688 ATTACK SUB USER MANUAL ------------------------------------------------------------------------------- TABLE OF CONTENTS 1 Welcome Aboard.....................................................1 About the Game.....................................................1 Using This Manual..................................................2 Getting Started....................................................2 How to Get Help....................................................9 2 Quick Start Guide to TORPEX '89...................................10 3 Missions..........................................................18 4 Game Controls.....................................................29 Configuring 688 to Your Computer..................................29 Playing by Modem..................................................30 Using Two Modems..................................................30 Using a Null Modem Cable..........................................33 Other Game Controls...............................................34 Russian Script On/Off.............................................34 Sound On/Off......................................................34 Surrender.........................................................34 Turning Off Your Mouse............................................34 Boss Key..........................................................35 5 Submarine Controls................................................36 Reading Your Displays.............................................36 Radio Room........................................................42 Navigation Board..................................................43 Ship's Control Panel..............................................45 Sonar Room........................................................46 Periscope.........................................................48 Weapons Control Panel.............................................49 Status Panel......................................................51 6 Submarine Warfare.................................................52 7 Technical Reference...............................................60 Submarines........................................................60 Weapons...........................................................61 Ships.............................................................65 Aircraft..........................................................68 Appendix A........................................................70 Glossary..........................................................71 Index.............................................................73 ------------------------------------------------------------------------------- 1 WELCOME ABOARD ============== There are only two kinds of ships: submarines and targets..... You are hereby given command of a nuclear-powered attack submarine, the world's most powerful and versatile ocean-going defense weapon. You are now a hunter/killer, a predator of the deep. You play a silent, sometimes lethal game of hide and seek. Every minute you make countless decisions that may have grave consequences for you, your crew....even your country. About the Game ============== You command an American Los Angeles or Soviet Alfa class submarine. You prowl through a dark, undersea world, carrying out dangerous missions that require predatory cunning and bold action. In peacetime, you track and hunt potential enemies. In war, you ambush enemy convoys and defend your warships; stalk ballistic missile submarines and duel other hunter/killers; strike at inland targets from enemy waters and live to tell about it. All the major systems of a modern attack submarine -- sonar, weapons navigation, helm, radio and periscope -- are at your disposal. Over 40 separate controls let you feel what it's like to operate the world's most sophisticated -- and deadly -- defense technology. At the same time, crew transmissions and pictures remind you that as captain you manage men as well as machines. 688 Attack Sub turns the most up-to-date technical information available concerning subs into one of the hottest games on the market. Whether you play the computer or challenge a friend to a modem game, you'll get hours of pleasure from 688 Attack Sub's exciting graphics, fast pace, attention to detail and variety of player options. 1 ------------------------------------------------------------------------------- Using This Manual ================= This manual was written for IBM or IBM-compatible computers. If you're using another type of computer, some commands and features described in this manual may be different or unavailable on your computer system. If you're using any computer OTHER than an IBM or IBM-compatible computer, please read the Command Summary Card included in the package for information specific to your computer. The manual is both an introduction to the 688 Attack Sub simulation and a reference manual. It's divided into two parts so you don't have to read it all the way through in order to start playing. Chapters 1-2: Introduction to 688 -- The first two chapters are designed to get you into the game quickly and painlessly. By no means do you have to read both chapters -- if you're the type of player who doesn't like to read manuals, follow the step-by-step instructions in Chapter 1 and you'll be ready to choose a mission and begin play. However, the fastest way to get your finger on the launch button is to let the Quick Start Guide in Chapter 2 lead you through the first mission, TORPEX '89. By showing you how to set up an attack on several decommissioned warships, the Quick Start Guide will introduce you to the sub's controls and basic game concepts. Chapters 3-7: Captain's Reference -- Refer to these chapters only when you need to know about something specific -- missions, controls, tactics, or ship and weapon specifications. Getting Started =============== To play 688 Attack Sub, you need a computer with at lease one floppy drive and 384k of free memory. Your system must be running on DOS 2.0 or higher. 688 Attack Sub has an unusually large number of detailed screens, bitmaps and text; in fact, over two megabytes of information, all of which had to be compressed several times to fit onto the floppies included in the package. The result is YOU CAN'T PLAY FROM THE ORIGINAL 688 DISK(S). Instead 2 ------------------------------------------------------------------------------- an install program on your original 688 disk creates a copy of the game from which you'll play. The install program configures the game to your current system. If you upgrade your system, you should create a new copy of the game. The time it takes to make a copy of the game varies depending on your hardware. Although the process can take up to several minutes, we felt the extra time was a fair trade for the game's stunning graphics and fine detail. 5.25" users: You'll find two disks in the package: Disk #1 and Disk #2. During installation, you'll have to swap these disks. 3.5" users: The entire game has been packed onto one disk. Whenever you're asked to insert an original Disk (#1 or #2), insert the single disk included in the package. Installing 688 Attack Sub on a Hard Disk ======================================== To copy all the files from the original 688 disks to your hard disk, do the following: 1. Turn on your computer and wait for the DOS prompt. 2. Insert the original Disk #1 in drive A or B. 3. Type A: or B: (whichever drive the original disk is in) and press . 4. Type INSTALL and press . On slow machines, you may not see anything on your screen for about a minute. 5. You'll be asked what kind of disks you want to install the game on. Type 1 and press to install the game on your hard disk. 6. Next, you'll be asked where the original Disk #1 is. Type A or B (whichever drive the original Disk #1 is in) and press . 7. The machine will want to know which drive on your hard disk you're going to install 688 Attack Sub on. The default drive is C. Press to install the game on drive C, or type the letter of the drive you want to install it on, then press . 8. Finally, you'll need to name the directory that the game will be stored under, "688" is the default name. Press to name the directory "688", or type in a new name and then press . 9. The install program will tell you when to take out Disk #1 and insert Disk #2. When the installation is complete, put away the original disks for safekeeping. 3 ------------------------------------------------------------------------------- When you want to start playing: 1. If you have a mouse, plug it in and load your mouse driver. If you're using a Covox Speech Thing (tm), plug it in too. 2. Type CD\ and the name of the directory that the game is stored under (for instance, if you chose the default name, "688", you'd type CD\688). Press . 3. At the prompt, type 688 and press . 4. Type in the number of the monitor and color adaptor appropriate to your computer: 1 for EGA, 2 for Tandy 1000, 3 for CGA, 4 for VGA- MCGA, 5 for Hercules. 5. Type in the number of the sound adapter appropriate to your computer: 0 if you only have an internal speaker; 1 if you have an Ad Lib (tm) board; 2 if you Covox Speech Thing. What you hear depends on what you have. If you only have an internal speaker, you won't hear the title music but you'll still get sound effects (however, a Tandy computer with Enhanced Sound Capability gives you both). The Ad Lib board re- produces the title music the best, but relies on the internal speaker for sound effects. The Speech Thing reproduces both reasonably well. A Tandy with Enhanced Sound Capability and an Ad Lib Board will give you the best sound quality for the game. 6. Press the SPACEBAR to go directly to the MISSION SELECTION screen. Installing 688 Attack Sub on Floppy Disks YOU CAN'T PLAY FROM THE ORIGINAL 688 DISKS, so you'll have to install the game on floppy disks from which you can play. Please format ONE of the following configurations of disks before you do anything else: A) two 5.25" 360K floppy disks B) one 5.25" 1.2MB or one 3.5" 1.44MB floppy disk C) two 3.5" 720K floppy disks See your DOS manual if you don't know how to format disks. If you get one of these messages during installation of game play, do the following: Insert the disk with batch file You should insert your and press any key when ready copy of 688 Disk #1 Insert disk with command.com: You should insert your DOS disk 4 ------------------------------------------------------------------------------- To install the game on your blank disks, do the following: 1. Boot your system with DOS (2.0 or higher). 2. Insert the original 688 Disk #1 in drive A or B. Type A: or B: (whichever contains the original disk) and press . 3. Type INSTALL and press . On slow machines, you may not see anything for about a minute. 4. You'll be asked what kind of disks you want to install the game on. Type the number of the disk configuration that's appropriate to you. 2 if you have one 5.25" 1.2MB or one 3.5" 1.44MB floppy disk; 3 if you have two 5.25" 360K floppy disks; or 4 if you have two 3.5" 720K floppy disks. Press to choose the disk configuration. 5. The machine will ask if you have these disks ready at this time. Press if you have the blank disks read. If not, return to DOS by typing NO and pressing . 6. Follow the onscreen instructions. You'll have to swap disks from time to time. When the installation is complete, put away the original disks for safekeeping. You only need one drive to play. When you're ready to start: 1. If you have a mouse, plug it in and load your mouse driver. If you're using a Covox Speech Thing, plug it in too. 2. Insert your copy of Disk #1 into drive A or B. 3. Type A: or B: (whichever contains the copy), the press . 4. Type 688 and press . 5. At the prompt, type in the number for the monitor and color adapter appropriate to your computer: 1 for EGA, 2 for Tandy 1000, 3 for CGA, 4 for VGA-MCGA, 5 for Hercules. 6. At the next prompt, type in the sound adapter appropriate to your computer. Type in the number of the sound adapter appropriate to your computer: 0 if you only have an internal speaker; 1 if you have an Ad Lib board; 2 if you have a Covox Speech Thing. What you hear depends on what you have. If you only have the internal speaker, you won't hear the title music but you'll still get sound effects (however, a Tandy computer with Enhanced Sound Capability gives you both). The Ad Lib board re- produces the title music best, but relies on the internal speaker for sound effects. The Speech Thing reproduces both reasonably well. A Tandy with Enhanced Sound Capability and an Ad Lib board will give you the best sound quality for the game. 5 ------------------------------------------------------------------------------- 7. Press the SPACEBAR to go directly to the MISSION SELECTION screen. Commanding 688 Attack Sub ========================= The 688 Attack Sub simulation is divided into levels. At the top level is the CONN (Conning tower), the game's main menu. From the CONN you can go to different STATIONS. Each station is identified by its own icon which appears as your cursor passes over the area. +- Ship's Control +- Weapons Control Status Panel -+ | Panel | Panel | | | +-------------|---------|-------------------|-----------+ | | | | | | | v | | | v v | | /|\ | | .-=!!==. ---+--- -=======+ | | \|/ | | | | /\/ | | -( )( )- /-\ | | ^ | () () | | | | | | | +-------------------+ ^ | | | | | | | | | | | | X | | | | | | | | | | | | | | ^ | | | | | | | | | | | +--|-------------------------|----|-----------------|---+ | | | | +- Radio Room Periscope -+ +- Navigation +- Sonar Room Board Figure 1.1: 688 CONN At each of the stations are controls for different parts of the sub.Some of the controls are clustered into control groups; for instance, the controls for the sound filter, active sonar and towed array make up the Sonar Control group. The stations and their controls are "hot spots", areas that perform functions. You give commands by moving the cursor to a hot spot and press or clicking a mouse button. There are two ways to move the cursor: Using a mouse: A mouse (with a Microsoft(r)-compatible mouse driver) is by far the easiest way to play the game. Your cursor will change color and/ or shape when it's over a hot spot. Click any button on your mouse to select that function. If you encounter problems with your mouse, you may have to disconnect it and use the keyboard to move the cursor. Turn to p.34 for information on disconnection the mouse. 6 ------------------------------------------------------------------------------- Using the keyboard: Move the cursor using the key and the arrow keys. Pressing while holding the key down moves through the groups in reverse. Use or + Tab to tab through the different control groups; then use the right and left arrow keys (<- ->) to move the cursor between positions within a control group. The up and down arrow keys (^ v) will move the cursor through all the controls regardless of their groupings (^ moves the cursor to the left; v moves the cursor to the right). 