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P-3C "Orion" Dangerous Waters™ OWTOP: (Orion Warrior Training and Operating Procedures)

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0% found this document useful (0 votes)
103 views

P-3C "Orion" Dangerous Waters™ OWTOP: (Orion Warrior Training and Operating Procedures)

Uploaded by

pepe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 52

P-3C “Orion”

Dangerous Waters™ OWTOP


(Orion Warrior Training and Operating Procedures)

(Game Version : 1.03 / Manual Version : 1.3)

by Thorsten “OneShot” Bergmann

Contributions :
- Frank “Smuook” Loethen
- Jim “Beer” Thelen
- Steven “STGChamby” Chamberlin (Sound Propagation)
- John “JSteed” Steed (Sonar Profiles)
- Sailorman275 (D/S/T - Calculations)

2006 © OrionWarrior - Check back at www.orionwarrior.com for Updates.


Page 1

INTRODUCTION TO THE P-3C IN DANGEROUS WATERS 3

P-3C SENSORS 4

ACOUSTICS (KEY “F2”) 4


Grams 4
Frequency Alerts 4
Sound Gradients and Propagation Paths 5
Sound Velocity Gradients 6
Surface Duct 7
Convergence Zone 8
Sonobuoys 9
Marking contacts with your buoys … 9
BT (Bathythermograph) Buoy 10
DICASS (Directional Command Activated Sonobuoy System) Buoy 10
DIFAR (Directional Frequency and Ranging) Buoy 10
VLAD (Vertical Line Array Directional Frequency Analysis and Recording) Buoy 10
LOFAR (Low Frequency Analysis and Recording) Buoy 10
MAD/ESM (KEY “F4”) 11
ESM 11
MAD/SAD 12
RADAR (KEY “F3”) 13
IRDS (KEY “F7”) 14
Normal Mode 14
LLTV Mode 14
Infrared Mode 15
Grayscale Mode 15

P-3C WEAPONS 16

P-3C WING STORES 16


P-3C BOMB BAY STORES 16
MK 46 / MK 50 TORPEDO 17
Mk 46 Torpedo 17
Mk 50 ALWT (Advanced LightWeight Torpedo) Barracuda 17
Torpedo SNAKE Setting 18
Torpedo CIRCLE Setting 18
AGM-65 MAVERICK 19
AGM-84 SLAM-ER 19
1000LB/2000LB MINE 19

P-3 TACTICS 20

INTRODUCTION 20
CREW COORDINATION 20
Tools for Crew Coordination 20
MultiPlayer Chat System 20
PILOT STATION (KEY “F1”) 21
Orbiting on Autopilot using Waypoints 22
How to Take-Off from an Airfield 22
TACCO STATION (KEY “F6”) / GENERAL TACTICS & PROCEDURES 23
TACCO Tools & Utilities: 23
TACCO – Things to Remember: 23
Page 2

Distance / Speed / Time - Calculations 25


Basic Formula 25
The Six-Minute Rule 25
The Three-Minute Rule 26
Drop / Equalize / Load - Times 26
BUOY PATTERNS & TACTICS 27
Buoy Pattern #1 – Area Search 27
Buoy Pattern #2 – Area Search (2nd Version) 27
Buoy Pattern #3 – Datum Prosecution 28
Buoy Pattern #4 – Tight Barrier Line 28
MAD TACTICS 29
SEARCHING WITH THE P-3C ORION 30
Introduction 30
Open (Deep) Water – No Surface Traffic close 31
Littoral (Shallow) Water – No Surface Traffic close 32
Open (Deep) Water – Surface Traffic close 33
Littoral (Shallow) Water – Surface Traffic close 34
ATTACKING WITH THE P-3C ORION 35
Attack Run on Submarines (from the Stern) 35
Attack Run on Submarines (from the Bow) 35
Attack Run on Submarines (from the Side) 36
Attack Run on Surface Vessels (Unarmed) 36
Attack Run on Surface Vessels (Armed) 36
Shallow Water Torpedo Attacks 36
High Altitude Attacks 37

APPENDIX 38

A : SONAR FREQUENCIES, TPK & BLADE COUNT 38


B : BUOY SPACING CHART 43
C : DATUM PROSECUTION – EXPANDING CIRCLES CHART 44
D : CLOSE IN BUOY SPACING CHART 46
E : DROP RANGES 47
Buoy Dropping Ranges 47
Torpedo Dropping Ranges 47
F : ORIONWARRIOR TEAMSPEAK SERVER 48
Introduction 48
Requirements 48
How-To get a TeamSpeak client 48
How-To set up a TeamSpeak client 48
TeamSpeak Login Settings 50
G : MULTIPLAYER WITH HYPERLOBBY 51
Page 3

Introduction to the P-3C in Dangerous Waters


The following chapters in this manual deal with the Sensors, Weapons and Tactics employed
on/with the platform P-3C Orion in the game Dangerous Waters™. This manual deals with
the “How-To” make use of the P-3C in a given tactical situation, and other stuff not already
covered in the manual, but needed for operating. It does not substitute the game manual! If
you have questions and/or problems regarding the functions (means the function of the
buttons in a particular station) of the stations discussed within this manual, you have to revert
to the game manual shipped with Dangerous Waters™. If you didn’t buy the deluxe version
with the printed manual, you will find the manual as a PDF file in the /manual folder in your
Dangerous Waters™ installation directory.

The P-3C Orion is used as a Submarine Hunter (and in other roles) by various Navies in the
world. The biggest user and the only country you can fly the P-3C in Dangerous Waters™ for
(at the time of the writing of this document), are the United States of America. This document
is based on unclassified information and game experience. As our experience evolves, so do
our tactics, hence check back regularly for possible updates.

Along the way I want to say Thank You! to the contributors to this document: Smuook, Beer,
STGChamby and JSteed. Especially the first two helped and teached me a lot, when all I
knew about the P-3C was that it’s a big airplane, and it’s supposed to hunt submarines.
STGChamby helped out with the Sound Gradients and Propagation Paths. Thanks to JSteed
for providing me with the original Sonar Profiles file, that way it was easier to bring them in
another format, and include the information for reference.

Note to our virtual Bubbleheads (I know you read this too …)


Stealth is your friend – if you are ever seen/found by a good Orion Driver you are pretty close
to being dead meat, unless one of the following happens:

• You shoot down the Orion (and I know people who work on tactics to prevent that)
• The Orion expands all weapons capable of hitting you
• The Orion looses contact with you (that’s a good one …)

In other words … You can run, but you cannot hide. Or you die tired (take your pick).
Page 4

P-3C Sensors
Acoustics (Key “F2”)

Grams
The Acoustics Station deals with your most important sensors, the sonobuoys. As you can
see on the image, you have 16 Grams (2x8) available, which means you can monitor up to
16 buoys in OMNI Mode (marked green) or eight buoys in DIRECTIONAL Mode (marked
blue) or five buoys in ACTIVE Mode (marked red). You will soon learn to appreciate the NAV
map feature, where sonobuoys with a contact within range, will go “hot” (means they display
a red dot in them). That is very helpful, especially when you have to cover a lot of ground
with them or you have a lot of buoys out. To be honest, this is far from reality, because in real
life you need to monitor the buoy to notice it going “hot”, plus tactics that spread the buoys
out, like this manual suggests sometimes (if not all the time), wouldn’t work in real life either.
But then, this is just a game. A good idea is, to try and keep the number of buoys dialed in as
low as possible, that way you can easily switch modes or call up a buoy fast, without having
to switch around a lot. Just keep those buoys that show “hot” and which you suspect having
a submarine nearby, dialed in. If you select channel 00 (marked white) the Gram will show
NO SIGNAL and can either be used as a supporting Gram for Directional/Active Mode or you
can dial in a buoy of your choice.

Frequency Alerts
I recommend printing out the Appendix A, as you will need that information during a mission.
The frequency alerts (you have four available – one of them is marked black) basically just
notify you, that one of your dialed in buoys has a line in the Frequency Range you have set
as alarm. It won’t tell you which Gram though. That’s something you have to find out for
yourself. Frequency alerts work even when you don’t have Autocrew enabled. However,
assume you are hunting an Akula-II submarine in a moderate density Environment, means
you have a couple of Freighters, maybe a Tanker or a Trawler and the occasional military
Page 5

ship around. The Akula-II has 5 frequencies: 50, 125, 320, 1125 & 1886, and you have only
four possible frequency alarms available. Means you can select up to four frequencies to dial
in, if you are only hunting for the Akula-II. You will notice that you can’t dial in anything over
1200Hz, because that’s the max range of the buoys, therefore you are limited to 1200Hz.
That’s no biggie though, since to see those high frequencies (given that the buoys could
display them), you would have to be practically on top of the submarine. So all you can use
are the first four frequencies anyway. And here comes the other big problem: The Akula-II
isn’t the only platform with the combination of 50 & 125 Hz in its Profile, no Sir – the Fishing
Boat, Powerboat, other submarines and surface ships have them too. And if you are in the
above mentioned environment, chances are good, that your alarms will go off, but not
because you have found the Akula.

Then there is the problem of getting more then one or two frequency lines. You see, most of
the subs are pretty sneaky guys and if you are lucky you will get the first one or two lower Hz
lines. If you are good, you will track him and place your buoys accordingly, that will let you
classify him with line three and four. Anyway, if you use your frequency alarms, you have to
take a look at your tactical situation first. Sometimes you can dial in the lower frequencies
and it’ll work, and sometimes you better start with the 3rd or even 4th frequency as alarm, or
otherwise you end up with a lot of false alarms.

Sound Gradients and Propagation Paths


In this game there are 3 distinct Sound Speed Profiles (SSP) modeled, Positive, Negative
and Isothermal. To find out what the actual SSP in your Operating Area is, you need to drop
a BT buoy (P-3C, MH-60, FFG) or a XBT Probe (All Submarines).

The image above shows the return of a BT buoy in deep water. As you can see, the layer at
the place where the buoy was dropped is at 462ft which is marked graphically (red) and
displayed in numbers (blue). Important here is not only to know where the layer exactly is (in
this case 462ft), but what general conditions you are operating in – which you can see in the
graphical display - to determine probable distances to target. As you can see later in this
chapter, depending on the SSP in the operating area you might discover contacts out to 30+
nm (pending some patches to the game).

Layer depth is defined as max sound speed at max depth above the thermocline. The
important thing to remember about sound is that it is lazy and will seek an area of low sound
speed. In the above example, sound originating above the layer will tend to be trapped in
that area or duct. If your sonobuoy is shallow (above layer) and your target is deep (below
layer), the chances of a detection are minimal.

