Sub Command
Sub Command
WELCOME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
CONTROLLABLE UNITED STATES SUBMARINES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
CONTROLLABLE RUSSIAN SUBMARINES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
MANUAL STRUCTURE – AN OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
GAMEPLAY OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
TERMS DEFINED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
3D AND THE NAVIGATION MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
WHAT YOU SEE ISN’T ALWAYS WHAT IS THERE! . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
3D VIEW IN A SUB GAME? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
OVERVIEW OF SHIP STATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
TASK BAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
NAVIGATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
SHIP CONTROL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
SONAR: BROADBAND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
SONAR: NARROWBAND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
SONAR: DEMON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
SONAR: ACTIVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
SONAR: ACTIVE INTERCEPT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
SONAR: SSP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
TMA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
FIRE CONTROL: TARGET DISPLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
FIRE CONTROL: LAUNCH PANEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
FIRE CONTROL: COUNTERMEASURE LAUNCHER (SEAWOLF ONLY) . . . . . . . . . . . . . . .16
FIRE CONTROL: WEAPON STORES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
RADAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
RADIO/ESM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
PERISCOPE/STADIMETER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
UNDER ICE DISPLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
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LOBBY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154
GAME ROOM: HOST OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154
TO JOIN A IPX OR TCP/IP GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155
LOBBY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155
GAME ROOM: JOIN OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155
MULTIPLAYER MATCHUP GAMES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
MULTIPLAYER OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157
MULTIPLAYER DEFAULT SETTINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159
CHAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159
MULTIPLAYER WARNING AND ERROR MESSAGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160
MISSION EDITOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .161
GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162
CREATING A NEW MISSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162
EDITING AN EXISTING MISSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162
IMPORTING SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162
MISSION CREATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163
MISSION MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .164
MAP READOUTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .164
MAP CONTROLS: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .164
MISSION MAP MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165
OBJECT BUTTONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166
ADD SUBMARINE OR SHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166
ADD GLOBAL GOAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166
ADD BUILDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166
MISSION OBJECT MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167
ADD TO FORMATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167
UNLINK FROM FORMATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167
ADD ATTACHED GOAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168
ADD INFLIGHT AIRCRAFT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168
ADD AIR STATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168
ADD AIR CORRIDOR (AIRPORT) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169
FLIGHT SCHEDULE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169
EDITOR MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170
MISSION MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170
EDIT MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170
VIEW MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .172
ADD MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .173
OPTIONS MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174
SCENARIO BROWSER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176
USING THE SCENARIO BROWSER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176
ALL TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177
GROUP TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177
GOALS TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177
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TEXT LABEL PROPERTIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
WAYPOINT PROPERTIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
GOALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
GLOBAL GOAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
DESTINATION GOAL (GLOBAL). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
AUTOMATIC GOAL (GLOBAL). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
ATTACHED GOALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
DESTINATION GOAL (ATTACHED) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190
APPROACH GOAL (ATTACHED) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190
KILL GOAL (ATTACHED) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191
GOAL OBJECT PROPERTIES PANEL PAGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
PAGE ONE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
ADDITIONAL PAGE ONE OPTIONS FOR SPECIFIC GOAL TYPES
PAGE TWO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
PAGE THREE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
PAGE FOUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
PAGE FIVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
GOAL PRECEDENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
DYNAMIC GROUPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
CREATE DYNAMIC GROUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
EDIT DYNAMIC GROUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
MISSION EDITOR HOTKEYS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
STARTING A CREATED MISSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
APPENDIX A: GLOSSARY OF ACRONYMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
APPENDIX B: GLOSSARY OF TERMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
APPENDIX C: TACTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
APPENDIX D: INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
This product has been rated by the Entertainment Software Rating Board. For information about the
ESRB rating, or to comment about the appropriateness of the rating, please contact the ESRB at
1-800-771-3772.
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WELCOME
Sub Command puts you in control of the most advanced submarines in the world, allowing you to
play single missions or the campaign from either a Russian or U.S. vantage point. Multiplayer
missions pit you against players commanding the most capable submarines at sea—whether you
chose to drive the pride of the U.S. Navy’s Submarine fleet or try your hand at commanding one of
the finest Russian submarines.
As commanding officer, you can delegate Sonar, Radar, TMA (Target Motion Analysis) and Fire
Control tasks to your auto crewmen or man all of the stations yourself.
Give orders to your crew via voice commands, use the handy menu commands from the Task Bar
or mouse commands in the Navigation Station. The Task Bar allows you to change depth, speed
and course from any of the ship’s stations.
Create your own missions in Sub Command’s robust Mission Editor. Information from the United
States Naval Institute is available for all military ships and planes used in the game.
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MAIN MENU Change your player identity, start single and training missions
and the campaign, how to use the reference browser, a
description of the players log, a brief description of options and
information on how to end the game. Mission Editor and
Multiplayer are covered separately later in this manual.
SHIP STATIONS The inner workings of all ship stations for all controllable
submarines. Basic information about the purpose of each station
is followed by a description of how that station works on each of
the three controllable subs. (The Interior stations of the Akula-I
improved and the Akula-II are identical. See Sonar
Stations/Broadband Sonar on p. 62.) Making use of your auto
crewmen is also covered.
MULTIPLAYER Step-by-step instructions for hosting or joining a multiplayer Sub
Command game.
SPECIAL OPS AND PROCEDURES Instructions for launching and recovering Special Forces and the
DSRV, deploying UUVS, laying mines and operating under the ice.
MISSION EDITOR In-depth instructions for using the Mission Editor to create and
edit Sub Command Missions.
APPENDIX A Glossary of Acronyms
APPENDIX B Glossary of Terms
APPENDIX C Tactics
GAMEPLAY OVERVIEW
As the Commanding Officer of a submarine, you use the ship’s various sensors to detect other
ships and subs. Once a contact is detected, you must establish the probable identity of the contact.
Using the tools at your disposal, you can classify the contact to determine whether it is a neutral
ship, an enemy ship or sub, a friendly contact or a pod of whales.
Your sub’s sensors include a sophisticated Sonar Suite that utilizes both active and passive sonar,
Radar, Electronic Support Measures (ESM) and the periscope. ESM, the Stadimeter, and
Narrowband sonar help you classify contacts. Target Motion Analysis (TMA) helps you to determine
the bearing and range to the contact, as well as its course and speed. This information is needed
to calculate an accurate firing solution when it becomes necessary to target a contact with a
torpedo or missile from Fire Control.
In every mission you are assigned at least one task considered critical and must be completed to
ensure a satisfactory mission outcome. These are laid out in the mission brief and identified as
Critical Goals in Mission Status and in Mission Debrief. Some tasks are secondary in importance.
These are identified as non-critical goals.
As Commanding Officer you must complete assigned tasks while keeping your submarine quiet
enough to avoid detection and have the skill to evade destruction if you are detected. You can man
all stations yourself or, if desired, you can use the auto crewmen to assist you with detecting,
classifying and targeting contacts, but bear in mind they are not infallible!
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TERMS DEFINED
■ In this manual ‘click’ always refers to a left mouse click. Right mouse clicks are designated as
‘right-clicks’.
OK checkmark
Cancel circle
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When you enter the game the symbol for Ownship, the sub you are commanding, is the only
contact symbol that appears on the Nav map until one of your sensors detects a contact and you
or your auto crew marks it. The exception to this is land targets. In some cases land targets appear
on the Nav map as soon as the game starts. Land targets (as well as Link contacts) are marked
with an alphanumeric designation that begins with the letter L. See Main Menu/Options/Game/Show
Link Data on p. 30.
NOTE: If you have selected Novice option settings, you see the symbols for any friendly platforms in
the area and your Sonar Auto Crewman begins reporting contacts. Selecting Novice settings
enables the Show Link Data option.
Once the contact is marked or designated by one of your sensors, a symbol for the contact appears
on the Nav map at the end of a line of bearing. You select a map symbol by clicking on it. (See
Navigation Station/2D Map/Contact Symbols on p. 43.) When a contact is selected on the Nav map,
a 3D object representing that contact appears in the 3D view. Until you classify the contact, only a
large wire-frame bubble, or Area of Uncertainty, appears in the 3D view. The bubble extends above
and below the water indicating that you have not yet classified it as a surface or subsurface
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contact. Classification is explained in the Ship Stations chapter in the Navigation Station,
Narrowband Sonar and Periscope and Stadimeter sections.) Once you give the contact a specific
classification, the 3D object representing the specified class appears in the 3D window.
Beware! If you classify the contact incorrectly, what you see is not what is really there! For instance
if you classify the contact as a cruise ship when it is actually a Russian Kirov class cruiser, the
contact’s symbol on the Nav map is the symbol for a neutral surface ship. When the symbol is
selected, a model of a cruise ship is seen in the 3D window and the DDI reports the contact as a
cruise ship.
Until a specific range is designated for a contact, the contact’s symbol, usually the symbol for
Unknown/Unknown (unknown platform type/unknown alliance), appears at the end of a line of
bearing (LOB). The length of the LOB is a predetermined range and does not represent the actual
range of the contact unless the contact is marked by Radar or Active Sonar. Since these sensors
give a range as well as a bearing, the map symbol is placed at the end of a LOB at the range
determined by the sensor.
Using TMA you can figure out the location of the contact with some degree of accuracy. In addition
to the contact’s location, you can also develop a firing solution, or simply a solution, which consists
of your best assessment of the contact’s bearing, range, speed and course. When you or your TMA
Auto Crewman enters a solution for the contact from the TMA Station, the contact’s symbol on the
Nav map shifts to the location designated in your solution and begins to move on the course and at
the speed designated in the solution. When you click the contact’s symbol, all available information
about the contact as classified or designated by you or your Sonar Auto Crewman appears in the
Nav map’s DDI.
NOTE: If you give the contact a generic classification, for instance Neutral Surface, and no specific
class is assigned, a wire frame of a generic surface ship appears in the 3D view. A generic
classification is assigned with the Contact menu’s Designate Type/Alliance option. See Ship
Stations/Navigation Station/Contact Menu on p. 45.
Again, be warned. What appears in 2D, 3D and the DDI is only as accurate as you are!
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TASK BAR
The Task Bar is available at the bottom of all ship stations and provides a pop-up Stations Menu for
switching to other ship stations and a pop-up Orders Menu for issuing common ship commands. In
the Task Bar, you can also change depth, course and speed, and see a history of crew reports,
radio messages and multiplayer chat messages.
NAVIGATION
You begin the game at the Navigation Station. It is here that you see a map of the battle space (The
Nav Map). (You must scroll to see the entire space.) Once a contact is detected it appears as a
symbol on the Nav map. You designate a contact’s classification from the Nav map using the
contact’s right-click menu (Contact menu) although you must determine the correct classification
from the Narrowband, ESM or the Periscope/Stadimeter stations. The Navigation screen also
contains the 3D window for viewing selected contacts, and known information on selected
contacts is available in the Data Display Indicator (DDI) area of the screen.
Using a combination of auto crew, the Task Bar, and voice and mouse menu commands it is
possible to play much of the game from the Nav Screen. Information on playing the game from the
Nav Station and using Voice Commands is found in this section.
SHIP CONTROL
In Ship Control you change and view the actual as well as the ordered depth, course and speed of
your sub. The towed arrays are deployed in Ship Control and it is from here that you conduct an
emergency blow, rig in the bow planes, ventilate, charge air banks and open and close the main
ballast tanks. The trim display is also located in Ship Control. (You can change your course, speed
and depth from any station using the Task Bar, Ownship menu and voice commands.)
SONAR: BROADBAND
Broadband is the default sonar function. It is used to detect and track broadband frequency noise
emanated from surface ships and submarines. Biologics such as whales and shrimp can also be
detected in broadband.
SONAR: NARROWBAND
The Narrowband function is used to detect and track narrowband frequency noise emanated from
surface ships and submarines. The Narrowband Station is also used to classify contacts. The sound
signature of a selected contact is compared to a library of known sound signatures. Only sources
with similar signatures are presented to help determine the most likely sound source.
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SONAR: DEMON
DEMON is an acronym for Demodulated Noise (DEMON). The DEMON Station is used to determine
the contact’s speed. Here you can also determine the number of blades on the contact’s propeller,
which can help you classify the contact.
SONAR: ACTIVE
In Active Sonar, a ping or a series of pings is transmitted. The resulting echoes from an object are
used to determine that object’s bearing and range.
SONAR: SSP
The Sound Speed Profile (SSP) displays the speed at which sound is transmitted at various depths
in the ocean at your current location. Water tends to form distinct layers of density. These layers
affect sonar transmissions. Knowing the location of the layer in your area is important since the
layer can affect your ability to detect enemy ships and subs and also helps you hide from them.
TMA
The Target Motion Analysis (TMA) function works in conjunction with the ship’s four major sensors.
Using inputs from sonar, radar, ESM and periscope, TMA helps you determine a contact’s bearing,
range, speed and course. This information is necessary for developing a target solution.
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RADAR
Radar uses high frequency radio waves that are transmitted from the ship and reflected off objects
to determine bearing and range. Bearing and range data, once appropriately marked, is then sent
to the TMA Station and Navigation map for analysis. Use the radar to detect surface contacts, land,
and low-flying objects.
RADIO/ESM
The Radio is your submarine’s link with the outside world. Messages may be received at any point
in the mission and can include additional tasking or key intelligence updates. It is important to
come to periscope depth and raise the radio antenna or deploy the wire at regular intervals during
your mission.
The Electronic Support Measures (ESM) system is also available at this station. This passive system
detects electromagnetic transmissions from other ships when the ESM mast is raised above the
surface of the water. In addition to detecting the direction and signal level of radar transmissions
from other ships, ESM also compares these signals to a database and identifies the source of the
transmission.
PERISCOPE/STADIMETER
With the periscope you can detect and track contacts visually. You can also photograph a contact
through the periscope for use in classifying the contact and determining its range and course with
the Stadimeter. The Stadimeter can only be reached from the Periscope Station.
The Stadimeter accesses a library of known surface platforms and allows you to match the photos
you take through the periscope with one in the library. With the exception of the contact’s speed, all
information necessary for an accurate firing solution can be determined with the Stadimeter.
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MISSION STATUS
As you progress though the mission you can check the status of your goals and tasking at any
point. The Mission Status screen provides your current score (in Single Missions only), the status of
both critical and non-critical goals as well as a list of all platforms you have killed so far.
• Press s then click Mission Status from the System menu.
• Click OK to return to the mission.
Sub Command Tip: Before ending a mission, visit the Mission Status screen to
ensure you completed all of your critical and non-critical goals.
ENDING A MISSION
There are four ways to end a mission and enter Mission Debrief. Two ways offer you the
opportunity to save your mission before exiting to Debrief.
To save a mission and exit to Debrief:
• Press s then click SAVE AND EXIT on the System menu. The System menu can also be
selected from the Nav Map menu. (Right-click the Nav map to access the Nav Map menu.)
• Press v+q+S to display the Save dialog. When you exit the Save Dialog, you
enter Mission Debrief.
To exit directly to Debrief:
• Press s then click EXIT on the System menu.
• Press Q.
NOTE: You can save the game at any point during gameplay without exiting by selecting
v+ S.
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MISSION DEBRIEF
Two options are available in Mission Debrief: Status and Replay. By default Status information is
displayed.
• Click REPLAY at the left of the screen to display the Replay screen.
• Click STATUS to return to the Mission Status information.
• Click OK to exit to the Main menu.
STATUS SCREEN
This screen displays the same status information that was visible in the Mission Status screen
during gameplay. This information is also available in the Player’s Log after each mission. The final
score for the mission as well as a list of goals and the final status of each is available along with
the list of all platforms and buildings you destroyed during the mission.
REPLAY SCREEN
To view a replay of the mission just completed, click. A view of the battle space appears along with
a set of controls. These work like VCR or tape recorder controls.
• Press q+G to toggle the display of names on the Replay map.
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MAIN MENU
From Sub Command’s Main menu you can:
■ set your player name.
■ select single, campaign or multiplayer missions.
■ access the Mission Editor to create or edit your own scenarios.
■ view U.S. Naval Institute data on the ships and weapons available in Sub Command.
■ access the game’s options. In Options you adjust game, sound and 3D settings, and view or
reassign hot key designations, and set multiplayer options.
From the main menu you can also view the record of your current game persona in the Player’s Log.
MISSIONS
Clicking on Missions in the Main menu takes you to the Missions screen. From here you select the
type of mission you want to play, Training, Single or Saved and select a specific mission title. Single
missions are shown by default. A brief description of the selected mission is available in the
Mission Description window.
You must also select a submarine to command in the mission. This is done from the Submarine
Selection window in the upper right corner. The submarines that are available to command differ
from mission to mission so you must select the mission first. A tasking overview for the selected
controllable submarine is seen in the Tasking Window. Tasking may be different depending on the
submarine selected. Some missions have only one submarine available to command some have
more. The submarine selection process is explained below.
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All missions have at least one controllable sub. If the mission designer has added more than one
controllable sub to a mission each controllable sub is numbered and can be selected in the
Controllable Sub Selector.
Some Controllable Subs offer the player a choice of submarine to command for a specific task. The
options are explained below.
Controllable Sub Selector:
When a mission is selected you may see one, both or several each of the following options in the
Controllable Sub Selector drop-down list:
CONTROLLABLE SUB: When Controllable Sub (no leading asterisk) is selected in the
Controllable Sub Selector only one submarine is available to
command. That sub name is the only one listed in the Specific
Sub Selector. The tasking overview for this specific sub appears
in the tasking window. There may be more than one Controllable
Sub in a mission. Each controllable sub within a mission may be
assigned different tasking.
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*CONTROLLABLE SUB: When *Controllable Sub (with a leading asterisk) is selected the
in the Controllable Sub Selector the Specific Sub Selector is
enabled and the player can choose to command any submarine
in the list. All of Sub Command’s controllable subs appear in the
Specific Sub Selector list regardless of country. One sub name
appears as default as designated by the mission designer.
NOTE: Missions with more than one controllable sub can be played as Multiplayer Missions. The
number of controllable subs in a mission determines the number of players that can play
that mission. A number appears in front of Mission titles in the Multiplayer Missions screen
indicating the number of controllable subs in each mission.
Specific Sub Selector
The submarine name that appears in the Specific Sub Selector when you click OK is the submarine
you command in the mission. When the Specific Sub Selector is enabled you can chose any
submarine in the list. The tasking overview that appears in the Tasking Window applies to the sub
selected.
TRAINING MISSIONS
To gain an understanding of how to use the most important ship stations and functionality in Sub
Command, it is recommended you try the training missions before proceeding to the single
missions or campaigns.
NOTE: The Training missions cover the Seawolf interface only. The other sub interfaces function
similarly. Differences between the interfaces are covered in the Ship Stations chapter of this
manual.
Training Mission 1: Covers the basic game interface and maneuvering procedures from the Task
Bar and Ship Control.
Training Mission 2: Covers basic sonar operations.
Training Mission 3: Covers Target Motion Analysis (TMA) and targeting and launching weapons
from Fire Control.
A description of a training mission can be viewed when you select its title in the Mission Title
Selection List.
NOTE: Music, Sound effects, crew responses and all Auto Crew are disabled in Training Missions.
To begin a Training Mission:
■ The steps for beginning a Training Mission are the same as those for starting a single mission
except you must select Training at the left of the Missions screen and that you can only select a
Seawolf submarine to drive from the Specific Sub Selector. The steps for starting a mission are
listed in the Single Missions section below.
SINGLE MISSIONS
To begin a single mission:
1. In the Missions screen click SINGLE. Single Mission names appear in the Mission Title Selection
List. Stars next to the mission name denote level of difficulty, from one star (easy) to four stars
(most difficult).
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2. Click the mission title of your choice. A description of the selected mission appears in the
Mission Description window and a map of the battlespace appears in the Mission Location
window. The tasking overview for the default controllable sub appears in the Tasking window.
(Alternate tasking may be assigned to other controllable subs when they are available in a
mission.)
3. Select an option from the Controllable Sub Selector drop-down. The drop-down contains the list
of Controllable Subs available in the selected mission. If the drop-down is grayed out, only one
controllable sub is available in the mission. See Submarine Selection Window on p. 21.
4. If the Sub Specific Selector is enabled you can chose to command any sub in the list otherwise
the sub shown is the only sub available.
5. To see another available mission, select a different mission title.
6. Click CANCEL to return to the Main menu.
7. Click OK if you want to play the selected mission. The Mission Brief screen appears and displays
complete tasking information.
SAVED MISSIONS
Single missions you save are accessed from the Saved menu on the Mission screen.
1. Click SAVED to display the names of all saved Single missions in the Mission Selection window.
2. Steps for loading a Saved mission are as follows:
■ From the Missions screen, click SAVED. A list of Saved Games (if any have been saved) appears.
■ Click on the mission you wish to continue, then click OK to load it.
MISSION BRIEF
The Mission Brief screen provides the complete tasking brief and an opportunity to change your
weapon loadout.
1. Click WEAPON LOADOUT at the bottom of the Mission Brief screen to review or alter your ship’s
loadout to better suit your mission needs. See Weapon Loadout below.
2. Click OK to begin the mission, or click CANCEL to return to the Mission Selection screen.
Mission Brief
Weapon Loadout
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WEAPON LOADOUT
Depending on your mission tasking you may need to alter your default loadout. If you are tasked to
hunt down and destroy an enemy submarine, you don’t want your tubes full of land attack missiles
and your racks full of anti-ship missiles. The time to change your loadout is before you get
underway. From the Weapons Loadout screen you can change the weapons loaded in the tubes,
change the number and type of stored weapons, and adjust the loadout of your countermeasures.
Tubes
Stores
Countermeasures
Information Window
The weapons available for each sub class vary but the method for changing the loadout is basically
the same in each controllable submarine. The 688(I) class has an additional loadout screen to
accommodate the vertical launch tubes and the Akula classes have an extra screen for their
external tubes.
Whenever an item is selected in the drop-down list information about the selected item appears in
the information window.
To change the loadout in torpedo and VLS tubes:
1. In the Mission Brief screen click WEAPON LOADOUT. The Tubes loadout screen appears. The
current loadout is represented by numbered, colored dots on a wire frame representation of the
ship’s hull. The numbers represent the tube number. The name of the weapon loaded in each
tube is seen in the drop-down list associated with each tube number. The color of a dot on the
wire frame coincides with the color assigned to represent each specific weapon.
2. Click the arrow in a weapon drop-down list associated with a specific tube and select a different
weapon from the list to change the weapon loaded in that tube.
3. Change loadout in Stores or CMs (countermeasures) before clicking OK.
■ In the 688(I) class, click VLS to alter the loadout in the ships Vertical Launch System (VLS)
tubes. Changes are made as described above.
■ In the Akula Classes, click INNER TUBES to change the loadout in the ship’s internal tubes. Click
OUTER TUBES to change the loadout in the six tubes that are external to the pressure hull.
Changes are made as described in the steps above.
4. Click OK to implement all of your changes and return to the Mission Brief screen.
5. Click CANCEL to ignore any changes you make on any of the screens and return to the Mission
Brief screen.
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CAMPAIGN
Click the Campaign button to access the Campaign Selection Screen. From here you choose a side,
select the submarine to command and go head to head with the best the enemy has to offer in the
selected campaign mission.
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RUSSIA RESURGENT
A new government has come to power in Russia with a promise of restoring the country to
international prominence as a world superpower. Military units are being rebuilt through increased
training, mass production of existing weapons, and research and development to provide new
capabilities.
The leading edge of this activity is the Russian submarine force, which has suffered the least
decline since the end of the cold war. Submarines are engaged in operations to gain intelligence
about U.S. forces and to ensure U.S. submarines are not able to observe Russian exercises. The
Russians are especially keen to enshroud the development of a new anti-air warfare missile.
The U.S. leadership in the Department of Defense, the State Department and the intelligence
agencies has initiated actions to monitor Russian capabilities and determine their intentions.
Submarines are critical assets for covertly gaining the required information.
Peacetime Rules of Engagement are still in force but as the Russians increase preparations, the
encounters between the two countries become more frequent and the possibility of hostilities
intensifies. The risk of an undeclared war beneath the surface increases with every encounter.
To combat the new capabilities of the Russian Improved Akula-I and Akula-II submarines, the U.S.
fleet commissioned the Seawolf class submarine in the late 90s. While quieter and more capable
than any nuclear submarine at sea, construction of the class was canceled for all but three vessels.
Only two Seawolf class submarines are currently deployed. The 688(I) class remains the backbone
of the U.S. submarine fleet.
Tensions are rising, and the premier submarines of the two navies must be the first instruments of
national policy. However, a submarine is merely an extension of the wit, creativity and will to win of
the Commanding Officer. If you have the skill, knowledge and character to command the world’s
elite submarines, step up to the challenge of Sub Command.
CAMPAIGN ORGANIZATION
The campaign is divided into fourteen missions. You can elect to play all thirteen missions of the
campaign as the commander of a Russian Akula class, a U.S. 688(I) or Seawolf class submarine.
With minor exceptions (noted in the descriptions), the same missions are present in all three
campaigns; only your perspective and goals and the capabilities of the submarine you command
are changed. In each mission, one submarine has an offensive role and the other has a defensive
role. The opposing force may have several submarines, but you have no friendly submarines.
Regardless of the ship chosen, you have the same required missions, although the order is
somewhat different.
In Sub Command, failure to achieve specific goals need not result in the necessity to replay the
mission. There will, however, be mission-relevant consequences in future missions depending on
whether or not you complete important goals as you go along.
The early missions require support of naval exercises in home waters and missions in enemy
coastal waters for observation of enemy naval operations and insertion of Special Forces. Both
submarine forces focus on an upcoming test of the new Russian anti-air missile in the early
missions. If the Russians can deny U.S. forces’ knowledge of the characteristics of this weapon,
then the Russian Northern Fleet will be much more effective when the battle is eventually joined.
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Mission Description
Tasking Overview
MULTIPLAYER
Up to eight players can link up via Internet or a local network to create alliances and engage in
combat against human opponents or computer AI. For in-depth information, see Multiplayer on
p.153.
Online gameplay for Sub Command will be available only through August 31, 2002 subject to
online terms of use and all features may not be available at the time of purchase. Please check
online at www.ea.com for more information and terms of use.
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MISSION EDITOR
Custom build single or multiplayer missions anywhere in the world. Make your missions as simple
or complex as you desire and include random events, groups and opponents so that the game
plays differently each time it is played. You can place one controllable submarine or several in your
scenario and play the game from different perspectives. Opponents and allies can be created from
the navies of sixteen different countries. For in-depth information, see Mission Editor on p. 161.
PLAYER’S LOG
Sub Command maintains a log for all player names you create. The log displays every mission
attempted by your current player name and the results of each are displayed when you select the
name of a specific mission.
Player Name
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OPTIONS
Selecting Options from the Main menu displays the Options menu. The Game Options page
displays by default. The text buttons at the left of the screen indicate the type of options that are
available. Click the name of the Options page you wish to view. A green box around the text button
indicates the selected options page.
A check mark in a box associated with an option indicates the option is ON.
GAME: Set Game and map control options. The following options are available:
Show Dead Platforms: When ON, all platforms that are 100% destroyed display in their actual
locations on the Nav map and their actual identity is displayed in 3D View. Should the contact be
killed by a platform other than Ownship, the contact symbol displays on the Nav map whether you
have detected it or not.
If you have detected the contact, the contact’s symbol remains on the map moving at the course
and speed designated in the TMA solution even after the actual ship or object is destroyed. This
can result in seeing two symbols and two 3D models for the same contact when this option is on.
For example, assume you have a contact designated S01. You have a TMA solution on S01 that
places it on bearing 235 at a range of 4000 yds but the contact is actually on bearing 239 at a
range of 5000 yds. Additionally, you have classified S01 as a Krivak class frigate when it is actually
a fishing boat. When you click S01 on the Nav map the 3D model of a Krivak appears in 3D view.
Now suppose that you fire a torpedo at S01 using your TMA solution. Because your solution is
close to the actual location of the contact the torpedo picks up the actual contact and destroys it. If
you are attached to the torpedo you will see it go right through your TMA solution in 3D because it
is not in the actual location of the contact. The torpedo proceeds on to the actual location of the
contact and kills it. A symbol for the contact immediately appears at the actual location of the
platform on the Nav map and the model of the dead fishing boat appears in the 3D View if you
select the symbol. Your S01 solution symbol and the Krivak model remain on the map until you go
to the TMA station, select S01 and drop it.
If Show Dead Platforms is OFF, you never see in 3D what you have killed. Based on the sound of
explosions and the loss of a signal on a given bearing you may assume that you have killed
something. If you want to know for sure what you have killed without turning on this feature, go to
the Mission Status screen and scroll down to the Kills section.
Show Truth: When ON, symbols for all objects in the mission display on the Nav map whether you
have detected them or not. When a ‘truth’ contact is selected on the map accurate information
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about the contact is seen in the Data Display Indicator and in the 3D view. The information in the
DDI has a different format than that seen when Show Truth is OFF.
When ON no Contact IDs are seen in the TMA or Fire Control Drop-down lists. You can only engage
Truth contacts from the Nav map using the Contact menu’s Engage With command or by shooting
a Snapshot at the contact from the Fire Control Target Display.
Truth is OFF by default and must be enabled here or by using the keyboard command or the Nav
Map menu. The default keyboard command is shown.
• Press v+q+T to toggle the display of truth on the Navigation Map.
• From the Nav Map menu select Layers>Show Truth. Select Layers>Hide Truth to turn truth OFF
again.
NOTE: A host in a multiplayer game can turn OFF the Show Truth capability so no players in the
game can use it.
Show Link Data: When ON, friendly or allied contacts appear on the map as blue symbols of the
correct platform type. Since this information is provided from your link to other ships and satellites,
they are designated as Link reports and have an L designation on the Nav and Fire Control maps.
Clicking on an L contact on the map displays information in the DDI, in the 3D view and the
location of the platform that is accurate as of the last Link report. Link data is reported on a time
delay so the locations may not be exact but they are the locations with a high level of confidence.
Link information is updated on the map as long as the option is ON.
If the Show Link Data option is ON when you leave a mission, it is also ON at the start of the next
mission.
This option can also be set as follows:
• Press q+v+A to toggle the display of Link Data for allied platforms and land sites.
• From the Nav Map menu select Layers>Show/Hide Link Data.
NOTE: L contacts do not display in the TMA Select drop-down list. Some land sites are designated
during mission design as Auto Detect. A land site so designated is always visible and also
has an L designation. It remains visible even if Hide Link Data is selected. L and L contacts
do appear in the Fire Control Target list.
Fire Control Quick Launch: When ON the time it takes to unload and load weapons and
countermeasures is reduced as follows:
■ Weapon unload/load time drops from 16 – 18 minutes (depending on the sub) to approximately
35 seconds.
■ Weapon load time drops from 8 – 9 minutes (depending on the sub) to 20 seconds.
■ Countermeasure unload/load time drops from nearly 6 minutes to 14 seconds.
■ Countermeasure load time drops from 3 minutes to 8 seconds.
Enable Tool Tips: When ON the name of the screen, button name or function and in some cases
additional information displays when the cursor is held over game labels, buttons and entry fields.
3D: Set screen resolution and 3D effects and testing options. Select Disable 3D to completely
disable 3D in a mission.
CREW: Activate or deactivate Auto Crewmen. When ON, Auto Crewmen perform specific game tasks
as follows:
Radar Auto Crew: When ON, Radar Auto Crewman marks and updates all Radar contacts as long as
the Radar is on.
