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688 Attack Sub - Commodore Amiga - Manual

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1. AKA fessen TE V V V HA mg a NE INV E L A i hon a K OE zR Radio Room Periscope Navigation Sonar Room Board Figure 1 1 688 CONN At each of the stations are controls for different parts of the sub Some of the controls are clustered into control groups for instance the controls for the sound filter active sonar and towed array make up the Sonar Control group The stations and their controls are hot spots areas that perform functions You give commands by moving the cursor to a hot spot and press lt Enter gt or clicking a mouse button There are two ways to move the cursor Using a mouse A mouse with a Microsoft r compatible mouse driver is by far the easiest way to play the game Your cursor will change color and or shape when it s over a hot spot Click a button on your mouse to select that function If you encounter problems with your mouse you may have to disconnect it and use the keyboard to move the cursor Turn to p 34 for information on disconnection the mouse Using the keyboard Move the cursor using the lt Tab gt key and the arrow keys Pressing lt Tab gt while holding the lt Shift gt key down moves through the groups in reverse Use lt Tab gt or lt Shift gt Tab to tab through the different control groups then use the right and left arrow keys lt gt to move the cursor between positions within a control group The up and down arrow keys v will
2. Escape See Figure 3 3 for map of location BATON ROUGE he Mediterra 688 Your crew is fatigued from month long operations t ts that there are t in nean so fee less than happy when your commander repo Soviet submarines waiting to accompany you out of the rait of Gibraltar The Navy wants you to make a lasting ieee on the Russians you must pass through the western edge of the Strait undetected by Soviet subs The Soviets shouldn t have contact on you when you reach the Atlantic See p 38 Sonar Contacts r S u Torpedoes 20 Mark 48 ADCAP Torpedoes Missiles 4 Submarine Launched Harpoon Anti Ship Missiles Noisemakers Alfa While returning fromtour duty your sub is suddenly ordered back to the Strait of Gibraltar where you ll wait to intercept an American attack sub Intelligence sources observed a 688 in an Italian port and expect it to exit the Mediterranean soon You must keep contact on the 688 as it enters the Atlantic see p 38 Sonar Contacts Also you must be at a range at which you could easily destroy the 688 if you had to see pp 58 59 Evading Torpedoes for ranges Try to be sly about this active sonar will not only make your presence known it could be regarded as hostile action Torpedoes 18 Type 53 Torpedoes Noisemakers Modem This mission provides a good battlefield for a one on one hunt and kill scenario However even if you throw out the mission objectives and just play to the death
3. However this isn t Radio Room EXIT Returns you to the CONN PERISCOPE Raises or lowers your periscope You must be at periscope depth 20 ft to raise your periscope ANTENNA Raises or lowers your antenna You must be at periscope depth 20 ft to raise your antenna Message Review MEMPHIS If messages fromthe crew are rolling by too quickly and you think you missed something critical you can review the messages in the radio room Select PREV to review the previous recorded message It will appear in the message bar only darker than the current messages coming from your crew NEXT will scroll you forward through the recorded messages until you come to the latest message Transmit got your mission objectives you can review your mission orders mission by selecting TRANSMIT and typing MISSION You must Seite 31 so DD 688 Attack Sub be at periscope depth and your antenna must be up MI AMI When you re playing by modem you can use TRANSMIT to chat with your opponent For this you can be at any depth and you don t need to use your antenna Select TRANSMIT and type your message on the keyboard Pressing lt Enter gt turns off the transmit mode and sends the message Navigation Board EXIT Returns you to the CONN Plotting MI NNEAPOLIS SAI NT PAUL ALL TRACKS Select this to view the tracks of all the targets displayed on the screen The tracks appear as small dots The closer the dot a