688 Attack Sub also has quick keys that instantly move your cursor to a station of function. On every screen, each control group has been assigned a number -- the number keys will move your cursor to the control groups you see onscreen. The function keys (-) take you to the subma- rine's stations. Within each station, different controls have been assigned letter keys (for example, pressing R at the Ship's Control Panel will move your cursor immediately to the rudder control). For the game's keyboard interface, see the table on the back inside cover of this manual. In the rest of the manual, "select" means moving your cursor to a station or control and activating it by pressing or clicking the mouse button. Choose a Mission, Configure 688 =============================== Choose a mission (mission descriptions begin on page 18). Once you select a mission, the CONFIGURATION PANEL comes up. Set the sound, play level and whether you want to play by modem (see p.29 for information on configuring you computer). Select BEGIN GAME to start your mission. If you plan on using the Quick Start Guide to TORPEX '89 in the next chapter: On the MISSION SELECTION screen, select 688 from the column next to TORPEX '89. Once you've selected the TORPEX '89 mission, the CONFIGURATION PANEL will come up. Make sure to set the CONFIGURA- TION PANEL as follows: 1. Select NO MODEM game. 2. If you have a Covox Speech Thing, select the port your unit is plugged into (LPT:1 or LPT:2). Otherwise, select DEFAULT. 7 ------------------------------------------------------------------------------- 3. Set the play level on BEGINNER. 4. Select BEGIN GAME to start playing. You start in the sub's CONN. Be- fore you do anything else, you must enter a Security Access Keycode (see below). Enter the Security Access Keycode +------------------------------------------------------------+ |TARGET | |BEARING RANGE COURSE SPEED DEPTH | |============================================================| | | | | | Establishing satellite uplink...... | | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | | ALBANY: THERE ARE NO ??? | | | | | |------------------------------------------------------------| | | | | | +---+ +---+ +---+ | MSG PREVIEW | ECM LEVEL | | | D | | I | | F | |+----+ +----+| +---------------+ | | +---+ +---+ +---+ ||PREV| |NEXT|| | | | | | | | | | | | < > < > < > |+----+ +----+| +---------------+ | | | | PERISCOPE ANTENNA | | SEND CODE | | | TRANSMIT | | | |DOWN| |DOWN| | | | | | |============================================================| | | |------------------------------------------------------------| | | | SPACE TO PAUSE | +------------------------------------------------------------+ Figure 1.2: Radio Room You're in the sub's CONN. You can take your time: the game always pauses when you're in the CONN, except in modem games. Select the Radio Room by moving your cursor with the mouse or the key until it changes into the Radio Room icon. Enter the Radio Room by pressing or any button on your mouse while the Radio Room icon appears (you could also have pressed R or F2 to go to the Radio Room). You're given the name of a Los Angeles class submarine and the beginning of a sentence (in the example in Figure 1.2, the code is "ALBANY: THERE ARE 10 ???"). Starting on page 18, you'll find paragraphs marked with the names of Los Angeles class submarines. Find the name of the sub -- they're in alphabetical order -- then look at the paragraph that's directly to its side. Find the sentence fragment you see onscreen, then enter the first three letters of the next missing word. For example, the next missing word in the sentence asked for in Figure 1.2 is DIFFERENT (p. 18). DIF would be the letters you'd enter into the boxes on the screen. 8 ------------------------------------------------------------------------------- Use the arrows below the boxes to enter the letters. When you have the letters in the right sequence, select SEND CODE. If you've transmitted the correct security code, you will receive your mission orders. 688 Attack Sub will tell you if you've sent an invalid code and will put you back in the CONN. If this happens, go to the Radio Room to try again. You have as many tries as you want. Quitting the Game To quite the game, select EXIT from the CONN. You'll be given a choice of playing another mission, continuing your last mission, or exiting to DOS. Select EXIT TO DOS. How to Get Help =============== You can get on-line help for all the controls with the Help feature. Press within each station of from the CONN go get explanations of each feature. Press the SPACEBAR to advance through the help screens. Before you dive into the first scenario, try using the help key to take a "walking tour" of your sub. When you're done, you'll at least have a nodding acquaintance with all of the game's controls. 9 ------------------------------------------------------------------------------- 2 QUICK START GUIDE TO TORPEX '89 =============================== As a quick start to 688 Attack Sub, we'll run through the first mission, TORPEX '89. Playing the mission should acquaint you with most of the game controls and a few of the strategies. In TORPEX '89, you're the captain of the Los Angeles (SSN 688) on a torpedo exercise in the Faeroe Island chain. Your mission is to sink three decommissioned warships without being detected. During the exercise you'll give commands by moving the cursor to the sub's controls and clicking your mouse button or pressing . You can move the cursor by a variety of means. Turn to p. 6, Commanding 688 Attack Sub, to learn the mouse and keyboard interface. For the sake of simplicity, we'll use the word select to mean a two-step process: 1) moving your cursor to a station or control; and 2) activating the station or control by pressing or a button on your mouse. If you find yourself completely clueless about a station, a term, or a control, press for help or go to the appropriate section in the manual. If the telephone rings or some other crisis comes up, you can put the game on pause by going to the CONN. When you're reading what to do next in the exercise, go to the CONN so you won't lose valuable game time. +- Select Exit v +------------------------------------------------------------+ |EXIT|T | |----+NG RANGE COURSE SPEED DEPTH | |============================================================| | | | | | Establishing satellite uplink...... | | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | | ALBANY: THERE ARE NO ??? | | | | | |------------------------------------------------------------| | | | | | +---+ +---+ +---+ | MSG PREVIEW | ECM LEVEL | | | D | | I | | F | |+----+ +----+| +---------------+ | | +---+ +---+ +---+ ||PREV| |NEXT|| | | | | | | | | | | | < > < > < > |+----+ +----+| +---------------+ | | | | PERISCOPE ANTENNA | | SEND CODE | | | TRANSMIT | | | |DOWN| |DOWN| | | | | | |============================================================| | | |------------------------------------------------------------| | | | SPACE TO PAUSE | +------------------------------------------------------------+ Figure 2.1: Radio Room 10 ------------------------------------------------------------------------------- 1. Exit the Radio Room. If you followed the instructions under Getting started in Chapter 1, you've already a) selected TORPEX '89 from the MISSION SELECTION screen; b) configured 688 to your computer on the CONFIGURATION PANEL; and c) entered in the Security Access Code and received your mission orders. You should now be in the Ra- dio Room of the Los Angeles. Go to the CONN by selecting EXIT in the top left-hand corner of the screen. 2. Tour the CONN. You are now in the submarine's CONN. This is the main menu of the game -- from here you can go to any of the submarine's control stations. Press to get the locations and descriptions of each of the stations (within each station, will tell you what all the controls do). When you're done with the tour, select the Periscope icon. 1. Select Periscope + 2. Rotate Periscope + \ / +---------------------\-------------------------------------/+ |TARGET: C:FORREST SHER\AN CLASS DESTROYER / | |BEARING 175 RANGE 6.4\ COURSE 355 SPEED 9.5 DEPTH /ft| |========================\===============================/===| | \ | / | | \ | ESDI LEVEL / | | \ | +----------------/----+ | | \ | | | | | | | | | / | | | | | \ | +--------------/------+ | | \ |-----------------/---------| | \| / | | X \ PERISCOPE /ANTENNA | | \ |\ +----+ / +----+ | | \ | \ | UP | / |DOWN| | | \ | +----+ / +----+ | | \ |-----------/---------------| | \ | / | | \ | PERIS/OPE ROTATION | | \ | /+-----+ | | \| < | 000 | > | | \ +-----+ | |---------------------------------\--------------------------| | +-+ +-+ +-+ | \ | | |P| |F| |S| | \ WEAPON CONTROL | | +-+ +-+ +-+ | \ | | +-+ +-+ +-+ +--------------+ | +-\------+ +--------+ | | |I| |H| |O| | TARGET | | | L\UNCH | | | | | +-+ +-+ +-+ +--------------+ | +---\----+ +--------+ | | +-+ +-+ +-+ ^ | \ | | |C| |B| |T| | | \ | | +-+ +-+ +-+ | | \ | |----------------|--------------------------\----------------| | | \ | | SELECT TARGET | \ | |----------------|-----------------------------\-------------| | | \ | | 02:52:48X | 01:10:24Y 00:0\:04 | |----------------|--------------------------------\----------| | \ 3. Select Target + 4. Move cursor to + closest target Figure 2.2: 688 Periscope 3. Go to the Periscope. You are now at the periscope station. Look at the map. You probably see a number of "X"'s. These are sonar contacts that your sonar operator is picking up. At this point, he doesn't know what the contacts are or their range, depth or speed. In this mission, you won't have to worry about unidentified contacts until your sonar oper- ator can identify them. You'll be receiving sonar contacts and they can be anything from enemy subs to schools of fish. The ocean's filled with sounds -- the only reliable sounds are the ones your sonar operator 11 ------------------------------------------------------------------------------- can positively identify. (In combat, however, you might make more guesses.) Sonar is not the only way to get positive identification of a target -- if it's a surface ship, you can view it with your periscope. Right now you're at periscope depth (20 ft), so go to the PERISCOPE button and select it. Rotate the periscope until you see the destroyers. Select TARGET. A crosshair-cursor will appear in the viewing window. Place the cursor on the closest ship and press or click the mouse button. Notice the target information that fills the bar at the top of the screen. Now take a look at the top-down map by selecting T on the 9-button map display control in the lower left corner of the screen. At lease one of the "X"'s should have turned into a letter. This means that you have a firm fix on the target's location. If you can't see the letter, the target may be outside the map area. Select O on the map display control until you get a bigger view of the map. While your periscope is still up, return to the CONN by selecting EXIT. +------------------------------------------------------------+ | In an effort to reduce filesize the remaining figures have | | been deleted. | +------------------------------------------------------------+ Figure 2.3: Navigation Board 4. Set a waypoint. While your periscope is giving you a firm fix on your targets, go to the Navigation Board so you can set the auto-pilot to steer your sub toward your targets. Select SET from the WAYPOINT CON- TROLS. A crosshair-cursor will appear on the map. Using the mouse or the cursor keys, move the crosshair to a point near your targets. Press 12 ------------------------------------------------------------------------------- or the button on your mouse to select that point. A number will appear marking the waypoint. Now that you know the general direction you should be going, return to the Periscope station and lower the periscope to avoid being detected by surface radar. You may immediately lose the target information at the top of the screen. Don't worry about it. After your sonar man has listened for a few minutes, he'll get another fix on the target with his passive sonar. o See page 53 for a brief discussion of passive sonar. Figure 2.4: Ship's Control Panel 5. Set the throttle and depth. Even when the ship's auto-pilot is on, you're still in control of the speed and depth of your sub. Go to the Ship's Con- trol Panel by pressing . Set the throttle on 2/3. Select 150 FT under AUTO FUNCTION. The crew will bring the sub to that depth. You could also have done this manually using the DIVE PLANE CONTROL. 13 ------------------------------------------------------------------------------- Figure 2.5: Weapon Control Panel 6. Load torpedoes. Torpedoes are never stored armed and ready in a sub's torpedo tubes. Consequently, you must give an order to ready them. Go to the Weapon Control Panel by pressing . Torpedo tube 1 should be already selected (the box around the number will be high- lighted). Press R or 4 to move the cursor to the box and press or click a mouse button to arm and load the torpedo. Place your cursor on the next tube and press once to select the tube, then once more to arm the torpedo. Do this for all four torpedo tubes. The two auxiliary tubes hold noisemakers -- don't bother loading them, you won't be needing them in this mission. The weapon's officer will inform you when each of the torpedoes is armed. The torpedo icons will also turn a darker color, indicating that they're ready to fire. o See page 57 for a brief discussion of noisemakers. 14 ------------------------------------------------------------------------------- Figure 2.6: Sonar Room 7. Deploy Towed Array. Now press to go to the Sonar Room. Select TOWED ARRAY. A towed array is a long cable with a series of micro- phones along its length. The towed array will improve your sonar operator's listening capabilities but will limit the sub's top speed. o See page 47-48 for a brief discussion of towed arrays. Figure 2.7: Navigation Board 8. Compress time. If your sonar man doesn't have a fix on the destroyers, you'll have to wait. This can take a few minutes. If you're impatient, go to the Navigation Board and select TIME under WAYPOINT CON- TROLS. This speeds up the time. Keep your hand over the button. When your sonar man has a fix on one of the targets, deactivate the time compression by pressing . 15 ------------------------------------------------------------------------------- Figure 2.8: Weapon Control Panel 9. Target and launch. Go to the Weapon Control Panel. If the ships are no longer targeted, select TARGET again and move the cursor on the map to the ship you want to attack. If the range is under 10 miles (the maximum range of a 688 Attack Sub torpedo), you can go ahead and fire a torpedo. Check that the box around torpedo tube 1 is highlighted. If it isn't highlighted, select it once. Now select LAUNCH. It will take more than one torpedo to sink a destroyer, so wait about 10 seconds, then select LAUNCH again. If you're still out of range (10 miles or more), you'll have to move in on the targets. This may require setting your engine on a higher speed. The sonar man will confirm if and when the torpedoes have reached their target. If you think it's worth the risk of detection (and in beginner mode, it probably is), you can go to periscope depth and raise your periscope to confirm a hit (the blood and guts brand of captain does this just to watch the flames rise). Fire torpedoes until the ship sinks (the letter will disappear from the map). 16 ------------------------------------------------------------------------------- Figure 2.9: Navigation Board 10. Set up your attacks on the next ship. If you're lucky, you're already in range to strike your next target. If you're unlucky, you'll have to set new waypoints to attack the other two ships. Remember that you can set up to nine different waypoints and your sub will go to each of them in numerical order. 