TMA Auto Crew: When ON, TMA Auto Crewman merges contacts, performs TMA assessment, and
enters Firing Solutions for all designated contacts.
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NOTE: When the TMA Auto Crewman is ON you cannot adjust solutions at the TMA Station If you
attempt to move the TMA Ruler or make entries in the Trial Solution Fields, your TMA Auto
Crewman moves them back to the settings he entered.
Sonar Auto Crew: When ON, the Sonar Auto Crewman marks contacts in Narrowband sonar and
assigns trackers. (Trackers appear in both Narrowband and Broadband Displays) He then
commences classifying the contact in Narrowband. Once classified the contact’s symbol on the Nav
map changes shape to reflect the classification determined by the Sonar Auto Crewman. You must
still assign an alliance to the contact from the Contact menu’s Designate Type/Alliance>Alliance
option. See Ship Station/Navigation Station/Contact Menu on p. 45.
NOTE: When Sonar Auto Crewman is ON you can still assign trackers and mark contacts. In some
cases you may be quicker than he is. You can also move the Narrowband Cursor to
designate the search area for the Sonar Auto Crewman.
Fire Control Auto Crew: When ON, the Fire Control Auto Crewman enters presets appropriate for the
contact.
NOTE: Be aware that if you designate a contact as a surface ship when it is really a submarine, the
Fire Control Auto Crewman enters presets appropriate for a surface ship. He uses your
classification and the existing TMA firing solution to determine appropriate presets, even if
your classification and firing solution are wrong.
For more detailed information on Auto Crew functionality, see Ship Stations/Auto Crewmen on p.
146.
■ Setting Novice Defaults turns ON all Auto Crew options.
■ Setting Advanced Defaults turns OFF all Auto Crew options.
SOUND: Enable voice commands as well as in-game sound and music options. A list of available
English voice commands is found in VoiceCommands.doc located on the Sub Command CD.
CONTROLS: Displays hot key assignments for the 2D Map, 3D View and General game functions.
Hot key assignments can be changed here. See Options/Changing Hot Key Assignments below.
MULTIPLAYER: These options are only available to the host in a multiplayer game. Options you set
here are enabled when you host a Multiplayer game. If you join a Multiplayer game any options you
set here are disabled. When you host you can also set these options from the Game Room. See
Multiplayer/Multiplayer Options on p. 157.
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USNI REFERENCE
Data from the U.S. Naval Institute (USNI) was used as the reference for the information in the
online USNI browser, and for the performance parameters used in the game databases. Any
deviations from USNI data for gameplay purposes are annotated in the browser entries.
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PLATFORM-SPECIFIC INFORMATION
You can quickly access information on a specific platform in the game or in the Mission Editor.
During Gameplay:
1. Select the contact on the Nav map then press a + I.
The USNI Browser opens to the entry for the selected platform. Be aware that the browser provides
information on the platform as classified by you. If you select a contact you have classified as a
Kirov, the browser entry for Kirov is displayed, even if the contact is really a Slava.
NOTE: If Show Truth is ON, the browser displays the correct entry for a selected contact.
2. Click OK to return to the game.
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In Mission Editor:
1. Assign a country, class and name to the platform. Select the icon on the map and press
a+I The browser opens to information on the selected platform.
2. Click OK to return to the Mission Editor.
NOTE: No USNI information is available on land buildings, civilian aircraft and sailing vessels. During
gameplay and in the Mission Editor, the browser’s Main menu displays if you attempt to
access platform-specific information about a contact that has no browser entry.
EXIT
To exit the Main menu:
• Click EXIT. A Sub Command message box appears asking you to confirm that you want to leave
the game.
• Click OK to exit to Windows.
• Click Cancel to return to the Main menu.
SHIP STATIONS
There are seventeen stations plus the Task Bar on each controllable submarine. While the stations
on each controllable sub are different in appearance, their basic functionality is quite similar. This
section describes what happens at each station. When basic functionality is the same, directions
for performing the station’s functions are presented with any slight differences between the subs
noted under each step. A description of the screen parts and button names for each submarine
class follows the list of directions.
When the stations appear or function quite differently, steps for using a station’s functions are
included separately by submarine class.
NOTE: The Improved Akula-I and the Akula-II submarine stations look and function identically within
the game. Both of these classes are referred to as simply ‘Akula’ in this manual.
GENERAL INFORMATION
SELECTED OPTIONS
On each class of submarine, color is used to designate a selected state for buttons and menu
options.
■ Seawolf: Non-selected buttons and options are orange. Selected buttons and options are green.
■ 688(I): Non-selected buttons and options are green. Selected buttons and options are orange.
■ Akula: Non-selected buttons and options are red. Selected buttons and options are white.
SYSTEM MENU
The System Menu is available on every submarine and from any ship station by pressing s
during gameplay or by selecting System menu from the Nav Map menu. (Right-click the Nav map
surface to display the Nav Map menu.)
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MANUAL DESCRIPTIONS
It is possible to set Game Options that allow you to view the true location and identity of all
contacts, only Allied contacts and/or dead platforms on the Nav map and 3D. Except as noted, the
directions and descriptions in this manual assume that all Game Options with the exception of
Enable Tool Tips are OFF. See Main Menu/Options/Game on p. 29.
TASK BAR
The Task Bar appears at the bottom of all stations on all three classes of controllable subs. Task
Bar functionality is identical between the submarines and there are only slight cosmetic differences
from sub to sub. The Seawolf Task Bar is shown here. Each designated section is described below.
Maneuver Shortcuts and Game Readouts
Stations Menu
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STATIONS MENU
Clicking the Stations menu button displays the pop-up Stations menu. The menu contains icon
buttons representing the major ship stations. The buttons are described below. Hold your cursor
over a button to display the name of the station. Each ship station is described in full later in this
section of the manual.
• Click a specific button to move to that station.
The Stations menu icons are defined below along with their default keyboard shortcuts.
ORDERS MENU
Certain basic orders can be given from any ship station using the pop-up Orders menu on the Task
Bar. Click the button to display the available menu options.
FIRE TUBE:
This option appears both here and on Ownship menu only when a target is assigned to a specific
tube at the Fire Control Station.
• Tube Number: Weapon Name/Target ID: Select a tube number to fire the weapon in the tube at
the designated target.
NOTE: This menu option is always visible if a UUV is loaded in a tube. UUVs do not require a target
assignment so you need only fire the tube to launch it. See Special Operations and
Procedures/Deploying UUVs on p. 149.
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NAVIGATE
Set Depth
Surface: Orders your sub to the surface.
Go to PD: Orders your sub to Periscope Depth.
Go Shallow: Orders your ship to 100 feet/30 meters.
Go Deep: Orders your ship to 800 feet/244 meters. Beware! If you are not in water
that deep, you will slam your ship into the bottom of the body of water.
Change Speed
All Ahead Flank: Orders ship speed to the top speed possible for the sub you are
commanding.
All Ahead Full: Orders ship speed to 14 kts less than the top speed possible for the sub you
are commanding.
Ahead Standard: Orders ship speed to 15 kts.
Ahead 2/3: Orders ship speed to 10 kts.
Ahead 1/3: Orders ship speed to 5 kts.
All Stop: Orders ship to a full stop.
Back 1/3: Orders ship speed to 5 kts in a reverse direction.
Back 2/3: Orders ship speed to 8 kts in a reverse direction.
All Back Full: Orders ship speed to 4 kts less than the top reverse speed possible for the
sub you are commanding.
All Back Emergency: Orders ship speed to the top reverse speed possible for the sub you are
commanding.
MASTS AND ANTENNAS
These menu options appear as long as the mast is still functioning.
Raise/Lower ESM: Toggles the state of the ESM Mast (Electronic Support Measures). You must
be at the designated depth or shallower and at speeds of 10 kts or less if
the sail is submerged to avoid damaging the ESM Mast. For information on
ESM see Ship Stations/Radio Room/ESM Station on p. 131.
SEAWOLF: 70 ft (PD); 688(i) 65 ft; AKULA 16 Meters (PD)
Raise/Lower Radio: Toggles the state of the Radio Mast. You must be at periscope depth or
shallower and at speeds of 10 kts or less if your sail is submerged to avoid
damaging the Radio Mast. For information on the Radio Room see Ship Ship
Stations/Radio Room/ESM Station on p. 131.
Raise/Lower Periscope: Toggles the state of the Periscope. Raising the Periscope at a speed greater
than 10 kts damages the mast if your sail is submerged. See Ship
Stations/Periscope and Stadimeter Stations on p. 136.
Raise/Lower Radar: Toggles the state of the Radar mast. You must be at the designated depth or
shallower and at a speed of 8 kts or less if your sail is submerged to avoid damaging the Radar
Mast. See Ship Stations/Radar Station on p. 129.
SEAWOLF: 70 ft; 688(i) 61 ft; AKULA 115 Meters
Lower All: Quickly lowers all masts and antennas.
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COUNTERMEASURES
This menu and its options appear as long as Ownship has countermeasures of this type available.
Only internal countermeasure tubes can be reloaded. If you have two internal countermeasure
tubes containing one each of Active and Passive Decoys, all four of these options appear. This is to
permit you to select the depth for the CM. If you Select Active Deep, both Active options disappear
since you now have only one CM loaded, a Passive Decoy. Once you launch the Passive Decoy no
countermeasure options are available from this menu and you must reload the tubes from the Fire
Control station.
If you have two Active Decoys loaded, only the two Active options display in this menu until you
have fired both countermeasures. Then no options appear until you reload CMs.
Active Decoy Deep: Selecting this option launches an active decoy to a default depth of 800 ft/244
meters.
Active Decoy Shallow: Selecting this option launches an active decoy to a default depth of 100
ft/30 meters.
Passive Decoy Deep: Selecting this option launches a passive decoy to a default depth of 800
ft/244 meters.
Passive Decoy Shallow: Selecting this option launches a passive decoy to a default depth of 100
NOTE: The Seawolf has eight external countermeasure tubes. The CMs in the external tubes are
fired first when this option is selected. You can set countermeasures to a specific depth from
the Seawolf’s Fire Control Countermeasure Launch Panel. See Seawolf Fire Control Suite/
Seawolf Countermeasure Launch Panel on p. 120.
HISTORY DISPLAY
The center portion of the Task Bar allows you to select and view a running log, or history, of three
types of messages.
History Window
History Selection Buttons
Crew Reports
Radio Messages Expand/Contract Window
Multiplayer Chat
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HISTORY WINDOW
The History window displays a complete history of all crew reports, briefs and all radio traffic, or
multiplayer chat messages. Select one of the History Selection Buttons to the left of the window to
select which type of message history is displayed. The last two lines of the currently selected
history type display in the History window when it is not expanded. When the History window is
expanded, a scroll bar appears if the length of the message history exceeds the window opening.
Expand/Contract History Window
• Click the up-arrow to display the entire History window. You may have to scroll to view the entire
contents of a given history within the window.
• Click the down-arrow or the map surface to close the History window.
Game Speed
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NAVIGATION STATION
Each mission begins at the Navigation Station, sometimes called simply Nav. The Navigation
Station consists of three areas: the 2D Map, the Data Display Indicator and the 3D View. If you so
choose, you can play much of the game from Nav as described later in this section. It is from here
that you view all contacts you have marked or designated with your sensors and set the
classification for the contacts you classified in the Narrowband Sonar, ESM or Periscope/Stadimeter
stations. 2D Map
3D View
Data Display Indicator (DDI)
Contact Symbols
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2D MAP
The 2D Map represents the 600 by 600 (n.m.) battle space. Not all of the battle space is visible.
You must scroll up or down to view the hidden portions. Be aware that some contacts could be
hidden behind the 3D window.
• Use the arrow keys to scroll the map in the direction indicated by the arrow.
• Press v and click a map location to zoom in on that spot.
• Press v and right-click the map to zoom out.
• Press s then select Options from the System Menu.
The lower left corner of the map provides the following information:
■ Latitude and Longitude: At the location of the cursor.
■ Depth/Height: Displays the depth of the water or the altitude of the land at the location of the
cursor.
■ Range scale: In nautical miles and yards.
■ Ice Coverage: As a percentage when ice is present at that map location.
MAP MENU
Right-clicking on the 2D Map surface displays the Map menu. The Map menu contains a variety of
tools that allow you to customize your map interface by adding markers and labels and filtering
which symbols, text or other map aids display there. The Map menu items are described below.
Filters: Use filters to toggle the display of specific map objects.
ALLIANCES
Hide Threats: Hide/show all contacts designated Threat.
Hide Allieds: Hide/show all contacts designated Allied.
Hide Neutrals: Hide/show all contacts designated Neutral.
Hide Unknowns: Hide/show all contacts designated Unknown.
NOTE: If Show Truth is ON and contacts you expect to see do not appear on the Nav map check to
see if you have inadvertently turned off the display of one of the alliances.
Hide/Show Tags: Displays or hides the names of all platforms and weapons next to the appropriate
symbol. The name that displays is your classification for that contact, which may or may not be
correct.
Hide/Show Tracks: Hides or displays the alphanumeric contact IDs.
Hide/Show Marks: Hides or displays all markers you have placed on the map.
Hide/Show Area Circles: Hides or displays any Area Circles you have placed on the map.
Hide/Show Lines: Hides or displays any lines you have placed on the map.
Hide/Show Labels: Hides or displays any labels you have placed on the map.
LAYERS
Show Link Data: Displays the locations of all friendly platforms whether you have detected them or
not. This information is provided by various link connections with satellites and other ships on
Ownside. Since this data is provided on a time delay, the locations may not be exact but they are
the locations with a high level of confidence. These contacts have L designations. L contacts
appear on the map but are not selectable in TMA or Fire Control. Select this option again to turn off
the display of Link data.
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NOTE: Some land-based L contacts are visible even if this option is turned off. These land sites
were designated as ‘automatically detectable’ when the mission was created.
Hide/Show Truth: Displays the correct location and identity of all platforms and objects in the
game. See Main Menu/Option/Game/Show Truth on p. 29.
Drawing tools
Add Mark: Select this option then click the map to place a marker. Double-click the marker to add
a label to the marker.
Sub Command TIP: You can also press e while your cursor is over the 2D Map to
place a marker at the location of the cursor.
Add Area Circle: Select this option, click the map to place the center of the circle, then drag the
cursor to define the radius of the circle. Click again when the circle is the desired size. Double-
clicking on the center of the circle displays a dialog allowing you to change the radius of the circle
and create a label. Click the digits to increment the value. Right-click to decrease the value.
• To delete an area circle click the center point of the circle and press y.
Add Range Circle: Range circles can be added to Ownship and any platform symbol. Select this
option then position the cursor over Ownship or the desired contact. The cursor changes shape
when it is over a valid contact. Click the contact and drag the circle to the desired size. Click again
to place the circle.
• To delete a range circle, right-click the platform to display the Contact menu then select Remove
Range Circle.
NAV MAP CONTACTS
When each contact is designated or marked it is given an alphanumeric contact ID that is used on
the Nav map, TMA station, Fire Control and other stations in the game.
The first letter of the contact ID represents the source of the data:
S for Sonar (passive, active, UUV)
R for Radar
V for visual/periscope
E for ESM
M for contacts merged in TMA
L for Link
• Click a contact symbol to select the contact.
A contact first appears on the Nav map as a symbol at the end of a LOB. The default length of the
LOB depends on which sensor has detected it. The symbol in use is usually the symbol for
Unknown (platform type)/Unknown (alliance). See Contact Symbols below. The contact’s ID number
accompanies the symbol. The color and default lengths for lines of bearing are shown here.
Passive Sonar contacts: White, Blue or Purple LOB 10 n.m. long
Active Sonar contacts: Green LOB at the range reported by the sensor.
ESM contacts: Red LOB 20 n.m. long
Visual contacts: Red LOB 10 n.m. long
Radar contacts: Yellow LOB at the range reported by the sensor.
UUV passive sonar contacts: White LOB 10 n.m. from the UUV.
UUV active sonar contacts: Green LOB at the range from the UUV reported by the sensor.
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The Symbols
The shape of a symbol provides important information concerning the contact’s type. Some ships,
submarines, airplanes and missiles have a different symbol shape depending on its alliance. Some
symbols are the same shape regardless of alliance. In those cases, you must rely on the color of
the symbol to determine the alliance of the contact. See Colors above.
SYMBOL OBJECT SYMBOL OBJECT
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CONTACT MENU
Once a contact appears on the map, select it by clicking on its symbol. Right-clicking on a contact
displays the Contact menu. From this menu you can assign a classification to the contact as well
as attack it or find information about it as described below.
Engage With:
Tube X: Select a tube and its currently loaded weapon to fire at this contact. (If you want to change
a weapon loaded in a tube, you must visit the Fire Control Station.) The firing solution currently
entered for this contact in TMA is used to target the weapon. Be aware that your solution is rarely
accurate early in the tracking process. If no TMA solution has yet been entered, the weapon fires
down the line of bearing using the default presets for the selected weapon.
NOTE: An Unknown/Unknown contact does not have an Engage With option in its Contact menu.
Until you designate the contact as surface or subsurface the game doesn’t know which type
of weapons to place in the Engage With menu.
Deploy Special Forces: This menu only appears in the Engage With menu of surface ships and land
buildings and only under these conditions:
■ Ownship has Special Forces aboard.
■ Ownship is traveling at periscope depth or less and at 3 kts or less.
For more information see Special Operations and Procedures /Deploying and Recovering Special
Forces on p. 148.
Designate Type/Alliance: If you are relatively sure of this contact’s platform type or alliance you can
assign it here without specifying a ship class. The contact’s map symbol changes shape and color
according to your selections. 3D view displays a wire-frame model of a generic ship, plane or
submarine bounded by a colored box denoting the alliance type. See Ship Stations/Navigation
Station/Contact Symbols/Colors on p. 43. A bar representing level of confidence is also visible in
3D. You can also assign a level of confidence from this menu option.
NOTE: This menu option does not display if Show Truth is on. See Main Menu/Option/Game/Show
Truth on p. 29.)
Platform Type: Assign a platform type to the contact: Surface, Submarine, Air, Biologic or Unknown.
The contact’s symbol changes shape to that of the designated platform type.
Alliance: Assign an alliance to the contact: Friendly, Hostile, Neutral or Unknown. The contact’s symbol
changes color to that of the designated alliance. See Contact Symbols /Colors on p. 43.
Confidence: Assign a level denoting how confident you are in the accuracy of your classification.
Select Low, Medium or High.
Classify Contact: Selecting this option displays the Classification Dialog. This option does not
display if Show Truth is on. See Main Menu/Option/Game/Show Truth on p. 29.
Once you have a good idea of a contact’s class use the Classification Dialog to assign that
classification to the contact and designate a level of confidence in your assessment.
1. From the class list, select the desired class name. To narrow your search, use the Sort By Type
drop-down to eliminate all platform types but the type for which you want to search:
Submarines, Surface ships, Aircraft or Biologics. (If you have classified a contact in Narrowband
Sonar, the class name that was visible on the screen when you left that station is highlighted in
the classification window when you select a contact on the Nav map.)
2. Click the desired class name to assign that class name to the contact. Information and a photo
of the selected class appear on the right side of the dialog box.
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3. Click LOW, MED or HIGH to indicate your level of confidence in this classification. The
classification name and your level of confidence appear in the DDI whenever the contact is
selected on the map.
4. Assign an Alliance to the contact. Click ALLIED, THREAT, NEUTRAL or UNKNOWN.
5. Click OK to accept the classification. Click CANCEL to return to the game and negate your changes.
6. When you click OK, your classification is applied and the contact’s symbol appears as that of the
specified platform type.
7. When you click a classified contact in the Nav map, a 3D model of that platform class appears in the
3D view. The 3D view displays whatever class you have assigned, whether you are correct or not!
Show History: Displays a dot trail on the map indicating the movement of this contact as you have
tracked it with your sensors.
Platform Reference: Displays the USNI Reference entry for the selected contact as classified by
you. If you classify the contact as a Kirov, the entry for Kirov appears, even if the contact is really a
cruise ship. If you have not classified a contact, no information appears.
NOTE: USNI data provides information on military ships and aircraft. No information is available on
buildings, civilian aircraft and sailing vessels.
Spec Ops
Deploy DSRV: This menu option only appears on a submarine’s Contact menu and only if these
conditions are met:
■ The DSRV is loaded on Ownship.
■ Ownship is moving at 3 kts or less and is at or below periscope depth.
When this option is selected the DSRV launches and proceeds to the selected submarine. Be aware
that the DSRV will attempt to mate with whichever sub you have selected whether or not this is the
sub you have been tasked to rescue. Make sure you are not trying to rescue a hostile sub.
Remove Range Circle: If a range circle has been added to the contact’s symbol, this option
becomes available. Select this option to remove the range circle.
OWNSHIP MENU
Right-clicking on the Ownship symbol displays a set of options specific to Ownship.
Fire Tube: This option only appears here (and on the Orders menu) when you have assigned a
target to a tube and defined presets for the weapon from the Fire Control Station or if there is a
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UUV loaded in a tube. When this option appears, a second level menu is available that lists any
tube that has a weapon assigned and displays the assigned target.
Tube (Number): (Weapon) (Target): Select the desired tube number to fire that tube’s weapon at the
target ID shown.
Navigate
Set Waypoints: Select this option to add waypoints to Ownship on the Nav map. With each click a
new waypoint is added. Press u or right-click to complete the process.
Placing Ownship waypoints automatically activates your Auto-Helmsman. He follows the waypoints
until you order a change in course. See Playing from the Nav Station/Ownship Waypoints on p 50.
• Double-click a waypoint to specify a specific lat/long.
Change Course: Select this option then click the Nav map to order a course in that direction.
Set Depth: See the Ship Stations/Task Bar/Orders Menu on p. 36 for a full description of these
options.
Change Speed: See the Ship Stations/Task Bar/Orders Menu on p. 36 for a full description of these
options.
Masts and Antennas: Ownship’s masts and antennas can be raised and lowered using this menu’s
options. For a full description of these options see Ship Stations/Task Bar/Orders Menu on p. 36.
Show History: Select this option to display movement history for Ownship. A dot is placed every
two minutes showing the location of the platform at that point in time.
Platform Reference: Displays the USNI Reference for Ownship.
Remove Range Circle: Only appears if a range circle has been added to Ownship’s symbol. Select
this option to remove the range circle.
Hide/Show Waypoints: Only appears if you have added waypoints to Ownship.
Remove Waypoints: Only appears if you have added waypoints to Ownship. Select this option to
remove waypoints.
Resume Waypoint Follow: Only appears if you have added waypoints to Ownship and have ordered
Ownship to a different course (i.e., Ownship is not currently following the waypoints on its own.)
Select this option to return Ownship to the assigned waypoints. See Playing from the Nav
Station/Ownship Waypoints on p. 50.
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Platform: Displays the presumed platform type: Surface, Submarine, Air or Biologic as designated
by you or your Sonar Auto Crewman.
Class: Displays the class as designated by you or your Sonar Auto Crewman.
Confidence: Displays the current level of confidence in the classification as designated by you or
your auto crewman. Defaults to LOW.
Solution: The information in the three rows of the solution section represents the last solution
entered in TMA station by you or your TMA Auto Crewman. These fields are blank until a solution
has been entered in TMA.
Bearing: Displays the bearing to the contact as designated in the TMA Solution.
Range: Displays the current estimate of the range to the contact.
Course: Displays the estimated course of the contact.
Speed: Displays the estimated speed of the contact.
Bearing Error: The average of the bearing error that is displayed in the TMA dot stack.
Bearing Rate: Represents the change in bearing of the contact over time. A high bearing rate could
indicate that the contact is close. The contact could also be farther away but moving very rapidly.
An L or R (for left and right) precedes the bearing rate number. If looking down the line of bearing,
an L means that the contact is moving to the left, R means that it is moving to the right.
Age: The amount of time that has passed since you last updated the firing solution.
Source(s): Displays sensor input for this contact.
NOTE: When Show Truth is on, the DDI displays the selected contact’s actual name, class, course,
speed and percentage damage.
3D VIEW
3D view is on by default in the small retractable window in the upper right of the Navigation
Station. The position of the 3D View and the 2D Map can be switched to provide a larger 3D view.
• Press v + M to swap the position of the 2D Map and the 3D view.
• Or click the swap window button next to the up arrow in the upper right corner of the Navigation
Station.
3D VIEW CONTROLS
Use these keys to adjust the 3D view.
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• Click the 3D model and drag the mouse to rotate the angle of your view.
• Press v and left-click and drag or use the mouse wheel to zoom in and out.
• Press q + left-click and drag left or right to pan.
• Press v + = to zoom in on the selected object or last camera position if nothing is
selected on the 2D Map.
• Press v + -: to zoom out on the selected object or last camera position if nothing is
selected in the 2D Map.
• Press v + i: to bring the camera above the object giving you a bird’s eye view.
• Press v + k: to bring the camera under the object giving you a view of the bottom of
the object.
• Press v + j: to move the camera counterclockwise around the object.
• Press v + l: to move the camera clockwise around the object.
DISABLING AND HIDING 3D
As mentioned previously, the purists may prefer to disable 3D completely. This is done on the
Options>3D page. You can also hide 3D from within the game without disabling it completely.
• Press v + A to hide the small window. Since 2D and 3D can be swapped, whichever
view is in the small window is hidden.
• Or click the up arrow in the upper right of the Navigation Station to hide the small window. The
arrow changes to a down arrow.
• Click the small down arrow to display the small window again.
Remember that until a contact is classified, clicking on its symbol displays a transparent bubble
floating on the water in the 3D view. Until a specific classification has been assigned to a contact,
no specific 3D model can be displayed. If you have designated a type and alliance to a contact
using the Contact menu’s Designate Type/Alliance option, a generic model of the platform type is
seen in the 3D View when you select the contact. Box corners of the color representing the
assigned alliance surround the model.
A bar indicating level of confidence is also present in the 3D view. Green indicates low confidence,
yellow indicates medium level of confidence, and red indicates high confidence in your
classification of the selected model.
Remember, unless the Show Truth cheat is on, the location of the 3D object coincides with the
location of your TMA solution and is only as accurate as your TMA assessment! See Main
Menu/Options/Game/Show Truth on p. 29.
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Place waypoints through a tricky strait, around islands or set them to take you toward a specific
destination.
To place a waypoint on the map:
1. Press f or select Add Waypoint from the Ownship menu.
2. Click the map to place a waypoint.
3. Continue to click the map until the desired waypoints have been placed.
4. Right-click the map or press u to stop the process.
To add a single waypoint:
1. Click the Ownship symbol.
2. Press v + f then click the map.
■ If no other waypoints exist, a single waypoint is placed from Ownship.
■ If other waypoints already exist, the additional waypoint is added after the last existing
waypoint.
Some Restrictions
■ Waypoints cannot be added or moved over land or water too shallow for a submarine.
■ Waypoints cannot be added or moved in such a way as the direct path to the previous or next
waypoint crosses land or water too shallow for a submarine.
VOICE COMMANDS
There are a variety of voice commands available during gameplay if you installed the speech
recognition software when you installed Sub Command. Voice commands behave similarly to their
keyboard counterparts and can only be used where a keyboard command is appropriate (e.g., they
are ignored when dialogs are visible). Voice commands are only recognized during gameplay but
not on the Options menu when accessed during gameplay.
You can train your speech engine by visiting the speech control panel accessed via the Speech
icon in the Windows 98, Windows 2000, or Windows ME control panel. You can also improve the
accuracy of the speech engine by adjusting the accuracy vs. performance slider in the speech
control panel.
NOTE: The speech recognition software is not compatible with Windows 95. If you attempt to install
the game on a Windows 95 platform, the option to install the speech recognition software is
not seen.
NOTE: The document Voice Commands.doc resides on the Sub Command CD and contains a list of
voice commands recognized by the game.
To utilize voice commands in the game:
1. Select Options>Sound.
2. Under the Speech heading select Enabled and, if desired, Always On. Always On is only available
when Enabled is checked.
NOTE: Both options are grayed if you do not have a speech engine installed.
When Enabled only is selected on the Options>Sound page:
• Press and hold the speech key while issuing a valid voice commands. By default the speech key
is SPACEBAR.
■ When the designated speech key is pressed during gameplay, voice recognition is listening and
the speech engine interprets anything you say. When this key is released, voice recognition is
not listening and it ignores anything you say.
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SHIP CONTROL
Ship Control is the hub of operations on a submarine. From here the Captain and the Officer of the
Deck oversee all the ship’s movements and activities. In Sub Command the ship’s speed, course
and depth can be altered from the Task Bar or by using voice or menu commands. Because of
these options, you need only visit Ship Control for specific evolutions that are performed
infrequently.
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Change Course, Speed and Depth: In Ship Control you can view the ordered as well as the actual
course, speed and depth. You can also change course and speed with a single click using the
Course Indicator and the Engine Order Telegraph.
The Stern, Bow and Rudder Indicators denote the positions of the respective control surfaces of the
ship. Zero represents a neutral setting for the bow/stern planes and the rudder. While your
Helmsman automatically controls all control surfaces whenever you order a depth or course
change, you can, if you like, manually set a rudder angle to change course. The ship will continue
to turn in the designated direction until you click zero on the Rudder Indicator or order a new
course using the Course Indicator or the Course shortcut.
The Seawolf’s trim display includes its Under Ice Display. 688(I)’s Ship Control contains its High
Frequency Sonar display. All three Ship Control Stations are described separately below.
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Selected Array
Starboard Towed Array/Port Towed Array: Click the array name to toggle between the array
options. The visible name is the selected array.
• Click the right facing double arrows to deploy the selected towed array.
• Click the left facing double arrows to retrieve the selected array.
• Click the orange square to stop streaming or retrieving.
Scope: The scope progress bar illustrates the length of the array currently deployed.
Trim Angle
Course Indicator
Ventilate
Engine Order Telegraph
688(I)’s Ship Control Station features are described briefly below. For more detailed information
about tasks performed at this station see Ship Stations/Ship Controls/Ship Control Tasks on p. 52.
Trim Angle: Indicates the trim angle of the ship measured from a horizontal axis. A positive trim
angle indicates the ship has a bow-up attitude. A negative trim angle indicates a bow-down
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attitude. Your helmsman automatically controls the trim angle whenever you order a depth change.
HP Air: This panel is used to monitor the current charge level in the high-pressure air banks and to
charge the banks when they are depleted. A charge of 50% is necessary for successful weapon
launches. The charge can be increased by only 10% when the ship is submerged. You must come
to Periscope Depth and ventilate while you charge to fully charge the banks.
• Click the unlit Charge button to commence charging your high-pressure air banks. The button is
lit when a charge is in progress.
• Click the lit Charge button to secure the charge.
Towed Array: From this panel you select and deploy the desired towed sonar array (Port or
Starboard). The Scope field indicates the length or percentage of the array currently streamed.
• Click Port or Starboard to select that array to be streamed. Only one towed array can be
deployed at a time.
• Click Stream to deploy the array.
• To stop streaming or retrieving the array, click OFF.
• To retrieve the towed array, click Retrieve.
Course: On this Course Indicator, the red needle indicates current course. The black needle
indicates ordered course
• To order a new course heading, click the desired bearing on the Course Indicator.
High Frequency Sonar: The toggle switch activates the High Frequency Sonar System (HFSS), which
is used to detect small objects such as mines at short range. The High Frequency Sonar screen
shows the location of any object near your submarine’s bow. If an object is close enough, clicking
on it designates it as a sonar contact.
• Click ON to activate HFSS.
• To designate targets (such as mines), point the cursor at the object and click. A mark is placed
on the Nav map indicating each return received by the HF sonar.
Ventilate: Ventilation is only necessary when you need to recharge the high-pressure air banks.