Along with this chapter consult Section 5-Training, pages 5-3 to 5-19 in the Dangerous
Waters manual to learn about things not mentioned in here but necessary for game play.
Page 6

Sound Velocity Gradients


Positive

Image 1-1

Negative

Image 1-2

Gradient consists of sound speed either decreasing (image 1-2) or increasing (image 1-1) at
a constant rate with growing depth. In regard to the sound waves this means they either
bend toward the bottom or toward the surface. In the case of an isothermal environment, the
sound speed is constant from the surface to the bottom with little or no change. An example
of isothermal would be the Persian Gulf. The entire water column acts as a duct with sound
propagating in all directions. Sound will primarily be bounded by the two physical barriers of
the surface and the bottom experiencing loss at all interactions.
Page 7

Surface Duct

Image 2-1

Image 2-2

Surface Duct means that there is a thermal layer present. Because of this layer the majority
of the sound waves will be reflected towards the surface (assuming the sound emitter is
above the layer), while the rest will pass through the layer, but will bend like light rays when
going through glass (image 2-1). As a result you will have problems detecting submarines
that are below the layer from above.
Page 8

Convergence Zone

Image 3-1

Convergence Zone means that the Sound waves will be refracted or bent due to increasing
pressure. In order for CZ to exist, sufficient depth excess must exist. Generally, a minimum
of 200 fathoms (1200 feet) below the sound channel must be present for reliable CZ to exist.
The effect of this is, that you will be able to detect Ships/Submarines out to 30 or 40nm or
more. Imagine the whole thing as donut-shaped rings centered on your buoy. There may be
one, two or more convergence zones available.

In contrast, Bottom limited is defined as a sound channel without sufficient depth excess to
support CZ. In most cases this will result in a Bottom Bounce (BB) propagation path being
formed. BB can also extend detection ranges. However, each interaction with the surface or
bottom will result in signal loss.
Page 9

Sonobuoys
The game models five distinct buoy types: LOFAR, DIFAR, DICASS, VLAD and BT.
The player can employ all with the exception of LOFAR buoys, which can be used in game
though, if the Mission Designer has put them in. Except the BT buoys you can set the buoys
either to Shallow or Deep (Depth is dependant on the actual buoy - more on this later). To
make the right decision you have to balance the deployment time and the sensor range of
the buoy against your current needs, and of course the available depth. Shallow buoys take
roughly 2 minutes to deploy and send data from the moment they hit the water and deep
buoys take roughly 4 minutes to deploy and send data. To make your life easier in
finding the right distance from the targets datum to the deployment position of your buoy of
choice, you can either use the 3-Minute Rule

Distance (traveled in yards) in 3 minutes = Speed (in kts) x 100

or take a look at the chart in Appendix D : Close in Buoy Chart. Take note, the Chart in
Appendix D shows the distances for two and four minutes. With some training and a bit of
luck you will be able to place your buoys right on top of your target when they start sending
data. For more information on the individual buoys check the Dangerous Waters™ manual,
Section 5: Training. Keep in mind that buoys will go “hot” if something is within its
detection distance which in turn is based on the current acoustic conditions at the
spot, i.e. SSP, water depth and so on. This of course doesn’t mean they will show any
lines in Omni or a dot in Directional right away. They just go hot in the NAV Map. This is a
very useful feature and will be discussed in the Tactics section later on. Take note that the
colors on the NAV map don’t actually represent depths as you would expect, but how good
(or bad) sonar conditions at that particular position are. The lighter the blue, the worse are
the sonar conditions. Keep that in mind when planning your tactic.

Further, buoys have a Lifespan of two hours, they loose power and sink to the bottom (and
drop from the NAV map) after the time is up. Additionally, the contact to your buoys depends
on Line of Sight communication, means if you are beyond the visual horizon the connection
to your buoy will be lost, and you will get an “Out of Range” in the gram of the respective
buoy.

Marking contacts with your buoys …


You can only mark contacts in Active or Directional mode. To mark a contact you have to
click on one of the points or at the same level in the Gram (in Directional mode), so a
horizontal line goes through the point which represents one of the frequency lines of your
contact of interest. Then click “Mark”. If it’s a new contact, this action generates a bearing
line with an Unknown Contact marker at the end. If that contact was already established on
this buoy, then the bearing line on that contact will shift to represent the bearing change,
assumed there was one.

If you want to mark a contact using an Active buoy you have to transmit first. Then wait till
you see a spot (might be big and bright or even small and hard to see) that looks different
then the normal background. Click that spot and hit “Mark”. If it’s a valid (new) contact, then
the contact will get a new number and will be placed in the NAV map with a bearing line and
an Unknown contact marker. The Active buoy gives you both bearing and range, the bearing
range will vary in length according to the distance of the contact to the buoy.

On top of this, even when you have marked a contact, you have to update him manually – all
the time, unless you have Autocrew activated (They will updated every 2 minutes). That’s
where a 2nd player comes very handy, because together, one guy can concentrate on
hunting and shooting, while the other one can concentrate on keeping the contacts up-to-
date.
Page 10

BT (Bathythermograph) Buoy

The BT buoy is your tool to gain the actual SSP of the operating area.

No depth preset - it drops to the bottom regardless of the depth.

DICASS (Directional Command Activated Sonobuoy System) Buoy

The DICASS buoy is your most important buoy in the game against SSKs. It doesn’t
have a greater detection range then the VLAD, but it is the only buoy in the game to
have an Active as well as Passive Mode which is especially helpful against slow
moving Diesel Submarines.

Shallow = 90ft / Deep = 800ft

DIFAR (Directional Frequency and Ranging) Buoy

The DIFAR buoy is your buoy of choice when it comes to Littoral waters (or simply
shallow waters). It has similar capabilities to the VLAD, though due to the Environment
it works in, the detection range is shorter compared to the VLAD. Expect a max. of
roughly 6nm in optimal conditions.

Shallow = 90ft / Deep = 400ft

VLAD (Vertical Line Array Directional Frequency Analysis and Recording) Buoy

The VLAD is your buoy of choice for the deep blue. It works best in depths exceeding
1500ft and has the greatest passive detection range among the available buoys. If you
are on a deep water hunt, this is your buoy of choice, the deep version should be able
to go beneath most of the layers you will encounter and help finding the lurking subs
there. Take note, if you try to use it in shallow waters you won’t hear anything as the
buoys will be buried in the mud.

Shallow = 600ft / Deep = 1200ft

LOFAR (Low Frequency Analysis and Recording) Buoy


This buoy offers only Omni Directional Mode. Aside from that you can’t choose it as load out.
The only time when you will use a LOFAR buoy, will be, when the Mission Designer places
them in the mission.
Page 11

MAD/ESM (Key “F4”)

ESM
The ESM is a passive Sensor. It relies entirely on your distance to the emitter and the signal
strength. Plus, just like with Radar beams, you are limited by the horizon, means the higher
you are the more you can “see”. If the signal is too weak you will only see that there is
something, but not what emitter it belongs to. Next to the size of the Wedge you can gain the
strength of the signal from the Signal Strength Indicator below the ESM monitor. Basically,
the more colorful it gets the bigger is the signal you receive (and the closer is probably the
transmitting platform). You will get the info about what Transmitter it is (in this case an
AN/SPS-55) and which classes of platforms have such a transmitter. Sometimes it’s just one,
but more often then not, you will get a bigger list of platforms and have to choose for yourself
the appropriate one. Once you hit “Mark”, the contact will appear on the NAV Map with a
LOB. If you classified him, he will have the classification marked in the list “Known Classes”.

If you think you have found a sub, then you can fly down the bearing and maybe catch the
sub on the surface (or eat a SAM). Be careful when you try something like this. It’s pretty
dangerous and you should have a Maverick ready. But without anything that gives you the
distance to the sub and therefore a location, better stay away and try to localize him. Once
that’s done, send him a greeting, by way of a Maverick or two - if he is still on the surface.
Otherwise he will most certainly welcome your torpedoes. You could use your Radar to
pinpoint his location; however that gives away your position to him as well. Either way, be
very careful.
Page 12

MAD/SAD

The MAD/SAD Sensor (see manual page 9-15 for details) in the game works up to an
altitude of 1000ft (Ownship). Best employment altitude is 300ft at which you have roughly
1000ft coverage below the surface (see above left). Further you are in the middle of a 1000ft
Corridor, so you can detect submarines up to 500ft to either side of your Aircraft (above
right). The SAD has less range then the MAD. SAD coverage will be to roughly 750ft depth.

Since this sensor is located on your tail, you have to actually fly past the submarine before
you get a reading. Take note that you don’t have to turn on Autocrew to be notified of a MAD
detection. If you get a MAD hit you will hear “MAD!, MAD!, MAD!” from your crew and it will
show in the chat/messages window as “Mad!, Mad!, Mad!”. On top of that you will see a new
Unknown mark on the NAV Map. If you have already detected that particular contact with
your MAD sensor, then the old marker will be moved to the new location. Therefore it’s
advisable to immediately mark the location of a MAD return (as described in the tactics
chapter) and classify the contact as good as possible.

Since this sensor reacts to large chunks of metal in or on the ocean, you will get hits when
you fly over or fly close to surface ships as well. Surface ships will only generate a MAD
return, while submarines generally give you a MAD and a SAD return. The exception to this
rule happens, when a submarine dives below the maximum SAD Range. Example for that
would be the Seawolf diving at Max Operating Depth. Even if you fly at 300ft or lower you
won’t get a SAD return. Remember, whenever you get a MAD call, check the MAD readout
for SAD and compare with your tactical picture. If you get a return and nothing can be found
on the surface, chances are pretty good that you stumbled upon a submarine, even if you
don’t get a SAD return (that only means it’s pretty deep).

If a submarine is trying a “Down Periscope” and hiding beneath a surface ship, you will get
two Unknown Contact markers in close proximity, or if the sub skipper is really good, then
you will just get one marker, but either way the SAD return will be visible.
Page 13

Radar (Key “F3”)

Your Radar Coverage (or Radar Horizon) depends just as in real life upon your altitude.
Basically, the higher you go, the larger your coverage. If you really want to know how high
you have to go for a certain Radar Horizon, use the following formula:

Altitude in ft ×1,17 = Radar Horizon in Nautical Miles (nm)

For convenience I have added the altitudes, you need to have, to make proper use of the
Radar Settings in game. Keep these numbers in mind, as they are important for ALL Line-of-
Sight Communication, including sonobuoys.

Setting (on the Radar) Altitude

16 kyds 170ft
32 kyds 680ft
64 kyds 2710ft
128 kyds 10900ft
256 kyds 43320ft
Page 14

IRDS (Key “F7”)

The IRDS is a retractable camera mounted in the underside of the Orion fuselage. You can
turn it 360° and it can look up 15° and down 84°, plus it offers an Auto Track mode, where
the selected Target is kept as best as possible in the middle of the camera lens. This function
is not perfect, it doesn’t center on something in your view, but instead the camera is centered
on the relative bearing/position of the track selected in the track list. If the track is not where
the object is in reality, then the camera will be off target. The more your track is off, the more
your camera will be off.