11. End of exercise. The exercise ends when you sink all three ships or after 15 minutes have gone by. This is when you receive warm praise or a sound verbal lashing from your superiors. Don't worry if you didn't do too well this first time around. Run through the exercise again -- the controls will begin to become second nature and your performance will improve immediately. You've been introduced to most of the submarine's controls. There are only a few more that you haven't actually used. You might want to take a few moments to read up on these as well: o Plot Projection p. 43 o Sonar Computer pp. 46-47 o Sonar Control pp. 47-48 o Torpedo Control pp. 50-51 o Status Panel p. 51 17 ------------------------------------------------------------------------------- 3 MISSIONS ======== [Editor's Note: When you next see a name in []'s that is the name and the following paragraph is the paragraph to be used in the determination of the Security Access Code.] [ALBANY] 688's perilous missions try the true mettle of a submarine captain. There are 10 different missions set in the geographical powder kegs of the world's oceans. the missions progress chronologically from a cold war state of mutual distrust to total war. The challenge of the earlier missions is one faced daily by submarine commanders: determining if a situation is threatening while trying to avoid ambiguous gestures that could lead to a shooting match with foreign submarines. (Of course, in 688 you're free to "resolve" conflicts in any way you like.) The later missions put the commander's abilities as a hunter/killer to the test. In general, the missions become more and more difficult -- as the war heats up, each side becomes more and more merciless in their hunting. In each mission, the action unfolds within only a small portion of the full mission map. This "playfield" is usually an area of tactical interest to one or both sides. If a player wanders too far away from where the action is, the game will come to an end and a message from you CINC (Commander-in-Chief) will inform you that you missed the boat. The idea is to keep the players from going off on wild goose chases where nothing will challenge them. [ALBUQUERQUE] The following brief mission descriptions give you the necessary background information that you won't get from your onscreen mission orders. You can choose to command an American 688 or a Soviet Alfa. Both subs have their advantages and disadvantages, but neither sub's abilities outweigh the value of a cunning commander. A note on playing by modem: you can choose to play by the mission objectives described here, or you can set your own. There are no special objectives when playing by modem. Whatever objectives you declare are valid -- even something as unsophisticated as "turn the other guy into canned tuna". The worse thing that can happen is that your CINC will scold you for your runaway battle lust -- and even HE can be silenced by the key. 18 ------------------------------------------------------------------------------- Figure 3.1: Faeroe Islands -- Norwegian Sea [ASHEVILLE] 688: Your superiors are going to look over your shoulder a few more times before they let you sail off with a billion dollar sub. In this training exercise, you only have 15 minutes to sink three decommissioned Forrest Sherman class destroyers and prove that you're commander material. Your attack must come swiftly and silently. Navy helicopters will be attempting to locate your sub, so don't advertise you position with a lot of active sonar or by leaving you periscope out of the water for too long. Torpedoes: 22 Mark 48 ADCAP Torpedoes Missiles: 2 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 700: You command the Dallas (SSN 700) in a joint training exercise with the Los Angeles. In this mission, you earn your commander's respect by beating your colleague to the draw. Sink three of the five de-commissioned warships to win the competition. You can play this on your own (against a computer- run Los Angeles) or by modem. Both subs are equipped with the above weapons. Modem: TORPEX '89 is the only mission in which you and your modem opponent can match Los Angeles class subs against each other. One side commands the Los Angeles and the other commands the Dallas. For the sake of game balance, neither side has missiles in the modem game. 19 ------------------------------------------------------------------------------- Shake 'Em ========= See Figure 3.1 for map of location [ATLANTA] 688: American and Soviet naval forces sometimes practice ASW (Anti- Submarine Warfare) techniques on each other, rehearsing, as it were, for the real thing. The experience the crews gain and the information gathered on enemy tactics apparently make these high-tech games of superpower hide- and-seek worth the risk. In this mission, a Soviet sub is tracking you. The navy brass sees their own pride and budgets on the line, so the pressure's on for you to shake this Russian sub. (See pp. 52-59, Submarine Warfare, for tips on maneuvers you can try.) You must lose the Soviet sub for a period of at least 3 minutes in order to be declared successful -- this means that the Alfa can't detect you as an "X" (see p. 38, Sonar Contacts). The mission will end once you've successfully evaded your opponent for the 3 minutes of after the 20 minute time limit is up. Torpedoes: 8 Mark 48 ADCAP Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 [AUGUSTA] ALFA: As in every Navy, the only way up the ladder is by making your superiors notice you. Prove that American high-tech equipment is no match for Soviet training and you'll make a big impression on the fleet admiral. Since you're practicing for real war, you must track the 688 in such a way that you'd be able to destroy him if this were a combat situation. This means you may not lose contact with the 688 for any period longer than 3 minutes (to keep "contact" on the 688, it must appear as an "X" on a letter on your map display -- see p. 38, Sonar contacts). Don't lose contact on the 688 at the last minute or you lose. You must be close enough to the 688 that you could fire on him and easily hit him (see pp. 58-59, Evading Torpedoes, for ranges). Try and stay in the baffles (p. 59) of the 688 to stay undetected as long as possible. Torpedoes: 8 type 53 Torpedoes Noisemakers: 4 Modem: In the modem game, the 688 has 20 torpedoes and the Alfa has 18. 20 ------------------------------------------------------------------------------- Sub Ops ======= Figure 3.2: Barents Sea ALFA: After a week-long operational test in the Barents Sea, you're ordered to execute routine ASW (Anti-Submarine Warfare) maneuvers before re- turning to your home port of Severemorsk. Since imperialist submarines sometimes try to follow outbound Soviet subs as they leave home waters, you are given the job of "securing the port"--i.e., chasing off any intruders. If you use active sonar ("pinging"), enemy subs will know you're there and you'll scare them off (see p. 47, TARGETING PULSE). Be careful, though -- spying subs may interpret pings from a long-distance as a prelude to a torpedo attack...at which point they may decide to actively defend them- selves. Your best bet is to get as close as you can (under one mile) before you actively "ping" them. At very close range, the risk of being damaged by their own torpedoes is too great--they'll be forced to simply run away. Torpedoes: 18 Type 53 Torpedoes Noisemakers: 4 21 ------------------------------------------------------------------------------- Mumar Cadaver ============= Figure 3.3: Strait of Gibraltar [BALTIMORE] 688: The White House is blaming the Libyans for recent acts of terrorism. To punish these "international criminals", a 688 is ordered to sink four Libyan oil tankers as they exit the Strait of Gibraltar. The tankers are under the protection of Libyan warships. Remember that the Strait is filled with traffic so don't put the U.S. in a bad light by sinking non-Libyan ships. Torpedoes: 20 Mark 48 ADCAP Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 Escape ====== See Figure 3.3 for map of location [BATON ROUGE] 688: Your crew is fatigued from month-long operations in the Mediterra- nean, so you're less than happy when your commander reports that there are Soviet submarines waiting to "accompany" you out of the Strait of Gibraltar. The Navy wants you to make a lasting impression on the Russians -- you must pass through the western edge of the Strait undetected by Soviet subs. (The Soviets shouldn't have contact on you when you reach the Atlantic. See p. 38, Sonar Contacts.) Torpedoes: 20 Mark 48 ADCAP Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 Alfa: While returning from tour duty, your sub is suddenly ordered back to the Strait of Gibraltar where you'll wait to intercept an American attack sub. Intelligence sources observed a 688 in an Italian port and expect it to exit the Mediterranean soon. You must keep contact on the 688 as it enters the Atlantic (see p. 38, Sonar Contacts). Also, you must be at a range at which you could easily destroy the 688 if you had to (see pp. 58-59, Evading Torpedoes, for ranges). Try to be sly about this...active sonar will not only make your presence known, it could be regarded as hostile action. Torpedoes: 18 Type 53 Torpedoes Noisemakers: 4 Modem: This mission provides a good battlefield for a one-on-one hunt and kill scenario. However, even if you throw out the mission objectives and just play "to the death", you should concentrate on moving to the west so you won't wander out of the playfield and end the mission abruptly. Goulash ======= Figure 3.4: Mouth of the Adriatic Sea [BIRMINGHAM] 688: Under new leadership, Yugoslavia attempts to reform their economy and widen their autonomy. To do so, they have chosen a capitalist model and have asked for NATO's support. Perceiving a Yugoslavian alliance with NATO as a threat to themselves and the other Warsaw Pact nations, the Soviets invade Yugoslavia and attempt to set up a naval blockade. The U.S. and Italy agree to provide Yugoslavia with covert military aid. A Los Angeles class submarine is assigned as escort to provide maximum protection with a 23 ------------------------------------------------------------------------------- minimum of exposure. Your job is to get six cargo ships north to Trivat before the rebellion is completely crushed. The Soviet warships have orders to sink first, ask questions later--if they get close enough, your cargo ships are history. You can try to lead the warships away, or you can make the seas safe for free trade by destroying the warships before they're in range of the cargo ships. The bottom line is: the cargo ships must get northeast safely. Torpedoes: 20 Mark 48 Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti Ship Missiles Noisemaker: 6 Cat Walk ======== Figure 3.5: Kunashir Passage [BOSTON] 688: Sparked by the Yugoslavian conflict, a limited war in Europe begins and quickly escalates into World War III. Your 688 has been assigned to patrol an area north of Japan--an important sea lane through which a number of Soviet SSBN's (nuclear-powered ballistic missile submarines) travel. A Soviet SSBN has reportedly left Vladivostok the day before and is entering your patrol sector. It may be under the protection of a Soviet attack submarine (SSN). Your main objective is the SSBN--think of any SSN's you encounter as dessert. Since slow-moving SSBN's can be extremely difficult to detect, a Seahawk helicopter will try to aid you in locating it. If the helicopter finds the boomer, it'll drop a "marker" buoy in its vicinity. The marker buoy floats on the ocean surface and transmits a sonar "ping", informing you that it's over the general location of the SSBN. Your sonar officer will inform you when he detects a buoy, When you get the 24 ------------------------------------------------------------------------------- message, you should go to a depth of 150 ft or less so that you can target the marker buoy. Note the bearing and the distance of the buoy: If you're too far away to launch torpedoes, make a course for the buoy; if the SSBN is close enough, launch torpedoes and direct them to the buoy's location, then set the torpedoes in a search program. Torpedoes: 20 Mark 48 Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 Alfa: Virtually all Soviet ships entering or leaving the main port of Vladivos- tok must traverse the Kunashir passage. This strategically critical "choke point" connecting the Sea of Japan with the Pacific is a likely place for an American attack on the outbound SSBN you've been ordered to protect. If it comes down to combat, don't confuse the SSBN with the 688. Make sure you know what you're firing on, because your torpedoes won't! The sonar analyzer will help distinguish contacts and keep you from firing on friendlies (see pp. 46-47, Sonar Computer). Torpedoes: 18 Type 53 Torpedoes Noisemakers: 4 Modem: This mission can also be played by modem. Surprise Party ============== Figure 3.6: Edge of the Celtic Shelf 25 ------------------------------------------------------------------------------- [BREMERTON] 688: The war is heating up. NATO is sending a large battle group to the Norwegian Sea from the south in support of their current forces. The Norwegian Sea is of vital significance to both sides--it represents the only access the Soviet Northern Fleet has to the Atlantic Ocean. If NATO can keep the Soviet Northern Fleet "bottled up" in home ports, American and European shipping can continue delivering preciously needed arms and supplies with minimum harassment. Your orders are to escort the reinforce- ments to the north and protect them from Soviet submarine attack. Torpedoes: 20 Mark 48 Torpedoes Missiles: 4 Submarine-Launched Harpoon Anti-Ship Missiles Noisemakers: 6 Alfa: Your orders are to patrol your sector and proceed to attack any enemy vessels you encounter. You stumble onto a large battle group and must single-handedly engage the American ships. Good luck. Torpedoes: 18 Type 53 Torpedoes Noisemakers: 4 Modem: Since the Alfa is at a clear disadvantage in this mission, the stronger player should take the Soviet side as a handicap. Homecoming ========== See Figure 3.6 for map of location. [BUFFALO] 688: In order to keep the war effort rolling, America must keep the sea lanes to Western Europe open. As in two previous world wars, American shipping forms convoys protected by warships. Your 688 is assigned to counter any naval assaults on a convoy destined for France. In the event of an attack, you'll have to quickly perceive what the biggest threats to the convoy are and deal with them first. Torpedoes: 16 Mark 48 Torpedoes Missiles: 8 Sea lance Missiles Noisemakers: 6 Alfa: The Soviet Stavka realizes that it only has to cut off the American supplies to Europe and the war will come to an effective halt, perhaps resulting in total victory for the Soviets. The massive Soviet submarine force 26 ------------------------------------------------------------------------------- is sent to sea to cripple the U.S. Navy. This time, your Alfa and an Oscar class SSGN (nuclear-powered cruise missile submarine) wait in ambush for a NATO convoy. Torpedoes: 18 Type 53 Torpedoes Noisemakers: 6 Modem: The sheer number of targets in the water make this an exciting-- and difficult--scenario. With the Americans at a slight disadvantage, stronger players should take the American side to balance the game. Hit and Run =========== Figure 3.7: Baltic Sea [CHICAGO] 688: As the war between East an West escalates, the Navy decides that forward defense is the only way to force the Soviets to back off. Forward