4. Missions pp 18 20 Missiles are loaded and launched the same way torpedoes are Select the missile box then select it again to initiate the arming cycle The missile icon will appeal as long as you still have missiles on board When the icon turns a darker color it s ready to fire Select LAUNCH to fire the missile Missile specifications begin on p 64 TARGET Targets a vessel see TARGET p 44 LAUNCH Launches a torpedo noisemaker or missile whichever is currently selected Torpedo Control SAN FRANCISCO The Torpedo Control Functions let you guide torpedoes to a target or location or set them on an active search program This is useful if your torpedo seems to have lost its target or in those situations where you don t have a firm fix on an enemy vessel that you want to try and take out Seite 38 688 Attack Sub SAN J UAN A launched torpedo has a guidance wire connecting it to an sub The guidance wire is 7 5 nm long once it s cut you can no longer control the weapon The weapons officer will inform a when a torpedo has gone off course The torpedo marker on the map will change to a darker color red on most machines A torpedo with a guidance wire will seek a target unti it detonates or runs out of fuel SALT LAKE CITY ntrol it you must SELECT If you ve launched a torpedo and de want to c f in the viewing window Use V first press SELECT A crosshair cursor will appear FS the TAB key or mo
5. Right now you re t periscope depth 20 ft so go to the PERISCOPE button and select t Rotate the periscope until you see the destroyers Select TARGET A rosshair cursor will appear in the viewing window Place the cursor on he closest ship and press lt Enter gt or click the mouse button Notice the target information that fills the bar at the top of the screen Now take a look at the top down map by selecting T on the 9 button map display control in the lower left corner of the screen At lease one of the X s should have turned into a letter This means that you have a firmfix on the target s location If you can t see the letter the target may be outside the map area Select O on the map display control until you get a bigger view of the map While your periscope Is still up return to the CONN by selecting EXIT In an effort to reduce filesize the remaining figures have been deleted Figure 2 3 Navigation Board 4 Set a waypoint While your periscope is giving you a firm fix on your targets go to the Navigation Board so you can set the auto pilot to steer your sub toward your targets Select SET fromthe WAYPOINT CON TROLS A crosshair cursor will appear on the map Using the mouse or the cursor keys move the crosshair to a point near your targets Press lt Enter gt or the button on your mouse to select that point A number wil appear marking the waypoint Now that you know the general direction you should be going ret
6. SSMs SS N 12 Seite 50 688 Attack Sub Max Mission Aircraft Nat Speed Endurance Notes Lockheed US 415 kt 16 hours This four engine land based plane P3C has served the US Navy well as an ASW Orion patrol aircraft With its onboard radar forward looking infra red MAD equipment and sonobouys the PC3 Orion is used to detect track and if necessary destroy enemy submarines ky US 126 kt 3 1 2 hrs Carried by a variety of cruisers destroyers frigates and special heli k copter carriers the Seahawk acts as pter the forward sensors of the ship based LAMPS ASW system With its search radar towed MAD system sonobuoys and dipping sonar the helicopter provides raw data to the parent o onboard processors The Seahawk also carries two Mk 46 lightweight torpedoes making it a serious threat to enemy Submarines Designer s Notes By Paul Grace When John Randy and started 688 Attack Sub we wanted to design a game where the strategic and tactical decisions that confront the player occur at a reasonably exciting pace An attack sub isn t a jet fighter of course but we felt that a submarine game s potential for excitement and serious challenge was at least equal to that of an air combat simulator and given the things that today s billion dollar subs can do the potential might even be greater However creating a submarine game that s both reasonably accurate as a simulation yet exciting enough to play as a game pres
7. THERE ARE 10 Starting on page 18 you ll find paragraphs marked with the names of Los Angeles class submarines Find the name of the sub they re in alphabetical order then look at the paragraph that s directly to its side Find the sentence fragment you see onscreen then enter the first three letters of the next missing word For example the next missing word in the sentence asked for in Figure 1 2 is DIFFERENT p 18 DIF would be the letters you d enter into the boxes on the screen 8 Use the arrows below the boxes to enter the letters When you have the letters in the right sequence select SEND CODE If you ve transmtted the correct security code you will receive your mission orders 688 Attack Sub will tel you if you ve sent an invalid code and will put you back in the CONN If this Tens go to the Radio Roomto try again You have as many tries as you want Quitting the Game To quite the game select EXIT fromthe CONN You ll be given a choice of playing another mission continuing your last mission or exiting to DOS Select EXIT TO DOS How to Get Help You can get on line help for all the controls with the Help feature Press lt Fl gt within each station of fromthe CONN go get explanations of each feature Press the SPACEBAR to advance through the help screens Before you dive into the first scenario try using the help key to take a walking tour of your sub When you re done you ll at least have a nodding acq