See HP Air above. The ship must be at or above periscope depth (65 ft.) to ventilate.
• Click the unlit Ventilate button to commence ventilating.
• Click the lit Ventilate button to secure ventilating.
Stern/Bow/Rudder: Your crew controls the bow and stern planes automatically when you change
depth but you can order a course change with the Rudder.
• Click the desired number in the Rudder Indicator to order a Rudder change.
• Click zero in the Rudder Indicator or click in the Course Indicator to reset the rudder.
NOTE: The ship will eventually turn in a circle if you do not reset the rudder to zero or order a
specific course.
Engine: This dial known as an Engine Order Telegraph orders engine speed. Engine speeds
translate to ship speeds as defined in Ship Stations/Task Bar/Orders Menu on p. 36. Flank
(maximum) speed for the 688(I) is 32 kts.
• Click the desired option to order that Engine Speed.
Emergency Blow Valve: To surface your ship quickly in an emergency situation, click the red handle
to initiate the Emergence Blow procedure. Click again to secure the blow. Remember to recharge
your air banks following an Emergency Blow.
Depth: Actual and ordered depth is shown in feet.
• Right/left click the digits in the ordered field to order a new depth.
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Depth
MBT Vents
Sounding
Engine Order Telegraph
Emergency Blow
Planes Speed
Akula’s Ship Control Station features are described briefly below. For more detailed information of
tasks performed at this station see Ship Stations/Ship Control/Ship Control Tasks on p. 52.
Air Remaining: Indicates the charge level in the high pressure air banks.
Air/Charge: Initiates a charge of the high-pressure air banks. The charge can be increased by only
10% when the ship is submerged. You must ventilate to fully charge the banks. A minimum charge
level of 50% is necessary to successfully launch weapons.
• Click the Charge button to commence charging the air banks. A red light surrounding the button
indicates the charge is in progress. Click again to secure the charge.
Air/Vent: (Ventilate) In order to fully charge the high-pressure air banks you must be at periscope
depth (16 meters/52 feet) and ventilating as well charging.
• Once at periscope depth, click the Vent button. The button is ringed in red when ventilating is in
progress. Click the Vent button again to secure ventilation.
Trim Angle: Indicates the trim angle of the ship measured from a horizontal axis. A positive trim
angle indicates that the ship has a bow-up attitude. A negative trim angle indicates a bow-down
attitude. Your helmsman automatically controls the trim angle whenever you order a depth change.
Towed Array: The Akula has one towed sonar array. Since it takes a while for the array to deploy
and settle out it is important to deploy it early in the mission. The length of the array currently
deployed is displayed in the Length readout. The Akula’s towed array is fully deployed at 304
meters (approximately 1000 feet).
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SONAR STATIONS
At the Sonar Stations you monitor the most important sensing equipment on board your submarine.
Six displays, each with a specific purpose, help detect, identify, track, and pinpoint contacts by
employing either active or passive sonar. The sonar suite is composed of these six displays:
Broadband, Narrowband, DEMON, Active, Active Intercept, and Sound Speed Profile (SSP). All six
stations are explained in this section. Information about UUV sensors and their use is covered in
Special Operations and Procedures/Deploying UUVs on p. 149.
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ABOUT SONAR
In order to understand the functions of the Sonar Suite it is important to understand a bit about
sonar. Sonar is used to detect both submarines and surface ships and it is your only sensor when
operating below periscope depth. There are two types of sonar: passive and active.
A passive sonar system consists of a set of hydrophones (sensors) that receive sounds produced
by other sources. Passive sonar can be used only to listen. Its major purpose is to detect and
classify other ships. Under optimal conditions, modern passive sonar can sense ships over several
nautical miles, thus allowing the submarine to detect potential targets or enemy ships long before
it comes into the range of their sensors. However, passive sonar has its limitations. With passive
sonar, the sonarman can only determine the direction, or bearing, of the sound source. The
distance to the other ship (range)–an important consideration when maneuvering into an attack
position and programming weapons–is initially unknown.
The same is not true of active sonar, which operates on the principal of echo ranging. An active
sonar system transmits a high-energy acoustic signal or “ping”. Objects in the area reflect the
sound, and the resulting echo is picked up by the submarine’s hydrophones. The lag in time
between the initial transmission and the returning echo reveals the target’s range with great
precision.
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The obvious advantage of active sonar is that it provides instant range information. The
disadvantage is that the active transmission can be received by enemy ships and used to locate
the transmitting submarine. Because of this risk active sonar is used only as a last resort for
determining a target’s range.
Target range can be determined with passive sonar, too. Using a process called Target Motion
Analysis (TMA), you can accurately determine another ship’s bearing, range, course, and speed (in
other words, its location in two dimensional space) simply by tracking the target with passive
sonar. See Ship Stations/Target Motion Analyses (TMA) Station on p. 96 for more information.
SONAR ARRAYS
All controllable submarines in Sub Command have some form of bow, towed and hull arrays
although their capabilities differ. An array is an interconnected group of hydrophones or
transducers that focus either the transmission or reception of sound. Together the arrays provide
omnidirectional sonar detection capabilities; however, no array in itself provides full 360° detection.
This is because the ship itself masks a certain amount of the environment from the sensor.
Spherical/Cylindrical Bow Array
The spherical/cylindrical array in the bow can track broadband as well as narrowband contacts.
Passive detection ranges from approximately 750 Hz to 2.0 kHz. In active mode, the array
transmits and detects at a higher frequency range of approximately 1.5 kHz to 5.0 kHz.
The spherical/cylindrical array can process broadband signals. At higher speeds, there is some
degradation of performance because of flow noise caused by the water moving across the surface
of the array. The bow array is not as sensitive to low frequencies, so it’s not the array of choice for
narrowband contacts emitting only low frequencies.
Hull/Conformal Array
The hull/conformal array, also near the bow of the ship is a linear array that provides low speed
capability to detect low frequency narrowband contacts (50 Hz -to-1.0 kHz). As such, its primary
use is for classifying targets.
AN/BQG-5 Wide Aperture Array (WAA): the WAA consists of three flank arrays on each side of the
SSN21 class submarines. The WAA can provide rapid passive localization (RAPLOC) for sonar
contacts within a 15 kyd range.
Towed Array
The towed linear array—pulled behind the submarine on a long tow cable so it won’t pick up the
submarine’s own machinery noise—is used for both broadband and narrowband detection and
tracking (10 Hz–1.0 kHz). It is used at low to medium speeds, and is optimized for lower
frequencies. All controllable submarines in Sub Command have at least one towed array. The
capabilities of the towed arrays vary from class to class.
The SSN21 carries these two different towed arrays, the AN/TB-16 and the AN/TB-29. The TB-16 is
a 3.5-inch diameter array, which is thicker than the thin line TB-29 array. The TB-16 will suffer less
self-noise than the TB-29 at a given speed, but the TB-29 will be more effective at the lower
frequencies.
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SONAR LIMITATIONS
The location of the sensor as well as physical conditions such as the propeller wash of your ship
can limit which sounds can reach your sensors. The towed array can not pick up contacts in front
of your submarine and the spherical array can not pick up contacts behind the ship.
The Spherical/Cylindrical Array detects contacts in the areas around Ownship as shown below.
The Hull/Conformal Array detects contacts in the areas around Ownship as shown below.
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BROADBAND SONAR
The Broadband Sonar Station displays input from the spherical/cylindrical bow, and towed arrays.
In the Akulas the data from the conformal array is also available in the Broadband Sonar Station.
These inputs are used to detect and track submarines and surface ships. Here trackers can be
assigned to contacts and they are given an alphanumeric Contact Designation or ID. Contact IDs for
all sonar contacts begin with the letter S. Trackers provide the TMA station with updates on the
contact’s bearing at specified time intervals.
NOTE: UUV sonar contacts also have Sierra (S) designations, but their data is not reported in the
Sonar Suite. UUV data is available in TMA and on the Nav and Fire Control maps.
SEAWOLF AND 688(I): BROADBAND WATERFALL DISPLAYS
Contact
Both the 688I and Seawolf submarines utilize dual waterfall displays to track sonar information. In
the waterfall display, sonar information ‘cascades’ down over time giving a sense of the contact’s
movement. Bearing is displayed on the horizontal axis with either north (000) or south (180) in the
center. Time is displayed on the vertical axis, with the most recent information at the top.
A thin line beneath the V indicator indicates the direction your submarine’s stern is pointing. A faint
orange (Seawolf) or green (688I) line represents a weak contact while a strong contact appears as
a brighter, thicker line. The speckled background represents background noise interference. The
amount of interference increases as background noise increases.
Both the upper and lower waterfall displays show broadband sonar data. It is a good idea to have
one display set on Short Time Average (1–60 seconds) and the other on Intermediate (0–30
minutes) or Long (0–2 hours). The longer the time averaging that is employed the better the sonar
detection processing. However, the longer the time averaging, the longer the time between contact
updates. Both the spherical sensor and the towed array pick up broadband data in the Seawolf and
688(I). The information displayed depends on which sensor is selected.
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Ownship Indicator
Bearing Indicator
Contacts
Cursors
Tracker Cylindrical Array
Towed Array
Conformal Array
The broadband display in the Akulas is circular and represents Sensor Strength versus Azimuth
(SSAZ). The SSAZ display consists of three concentric bands extending from an inner circle. Each
band represents data from a different Akula sensor. The innermost band, displays contacts
detected on the conformal array. The second, or middle band, displays towed array contacts while
the outermost band displays contacts on the cylindrical array.
NOTE: The towed array must be deployed before any contacts can appear in the Towed Array band
on the SSAZ Display.
The 360-degree Bearing Indicator rims the outer edge of the Circular Display. A narrow speckled
ring near the inner edge of each band indicates background noise on that sensor. Contacts on the
arrays appear as spikes emerging from the background noise at a specific bearing and extending
toward outer edge of the band; the stronger the signal, the taller the spike.
Clicking inside a specific band selects that array. The outer edge of that band brightens and
enlarges slightly indicating that the band and the array it displays is selected and the name of the
selected array appears in the Array window just below the SSAZ display.
On the SSAZ Display, a thin line extending from the center to the outer edge represents Ownship.
The line ends with an arrow indicating the direction Ownship’s bow is pointing.
Each sensor display has its own cursor. A cursor appears as a short line extending into the array
from each array’s outer edge. Click inside the array to move the cursor to that location on that
array’s bearing indicator or click the cursor and drag it to a new location. The cursor is used to
identify the contact you want to mark.
NOTE: There are no numbers on the bearing Indicators for the inner arrays. You must refer to the
numbers on the outer edge of the display.
Ship speed greatly interferes with the ability of the Akula’s sensors to detect and display contacts.
Excessive speed results in the inability to detect any contacts at all. Only background noise is
visible and that appears as a thick, jagged band at the outer edges of each array.
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Background noise
ASSIGNING TRACKERS
1. Select the sonar array you want to view in the broadband display.
Seawolf:
• Click SELECT ARRAY.
• From the resulting button matrix click SPHERE or TOWED.
• Click BACK.
688(I):
• In the Selected Array panel click the desired button. The button at the bow of the submarine
graphic represents the sphere array. The button aft represents the towed array.
Akula:
• Click inside the desired circle to select that array. Outer: Cylindrical, Middle: Towed Array, Inner:
Conformal array.
2. Click the desired contact line. A vertical cursor appears on the bearing indicator. You can click
and drag this cursor along the bearing indicator.
Seawolf:
• Click an orange Contact line.
688(I):
• Click a green Contact line.
Akula:
• Click a spike extending toward the outer edge of the selected array.
3. Click the appropriate button to designate the target and assign a tracker. (If the signal is faint,
you may have to click more than once.)
Seawolf:
• Click ASSIGN TRACKER.
688(I):
• Click DESIGNATE TARGET.
Akula:
• Click TRACK ASSIGN.
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■ A tracker letter is placed above the contact line on Seawolf and 688(I) or below the spike on
Akula. Four trackers are available for each sonar array.
A, B, C, and D: Spherical/cylindrical contacts.
E, F, G, and H: Hull/conformal contacts. (These trackers can only be assigned in Narrowband on the
Seawolf and 688(I) submarines. On the Akula they can be assigned in both broadband and
Narrowband.)
I, J, K, AND L: Towed array contacts.
■ If the sphere/cylindrical array already has four contacts assigned to trackers (A-D) and you
designate a new contact, the oldest tracker is unassigned from its current contact and
reassigned to the new contact. This is also true for the hull and towed arrays. To unassign a
specific tracker, click on the letter and drag it into the Display and release it.
■ Each contact you designate is assigned a sequential Sierra number: S01, S02, S03, etc. The
Sierra number, also called a Contact ID or Track ID, and all available data on the contact are
automatically sent to TMA and the Nav map.
TOWED ARRAY CONTACTS
Unless the towed array is deployed, no contacts will appear in Display when that sensor is
selected. Towed array contacts do not appear immediately when you deploy the array. If the towed
array is not already deployed at the beginning of the mission, you can stream it from the Ship
Control Station.
Because of the way the towed array processes signals, an ambiguous contact, a mirror image of
each true contact, appears on the display along with the true contact. If you have a contact at the
same bearing on your bow array, you can be fairly certain a contact at the same or nearly the
same bearing on your towed array display is the contact’s true bearing.
If the contact is not visible on the bow array, changing the course of Ownship allows you to
determine which contact is the actual and which is its mirror image on the display. After you
maneuver, one contact remains at a consistent bearing and one appears to move in the display.
The contact’s true bearing is the contact that remains constant.
When numerous contacts are present or the contacts are close together, this process can be very
challenging!
NOTE: Be aware that when you turn Ownship your towed array does not begin to turn until it
reaches the point in the ocean where the ship began its turn. As a result, Ownship appears
as a contact on the towed array during turns.
SEAWOLF: BROADBAND STATION
Button Matrix
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The Waterfall Display and the Sonar Station Selection buttons are described above. The Broadband
Data Display and the Button Matrix are described here.
Seawolf Broadband Data Display
Cursor, contact and tracker information is displayed here. (The cursor is the vertical line above the
bearing indicator in the waterfall display. Click the Bearing Indicator to move the cursor to that
point or click the cursor and drag it to move it along the Bearing Indicator.)
Crsr Brg: Indicates the bearing at the location of the cursor or of the tracker when a tracker is
selected with the Tracker Review button.
Sensor: Indicates which sensor is currently selected: Sphere or Towed.
Tracker: Displays the tracker letter assigned to the selected contact.
Contact: Displays the Contact ID assigned to the selected tracker or contact.
WAA RNG: When the cursor is over a broadband contact and a WAA range can be determined for
that contact, the range to the contact displays in this field.
■ Seawolf’s Wide Aperture Arrays (WAA) can provide limited range information for contacts within
15,000 yds of Ownship if acoustic conditions in the area are favorable.
SNR: Displays the Signal to Noise Ratio at the location of the cursor. SNR indicates the strength of
the signal.
Seawolf Broadband Button Matrix
Display Center: Displays button options for setting the center of the waterfall display to North (000
degrees) or South (180 degrees).
Select Array: Displays button options for selecting which sensor data will be displayed in the
waterfall: Towed or Sphere.
Assign Tracker: Clicking here assigns a tracker to the contact at the location of the cursor.
Tracker Review: Displays contact information in the Data Display for each assigned tracker.
Repeated clicks cycles through all trackers.
RAP LOC: Rapid Localization. Clicking this button sends any available WAA range information on the
selected sonar contact to TMA. A tracker must be assigned to the contact. The range information
appears on the next TMA bearing line for the contact.
■ Seawolf’s Wide Aperture Arrays (WAA) can provide limited range information for contacts that
are within 15000 yards when conditions permit.
Audio: Displays buttons to toggle the broadband audio on and off. When ON, the sound produced
by a broadband contact is audible when it is selected in the Broadband Display.
Time Scale Top: Displays button options for setting the time average in the upper Waterfall Display:
Select STA, ITA, LTA (see below).
Time Scale Bottom: Displays button options for setting the time interval in the bottom Waterfall
Display: Select STA, ITA, LTA (see below).
■ STA = Short Time Average
■ ITA = Intermediate Time Average
■ LTA = Long Time Average
Sonar Selection Buttons: Click the button of the sonar station you want to visit. Hold your cursor
over a button to display the name of the station it represents.
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Audio Toggle
Center Display Toggle
Upper Waterfall Time Average
Track ID
Designate Target Tracker Review
Sonar Station Selection Buttons: Click the icon button of the sonar station you want to visit. Hold
your cursor over a button to display the name of the station it represents.
Audio Toggle: When ON a cursor placed on a sonar contact emits the sound produced by the
contact. When OFF no sound is emitted.
Center Display Toggle: When North Centered is selected the waterfall display is centered at 000
degrees. When South Centered is selected the waterfall display is centered at 180 degrees.
Upper Waterfall Time Average: Select the time average setting for the upper waterfall display. Click
the text of the word that describes the desired setting: Short, Intermediate or Long.
Track ID: Displays the alphanumeric Track ID of the selected track.
Designate Target: To place a tracker on a contact and assign a Track ID (Sierra number) click the
contact in the waterfall display then click Designate Target. The Sierra number (S01, S02, S03, etc.)
is assigned to the contact, and the sensor data is sent to TMA.
Tracker Review: Click this button to cycle through all assigned trackers. The Track ID, also known
as the Sierra number or Contact ID, is displayed in the Track ID field.
Cursor Position: Indicates the bearing at the location of the vertical cursor in the Bearing Indicator
section of the waterfall display or cursor location of the tracker when a tracker is selected with the
Tracker Review button.
Lower Waterfall Time Average: Select the time average setting for the lower waterfall display. Click
the text of the word that describes the desired setting: Short, Intermediate or Long.
Select Array: The two buttons represent the sphere sensor (in the bow) or the towed array (aft).
Click the desired button to display that sensor’s input in the waterfall display.
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SSAZ Display
Audio
Track Assign
Cycle Contacts
Tracker
Cursor Bearing Sonar Station Selection
Buttons
Signal to Noise Ratio of Contact
Selected Array
Track ID
The Akula Broadband Station buttons and fields are described below.
Broadband Display: This Sound Signal versus Azimuth display (SSAZ) shows contacts from the
Akula’s cylindrical, towed and conformal arrays and allows for marking these contacts. See Sonar
Stations/Akulas: Circular SSAZ Display on p. 63 for a full description of this display followed by
directions for assigning contacts in this display.
Audio: Toggles Contact Sound ON and OFF. When ON placing the cursor on a contact in the SSAZ
display emits only the sound generated by that contact. Defaults to ON.
Tracker: Displays the tracker letter for a contact you select on the display if it has a tracker
assigned or for the contact selected when Cycle Contacts is clicked.
Cursor Bearing: Displays the bearing at the selected cursor location or the bearing of a tracked
contact when Cycle Contacts is clicked.
Signal to Noise Ratio: Displays the signal to noise ratio at the location of the cursor.
Cycle Contacts: Click this button repeatedly to cycle through all assigned trackers in the selected
array. Information on the selected tracker displays at the left of the screen in the Tracker, Cursor
Bearing and Signal to Noise fields as well as in the Track ID field below the SSAZ display.
Array: Displays the name of the array selected in the SSAZ display.
Track ID: Displays the Sierra number (Contact ID) of the the contact at the location of the cursor if it
has been assigned an ID or the ID of the tracker selected when Cycle Contacts is clicked.
Assign Track: When the cursor is on a contact in the selected array, click this button to assign a
tracker to the contact and send all sonar information to TMA.
Sonar Station Selection Buttons: Click the appropriate button to move to that Sonar Station. See
Sonar Station Selection Buttons on p. 59.
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NARROWBAND SONAR
Each ship class has a unique sound frequency signature. The Narrowband function is used to
classify sonar contacts by comparing the frequency signature of the selected contact against a
database of known frequency signatures.
Regardless of which sub you are commanding, the ship’s computer narrows your search by
presenting only those signatures that have similarities to the signature of the selected contact.
Each sub’s Narrowband Station is covered separately below.
SEAWOLF: NARROWBAND SONAR
Narrowband
Waterfall Display Narrowband Button
Matrix
Narrowband Search Display: On the Narrowband Search Display signals from the selected array
display in an A-scan format. A contact’s signal displays as a spike at the bearing where it is
detected. The height of the spike represents signal strength. High peaks indicate strong signal
strength.
NOTE: Ownship’s speed can affect your ability to detect contacts in Narrowband. When the entire
signal line is near the top of the display this indicates that background noise is very high.
This usually happens when your speed is over 5 kts for hull array contacts or over 15 kts for
towed array contacts. Decrease your speed to reduce water flow over the array.
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Contact
Cursor Narrowband Search Display
Tracker
Specific Frequencies
Narrowband Waterfall Display
Narrowband Waterfall Display: The Narrowband Waterfall Display separates a signal from the
bearing selected in the Narrowband Search Display into discrete frequencies. The horizontal axis
represents the range of frequencies and the vertical axis represents time in seconds. The frequency
range is adjustable using the frequency scale as described below. Vertical lines represent specific
frequencies in the sound signal emitted by the selected contact. Together all of the frequency lines
represent that contact’s sonar signature.
NOTE: Straight lines indicate a consistent signal. Curved or wavy vertical lines represent distortions
or variations in the signal.
Ship Classification Window: This window displays the sound signature of the class or weapon
named in the Profile Selector. Click DISPLAY SIGNATURE in the Button Matrix to access the Profile
Selection Panel and the Profile Selector. See Display Signature in the Narrowband Button Matrix
section below.
Seawolf Narrowband Data Display
Frequency Scale: Displays the frequency range currently viewed in the Narrowband Waterfall
Display and the Ship Classification Window. This range is selected using the Frequency Scale
button in the Narrowband Button Matrix.
Cursor Frequency: Displays the precise frequency of the signal selected in the Narrowband
Waterfall Display.
• To select a signal, click the desired line in the Narrowband Waterfall display. The cursor moves to
that location in the Horizontal Frequency Display and the frequency at the cursor location
displays in this field.
Sensor: Displays the name of the selected array. Use the Select Array button in the Button Matrix to
select a different sensor.
Cursor Bearing: Displays the location of the cursor on the bearing indicator at the top of the
Narrowband Search Window.
Tracker: Displays the assigned tracker letter of the selected contact when the Tracker Review
button is clicked on the Button Matrix.
Contact: Displays the alphanumeric ID (contact ID) of the contact selected when the Tracker Review
button is clicked on the button Matrix.
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SNR: Signal to Noise Ratio. This field displays the SNR of the selected contact. A high number
indicates a strong signal.
Seawolf Narrowband Button Matrix
The Seawolf utilizes a button matrix on many ship stations. Buttons containing a down arrow
display a second panel providing options related to the button text. Buttons with no down arrows
perform the described function when clicked. Click Back to return to the previous matrix.
Display Center: Displays a panel for setting the center of the Narrowband Search Window to either
North (000) or South (180).
Select Array: Displays a panel for selecting which sensor’s signals are displayed in the Narrowband
Search window. (Sphere, Towed, Hull.)
NOTE: The towed array must be deployed before any towed array signals can be detected. The
Towed Array is deployed in the Ship Control Station.
Tracker Assign: Click to assign a tracker to the frequency line selected in the Narrowband Waterfall
Display.
NOTE: If the signal is weak you may have to click more than once to designate the contact and
assign the tracker. You cannot assign a tracker while the game is paused.
Tracker Review: Click this button to cycle through all trackers assigned in Narrowband. Information
on each tracker is viewed in the Data Display in the Cursor Frequency, Cursor Bearing, Tracker,
Contact, and SNR fields.
Frequency Scale: Displays a panel for selecting one the following frequency ranges: 0 to 2000
(default), 1000, 500, 300, 150 and 50.
Display Signature: Displays the Profile Selection Panel. See below.
Profile Selection Panel:
Your ship’s computer queries its database and provides you with the ship classes and weapons
that have signatures which include the currently selected narrowband lines. The names of these
ship classes or weapons can be seen one at a time in the Profile Selector. The sound signature for
the class named in the Profile Selector displays in the Ship Classification Window.
Profile Selector
Back
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4. Click the Back button then the Frequency Scale button. Select a range to compare the
frequencies in that range.
5. When you find the profile that most closely matches the selected contact’s sound signature,
leave that name selected in the Profile Selector, and make a mental note of the contact’s
bearing.
■ When you leave Narrowband Sonar the class name showing in the profile window is sent to the
Contact menu’s Classify Contact dialog available on the Nav map. Move to the Nav map to
complete the classification process.
On the Nav Map
1. Select the symbol of the contact that you just identified in Narrowband.
NOTE: If the contact that you have classified in Narrowband has not yet been assigned a Contact ID
(S1, S2 etc), a contact ID symbol does not exist for that contact on the Nav map. You can not
complete the contact classification process on the Nav map until the contact has been
assigned a Contact ID.
2. Right-click the symbol of the contact to display the Contact menu. Select Classify Contact to
display the classification dialog. Select the class name determined in the Narrowband Profile
Selector.
■ If you have just come from Narrowband, the last class name you left selected in the
Narrowband Profile Selector is highlighted in the Class list when you select the same contact on
the Nav map.
NOTE: You can classify contacts in ESM, Stadimeter and Narrowband. The Classification dialog
highlights the name of the class that was most recently classified by one of these sensors
whenever you select that contact on the Nav map.
3. Assign a level of confidence in your classification. Click LOW, MEDIUM or HIGH.
4. Assign an alliance to the contact. Click ALLIED, THREAT, NEUTRAL or UNKNOWN.
5. Click OK.
■ The classification you have assigned to the contact now appears in the Navigation Data Display
and the 3D model of that class appears in the 3D view when that contact is selected on the Nav
map.
Sonar Station Selection Buttons: Click the desired button to move to that Sonar Station.
688(I): NARROWBAND SONAR
Sonar Station Selection Buttons
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Narrowband Waterfall Display: The Narrowband Waterfall display separates a signal from the
bearing selected in the Narrowband Search Display into discrete frequencies. The horizontal axis
represents the range of frequencies and the vertical axis represents time in seconds. The frequency
range is adjustable using the frequency scale dial as described below. Vertical lines represent
specific frequencies in the sound signal emitted by the selected contact. Together these lines
represent that contact’s sonar signature or profile.
NOTE: Straight lines indicate a consistent signal. Curved or wavy vertical lines represent distortions
in the signal.
Frequency Scale: Use this dial to adjust the frequency scale to be used in the waterfall display.
• Click the desired number to switch to that frequency range in the waterfall display. The dial
moves to indicate the frequency selected.
Frequency Window: Displays the precise frequency of the selected signal.
• To select a signal, click the desired line in the Narrowband Waterfall display. The cursor moves to
that location in the horizontal frequency indicator.
Designate Target Button: Assigns a designation to a contact. This alphanumeric reference is used
to track, identify and target contacts. A tracker is assigned to the designated narrowband contact.
To designate a contact and assign a tracker:
1. Click one of the vertical frequency lines in the Narrowband Waterfall Display. The vertical cursor
appears on the bearing indicator at the location of the line. The cursor can also be dragged.
2. Click DESIGNATE TARGET. A letter appears on the bearing indicator, and an alphanumeric tag
appears in the Track Identification window. Tracking data is sent automatically to TMA. Assigning
a tracker here may unassign a tracker from a contact in broadband if all trackers are currently
assigned.
NOTE: If the signal is weak you may have to click more than once to designate the contact and
assign the tracker. You cannot assign a tracker while the game is paused.
Ship Classification Window: This window displays the sound signature of the class or weapon
named in the Classification field. Use the Profile Selector to cycle through the available signatures.
Profile Selector: The ship’s computer compares the sonar signature in the Narrowband Waterfall
display against those in its sound profile database. Only those signatures that are similar to that of
the selected contact are presented for review.
• Click PREV/NEXT to view the signature profiles for all ships or weapons that are similar to the
profile of the selected contact.
Cursor Position: This field displays the precise bearing of the cursor on the Narrowband Search
Display.
• To read the exact bearing of a contact, click the contact spike or click the horizontal Bearing
Indicator on the Narrowband Search Display and drag the cursor to the desired position.
Track ID: The alphanumeric Track ID, also called Contact ID, displays in the Track Identification
window when a tracker is designated in the Waterfall Display.
North Center/South Center: Toggle to change the orientation of the Narrowband Search display.
• Select North Centered to place the bearing 000 at the center of the Narrowband Search Display.
• Select South Centered to place the bearing 180 at the center of the Narrowband Search Display
Narrowband Search Display: Signals from the selected array display in an A-scan format on the
Narrowband Search Display. A contact’s signal displays as a spike at the bearing where it is
detected. The height of the spike represents signal strength. High peaks indicate strong signal
strength.
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NOTE: The towed array must be deployed before any towed array signals can be detected.
AKULA: NARROWBAND SONAR
Narrowband Circular Display
Array Select
Frequency Scale Selector
Cursor Frequency Selection Overlay
Overlay Bearing
Track ID Mark Button
Previous Profile Next profile
The buttons and interfaces of the Akula Narrowband Station are described below.
Narrowband Circular Display: The Akula’s Narrowband Display is a Frequency vs. Azimuth (FRAZ)
display. Lines seen on the FRAZ display represent signals received at given frequencies and
bearings. Signals centered on a specific bearing are contacts. These can be selected with the
Selection Overlay. The distance from the center of the display represents the frequency of the
signal. The length of each line represents the bearings at which the same frequency signal is
received. This length corresponds to the base of a peak on the broadband display.
Classification Window: The names of ship classes with sound frequency profiles similar to that of
the selected contact’s sound signature are presented one at a time in this window. When a class
name is selected here, its sound profile is displayed on the outer wedges of the selection overlay
when a contact is selected on the circular display. See Selection Overlay below.
Left Arrow/Right Arrow: Clicking on these arrows moves backward and forward through the list of
available profiles in the Classification window.
Array Select: Selects which array’s signals are displayed in the FRAZ display. The cylindrical button
is on by default and located on the bow of the sub outline. The conformal button is in the middle of
the outline and the Towed Array button at the rear of the submarine outline.
• Click the desired rectangle to select that array. A raised ridge appears around the rectangle of
the selected array.
Frequency Scale: Frequency scale on the FRAZ display runs from the center to the outer edge
where the center is zero and the outer edge is whatever scale is selected on the Frequency Scale
selector dial. The default frequency range is zero to 2000.
• Click the desired number to switch to that frequency range in the circular display. The dial moves
to indicate the frequency selected.
Cursor Frequency: Displays the frequency at the location of the cursor.
• Click the FRAZ display to see the frequency at that location in the display in the Cursor
Frequency window.
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Overlay Bearing: Displays the bearing at the exact center to the Selection Overlay.
Track ID: Clicking on a frequency line that has been assigned a tracker displays the alphanumeric
designation for that contact in this window.
Selection Overlay
The Selection Overlay acts as a cursor for selecting and designating contacts and for displaying the
sound signature profiles of ships or weapons with similar signatures.
An imaginary line through the exact center of the wedge is the precise bearing indicator and its
position on the circular display is seen in the Overlay Bearing window.
The Selection Overlay is divided into thee parts or wedges. The center wedge is used to select
contacts. Position the center section over a contact to select it.
• Click the overlay and drag it to the desired location.
■ Clicking on any point on the circular display centers the selection indicator at that location.
When a contact is selected, the outer wedges display the sound signature for whatever ship class
or weapon is selected in the Classification window. When no contact is selected nothing appears in
the outer wedges.
Tracker
Signature of selected class
Narrowband Contacts
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3. Click PREVIOUS or NEXT to view any other profiles that your ship’s computer has selected from
the profile database.