defense attempts to cripple or intimidate the enemy by attacking long range targets behind enemy lines. The next step is to destroy inland targets--in this mission, you've been sen to the Baltic Sea to deliver a load of Tomahawk cruise missiles that will take out Soviet nuclear weapons facilities. When the scenario begins, you're just off the coast of East Germany. One of the first things you should so is raise your periscope to confirm your location. Switch to top-down map by selecting T on the map display. Zoom out by selecting O until you see a letter on the top down map. The letter is a pre- set waypoint for your Tomahawk missiles: this is the target you'll be firing your missiles at (Cruise missiles such as the Tomahawk get their bearings by 27 ------------------------------------------------------------------------------- comparing computerized maps with the local terrain -- what you're doing is providing the missile with its first landmark, which the missile will use as a reference point to guide itself to its target.) With your periscope still raised, select TARGET. You have only 5 minutes to fire ALL four missiles. Don't get too far away from the coast or you'll lose the targeted waypoint for the missiles. After you fire the missiles, you must rely on your own cunning to escape through the narrow, heavily patrolled passage out of the Baltic Sea. Torpedoes: 20 Mark 48 Torpedoes Missiles: 4 Submarine-Launched Tomahawk Cruise Missiles Noisemakers: 6 28 ------------------------------------------------------------------------------- 4 GAME CONTROLS ============= Configuring 688 to Your Computer -------------------------------- Once you've selected a mission, you can adjust the following on the Configuration Panel: Sound: If you have a Covox Speech Thing, select the port your unit is plugged into (LPT1: or LPT2:) -- otherwise, leave DEFAULT SOUND highlighted. [CINCINNATI] Play Level: 688 Attack Sub comes with two play levels -- BEGINNER and STANDARD. You can choose play levels only when you're playing against the computer. Modem games are automatically set on STANDARD. BEGINNER -- Gives you certain advantages: you're quieter; your sonar is more powerful than your opponent's; your sub can take more damage; and your raised periscope isn't as noticeable by surface radar. STANDARD -- You and your opponent have normal capabilities. Modem: Select NON-MODEM if you want to play against the computer. To play against a modem opponent, see p. 30, Playing by Modem. Exit: There are three ways to exit the Configuration Panel: BEGIN GAME -- Begins the mission you selected on the Mission Selection screen. MISSION SELECTION -- Returns you to the Mission Selection screen. EXIT TO DOS -- Quits 688 Attack Sub altogether and returns you to DOS. NOTE: WHENEVER YOU CHANGE THE SETTINGS ON THE CONFIGURATION PANEL, 688 ATTACK SUB SAVES THE NEW CONFIGURATION AS YOUR DEFAULT SETTING. 29 ------------------------------------------------------------------------------- Playing by Modem ---------------- Both computers will have to meet the specifications on p.2 of this manual. Both players must have manuals and play disks of their own. [CITY OF CORPUS CHRISTI] 688 Attack Sub can be played by using two Hayes@--compatible modems with a minimum of 1200 BAUD or one null modem cable. In both instances, one player will have to be designated the "originator" and the other the "an- swerer". The originator sets up the game and initiates the call (the originator also foots the bill if there are any phone costs). There are a few things you should know about playing against a modem opponent. There are no pauses in a modem game. Any time spent in the CONN is time wasted. Learn the Function keys and use them often to save time. Also, time compression has no effect -- game time runs normally. Using Modems ============ Preliminaries (both parties): 1. Choose one player to be the "originator" and the other to be the "ans- werer". Decide which mission you'd both like to play. Only missions 1, 2, 5, 7, 8, and 9 may be played by modem. While you're at it, decide who gets what side (Los Angeles or Alfa). 2. Load 688 Attack Sub and select your mission. 3. At the CONFIGURATION PANEL, each player should select the commu- nication (serial) port his or her modem line is connected to (MODEM GAME ON COM1: or MODEM GAME ON COM2:). What the originator does: 1. Enter your opponent's phone number under SET TELEPHONE NUM- BER. There are 11 slots for standard phone numbers: enough for a seven digit phone number, a three digit area code, and a single digit prefix (for example, a "1" for long-distance calls). Select UP or DOWN above and below the boxes to set the numbers. If you don't need 11 digits (i.e., your call is local), leave the extras blank at the end of the number. 30 ------------------------------------------------------------------------------- 2. If you're using any special long-distance rate numbers like those of- fered by Sprint, M.C.I. and other companies, dial them now and wait for the second dial-tone. The modem must detect a dial tone to start. You can only use special long-distance rate numbers that leave you with a dial tone so that the modem can dial your opponent's phone number. 3. Select ORIGINATE. Your computer will now try to establish communi- cation with your opponents computer (a window will appear indicating that the machines are attempting to communicate). If the call is suc- cessful, the message window will disappear and the scenario will begin. If the call does not go through, a message will appear telling you so. Select OK to have the computer try again. [DALLAS] What the answerer does: You have a choice of letting your computer answer the phone or answering it yourself. If you're going to let the computer answer the phone, select AUTO-ANSWER and wait for the computer to make the connection (a message will appear telling you when this happens). If you want to answer the call manually, wait for the phone to ring, then select MANUAL ANSWER. If you can't seem to establish any communication between the modems: check the following: A) Have you entered the right phone number? If it's wrong, some con- fused soul is getting a very irritating noise at the other end. Select CANCEL and reset the phone number, then ORIGINATE again. B) Did you select the correct communication port? Check to see which port your modem is connected to and compare it with what you sel- ected on the CONFIGURATION PANEL. C) Are you and the other player clear on who's answering and who's originating? If you're both selecting ORIGINATE, you won't get any- where. D) Is your modem working right? Check your modem manual to see that it's hooked up properly and you're using it correctly. If you're getting a dialtone but your modem refuses to dial, make sure the Carrier Detect (CD) setting isn't "forced on". On most modems, Carrier Detect is switch #6 -- it should be in the "up" (or off position. 31 ------------------------------------------------------------------------------- If you get cut off: Your computer will send you a message telling you it's no longer communicating with your opponent's computer. Select OK to have the computer attempt to re-establish contact or CANCEL to return to DOS. Sending messages to your opponent: When you're playing by modem, you can use the Radio Room to chat with your opponent. You can be at any depth and you don't need to use your antenna. Select TRANSMIT and type your message on the keyboard. Pressing turns off the transmit mode and sends the message. Playing another mission: After a mission, 688 Attack Sub will maintain a connection between you and the other player so you can play another game without redialing. The game ends in the Radio Room so that the players can type messages to each other and arrange for another game (see "Sending messages to your opponent" above). Decide what mission you want to play and who is going to originate the call (either player can originate). Both players must select EXIT from the top left corner of the Radio Room. A message window will appear in the middle of the screen. Each player should select PLAY AGAIN, then select the new mission. The originator selects ORIGINATE. The answerer selects MANUAL ANSWER. (The modems will know they're connected and the game will begin without one of the modems needing to dial.) [GROTON] Quitting the game (READ THIS!): The game ends in the Radio Room. Select EXIT from the top left corner. A message window will appear in the middle of the screen. When you've played all the modem games you're going to play for that day, select EXIT TO DOS. You MUST return to DOS in order to break the modem connection. If you don't, the computer will still maintain contact with the other modem...even if you've gone on to play a new mission against the computer! That can add up to big bucks if the call was long-distance! [HELENA] Getting cut off during your game? Does your phone have "call waiting?" If it does, you may be getting calls during your games which disrupt the modem connection. You can temporarily stop your "call waiting" service so that other calls won't interrupt your game. In many areas, you can do this by dialing *70 on a touch-tone phone or 1170 on a rotary phone BEFORE you "originate" or "answer". "Call waiting" will be cut off for the duration of a 32 ------------------------------------------------------------------------------- single call (i.e., your game). Note that these numbers may vary depending on your location. Consult your phone company for the numbers in use in your area. Connecting the modems with a telephone cable: If your computers are near each other (i.e., in the same room), it's sometimes possible to connect your modems using regular telephone cable. Plug one end of the cable into the jack marked "WALL" or "LINE" on your modem. Plug the other end into the jack marked "WALL" or "LINE" on the other player's modem. Whether this works depends entirely on the kinds of modems you have. Some modems search for a dial tone before establishing contact with the other computer. Obviously, a telephone cable by itself won't produce a dial tone, so this method won't work with these kind of modems (if this is the case, you should invest in a null modem, available at computer or electronic stores). Using a Null Modem Cable ------------------------ You can also play a modem game using a "null modem". A null modem is a cable that transmits information from your computer's communication port to that of your opponent's. You don't need modems at all when you use a null modem cable -- however, the two computers must each have a free serial port connection and be near enough to connect with the null modem cable. Ask your computer dealer for details on where you can get a null modem cable. (See Appendix A for the specific wiring information.) [HONOLULU] Preliminaries (both parties): With your computers off, connect the two computers with the null-modem cable. Turn on the computers, load the game, and go to the CONFIGURATION PANEL. Select the communication (serial) port your null-modem line is connected to (MODEM GAME ON COM 1: or MODEM GAME ON COM2:). What the originator does: 1. Select MISSION SELECTION and choose the mission. The side that you (the originator) selects the side you'll play. 2. Select ORIGINATE. 33 ------------------------------------------------------------------------------- What the answerer does: 1. Wait for the other player to "originate" the contact. 2. Select MANUAL ANSWER. Other Game Controls =================== Russian Script On/Off --------------------- The Alfa's controls are in a pseudo-Cyrillic script to remind you that you're a Soviet officer fighting for world socialism. However, we realize that this attempt to add flavor may be distracting to some players, so we made it an optional feature. To turn the pseudo-Cyrillic script off, go to the CONN and press -R. To turn it back on, return to the CONN and press -R again. Sound On/Off ------------ Toggle the sound on and off by pressing -N. In some circumstances, you may want to turn the sound off for a while. Depending on how fast your computer is, sound effects may slow down the rate at which your machine is updating the information on your maps. In some circumstances, this can be critical. For example, if time compression is on, the information lost while a sound is being produced could make a big difference. Surrender (modem games only) ---------------------------- There may come a time in a modem game where the only conclusion you foresee consists of you and your sub scattered across several miles of ocean floor. Rather than watch your crew get transformed into fish food, you can surrender by pressing -K. It's not the most honorable way to go, but it does deny the other player the satisfaction of hearing his torpedoes rip into your hull. Turning Off Your Mouse ---------------------- If you're having trouble with your mouse, you can turn it off without having to disconnect it. Press -A to turn the mouse off altogether. The mouse will still be enabled for other software. To turn the mouse back on, you must exit to DOS and reboot the game. 34 ------------------------------------------------------------------------------- Boss Key -------- You're at work, and you're escaping the dull monotony of whatever it is you're supposed to be doing with a quick game of 688. Just then, you hear the familiar footsteps of your boss drawing closer. Rather than anxiously awaiting the painful attitude adjustment he or she is going to inflict on your head, press . This will pause the game and replace the screen with a bogus DOS prompt. Wander off to the coffee machine or make it look like you're doing something of vital importance to the company. When the offending supervisor is out of view, press again to resume the infinitely more interesting game. Kids, this works just as well with the parental unit. 35 ------------------------------------------------------------------------------- 5 SUBMARINE CONTROLS ================== Most of the submarine controls are the same for both American and Soviet subs -- they look different, and may be on different areas of the screen, but they do the same things. The older Soviet Alfa class sub is missing some high-tech equipment, such as the contour imaging display; any exceptions pertaining to the Alfa are noted in the descriptions. Reading Your Displays --------------------- [HOUSTON] As an attack boat, your primary role is to stalk enemy vessels. To success- fully do this, you must CONSTANTLY be aware of your position and course relative to those of your target(s). Since in a submarine you can't actually see anything around you, you can orient yourself with the aid of top-down maps and the contour imaging display. Top-dow maps are available at all stations except in the Radio Room -- where only your location and target information are at hand -- and at the Status Panel. Contour imaging is available at all stations except the Radio Room, Status Panel and Periscope. At the Periscope, the map window becomes your periscope view when you raise the periscope. (Note: the Alfa isn't equipped with contour imaging.) 