8. The auto pilot won t control your depth either so make sure you re not too close to Seite 32 688 Attack Sub the ocean floor A waypoint is cleared only when you ve reached it or when you ve selected CLEAR SET You can only set waypoints while viewing the top down map When you select this command a crosshair cursor will apaa in the viewing window Move the cursor to where you want your sub to go and press lt Enter gt or any mouse button A number will appear on pour map marking the waypoint You may select up to nine waypoints The ship s auto pilot wil guide the sub to each waypoint In numerical order CLEAR Erases the last waypoint you set TIME Turns on the time O feature making game time go by twice as fast this is a rough approximation the exact ratio depends on the speed of your computer Use this to speed up the game during longer transits Press lt Enter gt to return to normal time NEWPORT NEWS AUTO PILOT Turns the auto pilot on or off The auto pilot will only function if you have set at least one o Changing the rudder wil automatically turn OFF the auto pilot Changing depth or speed won t effect the auto pilot Note that the auto pilot is oblivious to the ocean depth It won t take you to a higher depth If you re about to smash into the bottom of the ocean If something comes up and you have to change your course manually using the rudder thus turning your auto pilot off you can always
9. defense attempts to cripple or intimidate the enemy by attacking long range targets behind enemy lines The next step is to destroy inland Se e this mission you ve been sen to the Baltic Sea to deliver a load of Tomahawk cruise missiles that will take out Soviet nuclear weapons facilities When the scenario begins you re just off the coast of East Germany One of the first things you should so is raise your pene to confirm your location Switch to top down map by selecting T on the map display Zoom out selecting O until you see a letter on the top down map The letter is a pre set waypoint for your Tomahawk missiles this is the target you ll be firing your mssiles at Cruise missiles such as the Tomahawk get their bearings by Seite 20 688 Attack Sub comparing computerized maps with t t cal terrain what you re doing is providing the missile with 0 5 t landmark which the missile will use as a reference point to guide itself ts target With your periscope stil raised select TARGET You have only 5 mi nutes to fire ALL four missiles Don t get too far away fromthe coast or you ll lose the targeted waypoint for the missiles After you fire the missiles de must rely on your own cunning to escape through the narrow heavily patrolled passage out of the Baltic Sea h f t e irs 0 Torpedoes 20 Mark 48 Torpedoes Missiles 4 Submarine Launched Tomahawk Cruise Missiles Noisemakers 28 4 GAME CONTROLS Configuring 688
10. pou should concentrate on moving to the west so you won t wander out of the playfield and end the mission abruptly Goulash Figure 3 4 Mouth of the Adriatic Sea Seite 17 688 Attack Sub BI RMI NGHAM 688 Under new leadership Yugoslavia attempts to reform their economy and widen their autonomy To do so they have chosen a capitalist model and have asked for NATO s support Perceiving a Yugoslavian alliance with NATO as a threat to themselves and the other Warsaw Pact nations the Soviets invade Yugoslavia and attempt to set up a naval blockade The U S and Italy agree to provide Yugoslavia with covert military aid A Los Angeles class submarine is assigned as escort to provide maximum protection with a minimum of exposure Your job is to get six cargo ships north to Trivat before the rebellion is completely crushed The Soviet warships have orders to sink first ask questions later if they get close enough your cargo ships are history You can try to lead the warships away or you can make the seas safe for free trade by destroying the warships before they re in range of the cargo ships The bottomline is the cargo ships must get northeast safely Torpedoes 20 Mark 48 Torpedoes Missiles 4 Submarine Launched Harpoon Anti Ship Missiles Noisemaker 6 Figure 3 5 Kunashir Passage BOSTON 688 Sparked by the Yugoslavian c onflic a ed war in Europe begins and quickly escalates into World War a f limit l T
