japanese planes continued to be present during darkness, they made no further attacks that night. By early morning of the 8th, Lieut. Maxsons condition had worsened and in accordance with instructions, Skate headed for Midway where medical help was available. Her return was interrupted by orders to return to Wake to rescue nine airmen adrift in the open sea. Unfortunately, Lieut. Maxson succumbed to his wounds during the morning. He was buried at sea the next night. The search for downed airmen was resumed during the early morning hours of October 9th, and at 1033 a life raft was sighted. However, another Japanese plane forced Skate to dive. She surfaced at 1119 and twenty minutes later Lieut.(jg) Richard G. Johnson, USNR, was brought aboard. The search continued on October 10th, and early in the morning a red flare was sighted at what appeared to be about 5 miles distant. Skate headed directly for it, but nothing was sighted until she had gone over 15 miles. Then a raft was sighted and soon Skate rescued Lieut.(jg) William E. McCarthy, USNR, and Paul T. Bonilla, AOM, USNR. Later the same afternoon Commander Mark A. Grant, USN, an Air Group Commander was rescued. Skate remained in the area until October 14th and continued to observe enemy air activity. As a parting gesture a VAL dive bomber made a bombing run that afternoon from a distance of 3 miles. Although the bomb detonated as Skate

On the morning of the 15th the report noted, Seas have shifted to the northwest and we have increased speed. If the wind stays where it belongs we should be able to make our schedule. Two radar contacts were made that day on planes that did not close. The next afternoon a plane contact at 13 miles forced Skate to dive. Confident that she could now cross the critical longitude before midnight, the opportunity was taken to get a trim. Then with a good trim, Skate descended to over 400 feet and unhappily found the water temperature in the area to be constant to at least that depth. That meant that no layer existed to hide under from enemy sonar should she get attacked. Luck plays an important role in war as in life. Within minutes after surfacing at 1635 a lookout sighted the superstructure of a large ship, bow on, at a range of 12 miles. At the same time, a plane contact at 13 miles dictated immediate submergence. Due to the low height of the periscope lens above the surface, the target could no longer be seen. Meanwhile, somehow alerted, sporadic Japanese depth bomb or charge explosions could be heard. None were close enough, however, to do any damage. At 1722 the foremast of a Japanese cruiser came into periscope view. She was accompanied by destroyers on either beam and had possible air cover overhead. It appeared that the group would pass beyond torpedo range, but thirteen minutes later the cruisers luck ran out. She zigged toward Skate to present a 30 angle on the bow at a range of 5,000 yards. She appeared to be a Kako class heavy cruiser with single stack, two turrets forward, one turret aft, and a scout plane at rest on the catapult between them. The starboard destroyer was well positioned for protecting her as it was headed directly for Skate when she fired four torpedoes from the bow tubes at a range to the cruiser of 2,300 yards. Actions then accelerated. Skate sought greater safety at depth as she rigged for depth charge. Three torpedo explosions were heard as she started down. A last look through the periscope showed the cruiser to be in a direct line with the setting sun so that only a smoke pall could be seen which extended from bridge to stern. Sonar reported a fourth hit as the starboard escort put on speed to attack. Seconds later the escorts started a heavy and continuous depth charging which lasted for the next 45 minutes. Their attack then slackened, but continued off and on for another hour as the submarine withdrew to the east. It was important for Skate to confirm the results of this attack on an important Japanese combatant so she surfaced at 2115 to return to the scene. Flames and explosions were sighted in the distance, so a course was taken to circle the target group to attain a down-moon position for a second attack should it be required. At 0240 the wounded cruiser, later identified as Agano, gasped her last breath and sank beneath the waves. Midnight had now passed and the area had changed to a blind bombing zone. As Skate sped west toward safe operating territory she transmitted a report of the sinking. A few hours later Task Force 58 finished the job by sinking the escort destroyer Maikazi with her load of cruiser survivors.

1998 Strategic Simulations, Inc., a MINDSCAPE Company. All Rights Reserved.
Microsoft, Windows, DOS and Windows NT are registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. All other trademarks and registered trademarks are the property of their respective holders.
Uses Smacker Video Technology. Copyright 1994 by Invisible, Inc. d.b.a. RAD Software.

 

Technical specifications

Full description

Ubisoft's long-running submarine simulator returns to the briny deep of the Atlantic Ocean and Mediterranean Sea, offering gamers a series-first opportunity to helm and explore their U-boats from a first-person perspective in Silent Hunter 5: Battle of the Atlantic. Historically based scenarios find players disrupting Allied supply lines, prowling enemy waters, and engaging their opponents both above and below the water, while a dynamic AI results in constantly evolving tactics and on-the-fly adjustments to the objective-driven campaign. A new user interface has been designed to make the game accessible to newcomers, while still offering the depth of strategy, control, and customization series veterans expect. The new first-person perspective provides submarine enthusiasts with detailed re-creations of German Type VII U-boat interiors, and as gamers explore their vessels, they can witness the fears, tensions, and daily jobs of their crew. The package also includes the documentary film Lost & Found: Legacy of the USS Lagarto. ~ Christopher Brown, All Game Guide

 

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