Further it has a 8X Zoom and four display options (Normal, Grayscale, Infrared, LLTV). With
the QuickPos Buttons you can easily turn it either fully forward or backward. Further
capabilities of the IRDS include the possibility to shoot photos and to mark contacts visually.

Normal Mode

The Standard or Normal IRDS Mode is just


like any other camera, and is impaired by
bad weather, clouds and so on.

LLTV Mode

The LLTV mode shows a lowlight display,


and is good for Nighttime operations.
However its drawback is the fact that similar
to the Normal mode it is impaired by Bad
weather and clouds.
Page 15

Infrared Mode

This Mode is good for Night Operations and


during Bad Weather. When clouds, rain or
simply the night limit your visibility, this will be
the mode to use. Against the cold (black)
water you can spot Surface Ships, Aircraft
and surfaced Submarines pretty easily, even
over great distances. However there is a
drawback in the limited use for identification
purposes. To properly identify a vessels class
you have to get rather close sometimes,
depending on the class of the vessel and your
viewing angle. On very few occasions it’s
possible to see a submarine just below the
surface, but don’t count on it. Even if you see
it, it will be dangerously close, and in most of
those cases the submarine probably will pop
up and loose a SAM at you.

Grayscale Mode

This mode provides a higher contrast, but is


limited to good visibility and good light
conditions. I haven’t found great use for this
mode yet. Normally you will either use the
“Normal” or “IR” mode.
Page 16

P-3C Weapons
P-3C Wing Stores

The P-3C has 10 Wing Stores available. However in the game you can only use 9 of them.
Store number 12 is always configured with the ESM Pod. The other stores can be configured
as following:

- Stores 18 / 09: Empty or AGM-65 Maverick


- Stores 17 / 10: Empty or AGM-65 Maverick or AGM-84 SLAM-ER or 1000lb Mine
- Stores 16 - 11: Empty or AGM-65 Maverick or AGM-84 SLAM-ER or 2000lb/1000lb Mine

P-3C Bomb Bay Stores


A B

C D

The Bomb Bay Stores of the P-3C can be configured to the various mission needs. The
number inside the symbols marks the station number on the selector switch in the right hand
TACCO station.

The most often used configuration is marked “B” with the maximum load of Torpedoes
available. If you choose configuration A, D or C you can carry one, two or three
1000lb/2000lb mines in addition to four, two or zero torpedoes in the bomb bay.

Whichever of the four Configurations you choose, you can mix the torpedoes as you like.
Unless the Mission Designer has restricted your Weapons, you can have all Mk46s or all
Mk50s or a mix of your choice of them. However, take note that the torpedoes in the odd
numbered positions can only be released after the accompanying torpedo in the lower slot
has been fired. Example (B) : if you want to fire torpedo number 3 you have to fire number 4
first.
Page 17

Mk 46 / Mk 50 Torpedo

Mk 46 Torpedo
Max Range : 6nm (12,152 yd)
Max Depth : 1500ft (500yd)
Max Speed : 45kts
Warhead : 45.4kg HE
Targets : Submarines, Surface (Don’t work on Landing Craft)

Mk 50 ALWT (Advanced LightWeight Torpedo) Barracuda


Max Range : 7nm (14.177yd)
Max Depth : 3600ft (1,200yd)
Max Speed : 55kts
Warhead : 100kg HE
Targets : Submarines, Surface (Don’t work on Landing Craft)

The torpedoes have two search settings: Snake & Circle.


When employing torpedoes it is good advice to turn on the history function (ALT+H) to see if
the torpedo has started its preset search pattern or has acquired a target. Unless someone
changes the doctrine, the torpedo will always turn to starboard first. If you don’t enable the
torpedo at zero distance, then the torpedo will first drive on along the set Runout Bearing.
That gives you the chance to basically fire above the shoulder before activating the torpedo.

If you drop in shallow water make sure to fly as low and slow as possible, to avoid dropping
the torpedo right into the bottom. And put in the right Pre-Sets, especially the Depth of the
torpedo is preferably closer or equal to the ceiling then to the floor. Dropping in 100ft or less
involves a lot of luck.
Page 18

Torpedo SNAKE Setting

If you set the torpedo for a Snake Search pattern, it will look like
the image to the right. During its pattern, the torpedo will cover
roughly 1.7nm in one evolution (means one turn to port and one
to starboard). The turning points are roughly 1000yds laterally
and 0.85nm vertically separated. Since the torpedo turns left
and right, you have to keep in mind that the distance he will
cover in a straight line won’t be the same as his MaxRange.
Means if you have to shoot from a greater distance it’s better to
set the Run-to-Enable (RTE) to a number that brings the
torpedo closer to the target before going active. These figures
depend, similar to the Circle setting, on the speed of the
torpedo. The given figures are the ones observed when using
the Default speed of 55kts. The pattern gets tighter when the
speed is slower.

Torpedo CIRCLE Setting

The Circle setting will result in a perfect circle


with a diameter decreasing with increasing
speed.

Speed Diameter
35kts 1000yds
45kts 900yds
55kts 850yds
Page 19

AGM-65 Maverick
Max Range : 30nm
Warhead : 200kg (complete)
Target : Only Surface

You can shoot at anything with the


Maverick, as long as you classify it as a
surface contact.

AGM-84 SLAM-ER

Max Range : 150nm


Target : Stationary Targets

See Manual page 9-31 for details

1000lb/2000lb Mine

The 1000lb and 2000lb mines are air delivered, variable depth mines. In game you can set
them to the following Pre-Set depths:

• Surface: just below the surface


• Shallow: 82ft
• Deep: 436ft
• Bottom: rest on sea bottom

You can use mines as torpedo decoys (doesn’t matter which size), just drop them in front of
an incoming torpedo and at Shallow depth. It doesn’t work all the time, but often enough.
Page 20

P-3 Tactics
Introduction
The tactics described in the following chapters are either based upon unclassified real life
tactics or tactics developed during game play. All of them are tested to some extend and
deemed work- and usable in the game.

Crew Coordination
A general suggestion for the P-3C is to play it in MultiStation mode whenever possible. A
very useful combination for playing has been the following:

Player #1 (Pilot & TACCO):


- Pilot Station
- TACCO Station

Player #2 (Sensor Operator):


- Acoustics Station
- Radar Station
- MAD/ESM Station
- IRDS(Camera) Station

As you can see, this combination makes a distinction between the operating of the individual
sensors and employing the plane tactically. Especially when tracking and hunting a contact, it
shares the workload evenly among the two players. You can fly it alone, and you can put in
more players, but as said before, this combination works very well and generates a lot of fun
and less boredom. Essentially for this is good communication, preferably by Voice utilizing
TeamSpeak or Ventrillo. A nice side effect to that is the added immersion. While it’s nice to
have the PC tell you that you just had a MAD return, a loud and eager MAD!, MAD!, MAD!
from your fellow crewmember, followed by “this one is close – strong MAD return”, is
definitely something adding to the fun. Plus two brains are sometimes harder to beat then
just one.

To help in the task of the AW Operator, the TACCO should announce to him which buoys are
currently those presumably next to the target.

The TACCO will say : “Buoys of interest, number X, Y, Z, …”

This means for the AW Operator that buoys X, Y, Z are those he has to monitor for signs of
the target. There are further things to keep in mind, but they will be added at a later time.

Tools for Crew Coordination


For In-Game Crew Coordination you have two choices, either you use the build-in
MultiPlayer Chat System or use one of the available Voice Communication programs
(requires a Headset). The Multiplayer Chat System is pretty easy to use; however for station
management, Voice Com. is faster and involves less effort. For Voice Com. see Appendix H

MultiPlayer Chat System


Hit one of the following keys, and then enter your message in the chat window.
Finally hit “ENTER” to send.

Key “A” : Sends your message to all controlled platforms on both sides
Key “D” : Sends your message to all controlled platforms on your side
Key “T” : Sends your message to all people on your platform
Page 21

Pilot Station (Key “F1”)

Make sure to always have Autocrew enabled (it handles the Countermeasures), just in case
someone tries to shoot at you. Read the manual, to know about such niceties like how to turn
on and off individual engines, raise and lower the landing gear and so on. You need to have
the pilot station assigned if you want to fly and/or add waypoints.

As a Pilot you have four choices to steer your aircraft. Three with the autopilot, one without. If
you choose to fly manually, follow the steps described in the DW Manual. With the autopilot
you can either set waypoints, dial in the course on the Taskbar or hit “C” and then click on
the point on the NAV map where you want to fly to. Using Waypoints is generally
recommended when you have to fly longer distances or certain course legs, like a MAD
ladder search or stuff like that. You can even use it in an Attack situation sometimes (but it’s
not recommend). More often you will rely on the taskbar or using “C” and setting a course of
choice. Especially when attacking or when you have to react more quickly, the third option is
definitely recommend.

Take note that your Max. Airspeed depends on your altitude. At Altitudes below 10,000ft you
can only reach about 370kts with the throttles firewalled. If you cross that altitude and climb
higher you will notice an increase in maximum Airspeed. At the preset HIGH altitude your
Max Speed will be roughly 470kts. While this is not important during most games, keep it in
mind for long transit flights. However, before climbing that high you should consider the time
you need to get up and to get down to operating altitudes or MAD altitude.
Page 22

Orbiting on Autopilot using Waypoints

How to set up an orbit: draw a circle with the


wanted diameter, then hit “INSERT” and place
four waypoints like on the image to the left. Once
you are done with WP #4 right click, and then left
click the last waypoint (it should turn red). Now
press “ALT” and “INSERT”, release “INSERT”
while continuing holding “ALT” and left click on
the first waypoint in your circle pattern. Release
“ALT” and left click somewhere on the map –
Done.

How to Take-Off from an Airfield

The Autopilot does a nice job on landing the aircraft and he will get you back in the air, if you
follow these steps:

- Use the mouse to put the throttle to MaxPower and wait till the display reaches Red
- Set the altitude to 3000ft (or more depending on your Airfield) and wait for the
response from the Autopilot
- Hit “3”
- Let the Aircraft roll and wait till it lifts off – then click on the Landing Gear Lever to
retract it to the UP position.

This works if the Mission Designer didn’t screw up and put half of the field in some hill or
something like that. If that happens though and you are on the Airfield and you know the
runway isn’t long enough for the Autopilot to get the P-3 into the Air then you need to fly it
manually.

- Use the mouse to put the throttle to MaxPower and wait till the display reaches Red
- Set the altitude to 3000ft (or more depending on your Airfield) and wait for the
response from the Autopilot
- Hit “3”
- Let the Aircraft roll and wait till you have more then 120kts Speed
- Turn off the Autopilot and immediately pull back gently on the stick
- Once off the ground click on the Landing Gear Lever to retract it to the UP position.
- When you are safely in the air, turn the Autopilot back on and set an altitude of your
choice
Page 23

TACCO Station (Key “F6”) / General Tactics & Procedures

Well, as an aspiring TACCO in Dangerous Waters™ you will need some utilities at hand, and
its good advice to follow some basic procedures.