36 ------------------------------------------------------------------------------- Top-Down Map ------------ Your Course | | +--------------------------|-----------------------------+ | _____________v___________________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | SE S | | | | __ | | | | | |\___| |<---Your depth | |/ | | | __| | | | | | ====|===| <---Thermal Layer | | | | __| | | | | | ___| | | O <------------------------------Your Position | __| | | | | | ___| | | | | | X <-Sonar Contact __| | | | | | ----|---| <---Depth of Water | | | | 1 <----------------------------Waypoint | | | | Targets------> o ___| | | \ | | \-------------> o | | | |--------------------------------------------------------| | CRS: 151 SPEED: 125 DEPTH: 131 FT | +--------------------------------------------------------+ |-----------------------+--------------| | Your course, speed and depth Figure 5.1: Top-Down Map [HYMAN G. RICKOVER] The top-down map gives you aerial perspectives of the area your submarine is traversing and displays information collected by your sonar and peri- scope. The area can be viewed from ten different ranges using the zoom feature. On the 688, select I and O from the Map Display Controls to zoom in and out. To zoom in and out on the map aboard the Alfa, select DN and UP. Selecting the zoom buttons repeatedly moves you quickly through the magnifications. Your submarine is the fixed point in the center of the screen (except at some of the highest zoom levels). Other information on your maps include: Ocean Depths ------------ [INDIANAPOLIS] Different shades on your map designate different depths. The darker the shade, the deeper the water. (MCGA and VGA graphics modes will display more layers between light and dark.) Depth can vary from 0 to greater than 2000 ft (since very few submarines can actually dive below 2000 ft, the exact depth of really deep ocean doesn't matter). Always stay aware of the average depth of the water you're sailing through (see Heads-Up-Display below). It's possible to run aground -- somewhat embarrassing for a submarine commander. To cross the shallowest waters (the lightest color on your top- down map), you'll have to surface. 37 ------------------------------------------------------------------------------- Sonar Contacts (letters) ------------------------ When you first receive a sonar contact, the ship's computer displays the contact as an "X". An "X" means that you know what direction the sound came from. The target's range, speed and depth are still a mystery. An "X" ALWAYS appears halfway between you and the edge of the display regardless of the zoom level. When your sonar operator gets a fix on a target, it's assigned a letter so you can keep track of it. Letters always mark the exact location of a target. The sonar operator still may not know exactly what the target is. If he doesn't, UNKNOWN SURFACE CONTACT or UNKNOWN SUBMERGED CONTACT will be displayed in the target information bar and the target's letter will appear dark. When the sonar operator positively identifies the target, the letter will turn a lighter shade. If a contact is lost and regained, it may be assigned a new letter. Waypoints (numbers) ------------------- Waypoints (destinations) that you've set are displayed on the map as numbers (see Waypoint Controls, pp. 43-44, on how to set and clear way- points). Contour Imaging Display ------------------------ Figure 5.2: Contour Map 38 ------------------------------------------------------------------------------- [JACKSONVILLE] In 688 Attack Sub, the Los Angeles is equipped with a device called a "side scanning sonar" that produces a contour image of the ocean floor. This is useful when traveling near the ocean floor. A sophisticated, high-frequency sonar beam scans the ocean terrain around the bow, port and starboard of the submarine. The beam's high-frequency and short range make it virtually undetectable by other ships' arrays -- there are no penalties for using the contour imaging system. With the sonar information, a computer generates an image of the ocean terrain around the sub. Oval shapes designate sonar contacts. The larger the oval, the closer it is to your sub. The ovals are assigned letters, too, which always correspond with the letters displayed on the top-down map. To turn on the contour imaging display, select C from the map display control on the left side of the screen. Use P,F and S to look to port, forward and to starboard. (Note: the Alfa isn't equipped with contour imaging.) Heads-Up-Display (HUD) ---------------------- [KEY WEST] The HUD is an overlay on the map that lets you quickly refer to your sub's course and depth. A compass is displayed along the top of your view screen. The white triangle in the middle of the line is your sub's current course. The vertical gauge along the right side of the view screen shows your depth relative to the ocean floor. The top marker on the left side of the gauge is your sub's current depth. The bottom marker is the depth of the ocean directly below you. Thermal layers are marked by longer lines on the right side of the depth gauge. Always stay aware of how close you are to the ocean floor -- keep a safe distance between you and the bottom maker or you may end up with a ruptured hull. In the top left hand corner, the HUD will also tell you what direction your periscope is currently pointing. When you first boot the game, the HUD will be activated. If it's in the way of a target you're viewing, you can turn the HUD on and off by selecting H from the 9-button map display control of the 688. On the Alfa, select HUD to turn the display on and off. 39 ------------------------------------------------------------------------------- Map Display Control ------------------- The 688 has contour imaging, and the Alfa doesn't. Consequently, the 688 has more map controls than the Alfa. +---------+ +-----------------------------+ |+-++-++-+| | +-------+ +---------+ | ||P||F||S|| | | SCALE | | CONTOUR | ( ) | |+-++-++-+| | +-------+ +---------+ | |+-++-++-+| | +--+ | ||I||H||O|| | |/\| UP +---------+ | |+-++-++-+| | +--+ | HUD | ( ) | |+-++-++-+| | +--+ +---------+ | ||C||B||T|| | |\/| DN | |+-++-++-+| | +--+ | +---------+ +-----------------------------+ 688 Map Display Control Alfa Map Display Control P)ort -- Look to Port in contour UP -- Zoom out on top-down map. imaging or periscope view. DN -- Zoom in on top-down map. F)orward -- Look forward in CONTOUR -- Bottom contours on/off. contour imaging or periscope view. HUD -- Heads-Up-Display on/off. S)tarboard -- Look to starboard in contour imaging or periscope view. I)n -- Zoom in on top-down map. H)eads-Up-Display -- HUD on/off. O)ut -- Zoom out from top-down map. C)ontour Imaging Display -- Turn contour imaging on. B)ottom -- Bottom contours on/off (top-down map only). T)op-Down Map -- Turn top-down map on. Target Information ------------------ In the box at the top of the screen is the target information: +--------------------------------------------------------------+ |TARGET A: FORREST SHERMAN CLASS DESTROYER | |BEARING: 185 RANGE: 27 COURSE: 315 SPEED 9.3 DEPTH 0FT| +--------------------------------------------------------------+ [LA JOLLA] In a typical combat situation, your map will be showing several sonar contacts. Some may have been identified; others may still be undetermined. Choose the TARGET command to find out what your sonar operator has determined about the various objects in the water. The things the sonar operator is trying to determine are: 40 ------------------------------------------------------------------------------- TARGET: What the target is. If the sonar operator doesn't know yet, "UN- KNOWN CONTACT" will appear here. Sometimes the sonar operator will know whether the contact is on the surface or submerged -- in this case, "UNKNOWN SURFACE CONTACT" or "UNKNOWN SUBMERGED CON- TACT" will appear here. [LOS ANGELS] BEARING: Where the target is IN RELATION TO YOUR SUBMARINE. It is important to understand the difference between bearing and course. In determining a ship's course, the northern point of the compass is the reference point (000 is North; 180 is south; etc.). In determining your target's bearing, YOUR SUBMARINE is the reference point. Your bow (the tip of your ship) is 000, the location of all other vessels in the water are reckoned from this point. Moving clockwise, 090 is to your right (starboard); 180 is behind you (stern); and 270 is to your left (port). In the figure above, the bearing of the torpedo is about 045. RANGE: How far away the target is from your ship. This is measured in nautical miles (nm). COURSE: What direction on the compass the target is headed. When reckoning course, North is 000. In the figure to the left, the sub's course is 090. SPEED: How fast the target is going. This is measured in knots. DEPTH: How deep the target is. This is measured in feet. Information Bar --------------- The crew reports to you from time to time to tell you when something has happened. Crew reports and messages run from right to left along the information bar directly below the stations controls. If for some reason a message has to be repeated, the message will not scroll from right to left -- instead, an audible "click" will tell you that the message currently in the information bar is being repeated. Long strings of messages may interrupt your game. You can make messages go by faster by pressing the SPACEBAR. 41 ------------------------------------------------------------------------------- Location and Time ----------------- [LOUISVILLE] On the information bar at the base of the screen are your sub's current map coordinates. To the right of these is the number of minutes that have elapsed during your current mission. Mission time runs twice as fast as real time when time compression is activated (this is a rough approximation; the exact ratio depends on the speed of your computer). Time compression isn't available in modem games. Radio Room ========== All missions begin and end in the Radio Room where you receive your CINC's warm praise or cold shoulder. However, this isn't the only function of the Radio Room.... EXIT -- Returns you to the CONN. PERISCOPE -- Raises or lowers your periscope. You must be at periscope depth (20 ft) to raise your periscope. ANTENNA -- Raises or lowers your antenna. You must be at periscope depth (20 ft) to raise your antenna. Message Review -------------- [MEMPHIS] If messages from the crew are rolling by too quickly and you think you missed something critical, you can review the messages in the radio room. Select PREV to review the previous recorded message. It will appear in the message bar, only darker than the current messages coming from your crew. NEXT will scroll you forward through the recorded messages until you come to the latest message. Transmit -------- If you forgot your mission objectives, you can review your mission orders DURING the mission by selecting TRANSMIT and typing MISSION. You must be at periscope depth and your antenna must be up. 42 ------------------------------------------------------------------------------- [MIAMI] When you're playing by modem, you can use TRANSMIT to chat with your opponent. For this, you can be at any depth and you don't need to use your antenna. Select TRANSMIT and type your message on the keyboard. Pressing turns off the transmit mode and sends the message. Navigation Board ================ EXIT -- Returns you to the CONN. Plotting -------- [MINNEAPOLIS-SAINT PAUL] ALL TRACKS -- Select this to view the tracks of all the targets displayed on the screen. The tracks appear as small dots. The closer the dot are to each other, the slower the target is moving. All tracks will be black except the track of the current target, which will appear as a lighter color (red on most screens). TARGET TRACK -- Displays the target's track only. PLOT PROJECTION -- Select this to see where you and a target will be in a given amount of time assuming you both maintain your present course and speed. You have to use this in conjunction with the TIME PROJECTION feature. Enter the number of minutes you want to project into the TIME PROJECTION slots. Now select PLOT PROJECTION. A light marker will show you what your position will be in the selected amount of time IF you maintain your present speed and course. A dark marker will show the currently selected target's projected position. You can now direct torpedoes to go to the projected point (see Torpedo Control on pp. 50-51). TIME PROJECTION -- See PLOT PROJECTION above. Waypoint Control ---------------- [NEW YORK CITY] A waypoint is a destination for your sub. Selecting waypoints activates the auto-pilot, which will steer your sub to each of the waypoints in the order you selected them. The auto-pilot won't set your speed for you. It will adjust the speed down to make turns efficiently and quietly. After making the turn, the auto-pilot will return to the previously set speed. (Note: the auto-pilot is programmed not to return to FLANK speed -- if you were at FLANK speed and you make a turn, the auto-pilot will only return you to FULL.) The auto- pilot won't control your depth, either, so make sure you're not too close to 43 ------------------------------------------------------------------------------- the ocean floor. A waypoint is cleared only when you've reached it or when you've selected CLEAR. SET -- You can only set waypoints while viewing the top-down map. When you select this command, a crosshair-cursor will appear in the viewing window. Move the cursor to where you want your sub to go and press or any mouse button. A number will appear on your map marking the waypoint. You may select up to nine waypoints. The ship's auto-pilot will guide the sub to each waypoint in numerical order. CLEAR -- Erases the last waypoint you set. TIME -- Turns on the time compression feature, making game time go by twice as fast (this is a rough approximation: the exact ratio depends on the speed of your computer). Use this to speed up the game during longer transits. Press to return to normal time. [NEWPORT NEWS] AUTO-PILOT -- Turns the auto-pilot on or off. The auto-pilot will only function if you have set at least one waypoint. Changing the rudder will automatically turn OFF the auto-pilot. Changing depth or speed won't effect the auto-pilot. (Note that the auto-pilot is oblivious to the ocean depth. It won't take you to a higher depth if you're about to smash into the bottom of the ocean.) If something comes up and you have to change your course manually using the rudder (thus turning your auto-pilot off), you can always head back to a waypoint as long as it's still set. Simply turn the auto-pilot back on. TARGET -- When you select this, a crosshair-cursor will appear on the viewing window. Move the crosshair-cursor with the TAB key or mouse to the target (typing the letter of a target will also move the crosshair-cursor). As you move the cursor to each of the targets on the screen, all available information on the target appears in the TARGET INFORMATION box at the top of the screen. Select a target by pressing or clicking a mouse button. Launched torpedoes will head for whichever target is currently selected. Once the torpedoes are launched, however, you are free to target any other contacts in the water. 