4. When you decide which profile most closely matches that of the selected contact, leave that
class name in the Classification window and make a note of the Track ID or bearing of the
contact.
5. Go to the Nav map to complete the classification process.
On the Nav Map:
1. Select the symbol of the contact that you just identified in Narrowband.
NOTE: If the contact that you have classified in Narrowband has not yet been assigned a Contact ID
(S1, S2 etc), a contact ID symbol does not exist for that contact on the Nav map. You can not
complete the contact classification process on the Nav map until the contact has been
assigned a Contact ID.
2. Right-click the contact’s symbol to display the Contact menu. Select Classify Contact to display
the Classification dialog.
■ If you have just come from Narrowband, the last class name you left selected in the
Narrowband Profile Selector is highlighted in the Class list when you select the same contact on
the Nav map.
NOTE: You can classify contacts in ESM, Stadimeter and Narrowband. The Classification dialog
highlights the name of the class that was most recently classified by one of these sensors
whenever you select that contact on the Nav map.
3. Assign a level of confidence in your classification. Click LOW, MEDIUM or HIGH.
4. Assign an alliance to the contact. Click ALLIED, THREAT, NEUTRAL or UNKNOWN.
5. Click OK.
■ The classification you have assigned to the contact now appears in the Navigation Data Display
and the 3D model of that class appears in the 3D view when that contact is selected on the Nav
map.
DEMON is an acronym for Demodulated Noise. The DEMON function is used primarily to determine
the contact’s speed. This is important information when establishing an accurate firing solution and
once determined here the value can be entered in the speed field in your TMA solution. While
DEMON cannot help you establish the specific class of a contact, it can help you narrow in on the
type of platform that is selected. See Classification using DEMON later in this chapter.
The main component of the DEMON Station is the DEMON Waterfall Display. The waterfall display
separates the selected signal into demodulated components. On the display, the horizontal axis
represents frequency and the vertical axis represents time. When a contact is selected its signal
appears as parallel vertical lines in the waterfall. The number of lines that appear depends on the
number of propeller blades the contact has. The line farthest left represents the shaft speed. Each
line to the right of the “shaft” line represents one propeller blade. The Seawolf DEMON Waterfall
Display is seen here. The DEMON waterfall functionality is the same on all controllable subs.
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Demon Waterfall
Blade 3
Blade 2
Blade 1
Shaft
Frequency Scale
To determine a contact’s speed accurately, you must have classified the contact in Narrowband,
ESM or Periscope. The number of turns per knot produced by a specific class is listed in the USNI
Information for that class. The steps for using DEMON to determine a contact’s speed and how to
use DEMON to determine a contact’s type are shown below. The DEMON Station Interface and
button description for each sub class follows the instructions.
To calculate the contact’s speed:
1. Select the desired array.
Seawolf:
• Click SELECT ARRAY. A panel containing array buttons appears. Select the desired array. The
selected button is green. Click BACK.
688(I):
• At the bottom of the station, click the desired sensor button on the submarine outline below the
Selected Array label. The button in the bow selects the Sphere Array. The aft button selects the
Towed Array.
Akula:
• Click the desired sensor button in the submarine outline under the Array Select label. The pink
button in the bow selects the Cylindrical Array. The aft button selects the Towed Array. A raised
ridge rims the selected button.
2. Select the contact you want to analyze. (Sonar trackers must be assigned to contacts in
Broadband before they are available in DEMON.) To select a contact:
Seawolf:
• Click TRACKER REVIEW until the Contact ID and tracker letter for the desired contact appear in
the DEMON Data Display.
688(I):
• Under Available Trackers click the blue button associated with the desired contact.
Akula:
• Under DEMON Display click the round silver button associated with the desired contact. A red
ring around the button indicates that button is selected.
NOTE: If the game is paused, no lines appear in the waterfall display.
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3. If necessary, adjust the frequency to better view the signal. If the lines in the display seem to
blur together, switch to a lower frequency range. If the lines run off the right edge of the display,
increase the frequency range. To adjust the frequency range:
Seawolf:
• Click FREQUENCY SCALE in the button matrix. A panel with frequency options appears.
• Click the desired scale.
• Click BACK.
688(I):
• Under Frequency Scale click the number of the desired frequency scale. The dial turns to the
selected number.
Akula:
• Under Freq. Scale click the number of the desired frequency scale. The dial turns to the selected
number.
4. Set the Turns Per Knot (TPK) for the known target. The TPK for all ships in the game can be
found in the U.S. Naval Institute reference file for the platform. To set Turns Per Knot and
determine contact’s speed:
Seawolf:
• Place the waterfall cursor over the line farthest left.
• Click TURNS PER KNOT in the button matrix.
• In the panel that appears, click either INCREASE T.P.K. or DECREASE T.P.K. as necessary to set the
desired TPK value. The selected value is seen in the Data Display in the Turns Per Knot field. The
speed for the designated TPK is displayed in the Speed field in the Data Display.
688(I):
• Place the waterfall cursor over the line farthest left. Click the blue Turns Per Knot switch
repeatedly to set the desired value for the known contact. The speed for the designated TPK
displays in the Speed field.
Akula:
• Place the waterfall cursor over the line farthest left.
• Click the + or - buttons in the Turns Per Knot panel to set the desired value for the known
contact. The speed of the target appears in the Speed field below the buttons.
When you have determined the speed of the contact, enter that speed in the TMA display for the
selected contact.
Using DEMON to determine a class type
By determining the number of blades on a contact’s propeller, listening to the sounds it emits and
observing the contact’s behavior you can make an educated guess as to the contact’s type.
1. Select a sonar array as described above.
2. Select a sonar contact by clicking on a tracker button as described above. Vertical lines appear
in the waterfall. The first line on the left indicates the shaft rotation speed. The other lines
indicate individual blades on the propeller.
3. If necessary, adjust the frequency scale until the lines display clearly and individually on the
waterfall.
Use the following criteria to classify the selected contact:
Merchant Vessels/Tankers: Typically three or four blades; noisy; often maintains predictable course.
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Warships: Typically four or five-bladed propellers; quieter, smoother sound than merchant ships;
possibly unpredictable course changes.
Submarines: Five or seven-bladed propellers; very quiet when submerged and at low speed;
unpredictable course changes.
Fishing Vessels/Trawlers/Pleasure Craft: Three- or four-bladed propellers; noisy; erratic courses
and speeds, frequently stopping and starting.
NOTE: Turns per knot for military and civilian ships are found in USNI Reference. Click CIVILIAN in
the Country column then the name of the ship type to find TPK information on Civilian ships.
Seawolf’s DEMON Data Display and Matrix buttons are described below. Instructions for using The
DEMON function are found above.
Seawolf DEMON Data Display
Turns Per Knot: Displays the number of turns set using the Turns Per Knot button in the DEMON
button matrix.
Speed: Displays the speed of the contact as calculated using the Turns Per Knot button in the
DEMON button matrix.
Tracker: The tracker letter of the selected contact appears in this field when the Tracker Review
button is clicked in the DEMON button matrix.
Contact: The alphanumeric Contact ID displays in this field when the Tracker Review button is
clicked in the DEMON button matrix.
Crsr Frequency: Displays the frequency at the location of the cursor in the DEMON waterfall
display.
Bearing: Displays the bearing of the selected contact when the Tracker Review button is clicked in
the DEMON button matrix.
SNR: Signal to Noise ratio of the selected contact.
Seawolf DEMON Button Matrix
Select Array: Displays a panel for selecting which sensor’s signals are displayed in the DEMON
Waterfall when the Tracker Review is clicked. (Sphere or Towed.)
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Tracker Review: Clicking this button cycles through the contacts that have trackers assigned in the
Broadband Station. Contact information displays in the DEMON Data Display in the Tracker, Cursor,
Bearing and SNR fields.
Frequency Scale: Displays a panel for selecting the frequency scale in use in the DEMON Waterfall.
(20, 50 or 120)
Turns Per Knot: Displays a panel for adjusting the Turns Per Knot setting for the selected contact.
(Increase T.P.K. and Decrease T.P.K.)
688(I) DEMON DISPLAY
Sonar Station Selection Buttons
Available Trackers
Frequency Scale
Demon Waterfall
Cursor Frequency
Speed
Directions for using the DEMON display start on p. 78. Here the 688(I) DEMON station buttons are
described.
Available Trackers: The trackers assigned in Broadband appear in these fields. If no trackers are
assigned in Broadband for the selected array, nothing appears in the tracker fields or the waterfall.
• Click blue button associated with the desired track to analyze that contact’s signal in the DEMON
waterfall.
DEMON Waterfall: The signal from the selected contact with the Available Tracker button is broken
into its demodulated components. The selected frequency range scale is seen at the bottom. A
vertical line cursor appears above the waterfall. The cursor can be dragged
Sonar Station Selection Buttons: Click the appropriate button to switch to that sonar station. Hold
your cursor over a button to display the name of the station reached by selecting that button.
Frequency Scale: Selects the frequency scale to use in the waterfall. Click the desired number to
switch to that frequency scale. The dial moves to that position.
Cursor Frequency: Indicates the frequency at the location of the vertical cursor in the waterfall
display.
Turns Per Knot: Click the blue switch (+ to increase or – to decrease the number) to set the known
turns per knot of the selected contact in the Turns Per Knot window. (You must classify the contact
in Narrowband, ESM, or Periscope then look up the USNI information on that class to determine the
correct turns per knot value to enter here.)
Speed: The speed for the selected contact displays here when the cursor is placed on the line
farthest left in the waterfall and the accurate number of turns per knot for that ship class is
entered in the Turns Per Knot window.
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Selected Array: Select Sphere or Towed to make the signals from that array available in the
Available Tracker fields.
AKULA DEMON DISPLAY
Tracker Selectors
Frequency Scale Array Select
Cursor Frequency
DEMON Waterfall Display
Directions for using the DEMON Display start on p. 78. Here the Akula’s DEMON station buttons are
described.
Tracker Selectors: These silver buttons are used to select which contact’s data is displayed in the
waterfall. Click the button associated with the Contact ID you wish to analyze. The selected button
is rimmed in red. (If no trackers are assigned in Broadband no Contact IDs appear in these fields.)
Array Select: Select the aft button for Towed or the bow button to place contacts from the
cylindrical array in the tracker fields.
Sonar Station Selection Buttons: Click the desired button to switch to that sonar station. Place your
cursor over a button to display the name of that station.
Frequency Scale: Selects the frequency scale to use in the waterfall. Click the desired number to
switch to that frequency scale. The dial moves to that position.
Turns Per Knot: Click the red + button to increase or the red – button to decrease the value
displayed in the Turns Per Knot window. (You must classify the contact in Narrowband, ESM, or
Periscope then look up the U. S. Naval Institute information on that class to determine the correct
turns per knot value to enter here.)
Speed: The speed for the selected contact displays here when the cursor is placed on the line
farthest left in the waterfall and the accurate number of turns per knot for that ship class is
entered in the Turns Per Knot window.
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Bearing Indicator
Contact
Cursor
Bearing Indicator
Cursor
Contact
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Seawolf:
• Click TRANSMIT on the Active Sonar button matrix. The type of signal set in the previous step is
transmitted.
688(I):
• Click TRANSMIT to send signals of the type selected in the adjacent toggle switch
Akula:
• Click either TRANSMIT SINGLE or TRANSMIT CONTINUOUS as desired. The designated type of
signal is transmitted.
NOTE: To stop the transmission of continuous pings on any of the submarines, click again on the
TRANSMIT button.
4. Conduct a thorough search. For search purposes, multiple transmissions are required to
determine whether or not contacts are present with any degree of certainty. A valid contact will
give consistent visual returns that are brighter than background noise or reverberations. The
audio return will have a distinctive metallic ring to it and will be distinguishable from the
background noise.
5. Place cursor on target. When a potential active return is seen on the display, position cursor by
clicking and dragging it to position it on the target. Both the range and bearing of the potential
contact will be displayed.
6. Mark target. Click MARK to assign alphanumeric Contact ID to the selected contact. Once a
selected contact has been marked once, selecting it and clicking Mark again sends an update of
the contact’s range and bearing to TMA and the Nav map.
7. Designate Target.
Seawolf only:
This function assigns an alphanumeric Contact ID and a tracker to the contact. The tracker
automatically sends updated information for the contact to TMA as long as there is a continuous
active sonar transmission.
• Drag the cursor to position it over the contact then click DESIGNATE TARGET to assign a Contact
ID and a tracker. The ID and tracker are not assigned until after the next ping.
NOTE: The spherical array has only four trackers. If you have all four trackers assigned in
Broadband or Narrowband and designate a target in Active Sonar, the oldest tracker is
removed from a Broadband or Narrowband contact for use in Active.
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Data Display
Active Display
Button Matrix)
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• Ensure that the cursor is centered on the most recent return from the contact and click MARK. If
you are in single ping mode it makes more sense to use the Mark function rather than the
Designate Target feature so as not to waste a tracker.
Range Scale: Displays options for setting the maximum range in the Active Display. Numbers are in
thousands of yards (5, 10, 20, 40, 80).
Transmit Type: Displays options for selecting the type of transmission you want to send: Single ping
or continuous ping. Continuous transmissions continue to ping until you stop it. This selects only
the type of transmission. It does not transmit the signal.
Transmit: Click to transmit a signal of the type selected with the Transmit Type Button. The type of
transmission that is selected displays in the Transmit field in the Active Sonar Data Display. To stop
a continuous ping, click Transmit, again.
SEAWOLF: HIGH FREQUENCY ACTIVE SONAR
Fewer functions are available in High Frequency mode. Marking contacts in this mode places
markers on the Nav map but does not assign a Contact ID or send information to TMA. Seawolf can
detect contacts up to 5000 yards with this sensor. High frequency returns provides an outline of ice
keels making it a valuable tool for under ice operations as well as navigating mine fields.
To Activate HF Sonar:
• Click FREQUENCY in the Active Sonar button matrix. The frequency options appear in the matrix.
• Click HIGH then BACK. The HF button matrix appears.
NOTE: Continuous pings are transmitted as soon as High is selected and contacts appear in the
Active Display immediately. You must click BACK to access the HFAS button matrix and the
MARK button
The High Frequency Button Matrix
This button matrix contains only two buttons.
Frequency: Displays options for selecting either Medium or High frequency sonar transmissions.
Mark: Marks all contacts detected by the sensor and places a marker on the Nav map for each
one.
Marking Contacts with HF Sonar
• Click MARK once. A marker is placed on the Nav map for each contact detected by the sensor
NOTE: It is not necessary to select contacts with the Bearing/Range cursor to mark them or to click
more than once.
To return to Medium Frequency Active Sonar view:
1. Click FREQUENCY on the button matrix to display the Frequency options.
2. Click MEDIUM then BACK
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Mark
Track ID
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Transmit Panel
Active Display
Range Scale
Sonar Station
Range Selection Panel
Bearing
Active Display: Shows results of active sonar echo ranging. Use of this display is explained in Using
Medium Frequency (MF) Active Sonar on p. 83
Mark: Sends range and bearing of the selected contact to TMA and assigns an alphanumeric
Contact ID to the contact
• To select and mark a contact, position the cursor over the contact and click MARK.
Track ID: Shows the alphanumeric identifier for the selected contact
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Sonar Station Selection Panel: Click the desired button to switch to that Sonar Station. During
gameplay hold your cursor over the button to display the station name.
Transmit: Click this button to transmit a single ping.
Transmit Continuous: Click this button to transmit continuous sonar pings. To stop active
transmissions click the button again. If you switch the range scale while transmitting continuous
pings you must restart transmissions.
Range Scale: Sets the maximum range in the Active display.
Range: Displays the range at the location of the Active Display cursor.
Bearing: Displays the bearing at the location of the Active Display cursor.
AKULA: HIGH FREQUENCY ACTIVE SONAR
The Akula’s High Frequency Active Sonar (HFAS) shares a screen with the upward looking High
Frequency Under Ice Display. The High Frequency Active Sonar Display can only be reached from
the Periscope Station. HFAS is useful for traversing mine fields and when operating under the ice.
The Akula’s HFAS has a range of 3500 yards.
To activate Akula’s High Frequency Sonar:
1. Press • or select the periscope icon button in the Stations menu to move to the Periscope
Station.
2. Click the ICE DISPLAY button to move to the High Frequency Display
3. Click FORWARD LOOKING in the Alignment Panel. HFAS returns from in front of the ship appear in
the display screen. Click UPWARD LOOKING to use sonar returns to judge ice thickness above
your ship. See hip Stations/Under Ice Display on p. 45.
Marking contacts in High Frequency Active Sonar:
• Click the HFAS Display to place a marker on the Nav map for all contacts detected by the sensor.
No contact IDs are assigned to HFAS contacts and no information is sent to TMA.
NOTE: For information on avoiding ice and under ice missions, see Ship Stations/Under Ice Display
on p. 45.
The Active Intercept Display alerts you to when another ship, sub, dipping sonar or sonobouy is
transmitting an active sonar ping. It provides the bearing of the transmitting entity as well as the
frequency between pings, the age of the last signal and the strength of the signal. Knowing the
signal strength can assist you in determining the relative proximity of the active sonar source.
Seawolf also provides the Signal to Noise ratio of the selected contact.
Active Intercept operates the same way on all controllable subs. When Active Intercept detects an
active sonar ping, a line is seen on the active intercept display on the bearing of the contact. The
strength of the signal is represented as colored lights directly below the display that ascend from
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The SSP Station displays the speed at which sound is transmitted at various water temperatures
and depths in the area around Ownship. Water typically forms distinct layers of density, which
profoundly affect sonar transmissions. Warmer, less dense water forms the upper surface duct—
below this, temperatures fall off sharply and density increases. The effect of this process is sound
generated in one layer doesn’t tend to transmit easily to the other layer, and vice versa. At the
beginning of any mission, always check the depth at which the surface duct separates from the
lower thermal.
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If for example the thermal layer is at 350 feet and you are above that depth, you may have
difficulty detecting objects below 350 feet. Any enemy sub lurking below the layer may also have
difficulty detecting your ship.
The Sound Speed Profile is created from information returned from an Expendable
Bathythermograph (XBT) probe. When launched, this probe reports depth, temperature and sound
speed information in both graph and table form. Steps for generating a Sound Speed Profile are the
same on all controllable subs.
LAUNCHING AN XBT PROBE
When you enter the SSP station the last received results are available. These steps clear the
existing profile and initiates a new XBT reading.
Seawolf:
• Click LAUNCH in the button matrix. The layer depth is reported in the Data Display area above the
button matrix.
• To change the range seen in the graph, click CHANGE DEPTH SCALE, click the desired number
then click BACK.
688(I):
• Click XBT. The layer depth is noted at the bottom of the clipboard. You cannot adjust the depth
scale on the 688(I)s.
Akula:
• Click XBT. The layer depth is noted at the bottom of the notepad.
• To change the depth scale in use on the graph, click the desired number in the Depth Scale
Panel.
Updated information does not appear instantly on the screen. The XBT probe rises to the surface
and then descends before it begins reporting. This may result in a delay before the SSP updates.
NOTE: Due to varying water temperatures at locations around the world, a distinct thermal layer is
not always present.
SEAWOLF: SSP STATION
Data Display
Sound Speed Profile Display
Button Matrix
Sound Speed Profile: Displays in graph and table format the temperatures and speed data for the
area around Ownship. This data is not updated automatically. You must launch a new probe to get
updated information.
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Data Display
Layer Depth: Depth of the thermal layer as reported by the last XBT probe.
Button Matrix
Change Depth Scale: Clicking this button displays a set of options to set the scale viewed in the
graph. Choose 500, 1000, 2000, or 4000 feet.
Launch XBT: Click to launch a new Expendable Bathythermograph (XBT) probe.
Sonar Station Selection Buttons: Click to move from one sonar station to another.
688(I): SSP STATION
SSP Graph
Layer Depth
Sound Speed Profile: Displays a representation of the thermal layer in graph format.
Sonar Station Selection Buttons: Click the desired button to move from one sonar station to
another.
Depth (Ft)/ Speed (M/sec): Displays the depth and sound speed reports from the last XBT probe.
Layer Depth: Depth of the thermal layer as reported by the last XBT probe.
XBT: Click to launch a new Expendable Bathythermograph (XBT) probe.
AKULA: SSP STATION
Sound Speed Profile
Layer Depth
Depth Scale: Displays the depth scale options for the SSP graph in the Sound Speed Profile display.
• Click the desired number to set the graph at 150, 300, 600, 1000, or 1500 meters.
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Sound Speed Profile: Displays a representation of the thermal layer in graph format.
Sonar Station Selection Buttons: Click the desired button to move from one sonar station to
another.
Depth (m/ Speed (m/sec): Displays the depth and sound speed reports from the last XBT probe.
Layer Depth: Depth of the thermal layer as reported by the last XBT probe.
XBT: Click to launch a new Expendable Bathythermograph (XBT) probe.
UUV SONAR
The UUV itself appears as a contact in the Broadband and Narrowband Displays but UUV sonar
returns are not viewed in the Sonar Suite. UUV sonar contacts display on the Nav and Fire Control
maps and in TMA. For information on this sensor and its use see Special Operations and
Procedures/Deploying UUVs on p. 149.
At the Target Motion Analysis (TMA) station, data from your sensors are used to determine a
contact’s bearing, range, speed and course. This information, called a target solution or simply the
solution, is necessary to accurately target a contact with your ship’s weapons.
The alphanumeric designations of all contacts appear in a drop-down list on the TMA station.
Selecting a contact from the list displays a history of bearing lines for that contact on the TMA
board.
NOTE: When a sonar tracker is assigned to a contact, bearing updates are automatically sent to the
TMA board. While radar, ESM, single-ping active sonar and visual contacts appear in the list,
these contacts are not updated on the TMA board unless you physically mark them again.
The history for these contacts may contain only one line. Your Auto-Radar Crewman, when
activated, sends updates for radar contacts as long as the radar is on.
The first letter of the contact designation represents the source of the data: S for Sonar, R for
Radar, V for visual (Periscope and Stadimeter), and E for ESM. TMA bearing lines are color coded to
indicate its source.
Bow sonar array: White
Hull sonar array: Blue
Towed sonar arrays: Purple
Active sonar: Green
Periscope or ESM: Red
Radar: Yellow
UUV passive sonar White
UUV active sonar Green
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5 KTS
RANGE 2
T+10
RANGE 1
T+8
T+6
T+4
T+2
POSSIBLE SOLUTIONS
T
When using passive sonar, the exact range of the contact is not known. Several solutions for the
target might match this bearing fan. For example, the contact could be close to you moving at 5 kts
or twice as far from you and moving at 10 kts. If you know the speed at which the contact is
traveling, its range and course can be estimated.
10 KTS
5 KTS
RANGE 2
T+10
RANGE 1
T+8
T+6
T+4
T+2
POSSIBLE SOLUTIONS
T
A new factor is added to the bearing rate (change in bearing over time) when your ship is moving
as well. However, the principle remains the same.
One concept submariners frequently use is that of lead and lag courses (legs) for Ownship. A lead
course is one where Ownship’s course and the target’s course are on the same side of the line of
bearing. With a lag course, the target’s course and Ownship’s course are on opposite sides of the
line of bearing. In the drawing below, Ownship has a lead course on possible solution A and a lag
course on possible solution B.
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Point C where the lines of bearing cross indicates the maximum range for lead course contact A
and a minimum range for lag course contact B.
As you can see in the drawing, you cannot initially be sure whether you are leading or lagging a
contact. You can determine this after you turn your ship to a course on the opposite side of the line
of bearing.
POSSIBLE SOLUTIONS
B
T+10
T+8
C
T+6
A
T+4
T+2
By changing your ship’s contribution to the bearing rate you can mathematically reduce the
number of possible solutions for the available data. You do this by changing the course and/or
speed of your submarine. The more you change your ship’s contribution to the bearing rate, the
more dramatic the change in the data. In most cases the leg with the larger bearing rate indicates
a lag course. For a broadband contact, this may be easier to see on the sonar waterfall display.
If the contact maintains its course and speed and the sonar bearings are very accurate (they may
not be for weak contacts), two or three Ownship maneuvers, or legs, will result in a single possible
solution if the maneuver produces a moderate change in bearing rate.
T+16
SINGLE
SOLUTION
T+14
T+12
T+10
T+8
T+6
T+4
T+2
Use all available information when creating your trial solutions. If an intel message informs you the
contact is on a specific course or traveling at a specific speed, enter those values in the trial
solution fields. Knowing a second value, such as speed, eliminates a large number of possible
target solutions. Once a contact is classified, determine its speed using the DEMON function in
Sonar.
THE TMA BOARD
The TMA board is located in the upper left area of the TMA Station. The board displays a
representation of Ownship, a history of bearing data for a selected contact, a TMA ruler and an
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error dot stack. These tools are used to analyze sensor inputs. The Akula’s TMA board components
are seen and described below.
Dot stack
Ownship symbol
Bearing lines
TMA Ruler
Tick mark
When a contact is selected from the drop-down list, the most recent sensor information for that
contact is displayed on the TMA Board. The information consists of a line of bearing extending from
a dot representing Ownship’s position at the time of the report. If a tracker is assigned to the
contact, every two minutes the latest line of bearing is added to the board. Over time these lines
provide a history of bearing changes that provides valuable information. Dragging and positioning
the ruler across the lines of bearing allows you to test out possible solutions. The dot stack
provides a visual cue as to the accuracy of your trial solution. The oldest bearing lines are deleted
after a set amount of time. The tools used on the TMA board and the specifics of this process are
described below. Learning TMA is not easy. If necessary, pause the game while you attempt to
develop an accurate solution.
THE TMA RULER
The TMA ruler is used to indicate your best estimate of the contact’s course and speed. Its location
on the board relative to Ownship indicates your estimate of the range of the contact. With each
new bearing line an additional tick mark is added to the ruler. Each tick mark is associated with a
dot in the upper left of the screen. Moving the ruler and adjusting the location of the tick marks
allows you to line up the dots along the vertical line. The ruler components are described below.
Arrowhead/Course
Grab handle
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■ The estimated current bearing of the contact is a point just ahead of the arrowhead. The last
reported bearing is represented by the tick mark closest to the arrowhead.
NOTE: All of the current estimates represented by the ruler appear in numerical form under the TMA
board.
Manipulating the Ruler:
• Adjusting length and direction: Click and drag the end mark or the arrowhead to adjust the
length or direction of the ruler.
• Positioning Tick marks: The tick mark closest to the arrowhead should be placed on the most
recent bearing line. The end tick mark should be positioned on the initial or oldest bearing line.
• Using the Handle: A circle appears at the center of the ruler when more than one tick is present
and speed is more than zero. The circle acts as a handle. Click the handle and drag the entire
ruler to another location. The handle maintains the current course and speed settings of the ruler
and adjusts range and bearing.
Sub Command Tip: Center on the ruler and zoom in to better manipulate the ruler
and access the handle. If you have difficulty dragging the ruler to get the
arrowhead pointed in the desired direction, enter the desired course number in the
course field. You can also press q and click the TMA board where you want to
place the end of the ruler or press q and right-click to place the arrowhead.
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• Click the arrow buttons to pan the view. (The keyboard arrow keys can also be used.)
• Move the ruler to the desired location, click CENTER ON RULER then Click the zoom buttons to
better adjust your view. If you lose sight of the ruler, zoom all the way out or select CENTER ON
RULER.
• Click the ruler handle or the single tick mark if the handle is not present and drag the ruler to the
desired location.
• Click CENTER ON RULER to place the ruler in the center of the TMA Board then zoom in or out as
desired to adjust the view.
NOTE: The ruler handle is only visible when the ruler contains more than one tick mark or speed is
set to greater than 1 knot (kt) in the Speed field in the trial solution area. You must zoom way
in on the ruler to see it at that speed. You can also set the speed to 10 kts or more
temporarily. This will expand the ruler and reveal the handle.
3. Adjust the ruler position to estimate the contact solution.
■ If this is the first time that TMA has been performed on the selected contact, the ruler will
represent the default solution of a range of 10,000 yards, with a closing course and a speed of
10 kts. These values appear in the trial solution fields directly below the TMA board.
4. Enter any known data in the trial solution data fields.
If you have additional data on the contact’s range, or course, for example from an intelligence
message, enter it in the appropriate solution field. If you have determined the contact’s speed
using DEMON, enter that speed in the solution field. See Sonar/DEMON Station on p. xxx.
• Click the digits to cycle through the values.
■ If you are sure about one aspect of the solution (e.g. range) enter that value directly into the
Range field then lock the field. That keeps you from dragging the ruler to a different range.
• To lock a field click the button associated with the field.
■ Seawolf: Lock buttons are located above the label text for the trial solution fields. Label text is
green when a field is locked.
■ 688(I): Lock buttons are located to the right of the label text for the Solution Input fields. Buttons
are orange and light up when the field is locked
■ Akula: Lock buttons are located to the right of each trial solution field. They are red and light up
when the field is locked.
Trial Solution fields
Enter Solution
Lock buttons
5. Adjust the ruler to fit the bearing lines.
Adjust the ruler on the display until the tick marks align well with the contact bearing lines.
• Click the handle in the middle of the ruler to drag the entire ruler.
• Click and drag on either end of the ruler to move just that end or to adjust the length of the ruler.
6. Enter solution.
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When a good match between the tick marks, the bearing lines and the dot stack has been
achieved, enter the trial solution to send this information to the Fire Control system. The system
tracks the estimated position of the contact based on this system solution and uses that estimated
location when targeting the contact.
Seawolf:
• Click ENTER SOLN beneath the TMA Board.
688(I):
• Click ENTER SOLUTION in the TMA Solution Input panel below the TMA board.
Akula:
• Click ENTER SOLUTION below the TMA board.
The system solution displays on the TMA screen in a separate location from the trail solution input
area as described below.
■ Seawolf: The system solution displays in the Firing Solution area of the TMA Data Display on the
right-hand side of the station.
■ 688(I) and Akula: The system solution displays in the TMA Solution panel at the lower right of
the TMA station.
NOTE: The system solution for a contact can be viewed in these locations but they can not be
adjusted there. To update the system solution, adjust the ruler or directly input information in
the trial solution fields and enter the solution again.
7. Change course and/or speed.
Changing your course and/or speed can refine the TMA solution. This changes the relative motion
between your submarine and the contact. After steadying on the new course and/or speed, adjust
the ruler to achieve the best fit. This second "leg" should help to eliminate solutions that are
unreasonable. A third "leg" or more will refine the solution further.
■ With experience, you’ll learn when the solution is good enough to support a weapon launch.
NOTE: Depending on the tactical situation, continued TMA may not be practical.
■ If one TMA solution does not fit the entire observed sensor bearing data, consider the fact that
the contact itself may have changed course and/or speed. Attempt to achieve a better fit of the
ruler by disregarding some of the earlier bearing lines and looking only at recent bearings.
8. Merge contacts when necessary.
If the same contact is tracked by more than one sensor (e.g., a contact tracked by passive sonar
and radar), the data can be merged into a "master" contact. (Master contacts have alphanumeric
designations that begin with the letter M.) This can be very useful if you have a good range from
one sensor (radar or active sonar) and a good bearing history from another (passive sonar).
Seawolf:
• Click SELECT TRACKS. The second level button matrix appears.
• Select a contact from the Select drop-down list.
• From the Merge drop-down list select the contact you want to merge with the contact in the
Select drop-down list.
• Click MERGE.
688(I) and Akula:
• Click the Selected Track drop-down and select the one of the contacts to be merged.
• From the Merge Track drop-down select the track to be merged with the contact selected in the
Selected Track drop-down list.
• Click MERGE.
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This decision can be undone by selecting the master contact (e.g. M01) and clicking SPLIT.