TACCO Tools & Utilities:


- This manual
- Sheet of paper and pencil
- Calculator
- Stopwatch

TACCO – Things to Remember:


• Point your mouse at a Buoy LOB Crossing and hit “ENTER” to place a Position
Marker. Once placed, double click it and enter the time.

• Point your mouse at a MAD contact and hit “ENTER” to place a Position Marker.
Once placed, double click on it and enter time and “MAD” to distinguish between
acoustic and MAD fixes.

• When not carrying DICASS buoys external, have at least one Shallow and one Deep
DICASS ready for ejection in the internal launcher. That means, it is showing DICASS
D or S, the tube is equalized (E is blue) and the drop button is highlighted.

• Have at least one torpedo preset to safe settings (so it wont hit neither the bottom nor
any civilians/allies if applicable) and bomb bay doors open, if you expect trouble
within the near future.

• Have a Maverick selected and ready – All the time!


Page 24

• When placing buoy waypoints, put in the number of waypoints at once, you think you
will need, then switch over to the NAV map and place them as you like. You can of
course place them at the TACCO station, but most of the time you will have a better
overview at the NAV map.

• When you are hunting and you get a MAD contact, immediately drop a Shallow and a
Deep (if its deep enough) buoy (use DICASS if you have to attack on the spot,
otherwise keep it passive) and reload if you fired from the internal tubes.

• It’s generally more advisable to shoot a torpedo with a set bearing and NOT at a
specific contact. If you use the bearing you can easily lead the target and generally
make sure that the torpedo will do what you want him to do.

• As soon as you start the game and regardless of your height, turn on your MAD
sensor. Since it’s a passive sensor it doesn’t give your position away, and you might
even be too high to make it work. But this way it’s on, you can forget about it and you
will be notified if you get any returns.

• The “R” key is your friend! You can quickly determine bearing and distance on the
NAV map and Geoplot with it.

• To calculate the opposite heading take the course and either apply
+ 2 and - 2 ( if the bearing starts with 0 or 1 ) or
- 2 and + 2 ( if the bearing starts with 2 or 3 )

Example #1 : Bearing 321 = Opposite Bearing 141 ( 3 – 2 = 1 and 2 + 2 = 4 )


Example #2 : Bearing 056 = Opposite Bearing 236 ( 0 + 2 = 2 and 5 – 2 = 3 )

• Once you have two successive position markers, regardless of the sensor you used,
measure the distance and calculate the rough speed of the target. For example you
have a MAD contact and a buoy cross bearing, 2 minutes and 1000yds apart. That
would lead to a rough target speed of 15kts.

Dist.
⋅ 60
Min. = Speed in kts
2025

Example:

1000yds
⋅ 60
2 Min.
= 15kts
2025

• One (MAD) contact = position


• Two successive (MAD’s) = course and speed

• Aside from my homebrew formula you can use various other methods of calculating
Distance, Speed or Time. To do that you can use one of the Basic Formulas and/or
the three, respectively six minutes rule, all of which are described on the following
page.
Page 25

Distance / Speed / Time - Calculations

Basic Formula

All operators should be adept at solving speed, time and distance problems. All of which are
based on a simple formula, which may be written in any of the three following ways:

a) Distance covered (in miles) = speed (in knots) x time (in hours).
b) Speed (in knots) = distance covered (in miles) ÷ time (in hours).
c) Time (in hours) = distance covered (in miles) ÷ speed (in knots).

Where D = distance in miles, S = speed in knots, and T = time in hours.

Distance is measured in DATA MILES (2000 Yards = 1 DM), and Time is represented by the
minutes ÷ 60, to give you time in Hours.

Examples (This is all based on 1 knot = 1 DM / hour):

a) To find the Distance, given speed = 30 knots and time = 6 minutes:


D = S x T = 30 x (6 ÷ 60) = 3 miles

b) To find the speed, given distance = 10 miles time = 30 minutes (30/60 hour)
S = D ÷ T = 10 miles ÷ (30 ÷ 60) = 10 miles ÷ 0.5 = 20 knots

c) To find the time, given distance = 14 miles speed = 30 knots


T = D ÷ S = 14 miles ÷ 30 knots = 0.46 hours or 27.6 min

The Six-Minute Rule

If either the distance travelled in DM or the Speed maintained during a period of six minutes
is known, the unknown of the two quantities may be easily and quickly solved by applying the
six-minute rule. Which states that during a period of six minutes:

a) Distance (in miles) = Speed (in knots)÷ 10

b) Speed (in knots) = Distance (in miles) x 10

Examples:

I. To find the distance traveled in six minutes, given speed = 14 knots,


distance is: 14 ÷ 10 = 1.4 miles (Decimal point is moved one place to the left)

II. To find the speed maintained during six minutes given that the distance traveled = 2.8
miles: 2.8 x 10 = 28 knots (Decimal point is moved one place to the right)
Page 26

The Three-Minute Rule


If either the distance traveled in yards or the speed in knots is maintained during a period of
three minutes then the speed can be calculated and the unknown of the two quantities can
be easily and quickly solved by applying the three minute rule.

It states that; during a period of three minutes:

a) Distance (in yards) = Speed (in knots) x 100

b) Speed (in knots) = Distance (in yards) ÷ 100

Examples:

I. To find the distance traveled in three minutes given that speed = 18 knots:
Distance = 18 x 100 = 1800 yards (Decimal point is moved two places to the right)

II. To find the speed maintained during three minutes given that the distance traveled =
1200 yards:
Speed = 1200 ÷ 100 = 12 knots (Decimal point is moved two places to the left)

By applying the Six Minute Rule to your example of 1000 yards in 2 minutes we get:
1000 yards in 2 minutes = 3000 yards in 6 minutes = 1.5 DM in 6 mins = 1.5 x 10 = 15 knots

Drop / Equalize / Load - Times


Times in Seconds Weapon Quick Launch No Wpn Quick Launch
Drop Times 2.5 (External) 1.5 (Internal) 3.5
Equalize 1.5 5.5
Load Internal 3 30
Page 27

Buoy Patterns & Tactics


If you deploy buoys by using waypoints, they will be spaced 2.7nm from each other in a
straight line along your current course by the AI, but you can change the placement of those
waypoints either on the NAV Maps or at the TACCO Station. Keep in mind that buoys are not
very accurate, means that you want to have as many bearing lines at the same time (from
different angles) on the same contact. More bearing Lines (that cross) equal a better position
of the contact. Though if you have to, you can live with just two, just keep in mind then, they
don’t mark a location, but an area where the contact is. The following patterns are designed
with the same buoy type in mind, however you can mix the buoys to your liking, adapting to
the actual acoustic condition in your search area. Keep in mind, that if you mix the buoys or
simply use a different buoy then the distances change according to the individual detection
ranges.

Buoy Pattern #1 – Area Search


The pattern to the left is an
example for employing the VLAD
Deep buoys in water depths
exceeding 1300ft. You can use a
modified version of this pattern
for other buoys as well, just take
the limited detection range and
actual acoustic conditions at the
location where you want to place
your buoys into account. Drop the
first line of four buoys (or more if
needed), that’s your base line.
The spacing between those
buoys is about 10nm and since
each buoy detects stuff within a max. of 7.5nm around it, the detection envelopes of the
buoys overlap. As a help measure draw a 7.5nm range circle around each buoy (VLAD-
Deep, other vary in their detection ranges). The next barrier line will follow the base line with
a 10nm separation between the baseline and barrier line two. Again this means that the
envelopes overlap a lot. To get better detection fixes and cover all the space, don’t put them
in like a box, but instead set them off a bit (about half way between the buoys of the
baseline). Barrier line three will be the same as the baseline again. Continue this as long as
you want or as long as you have buoys.

Buoy Pattern #2 – Area Search (2nd Version)


This pattern is a slight
modification of the first Area
Search pattern. Instead of
offsetting the buoy lines, you put
all the buoys in a neat pattern.
The only difference between this
and the other pattern is, that
instead of coverage holes on the
edges of the pattern, now you
have (small) holes in the middle
of the pattern as seen in the
picture.
Page 28

Buoy Pattern #3 – Datum Prosecution


This tactic is used, when you prosecute from a fresh
datum. It’s important that you are pretty close to it, as
to keep the time between the deployment of the
buoys and the initial datum close. Once the buoys
are deployed (you should choose Shallow buoys) you
will most certainly get a lead (means bearing line) on
your contact, use this for a MAD run and don’t loose
him.

Buoy Pattern #4 – Tight Barrier Line


This buoy pattern is used when you deploy a barrier
line of buoys. You use this tactic (tight spacing) when
you know that the submarine you are looking for has to
cross a certain line or position (or at least close to it),
and you need to classify it. Since this tactic uses up a
lot of buoys it is not recommend for everyday use. An
example how and when to use this pattern can be seen
in the first two training missions made by Beer. In those
missions the enemy Akula will cross a certain line
(which is about 7nm long). You need to detect and
CLASSIFY the Akula before you are allowed to attack
it. That means that your buoys have to get close to it,
as it’s one sneaky sucker, even at higher speeds.
Page 29

MAD Tactics

Unlike in real life, it has proven


more effective to use the MAD
pattern as displayed to the left in
Dangerous Waters. You can fly this
pattern at max speed. Space the
individual turning points about 1-
2nm apart, not more or you are not
covering enough ground, less and
you are becoming ineffective. Make
the legs at max. 10nm long. That’s
because you want to cover as
much ground as possible without
exposing uncovered ground to long.
Means if you make longer legs, you
might miss the sub you are
searching for. Try to always work
your way outwards from the
assumed destination of the sub.
This is especially important when
protecting individual ships or
convoys. That way you can be sure that everything behind you and hence between you and
the ship/convoy is safe. Keep as low as possible (300ft or Shift+1), but you can fly as fast as
you want.

Another use for MAD is to confirm the location of a PosSub located by at least two buoy
bearing lines. Simply fly towards the point where the bearing lines cross, and hope for a MAD
return. If you get a return and there is no surface contact, then you just found a sub. That
however is most of the time only half of the job. Because the MAD won’t tell you what sub is
lurking beneath the waves. On top of that, it’s a risky tactic against Human Sub Skippers as
some of them tend to wait just below the surface, then pop up and fire a SAM at every
unsuspecting aircraft coming close. Therefore, whenever you come close to a PosSub
location and you can’t be sure that he is both unsuspecting and deep, have a Maverick
ready, activated and the finger on the button.