11. without redialing The game ends in the Radio Roomso that the players can type messages to each other and arrange for another game see Sending messages to your opponent above Decide what mission you want to play Seite 23 688 Attack Sub to ori te the call either player can originate Both players must select ENI omthe top left corner of the Radio Room A message window will app in the middle of the screen Each player should select PLAY AGAIN then Select the new mission The originator selects ORIGINATE The answerer selects MANUAL ANSWER The modems wi know they re connected and the game will begin without one of the modems needing to dial and who is going gina T i ea g the game READ THIS The game ends in the Radio Room Select rom the top left corner A message window will appear in the middle screen When you ve played all the modem games you re going to play at day select EXIT TO DOS You MUST return to DOS n order to break odem connection If you don t the computer will still maintain contact ith the other modem even if you ve gone on to play a new mission against he computer That can add up to big bucks if the call was long distance in if he th m os HELENA Getting cut off during your game Does your phone have call waiting If it does you may be getting calls during your games which disrupt the modem connection You can temporarily stop your call waiting service so that other calls won
12. 688 has been assigned to patrol an area north of Japan an important sea lane through which a number of Soviet SSBN s nuclear powered ballistic missile submarines travel A Soviet SSBN has reportedly left Vladivostok the day before and is entering your patrol sector It may be under the protection of a Soviet attack Submarine SSN Your main objective is the TA of any you encounter as dessert Since slow moving SSB can be extremely ult to detect a Seahawk helicopter will try to a you in locating f the WL a finds the boomer it ll drop a marker buoy in its ity The marker buoy floats on the ocean surface and transmits a sonar of n n a lt Tan informing you that it s over the general location of the SSBN Your ficer will inform you when he detects a buoy When you get the message you should go to a depth of 150 ft or less so the marker buoy Note the bearing and the distance of far away to launch torpedoes make a course for the buo enough launch torpedoes and direct them to the buoy s the torpedoes in a search program tt Torpedoes 20 Mark 48 Torpedoes Missiles 4 Submarine Launched Harpoon Anti Ship Missiles Seite 18 688 Attack Sub Noisemakers 6 Alfa Virtually all Soviet ships entering or leaving the main port of Vl adivos tok must traverse the Kunashir passage This strategically critical choke point connecting the Sea of Japan with the Pacific 1s a likely place for an American attack on the outbound
13. COME OG to atte toe tal eh eta Ga Palak atlas pk ae a 36 Reading Your Disp hay Sito aga haya at aces ade AEE 36 Radi RO OM Mens a dec hak EA ck wien chs eben NG Boe Buh web mata E ene E Guhrke Minka tees 42 Naviga ti One B Oa Tdi aia ona dl acd TAM A tind Abc Tarde 43 SIT Po eS GOMES Pamela sad a tc ator ali are OL Da Rote eda oe 45 SOMA ROOM iets oa ul atte tod Batali oak GA TA Ja KN a wat al aa A it aa A 46 PETI ONE an aaa aaa doe A ea a RATA paths dng D E Ba AP Ag Aa maiden idea oR ena a Kg A a patie 48 Weapons Control UP an el sees deat nai Pacis a a ENGGA oP pee apo Ba KE cad 49 A A wont rags cous Hein PG hPa NN 51 6 SUD Mae ies Wat Fader 5 im ata iaa nim a lone Caged a haved NA ANG a GAN bam eats 52 T Tecthni tal Re bere nen care eee open Wee ee en a AA KE E oe aaa E aw ee areata 60 SUDIMAT TANGIS ss aga gpk kit BA a e BANA net Peat ete iti BA ebay eed 60 Wea PON SL ar a bara NENG arty Ait E a NGA A Ate AME apa hela PAE ae Spares 61 SIN Ge A EA teh cae a Tat atta AG EN KANG oda Ya aged AIG Git ce Gh ah IR Re Asada ae Hee 65 AU CR or a gy toad Sie BAB TAL se Spec ded Giddy Ved ch ge D a ie dae aha 68 append NGAEN asics at O E A O eid Gel agar Kai 70 ASS A Ate ke D a eos de ian hae a ea ate hte de ayn te ma ah RA evs Rel cts doe han A 71 DIV CN ead ihe en ne u enn alee hoarse ata hy ag ict AN aa ace ata a he by arene tila Macs he a hes aa 73 Seite l 688 Attack Sub WELCOME ABOARD There are only two kinds of shi
14. SSBN you ve been ordered to protect If it comes down to combat don t confuse the SSBN with the 688 Make sure you know what you re firing on because your torpedoes won t The sonar analyzer will help dist inguish contacts and keep you from firing on friendlies see pp 46 Sonar Computer Torpedoes 18 Type 53 Torpedoes Noisemakers 4 Modem This mission can also be played by modem Surprise Party Figure 3 6 Edge of the Celtic Shelf BREMERTON 688 The war is heating up NATO is sending a large battle group to the Norwegian Sea fromthe south in support of their current forces The Norwegian Sea is of vital significance to both sides it represents the only access the Soviet Northern Fleet has to the Atlantic Ocean If NATO can keep the Soviet Northern Fleet bottled up in home ports American and European shipping can continue delivering preciously needed arms and Supplies with minimum harassment Your orders are to escort the reinforce ments to the north and protect them from Soviet submarine attack Torpedoes 20 Mark 48 Torpedoes Missiles 4 Submarine Launched Harpoon Anti Ship Missiles Noisemakers 6 Alfa Your orders are to patrol your sector and proceed to attack any enemy vessels you encounter You stumble onto a large battle group and must single handedly engage the American ships Good luck Torpedoes 18 ee 53 Torpedoes Noisemakers Modem Since the Alfa is at a clear disadvantage in this mission the stron