44 ------------------------------------------------------------------------------- Ship's Control Panel ==================== EXIT -- Returns you to the CONN. Cavitation Level Gauge ---------------------- [NORFOLK] This gauge monitors the noise produced by cavitation. Cavitation results from partial vacuums that form around the propeller blades when the propeller is moving faster than the water around it can follow. Since the bubbles produced by cavitation are very noisy, you want to avoid it as if it were death itself. Two factors are involved here: acceleration and depth. Quick acceleration causes your propeller to spin faster than normal, which spells more noise. Depth effects the cavitation level, too. Since water pressure increases with depth, partial vacuums don't form as readily around your propellers the farther down you go. You can avoid high cavitation levels by not setting your speed at FLANK or REVERSE. (Note: THIS GAUGE ISN'T AVAILABLE ON THE ALFA.) Dive Plane Control ------------------ [OKLAHOMA CITY] Controls the rate at which you dive and surface. Lowering the handle releases air from the ballast tanks, filling the tanks with seawater and causing the sub to dive. Raising the handle releases compressed air into the ballast tanks which blows out the water and causes the sub to rise. How far you lower or raise the handle determines how fast you dive or rise -- for instance, raising the handle a few degrees will cause the sub to rise very gradually, while raising the handle all the way will cause the sub to rise quickly. Auto Functions -------------- Use the auto functions so you can order the crew to change your depth without having to monitor the dive plane. 150 FT -- Brings you to a depth of 150 ft. PERISCOPE DEPTH -- Brings you to periscope depth (20 ft). EMERGENCY SURFACE -- Brings you to the surface at maximum rate. This can be quite noisy. Do as it says and only use this in emergencies. AUTO-PILOT -- See AUTO-PILOT, p.44. 45 ------------------------------------------------------------------------------- [OLYMPIA] ENGINE CONTROL -- Set your speed with the engine control or throttle. The numbers represent fractions or percentages of your total power output. You can't go to STD (standard), FULL or FLANK at depths of 100ft or less because you'd be making far too much noise for your own good. Use FLANK speed to accelerate quickly, but remember that higher speeds have their penalties -- not only do you become more audible to enemy sonar at high speeds, you can't hear as much over your own engines and the water flowing over your hydrophones. Part of the real art of submarining is knowing when you should use high speeds and when you should cut your engines completely. REV (reverse) will slow you down quickly but it is EXTREMELY noisy (the sub's propeller is spinning opposite its normal direction, which produces a LOT of cavitation, especially between 0 and 100 ft). [OMAHA] RUDDER -- The rudder changes the ship's course PROVIDED you're moving forward. The control is incremented, which means you can control the rate at which you change course. The farther you move the handle to the left or right, the "harder" (i.e., more sever) the turn. Remember that activating the rudder will turn off the auto-pilot. Sonar Room ---------- EXIT -- Returns you to the CONN. Sonar Computer +-----------------------------------+ |__ | | |_ | | |__ | | |_ | | |__ | | |--------------------------------+ | | | || ||| | ||| | | | | | || || || | | +---|-----||-----||-----||-----|----+ |--+--||--+--||--+--||--+--| | | | | Ships Subs Bio. Torp. Figure 5.5: Sonar Analyzer. [PASADENA] ANALYZE -- All ships, submarines, torpedoes and marine life make distinc- tive sounds. Each of these sounds has a sound "signature" or frequency pattern that distinguishes it from other sounds. Use the frequency analyzer 46 ------------------------------------------------------------------------------- to display the sound signature of your current target. The horizontal line of the gauge represents the audible frequency spectrum (left being the low frequency end and right being the high frequency end). The vertical line represents the degree of sound received in that part of the frequency spectrum. Different objects will "peak" in different parts of the spectrum. Figure 5.5 shows where different objects TEND to peak in the sound spectrum. As you can see, ships tend to make more noise in the low end of the frequency spectrum; torpedoes in the higher end. Keep in mind that the above diagram is only a rough approximation -- there are exceptions. To get positive identification, you must be able to recognize the individual sound signature of an object. This takes experience. Remember, it can be well worth your while to know the signatures of torpedoes and enemy subs when you're surrounded by "unknown contacts" and you need to act fast! Sonar Controls -------------- FILTER -- Sound waves travel at many frequencies in the ocean. Generally, you'll want to have the filter set on BAND PASS so you can monitor all of them. However, in critical situations, you may have to set this on HIGH PASS to filter out everything except high frequency noise. Torpedo engines make noise in the high frequency range, and torpedo sonar arrays usually emit high frequency "pings" when actively searching for a target. Set the filtering device on HIGH PASS when you want to see JUST torpedoes on your map display. [PHILADELPHIA] TARGETING PULSE -- The targeting pulse is your active sonar. Selecting this directs your sonar officer to send a sonar "ping" which temporarily informs you of everything that's ahead of you. The problem is, it also alerts just about everything to your presence. (See p. 53 for a brief description of active sonar.) TOWED ARRAY -- The towed array is a long cable with a series of microphones along its length that heighten the sub's listening capabilities. Figure 5.6 shows the relative listening capabilities of a submarine with a towed array and without. 47 ------------------------------------------------------------------------------- Sonar Capabilities \ 100% / 100% \ / \ / \ / \ / \ / \ / \ / \@/ @ 50% @ 50% @ ----------------@---------------- ----------------@---------------- @ 65% /@\ 65% @ / @ \ @ / @ \ / \ / \ / \ / \ 0-5% 0-5% Figure 5.6: Increased Sonar Capabilities With Towed Array The disadvantage of dragging towed arrays is that they oscillate at high speeds (creating a good deal of noise) and produce drag. For these reasons, towed arrays limit the sub's speed: 2/3 in the 688; 50% in the Alfa. [PHOENIX] Towed arrays can be over 2000 ft long. Consequently, the towed array must be reeled out. As you expect, this takes a matter of minutes. Select TOWED ARRAY once to deploy the towed array. Select it again to retrieve it. Situations may arise in which you absolutely must accelerate quickly despite the fact that your towed array is deployed. In these situations, you be given the choice of cutting the array's cable or not. Once you've cut your towed array, it's gone for the rest of the mission. TARGET -- Targets a vessel (See TARGET, p. 44). PERISCOPE ========= (Note: there is no contour imaging in the Periscope station. C on the map controls only returns you to periscope view.) EXIT -- Returns you to the CONN. ESM Level --------- [PITTSBURGH] ESM stands for Electronic Sensing Measures. This gauges how strong your 48 ------------------------------------------------------------------------------- opponent's search radar is at your location. Enemy radar can detect not only your raised periscope but the wake it leaves in the water. This is true for a raised antenna as well. The stronger the ESM signal, the faster you'll be detected. Always lower your periscope or antenna as soon as you can. PERISCOPE -- Raises and lowers your periscope. You must be at periscope depth (20 ft) in order to do this. Watch the ESM level to keep your chances of detection low. When you raise your periscope, the map display window will turn into your periscope view. You can switch back and forth between your map display and your periscope view: select T from the map controls to switch to the top-down map, then select C to return to periscope view. PERISCOPE ROTATION -- Use the arrows to rotate the periscope. The direction of the periscope is relative to the bow of your submarine (the bow is 000). ANTENNA -- Use this to raise or lower your antenna so you can communicate with satellites to receive mission orders and transmit messages. You must be at periscope depth (20 ft) in order to do this. While your antenna is up, watch the ESM level to keep your chances of detection low. TARGET -- Targets a vessel (see TARGET, p. 44). LAUNCH -- Launches a torpedo, noisemaker or missile (whichever is currently selected at the Weapons Control Panel). Weapons Control Panel ===================== EXIT -- Returns you to the CONN. Torpedo Tubes and Auxiliary Tubes [PORTSMOUTH] The 688 is outfitted with four main torpedo tubes (at the bow) and two auxiliary tubes (amid ships) for noisemakers. The Alfa has six torpedo tubes at the bow only, but the sixth tube launches noisemakers (until you run out, at which point it launches torpedoes). Armed weapons aren't store in the torpedo tubes, so you have to order your crew to load torpedoes. First select the torpedo tube you want to arm by moving the cursor to that tube. You 49 ------------------------------------------------------------------------------- must arm each tube individually. Press the activate button to highlight the tube's number. Press the activate button again to start the arming cycle (an icon of the type of torpedo in the tube will appear.) When the weapon is ready to fire, the weapon icon will change colors. The weapons officer will also inform you that the torpedo is ready to launch. Missile Selection [PROVIDENCE] Though the more recent ships of the 688 are equipped with vertical launch tubes for missiles, the Los Angeles itself fires its missiles from its torpedo tubes. Since the room aboard a submarine is limited, only a small number of missiles may be carried. Then number and type of missiles are pre- selected for each mission and are listed in Chapter 3, Missions (pp. 18-20). Missiles are loaded and launched the same way torpedoes are. Select the missile box, then select it again to initiate the arming cycle. The missile icon will appear as long as you still have missiles on board. When the icon turns a darker color, it's ready to fire. Select LAUNCH to fire the missile. Missile specifications begin on p. 64. TARGET -- Targets a vessel (see TARGET, p. 44). LAUNCH -- Launches a torpedo, noisemaker or missile (whichever is currently selected). Torpedo Control [SAN FRANCISCO] The Torpedo Control Functions let you guide torpedoes to a target or location or set them on an active search program. This is useful if your torpedo seems to have "lost" its target or in those situations where you don't have a firm fix on an enemy vessel that you want to try and take out. [SAN JUAN] A launched torpedo has a guidance-wire connecting it to your sub. The guidance-wire is 7.5 nm long: once it's cut, you can no longer control the weapon. The weapons officer will inform you when a torpedo has gone off course. The torpedo marker on the map will change to a darker color (red on most machines). A torpedo with a guidance-wire will seek a target until it detonates or runs out of fuel. 50 ------------------------------------------------------------------------------- [SALT LAKE CITY] SELECT -- If you've launched a torpedo and you want to control it, you must first press SELECT. A crosshair-cursor will appear in the viewing window. Use the TAB key or mouse to select the torpedo you want to control, then press or click a mouse button. Now select one of the following: SEARCH -- Sets the torpedo on active search. The torpedo will run a search pattern and begin emitting sonar pings to help it find a target. DIRECT -- Select this and a crosshair-cursor will appear on the map. Move the cursor to where you expect your target to be if it maintains its course and press or click a mouse button. Directing a torpedo will only send the torpedo to a specific location -- that in itself isn't enough. When the torpedo's near its destination, you have to set it on SEARCH so it will look for a target. If you don't initiate a search pattern, your torpedo will drift until it runs out of fuel. [SCRANTON] DETONATE -- Your own torpedo may lose its original target and end up locking on you or a friendly ship. In a situation like this you may decide it's safer to just blow it up. Make sure the torpedo is at a safe range -- it doesn't have to actually hit something to do damage. Status Panel ============ EXIT -- Returns you to the CONN. [TOPEKA] SELECT -- Your crew will tell you when a severe hit or scraping the bottom has damaged one of the ship's systems. If you need to review the damage your sub has taken, press SELECT repeatedly to scroll through the status of each of the ship's systems. All systems will read "OK" unless you've sustained damage. If the system has been damaged, the status bar will tell you its operational condition in percentages. For example, a hard hit to the stern could damage the ship's engines. The status might read: "Engines 75% operational". This would mean you couldn't go faster than 3/4 of your top speed. The diagram shows the sub's major systems -- any major systems that have been damaged will be highlighted. (Note: NO DIAGRAM IS AVAILABLE ON THE ALFA.) Remember that a damaged system is damaged for the DURATION of the mission. In combat, your crew is too busy running the sub to repair anything. At any given moment, you have to make do with what you have. 51 ------------------------------------------------------------------------------- 6 SUBMARINE WARFARE ================= A submarine isn't much more than an air-bubble enclosed by one or more metal shells (hulls) and designed to move underwater at great depths. All submarines must do certain things: submerge, move forward, navigate and monitor their surroundings. Therefore, they share certain design features. Propulsion -- Submarines need power sources to propel them forward and to provide energy for subsidiary systems such as life support, lighting, navigation, weapons control, the periscope, etc. Internal combustion en- gines, like automobile engines, require air to burn fuel and are therefore unsuitable for use while underwater. Two sources of power have proven- themselves effective for submarine propulsion, and both have their advan- tages and disadvantages. CONVENTIONAL SUBMARINES use electric batteries while underwater, but these run down with use and must be recharged by diesel engines. To do this, the submarine has to return to the surface, at which point it becomes fair game for anybody who wants to shoot at it (it's diesel engines make it pretty audible to enemy sonar, too). Despite this disadvantage, conventional submarines remain popular among a majority of the world's navies -- they're cheap, simple to operate, and virtually silent when running on battery power. NUCLEAR-POWERED SUBMARINES use a nuclear reactor to heat water, which in turn drives a steam generator. They don't need to recharge batteries, which nicely eliminates unsavory things like range limitations and the need to surface. However, nuclear-powered submarines are costly and require greater expertise to operate. Only large navies with huge resources can maintain nuclear-powered submarines in their fleets. Nuclear-powered submarines have one disadvantage: the pumps they need to cool their reactors make them noisier than conventional submarines. However, their ability to remain submerged for literally years makes this a suitable risk. Submersion -- Submarines submerge by flooding ballast tanks with sea- water, which causes the submarine to lose buoyancy and sink. To surface, compressed air is blown into the ballast tanks, forcing the seawater back 52 ------------------------------------------------------------------------------- out again. Ballast tanks can be located within the pressure hull or between the pressure hull and the outer hull. Some submarines have "saddle tanks": streamlined tanks fitted to the outside of the hull. Diving planes (fin-like appendages located on the sides near the bow or on the sail) con- trol the angle of the dive. Sensors -- A submarine's most important sensors are its sonar and periscope. Since the periscope can only be used near the surface, the modern submarine must rely almost totally on sonar for its sensing. Sonar stands for Sound Navigation Ranging and works on the principle that all objects in the water produce sound waves or reflect them and are thereby subject to detection. ACTIVE SONAR devices actively emit sound waves (the legendary sonar "ping"), which are reflected back by objects in the water. Sensitive receivers on board the sub pick up the reflected waves, which are then interpreted by sonar operators using processing devices. Active sonar devices are usually bow-mounted, though some submarines (such as the 688) also have conformal arrays that run along the sides of the sub, giving greater all-around sensing. Active sonar, though limited by the character- istic features and noises of the ocean, can give you a lot of critical information about the objects directly before you. The major drawback of active sonar is that it alerts just about everything in the vicinity of your presence. PASSIVE SONAR uses sensitive listening devices called hydrophones to pick up sound waves that are already moving through the water. Passive sonar has the advantage of not alerting everyone to your presence. Unfortunately, it's something more of an art than a science, requiring sophisticated spectrum analyzers, powerful microprocessors, intuition, and, most importantly, TIME. Passive sonar capabilities can be greatly increased with the use of a towed array, a long, tapered cable with many hydrophones on it. While a towed array is helpful, it limits a submarine's speed and maneuverability. Towed arrays are not effective in hard turns, and the fact that they oscillate at high speeds (and create noise) limits the overall speed of the submarine. 