If you have only one bearing line from a buoy take the buoy itself as base and fly along the
bearing line outwards. If the sub is not that fast and you are not too slow you should be able
to get a return.
Page 30

Searching with the P-3C Orion


Introduction
The ocean is one hell of a big haystack to find some very small needles in. In reality Orion’s
are send out to places where someone already has found a needle or at least thought he has
found one. The earlier chapters displayed various ways to make initial contact by laying buoy
patterns or doing MAD runs and more. Aside from that you can get information by link or
other means from fellow friendly units. The following tactics all start with a single position
where a sub was detected. This is called a datum. If the sub has shot something, it’s a
flaming datum. Either way, you have a point to start from, which is the beginning of the end
for the sub. The following tactics are based on the case that your initial indication is a “hot”
buoy. If your case is something different, then go down the points and hop in where it fits, for
example a MAD contact. For easier access and better overview, each of the four tactic
schemes has its own page, though you will notice that some parts are the same; however I
make them this way, and all you have to do is turn to the right page for the occasion and
follow the steps.

I’ll explain the following tactics:

• Open (Deep) Water – No Surface Traffic close


• Littoral (Shallow) Water – No Surface Traffic close
• Open (Deep) Water – Surface Traffic close
• Littoral (Shallow) Water – Surface traffic close

Open (Deep) Water:


That’s everything behind the deep water mark. Let’s just say we are talking about depth in
excess of 500ft.

Littoral (Shallow) Water:


Opposed to Open Waters, this will be everything at 500ft or less.

No Surface Traffic close:


This means that surface traffic is more then 7.5nm away from the buoy and can not be seen
in directional mode.

Surface Traffic close:


Surface traffic is closer then 7.5 nm to the buoy and/or can even be seen in directional mode.
Page 31

Open (Deep) Water – No Surface Traffic close

1. Open Water allows you to use all buoys without the risk of burying them in the mud.

2. You have a single “hot” buoy. Put a range circle around it with its max detection
radius. If there is no traffic within it, then it must be something beneath the waves.

3. If the buoy provides you with a bearing go to step #7 else continue with step #3.

4. Put an area circle with a radius of roughly half of the max detection range (centered
on the hot buoy) on the map.

5. Drop a Datum Buoy Pattern based on this circle. You can use Deep or Shallow buoys
(take water depths into account). If you think the sub is going to run, use shallow,
otherwise deep for better detection.

6. Wait till the buoys are deployed, one of them should go “hot”.

7. Go to step #2

8. Fly down the bearing line, starting from the hot buoy. MAD should be activated, ESM
on Autocrew. 300ft height (“SHIFT+1”) and 180kts speed (“1”).

9. When you get a MAD return immediately drop a Shallow and a Deep (depending on
water depth) buoy. Use DICASS if you have to attack on the spot, otherwise keep it
passive.

10. Turn, fly back and fly again down the bearing line (updated) to gain a second MAD
contact.

11. Drop another Shallow/Deep combination

12. Now you have two successive contacts and therefore the rough course and speed of
the target.

13. Turn and fly from the first to the second MAD contact, and then further on along his
projected course. You should get a third MAD contact. Drop a Deep buoy and
continue along the course, drop a Shallow buoy which should be active when the sub
is beneath it (Refer to Appendix D).

14. Try to classify the target. Follow your Rules of Engagement (ROE) and mission
briefing.

15. Decision time : If you are authorized to attack and it’s a bad guy, then you would be
able to do an attack run now. If not but you have to track him, continue tracking him
with MAD and buoys.
Page 32

Littoral (Shallow) Water – No Surface Traffic close

1. In Littoral Waters you can only use DIFARs and the Shallow DICASS. Do not try and
use the Deep DICASS or the VLADs … those will end up in the mud if the water
depth is less then 500ft.

2. You have a single “hot” buoy. Put a range circle around it with its max detection
radius. If there is no traffic within it, then it must be something beneath the waves.

3. If the buoy provides you with a bearing go to step #7 else continue with step #3.

4. Put an area circle with a radius of roughly half of the max detection range (centered
on the hot buoy) on the map.

5. Drop a Datum Buoy Pattern based on this circle. Use Shallow buoys.

6. Wait till the buoys are deployed, one of them should go “hot”.

7. Go to step #2

8. Fly down the bearing line, starting from the “hot” buoy. MAD should be activated,
ESM on Autocrew. 300ft height (“SHIFT+1”) and 180kts speed (“1”).

9. When you get a MAD return immediately drop a Shallow buoy. Use DICASS if you
have to attack on the spot, otherwise keep it passive.

10. Turn, fly back and then fly again down the bearing line (updated) to gain a second
MAD contact.

11. Drop another Shallow buoy.

12. Now you have two successive contacts and therefore the rough course and speed of
the target.

13. Turn and fly from the first to the second MAD contact, and then further on, along his
projected course. You should get a third MAD contact. Drop a shallow buoy and
continue along the course, drop another Shallow buoy which should be active when
the sub is beneath it (Refer to Appendix D).

14. Try to classify the target. Follow your Rules of Engagement (ROE) and mission
briefing.

15. Decision time : If you are authorized to attack and it’s a bad guy, then you would be
able to do an attack run now. If not but you have to track him, continue tracking him
with MAD and buoys.
Page 33

Open (Deep) Water – Surface Traffic close

1. Open Water allows you to use all buoys without the risk of burying them in the mud.

2. You have a single “hot” buoy. Put a range circle around it with its max detection
radius. Since you have surface traffic within the circle, your first order of business is
to find out if a submarine may be lurking there as well. That could be a bearing that
doesn’t point toward a surface contact nearby or double lines on the same bearing
where only one surface contact is visible, or something else that makes you believe
that the surface contact is not “alone”.

3. If the buoy provides you with a bearing which is definitely not a surface contact go to
step #7 else continue with step #3.

4. Put an area circle with a radius of roughly half of the max detection range (centered
on the hot buoy) on the map.

5. Drop a Datum Buoy Pattern based on this circle. You can use Deep or Shallow
buoys. If you think the sub is going to run use shallow otherwise deep for better
detection.

6. Wait till the buoys are deployed, at least one, but more likely most of them will go
“hot”. Check if one of those buoys gives you a bearing toward a non-surface contact.
If that’s the case go to step #7, else use your intuition and pick the buoy which is
most likely the one with the target close.

7. Go to step #3

8. Fly down the bearing line, starting from the hot buoy. MAD should be activated, ESM
on Autocrew. 300ft height (“SHIFT+1”) and 180kts speed (“1”).

9. When you get a MAD return immediately drop a Shallow and a Deep buoy. Use
DICASS if you have to attack on the spot, otherwise keep it passive.

10. Turn, fly back, and then fly again down the bearing line (updated) to gain a second
MAD contact.

11. Drop another Shallow/Deep combination

12. Now you have two successive contacts and therefore the rough course and speed of
the target.

13. Turn and fly from the first to the second MAD contact and further on, along his
projected course. You should get a third MAD contact. Drop a Deep buoy and
continue along the course, drop a Shallow buoy which should be active when the sub
is beneath it (Refer to Appendix D).

14. Try to classify the target. Follow your Rules of Engagement (ROE) and mission
briefing.

15. Decision time : If you are authorized to attack and it’s a bad guy, then you would be
able to do an attack run now. If not but you have to track him, continue tracking him
with MAD and buoys.
Page 34

Littoral (Shallow) Water – Surface Traffic close


1. In Littoral Waters you can only use DIFARs and the Shallow DICASS. Do not try and
use the Deep DICASS or the VLADs … those will end up in the mud if the water
depth is less then 500ft.

2. You have a single “hot” buoy. Put a range circle around it with its max detection
radius. Since you have surface traffic within the circle your first order of business is to
find out if a submarine may be lurking there as well. That could be a bearing that
doesn’t point toward a surface contact nearby or double lines on the same bearing
where only one surface contact is visible, or something else that makes you believe
that the surface contact is not “alone”.

3. If the buoy provides you with a bearing which is definitely not a surface contact go to
step #7 else continue with step #3.

4. Put an area circle with a radius of roughly half of the max detection range (centered
on the hot buoy) on the map.

5. Drop a Datum Buoy Pattern based on this circle. Use Shallow buoys.

6. Wait till the buoys are deployed, at least one, but more likely most of them will go
“hot”. Check if one of those buoys gives you a bearing toward a non-surface contact.
If that’s the case go to step #7, else use your intuition and pick the buoy which is
most likely the one with the target close.

7. Go to step #3

8. Fly down the bearing line, starting from the hot buoy. MAD should be activated, ESM
on Autocrew. 300ft height (“SHIFT+1”) and 180kts speed (“1”).

9. When you get a MAD return immediately drop a Shallow buoy. Use DICASS if you
have to attack on the spot, otherwise keep it passive.

10. Turn, fly back, and then fly again down the bearing line (updated) to gain a second
MAD contact.

11. Drop another Shallow buoy.

12. Now you have two successive contacts and therefore the rough course and speed of
the target.

13. Turn and fly from the first to the second MAD contact and further on, along his
projected course. You should get a third MAD contact. Drop a Shallow buoy and
continue along the course, drop another Shallow buoy which should be active when
the sub is beneath it (Refer to Appendix D).

14. Try to classify the target. Follow your Rules of Engagement (ROE) and mission
briefing.

15. Decision time : If you are authorized to attack and it’s a bad guy, then you would be
able to do an attack run now. If not but you have to track him, continue tracking him
with MAD and buoys.
Page 35

Attacking with the P-3C Orion


Unlike with every other platform in the game you can’t just stop, take a breath and configure
your weapons before firing. In the Orion you have to set your weapons and make everything
ready (as much as possible) before you turn in for your attack run, keep that in mind! If
possible attack away from any neutrals/civilians to avoid hitting them incidentally. After all,
once the torpedo is released you can’t influence it anymore. If you have to shoot in close
vicinity of neutrals/friendlies then set a large enough ceiling. Depending on the neutrals you
have to vary between 140ft and 210ft at max.

On some attacks you will learn to rely on your intuition and experience as it’s sometimes the
only way to bring them off successfully

These attack schemes are prone to changes and dependant on your opponents, so take
them with a grain of salt, and even more important, fit them to your needs and what you see
what works.

Attack Run on Submarines (from the Stern)


Attacking from the stern has both advantages and disadvantages. The advantages are, if you
are lucky your opponent won’t even hear your torpedo homing in on him till his sub goes
boom. And if you are not really sure on the speed and location you can shoot on the safe
side and hope that the torpedo will find his way (unless you overshoot). The disadvantages
are however, if your opponent heard your torpedo, he might still have time to deploy
countermeasures and get away clean. Especially against well versed opponents (not the AI)
this happens more often then you will like.

- Line up around 5nm behind your target, along its projected course
- go to 300ft (“SHIFT+1”) and reduce to 154kts (“1”)
- open the bomb bay doors
- set the torpedo for the desired setting, make sure that RTE = 0 and
Search pattern = SNAKE, set the Runout Bearing to the course of your target
- Click Assign to transfer the settings to the torpedo
- Wait till you are about 2,000yds behind the target/last fix and then release the torpedo
- turn on history on the torpedo and watch what it’s doing, if necessary line up for
another attack

Attack Run on Submarines (from the Bow)


This one is really difficult and you need a good feeling for your opponent and your plane to
make this work. When you try this, timing is everything. But if you do it right, you can
normally count on clean and deadly hits. When you attack head on you have to be really sure
what course and speed you opponent has and even more important - will have - when you
are lining up for, and making your attack run.