15. have their penalties not only do you become more audible to enemy sonar at high speeds you can t hear as much over your own engines and the water flowing over your hydrophones Part of the real art of submarining is knowing when you should use high speeds and when you should cut your engines completely REV reverse will slow you down quickly but it is EXTREMELY noisy the sub s propeller is spinning va es its normal direction which produces a LOT of cavitation especially between 0 and 100 ft Seite 34 688 Attack Sub OMAHA RUDDER The rudder changes the ship s course PROVIDED you re moving forward The control is incremented which means you can control the rate at which you change course The farther you move the handle to the left or right the harder i e more sever the turn Remember that activating the rudder will turn off the auto pilot Sonar Room EXIT Returns you to the CONN Sonar Computer tee KK eee eee eee ee eee PTC NA BNE A rosa Se le roll Rtas e ee SE oe Lhe ee NAN ro A t 4 ae Subs Blo Torp Figure 5 5 Sonar Analyzer PASADENA ANALYZE All ships submarines torpedoes and marine life make distinc tive sounds Each of these sounds has a sound signature or frequency pattern that distinguishes it from other sounds Use the frequency analyzer to display the sound signature of your current target The horizontal line of the gauge represents the audible frequency spectrum left
16. is from your ship This iS measured in nautical miles tog COURSE What direction o i compass the target is headed When reckoning course North is 000 n the ni n the figure to the left the sub s course is 090 SPEED How fast the target is going This is measured in knots DEPTH How deep the target is This is measured in feet Seite 30 688 Attack Sub Information Bar The crew reports to you from time to time to tell you when something has happened Crew reports and messages run from right to left along the information bar directly below the stations controls If for some reason a message has to be repeated the message will not scroll fromright to left instead an audible click will tell you that the message currently in the information bar is being repeated Long strings of messages may interrupt your game You can make messages go by faster by pressing the SPACEBAR LOUISVILLE On the information bar at the base of the screen are your sub s current map coordinates To the right of these is the number of minutes that have elapsed during your current mission Mission time runs twice as fast as real time when time compression is activated this is a rough approxi mation the exact ratio depends on the speed of your computer Time compression isn t available in modem games Radio Room receive your CINC s All missions begin and end in the Radio Room where you the only function of the warm praise or cold shoulder
17. is getting a very irritating noise at the other end Select CANCEL and reset the phone number then ORIGINATE again B Did you select the correct communication port Check to see which port your modemis connected to and compare it with what you sel ected on the CONFIGURATION PANEL C Are you and the other player clear on who s answering and who s hee If you re both selecting ORIGINATE you won t get any where D Is your modem working right Check your modem manual to see that it s hooked up properly and you re using it correctly If you re getting dialtone but your modemrefuses to dial make sure the Carrier tect setting isn t forced on On most modems Carrier Detect i i a dia Detect CD is switch 6 it should be in the up or off position If you get cut off Your computer will send you a message telling you it s no longer communicating with your PRPO AETI computer Select OK to have the computer attempt to re establish contact or CANCEL to return to DOS by modem you u can be at any depth IT and type your he transmit mode and Sending messages to your opponent When you re playin can use the Radio Room to chat with your RUTIL Y and you don t need to use your antenna Select TRANS message on the keyboard Pressing lt Enter gt turns off sends the message g 0 M t Playing another mission After a mission 688 Attack Sub will maintain a connection between you and the other player so you can play another game