■ Merging contacts held on the sphere/cylindrical and UUV or towed arrays can give a fairly
accurate range using triangulation. The point where matching sphere and UUV or towed array
bearings cross is a good approximation of the contact’s range. This method is most accurate on
close range contacts a beam of Ownship, but is highly susceptible to bearing error off the bow
or stern of Ownship, or at great ranges.
NOTE: If the TMA Auto Crewman is activated, he does everything for you. You can make no TMA
inputs yourself. For more information on your TMA Auto Crewman see Auto Crewmen on
p. 146.
TMA Board
TMA Board: Contains the bearing history for the selected contact as well as the TMA ruler and Dot
stack as described in the early portion of the TMA section. The range and bearing of the cursor’s
location on the TMA Board appears in the upper right corner of the board.
Seawolf Trial Solution Area
Bearing, Course, Range, and Speed Fields: Represent the trial solution for the selected contact. The
current position and size of the TMA ruler is reflected in these fields These numbers are altered by
dragging and sizing the ruler or by entering values directly into these fields. To lock in a particular
value, click the button directly above the label. When a value is locked, the text of the button label
is green.
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NOTE: Changing the digits in the Range and Bearing fields can only be accomplished by first
locking the field. Adjusting these two values moves the ruler in ways you might not
anticipate. These fields should only be locked if you know a bearing and range information
from a separate source, for instance radar or active sonar.
Center on Ruler: Click this button to bring the ruler to the center of the TMA Board.
Enter SOLN: Enters the current trial solution into the system and designates it as the current Firing
Solution for this target. (Also called the system solution or TMA Solution.)
Seawolf TMA Data Display
Contact fields: The upper Contact field displays the contact ID that is selected in the Select drop-
down list and the second instance displays the contact ID that is selected in the Merge drop-down
list. See Select Tracks below.
Source fields: The upper Source field displays the sensor source (e.g. Sphere or Towed) of the
contact selected in the Select drop-down list and the second instance of the word displays the
sensor source of the contact selected in the Merge drop-down list. See TMA Button Matrix/Select
Tracks below.
Firing solution: Also called the system solution, the values seen here are entered by clicking Enter
SOLN. They represent the current solution in use in the Fire Control system if this contact is
selected as a target. The range and bearing fields update based on the course and speed in use in
the Firing Solution.
Seawolf TMA Button Matrix
Select Tracks: Click to display the contact selection matrix and the following options:
Merge: Merges the contacts selected in the Select and Merge drop-down lists.
Split: Splits the merged contact (M contact) selected in the Select drop-down list into its two
original contact components.
Drop: Permanently drops the contact selected in the Select drop-down list.
Select Drop-down list: Displays the Contact IDs of all current contacts. When a contact is selected
here its bearing history is displayed on the TMA board.
Merge Drop-down list: Displays all Contact IDs except that of the contact selected in the Select
drop-down list. When a contact is selected here, its bearing history appears on the TMA board
along with that of the contact selected in the Select drop-down list.
Back: Returns to the main level button matrix.
Time: The numbers seen in this matrix represent minutes of bearing history to be displayed on the
TMA Board. As long as a tracker is tracking, the bearings are plotted every 2 minutes, therefore 10
min = up to 5 bearing lines, 20 min = up to 10 bearing lines, etc. Options are 10, 20, 60 and 240
minutes.
Center on Ownship: Click to center the Ownship symbol at the center of the TMA Board.
Zoom In, Zoom Out and arrow buttons: Clicking these buttons adjusts the view on the TMA Broad.
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Cursor Readouts
Plot Control
TMA Board
Track options
View Controls
TMA Board
Cursor Readouts
Track Options
TMA Board: Contains the bearing history for the selected contact as well as the TMA ruler and Dot
stack as described in the early portion of the TMA section.
Time History Menu
As long as a tracker is tracking, bearing information is sent to TMA in two minute intervals. Right-
click the TMA Board to change the bearing return history on the TMA Board. The following options
are available:
10 min = up to 5 bearing lines
20 min = up to 10 bearing lines
60 minutes = up to 30 bearing lines
240 minute = up to 60 bearing lines
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From the stations of the Fire Control Suite weapons are selected, contacts are targeted, weapons
are launched and countermeasures are deployed.
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NOTE: Land sites with L designations can be targeted from the Nav screen using the Contact
menu’s Engage With command.
TACTICAL WEAPONS
All controllable submarines in Sub Command have been assigned weapons capable of targeting
surface ships, submarines and land targets. Available weapons are described briefly below.
SEAWOLF AND 688(I) WEAPONS
Mk 48 ADCAP (Advanced Capability) Torpedo: This weapon can be used against both surface and
submarine targets and can be wire-guided. It has a maximum range of 26 n.m.
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TLAM (Tomahawk Land Attack Missile): The Tomahawk is the standard sub- launched strike
weapon for use against land targets. It has a range of approximately 1400 n.m.
Gameplay Weapons:
TASM (Tomahawk Antiship Missile): For gameplay purposes, TASMs are assigned to the Seawolf
and 688(I) class submarines. In actuality, these weapons have been removed from the fleet and are
being converted to Tomahawk Land Attack Missiles. The TASM has a warhead of 500 kg and a
range of 250 n.m.
Harpoon: (Anti-Ship Missile): While the Seawolf and 688(I) class subs no longer carry Harpoons,
they maintain the ability to launch them. They are available in the loadout screen but they are not
loaded by default. The Harpoon has a range of 70 n.m.
AKULA WEAPONS
The Akula classes carry these weapons
SS-N-16 Stallion: This anti-submarine weapon flies as a missile on an assigned course then drops
an E45-75A Torpedo. In the game the torpedo begins homing as soon as it hits the water. The
missile has a range of 27 n.m. The torpedo it drops has a range of 8 n.m. and a warhead of 150
kg. It can also be used against surface targets.
53-65 K Torpedo: This wake homing torpedo works best against surface ships, although it can also
be used with limited success against submarines. It has a maximum speed of 55 kts, a range of
7.5 n.m. and carries a 300 kg warhead.
53 cm Torpedo: Primarily an anti-submarine torpedo, it can also be used against surface targets.
This weapon has active/passive sonar and wire guidance, a maximum range of 10 n.m., a
maximum speed of 40 kts and a warhead of 205 kg.
65 cm Torpedo: This multipurpose torpedo can be used against both surface and sub-surface
targets. It has an active and passive sonar guidance system and a range of 35 n.m. It has a
maximum speed of 50 kts and a 445 kg warhead.
Gameplay Weapons.
The three types of SS-N-27 weapons the Akula carries in the game are based on the SS-NX-27
Novator Al’fa (3M54/3M51E) class of weapons. While it is believed the Russians currently do not
have these weapons on their own submarines, the Russians are exporting versions to other
countries for submarine use.
For gameplay purposes the Akulas are given these additional weapons. The SS-N-27 weapons are
replacements for the SS-N-21 Sampson missiles. The SS-N-21’s have nuclear warheads and it is
believed that they have been removed from the fleet. It is reported that the SS-N-27 weapons are
compatible with the SS-N-21 launch system.
SS-N-27 ASM: This antiship weapon is based on the 3M51E missile and resembles the American
TASM. It has a range of 135 n.m., is low flying and has a warhead of 250 kg.
SS-N-27 ASW: This antisubmarine weapon is based on the SS-N-X-27 Novator Al’fa (3M54) missile
designated 91RE1. In gameplay the missile drops a Type 40 torpedo that enables as soon it hits the
water. The missile has a range of 18 n.m.; the torpedo has a maximum speed of 40 kts, a range of
8 n.m. and a 150 kg warhead.
SS-N-27 LAM: Based on the 3M14E land attack missile, this weapon also resembles the American
Tomahawk. It has a ballistic trajectory and a range of 162 n.m. and carries a 400 kg warhead.
VA-111 SHKVAL: (NATO Nickname: Squall) This high-speed underwater torpedo operates on the
principles of supercavitation which allow it to reach speeds of 200 kts. It has a range of 10 n.m.
and carries a 250 kg conventional warhead. For gameplay the weapon is modeled as a straight
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running torpedo with a magnetic influence detonator. The weapon's run to enable range (minimum
range) is 2000 yards. The Shkval is not a subtle weapon. Its use alerts all in the area to your
presence. When using this weapon, the hope is it will reach its target before the target can
respond. It is known that the Russians have this weapon, it is not known if it is actually carried by
the Akulas.
STRATEGIC WEAPONS
MINES: SEAWOLF AND 668(I)
MK 67 SLMM: The submarine-launched mobile mine is a modified Mk 37 torpedo whose warhead
was replaced by a Mk 13 mine warhead. The torpedo’s propulsion system is used to maneuver the
mine to the coordinates programmed into its guidance system. The SLMM has a 235 kg warhead,
a maximum speed of 26 kts and a maximum range of 11.5 n.m.
MINES: AKULA
Mobile Mine: The Akula’s mobile mine is a modified version of the 53-65K torpedo. Launched via a
53 cm torpedo tube it can travel up to 10 n.m. after leaving the ship. The mobile mine is effective
in depths from 4 – 150 meters and has a 480 kg warhead.
COUNTERMEASURES
Countermeasures are defensive weapons used to prevent an enemy’s torpedo from destroying your
sub. The two types of countermeasures available in Sub Command are active decoys and passive
decoys:
The passive decoy torpedo countermeasure is used against passive homing torpedoes. The passive
decoy emits sound (noise) across a broad spectrum of frequencies in an attempt to deceive the
torpedo into homing in on the decoy.
The active decoy torpedo countermeasure is used against active homing torpedoes. The active
decoy is a bubble generator that creates an area of bubbles in an attempt to provide a false echo
to the torpedo.
Decoys can be placed both deep and shallow when trying to ensure a decoy will be present to
deceive an inbound torpedo, and in order to have a decoy on both sides of the acoustic layer
because the depth of an inbound torpedo is usually not known. Many torpedoes employ both
passive and active homing; therefore, both passive and active countermeasure should be
employed.
BASIC STEPS FOR LAUNCHING COUNTERMEASURES
1. Decide which type of countermeasure is desirable for the situation.
2. Select a tube containing the desired countermeasure. Internal tubes can be reloaded with a
different CM if the supply of the desirable type has not been exhausted. (Check the weapon
inventory to determine how many of each countermeasure you have remaining.)
3. Determine the depth for the CM (Deep or Shallow). In the Seawolf you can set a specific depth
for each CM launched from the Countermeasure Launch Panel.
4. Launch the Countermeasure.
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PRESETS
Everything that can be launched from the Fire Control Station has at least one preset. Presets are
instructions that tell the weapon, countermeasure or UUV what to do. While the interfaces that
display them are slightly different, presets operate the same from sub to sub. All presets are
presented here alphabetically by type.
ANTISHIP MISSILE PRESETS
Harpoon, SS-N-27 ASM, and TASM
The above weapons use the following presets:
Destruct Range: Sets the range at which the missile self-destructs if a target is not encountered.
Use this to avoid hitting neutral and friendly ships in the area. (Defaults to 50 n.m.)
Seeker Range: Sets the range at which the missile begins to home. (Defaults to 0 n.m.)
Seeker Pattern: Sets the area to be searched to either a wide or narrow pattern.
■ Seawolf: Wide Seeker Pattern is selected by default. If Wide Seeker Pattern is not selected a
narrow seeker pattern is assigned to the weapon.
■ 688(I) and Akula: Click the Wide/Narrow button to toggle the selection.
NOTE: Your ship must be at 150 ft or less and at 6 kts or less to successfully launch one of these
antiship weapons.
COUNTERMEASURE PRESETS (SEAWOLF ONLY)
Passive and Active Decoys
Use OS Depth: Launches the selected countermeasure at Ownship’s current depth. Use OS Depth is
selected by default.
Depth: Deselecting Use OS Depth displays the Depth preset. To set a specific depth for the mine
click the digits to increase increment a number. Right-click a digit to decrease the value.
NOTE: In the 688(I) and Akula you can elect to launch a countermeasure that is preset to either
deep or shallow. Selecting Deep sends the CM to a depth of 800 feet/244 meters. Selecting
Shallow sends the CM to 100 ft/~30 meters.
LAND ATTACK MISSILE PRESETS
SS-N-27 LAM and TLAM
These missiles have the following presets.
Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then click the Fire Control map to place
four waypoints for the weapon to follow.
Latitude/Longitude: Click a waypoint to display presets for setting the precise Latitude and
Longitude for the waypoint. Click the preset digits to increment the value. Right-click to decrease
the value. You can also click a waypoint and drag it to the desired location. Watch the
Latitude/Longitude readout in the lower left of the Fire Control map when dragging a waypoint to
determine the waypoint’s current location.
Destruct Range (nm): Sets the range at which the missile self-destructs if a target is not
encountered. Use this to avoid hitting neutral and friendly ships in the area. (Defaults to 50 n.m.)
NOTE: Your ship must be at 150 ft or less and at 6 kts or less to successfully launch one of these
Land Attack Missiles.
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MINE PRESETS
Mobile Mine and SLMM
Mines display the following presets:
Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then click the Fire Control map to place
a single waypoint.
Latitude/Longitude: Click the waypoint to display presets for setting the precise latitude and
longitude for the waypoint. These coordinates define the final destination of the mine. Click the
digits in the preset panel to set the desired value. You can also click a waypoint and drag it to the
desired location. Watch the Latitude/Longitude readout in the lower left of the Fire Control map
when dragging a waypoint to determine the waypoint’s current location.
MISSILE-TORPEDO PRESETS
SS-N-16 Stallion and SS-N-27 ASW
The following presets are available.
Snapshot Bearing (deg): The weapon is fired on the bearing entered here. (This preset only appears
if Snapshot is assigned to the tube from the Target drop-down list.)
Run To Enable: Sets the point in yards at which the missile drops its torpedo payload. The torpedo
falls to the water and enables at once.
ROCKET TORPEDO PRESETS
Shkval
This weapon has the following presets.
Snapshot Bearing (deg): The weapon is fired on the bearing entered here. (This preset only appears
if Snapshot is assigned to the tube from the Target drop-down list.)
Depth: Sets the depth at which the weapon travels.
Run To Enable: Sets the distance the weapon travels before its sensor enables. (The minimum RTE
for this weapon is 2000 yards.)
TORPEDO PRESETS
Mk 48 ADCAP, 53-65K, 53 cm, 65 cm Torpedoes
The following presets are available for torpedoes.
Snapshot Bearing (deg): The weapon is fired on the bearing entered here. (This preset only appears
if Snapshot is assigned to the tube from the Target drop-down list.)
Depth: Set the depth at which the weapon travels.
Ceiling: Set the depth above which the weapon does not travel.
Floor: Set the depth below which the weapon does not travel.
Active (Seawolf) /Acoustic (688(I) and Akula): Chose Active or Passive sonar mode. Active mode
transmits active pings and follows the returns. In passive mode the weapon does a passive sonar
search.
■ Seawolf: The Active field is selected by default. When Active is deselected the weapon is in
passive mode.
■ Akula: The 53-65K torpedo is a wake homing torpedo. It has no Acoustic setting.
Run To Enable: Set the distance the weapon travels before it enables and starts its active search.
Enabling the weapon too soon can alert the target in time to take evasive measures. Enabling too
late can mean the weapon runs past the target.
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Weapons Inventory
Target Display
Countermeasure
Launch Panel
Launch Panel
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Seawolf’s Target Display consists of the Fire Control map, the Tube Selection Panel and the Target
Designation and Preset Panel. From the Target Display the weapon in a specific tube is targeted at
a specific contact and weapon presets appropriate for the target are entered.
The Fire Control map is covered in Fire Control Suite/Fire Control Map on p. 115. The rest of
Seawolf’s Target Display is described here.
Tube Selection Panel
The lower left of the Target Display contains the Tube Selection Panel. A number represents each of
the Seawolf’s eight torpedo tubes. Following each number are two small display windows. The
lower window, the Weapon window, displays the name of the weapon loaded in the tube. The
upper window, the Target window, displays the Contact ID or target assigned to the weapon.
Dashes indicate that no target is assigned to the weapon in that tube.
• Click a tube number to select it.
NOTE: TLAMS and SLMMs are not assigned Contact IDs. Waypoints are placed on the map for the
weapon to follow. WYPT appears in the Target Window when waypoints have been assigned
to TLAMS or SLMMs. A UUV is a sensor and can not be assigned a target.
Tube Number
Weapon Window
Target Window
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Weapon Waypoints: When ON, all waypoints assigned to any land attack missile or mine display on
the map. When this option is OFF only the waypoints for the weapon in the selected tube show on
the map.
Designate Target: All Contact IDs are listed in the drop-down list by their alphanumeric Contact IDs.
NOTE: No Contact IDs appear in this list if Show Truth is on or if you have not yet marked any
contacts with one of your sensors.
Assign Target: Click this button to assign the contact selected in the Designate Target drop-down
list to the tube selected in the Tube Selection Panel.
The lower portion of the panel displays the presets for the weapon in the selected tube. Presets
vary depending on the weapon. See Fire Control Suite/Presets on p. 113.
To assign a contact to a tube:
1. Click the desired contact symbol on the Fire Control map or select the contact ID from the
Designate Target drop-down list.
2. Click the number of a tube containing a weapon appropriate for the target. (If the weapon you
need is not loaded in a tube, go to the Launch Panel and load the desire weapon. See Seawolf
Launch Panel on p. 118.
3. Click ASSIGN TARGET. The Contact ID appears in the Target Window.
4. Presets for the weapon in the selected tube appear in the lower portion of the Target Designation
and Preset panel. Adjust as needed. For information on preset settings see Fire Control
Suite/Presets on p. 113.
To assign waypoints to a TLAM or SLMM
1. Select a tube containing a TLAM or SLMM.
2. Click DEFINE TARGET WAYPOINTS in the preset area.
3. Click the Fire Control map to place the waypoints.
4. Click and drag a waypoint as needed to adjust its location and enter a destruct range for the
weapon. (For specific information see Fire Control Suite/Presets on p. 113.)
To launch a UUV sensor:
1. Select a tube containing a UUV.
2. If a depth other than Ownship depth is desired, deselect Use OS Depth in the Preset Panel and
enter the exact depth you want in the Depth preset that appears..
3. Launch the UUV from the Launch Panel
Once targets and presets are assigned, click the Launch Panel icon and fire the weapon from the
Launch Panel.
Sub Command Tip: Once weapons are assigned to a tube, the tube can be fired
from any station by using the Orders menu>Fire Tube option in the Task Bar.
Torpedo Wire Guide Controls
Once a torpedo is fired, its symbol appears on the Fire Control map. When the weapon enables,
two red lines extend from the torpedo symbol indicating the weapons search cone. Until a torpedo
enables, it can be wire-guided.
• Click the torpedo’s Fire Control map symbol.
The following Wire Guide Controls appear in the Preset area.
Heading: Click the right facing arrow to increment the weapon’s ordered heading. Click the left
facing arrow to decrease the ordered heading.
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Enable: Click to enable the weapon before it reaches the enable distance set in the Run to Enable
preset.
Pre-Enable: Click to return an enabled weapon to its pre-enabled state without shutting the
weapon down entirely. If you want to wire guide a weapon that has already enabled, click this
option. The red enable cone disappears.
Shutdown: Click to shut down the weapon entirely. The weapon can not be enabled again if this
option is selected.
SEAWOLF LAUNCH PANEL
The Launch Panel is composed of the Launch Control Panel, the Tube and Weapon Selection Panel
and the Presets Panel.
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2. Click FLOOD. This button initiates the process that floods and equalizes the tube. When the tube
is flooded the FLOOD button text is green. Reselecting this button at this point reverses the
process.
3. Click MUZZLE DOOR to open the muzzle door. The button flashes until the door is open. The
SYSTEM READY buttons turns green and the LAUNCH button is selectable.
4. Click LAUNCH to fire the weapon
■ To Wire Guide a torpedo return to the Target Display and select the torpedo symbol on the Fire
Control map.
NOTE: If the Launch button is not selectable make sure there is a target assigned to the tube. Also
check the High-Pressure Air bank in Ship Control. A weapon launch requires a charge of at
least 50% in your air banks. If you have fired numerous weapons or performed an
emergency main ballast tank blow, your air bank may be depleted and must be recharged.
See Ship Stations/Ship Control on p. 52.
To reload a tube after firing:
Before you can reload a tube you must first close the muzzle door and remove the water in the
torpedo tube.
• Click MUZZLE DOOR to close the muzzle door and drain the tube. Follow the steps below for
loading a new weapon.
NOTE: Closing the muzzle door cuts the wire on the torpedo or UUV launched from the tube. Wire
guiding is no longer possible and you no longer receive sonar reports from the UUV once the
wire is cut.
To change the weapon loaded in a tube:
1. Click the name of the weapon in the tube you want to reload. (If the tube has been fired, click
Empty.) Repeated clicks cycle through all the weapons available for loading in this tube.
2. Stop clicking when you see the name of the weapon or UUV you want to load.
■ If you click an empty tube and the weapon names do not cycle, the muzzle door for that tube is
still open. Click MUZZLE DOOR of the empty tube. This closes the muzzle door and removes the
water form the tube in preparation for reload.
NOTE: The unload/load process takes approximately twenty minutes. Loading an empty tube takes
8-10 minutes depending on the submarine. If Fire Control Quick Launch is selected in the
Options>Game screen the Unload/load time is cut to forty seconds and loading an empty
tube is cut to 20 seconds.
The Unload/Load Process
If the tube’s number is selected while it is being reloaded, you notice the WEAPON STOWED
indicator blinks in the tube’s Launch Control Panel. The name of the weapon originally loaded in
the tube displays in the Tube Status Bar while the name of the weapon to be loaded appears in the
Tube and Weapon Selection Panel.
Once the original weapon is unloaded the name of the weapon being loaded displays in the Tube
Task Bar and the Target Assignment is cleared. (You must reassign a target to the new weapon
from the Target Display.) The presets for the new weapon appear in the Presets Panel. The reload
process is not complete until the Weapon Stowed indicator stops blinking.
Sub Command Tip: Be very careful where you click in the Tube and Weapon
Selection Panel. If you intend to select the tube number but click the weapon
name instead, you start a reload of that tube. A reload time consuming!
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Active and passive decoys are available in external and internal tubes. The loadout in the Seawolf’s
external countermeasure tubes can only be changed from Weapons Loadout Screen prior to
starting a mission. Internal tubes can be loaded during gameplay as long as countermeasures are
available.
The Seawolf’s Countermeasure Launch Panel consists of The External Tubes Launch Controls, the
Internal Tubes Launch Controls, the Presets Panel, the External Tube Presets Selector, and the
Internal Tube Preset and Countermeasure Selector.
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The Weapons Inventory simply displays the current type and number of weapons on board your
sub. No interaction is possible. The numbers decline as appropriate each time a weapon or
countermeasure is dispensed.
Target Display
The 688(I) Target Display consists of the Fire Control map, the Target Selection list, the Tube
Selection Panel and the Map Control Panel. The Fire Control map is described in Ship Stations/Fire
Control Suite/Fire Control Map on p. 115.
Target Selection
Drop-down List
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Pre-Enable: Click to return an enabled weapon to its pre-enabled state without shutting the
weapon down entirely. If you want to wire guide a weapon that has already enabled, click this
option. The red enable cone disappears.
Shutdown: Click to shut down the weapon entirely. The weapon can not be enabled again if this
option is selected.
To assign waypoints to a TLAM or SLMM:
1. Click the P under a tube containing a TLAM or SLMM. The weapon presets are displayed.
2. For a TLAM, enter a destruct range for the weapon. See Land Attack MissilePresets on p. 113.
3. For both TLAM and SLMM click ASSIGN TARGET WAYPOINTS then click the Fire Control map. Four
waypoints are placed for a TLAM, one waypoint for a SLMM.
4. Enter exact coordinates in the Latitude and Longitude presets or click and drag the waypoint to
the desired location. Watch the latitude and longitude readout in the lower left corner of the Fire
Control map as you drag the waypoint to determine its current location.
688(I): LAUNCH PANEL
From the Launch Panel weapons selected in the Target Display are launched.
VLS Tubes
Torpedo Tubes
Countermeasure Tubes Target Display Button
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6. If you fired a torpedo and you want to wire guide it, return to Target Display and click W next to
the number of the tube you fired. W stands for wire guidance. See 688(I) Target Display/Wire
Guide Controls on p. 121
To reload a torpedo tube
Only torpedo tubes can be reloaded when underway.
• If the weapon name display reads Empty, click to load a weapon. Repeated clicks cycle through
available weapons.
• To change the weapon loaded in a tube click the weapon name until the desired weapon name
appears.
The tube’s number light flashes until the weapon reload is complete.
■ If you click an empty tube and the weapon names do not cycle, the muzzle door for that tube is
still open. Click the M button to close the muzzle door and try again. Remember that closing the
muzzle door cuts the wire on torpedoes and UUVs.
NOTE: The unload/load process takes approximately twenty minutes. Loading an empty tube takes
8-10 minutes depending on the submarine. If the Fire Control Quick Launch option is
selected in the Options>Game page the unload/load time is cut to forty seconds and loading
an empty tube takes 20 seconds.
To launch missiles from Vertical Launch Tubes:
1. In the 688 TLAMs and TASMs can be fired from the Vertical Launch Tubes.
2. After you have assigned waypoints for a TLAM or assigned a target to a tube containing a TASM,
locate that tube number in the Launch Panel.
3. Click P to pressurize the tube.
4. Click M to open the muzzle door. The I lights up, indicating that the inter-locks have been met to
fire the weapon and the tube number lights up.
5. Click FIRE once to lift the cover, then click again to fire the weapon.
NOTE: Remember, you can only load Vertical Launch tubes when you’re in port! You can’t reload
once you’re underway.
NOTE: If a tube number does not light up and the Fire button does not respond, make sure there is
a target assigned to the tube. If a target is assigned check the High-Pressure Air bank in
Ship Control. A weapon launch requires a charge of at least 50% in your air banks. See Ship
Stations/Ship Control on p. 52.
To launch Countermeasures:
1. Click FIRE to open the cover, then click again to fire the countermeasure.
2. To reload or load a different type of countermeasure click the empty text or weapon name and
continue clicking to cycle through the available options.
688(I): WEAPON INVENTORY
The Weapons Inventory simply displays the current type and number of weapons on board your
sub. No interaction is possible. The numbers decline as appropriate each time a weapon or
countermeasure is dispensed.
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The Akula Target Display consists of the Fire Control map, the Target Selection List, the Tube
Selection Panel and the Map Control Panel. The Fire Control map is described in Ship Stations/Fire
Control Suite/Fire Control Map on p. 115.
Fire Control
Station Buttons
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From the Launch Panel weapons selected in the Target Display are launched.
Countermeasure Tubes
Target Display Button
Launch Panel Button Weapons Inventory Button
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NOTE: 53-65K torpedoes are wake homers and can not be wire guided in Sub Command.
To launch a UUV:
Because a UUV is a sensor, not a weapon, it need not be assigned a target in the Target Display to
be fired. The tube is fired as described above.
1. If you want to launch the UUV to a depth other than Ownship depth, first select the tube
containing the UUV in the Target Display and click P to display its presets.
2. Click the checkmark to deselect Use OS Depth and display the Depth preset.
3. Click a digit to increment its value. Right-click to decrease the value.
To reload a torpedo tube:
Only internal torpedo tubes can be reloaded when underway.
• If the weapon name display reads Empty, click to load a weapon. Repeated clicks cycle through
available weapons.
• To change the weapon loaded in a tube click the weapon name until the desired weapon name
appears.
The red light to the left of the weapon name flashes until the weapon reload is complete.
■ If you click an empty tube and the weapon names do not cycle, the muzzle door for that tube is
still open. Click M to close the muzzle door and wait until the tube is no longer flooded, then
reload the tube. Remember that closing the muzzle door cuts the wire on torpedoes and UUVs.
NOTE: The unload/load process takes approximately twenty minutes. Loading an empty tube takes
8-10 minutes depending on the submarine. If the Fire Control Quick Launch option is
selected in the Options>Game screen the unload>load time is cut to forty seconds and
loading an empty tube takes 20 seconds.
NOTE: If a tube number does not light up and the Fire button does not respond check to make sure
there is a target assigned to the tube. Also check the High-Pressure Air bank in Ship Control.
A weapon launch requires a charge of at least 50% in your air banks. For Information on
how to charge your air banks see Ship Stations/Ship Control/Ship Control Tasks on p. xxx.
To launch countermeasures:
1. Click FIRE to open the cover, and click again to fire the countermeasure.
2. To select a different countermeasure or load an empty tube click the name of the
countermeasure. Continued clicks cycle through the available options.
AKULA WEAPON INVENTORY
The Weapon Inventory simply displays the current type and number of weapons on board your sub.
No interaction is possible. The numbers decline as appropriate each time a weapon or
countermeasure is dispensed.
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RADAR STATION
Submarine radar is used exclusively when the sub is at periscope depth or when the sub is
surfaced. Unlike the periscope, radar works well in foggy conditions. Radar should be used with
caution. When you use radar you communicate four things to other ships in the area whether they
are friendly, neutral, or hostile:
■ Your presence. If you had been operating covertly up to this point, you no longer are.
■ Your bearing. Any ships that picked up your emission are immediately aware of your bearing to
them.
■ Your proximity. Other ships may not know the exact range to your submarine, but the relative
strength of your signal will give them a general idea of your proximity.
■ Who you are. Ships with ESM capability can quickly determine that you are a U.S. or Russian
submarine by analyzing your signal.
Marking contacts with radar:
The radar station operations are the same on all subs.
3. Ensure that you are at Periscope Depth or less and moving at 8 kts or less if the sail is
submerged.
4. Click RAISE in the Radar Mast panel to raise the mast. The Ready light glows when the radar
mast is extended and radiating.
5. Contacts show up as bright spots on the display. Drag the cursor and center it on a contact.
6. Click MARK to send the contact’s bearing and range to TMA and the Nav map.
7. Click the desired range scale and/or range rings spacing.
8. Click OFF in the Range Rings toggle switch to disable range rings altogether
NOTE: Radiating while submerged destroys your radar.
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In Sub Command the Radio Room and ESM (Electronic Support Measures) stations are combined.
The radio is used to receive intelligence and tasking updates while ESM allows you to detect and
classify contacts when at periscope depth.
RADIO MESSAGES
The radio is your link with the outside world. At the beginning of each mission, you should always
review your current mission orders and check for any new intel or tasking messages. Incoming
messages can provide crucial updates on targets. This information can include extremely helpful
information on a target’s last known position and even its estimated course and speed.
To receive messages you must raise the radio mast or stream the floating wire antenna. There are
advantages and disadvantages to both modes. The floating wire receives messages far more
slowly than the radio mast, but the wire can be used under ice and you don’t have to be at
periscope depth to use it.
While the mast collects signals quickly, you must be at periscope depth to use it. Because it
protrudes from the water, the radio mast creates a wake that can be seen by aircraft and provides
a surface that can be detected by enemy radar.
There are speed restrictions when using either the wire or the radio mast.
■ Radio Mast: You must be at periscope depth and at 8 kts or less when the sail is submerged to
avoid damaging the mast.
■ Floating Wire: You must not exceed 18 kts or damage occurs. Make sure the wire is streamed
to at least half of its length in order to ensure message reception.
Stop
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688(I):
• Radio Mast: Click RAISE above the toggle switch to raise the Radio Antenna mast.
• Floating Wire: Click STREAM to deploy the Floating Wire Antenna.
Akula:
• Radio Mast: In the Radio Antenna panel click RAISE to extend the Radio Mast. The green light
flashes until the mast is fully extended then glows steadily.