- Line up around 5nm in front of your target, along its projected course
- go to 300ft (“SHIFT+1”) and reduce to 154kts (“1”)
- open the bomb bay doors
- set the torpedo for the desired setting, make sure that RTE = 0 and
Search pattern = SNAKE or CIRCLE (CIRCLE is safer in this situation, if you aren’t
sure of your solution), set the Runout Bearing to the opposite course of your target
- Click Assign to transfer the settings to the torpedo
- Now the tricky part: You have to guess how far he has traveled in the meantime
between your last fix and now. Release your weapon about 1,000yds in front of him.
- turn on history on the torpedo and watch what it’s doing, if necessary line up for
another attack
Page 36

Attack Run on Submarines (from the Side)


If you can avoid, avoid it. Your opponent will definitely hear your torpedo and if he is quick
and you are not right on the money he will have a good chance of releasing
countermeasures and evading your torpedo. Procedures are similar to the Attack Run from
the Stern.

Attack Run on Surface Vessels (Unarmed)


Line up, assign either a torpedo or Maverick, get within it’s launch parameters and shoot.
Wait till the target has been sunk, if necessary reengage.

Attack Run on Surface Vessels (Armed)


Armed means they can shoot down things that fly. So stay back. Use of Mavericks is
recommended, if that’s not possible then you can either drop your torpedoes from a safe
distance (4nm+) and turn tail or use Appendix E and sling your torpedo close in.

Nevertheless if you try attacking a FFG for example with just torpedoes you will most likely
end up in the drink and the FFG unharmed, as the SM-2s are really nasty against you. The
better solution in that case would be to go as low as possible and fly as close as possible
below his Radar Horizon, which would be around 10nm and drop your torpedoes and hope
for the best. The best solution however would be to stay away as far as possible and hope a
submarine or bomber finishes that guy!

Shallow Water Torpedo Attacks


Attacking Submarines in Shallow Water carries its own sets of complications. Aside from the
general tactics described above, you have to pay close attention to the water depth you are
going to drop your torpedo in. For the moment, till proven otherwise assume an absolute
minimum depth of 100ft for a successful torpedo drop. Actually the whole thing is pretty
straightforward - the main rule is to fly as low and slow as possible to drop the torpedo with
the least kinetic energy possible. To achieve that you should follow this procedure:

• Go to min. Altitude of 300ft (Shift + 1)


• Set speed to min. of 154kts (Key “1”)
• Put the plane on direct course towards your drop point
• Either manually fly it down to 100ft or lower or use the autopilot
• If conditions permit go slower then 154kts
• Drop the torpedo

Torpedo Settings
• Ceilling : 10ft
• Search Depth : 10ft
• Floor : 10ft

Now those torpedo settings take into account that while the torpedo searches left and right, it
doesn’t seem to matter at which depth the target actually is, hence the low floor and search
depth setting. Aside from that, we are talking bout water with 100ft or less depth, so the sub
doesn’t have that much depth to hide in anyway. One drawback of this is, that the torpedo
will attack any surface vessel close by if he finds that before the sub - so if there is anything
close to the sub you don’t want to hit, then better be very careful how you play this.
Page 37

High Altitude Attacks


The following tactic is quite far from reality, but considering some of the game mechanics
might be a necessity to use. One little known fact and probably seldom used option as well is
the fact that altitude makes a difference in speed in Dangerous Waters. Out to roughly
10,000ft the Max Speed of the P-3 is around 370 to 380kts. But it can go a lot faster. If you
climb over 10,000ft you will notice a steady increase in speed and the dial will top out at
roughly 480kts at the High altitude setting of 28,899ft. This little tidbit of knowledge coupled
with indestructible torpedoes (well, as long as they don’t hit a target) allows you to sling shot
your torpedoes nearly 5nm out! This is nothing against SAM armed Surface Ships, but
lurking sub skippers who want to send a SAM up yours can only watch in astonishment when
the death comes flying.

Now we could all be happy forever if there wasn’t that little problem lurking in the back. An
unfortunate aspect of the physics model is the fact that a torpedo who screams in at 650kts+
won’t just dip in and get on to work but dives a tad deeper than dropped from normal
altitudes of 300ft or less. That means, you better have, lets say, 400ft+ available to drop your
torpedo in or you will bury it deeeep in the mud. It helps to pay close attention to your
settings especially the Floor and Search Depth. Unless you have some depth to work with
you will need some shallow settings to get the torpedo turning upwards as quickly as
possible.

On a side note, if you can sling those pretty heavy torps for 5nm try imagine where your
buoys end up. Personally I only tested them up to 10,000ft/360kts and even then they fly a
hell of a long way (6nm). So if you are about to drop them from higher and at considerably
faster speeds, check the results beforehand and take notes, otherwise you might end up
dropping buoys all over the place, just not at the intended place.
Page 38

Appendix
A : Sonar Frequencies, TPK & Blade Count

Submarines
Class Country Freq 1 Freq 2 Freq 3 Freq 4 Freq 5 TPK Blades
AGOSTA Pakistan 50 125 360 1050 1877 10 7
AKULA-I Russia 50 125 320 1075 1493 7 7
AKULA-I IMPROVED Russia 50 125 320 1100 1883 7 7
AKULA-II Russia 50 125 320 1125 1886 7 7
AMÉTHYSTE France 50 125 340 1075 1520 7 7
COLLINS Australia 50 125 360 1050 1523 10 7
DAPHNÉ Pakistan 50 125 340 1200 1541 10 7
DELTA-IV Russia 50 125 360 975 1505 7 7
DSRV United States 60 125 485 995 1937 10 7
FOXTROT India 50 125 320 955 1517 10 6
HAI LUNG Taiwan 50 125 360 1050 1544 10 5
HAN China 50 125 340 1075 1511 7 7
HARUSHIO Japan 50 125 320 1050 1547 10 7
KILO China 50 125 340 1050 1502 10 6
India 50 125 340 1050 1502 10 6
Iran 50 125 340 1050 1502 10 6
Russia 50 125 340 1050 1502 10 6
KILO IMPROVED China 50 125 340 1050 1502 10 7
Russia 50 125 340 1050 1502 10 7
LOS ANGELES (688) United States 60 125 320 1075 1403 7 7
LOS ANGELES (688i) United States 60 125 320 1100 1406 7 7
MIDGET SUBMARINE North Korea 50 125 320 880 1952 12 7
MING China 50 125 320 955 1835 10 7
Mini-Sub Civilian 50 125 320 880 1952 12 7
Civilian 60 125 485 995 1937 10 7
OHIO United States 60 125 340 975 1412 7 7
OSCAR-II Russia 50 125 320 1025 1499 7 7
POISK-2 China 60 125 485 995 1937 10 7
Russia 60 125 485 995 1937 10 7
SEAWOLF United States 60 125 320 1125 1409 7 7
SONG China 50 125 360 1050 1514 10 7
TR-1700 Argentina 50 125 340 1050 1874 10 7
TRAFALGAR United Kingdom 50 125 320 1075 1490 7 7
TYPE 206A Germany 50 125 320 1050 1526 10 7
TYPE 209/1400 MOD.3 Brazil 50 125 320 1050 1529 10 7
TYPHOON Russia 50 125 320 1000 1508 7 7
VICTOR-III Russia 50 125 360 1150 1496 7 7
XIA China 50 125 360 975 1832 7 7
Page 39

Surface Military
Freq Freq Freq Freq Freq
Class Country 1 2 3 4 5 TPK Blades
ABUKUMA Japan 50 125 320 755 1799 8 4
ALLIGATOR Russia 50 195 430 875 1613 8 4
AMAZON Pakistan 50 160 450 700 1745 8 4
ARLEIGH BURKE United States 60 160 450 700 1430 8 5
ASAGIRI Japan 50 160 450 715 1796 8 4
AVENGER United States 60 125 485 915 1448 12 4
BOGHAMMAR Iran 50 125 485 1260 1763 12 4
BORIS CHILIKIN Russia 50 195 420 595 1616 8 4
BREMEN Germany 50 125 320 755 1706 8 5
BROADSWORD Brazil 50 125 340 1350 1559 8 4
CASSARD France 50 160 450 715 1667 8 5
CHARLES DE GAULLE France 50 125 395 670 1655 6 5
CHARLES F. ADAMS Germany 60 160 450 700 1865 8 4
CLEMENCEAU Brazil 50 195 395 655 1658 6 4
COMBATTANTE II Malaysia 50 125 495 1260 1769 12 4
COMBATTANTE IIB Iran 50 125 485 1290 1760 12 4
DEEPAK India 50 195 420 595 1694 8 4
DELHI India 50 160 310 715 1721 8 4
D'ESTIENNE D'ORVES France 50 125 360 1175 1676 8 4
DUKE United Kingdom 50 125 320 755 1556 8 4
DURANCE France 50 195 430 595 1688 8 4
Australia 50 195 430 595 1691 8 4
ENTERPRISE United States 60 195 395 670 1418 6 4
FAST INFILTRATION CRAFT North Korea 50 125 485 1260 1763 12 3
FEARLESS United Kingdom 50 195 420 855 1562 8 4
FORT VICTORIA United Kingdom 50 195 430 595 1565 8 4
FOUDRE France 50 195 420 1230 1682 8 4
FRENCH TYPE A-69 Argentina 50 125 340 1175 1739 8 4
FUQING China 50 195 430 595 1649 8 6
GEARING Taiwan 60 160 470 700 1742 8 4
GEORGES LEYGUES France 50 195 450 700 1664 8 4
GODAVARI India 50 125 320 755 1724 8 5
GRISHA-V Russia 50 125 320 775 1598 8 4
HAI OU Taiwan 50 125 485 1260 1778 12 4
HARPERS FERRY United States 60 195 430 875 1442 8 4
HERMES India 50 195 395 655 1838 6 4
HOUDONG Iran 50 125 485 1290 1784 12 4
HOUKU China 50 125 485 1260 1781 12 4
HUANGFENG China 50 125 495 1260 1862 12 4
North Korea 50 125 495 1260 1862 12 4
Pakistan 50 125 495 1260 1862 12 4
HUNT United Kingdom 50 125 495 935 1571 12 4
HUON Australia 50 125 495 915 1718 12 4
INVINCIBLE United Kingdom 50 195 405 655 1550 6 4
IVAN ROGOV Russia 50 195 420 855 1610 8 4
JEANNE D'ARC France 50 195 405 655 1661 6 4
JIANGHU I China 50 125 340 1175 1637 8 4
Page 40