18. move the cursor through all the controls regardless of their groupings moves the cursor to the left v moves the cursor to the right 688 Attack Sub also has quick keys that instantly move your cursor to a station of function On every screen each control group has been assigned a number the number keys will move your cursor to the control groups you see onscreen The function keys lt F2 gt lt F10 gt take you to the subma rine s stations Within each station different controls have been assigned letter keys for example pressing R at the Ship s Control Panel will move your cursor immediately to the rudder control For the game s keyboard interface see the table on the back inside cover of Seite 6 688 Attack Sub this manual In the rest of the manual select means moving your cursor to a station or control and activating it by pressing lt Enter gt or cli ng the mouse button Choose a Mission Configure 688 Choose a mission mission descriptions begin on page 18 Once you select a mission the CONFIGURATION PANEL comes up Set the sound play leve and whether you want to play by modem see p 29 for information on configuring you computer Select BEGIN GAME to start your mission If you plan on u e Quick Start Guide to TORPEX 89 in the next E sing th chapter On the MISSION SELE CTI ON screen select 688 fromthe column next to TORPEX 89 Once you ve selected the TORPEX 89 mission the CONFIGURATION PANEL will
19. t interrupt your game In many areas you can do this by dialing 70 on a touch tone phone or 1170 on a rotary phone BEFORE you originate or answer Call waiting will be cut off for the duration of a 32 single call i e your game Note that these numbers may vary depending on your location Consult your phone company for the numbers in use in your area Connecting the modems with a telephone cable If your computers are near each other i e in the same room it s sometimes possible to connect your modems using regular telephone cable Plug one end of the cable into the jack marked WALL or LINE on your modem Plug the other end into the Jack marked WALL or LINE on the other player s modem Whether this works depends entirely on the kinds of modems you have Some modems search for a dial tone before establishing contact with the other computer Obviously a telephone cable by itself won t produce a dial tone so this method won t work with these kind of modems if this is the case you should invest in a null modem available at computer or electronic stores Using a Null Modem Cable You can also play a modem game using a null modem A null modem is a cable that transmits information from your computer s communi cation port to that of your opponent s You don t need modems at all when you use a null modem cable however the two computers must each have a free serial port connection and be near enough to connect with th
20. the Barents Sea you re ordered to execute routine ASW Anti Submarine Warfare maneuvers before re turning to your home port of Severemorsk Since imperialist submarines sometimes try to follow outbound Soviet subs as they leave home waters you are given the job of securing the port i e chasing off an intruders If you use active sonar pinging enemy subs will know you re there and you ll scare them off see p 47 TARGETING PULSE Be careful though pings froma long distance as a prelude to a torpedo attack at whi point they may decide to actively defend them selves Your best bet to get as close as you can under one mile before you actively ping them At very close range the risk of being damaged by their own torpedoes is too great they ll be forced to simply run away se spying subs may pee aed c is Torpedoes 18 Type 53 Torpedoes Noisemakers Mumar Cadaver Figure 3 3 Strait of Gibraltar Seite 16 688 Attack Sub BALTI MORE 688 The White House is blaming the Libyans for recent acts of terrorism To punish these international criminals a 688 is ordered to sink four Libyan oil tankers as they exit the Strait of Gibraltar The tankers are under the protection of Libyan v Remember that the Strait is filled with traffic so don t put the U S in a bad light by sinking non Libyan ships Torpedoes 20 Mark 48 ADCAP Torpedoes Missiles 4 Submarine Launched Harpoon Anti Ship Missiles Noisemakers
21. the box at the top of the screen is the target information TARGET A FORREST SHERMAN CLASS DESTROYER BEARING 18 RANGE 27 COURSE 315 SPEED 9 3 DEPTH OFT uo LA JOLLA In a typical combat situation your map will be showing several sonar contacts Some may have been identified others may still be undetermined Choose the TARGET command to find out what your sonar operator has determined about the various objects in the water The things the sonar operator is trying to determine are TARGET What the target is If the sonar operator doesn t know yet UN KNOWN CONTACT will appear here Sometimes the sonar operator wil know whether the contact is on the surface or submerged in this case UNKNOWN SURFACE CONTACT or UNKNOWN SUBMERGED CON TACT will appear here LOS ANGELS BEARING Where the target is IN RELATION TO YOUR SUBMARINE It is important to understand the difference between bearing and course In determining a ship s course the northern point of the compass is the reference point 000 is North 180 is south Been In determining your target s bearing YOUR SUBMARINE is the reference pore Your bow the tip of your ship is 000 the location of all other vessels in the water are reckoned fromthis point Moving clockwise 090 is to your right starboard 180 is behind you stern and 270 is to your left port In the figure above the bearing of the torpedo is about 045 RANGE How far away the target