53 ------------------------------------------------------------------------------- Submarine Classifications ========================= The U.S. Navy typically classifies submarines in two ways. The first is by the role the submarine is designed to fulfill. Traditionally, the submarine's strategic purpose has been to hunt and attack enemy surface vessels, whether merchant or military. While this is still a primary function, techno- logical innovations have given the submarine new roles. Refined sensors now allow submarines to hunt and attack enemy submarines. Finally, those submarines outfitted with long-range cruise and ballistic missiles can strike at land-based targets, too. The role a submarine can perform determines what kinds of weapons it carries. Attack submarines such as the Los Angeles generally carry mines, cruise missiles of various sorts, and torpedoes. A few classes of submarines, such as the Charlie and Oscar classes of the Soviet Union, are primarily cruise missile platforms. Ballistic missile submarines typically carry long-range ballistic missiles and a small number of torpedoes for defense. Another way to classify a submarine is by its means of propulsion. Subma- rines are typically conventional or nuclear-powered (see "Propulsion" above). Thus we have the following classifications: SS Conventional attack submarine SSN Nuclear-powered attack submarine SSB Conventional ballistic missile submarine SSBN Nuclear-powered ballistic missile submarine SSG Conventional guided missile submarine SSGN Nuclear-powered guided misile submarine The Ocean Environment --------------------- Since the ocean doesn't allow much light in, submarines are "blind" in the most literal sense. Consequently, submarines rely on sound to gain informa- tion about the things around them. Sound waves travel through water at speeds roughly four times greater than they do through air. Solid objects in the water reflect sound waves, and a sonar operator with a good listening device can listen to the sound waves and determine a number of important things about an object that's near him: what it is, its location and speed, etc. 54 ------------------------------------------------------------------------------- However, the art of sonar is by no means simple. The ocean is a dynamic environment, a fact that has, for better or worse, direct consequences on a sonar operator's ability to pick up sound waves. There are several factors which affect the transmission of sound waves, but the most important is water density. Sound waves in water of a consistent density would travel in a straight line, but sound waves moving from an area of water with a certain density to an area with a different density will BEND. Two important factors affecting the density of water are temperature and pressure. Water Temperature -- Cold water, of course is denser than warm water. Sound waves traveling from warm water into cold water will bend toward the bottom of the ocean (a negative gradient), while sound waves traveling from cold to warm will bend toward the surface (a positive gradient). The temperature of water decreases with depth, but not as gradually as you might expect. Instead, the ocean at any given time will be made up of several thermal layers. The water is normally warmest near the surface, forming a surface duct that can be tens to hundreds of feet deep depending on your location. Below the surface layer the temperature drops gradually with depth until it reaches another thermal layer (the thermocline). The temperature falls quite rapidly below the thermocline until it reaches a thin layer near the bottom (the permanent thermocline). Water Pressure -- The greater the pressure, the more dense the water. Water pressure increases the deeper you go, so sound waves bend up with depth. Figure 6.1: Thermal Layers 55 ------------------------------------------------------------------------------- Using the Ocean Environment to Your Advantage -- The complexity of the ocean environment and its effects on sonar can provide the submarine captain with numerous "hiding places" and the sonar operator with nu- merous headaches. Sound waves are typically "trapped" between thermal layers, forming long sound channels. A submarine trying to escape de- tection can often cross a thermal layer and stand a good chance of evading enemy sonar. Even within a sound channel, a submarine is not easily detected. Look at figure 6.1 above. Part of the effect of bending sound waves is that they tend to fall into a more or less single, or convergent path. Convergent paths produce extensive areas where no sonar waves penetrate. These areas, called shadow zones, can be exploited by subma- rine captains -- a submarine lurking in a shadow zone will be virtually invisible to enemy sonar. There's no way to know whether you're precisely in a shadow zone or not, but your best bet is to hide just below the thermal layer. Tactically, this a good place to be anyway: it allows you to quickly move between thermal layers and thus gives you an easy way of "dodging" the enemy's sonar. Evading Submarines There's no foolproof way of evading a submarine that's pursuing you. If your submarine is faster, you can outrun the other sub over the long run -- however, this tactic gives the other sub plenty of time to call in help or, in combat, to fire torpedoes and destroy you (the noise you create at top speed also makes you a great target). It's better to try and out-maneuver the other sub. The first step is to do something that will make the other sub lose contact on you. You can do this in a number of ways. As mentioned above, slipping across a thermal layer gives the other sub a weaker return signal (the sound waves bouncing off of you will tend to stay in the thermal layer you're in). If you're lucky, the other sub will lose contact with you altogether. Another tactic is to cut your engines and drift. Chances are, the enemy has been tracking been listening to your engines turn. When you cut your engines, his sonar operator will have to listen for something else: the water rushing over the outer hull, your reactor pumps, etc. In any case, it will take a moment for him to reestablish contact on you. 56 ------------------------------------------------------------------------------- Once you think the other sub has lost contact on you, change course. The more unexpected the new course is, the better. You can turn to the side, turn 180 from the other sub's course and duck under him, or attempt to circle around and start tracking HIM. Combining maneuvers is effective, too. You can cut and drift, change course, drop below a thermal layer, then change course again and silently speed off. The more imaginative and complex the move, the better your chances of survival. Using Noisemakers Noisemakers are devices you fire from your torpedo tubes that simulate the noises produced by your submarine. Enemy sonar -- whether submarine or torpedo -- may be temporarily deceived into thinking that the noisemaker is actually your submarine. Figure 6.2 shows the effective use of noisemakers (the example demonstrates one sub evading another, but the principle is the same for evading a torpedo). Sub A is being pursued by sub B. At 1., sub A cuts his engines and drifts. Sub B immediately loses contact with A. 2. Sub A releases a noisemaker to distract his pursuer. At the same time, A makes a hard turn to either the right or left (in this case, the right). Sub A can now use other maneuvers: he can dive below a thermal layer, or, while he's still drifting, he can circle around and attempt to hide in sub B's baffles. In combat, against torpedoes or submarines, noisemakers can only help you survive. However, in peacetime, it may not be such a good idea to release noisemakers in order to evade another submarine. Since noisemakers are released by compressed air through torpedo or auxiliary tubes, the other sub has no way of knowing whether you're launching a noisemaker to evade him or a torpedo to kill him! He might answer your call by launching several torpedoes in your direction. 57 ------------------------------------------------------------------------------- Evading Torpedoes Torpedo Limitations -- There are no foolproof ways of evading torpedoes. Modern torpedoes are intelligent and capable of recognizing decoys and executing search programs. However, all torpedoes had limitations which a knowledgeable submarine captain can exploit. Like a submarine, a torpedo relies on sonar to pinpoint its target; however, the torpedo's relatively small size limits the area it can sense. Its cone of vision -- the area is actually "sees" or senses -- is small (perhaps on 20 degrees wide directly in front of it) compared to a submarine's. If a submarine captain can quickly maneuver his ship out of the torpedo's narrow cone of vision, the torpedo will have to initiate a search program in order to try and find him. Torpedoes are fairly "stupid" in the sense that their reactions to a lost target are very mechanical. A torpedo doesn't have the facility to "guess" where the target went when it escaped the torpedo's sight. The torpedo can only initiate a pre-programmed search pattern, which might very well take it in the wrong direction, giving the submarine a chance to slip away. Torpedoes are also limited by the amount of fuel they can carry. This gives them a maximum range -- a point at which they run out of fuel and sink to the bottom, where they self-destruct. In reality, torpedo ranges vary from type to type. However, in 688 Attack Sub, all torpedoes have a range of 10 nm (see Designer's Notes, p. 68). This makes it possible to outrun torpedoes in certain circumstances. Like submarines and ships, torpedoes also have a maximum Rate-of Heading-Change (RHC). The RHC is nothing more than how tightly the torpedo can make a turn. A torpedo's RHC is pretty good in comparison to a ship's, but a torpedo can't run on a dime -- after all, it's swimming at speeds greater than 45 kts! A submarine captain can maneuver such that the torpedo is forced to turn in order to keep the target in view. If the torpedo's RHC can't compensate for the change in the target's course, the torpedo may "overshoot", loosing the target altogether. Responses to a Torpedo Attack -- Figure 6.3 shows three evasive measure sones (A, B and C,), each demanding a different response on the part of the submarine captain. The numbers represent the approximate range of the torpedoes -- notice that the range at which an evasive measure should be 58 ------------------------------------------------------------------------------- taken depends largely upon the torpedo's bearing. For example, if the torpedo's bearing is 000, you'd have to take action sooner than if the torpedo were coming from behind. Why? Because at 000, you and the torpedo are headed for each other -- the gap between you and the torpedo is closing fast. A) At long range, you should turn and out-run the torpedo. All torpedoes in the game have a range of 10 nm. You only need to stay ahead of the torpedo for a few miles and it will run out of fuel. B) At medium range, turn so your sub is heading 90 degrees away from the torpedo's course (choose the shortest path to get there). If you're real lucky, you'll escape the torpedo's narrow cone of vision, which will force it to initiate a search program to look for you. C) At short range, the best you can do is turn so your sub is heading 150 or 210 degrees away from the torpedo's course (choose the shortest path to get there). Hopefully you'll escape the torpedo's cone of vision or turn so fast that the torpedo will "overshoot", giving you time to make a clean get away. The Baffles Both the wake a submarine leaves as it moves through the water and the rota- tion of the screw (propeller) disrupt the transmission of sound directly behind the sub. The "baffles" are, in effect, the submarine's blind spot. Even a towed array, though diminishing the size of the baffles, does not completely eliminate the problem. The experienced captain stays aware of the fact that he sense virtually NOTHING to a narrow area astern. 