Surface Military
Freq Freq Freq Freq Freq
Class Country 1 2 3 4 5 TPK Blades
JIANGWEI China 50 125 340 755 1634 8 4
KARA Russia 50 160 405 625 1583 8 4
KASHIN Russia 50 160 395 700 1586 8 3
India 50 160 470 700 1844 8 3
KASTURI Malaysia 50 125 360 815 1793 8 4
KIROV Russia 50 195 405 640 1577 8 4
KITTY HAWK United States 60 195 405 655 1421 6 4
KNOX Taiwan 60 125 340 1380 1775 8 4
KONGO Japan 50 160 450 700 1841 8 5
KONI Libya 50 125 320 755 1787 8 4
KRIVAK-III Russia 50 125 340 795 1601 8 4
KUZNETSOV China 50 195 395 655 1574 6 4
Russia 50 195 395 655 1574 6 4
LA FAYETTE France 50 160 360 755 1673 8 5
Taiwan 60 125 360 1350 1847 8 5
LEANDER Pakistan 50 125 320 1320 1856 8 5
LEANDER India 50 125 360 1320 1748 8 5
LUDA I China 50 160 450 715 1628 8 4
LUHU China 50 160 450 735 1631 8 4
MAGAR India 50 195 420 895 1727 8 4
MEKO 140 A16 Argentina 50 125 340 755 1736 8 5
MEKO 360 H2 Argentina 50 160 470 715 1733 8 4
NANUCHKA-II India 50 125 320 815 1853 8 4
Libya 50 125 320 815 1853 8 4
NANUCHKA-III Russia 50 125 360 815 1604 8 4
NATYA India 50 125 485 935 1751 12 4
NATYA Russia 50 125 495 935 1622 12 4
NEUSTRASHIMYY Russia 50 125 360 755 1595 8 4
NEWPORT Australia 60 195 420 895 1445 8 4
NIMITZ United States 60 195 395 685 1415 6 4
OLIVER HAZARD PERRY United States 60 125 320 755 1436 8 5
Australia 60 125 320 755 1859 8 4
OSA-II Libya 50 125 495 1260 1640 12 4
OSPREY United States 60 125 485 915 1451 12 4
OURAGAN France 50 125 420 875 1679 8 4
PFG-2 Taiwan 60 125 320 755 1772 8 5
SAAM Iran 50 125 360 755 1757 8 4
SAAM Iran 50 125 360 755 1757 8 4
SACRAMENTO United States 60 195 430 565 1454 8 6
SANDOWN United Kingdom 50 125 485 915 1568 12 4
SHEFFIELD Argentina 50 125 450 700 1880 8 5
SLAVA Russia 50 195 395 610 1580 8 4
SOVREMENNY China 50 160 470 735 1592 8 4
Russia 50 160 470 735 1592 8 4
SPRUANCE United States 60 160 470 700 1433 8 5
SUPPLY United States 60 195 430 580 1457 8 6
Page 41

Surface Military
Freq Freq Freq Freq Freq
Class Country 1 2 3 4 5 TPK Blades
T-43 China 50 195 495 935 1652 12 4
TARANTUL- III Russia 50 125 320 835 1607 8 4
TARANTUL-I India 50 125 320 815 1868 8 4
TICONDEROGA United States 60 160 395 610 1424 8 5
TICONDEROGA VLS United States 60 160 395 625 1427 8 5
TOURVILLE France 50 160 470 735 1670 8 4
TRIPARTITE France 50 125 495 915 1700 12 4
TYPE 143A Germany 50 125 485 1260 1709 12 4
TYPE 332 Germany 50 125 495 915 1715 12 4
TYPE 42 United Kingdom 50 160 450 700 1553 8 5
UDALOY Russia 50 160 450 715 1589 8 5
VICTORIOUS United States 60 125 485 915 1448 8 4
VISHNAYA Russia 50 125 485 550 1619 12 4
WASP United States 60 195 420 875 1439 8 4
YARROW FRIGATE 2000 Malaysia 50 125 350 755 1790 8 4
YUTING China 50 125 420 895 1646 8 4

Surface Civilian
Class Country Freq 1 Freq 2 Freq 3 Freq 4 Freq 5 TPK Blades
Car Carrier Civilian 60 195 430 910 1478 10 4
Cargo Ship Civilian 60 160 420 910 1481 10 4
Cruise Ship Civilian 60 160 420 870 1943 15 7
Fishing Boat Civilian 50 125 485 1200 1484 25 4
Fishing Boat (Modified) North Korea 50 125 485 1200 1484 25 4
Freighter Civilian 60 160 420 910 1931 20 7
Oiler Civilian 60 160 420 910 1475 7 4
Powerboat Civilian 50 125 495 790 1946 30 7
Super Tanker Civilian 60 195 430 910 1958 7 4
Trawler Civilian 50 160 495 1200 1487 25 4
Yacht Civilian 60 125 485 740 1934 30 7

Mines & UUVs


Class Country Freq 1 Freq 2 Freq 3 Freq 4 Freq 5 TPK Blades
Mobile Mine Military 50 125 320 610 1802 30 4
SLMM Military 60 125 340 780 1472 30 4
UUV Military 60 125 340 780 1955 30 4

Decoys
Class Country Freq 1 Freq 2 Freq 3 Freq 4 Freq 5 TPK Blades
Active Decoy Military 50 125 485 1826 0 0 0
Towed Decoy Military 50 125 495 1829 0 0 0
Page 42

Torpedo
Class Country Freq 1 Freq 2 Freq 3 Freq 4 Freq 5 TPK Blades
53 cm Torpedo Military 50 125 320 610 1802 30 4
53-65K Torpedo Military 50 125 340 730 1898 30 4
53-65KE Torpedo Military 50 125 340 730 1898 30 4
65 cm Torpedo Military 50 160 495 630 1805 30 4
A 244 Torpedo Military 50 125 360 1140 1820 30 4
APR-2E Torpedo Military 50 125 360 750 1916 30 4
DM 2A4 Torpedo Military 50 125 360 1120 1817 30 4
E 15 Torpedo Military 50 125 320 750 1919 30 4
E45-75A Torpedo Military 50 125 320 730 1889 30 4
F 17 Torpedo Military 50 125 340 740 1904 30 4
L5 Torpedo Military 50 125 320 740 1901 30 4
Mk 37 Torpedo Military 60 125 340 780 1811 30 4
Mk 44 Torpedo Military 60 125 340 800 1814 30 4
MK 46 Torpedo Military 60 125 340 720 1463 30 4
MK 48 ADCAP Torpedo Military 60 160 495 760 1469 30 4
MK 50 Torpedo Military 60 125 340 740 1466 30 4
SAET-60 Torpedo Military 50 125 340 730 1895 30 4
SET-53ME Torpedo Military 50 125 320 610 1802 30 4
SET-65 Torpedo Military 50 125 320 730 1892 30 4
SET-65E Torpedo Military 50 125 320 730 1892 30 4
Shkval Torpedo Military 50 160 495 760 1928 0 0
Spearfish Torpedo Military 50 125 340 1100 1808 30 4
SST-4 Torpedo Military 50 125 320 750 1919 30 4
Stingray Torpedo Military 50 125 320 1160 1823 30 4
SUT Torpedo Military 50 125 320 750 1919 30 4
TEST-71M Torpedo Military 50 125 320 730 1892 30 4
TEST-71ME Torpedo Military 50 125 320 730 1892 30 4
TEST-71ME-NK Torpedo Military 50 125 320 730 1892 30 4
Tigerfish Torpedo Military 50 125 360 740 1907 30 4
Type 40 Torpedo Military 50 125 340 740 1913 30 4
Type 89 Torpedo Military 50 125 320 740 1910 30 4
UMGT-1 Torpedo Military 50 125 320 730 1889 30 4
USET-80 Torpedo Military 50 125 340 730 1895 30 4
USET-95 Torpedo Military 50 125 340 750 1922 30 4
Yu-3 Torpedo Military 50 125 320 750 1919 30 4
Yu-4 Torpedo Military 50 125 320 750 1919 30 4
Page 43

B : Buoy Spacing Chart

DANGEROUS WATERS - Buoy Spacing Chart


Speed over Yards 500yrds 1000yrds 1500yrds 2000yrds
Ground Sec Spacing Spacing Spacing Spacing
150 83 6.0 12.0 18.0 24.0
160 89 5.6 11.3 16.9 22.5
170 94 5.3 10.6 15.9 21.2
180 100 5.0 10.0 15.0 20.0
190 106 4.7 9.5 14.2 18.9
200 111 4.5 9.0 13.5 18.0
210 117 4.3 8.6 12.9 17.1
220 122 4.1 8.2 12.3 16.4
230 128 3.9 7.8 11.7 15.7
240 133 3.8 7.5 11.3 15.0
250 139 3.6 7.2 10.8 14.4
260 144 3.5 6.9 10.4 13.8
270 150 3.3 6.7 10.0 13.3
280 156 3.2 6.4 9.6 12.9
290 161 3.1 6.2 9.3 12.4
300 167 3.0 6.0 9.0 12.0
310 172 2.9 5.8 8.7 11.6
320 178 2.8 5.6 8.4 11.3
330 183 2.7 5.5 8.2 10.9
Page 44

C : Datum Prosecution – Expanding Circles Chart

Expanding Circle Chart: Use to estimate Area of Probibility Based on


range from Datum, using Speed Estimate of Target vs. Datum Age. Units in Yards.

Time in Minutes
Speed Kts 1 2 3 4 5 6 7 8 9 10 11
1 33 67 100 133 167 200 233 267 300 333 367
2 67 133 200 267 333 400 467 533 600 667 733
3 100 200 300 400 500 600 700 800 900 1000 1100
4 133 267 400 533 667 800 933 1067 1200 1333 1467
5 167 333 500 667 833 1000 1167 1333 1500 1667 1833
6 200 400 600 800 1000 1200 1400 1600 1800 2000 2200
7 233 467 700 933 1167 1400 1633 1867 2100 2333 2567
8 267 533 800 1067 1333 1600 1867 2133 2400 2667 2933
9 300 600 900 1200 1500 1800 2100 2400 2700 3000 3300
10 333 667 1000 1333 1667 2000 2333 2667 3000 3333 3667
11 367 733 1100 1467 1833 2200 2567 2933 3300 3667 4033
12 400 800 1200 1600 2000 2400 2800 3200 3600 4000 4400
13 433 867 1300 1733 2167 2600 3033 3467 3900 4333 4767
14 467 933 1400 1867 2333 2800 3267 3733 4200 4667 5133
15 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 5500
16 533 1067 1600 2133 2667 3200 3733 4267 4800 5333 5867
17 567 1133 1700 2267 2833 3400 3967 4533 5100 5667 6233
18 600 1200 1800 2400 3000 3600 4200 4800 5400 6000 6600
19 633 1267 1900 2533 3167 3800 4433 5067 5700 6333 6967
20 667 1333 2000 2667 3333 4000 4667 5333 6000 6667 7333
21 700 1400 2100 2800 3500 4200 4900 5600 6300 7000 7700
22 733 1467 2200 2933 3667 4400 5133 5867 6600 7333 8067
23 767 1533 2300 3067 3833 4600 5367 6133 6900 7667 8433
24 800 1600 2400 3200 4000 4800 5600 6400 7200 8000 8800
25 833 1667 2500 3333 4167 5000 5833 6667 7500 8333 9167
26 867 1733 2600 3467 4333 5200 6067 6933 7800 8667 9533
27 900 1800 2700 3600 4500 5400 6300 7200 8100 9000 9900
28 933 1867 2800 3733 4667 5600 6533 7467 8400 9333 10267
29 967 1933 2900 3867 4833 5800 6767 7733 8700 9667 10633
30 1000 2000 3000 4000 5000 6000 7000 8000 9000 10000 11000
31 1033 2067 3100 4133 5167 6200 7233 8267 9300 10333 11367
32 1067 2133 3200 4267 5333 6400 7467 8533 9600 10667 11733
33 1100 2200 3300 4400 5500 6600 7700 8800 9900 11000 12100
34 1133 2267 3400 4533 5667 6800 7933 9067 10200 11333 12467
35 1167 2333 3500 4667 5833 7000 8167 9333 10500 11667 12833
Page 45

Expanding Circle Chart: Use to estimate Area of Probibility Based on


range from Datum, using Speed Estimate of Target vs. Datum Age. Units in Yards.