• Floating Wire: In the Floating Wire panel click STREAM. A progress bar below the switch indicates
the length of the wire that is currently deployed.
2. Look at the message screen for incoming messages. A scroll bar appears in the message
window if there are more messages than can be displayed at one time. The newest message
traffic is always at the bottom of the scrolling text. Message traffic may not appear immediately.
When a message is received, the Receive or Incoming Message button glows briefly.
3. After a message has been received, lower the Radio Mast.
NOTE: Radio message text also appears in the Radio History Window on the Task Bar. When a new
message is received, the radio history selection button (the blue square) on the Task Bar
flashes until the button is selected. You can raise and lower the radio mast from the Task
Bar’s Orders menu from any screen.
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Signal Strength
ESM Display: Contacts display on the bearing at which they are detected. The triangle cursor
selects a contact when centered on the bearing of the contact.
Signal Strength: The strength of the signal is represented as a series of colored bars that move
from green to red as the signal increases in strength.
Bearing: Readout of the bearing at the position of the triangle cursor in the ESM Display.
Source: The class name of the source of the signal at the cursor location.
ESM Antenna: Click RAISE or LOWER to extend or lower the ESM mast.
Mark: Clicking here to sends the bearing of the selected contact to TMA and the Nav map. ESM
contacts have E designations.
Receive: When a new message is received this light glows briefly.
Radio Antenna: Click RAISE or LOWER to extend or lower the Radio mast.
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Radio Message Display: All radio messages display in this scrolling window. Scroll to the bottom to
see the newest message.
Floating Wire: Click the right-facing double arrow to stream the floating wire. Click the left-facing
double arrows to retrieve the floating wire. Click the square (Stop) button to stop the winch. The
portion of the wire currently deployed is depicted in the progress bar.
Radio Message Display: All radio messages display in this scrolling window. Scroll to the bottom to
see the newest message.
Receive: When a new message is received this light glows briefly.
Floating Wire: Click STREAM to deploy the floating wire antenna. Click OFF to stop the winch. Click
RETRIEVE to retrieve the wire. The length of wire currently streamed is shown in feet to the right of
the switch.
Radio Antenna: Click RAISE or LOWER to extend or lower the Radio Antenna mast.
ESM Antenna: Click RAISE or LOWER to extend or lower the ESM Antenna mast.
ESM Signal Strength Indicator: These lights indicate the strength of the signal and ascend from
green to red as the signal grows in strength.
ESM Display: Contacts display on the bearing at which they are detected. The triangle cursor
selects a contact when centered on the bearing of the contact.
Bearing: Displays the bearing at the location of the cursor on the ESM Display.
Mark: Clicking here sends the bearing of the selected contact to TMA and the Nav map. ESM
contacts have E designations.
Source: Displays the class name of the signal source designated by the triangle cursor.
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ESM Display: Signals (contacts) display on the bearing at which they are detected. The triangle
cursor selects a contact when centered on the bearing of the contact.
Signal Strength Indicator: The strength of the signal is represented as a series of colored lights that
illuminate from green to red as the signal increases in strength.
Source: Displays the class name of the signal source designated by the triangle cursor.
Bearing: Displays the bearing at the location of the cursor on the ESM Display.
Mark: Clicking here sends the bearing of the selected contact to TMA and the Nav map. ESM
contacts have E designations.
ESM Antenna: Click RAISE or LOWER to extend or lower the ESM Antenna mast.
Incoming Message: All incoming message traffic displays in this scrolling window with new
messages following older ones.
Radio Antenna: Click RAISE or LOWER to extend or lower the Radio Antenna mast.
Floating Wire: Click STREAM to deploy the floating wire antenna. Click OFF to stop the winch. Click
RETRIEVE to retrieve the wire. The progress bar below the switch represents the amount of wire
currently streamed.
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Periscopes on modern submarines are highly sophisticated pieces of equipment. Many subs carry
both a search periscope and a short-range attack periscope. Sub Command merges several
capabilities into a single periscope on each controllable submarine.
In addition to a Low Light Television (LLTV) which enhances your ability to see contacts at night, the
periscope also has an ESM sensor. This sensor is omni-directional and indicates the presence of
radar signals in the area as well as a general level of signal strength.
Visual contacts provide a wealth of information. Bearing is known immediately upon sighting.
Additional analyses of the contact with the Stadimeter can provide an accurate range to the target
as well as its classification. Used together the periscope and Stadimeter can provide the contact’s
bearing, range and course, three of the four elements needed for a target solution. You still need to
determine the contact’s speed. If you have classified the contact using the Stadimeter, you can
easily estimate the speed using the sonar’s DEMON function. See Ship Stations/Sonar/DEMON
SONAR Station on p. 77.
The Stadimeter Station is used to determine the range, course and classification of visual contacts.
Once you have taken a photo of the contact from the periscope, you can identify and classify the
contact with the Stadimeter. The Stadimeter can also be used to estimate a surface ship’s range. A
contact’s course can be determined by observing the target aspect or angle on the bow (AOB).
Since an exposed periscope generates a wake, using the periscope raises the likelihood that your
ship could be spotted from the air. It can also provide a radar return to ships in the area. Another
disadvantage of using the periscope is that it has a relatively short range, approximately 3.5 n.m.
Most likely you will detect the contact with one of your other sensors before you would be able to
see it in the periscope.
Periscope depth varies for the controllable sub classes in Sub Command.
■ Seawolf: 69 feet
■ 688(I): 65 feet
■ Akula: 16 meters
Your speed should not exceed 10 knots when your scope is raised and your sail is submerged or
you risk damaging the mast.
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Seawolf:
• Click RAISE on the orange bar at the top of the screen. The Raise text flashes green until the
scope is fully raised then remains green.
688(I):
• Click base of the Raise/Lower toggle switch on the side associated with the desired state. The
green light indicates that the scope is lowered. The red light flashes until the scope is fully raised
then remains red until the scope is lowered.
Akula:
• A green light indicates that the scope is fully lowered. Click RAISE. The red light flashes until the
scope is fully raised then the light remains red.
3. When operating at night, switch to Low Light Level TV (LLTV). This mode enhances your night
vision.
Seawolf:
• Click the LLTV button. The button label is green when LLTV is on.
688(I):
• Click LLTV on the toggle switch in the upper right of the station.
AKULA:
• Click LLTV on the switch above the periscope view.
4. Rotate the periscope to look for contacts. Make use of the periscope’s ESM sensor as you rotate
the scope. This sensor can alert you to the presence of a contact before you can see it in the
periscope view. The lights of the ESM sensor illuminate from green to yellow to red depending
on the proximity of the contact. Green indicates that the contact is far away.
Seawolf:
• Use the left and right pointing arrows on outer ends of the periscope handle or click and drag
inside the view to rotate the scope 360°.
■ The ESM indicator is located above the periscope view.
688(I):
• Click the Pan buttons on the left periscope handle or click and drag in the screen to rotate the
periscope 360°.
■ The ESM indicator lights are located to the right of the periscope view.
Akula:
• Click the red arrows on the left and right periscope handles, or click and drag in the periscope
view to rotate the periscope 360°.
■ The ESM indicator is a vertical stack of lights to the left of the periscope view.
5. Zoom and adjust your view. Center the view on the contact of interest. Zoom in and adjust the
elevation as needed.
Seawolf:
• Click the plus and minus buttons on the right periscope handle to zoom in and out on the view.
• Click the up and down arrow buttons on the left periscope handle to adjust the elevation in the
view. You can also click and drag in the periscope view to adjust the elevation.
688(I):
• Click the Zoom buttons on the right periscope handle to zoom in and out in the periscope view.
• Click the Elev buttons on the left periscope handle or click and drag in the periscope view to
adjust the elevation seen there.
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Akula:
• Click the upper half of the Zoom crank t zoom out. Click the lower half of the crank to zoom in.
6. Mark the contact. Marking the contact assigns it an alphanumeric designation and sends the
bearing information for the visual sighting to the Target Motion Analysis station. Visual contacts
have a V designation. (V01, V02 etc.)
• In all submarines, click MARK.
7. Take a photo of the contact for use in Stadimeter. Center the contact in the middle of the
periscope view. Align the horizontal line with the waterline before you take the picture.
• In all submarines, click PHOTO.
NOTE: If you are within three nautical miles of a land contact when you mark it with the periscope it
is classified by the game and you can target it with land attack missiles. If you see buildings
through the periscope and are not able to mark them even when you are inside the three
nautical mile range, the building is not a simulation object and cannot be marked. Buildings
must be designated as simulation objects when the mission is designed. See Mission
Editor/Object Properties Panel/Building Properties on p. 182.
Stadimeter
LLTV
Periscope View
Turn the Scope to the Right Turn the Scope to the Left
Elevation Controls Zoom Controls
Photo Mark
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Bearing to contact
Magnification level
Visual/LTLV mode
Periscope View
Raise/Lower Scope
Return to Periscope
ESM Indicator
Ice Display Stadimeter
Photo Mark
Elevate View
Periscope View: A readout of the bearing you are viewing displays at the top of the Periscope View.
The zoom, or level of magnification, is noted directly below the bearing readout.
Visual/LLTV: Select visual mode for daytime or Low Light Television mode for night use.
Raise/Lower: Toggles the state of the periscope mast.
ESM Indicator: Indicates the presence of radar emissions on a given bearing.
Pan View: Moves the view in the periscope view horizontally 360 degrees.
Elevate View: Controls the vertical view in the periscope.
Photo: Click to take a photograph of the contact in the periscope view for use in Stadimeter.
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Periscope Button: The depressed and orange highlighting indicates that the Periscope Station is
selected.
Stadimeter Button: Click to move to the Stadimeter Station.
Mark: Assigns an alphanumeric Contact ID to the contact and sends the contact’s bearing
information to TMA and the Nav map.
Zoom: Zooms in or out on the periscope view.
Ice Display Button: Moves to the upward looking television used on the 688 to determine the
thickness of ice.
Raise/Lower mast
Visual/LTLV mode
Bearing
Elevate View
Zoom
Periscope View Periscope
Stadimeter
Ice Display
Photo Mark
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STADIMETER STATION
Using a photo of a contact taken through the Periscope, the Stadimeter allows you to classify the
contact as well as determine its range and course.
NOTE: The Stadimeter can only be accessed from the Periscope Station.
• Press to reach the Periscope Station, then press the Stadimeter button.
When the Stadimeter appears, the last photo you took through the periscope appears in a window.
Your ship’s computer scans its database of silhouettes and creates a list of those classes that have
a length close to that of the ship in the photograph. The ships that fit this criterion can be selected
one at a time and their silhouettes viewed and rotated in the Silhouette Window.
Manipulating the photo allows you to determine the contact’s range. Finding a 3D silhouette that
matches the photo allows you to classify the contact. Rotating the 3D silhouette to closely match
the aspect seen in the photo helps you determine the AOB. When you know the bearing to the
contact and the AOB, you can fairly accurately determine its course.
DETERMINING COURSE WITH STADIMETER
When you know the bearing to the contact and the AOB, you can obtain a fairly accurate
determination of its course by doing some simple arithmetic. The Seawolf does the math for you
and simply presents you with the contact’s course. In both the 688(I) and the Akula you must do
the arithmetic for yourself.
Assume you have a contact bearing 235 and you have determined the class of the ship and
located the ship’s silhouette in the Stadimeter. Once you have rotated the 3D silhouette until the
view of the model matches the aspect seen in the photo, you know the AOB for the contact. (This
number appears in the AOB field.) Assume that the AOB of the contact is port 42. This is all the
information you need to determine the contact’s course.
1. Find the reciprocal of the bearing to the contact. This is the contact’s bearing to you. In our
example the reciprocal of 235 is 55. Follow these steps to determine the reciprocal.
• If the bearing to the contact is 0 – 180 add 180 to the bearing number.
• If the bearing to the contact is 180 – 360 subtract 180 from the bearing number.
2. Once you have determined the reciprocal of the bearing to the contact, add or subtract the
number in the AOB window as shown below.
• If the contact has a port aspect, add the number in the AOB window to the reciprocal.
• If the contact has a starboard aspect, subtract the number in the AOB window from the
reciprocal.
3. If the resulting number is greater than zero and less than 360, this is the course of the contact.
In our example the reciprocal is 55 and the AOB is 45. The contact’s course is 100.
• If the number is greater that 360, subtract 360. The resulting number is the contact’s course.
• If the number is less than zero, add 360 to it. The resulting number is the contact’s course.
Because the interfaces for Stadimeter are quite different, instructions for using this feature on each
controllable sub are covered separately below.
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Range
Angle on the Bow
Course Country
Mark Class
Return to Periscope Zoom
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Ship Silhouette
Back/Next
Masthead Height
Silhouette AOB
Port/Starboard Aspect
Video Capture Window
Zoom
Mark
Range
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Return to Periscope
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AUTO CREWMEN
Auto Crewmen can be turned on or off on the Options>Crew page at any point during gameplay or
from any station that has an Auto Crewman. See below. The proficiency of all Auto Crewmembers
is approximately 85 %. Your crew is not infallible!
To turn an Auto Crewman on or off:
• In Options>Crew click in the box in front of the desired crewmember. A checkmark indicates the
crewman is on. Click in the box again to toggle its state.
• Click the text of the station name. If that station has an automated crewman, the cursor turns to
a finger. Click the text to activate the crew for that station. The text changes to indicate that the
station is automated. Click again to deactivate the crewman.
NOTE: Auto Crewmen are on by default if Novice setting was selected at installation or enabled in
the Options>Crew page. To successfully play from the Nav Station, all Auto Crew should be
enabled.
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■ Your task: Your Sonar Auto Crewman can classify a contact as a specific class, but he can not
determine its alliance. You must do that yourself on the Nav map.
• On the Nav map, right-click the contact’s symbol to display the Contact menu.
• Select Designate Type/Alliance>Alliance and drag your cursor to select the presumed alliance for
the contact.
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■ Marks contacts and re-marks them every minute that the contact can be detected. Contact
range and bearing is sent to TMA and is reported on the Nav screen DDI when that contact is
selected.
NOTE: The Radar Auto Crewman is not speedy. It takes a minute or two before he begins to mark
contacts. When Radar Auto Crewman is ON, you cannot move the Radar cursor.
AUTO-HELMSMAN
The Auto-helmsman is turned on automatically whenever Ownship waypoints are placed on the
Nav map. There is no selection for Auto Helmsman in the Options>Crew page. Your Auto Helmsman
does the following when waypoints are placed.
■ Follows waypoints in order until they are completed or the player orders a course change.
■ Maintains the defined course regardless of changes in depth or speed.
■ Once the sub reaches the last waypoint, he continues to steer the ship on its current course
until you order a new one.
■ If you order a course change before all waypoints have been reached, a menu item appears on
the right-click Ownship menu. Select RESUME WAYPOINT FOLLOW to order the Auto-Helmsman
to resume following the waypoints.
NOTE: A waypoint is reached once the sub arrives within a 100-yard radius of the waypoint.
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• Right-click the desired target to display the Contact menu. If Ownship is at periscope depth and
has a speed of 3 kts or less, the Deploy Special Forces option is available in the Contact menu’s
Engage With menu option.
• Select DEPLOY SPECIAL FORCES. Your Executive Officer notifies you when the team is away.
NOTE: The Deploy Special Forces menu option only appears when all of the following parameters
are met. The SF team is still on board; Ownship is traveling at 3 kts or less; Ownship is at
periscope depth or less; you are viewing the Contact menu for a surface platform, or land
site. (Special Forces cannot be deployed against air or submarine platforms.)
DEPLOYING UUVS
Unmanned Underwater Vehicles (UUVs) are used in Sub Command as remote sonar sensors.
Merging TMA bearing information provided by a remote sensor with data from your ship’ sensors
can provide a fairly accurate assessment of the range to the contact. UUVs are particularly useful
when navigating minefields.
UUVs are launched from the Fire Control Station and are wire-guided like torpedoes. A UUV is very
quiet once deployed but launching one is just as noisy as launching a torpedo.
Passive sonar mode is on by default when a UUV is launched but active sonar mode can be
enabled at any time as long as the wire is still attached and the battery is functioning. Sonar
returns cease as soon as you cut the wire or after the UUV’s thirty-minute battery is depleted.
Since UUVs can not be retrieved, you need only close the muzzle door to cut the wire and jettison
the UUV. The tube can then be re-loaded. Altering Ownship’s course by more than 90° cuts the
wire.
Sonar returns from the UUV are automatically assigned a Contact ID and can be found in the TMA
Select drop-down list and on the Nav and Fire Control maps. UUV sonar returns do not show up on
any of the screens of the Sonar Suite although the UUV itself displays as a contact in Broadband
and Narrowband Sonar.
■ A contact detected by a UUV in passive mode appears on the Nav map as an
Unknown/Unknown symbol at the end of a white line of bearing that extends from the location
of the UUV at the time of the report. The line of bearing has a default range of 10 n.m.
■ A contact detected by a UUV in active mode appears as an Unknown/Unknown symbol at the
end of a green line of bearing. The length of the LOB indicates the range of the contact from the
UUV.
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TO LAUNCH A UUV
1. Set Ownship speed to 4 kts or less.
2. Select a tube containing a UUV and initiate the launch procedure. (For information on launching
weapons see Ship Stations/Fire Control/Launch Panel for your specific sub class.)
■ By default the UUV launches on the same course and depth as Ownship.
• To set a specific depth, click Use OS Depth to deselect it. The Depth preset appears. Click the
digits in the Depth preset to set a specific depth.
Wire Guiding UUVS
Seawolf:
• Select the UUV symbol on the Fire Control map to display the wire-guide controls in the Preset
Panel You may have to zoom way in to be able to select the UUV symbol.
• Click the Ordered Course arrows to adjust the course of the UUV.
688(I) and Akula
• In the Fire Control Target Display click W beneath the tube number of the tube that fired the UUV
to display the wire guide controls.
• Click the Ordered Course arrows to adjust the course of the UUV.
NOTE: Depending on its course, the UUV may provide returns on Ownship.
LAYING MINES
Because of a submarine’s ability to operate covertly in littoral waters, laying mines is a useful
application of a submarine’s capabilities. Today’s mines can be fired from torpedo tubes and travel
several miles to a specified location. This allows mines to be placed in areas too shallow to be
accessed by a submerged submarine.
A successful mine insertion requires careful planning. The crew must determine how many mines
are to be placed and their precise locations. Which tubes will be used and the order in which the
tubes will be fired along the launch course must also be carefully planned. Timing and teamwork
are important. Keeping the submarine exactly on the launch course is the responsibility of the
navigation party. The reload party must reload the tubes as quickly as possible. Once a tube is
reloaded, the fire control party must ensure that the correct inputs have been entered for the next
mine to be launched before the ship reaches that mine’s launch point.
In Sub Command a single waypoint is set for each mine and the exact latitude and longitude
coordinates are entered in the mine’s waypoint presets. Since it takes as long to load a mine as it
takes to load a torpedo (eight to ten minutes) you should begin the reload process as soon as a
mine is launched.
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TO LAY A MINEFIELD
1. Check your tasking or determine the exact latitude and longitude for each mine to be placed.
2. From the Launch Panel, load the desired tubes with mines.
3. Determine which tube will fire the mine destined for each specific location.
4. Select each tube individually and place a waypoint for that mine to follow. Select the waypoint
and drag it to the desired location using the lat/long readout at the bottom of the Fire Control
map. You can also enter the desired latitude and longitude in the waypoint presets.
Seawolf:
■ Click the waypoint on the Fire Control map to display the waypoint preset panel
688(I) and Akula:
■ The waypoint presets appear below the Define Target Waypoint button in the preset panel a
soon as the waypoint is placed on the map.
Sub Command Tip: Once mines are loaded and and presets are entered, you can
fire the tube from the Nav map using the Ownship or Orders Menus. Map Markers
can be placed on the Nav map indicating the mine location and a launch point
for the mine designated for that location. Using this method you can better tell
when to fire the tube. See Navigation Station/2D Map/Map Menu on p. 41.
5. After firing the mine, reload the tube with a new mine or weapon.
DSRV RESCUES
The Deep Submergence Rescue Vehicle (DSRV) is designed to ‘mate’ with submarines from various
nations in emergency situations. In Sub Command, the DSRV can be assigned to all controllable
subs but only appears on a sub if the sub has been tasked to use it in the current mission. Carried
on the back of the host submarine, the DSRV is launched when within range of the submarine to
be rescued.
NOTE: The DSRV is launched using the Spec Ops>Deploy DSRV options from the Contact menu of a
submerged submarine. These menu options are only available when Ownship has met
certain speed and depth requirements.
To Launch the DSRV:
1. When within range of the submarine to be rescued order Ownship to 3 kts or less.
2. Ensure that Ownship depth is greater than periscope depth.
3. Right-click the submarine to be rescued. From the Contact menu select Spec Ops then Deploy
DSRV. (See Note above.) The DSRV detaches from Ownship and moves slowly toward the
selected submarine. Your Executive Officer (XO) informs you when the DSRV has deployed.
■ Be aware that it is possible to deploy the DSRV to rescue any submarine, not just the one in
distress. Be sure that you have identified the proper submarine to rescue.
To Recover the DSRV:
Once the DSRV has completed its assignment it leaves the area of the downed submarine and
returns to the location where it was deployed.
1. Maneuver your sub close to the DSRV or wait at the location where it was deployed for it to
come to you.
2. Maintain a speed of 3 kts or less and remain below periscope depth.
3. The XO informs you when the DSRV is once again mated to your hull.
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MULTIPLAYER
Sub Command allows you to host or join multiplayer games either on a local area network or over
the Internet. As host you decide the mission title, which options are available, and the players in
the mission.
CONNECTING
Click MULTIPLAYER in the Main menu to display the Multiplayer Screen.
• Click CONNECTIONS (the connected computers icon button) then OK to view custom connection
options.
• Click WWW then OK to view available web links.
Up to eight players can connect via LAN/Internet.
Connections
Internet Links
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LOBBY
1. Click HOST. Host options appear on the Multiplayer screen.
2. Enter a name for your game in Session Name. If desired, select Require Password to Connect
then enter a password in the Password field.
Sub Command Tip: Be sure to share the password with fellow players prior to
starting the mission.
3. Click OK to enter the Game Room.
Mission Selection
PLAY
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LOBBY
The Join option is selected by default.
■ The Sessions window displays the names of hosted games. The selected name is highlighted.
■ The Players window displays the names of those players connected to the selected session.
■ If the host has selected a mission, a description appears in the Mission Description window.
■ The letter Y appears after a game name under the padlock icon if a password is required to join
the selected game. An N indicates that no password is required.
■ Under Player/Max the number of players currently connected is followed by the total number of
controllable submarines in the mission.
■ The Ping rate to the host is shown in the PING column.
1. Click the name of the game you want to join.
2. Click OK to enter the Game Room.
Password requirement
155
4. Once you have selected a sub to command click WEAPON LOADOUT to adjust your sub’s oadout.
• Click OK in the Weapon Loadout screen to accept any changes you want to implement. Click
CANCEL to negate any changes you made.
5. Click READY to notify the host you are ready to play.
Platform Selection
Message Window
Ready
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MULTIPLAYER OPTIONS
In the Game Room click OPTIONS to display the Multiplayer Options page. From here the host sets
specific options that are available to all players. Only the host can set options in the Multiplayer
Options page but those joining the game can view the Multiplayer Options page to see which
options the host has set and allowed.
The host can:
■ force all players to use specific options.
■ prevent all players from using specific options.
■ allow players to use specific options if they so choose.
The Mutiplayer Options page contains two columns of check boxes.
If the host checks a box in the first column it indicates his desire to control the option setting that
follows in that row. The second column contains check boxes associated with options from the
Game, Crew and 3D pages.
When the host selects a box in the Controlled by Host column he can either force or prevent the
player from using the option that follows in that row.
If the host does not select a box in column one, the joining player is free to set the option in that
row from the appropriate Option page if he so desires.
CONTROLLED BY HOST: SETTINGS:
Checked : All players forced to use this option.
Blank: Players prevented from using the option.
X: Players can set this option if desired.
NOTE: The joining player can only view what the host is setting in the Multiplayer Options screen.
Joiners must visit the Options Game, Crew or 3D pages to set any allowable options.
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The host can control the following options from the Multiplayer Options screen.
Fire Control Quick Launch: When enabled the time required to load weapons is reduced. For more
information see Main Menu/Options on p. 24.
■ When the host is not controlling this option it can be enabled on the Options>Game page.
Show Truth: When enabled players view the actual identity and location of all platforms on the map
during gameplay. For more information on this options see Main Menu/Options/Game/Show Truth
on p. 29.)
■ When the host is not controlling this option it can be enabled on the Options>Game page.
Use Fire Control Auto Crew: When enabled the Fire Control Auto Crewman sets presets for
torpedoes and antiship missiles. For more information see Ship Stations/Auto Crewmen/Fire Control
Auto Crewman on p. 147.
■ When the host is not controlling this option it can be enabled on the Options>Crew page.
Use Sonar Auto Crew: When Enabled the Sonar Auto Crewman marks and classifies contacts in the
Narrowband and Broadband Sonar Station. For more information see Ship Stations/Auto Crewmen/
Sonar Auto Crewman on p. 146.
■ When the host is not controlling this option it can be enabled on the Options>Crew page.
Use TMA Auto Crew: When enabled the TMA Auto Crewman develops firing solutions in TMA for all
contacts. For more information see Ship Stations/Auto Crewmen/ TMA Auto Crewman on p. 147.
■ When the host is not controlling this option it can be enabled on the Options>Crew page.
Use Radar Auto Crew: When enabled the Radar Auto Crew marks all radar contacts as long as the
Radar is on. For more information see Ship Stations/Auto Crewmen/ Radar Auto Crewman on p.
147.
■ When the host is not controlling this option it can be enabled on the Options>Crew page.
Disable 3D: When enabled the 3D view is entirely disabled during gameplay.
■ When the host is not controlling this option it can be enabled on the Options>3D page.
Show Dead Platforms: When enabled platforms that are 100% destroyed appear on the Nav map
whether you have detected them or not and whether destroyed by you or by some other platform.
For more information see Main Menu /Options/Game/Show Dead Platforms on p. 29.
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■ When the host is not controlling this option it can be enabled on the Options>Game page.
Show Link Data: When enabled all friendly contacts are visible on the Nav map. For information see
Main Menu/Option/Game/Show Link Data on p. 29.
■ When the host is not controlling this option it can be enabled on the Options>Game page.
CHAT
The Chat feature is available in the Game Room and during gameplay.
To chat in the Game Room:
1. Type a message in the Chat Box at the bottom of the screen then press e or click SEND.
2. Messages appear in the Message window above the Chat Box.
Chat Box
Message Window
In-Game Chat:
1. Press T to compose a message to be sent only to members of your team.
2. Press A to compose a message to be sent to all players in the game.
3. Press e to send your message.
4. All in-game chat messages appear in the Multiplayer Chat History window. Click the yellow
triangle History Selection Button to display the Multiplayer Chat messages.
NOTE: The yellow triangle flashes in the Task Bar to notify you that you have a chat message if you
are viewing a different history.
History Window
History Window
Multiplayer Chat
History Selection
Button
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MISSION EDITOR
The Mission Editor allows you to create single, and multiplayer missions anywhere in the world!
Platforms for sixteen countries as well as civilian objects are available for placement in your
scenarios. In the Mission Editor you can create scenarios that place a player in command of a
Seawolf, an Improved Akula or Akula II, or a 688(I) Improved Los Angeles class submarine.
By using the Probability of Inclusion, Random Start Boxes, and Dynamic Groups features you can
randomize your missions so they play differently each time!
This section creates these subsections:
Getting Started: Covers creating a new region, loading an existing region and importing a 688(I)
Hunter/Killer or Jane’s Fleet Command mission to convert it for use in Sub Command.
Mission Creation: A brief overview of the interface and issues involved in creating missions.
Mission Map: The Mission map, its readouts, menu and tools.
Mission Object Menu: The options available from an object’s right-click menu.
Object Buttons: Adding a sub, ship, global goal, and building objects to a mission.
Editor Menu: Editor menu options and their use.
Scenario Browser: The Scenario Browser and its use.
Object Properties Panel: Available object types are listed alphabetically and their Object Properties
Panel pages are explained
Goals: Types of goals and their uses, Goal Precedence and Goal Object Properties Panel Pages.
Dynamic Groups: The use of Dynamic Groups to make scenarios play differently each time they are
played.
Mission Editor Hot Keys: Hot keys available in Mission Editor.
Starting a Created Mission: Step-by-step instructions for saving and starting a created mission.
GETTING STARTED
Click MISSION EDITOR in the Main menu to display the Mission Editor Region Selection interface.
From here you can select a region for a new mission or load an existing mission to edit or view.
Editor Menu
Mission Map
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NOTE: Whenever the term ‘click’ is used in this manual, it refers to a single left mouse click. A right
mouse click is designated as a ‘right-click.’
IMPORTING SCENARIOS
You can import your favorite 688(I) Hunter/Killer and Jane’s Fleet Command scenarios for use in
Sub Command. The ship databases differ between these three games therefore some platforms in
the imported scenarios may not be available in the current game. Imported scenarios will need
varying degrees of editing to work properly in Sub Command.
To Import a 688(I) Hunter/Killer or Jane’s Fleet Command scenario:
1. Copy the desired file into the Sub Command Scenario directory in the location where the game
is installed.
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2. From the Editor menu at the top of the screen select Mission>Import.
3. The Open File Dialog box opens. Select the desired file to be imported and click OK or double-
click the file.
4. You are prompted to select a database map. (688(I) Hunter/Killer or Jane’s Fleet Command)
Select the appropriate mapping for the game file you are importing.
5. When the file opens look for red object labels (ships names, aircraft names, etc) on the map. Red
text indicates that the object needs to be remapped for Sub Command because the object is
different or missing in the current database.
6. Select the icon of an object with a red label and change the object class in the Object Properties
Panel to one that is available in Sub Command. Continue until all missing objects are remapped.
Then save the mission using the Mission>Save menu. For information on setting object
properties See Mission Editor/Object Properties Panel on p. 178.
NOTE: The Object Names option must be turned ON in the Mission Map menu or the View menu for
the Object labels to appear on the screen. Object names are ON by default.
MISSION CREATION
Selecting and loading a region on the Region screen or loading an existing mission activates the
Mission Creation screen. The region you selected in the Region Screen replaces the world map and
all Editor menu functionality is available. You can now tailor a mission that is as simple or as
complicated as you desire.
The Editor menu options provide the means to add battlegroups, set alliances, add and define
goals, set environmental conditions and further customize your mission in a variety of ways. The
remainder of this chapter describes how to add and customize objects and explains the
functionality of all Editor menus.
New objects are placed on the Mission map using the object buttons along the lower right. Clicking
on any object’s map icon allows you to edit its properties in the Object Properties Panel.
The Scenario Browser appears over the Object Properties Panel when no object is selected on the
Mission map. The browser is very useful for tracking all objects, goals, and groups in the scenario.
You can also quickly view the Object Properties Panel pages for any object, goal or group by
clicking on its Scenario Browser text. Press s or click the map to bring up the Scenario
Browser. The Mission Creation screen of the Mission Editor is shown below with a regional map
replacing the world map in the map area.
NOTE: You must place at least one controllable submarine in your mission. Controllable submarine
classes are the United States Seawolf class, the United States Los Angeles class (688(I)), and
the Russian Akula-I Improved and Akula II classes. After you add one of these subs, you must
designate it as controllable on page two of its Object Properties Panel. See Object
Buttons/Add Submarine or Ship on p. 166 and Object Properties Panel/Submarine Properties
on p. 185.