59 ------------------------------------------------------------------------------- 7 TECHNICAL REFERENCE =================== Submarines ---------- Although you can only play a Los Angels or Alfa, other submarine classes make their appearances in one or more of the missions. The following specifications will help you know what you're up against should you encounter one of these submarines. For the sake of convenience, we've chosen to call the Soviet subs by their USN designations, even when you're commanding the Alfa. SInce very few players speak Russian, this probably won't be missed much. Note that some of the specifications have been altered to balance game play, particularly the maximum depth of certain Soviet submarines (see p. 68, Designer's Notes). Max. Max. Noise Class Nat. Type Speed Depth Level Weapons -------------------------------------------------------------------------- AKULA USSR SSN 45 kt 1800ft Above Type 53, Type 65 Average SS-N-16 A/S ALFA USSR SSN 42 kt 1800ft Above Type 53 Average CHARLIE USSR SSGN 24 kt 1800ft Average Type 53 II SS-N-9 FOXTROT USSR/ SS 16 kt 800 ft Low Type 40, Type 53 Other KILO USSR SS 16 kt 1200ft Very Type 53 Low LOS US SSN 37 kt 1500ft Low MK 48 ADCAP ANGELES Harpoon, Tomahawk Sea Lance A/S 60 ------------------------------------------------------------------------------- Max. Max. Noise Class Nat. Type Speed Depth Level Weapons -------------------------------------------------------------------------- OSCAR USSR SSGN 35 kt 1800ft Average Type 53, Type 65 SS-N-16, SS-N-19 TRAFALGAR UK SSN 32 kt 1500ft Low Spearfish, Harpoon TYPHOON USSR SSBN 24 kt 1800ft Above Type 53, Type 65 Average SA-N-5, SS-N-16 A/S VICTOR USSR SSN 32 kt 1800ft Below Type 53, Type 65 Average Weapons ------- The following weapons are used in the game by or against submarines. Those multitude of weapons used by ships against airplanes, missiles, land targets or other ships are not described here since they have little impact on the submarine commander. Weapons flagged with icons are actually used in the game by the 688 or Alfa. All other weapons described here appear in the game but are used by ships or other subs. Torpedoes 688 Attack Sub was designed to be a "hot" game, demanding quick responses and daring moves on the part of players. Real submarine combat may be intense, but all truth be told, there's a lot of waiting for things to happen -- courses to be plotted, contacts to be identified, missiles to fly... A computer game can't reproduce this aspect of naval combat and still call itself a game: the excitement has to be the grab-you-by-the-shirt-collar variety. With this in mind, the entire game was "scaled down" so that the ranges at which things happen were greatly reduced (see p. 68, Designer's Notes.) The result was that ALL torpedoes (Soviet and American) were given an artificially short range of 10 nm. 61 ------------------------------------------------------------------------------- Max. Torpedo Nat. Range Speed Payload Notes ------------------------------------------------------------------------------ MK 32 US/ 10 nm 40 kt 150 kg Though somewhat obsolete, this Various warhead anti-submarine torpedo still finds use in many of the world's navies primarily aboard escort ships. MK 46 US 10 nm 40 kt 44 kg The Mk 46 is a deep-diving, high- warhead speed ASW torpedo capable of multiple search patterns and re- attack. It can be launched from surface ships and aircraft or be carried by ASROC missiles. MK 48 US 10 nm 52.5kt 267 kg The Mk 48 ADCAP (Advanced Cap- ADCAP warhead abilities) program was begun to ===== counter the operational charac- teristics of newer Soviet subs such as the Alfa. The result of the program was a faster, deep- er-diving torpedo with better acoustics and electronics. MK 50 US 10 nm 40 kt 45 kg The Mk 50 Advanced Lightweight ALWT directed Torpedo (ALWT) is the successor energy to the Mk 46 torpedo. Most torp- warhead pedo warheads have a large payload that blasts outward in all direc- tions. The directed energy war- head uses a smaller, directed blast to "punch" a hole through the ship's hull. This requires even more precise delivery systems so that the directed blast won't just glance off the side but will actually penetrate the ship's hull. Spear- UK 10 nm 60 kt directed Like the Mk 48 ADCAP, the Spearfish fish energy was developed in direct response to warhead improved Soviet submarine technolo- gy (in particular the Alfa). This heavyweight torpedo is faster, more accurate and capable of greater depths than its predecessor. The Spearfish also uses a directed energy warhead (see Mk 50 above). 62 ------------------------------------------------------------------------------- Max. Torpedo Nat. Range Speed Payload Notes ------------------------------------------------------------------------------ Type 40 USSR 10 nm Unknown 100 kg This relatively new, lightweight 406mm warhead torpedo is currently in use with light destroyers and other sub killers. It may also be found aboard certain Soviet nuclear submarines. Type 53 USSR 10 nm 47.5 kt 400 kg 533mm has been the standard caliber 533mm used by the Soviet Navy and its ======= allies for many years. Type 65 USSR 10 nm 47.5 kt 900 kg This heavyweight torpedo was only 660mm warhead recently developed and many ships are currently being refitted to accommodate its larger diameter. 63 ------------------------------------------------------------------------------- Missiles -------- Max Missile Nat. Range Speed Payload Notes ------------------------------------------------------------------------------ ASROC US 2-10km Secret MK 46 The ASROC (Anti-Submarine Rocket) Anti- Torpedo is the principal ASW weapon of the Submarine US Navy and is popular with over Weapon ten other countries. The ASROC consists of a ballistic rocket carrying a Mk 46 torpedo. The rocket drops the torpedo by para- chute at a pre-determined point near the target. Once underwater, the torpedo homes in on the target, by quickly placing a torpedo in the vicinity of the target, the ASROC reduces the submarine's reaction time to the attack, increasing the likelihood of scoring a hit. Harpoon US 130 km .9 Mach 570 lb Must be at periscope depth and have SLCM high positive identification of your ======= energy target before you can launch this warhead weapon. Tomahawk US 460 km 475 kt 1000 lb Must be at periscope depth and have SLCM (anti-ship)/ high positive identification of your ======== 2600km energy target before you can launch this (land-attack) warhead weapon. SS-N-14 USSR 55 km .95mach See The SS-N-14 (Silex) is a ship- Anti- Notes launched A/S missile believed to Submarine carry a homing torpedo or low- Weapon level nuclear warhead to its target Sea Lance US SECRET SECRET SECRET The Sea Lance was designed to give ASW Stand- American attack submarines an edge Off Weapon over Soviet subs by extending their ========== normal torpedo range. The missile is launched from a submerged sub- marine. As the missile clears the surface, a rocket motor is ignited which carries the payload (a torp- edo) to the target. As the missile re-enters the water, the homing device on the torpedo activates and begins searching for a target. Exact figures for the Sea Lance are currently not available. Test- ing is scheduled for July 1989. 64 ------------------------------------------------------------------------------- Ships ----- As a submarine commander, you need to know as much about your targets as you do about your own submarine. A ship's noise level will give you an idea of how easily it can be tracked, while its type, size and maximum speed will tell you how easily it can evade your attack. The kinds of weapons a ship carries are also important -- they determine what the ship can do to your torpedoes and missiles as well as your submarine. Armed ships generally rely on a three point system of defense against incoming missiles and torpedoes. Surface-to- air missiles (SAMs) and anti-torpedo missiles are the first line of defense, typically being employed against long range targets. If missile defense is unsuccessful, guns will be used. Phalanx and chaff make up the last line of defense. Ships will attempt to protect each other as well as themselves, firing at missiles and torpedoes destined for other ships. Keep this in mind when setting up attacks on convoys and battle groups -- take out warships first. Be wary around any ships carrying depth charges, depth bombs, and anti-submarine (A/S) torpedoes or missiles (ASROC and SS-N-14's). The latter are particularly dangerous because of their long range. Max. Noise Class Nat. Type Speed Level Weapons ------------------------------------------------------------------------------ CARGO Various ----- 20 kt Very ----- High FORREST US DD 20 kt High Not applicable in scenario. SHERMAN IOWA US BB 35 kt High Guns: 9 16in/50 guns; 12 5in/38 guns; 4 Mk 15 20mm CIWS SLCMs: Tomahawk, eight quad lanuchers SSMs: Harpoon, 4 quad launchers KARA USSR CG 34 kt Above A/S Missiles: SS-N-14, 2 quad lanchers Average Depth Bombs: A/S/anti-torpedo depth bombs, 2 RBU 6000 12-barrelled trainable launchers 65 ------------------------------------------------------------------------------- Max. Noise Class Nat. Type Speed Level Weapons ------------------------------------------------------------------------------ Guns: 4 76mm/59 guns; 4 30mm Gatling guns SAMs: SA-N-6, 6 launchers; SA-N-4, 2 twin launchers; SA-N-3, 1 twin launcher KIDD US DDG 33 kt Above A/S Missiles: ASROC missiles Average A/S Torpedoes: Mk 32, 2 torp tubes Guns: 2 Mk 16 20mm CIWS 6 barreled Phalanx SAMs: SM-1 ER, 1 MK 13 dual-purpose launcher SSMs: Harpoon, 2 quad launchers KIROV USSR BC 33 kt High A/S Missiles: SS-N-14, 1 quad launcher A/S Torpedoes: Type 53, 10 tubes Depth Bombs: A/S/anti-torpedo depth bombs, 1 RBU 6000 12 barrel trainable launcher, 2 RBU 1000 6 barrel trainable lanchers Guns: 2 100mm guns; 8 30mm gatling guns SAMs: SA-N-6, 12 launchers; SA-N-4, 2 twin launchers SSMs: SS-N-19 MER- Various ---- 20 kt High ---- CHANT NIMITZ US CVN 33 kt High Guns: 4 Mk 16 20mm CIWS 6 barrelled Phalanx SAMs: Sea Sparrow 66 ------------------------------------------------------------------------------- Max. Noise Class Nat. Type Speed Level Weapons ------------------------------------------------------------------------------ OLIVER US FFG 29 kt Above A/S Torpedoes: Mk 32 A/S torpedo, two HAZARD Average triple torpedo tubes PERRY Guns: 1 76mm/62 Mk 75 gun; 1 20mm CIWS Mk 17 six barrelled Phalanx SAMs: SM-1 ER, 1 Mk 13 dual-purpose launcher SSMs: Harpoon, 1 single Mk 13 launcher SACRA- US AOE 26 kt High SAMs: Sea Sparrow, 1 Mk 29 system MENTO SLAVA USSR CG 12 kt Above A/S Torpedoes: Type 53 torpedoes, 8 Average torpedo tubes Depth Bombs: A/S/anti-torpedo depth bombs, 2 RBU 6000 12 barrel trainable launchers Depth Charges: Depth charges, 2 racks SAMs: SA-N-6, 8 launchers, SS-N-4, 1 twin launcher SSMs: SS-N-12 TANKER Various ---- 16 ky Very ---- High 67 ------------------------------------------------------------------------------- Aircraft -------- Max. Mission Aircraft Nat. Speed Endurance Notes ------------------------------------------------------------------------------ Lockheed US 415 kt 16 hours This four-engine, land based plane P3C has served the US Navy well as an ASW Orion patrol aircraft. With its onboard radar, forward looking infra-red, MAD equipment and sonobouys the PC3 Orion is used to detect, track and, if necessary, destroy enemy submarines. Sikorsky US 126 kt 3 1/2 hrs. Carried by a variety of cruisers, SH-60B destroyers, frigates and special heli- Seahawk copter-carriers, the Seahawk acts as Helicopter the forward sensors of the ship based LAMPS III ASW system. With its search radar, towed MAD system, sonobuoys and dipping sonar, the helicopter provides raw data to the parent ship's onboard processors. The Seahawk also carries two Mk 46 lightweight torpedoes, making it a serious threat to enemy submarines. Designer's Notes ================ By Paul Grace When John, Randy, and I started 688 Attack Sub, we wanted to design a game where the strategic and tactical decisions that confront the player occur at a reasonably exciting pace. An attack sub isn't a jet fighter, of course, but we felt that a submarine game's potential for excitement and serious challenge was at least equal to that of an air combat simulator -- and given the things that today's billion-dollar subs can do, the potential might even be greater. However, creating a submarine game that's both reasonably accurate as a simulation yet exciting enough to play as a game presents certain problems. For example, a long-range (two-speed) torpedo can travel up to 40 miles, at speeds between 20 and 50 knots. Its run time could easily end up being more than 30 minutes long. If we changed the game scale so that this is compressed to a reasonable time frame for a game (say one or two minutes "real time"), 68 ------------------------------------------------------------------------------- then the speed of a helicopter (or worse, a missile) is so great that it can't even be represented! To overcome this difficulty, we had to throw out "conventional" game design theories (as might be published in trade journals) and invent something truly radical. By selecting a "combat range" on the order of 15 miles, we've brought real excitement to an otherwise slow process. The game scale is such that ships move at a reasonable rate, torpedo run times are short enough to provide a fast feedback loop without the need for too much time compression. (In fact, by using this technique, time compression runs the entire game, not a simplified statistical model.) The bad news is: many weapons have incorrect maximum ranges. Furthermore, (or, as we say at Electronic Arts, Farthermore,) we had to simplify several features present in modern submarine warfare. Some of these modifications were trivial (modern SONAR sounds more like a "warble" than a "ping"). Other modifications had real game impact -- for example, we decided to place the appropriate weapons on board your vessel at the start of each mission, which improved the play balance of the missions greatly. The US enjoys some strong advantages in weapons, and we wanted to focus on specific problems facing hunter-killer commanders, not the intricacies of weapons selection. For similar reasons, we left out nuclear "superweapons" that would rob you of long-term satisfaction. You'll have to pretend you've used them all up, you're stuck with what you have.... Please, NO telephone calls regarding the top speeds of the various submarines modelled in the game. The published data in Jane's Defense Weekly seems ludicrously low, while other sources would have us towing water-skiers behind our beloved Los Angeles. We picked what WE felt were reasonable speeds, and then balanced the game around those speeds. Good hunting, Paul Grace 69 ------------------------------------------------------------------------------- KEYBOARD COMMANDS ================= Initiate command Cursor Keys Tab through control groups (one direction only) Move between positions in a group (to the left) Move between positions in a group (to the right) Move between controls regardless of group (to the left) Move between controls regardless of group (to the right) Plus any of the above keys reverses the direction -------------- You can play the entire game with just the above six keys. Quick Keys ========== Calls up the help screen Exit help spacebar Go to next help screen Go to Radio Room Go to Status Panel Go to Ship's Control Go to Periscope Go to Navigation Board Go to Weapon Control Go to Sonar Room Go to CONN The ever-popular BOSS key <1-9> Go to specific control group Go to exit Go to exit Ship's Control Panel Navigation Board R Rudder control G Target E Engine control W Set Waypoint D Dive plane control K Clear Waypoint . Autopilot Q Time Compression 5 Auto Function . Autopilot 1 Display Controls 4 Plotting Controls Weapon Control Panel Periscope G Target G Target R Torpedo Tubes U Periscope Up/Down A Auxiliary Tubes N Antenna Up/Down M Missile tubes - 688 L Launch L Launch - Rotate Periscope Left 2 Torpedo Control - 688 = Rotate Periscope Right 3 Torpedo Control - Alfa 1 Display Control 1 Display Control Sonar Room Radio Room G Target A Antenna Up/Down 3 Analyze P Periscope Up/Down 2 Sonar Controls - 688 S Send Code 4 Sonar Controls - Alfa T Transmit 1 Display Control 2 Message Review Status Panel S Status Map Keys P Look to port in contour mode * F Look forward in contour mode * S Look to starboard in contour mode * I Zoom in on top down map H Heads Up Display On/Off O Zoom out on top down map C Contour display imaging On/Off * B Bottom contours On/Off T Top down map On/Off * indicates not available on the Alfa Game Controls Pseudo-Cyrillic On/Off (if you select a Russian boat you'll see what this means) Sound On/Off Disconnect Mouse Surrender (modem game only) =============================================================================== Downloaded From P-80 Systems 304-744-2253 * Since 1980 *