Time in Minutes
Speed Kts 12 13 14 15 16 17 18 19 20
1 400 433 467 500 533 567 600 633 667
2 800 867 933 1000 1067 1133 1200 1267 1333
3 1200 1300 1400 1500 1600 1700 1800 1900 2000
4 1600 1733 1867 2000 2133 2267 2400 2533 2667
5 2000 2167 2333 2500 2667 2833 3000 3167 3333
6 2400 2600 2800 3000 3200 3400 3600 3800 4000
7 2800 3033 3267 3500 3733 3967 4200 4433 4667
8 3200 3467 3733 4000 4267 4533 4800 5067 5333
9 3600 3900 4200 4500 4800 5100 5400 5700 6000
10 4000 4333 4667 5000 5333 5667 6000 6333 6667
11 4400 4767 5133 5500 5867 6233 6600 6967 7333
12 4800 5200 5600 6000 6400 6800 7200 7600 8000
13 5200 5633 6067 6500 6933 7367 7800 8233 8667
14 5600 6067 6533 7000 7467 7933 8400 8867 9333
15 6000 6500 7000 7500 8000 8500 9000 9500 10000
16 6400 6933 7467 8000 8533 9067 9600 10133 10667
17 6800 7367 7933 8500 9067 9633 10200 10767 11333
18 7200 7800 8400 9000 9600 10200 10800 11400 12000
19 7600 8233 8867 9500 10133 10767 11400 12033 12667
20 8000 8667 9333 10000 10667 11333 12000 12667 13333
21 8400 9100 9800 10500 11200 11900 12600 13300 14000
22 8800 9533 10267 11000 11733 12467 13200 13933 14667
23 9200 9967 10733 11500 12267 13033 13800 14567 15333
24 9600 10400 11200 12000 12800 13600 14400 15200 16000
25 10000 10833 11667 12500 13333 14167 15000 15833 16667
26 10400 11267 12133 13000 13867 14733 15600 16467 17333
27 10800 11700 12600 13500 14400 15300 16200 17100 18000
28 11200 12133 13067 14000 14933 15867 16800 17733 18667
29 11600 12567 13533 14500 15467 16433 17400 18367 19333
30 12000 13000 14000 15000 16000 17000 18000 19000 20000
31 12400 13433 14467 15500 16533 17567 18600 19633 20667
32 12800 13867 14933 16000 17067 18133 19200 20267 21333
33 13200 14300 15400 16500 17600 18700 19800 20900 22000
34 13600 14733 15867 17000 18133 19267 20400 21533 22667
35 14000 15167 16333 17500 18667 19833 21000 22167 23333
Page 46

D : Close in Buoy Spacing Chart

Distance in Yards Distance in Nautical Miles


Target Speed in Kts 2 Min. 4 Min. 2 Min. 4 Min.
0 0 0 0 0
1 67.5 135 0 0.1
2 135 270 0.1 0.1
3 202.5 405 0.1 0.2
4 270 540 0.1 0.3
5 337.5 675 0.2 0.3
6 405 810 0.2 0.4
7 472.5 945 0.2 0.4
8 540 1080 0.3 0.5
9 607.5 1215 0.3 0.6
10 675 1350 0.3 0.6
11 742.5 1485 0.4 0.7
12 810 1620 0.4 0.8
13 877.5 1755 0.4 0.9
14 945 1890 0.5 0.9
15 1012.5 2025 0.5 1
16 0.5 1.1
17 0.6 1.1
18 0.6 1.2
19 0.6 1.3
20 0.7 1.3
21 0.7 1.4
22 0.7 1.5
23 0.8 1.5
24 0.8 1.6
25 0.8 1.7
26 0.9 1.7
27 0.9 1.8
28 0.9 1.9
29 1 1.9
30 1 2
31 1 2.1
32 1.1 2.1
33 1.1 2.2
34 1.1 2.3
35 1.2 2.3
36 1.2 2.4
37 1.2 2.5
38 1.3 2.5
Page 47

E : Drop Ranges

Buoy Dropping Ranges

The numbers presented here are based on testing and are rounded, individual results might
vary a bit, but probably not more then 10yds (lower ranges) / 100yds (higher ranges) give or
take. The speeds are noted down as Speed the Autopilot acknowledges when pressing the
respective key and the resulting speed with wind from the side (or without wind).

Setting
“1” = 154 (180) kts “2” = 263 (300) kts “3” = 364 (360) kts
Altitude Distance
300ft 400yds 700yds 800yds
1000ft 950yds 1550yds 1850yds
2000ft 1700yds 1.4nm 1.6nm
3000ft 1.1nm 1.7nm 2.1nm
4000ft 1.3nm 2.2nm 2.7nm
5000ft 1.6nm 2.6nm 3.2nm
6000ft 2.0nm 3.2nm 3.8nm
7000ft 2.4nm 3.7nm 4.4nm
8000ft 2.7nm 4.2nm 5.0nm
9000ft 3.0nm 4.5nm 5.4nm
10000ft 3.2nm 5.0nm 6.0nm

Torpedo Dropping Ranges

The numbers presented here are based on testing and are rounded, individual results might
vary a bit, but probably not more then 10yds (lower ranges) / 100yds (higher ranges) give or
take. The speeds are noted down as Speed the Autopilot acknowledges when pressing the
respective key and the resulting speed with wind from the side (or without wind). I only
mapped out the 4 available preset altitudes of MAD, Low, Medium and High. If you use
altitudes in between, you have to make a guess on the resulting numbers or test it yourself.
Take note that the torpedo enters the water nearly vertical at the Medium and High altitude.

Setting
“1” = 154 (180) kts “2” = 263 (300) kts “3” = 364 (360) kts
Altitude Distance
300ft (MAD) 260yds 380yds 430yds
678ft (Low) 380yds 530yds 560yds

“1” = 154 (180) kts “2” = 263 (300) kts “3” = 364 (420) kts
13599ft (Medium) 1.3nm 2.3nm 3.0nm

“1” = 154 (180) kts “2” = 263 (300) kts “3” = 364 (465) kts
28899ft (High) 2.0nm 3.3nm 5.0nm
Page 48

F : OrionWarrior TeamSpeak Server


Introduction
Orion Warrior is supporting a Team Speak server for all members to use at no cost.
TeamSpeak is a popular second party voice communication program that will run behind
Dangerous Waters and allow a crew/team to communicate real time just like an Interior
Communication System (ICS) on the aircraft.

Aside from the OrionWarrior TS Server there are other Servers available, the most
noticeable one the DW Central TS Server. However the following little tutorial will deal with
the OW TS Server only. Take note, passwords are CASESENSITIVE. The tutorial below can
be found in this thread at the OW Forum as well: OW TS Tutorial

Requirements
• Headset
• TeamSpeak client

How-To get a TeamSpeak client

Just click on this link : TeamSpeak Homepage and download the latest client from the right
hand side Quick Downloads menu.

How-To set up a TeamSpeak client

1. To get started... get a microphone and make sure it works! If you have WindowsXP,
you can do this from the Sound, Speech, and Audio Devices in your Control Panel:

If you have problems, fix them before you get on a TeamSpeak channel during actual
gameplay. If you have feedback or distortion, work it out by moving your microphone,
changing your microphone settings, etc...
Page 49

2. Set-up and test your mic offline

The output volume is what others players hear.

Always use Push to talk mode... Voice activation tends to


cause static, feedback, and unwanted noise in your
microphone.

Local Test Mode allows you to test your setup with the Push
to talk key. The test codec listed is only in the test mode and
not necessarily what the server will use while you transmit.
TS tends to have more codecs available for server use
which tends to be why people say it sounds the best.

3. Other recommended settings to make offline

Setting to WAVE will minimize echoing. Make sure the


slider is all the way over to the right for max quality

Ensure your bandwidth is unlimited if you have a


good internet connection.
Page 50

Set your processor priority to high to minimize lag.

4. click: CONNECTION => CONNECT => ADD


SERVER

use the info provided below and select


Anonymous

5. Then click CONNECT to log in.


You will be logged in as a non-
registered user into the LOBBY.

Register yourself with your nickname


you use on Orion Warrior.

This will allow you to have the same


settings everytime you enter the
server.

You have to change your connection


settings to login as a registered user:

Change the password to the one you


just registered with.

Select AUTO-RECONNECT.

TeamSpeak Login Settings

For the OrionWarrior TeamSpeak Server :


IP : 67.18.58.10:8801
Pass : steelontarget

For the Central DW TS Server :


IP : central.tmspk.com:9234
Pass : Arrakis
Page 51

G : Multiplayer with Hyperlobby

Hyperlobby is a free Online Matchmaking System for various games including Dangerous
Waters™. All you have to do is download the client, install it, log on and enjoy Multiplayer
Battles. To give you a quick start on using Hyperlobby I included a short Step-by-Step tutorial
on how to install and use Hyperlobby. At this time you will have to consult the online
Hyperlobby manual for details and further questions. The HL manual or part of it, may be
included at a later time within this manual if Jiri the creator of Hyperlobby agrees on that.
Further, just as this manual undergoes development and updates, so does Hyperlobb, so
check back regularly there for updates and changes.

Step-by-Step Instructions to get started with Hyperlobby and enjoy MP Battles.

1. Download the latest Hyperlobby client through this link : Hyperlobby Client

2. Follow the instructions and install the client

3. Start the Hyperlobby client

4. Follow the Instructions in the Hyperlobby manual to set up an account.

5. Connect to the Dangerous Waters Game Room

Find other players and enjoy your game

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