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Editor menu
Mission Map
Object Properties Panel
Object Buttons
MISSION MAP
The Mission map contains the 600 by 600 nautical mile square region that was designated in the
Mission Creation screen. It is on this map that you create the mission by placing all objects and
assign goals, tactics, and define formations for the scenario.
NOTE: The words map and chart are used interchangeably in this section of the manual.
MAP READOUTS
■ Latitude and longitude values display in the lower left and change with the cursor position.
■ The depth and elevation readout, also in the lower left, shows depth in feet when the cursor is
over water and altitude in feet when the cursor is over land.
■ When the cursor is over the extreme northern and southern latitudes the amount of ice
coverage in that area of the ocean is displayed as a percent just below the depth and elevation
indicator. Ice itself is not visible on the map. The level of ice coverage changes depending on
the time of year you set in the Editor menu’s Edit>Environmental Conditions dialog box.
■ A range scale is located in the lower left corner of the display to aid in determining distances.
■ To determine the distance and bearing from a point on the map to another point, click the first
point and drag the cursor to the second point. A readout of the bearing in degrees and the
distance in nautical miles is displayed in lieu of the range scale in the lower left corner of the
map. Release the mouse button to remove the range circle from the map.
• Press q+X to toggle the display of the Longitude/Latitude, the Height/Depth and the Ice
coverage readout.
• Press q+Z to toggle the display of the range scale.
NOTE: Use of the water depth readout information is important when placing submarines, since the
water depth may be too shallow for them to operate.
MAP CONTROLS:
It is necessary to zoom in when placing objects that must be close together.
• Press = or v + left-click to zoom in.
• Press - or v + right-click to zoom out.
• Use the arrow keys to pan the map.
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OBJECT BUTTONS
Use the Object Buttons on the bar located at the bottom right of the screen to place submarines,
ships, global goals, and land objects on the Mission map. To customize an object you must select it
and set specific properties in its Object Properties Panel pages at the right of the screen. See
Mission Editor/Object Properties Panel on p. 178.
• Click the object’s icon or select its name in the Scenario Browser to select it and display its
Object Properties Panel pages.
Sub Command Tip: Be aware of the great distances covered on the Mission map
when creating a mission. You can check how long it will take a ship to traverse a
given distance by clicking on the waypoints of certain tactics. The Object Properties
Panel to the right of the screen displays the amount of real time it takes the platform
to reach that point. Though single player games have the option of time
compression multiplayer scenarios cannot use accelerated play. You may want to
zoom in when placing objects to ensure the desired distance between objects.
ADD BUILDING
1. Click the building object button.
2. Move the cursor within the Mission map and click to place the building. Click the building object
icon to display its Object Properties Panel pages.
■ For details on assigning building properties, see Mission Editor/Object Properties Panel/Building
Properties on p. 182
NOTE: Use of the land altitude readout information is important when placing buildings, since the
buildings need to be placed on land. You may want to make use of the terrain features when
positioning your building.
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ADD TO FORMATION
Mission Object menu’s Add to Formation item is only available if there is a formation in the mission
you are creating. To add a platform to an existing formation, this menu option is the quickest
method.
To add an object to a formation:
1. Right-click the platform object to display the Mission Object menu.
2. Select Add to Formation. A menu appears displaying the names of formations to which you can
add the object. Once the object is added to the formation, a blue line links this object to the
formation leader on the Mission map.
NOTE: Once you add the platform to a formation, any tactics you may have previously assigned to
this platform are lost. Platforms in formation follow the formation leader and its assigned
tactic.
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FLIGHT SCHEDULE
In Sub Command you can set the state of readiness for enemy and allied aircraft embarked on
ships and at airports. Aircraft are controlled by the AI but what you set here determines how
quickly ASW planes and helicopters respond to submarines detected by AI controlled ships. The
default readiness state for all aircraft is thirty minutes. You have the option to schedule some
aircraft in either an Alert 5 condition (aircraft is available to launch in five minutes), Alert 15
(aircraft is available to launch in fifteen minutes), or Alert 30 (aircraft is available to launch in thirty
minutes). For some ships with embarked aircraft there is only one runway or landing pad available.
Therefore only one aircraft is allowed to be in an Alert 5 readiness state. Aircraft carriers have
multiple airstrips from which to launch aircraft so they permit more than one aircraft to be in Alert
5 condition. You are not able to place more than the allowed number of aircraft in an Alert 5
condition. You may place up to 24 aircraft in Alert 15 and Alert 30 condition.
To access the Flight Schedule:
1. Right-click the object icon for an airport or ship with embarked aircraft to display the Mission
Object menu.
2. Select FLIGHT SCHEDULE to display the Flight Schedule dialog box.
3. Select the radio buttons for the desired alert condition (5, 15, or 30) for each individual aircraft.
4. Change the Flight Schedule for other aircraft types by selecting them in the list box at the top of
the Flight Schedule box.
NOTE: The Flight Schedule menu item is only available if a ship or airport has aircraft assigned to it.
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EDITOR MENU
The menu bar at the top of the Mission Creation screen contains tools for editing, saving, and
further customizing your mission. The Editor menu consists of the following menu items: Mission,
Edit, View, Add and Options.
MISSION MENU
New Mission: Create a new mission by selecting a new region. You are prompted to save the
current mission then returned to the Region Selection Screen.
Load Mission: Load a previously created mission.
Save Mission: Save your current mission. If your current mission is a new mission and has not yet
been saved, you are prompted for a file name.
Save Mission As: Specify a new name for your current mission and save it.
Import: Import a 688(I) Hunter/Killer or Jane’s Fleet Command scenario. Place the scenario you
want to import in the Scenario directory in the directory where Sub Command is installed. See
Mission Editor/Getting Started/Importing Scenarios on p. 162.
Set File Password: Selecting this option displays the Password for Scenario File dialog box. Type
the desired password in the Password and Password Verification fields and click OK. The file cannot
be loaded unless the password is supplied.
Recent Files: Displays the four most recently opened files.
Exit: Exit to the Main menu screen.
EDIT MENU
Copy: Copy a hooked object on the Mission map. (You may also press v+C.)
Paste: Paste a copied object anywhere on the map. (You may also press v+V and click
the map to paste the object.)
Delete: Delete a selected object. (You may also press y.)
Select Multiple Objects: Allows you to click and drag over the map to select more than one object
to edit. As you drag the mouse, a box appears showing the selection area. Any objects appearing in
this area are selected. Release the mouse button to complete selection of the objects.
Set Random Start Box: Allows you to set a Random Start Box around a selected object. When this
option is selected, a box with the selected object at the center appears. This box moves and sizes
as you move the mouse. Click the left mouse button to set the box size. The centered object begins
the mission at a random point within this square. Once set, a Random Start Box displays with
green lines. Tactic boxes have white lines.
Remove Random Start Box: Deletes the Random Start Box assigned to the selected object.
Side Alliances
Selecting this option displays the Alliance Manager Dialog. From here you select the sides to be
allied. Setting up side alliances is useful in scenarios that require two countries working in
cooperation. Assume you want to have the U.S. and Taiwan working together in a mission. In the
Alliance Dialog set side 0 (U.S.) to be allied with Side 1 (Taiwan). If during gameplay you opt to
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Show Link Data you see the actual position and type of the Taiwanese platforms as blue (friendly)
symbols on the Nav map. The Taiwanese platforms are controlled by AI but do not attack your
platforms. You can also set two AI controlled sides to be allies. They do not attack each other. They
only attack sides not in their alliance.
Alliance Name: Existing named alliances display in this drop-down list. To add a named alliance,
click ADD ALLIANCE.
Add Alliance: Clicking on this button brings up the Alliance Name dialog box. Type the desired
name in the dialog box.
NOTE: You can not type an Alliance Name in the Alliance Name drop-down list. You must use the
Add Alliance button and add a name in the Alliance Name dialog box to add names to the
list.
Delete Alliance: Deletes the Alliance selected in the Alliance Name Drop-down list.
Sides In Alliance: Displays the sided in the Alliance selected in the Alliance Name drop-down list.
Available Sides: List all sides possible, even those that have not been assigned any platforms.
To Create an Alliance:
1. In the Alliance Manager Dialog box click ADD ALLIANCE. The Add Alliance dialog box appears.
2. In the Add Alliance dialog box, type a name for your alliance in the Alliance Name edit box. Click
OK to return to the Alliance Manager Dialog box.
3. In the Alliance Name drop-down list, select the name of the alliance you just created.
4. In the Available Sides list select the name of a side you want to place in the alliance then click
the * arrow to place that side in the Sides in Alliance list (left box). Add sides from the Available
Sides list until the Sides in Alliance list contains the desired members.
5. Select a name in the Sides in Alliance list on the left and click the * to return remove a side
from the selected alliance.
6. Click OK.
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Rules of Engagement
Selecting this option displays the Rules of Engagement (ROE) dialog box. Defaults to Wartime ROE.
1. Select a side in the Sides Available list.
2. Click one of the following options to assign the Rules of Engagement for all platforms on that
side.
War Time: Platforms fire upon all threat platforms
Peace Time: Platforms do not fire unless fired upon.
Environmental Conditions: Allows you to set the environmental conditions for your mission.
Selecting this option displays the Conditions dialog box. Options in the Conditions dialog box are
explained below.
Sea State: Set the condition of the sea, from 1 (calm) to 5 (choppy).
Time of Day: Set the time of day at which the mission begins using 24-hour military time.
NOTE: When you make a change to the time of day, a confirm box appears stating "Changing Time
of Day will affect all goals and aircraft with a launch time. Do you want the dates to be
automatically updated to the new start time?" If you select the YES button, all times for your
goals and aircraft launches are adjusted to maintain the same time interval relative to the
original mission start time.
Bottom Type: Set the state of the sea floor: rock, mud, or sand. These conditions can affect sound
propagation for active and passive sonar operations.
Month: Set the month in which the mission takes place. The time of year designated determines
the level of ice coverage in the northern and southern latitudes and the amount of daylight in a
mission.
Weather: Set the weather conditions in which the mission takes place. Available selections are
Clear, Puffy Clouds, Overcast and Rain. These weather conditions can affect sensor detection
ranges and visual ranges.
SSP Type: (Sound Speed Profile). The selections for SSP types are Surface Duct, Bottom Limited,
and Convergence Zone. These SSP types determine the sound propagation paths available for
acoustic sound energy to travel. Bottom Limited has the shortest ranges and Convergence Zone the
longest ranges.
Cloud Height: Set the height of cloud cover (no lower than 1000 meters).
VIEW MENU
Bathymetry: Toggle the display of sea/land contour shading ON/OFF. A check mark indicates this
feature is ON. (Defaults to ON.)
Scale: Toggle the map scale indicator ON/OFF. A check mark indicates this feature is ON. (Defaults
to ON.)
Object Names: Toggle the display of names adjacent to objects ON/OFF. A check mark indicates this
feature is ON. (Defaults to ON.)
Tactics: Toggle the display of all assigned tactics and waypoints ON/OFF. A check mark indicates
this feature is ON. (Defaults to ON.)
Gridlines: Toggle the display of gridlines on the map. (Defaults to OFF.)
Type: Toggle ON/OFF the display of the various types of platforms and objects: surface ships,
aircraft, submarines, land-based objects, mines, and goals. A check mark indicates that the icons
for a specific type are displayed on the Mission map. (All types default to ON.)
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Side: Choose which sides’ forces are shown on the map. A check mark indicates that icons for the
specified side are displayed on the Mission map. (All sides default to ON.)
Group: Toggle the display of all platforms in a dynamic group ON/OFF. A check mark indicates that
the platforms in the group are displayed on the Mission map. (Each group defaults to ON.)
Filters: Allows you to choose several view filters at once, including viewing by side, platform type,
and dynamic group. A check mark indicates that the particular side, type or group is ON and is
displayed on the Mission map. (All are ON.)
View Full Screen 3D: Selecting this option displays in full screen the 3D object in use for the
selected platform or building.
• Click the 3D model and drag the mouse to rotate the angle of your view
• Press v and left-click and drag to zoom in and out.
• Press v + left-click and drag left or right to pan.
• Press v + arrow keys to rotate around the object.
• Press s to return to the Mission Editor interface.
Sub Command Tip: Check the 3D view for airports and buildings. If the building
appears to be buried, adjust the placement of the building Icon.
ADD MENU
Transiting Waypoints: Assign a set of moveable waypoints for a platform to transit before beginning
a specified tactic.
NOTE: The Transiting Waypoint menu item is only available when you select a platform that has
been assigned a name and a tactic. The platform starts the mission at the outermost
waypoint and transits each waypoint until it reaches the location of the platform icon. The
platform then executes its assigned tactic.
Waypoint: Add an additional waypoint to the platform’s path for tactics that already contain
waypoints.
NOTE: When you add a waypoint to a tactic you must have one of the waypoints in the tactic or the
object icon itself selected to activate the menu item.
Minefield: Place a minefield on the map. Mines must be placed in water.
To add a minefield to your mission:
1. Select Minefield from the Editor menu’s Add menu
2. You are prompted in the Description Bar to click and drag on the Mission map to define the area
for the minefield.
3. When you have defined the area on the map, release the mouse button. You have defined the
area in which the mines are evenly distributed. The Minefield Designation dialog box appears.
The Minefield Designation dialog box fields are described below.
Mines Across: Enter the number of mine columns.
Mines Down: Enter the number of mine rows.
NOTE: The total number of mines permitted in the minefield is limited to one hundred. Check the
total number of mines by multiplying the number of rows by the number of columns.
Mine Type: Select the mine type from the drop-down list, either a Moored Contact or Moored
Influence Mine. A contact mine detonates only when an object makes physical contact. An
influence mine detonates when a ship or submarine disturbs the area around the mine. (A Moored
mine anchored with a mooring cable.)
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Depth (ft): Enter the depth for the minefield in feet in this field. If you enter a mine depth that
exceeds the water depth, a message box appears when the mission is saved notifying you that the
object exceeds the water depth.
Side: Select the side this minefield belongs to.
NOTE: Use of the water depth readout information is important when placing mines since the water
depth may be too shallow for them to operate.
Add Chart Text Label: When this option is selected the Map Cursor changes to a + and you are
prompted in the Description Bar to click the map to place a label. A text label appears on the
clicked location as a small red square followed by the word Label and a sequentially higher
number with each label placed. By default the square and the text are red. The text and the color
can be changed.
1. Click the small square to bring up the Text Label properties panel on the right of the screen.
2. Set the text content in the Label edit box.
3. Select the desired color in the Text Color drop-down.
4. Click in the square to drag the label to a new location.
NOTE: Text labels placed here appear as map text when the scenario is played.
Add Chart Lines: When this option is selected the Map Cursor changes to a + and you are
prompted in the Description Bar to click the map to add lines.
1. Click the map to place a line’s starting point.
2. Click the desired point to draw the line to that location.
3. Click additional point to place a line to that point from the previous one.
4. Press s to complete the process.
5. To delete a line, click it to select it and press m. Each line must be deleted separately. A
selected line is yellow.
OPTIONS MENU
Set Player Side: Choose the side the player commands.
Create Dynamic Group: Create a grouping of objects and assign a probability of inclusion for the
group as well as specific members of that group. A group can contain any combination of ships,
planes, subs, or land-based objects. See Mission Editor/Dynamic Groups/Create Dynamic Group, on
p. 195.
Edit Dynamic Group: Modify dynamic group properties. You can change the composition of a
dynamic group, and adjust the probability that individual ships within that group appear. See
Mission Editor/Dynamic Groups/Edit Dynamic Group on p. 196.
Goal Precedence: Set the order in which goals must be accomplished to complete the mission. For
detailed information see Mission Editor/Goals/Goal Precedence, on p. 194.
Define Mission Description: Create or edit a description of the mission. This is a brief description of
the mission that appears on the Mission Selection screen.
Set Mission Title: Create or edit a name for the mission and define its level of difficulty. Level of
Difficulty is represented by the number of stars that appear on the Mission Selection screen in
front of the mission title. One star indicates an easy mission. Defaults to one star. If no mission
name is specified, it defaults to the mission’s file name.
NOTE: The mission title text field is limited to twenty characters.
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Formations: Choose a formation and type of group, or customize a formation. Formations are
composed of multiple ships. To place a formation, follow the steps for placing a single ship. See
Mission Editor/Object Buttons/Submarine or Ship on p. 166. The formation options are described
below.
Create Formation: Allows for the creation of a custom formation.
To create a custom formation:
1. Place all objects to be included in the formation using the Object Buttons. Select all the objects
by using the Edit>Select Multiple Objects option then dragging a box around the platforms you
wish to select or press q while clicking on multiple objects.
2. From the Formations menu select Create Formation. The Formations dialog box appears. Enter a
name in the Formation Name field. Select the formation leader from the list of selected objects.
The objects added to this formation follow the speed and movement of the leader. Ships in a
formation are connected on the map by blue lines.
3. To add a single object to the formation, place the object icon on the map, then right-click it.
From the Mission Object menu select Add to Formation. A list of available formations appears.
Choose the formation to which you would like to add the platform.
Delete Formation: All formations are listed when this option is selected. In the list select the name
of the formation you want to delete. The lines between ships in the formation are removed. You
must now assigned a tactic to the ships.
Standard Formation: Allows for the placement of one of several standard battlegroup formations on
the Mission map. Select the type of battle group you wish to place on the map. Right-click the map
to place the group.
SAG Place a Surface Action Group as your formation.
ARG Place an Amphibious Ready Group as your formation.
CVBG Place a Carrier Battle Group as your formation.
NOTE: When you place a fleet on the map, it defaults to a United States battlegroup. To change the
fleet’s nationality, you must click each individual ship and assign it a new nationality, class
and name using the Object Properties Panel at the right of the map. See Mission
Editor/Object Properties Panel, on p. 178.
Formation Tactics:
The tactics available for the leader of a formation are different from those of a single ship. To view
the tactics available to a formation leader, select the formation leader and view the options listed in
the Tactics drop down list in the Object Properties Panel.
PIM Waypoints: Drag a line across the map and release. The formation leader travels through the
waypoints and continues in a straight line upon reaching the final waypoint.
PIM Area Waypoints: Drag a square across the map and release. The formation leader travels to
each waypoint and begins again when the last waypoint is reached.
Sub Command Tip: To rearrange the ships of your formation, click and drag the
individual objects to the desired place on the map.
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SCENARIO BROWSER
The Scenario Browser is a useful tool for locating a specific platform, goal or group in a scenario
you are creating or editing. It is also valuable for reviewing and filtering objects in a large or
complicated scenario.
The Scenario Browser displays over the Object Properties Panel when no object is selected. The
top folder on every tab contains the scenario filename once the scenario is saved. Until the
scenario is saved the default text Unnamed Scenario appears after the yellow directory at the top
of all browser pages.
Type Tab
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NOTE: If you have selected the filename at the top of the browser page and the icon you want to
see on the map is still not visible, the object’s icon is being hidden by a filter on a different
tab.
To display the Scenario Browser when it is hidden, press E or click the map to deselect any
selected objects. The browser is displayed when no object is selected on the map. The Scenario
Browser’s five tabs are described below.
ALL TAB
By default the All tab is visible when the mission is opened. As you add objects to the scenario all
object names are listed on the All page in the order in which they are entered.
• Click the name of any object to display the object’s Properties Panel pages and select its icon on
the Mission map.
GROUP TAB
When dynamic groups are present in a scenario they are listed by name on the Group tab. The
members of each group are listed in a group folder. For information about creating Dynamic Groups
see Mission Editor/Dynamic Groups on p. 195.
• Click a group name to display that group’s icons on the Mission map. When a group name is
selected, its text is blue.
• Click the + in front of the folder to open it without selecting the group name.
• Clicking on a group name hides the icons of any other groups on the Mission map. Only the icons
of the selected group members and those of objects that are not part of any dynamic group are
visible.
To redisplay all groups on the map:
• Click the scenario filename at the very top of the browser’s Group tab to redisplay all groups on
the map.
To redisplay a specific group on the map:
• Select View>Group then the desired unchecked group name.
• Or select View>Filters then ensure that there is a check mark in front of the name of the
dynamic group you want displayed.
GOALS TAB
• Click a goal name on the Goals tab to select that goal’s icon on the map and brings up its
Properties Panel pages.
■ If the map is zoomed in, you may not be able to see the selected Icon. Zoom out to determine
its location.
■ Goal icons that are attached to objects on a specific side, type or group are hidden on the map
if that side, type or group is hidden. The goal’s Properties Panel pages appear when the goal
name is selected even if you can not see the icon on the map.
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SIDE TAB
The Side tab allows you to view only the objects assigned to a specific side. Objects from all other
sides are hidden.
• Click a side name to select that side and hide the object icons associated with all other sides on
the map.
• Click the + in front of a side name to display the names of all objects on that side without
selecting that side name.
• Click the text of the scenario filename at the top of the Side browser page to redisplay all sides
in the scenario in the map.
TYPE TAB
Selecting the name of an object type on the Type tab displays only objects of that type on the map
and hides the icons of all other types. Object types are surface, submarines, air, land-based
(buildings), mines and goals.
• Click the + in front of a type name to display the names of all objects of that type without
selecting that type name.
• Click a type name to select that type of object and hide the object icons of all other types on the
map.
• the text of the scenario filename at the top of the Type browser page to redisplay all types of
objects in the scenario on the map.
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Below in alphabetical order are the different types of objects that are available in Sub Command. A
page by page description of the properties that can be set for each type of object follows the name
of each object type.
NOTE: Goal Object Properties Panel pages are covered separately in Mission Editor/Goals/Goal
Object Properties Panel Pages on p. 191.
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PAGE ONE
Name: Create a name for the Air Station. Default is simply Air Station with a number appended as
needed.
Assigned Aircraft 1: Select aircraft to be assigned to the station from the Assigned Aircraft drop-
down list.
Aircraft 1 Loadout: Select the Mission Type. This determines the kind of weapons the aircraft
carries in the mission.
Assigned Aircraft 2: Select aircraft to be assigned to the station from the Assigned Aircraft drop
down list.
Aircraft 2 Loadout: Select the Mission Type. This determines the kind of weapons the aircraft
carries in the mission.
NOTE: For a description of mission acronyms used in the Weapon Loadout drop-down list see
Appendix A: Glossary of Acronyms on p. 198 and Appendix B: Glossary of Terms on p. 200.
Altitude: Set the altitude in feet for the aircraft at this station.
NOTE: An air station may contain one or two aircraft. Aircraft fly a predetermined pattern when on
station.
AIRPLANE PROPERTIES
See Mission Editor/Object Properties Pane/Inflight Aircraft Properties on p. xxx. For information on
selecting weapons loadouts for aircraft assigned to an air station, see Mission Editor/Object
Properties Pane/Air Station Properties above..
AIRPORT PROPERTIES
The land-based airport building object has some properties in common with ships with embarked
aircraft. In addition to the three Building Object Properties Panel pages, a forth page is available for
airports.
PAGE ONE
Side: Select the object’s side.
Name: Select the specific building object name.
Heading: Set the orientation of the building object. Enter a number 0 to 360 to designate the
direction that the building faces.
Include in Sim: Specifies whether the selected airport is added to the mission as a simulation
object.
Land-based simulation objects can be detected and marked by Ownship’s periscope if Ownship is
within 3 miles of the contact. If the land object emits radar it can also be detected and marked by
ESM. Detected land simulation objects can be targeted with land attack missiles during gameplay.
Buildings that are not simulation objects appear in the periscope (and in 3D if Show Truth is on) but
can not be marked or destroyed in the mission.
Auto Detect: Specifies whether or not the building is always visible during a mission. When this
option is selected the building appears on the Nav map automatically with an L designation and is
not hidden when Link Data is off. (See Main Menu/Options/Game/Show Link Data on p. 29.)
Sub Command Tip: If you select Auto Detect for an object you must also select
Include in Sim if you want to be able to destroy the object in the game.
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PAGE TWO
Probability of Inclusion: This is the percentage chance an object appears at the start of the
mission.
Latitude: Shows the starting latitude of the platform. Enter the desired latitude if a precise location
is required.
Longitude: Shows the starting longitude of the platform. Enter the desired latitude if a precise
location is required.
Alternatively you can click and drag the platform’s icon to the desired latitude/longitude location
and release the mouse button.
PAGE THREE
Grounded Aircraft Selected: Lists the aircraft that are available at this airport. Aircraft must be
added before they will appear in the Grounded Aircraft list. Use the Add Aircraft button to add
aircraft.
Add Aircraft: Click to bring up the Add Aircraft to Airport Dialog.
1. When the Add Plane to Airport Dialog box appears, select a Country, Class and the Name of an
aircraft from the drop-down lists in the dialog box.
2. Designate the number of aircraft to be available at this airport.
3. Click OK. Repeat to add aircraft of different types.
Delete Aircraft: Select an aircraft type from the Grounded Aircraft Selected list, then click the
Delete Aircraft button to remove that class of aircraft from the air corridor.
Add Inflight Aircraft: Click this button, then click the map to place aircraft aloft at the start of the
game. The number of aircraft in the air is subtracted from the planes grounded at the airport. You
must place planes at the airport before you can add inflight aircraft. You must then assign
properties to these inflight aircraft by selecting the inflight aircraft’s icon and designating properties
on their Properties Panel. See Mission Editor/Object Properties Pane/Inflight Aircraft Properties on p.
183.
Add Corridor: Adding an air corridor from an airport works the same way as adding a regular air
corridor except that one end of the air corridor is anchored at the airport. Click the white square at
the outer end of the corridor to select it. See Mission Editor/Object Properties Pane/Air Corridor
Properties on p. 179.
NOTE: The Plane Generation per Hr value on page one of the air corridor’s Object Properties Panel
determines how many planes are in the corridor at a time. When the total number of planes
is exhausted, the air corridor becomes idle.
PAGE FOUR
This page contains the 3D model of the selected object.
Sub Command Tip: Use the 3D model to determine if the airport is at an
appropriate altitude. If the airport appears to be floating or buried, adjust the
location of the airport.
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BUILDING PROPERTIES
Buildings (land-based objects) must be placed on land. There are three pages of properties for
buildings.
PAGE ONE
Side: Select the object’s side.
Name: Select the specific building object name.
Heading: Set the orientation of the building object. Enter a number 0 to 360 to designate the
direction the building faces.
Include in Sim: Specifies whether the selected building is added to the mission as a simulation
object.
Land-based simulation objects can be detected and marked by Ownship’s periscope if Ownship is
within 3 miles of the contact. If the land object emits radar it can also be detected and marked by
ESM. Detected land simulation objects can be targeted with land attack missiles during gameplay.
Buildings that are not simulation objects appear in the periscope (and in 3D if Show Truth is on) but
can not be marked or destroyed in the mission.
Sub Command Tip: To add a building to your scenario for visual effect, without
impacting gameplay, deselect the Include in Sim option. The selected building
appears in the 3D view but is not included in the mission play (i.e. you can’t mark
or target it and it doesn’t appear on the Nav map). Including too many buildings
in the sim slows down the simulation and dramatically reduces frame rate.
Auto Detect: Specifies whether or not the building is always visible during a mission. When this
option is selected the building appears on the Nav map automatically with an L designation and is
not hidden when Show Link Data is off. (See Main Menu/Options/Game/Show Link Data on p. 29.)
Sub Command Tip: If you select Auto Detect for an object you must also select
Include in Sim if you want to be able to destroy the object in the game.
PAGE TWO
Probability of Inclusion: This is the percentage chance an object appears at the start of the
mission.
Latitude: Shows the starting latitude of the platform. Enter the desired latitude if a precise location
is required.
Longitude: Shows the starting longitude of the platform. Enter the desired latitude if a precise
location is required.
Alternatively you can click and drag the platform’s icon to the desired latitude/longitude location
and release the mouse button.
PAGE THREE
This page contains the 3D model of the selected object.
NOTE: Goal Properties Panel Pages are covered separately in Mission Editor/Goals on p. 189.
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HELICOPTER PROPERTIES
See Inflight Aircraft Properties below.
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MINE PROPERTIES
When a mine is selected on the map, the following options for that mine appear on the Object
Properties Panel.
PAGE ONE
Side: Assign the side to which the mine belongs.
Name: Specify the type of the selected mine. The mine type selected when the minefield was
created is shown by default.
Depth: Specify the depth of the selected mine. The depth in feet designated when minefield was
created is shown by default.
PAGE TWO
Probability of Inclusion: This is the percentage chance an object appears in the mission play.
Latitude: Adjust the latitude of the mine.
Longitude: Adjust the longitude of the mine.
SHIP PROPERTIES
There are three pages of object properties for most ships. Aircraft Carriers and ships with
embarked helicopters with the have a fourth page shown below.
PAGE ONE
Side: Select the object’s side. You can designate up to seven sides plus neutral. To set alliances
between sides, see Mission Editor/Editor Menu/Edit Menu/Side Alliances on p. 170.
Country: Select the object’s nation.
Class Designation: Select the object’s class.
Name: Select the specific vessel name, or hull number for some classes.
Tactic: Choose the object’s tactic from one of those listed. Click in the map and drag to place the
tactic around the platform. To delete the current tactic just select a different tactic from the drop-
down list. Descriptions of all tactics are described in Appendix C: Tactics on p. 202.
Speed: Enter the desired speed of the platform in knots.
Target Mode: Assign a special tactic for the object to follow when it encounters the platform
selected in Target Platform drop-down.
None: No special tactic is assigned. The object uses the tactic assigned in the Tactic drop-down.
Attack: The object attacks the platform selected in Target Platform as soon the object detects
the platform.
Track: The object tracks (trails) the platform selected in Target Platform as soon as the object
detects the platform.
Target Platform: Lists all objects in the mission. The object applies the Target Mode set above to
the platform selected in this drop-down.
PAGE TWO
Probability of Inclusion: This is the percentage chance the object appears at the start of the
mission.
Latitude: Shows the starting latitude of the platform. Enter the desired latitude if a precise location
is required.
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Longitude: Shows the starting longitude of the platform. Enter the desired latitude if a precise
location is required.
Alternatively you can click and drag the platform’s icon to the desired latitude/longitude location
and release the mouse button.
PAGE THREE
For ships with no embarked aircraft, page three displays the 3D object.
Carriers and Ships with Embarked Aircraft
If the selected object is an aircraft carrier or a smaller ship with embarked aircraft, the following
fields are available on page three.
Aircraft Available: Shows the aircraft available on the selected ship or carrier.
Add Inflight Aircraft: Allows inflight aircraft to be placed in the mission.
• Click ADD INFLIGHT AIRCRAFT then click the map to place an aircraft icon. (You must select the
aircraft icon and set its properties separately.
See Mission Editor/Object Properties Panel/Inflight Aircraft Properties on p. 183.
Add Air Station: Allows two planes to be placed at an air station.
• Click ADD AIR STATION then click the map to place the air station. Select the air station’s icon to
assign aircraft and set its properties.
See Mission Editor/Object Properties Panel/Air Station Properties on p. 179.
PAGE FOUR
Page four is only available for carriers and ships with embarked aircraft and displays the 3D model
for the selected platform.
SUBMARINE PROPERTIES
When creating a mission, you must create at least one controllable sub. If there is no controllable
submarine in a mission, the mission when selected does not open in the Mission Selection screen.
Designate an appropriate sub as controllable on page two of a Submarine’s Object Properties
Panel. Properties that are only available when the object has been designated a Controllable Sub
are noted in the description of the page where they occur.
To place a Controllable Sub in the Mission:
1. Select one of the following from page one:
Country: United States:
Class: Seawolf (SSN 21) or Los Angeles Class (SSN 688 I)
or
Country: Russia:
Class: Akula-I Improved (SSN) or Akula-II (SSN)
2. On page two click the Controllable Sub box to place a checkmark.
3. On page three select Player Has Choice of Platform to allow the player to select any sub in the
Specific Sub Selector in the Mission Selection Screen when this controllable sub is selected in
the Controllable Sub Selector. Leave this option unchecked if you want the player to be able to
command only the sub named on page one of the sub’s Object Properties Panel. (This option
only appears if the sub has been designated controllable on page two.)
4. Place other controllable subs in the mission as desired and create individual tasking for each.
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The number of controllable subs in a mission determines the number of players that can play
that mission in Multiplayer mode. To make an eight-player multiplayer game, place eight
controllable subs in the mission.
PAGE ONE
Side: Select the object’s side. You can designate up to seven sides plus neutral.
Country: Select the object’s nation.
Class Designation: Select the object’s class.
Name: Select the specific vessel name, or hull number for some classes.
Tactic: Choose the object’s tactic from the drop-down list. Tactics are listed and described in
Appendix C: Tactics on p. 202. After the tactic is selected, the Description Bar prompts you to
position the object tactic on the Mission map. Click in the map and drag to place the tactic around
the platform. To delete the current tactic and place another, just select a different tactic from the
drop-down list.
Speed: Enter the desired speed of the submarine at mission startup.
Depth: Enter the depth for the submarine at mission startup. If you enter a depth less than the
submarine’s surfaced depth, the game places that submarine on the surface at game start.
Target Mode: Assigns a special tactic for the object to follow when it encounters the platform
selected in Target Platform drop-down.
None: No special tactic is assigned. The object uses the tactic assigned in the Tactic drop-down.
Attack: The object attacks the platform selected in Target Platform as soon the object detects the
platform.
Track: The object tracks (trails) the platform selected in Target Platform as soon as the object
detects the platform.
Target Platform: Lists all objects in the mission. The object applies the Target Mode set above to
the platform selected in this drop-down.
NOTE: Any entries made in Tactics, Target Mode and Target Platform are disregarded if the sub is a
controllable sub selected by a player. The player determines all tactics.
PAGE TWO
Controllable Sub
Load out DSRV
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Probability of Inclusion: This is the percentage chance the object appears at the start of the
mission. (If there is only one controllable sub in the mission, this should be set to 100. (Default is
100.)
Latitude: Shows the starting latitude of the platform. Enter the desired latitude if a precise location
is required.
Longitude: Shows the starting longitude of the platform. Enter the desired latitude if a precise
location is required.
Alternatively you can click and drag the platform’s icon to the desired latitude/longitude location
and release the mouse button.
Controllable Sub: This option is only available if the selected object has been designated one of
these sub classes on page one: U.S. Seawolf, 688(I), an Improved or Russia: Akula-I Improved
(SSN) or an Akula II (SSN).
• Click in the square following the label to select this submarine as a controllable platform. A
check mark appears in the square when it is selected.
Sub Command Tip: Place up to eight controllable subs in a mission to make the
mission a Multiplayer mission. The number of controllable subs placed in the
mission determined the number of players that can play in a game. Each
controllable sub can be given separate tasking.
Load out DSRV: This option only appears if the Controllable Sub option is selected. When selected,
the Deep Submergence Rescue Vehicle (DSRV) is attached to the submarine at game start.
PAGE THREE
If the submarine is not designated a Controllable Sub, the 3D object displays on this page. If the
submarine is designated a Controllable Sub the following options appear on page three.
Tasking Message: Enter the text that appears in the Tasking Message on the Mission Selection
Screen and in the Mission Brief. The text before a hard return displays in the Tasking window in
Mission Selection. The entire message displays on the Mission Brief screen.
Player Has Choice of Platform: Selecting this option places *Controllable Sub in the Controllable
Sub Selector on the Mission selection screen. The *Controllable Sub option gives the player the
opportunity to select any sub (U.S. or Russian) listed in the Specific Sub Selector.
When this option is not selected, only the submarine named on page one is available to command
in the Mission Selection screen for this Controllable Sub.
Sub Command Tip: Make sure that your tasking message is appropriate for any
selectable sub regardless of country when using the Player Has Choice of Platform
option.
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Stream TA: When selected the sub’s Towed Array is already deployed at mission start.
PAGE FOUR:
When the submarine has been designated as a Controllable Sub its 3D object displays on this
page.
WAYPOINT PROPERTIES
Each waypoint has one page of proprieties. Platforms can be assigned changes in speed and
additional tactics to accomplish when the selected waypoint is reached.
The platform’s estimated time of arrival at that waypoint displays at the top of the page.
Speed: Set the speed the platform should maintain after it reaches the selected waypoint.
Depth: Set the depth the submarine should maintain after it reaches this waypoint. (Available for
submarine waypoints only.)
Altitude: Set the Altitude the platform should maintain after it reaches this waypoint. (Available for
aircraft waypoints only.)
Tactic: Select an additional tactic for the platform to initiate when it reaches this waypoint. A
description of tactics in this list is found in Appendix C: Tactics on p. 202.
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Tactic Duration: Designate how long the platform should perform the new tactic before proceeding
to the next waypoint.
Target Mode: Assigns a special tactic for the object to follow when it encounters the platform
selected in Target Platform drop-down.
None: No special tactic is assigned. The object uses the tactic assigned in the Tactic drop-down.
Attack: The object attacks the platform selected in Target Platform as soon the object detects
the platform.
Track: The object tracks (trails) the platform selected in Target Platform as soon as the object
detects the platform.
Target Platform: Lists all objects in the mission. The object applies the Target Mode set above to
the platform selected in this drop-down.
GOALS
Goals are the means by which you assign specific tasks to the player, provide him or her with
intelligence information and trigger tasking messages during gameplay. Goals are also used to
trigger events at a specific time in the mission. Ships other than those controlled by the player can
also be assigned specific tasks that impact the player’s experiences in the game. Because of the
importance of goals in designing interesting and exciting scenarios, goals are covered separately in
the section that follows.
There are two types of goals: Attached Goals and Global Goals. The two types and their sub-types
are described below along with the Goal Object Properties Panel pages.
GLOBAL GOAL
A global goal is not attached to a specific object but you can designate specific criteria for goal
accomplishment. There are two types of global goals, Destination and Automatic. Both types are
described below.
To place a global goal:
1. Click the Goal button at the bottom of the screen.
2. Click the location on the map where the goal is to be placed. A goal icon can be moved to a
different location by clicking on the goal icon and dragging it to a new location or by setting a
specific longitude and latitude on page two of its Object Properties Panel pages.
3. Click the goal icon to select it. The Goal Object Properties Panel appears to the right of the map.
See Mission Editor/Goal Object Properties Panel Pages on p. 191.
DESTINATION GOAL (GLOBAL)
A Global Destination Goal is achievable only when the object that matches the goal criteria arrives
at the goal location on the map. The criteria are set on page one of the Global Goal’s Object
Properties Panel pages. A radius can be defined around the goal object so an object can trigger the
goal by arriving at a position within that radius. The radius and specific longitude and latitude
coordinates are set on page two of the Goal Object Properties Panel pages. You can also specify
actions to occur when the destination goal is reached. See Mission Editor/Goals/Goal Object
Properties Panel Pages on p. 191.
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ATTACHED GOALS
Attached Goals are created specifically for one object. More than one Attached Goal may be
created for an individual object. Attached Goals provide a mechanism for identifying the method of
the object’s destruction, specifying what occurs when the object arrives at a designated location,
and for the retrieving pilots and Special Forces.
To create an attached goal:
1. On the map, right-click the object to be assigned the goal. The Mission Object menu appears.
2. From the Mission Object menu select Add Attached Goal.
3. Click the map where the goal is to be placed. Click the goal icon to select it and bring up its Goal
Object Properties Panel pages.
4. There are three different types of attached goals: Destination, Approach and Kill. These are
available from the Goal Type drop-down list.
NOTE: Assigning points to Attached Goals causes these goal names to appear in the Mission
Debrief screen when the player ends the mission.
DESTINATION GOAL (ATTACHED)
When an Attached Destination Goal is assigned, only the attached object can satisfy the goal. An
Attached Destination Goal is triggered only when the attached object arrives at the goal location. A
radius can be defined around the goal object so the attached object can trigger the goal by arriving
at a position within that radius.
APPROACH GOAL (ATTACHED)
An attached Approach Goal is used to pick up a downed pilots and Special Forces or get within a
specific radius of a ship or location.
For example, to make the pilot’s rescue a mission goal a downed pilot icon must be placed on the
map, an attached goal added to the pilot icon, and the ship or platform that is to rescue the pilot
designated as described below.
To place a downed pilot:
1. Select the Ship Object button. Place the object by clicking on the Mission map at the desired
location.
2. Click the ship icon to select it and, on the first Object Properties Panel page, Civilian for Country,
Raft for Class Designation and Downed Pilot for Name.
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3. The downed pilot must be assigned a tactic, however the specific type does not matter because
speed is zero.
To add an Attached Approach Goal to a downed pilot:
1. Right-click the Downed Pilot icon to activate the Mission Object menu and select Add Attached
Goal then click the map to place the attached goal.
2. Click the goal icon to select it and display the Goal Object Properties Panels. On page one select
Approach Goal in the Type field. You must also specify the type of object that can pick up the
pilot in the lower half of page one.
3. On page two of the properties panel designate a radius. The player must be within this radius for
the goal to be achieved. Also set a maximum speed that must be met in order for the pick up to
be complete.
4. For an object to actually be ‘picked up’ you must also select Remove Attached Object from the
Action drop-down list on the last page of the Goal Object Properties Panels. When the approach
goal criteria have been met, the object, in this case the downed pilot object, is removed from the
map.
KILL GOAL (ATTACHED)
Kill goals are always attached to objects. The platform to which the goal is attached must be
destroyed in order to satisfy this goal. On page one of the Object Properties Panel, you can specify
characteristics for the platform that must accomplish this goal. Similar to the other goal types, you
define the object by selecting the Side, Country, and Class properties. One additional option is the
ability to specify the percentage of damage that must occur in order to satisfy the goal. If, for
example, the player is required to cause 25% damage to a platform, add an attached Kill Goal to
that platform and specify 25 for the damage. The remaining Object Properties Panel pages are the
same as for Destination Goal, on p. 190.
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Return to Base: Specify whether the platform must not only arrive within the radius of the goal but
also return to base to satisfy the goal. This option is intended for aircraft objects. If a ship arrived
within the goal’s radius, it would automatically satisfy the goal. A check mark indicates the option
is ON. Defaults to OFF. (Option not available for Automatic Goals.)
Critical Goal: Select if this goal must be completed for the mission to be considered successful.
Defaults to OFF. (Option not available for Automatic Goals.)
PAGE THREE
Communications
Specify the parameters of the communications message the player receives when the goal is
accomplished. During gameplay new communications messages are displayed in Report History
window.
Type: Allows the user to specify one of two types of communications: The type of message
selected determines which Task Bar History Window displays the message during gameplay.
Radio Message: A radio message provides further mission information or intelligence (During
gameplay a Radio message appears in the Radio History Window in the Task Bar.)
Report: A report can be used to notify the player of game related information such as ‘You have
completed the goal.’ (During gameplay a Report message appears in the Crew Report History
window on the Task Bar.)
Text: Compose the text of the communications type designated in the Type drop-down above.
Audio File: Specify an audio file to be played when the message is displayed.
To play your own custom .wav file, copy the .wav file to the Scenario directory (a subdirectory off
of the path in which Sub Command was installed) on your hard drive. Enter the name of this new
.wav file in the goal Audio File box.
NOTE: When creating text or sound for the final goal of the game (i.e., the Mission Complete goal),
make sure that the communication message tells the player that the mission has been
completed. Missions have no other time limit or ending point.
NOTE: When designing multiplayer missions that have custom .wav files, participating players must
have not only the scenario file but also the new .wav file(s). The other players should copy
the .wav and scenario files to their Scenario directory.
PAGE FOUR
Goal Complete Message: Enter a message to be received at mission’s end if the goal is achieved.
Goal Incomplete Messages: Enter a message to be received at mission’s end if the goal is not
achieved.
When the mission ends, the player reaches the Debrief screen where all the statistics of the
mission are displayed. On this screen, all goals that have a non-zero point value are shown, along
with their complete or incomplete status. If the goal was successfully completed, clicking on the
goal name in the Debrief screen reveals the Goal Complete message for that goal. If the goal was
not accomplished, clicking on the goal description displays the Goal Incomplete message for the
goal.
NOTE: The Goal Complete and Goal Incomplete messages only appear in Debrief points are
assigned to the goal. If A goal is assigned points but no Goal Complete or Incomplete
message was created for the goal, the goal name in Debrief is not selectable.
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PAGE FIVE
Action
Determine an action that takes place when the goal is reached. The following options appear in the
Action Drop-down list.
NONE: No action takes place.
CREATE OBJECTS: When this option is selected the following buttons appear in the panel.
ADD GROUP: Click to display the Add Group Dialog. A Group must already exist. When this goal is
triggered the group whose name is selected here is created.
DELETE GROUP: Select a group name in the Objects to Create list and click this button to delete
the selected group from the creation list.
NOTE: It is important that any group that is created by a goal be given an inclusion probability of
zero. This will ensure that this dynamic group will not be created when the scenario starts
and will only be created when the goal is triggered.
Remove Attached Object
When using an Approach Goal to pick up pilots and Special Forces you must use this option to
remove the pilot of Special Forces object from the map once the goal is triggered.
GOAL PRECEDENCE
In the Goal Precedence Dialog, you define the order in which you want your goals to be
accomplished. If the goals are completed out of order, the player does not receive credit for
completing them. For example: suppose you want to create a mission in which the player must
navigate his sub to a specific point close to shore and then destroy a building with a Tomahawk
strike. For stealth reasons, the player must arrive at a destination goal near the shore before
completing the Attached Kill Goal on the land site. In the Goal Precedence dialog you should make
the Destination Goal a child goal of the Kill Goal. This means that the Destination Goal must be
accomplished first. The Kill Goal can only be completed after the Destination Goal is completed or
no credit is given to the player for the kill.
To set Goal Precedence:
1. From the Editor menu, select Options>Goal Precedence. The Goal Precedence dialog box
appears.
2. All goals in the mission are stored in the Root folder in the list to the left.
3. Click the + in front of the Root Folder to open it. A list of the goals appears.
4. To make a goal (G1) achievable only after another goal (G2) has been reached, click the second
goal (G2) and drag it onto the first goal (G1), making (G2) a child of (G1). Now, (G1) cannot be
accomplished unless (G2) is achieved first.
NOTE: The Goal Precedence dialog shows the goals in a reverse hierarchical tree. In other words,
the child goals must be accomplished before the parent goals in order to maintain the
correct order of completion.
Sub Command Tip: Use Goal Precedence to make a “mission complete” goal to
inform the player when the mission is finished. To do this, create a “mission
complete” Automatic Goal that has an Intel message notifying the player that the
mission has ended. In the Goal Precedence dialog, make all other goals in the
mission children of the “mission complete” goal. When all the goals in the mission
are completed, “mission complete” goal is automatically triggered and informs the
player the mission has ended.
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DYNAMIC GROUPS
Dynamic Groups can make a mission appear random and dynamic so that each time you play the
mission, the situation and gameplay are different. Missions can be designed so that only some of
the Dynamic Groups are used in the scenario when the mission loads. Only those objects in the
randomly selected Dynamic Groups appear in the mission. Therefore, when the mission starts, you
may have different objects appear each time.
You can designate a certain number of objects from a selected Dynamic Group to appear in the
mission. For example, suppose you want to create a mission in which the player’s battlegroup is
different every time he plays the game. To do this:
1. Create a Dynamic Group called, for example, USBattleGroup. Add a Nimitz, an Arleigh Burke, and
a Ticonderoga to the USBattleGroup. Give each one of these platforms the desired probability of
inclusion – the probabilities do not need to sum to 100%.
2. To ensure that at least one of the three ships appears in the mission, specify a Minimum of 1
ship in the settings for the USBattleGroup. To ensure that no more than two ships in the group
appear in the mission, specify a Maximum of 2 in the settings for the USBattleGroup. At mission
start, at least one ship and at most two are randomly chosen from the three.
You can also specify that an entire battlegroup be randomly selected when the mission starts. To
do this, set up another Dynamic Group and call it, for example, RussianBattleGroup. This Dynamic
Group is similar to the USBattleGroup only it contains Russian ships.
To set up the mission so that it randomly picks between the RussianBattleGroup and the
USBattleGroup:
1. Create a parent group that contains both of these battlegroups. Create a group called
ParentGroup and add the RussianBattleGroup and the USBattleGroup to it.
2. Now make the ParentGroup’s probability of inclusion 100%, and set the Minimum to 1 and the
Maximum to 1.
3. Change both the USBattleGroup’s and the RussianBattleGroup’s probability of inclusion to 50%.
At mission start, either the RussianBattleGroup or the USBattleGroup is selected, each with an
equal likelihood of occurrence.
Goals can also be members of Dynamic Groups, and appear in the mission only if the Dynamic
Group is selected at mission start up. However, goals that are members of a Dynamic Group but
are not attached to objects within the group are always created when the Dynamic Group is
selected. The Minimum and Maximum specifications for the Dynamic Group do not affect these
Goals. Conversely, goals that are attached to objects in the Dynamic Group are not created if the
object itself is not created at mission start.
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5. Determine how many individual ships within the Dynamic Group appear at the mission’s start by
using the Minimum and Maximum adjusters. To change the group’s set up, select Options>Edit
Dynamic Group from the Editor menu.
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APPENDIX A: GLOSSARY OF
ACRONYMS
AAW Anti-air warfare
ADCAP Advanced capability
AOB Angle on the bow
ASUW Antisurface warfare
ASW Antisubmarine warfare, Antisubmarine weapon
Bk Book
CM Countermeasure
CO Commanding officer
Comms Communications
COMSUBLANT Commander, U.S. Submarine Force, Atlantic
COW Chief of the watch
CV Carrier
CVBG Carrier battle group
DEMON Demodulated noise
DOOW Diving officer of the watch
DR Dead reckoning
DRT Dead reckoning tracer
DSRV Deep submersible rescue vehicle
EOT Engine order telegraph
EP Estimated position
ESM Electronic warfare support measures
Fm Fathom
FWA Floating wire antenna
GPS Global positioning system
HF High frequency
Hz Hertz
ID Identification
intrlck Interlock
IR Infrared
Kts Knots, or nautical miles per hour
Kyds 1000 yards
LLLTV Low Level Light television
LogReq Logistics request
MAD Magnetic anomaly detection
MBT Main ballast tank
Mk Mark
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MSG Message
MUC Meritorious unit commendation
NATO North Atlantic Treaty Organization
Nm Nautical mile
NTDS Naval Tactical Data System
NUC Navy Unit Commendation
OOD Officer of the deck
PD Periscope depth
PUC Presidential Unit Commendation
RAPLOC Rapid localization
RBU Rocket bomb unit
RECV Receive
SAR Search and rescue
SECNAV Secretary of the Navy
SLOC Sea lanes of communication
SLMM Submarine-launched mobile mine
SOA Speed of advance
SOF Special Operations Forces
SNR Signal-to-noise ratio
SS Diesel-powered attack submarine
SSBN Nuclear-powered ballistic missile submarine
SSN Nuclear-powered attack submarine
SSP Sound speed profile
TERCOM Terrain counter matching
TLAM Tomahawk land attack missile
TASM Tomahawk Antiship Missile
TMA Target motion analysis
TPK Turns per knot
UGM Guided missile (Underwater launched)
VLF Very low frequency
VLS Vertical launching system
XMIT Transmit
yds Yards
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APPENDIX B: GLOSSARY OF
TERMS
Angle on the Bow (AOB) Aspect of ship referenced to a line between bow own ship and the contact,
measured 0 to 180 degrees port or starboard.
Bow Front of the ship.
Broadband Acoustic signal consisting of a broad range of frequencies.
Cavitation Bubbles created and collapsed at a propeller due to pressure changes;
causes a large amount of noise.
Coordinate Position of a point, often measured in latitude and longitude.
Countermeasure Device used to interfere with a torpedo detecting its target or with a sonar
that is tracking a contact.
Course Direction of travel, measured 0 to 360 degrees from north.
Covert Unknown to others; not openly shown.
Datum Last known position.
Dead reckon (DR) Approximation of ship position calculated using measured speed and
heading.
Engine order telegraph (EOT) Device used to send throttle (speed) orders to the engine room.
Fairwater Structure on top of submarine used to protect masts and antennas.
Fathom (fm) Measure of depth of water; 1fm = 6 ft = 1.8 m.
Fathometer Active sonar device used to measure water depth.
Fix Location of ship determined using external reference.
Flank Maximum attainable speed.
Heading Direction of travel, measured 0 to 360 degrees from north.
Helmsman Operator responsible for steering and relaying speed orders.
Hydrophone Electronic acoustic device used to receive sound.
Knots (kt) Measure of speed in water; 1 kt = 1 nautical mile/hr = 1.14 miles/hr =
1.82 kilometers/hr.
Launch basket The area from which to conduct an attack.
Leg Period of time on a given course and speed.
Mark Term describing the sending of bearings and/or range to a contact from a
sensor to the TMA function.
Narrowband Acoustic signal separated into narrow frequency windows.
Nautical mile (nm) Measure of distance equal to 1 minute of latitude; 1nm = 2000 yards =
1.14 miles = 1.82 kilometers.
Planesman Operator responsible for controlling the bow and stern planes of the
submarine.
Port Left side of ship as seen facing forward.
Signal-to-noise ratio (SNR) Logarithmic ratio of signal to interfering noise used to measure acoustic
noise interference.
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APPENDIX C: TACTICS
Tactics that can be assigned to platforms and waypoints in the Mission Editor are shown below.
Area Waypoint Similar to transit search in that the platform travels to each of the four waypoints
and searches for enemy contacts. The waypoints may be dragged to any position
on the map. Unlike transit search, when the platform reaches the last waypoint, it
returns to the first waypoint and resumes the pattern.
Barrier The platform travels back and forth along an assigned path. The waypoint marker
that appears on the map can be moved to any position.
Expanding Box The platform first patrols the area in an outward spiral pattern then an inward
spiral pattern.
Ladder Box The platform patrols the area in a back-and-forth pattern within the parameters of
the box.
Perimeter Box The platform patrols the area along the perimeter of the box.
Random Box The platform patrols the area in a random pattern.
Sonobuoy Search (Only available to aircraft carrying sonobuoys) Click and drag in the Mission Editor
map to place a search area for the aircraft to follow during gameplay.
Transit Search The platform travels to each of the four waypoints and searches for enemy
contacts. If an enemy is detected, it deviates from its path to engage. The
waypoints may be dragged to any position on the map. At the last waypoint, the
platform maintains the assigned course and speed indefinitely unless it detects a
threat.
Transit The platform travels to each waypoint. It does not deviate from its path except in
defense. Four waypoints appear which can be dragged to any position on the map.
At the last waypoint, the platform maintains the assigned course and speed
indefinitely.
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APPENDIX D: INDEX
3D View, 48-49
Wire frame bubble described, 13, 14, 16
3D view explained, 48-49
Disabling and Hiding 3D view, 30, 49, 158
3D Controls, 48
Auto Crew, 18, 146, 147, 148
Sonar, 146
TMA, 147
Radar, 147
Fire Control, 147
Helmsman, 148
Charging High Pressure Air, 52, 53, 54, 56, 57, 58
Chat, Multiplayer, 38, 39, 154, 159, 160
Sending Chat Messages, 159
Viewing Chat Messages, 159
Classifying Contacts, 11, 74
In Narrowband Sonar, 31, 74
In ESM, 102-103
In Stadimeter, 17, 142-143
Classify Contact Window (Contact Menu), 45
Designate Type/Alliance Menu (Contact Menu), 14, 31
Contact Defined, 12
Contact Menu, 45
Contact Symbols, 43
Described, 40, 43
Controllable Sub, 10, 11, 15
Selecting a Sub to command, 20-23
Designating a Controllable sub in Mission Editor, 185-186
Defined, 10
Countermeasures, 10, 16, 24, 30, 38, 108, 112
Firing from the Nav, 30
Reloading tubes, 108-110
Crew Reports, 38
Data Display Indicator (DDI), 13, 14, 15, 40, 47, 146
Described, 47
Defaults, 32, 48, 68, 113, 115, 159, 165, 172, 173, 174, 175, 193
Novice, 32
Advanced, 32, 150
Restoring default Option Settings, 32
Deep Submerged Rescue Vehicle (DSRV), 11, 44, 45, 151, 186, 187, 198
Deploying and recovering, 11, 151
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Multiplayer, 29
Changing settings, 29, 30, 32
Ownship Menu, 15, 36
Periscope, 17, 37, 40, 50, 136-144
Periscope depth (all platforms), 37
Marking Contacts, 42
Incurring Damage, 42
Periscope Depth, 54, 57, 136-144
Presets, 113-115
Radar Mast, 17, 37, 129, 131
Depth for use, 42
Incurring Damage, 42
Radio Messages, 131
Receiving, 131, 133, 134, 135
Rapid Passive Localization (RAPLOC) 60, 66, 109
Solution (See TMA Solution)
Special Operation Forces, 45, 148-149
Determining contact's course and range, 140-141
Classifying contacts, 136
Stadimeter, 136-144
Determining contact's course and range, 140-141
Classifying contacts, 136
Stations Menu, 36
Surfaced Depth, 152
Target Motion Analysis (TMA), 16, 96-108
Described, 16
Creating Firing Solutions for Radar, Active Sonar, Visual Contacts, 101
Creating Firing Solutions for Passive Sonar, ESM contacts, 102
UUV contacts, 105
TMA Solution, 12, 29, 45, 49, 77, 96, 102, 104 (See also TMA)
Torpedo Wire-guide Controls, 110, 115
Seawolf, 115
688(I), 123
Akula, 125
Towed Array, 15, 52, 53, 56-58, 60-65
Described, 59
Limitations, 63
Contacts (Broadband), 62-68
Tracker, 12, 64, 69, 84, 95
Defined, 12
Assigning, Broadband, 64
Assigning, Narrowband, 69
Assigning, Active (Seawolf only), 84
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Under Ice Operations, 17, 45, 54, 83, 89, 145, 148, 152
Surfacing Under the Ice, 152
Ice Displays, 145
USNI Reference, 32-33
Main Menu access, 32-33
Nav Map access, 46, 47
System Menu access, 34
Mission Editor access, 33
Unmanned Underwater Vehicle (UUV), 42, 46, 96, 105, 148-150
Deploying, 149-150
Description, 148
TMA on UUV Sensor returns, 105
Ventilating, 52-53
Voice Commands, 51
WAA Range, 65
Waypoints, 47, 50, 51, 109, 116-117
Ownship Waypoints, 50
SLMM and Mobile Mine waypoints, 116
Land Attack Missile waypoints, 50
Wire-Guide Controls (See Torpedo Wire-guide Controls)
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CREDITS
SONALYSTS
Producer: Kim Castro
Programmers: George Allison, Renee Anderson, Dave Capizzano, Jame Carlson, Rob Costello, Mel
Davey, Mike Kolar, Tod Swain
Game Design: Jamie Carlson, Tod Swain
Scenario Design: Chris Beall, Dan Bowdler, Kim Castro, Chris Frye, Bill McConnell
Graphic Design and Animation: Ademola Adekanbi, Teresa Bonillo, Chris Conway, Gates
Councilor, Rena DeBortoli, Kattie Konno-Leonffu, Jay Nilsen, George Sherman
Original Music Composition: Chad Kelly
Sound Design: Curt Ramm
Video: Chrisann Finnegan, Don LaForce, Ed Noyes, Abu Quazi
Localization: Dave Capizzano, Sue McConnell
Additional Programming: Keith Aubin, Chris Cyr, Josh Eirman, Brandon Parenteau
Research and Database: Chris Frye, Sue McConnell
Documentation: Dan Bowdler, Kim Castro, Greg Howard, Terry Jones, Sue McConnell
Subject Matter Experts: Bob Banker, Pete Dolan, Chip Dye, Juan Fernandez, Val Grozak, Mike
Hewitt, Terry Jones, Don LaForce, Fred Litty, Bill McConnell, Andy Toriello, Ray Woolrich
Legal and Contracts: Larry Clark, Mirek Fal Lisa Mackie, Gene Mauro, Dave Samuelson, Greg
Vymola, Lyle Watkinson,
Testers: John Smalley, Bill McConnell
Acknowledgment to Terry Jones, Greg Howard, Valerie Hanscom, Dave Luoto. Dan Bowdler, Sue
McConnell, Dave Capizzano, Kim Castro, Rob Costello, John Smalley, Tod Swain, Yuri Hospodar and
Ede Clarke, authors of re-purposed text from Jane's Combat Simulations 688(I) Hunter/Killer and
Jane’s Fleet Command user manuals.
Special Thanks To:
TerrainBase: National Geophysical Data Center (NGDC) of the National Oceanic and Atmospheric
Administration (NOAA), Gtopo30 Earth Resources Observation Systems (EROS) Data Center of the
United States Geological Survey (USGS), Walshe’s Arctic and Antarctic Sea Ice Concentration
Analyses: National Snow and Ice Data Center (NSIDC) of the University of Colorado (special thanks
to Diana Starr for all her help), Global Ecosystems: Earth Resources Observation Systems (EROS)
Data Center, of the United States Geological Survey (USGS)
EA
ECP: David DeMartini
Producer: Steve Matulac
Assistant Producer: James Grandt
Technical Director: Brent Iverson
Product Manager: Mike Jeffress
Project Manager: Adrienne Rogers
Art Direction: Mike Lippert
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Illustration: Michael Kerbow
Documentation: Sue McConnell (Sonalysts)
Documentation Editor: Ede Clarke
Translation: Frank Dietz
Documentation Layout: The Big Idea Group Inc.
Lead Tester: Aaron Keppel, Justin McLeod
Assistant Lead: Jose Gonzales
Testers: Enrique McAllester, William Douglas, Brett Lee
Additional Testing: Daniel Simcock, Alex Young, Rubert Moss, Ian Fuoco
Customer Quality Control: Andrew Young, Dave Knudson, Darryl Jenkins, Tony Alexander, Benjamin
Smith, Anthony Barbagallo
Voice Talent: Roger L. Jackson, Jarion Monroe, Dave Boat, Joe Paulino
Audio Production & Editing: David Whittaker, Marc Farley
Video Compression: Eric Kornblum
Localization: Jonathan Silverman, Bradley Frazier
NOTICE
Sonalysts, Inc. reserves the right to make improvements in the product described in this manual at any time and
without notice.
This manual and the software described in this manual are copyrighted. All rights are reserved. No part of this
manual or the described software may be copied, reproduced, translated, or reduced to any electronic medium or
machine-readable form without the prior written consent of Sonalysts, Inc.
Software © 2001 Sonalysts, Inc. All rights reserved. Documentation © 2001 Sonalysts, Inc. All rights reserved.
Sonalysts and the “Block S” logo are trademarks of Sonalysts, Inc. Sonalysts, and the Sonalysts logo are
trademarks or registered trademarks of Sonalysts, Inc. in the U.S. and/or other countries. All other trademarks
are the property of their respective owners.
The Naval Institute Guide to Combat Fleets of the World, 2000-2001 © 2000 U.S. Naval Institute. All rights reserved.
The Naval Institute Guide to World Naval Weapons Systems, Norman Friedman © 1997 U.S. Naval Institute. All rights
reserved.
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