22. the example demonstrates one sub evading another but the principle is the same for evading a torpedo Sub A is being pursued by sub B At 1 sub A cuts his engines and drifts Sub B immediately loses contact with A 2 Sub a A releases a noisemaker to distract his pursuer At the same time A makes a hard turn to either the right or left in this case the right Sub A can now use other maneuvers he can dive below a thermal layer or while ee I drifting he can circle around and attempt to hide in sub B a es Seite 43 688 Attack Sub In combat against torpedoes or submarines noisemakers can only help you Survive However in peacetime it may not be such a good idea to release noisemakers in order to evade another submarine Since noisemakers are released by compressed air through torpedo or auxiliary tubes the other sub has no way of knowing whether you re launching a noisemaker to evade him or a torpedo to kill him He might answer your call by launching severa torpedoes in your direction Evading Torpedoes Torpedo Limitations There are no foolproof ways of evading torpedoes Modern torpedoes are intelligent and capable of recognizing decoys and executing search programs However all torpedoes had limitations which a knowledgeable submarine captain can exploit Like a submarine a torpedo relies on sonar to pinpoint its target however the torpedo s relatively small size limits the area it can sense Its cone of vision t
23. will also tell you what direction your periscope is currently pointing When you first boot the game the HUD will be activate a target you re viewing you can turn the HUD on and o the 9 button map display control of the 688 On the A the display on and off d If it s in the way of ff by selecting H from Ifa select HUD to turn The 688 has contour imaging and the Alfa doesn t Consequently the 688 has more map controls than the Alfa teres reese teen eee eee ee ee eee eee eee tresses Hor P Fi S SCALE CONTOUR He Hor 1 H 0 UP Her HUD her C By 7 ON teres reese tere eee eee eee eee eee ee eee eee 688 Map Display Control Alfa Map Display Control P ort Look to Port in contour UP Zoom out on top down map imaging or periscope view DN Zoomin on top down map F orward Look forward in CONTOUR Bottom contours on off contour imaging or periscope view HUD Heads Up Display on off Seite 29 688 Attack Sub S tarboard Look to starboard in contour imaging or periscope view l n Zoomin on top down map H eads Up Display HUD on off O ut Zoom out from top down map aT Imaging Display Turn contour imaging on B ottom Bottom contours on off top down map only T op Down Map Turn top down map on Target Information In
24. 688 Attack Sub 688 ATTACK SUB USER MANUAL TABLE OF CONTENTS Ts Welcome ADO dst ig a A D ethene bat kites re bth oi 1 About Ehe Games fn x tet re ache tee Sole ie eae x atin satin a eile ended Ltn atin eS 1 sang EA ad baa ots je ects Gets ew es teats fe tela feces Gaya ata fe ce i RATA A fede Ag oe ta pee A apa d ra 2 Ge titi MGs eS at bedi iaa axe ats aed sa E NYA oe a aa aha are ea inate abana Gas Sy ara aks 2 How sto GOW A pe dg ak Gudea tens ok WG doy ante uf dea ps ga AE agate ek 9 2 Quick Start Gui dee o TORPEX Bira ais aa a Tg Be ka Ta ag Aa ir ae 10 Be TMG SOS 1c bathe pate A ahan dgn BEN ag eh Bide Gg BAGA Wr dyad NGT o Ka ga E 18 A Game C OMEO Sn aa we A ae dete Ate ae le A 29 Configuring 688 to Your Computer aga ala Ba EN a ada KK Tag Ba Ka aa 29 Pilayang D MOM OMe a a ani E KA pk Jaa Tg KA a E Ga KA Pa ag onde aa aga KANG 30 Usina cL WO MO MS san a Ta ENG an A GAE a E a A A OA da aa a ag aaa Aa 30 Using sae Nwel Modem Cable sas ui at leh A ANE ih A ale a Ah g ao 33 Other Game Cont rol Sienra eed A EA Lb ea e Ka a od ok ei ov A RERA 34 Russ tani Seri pt CONO aa eka Mare bin Wants wae ty eae Bik hace ena 34 Sunde On A tet nts sree ners inlet A BAANG cov Web WA ANTE AE A a he nash Veh AKE ANG 34 SANG NC Ott a i et ag a Ka ala gg TAN the inde RP CES Te Ge AN a EASE Cale ge Gil 34 AR OPT AAA A acd waa I pad agak Kg a asa 34 BOSS AKEN oin fot alee adie Mat Aon io ita a A 35 5 SU piman me
25. E 4 used You might want to take a few moments to read up on these as wel o Plot Projection p 43 o Sonar Computer pp 46 47 Seite 13 688 Attack Sub o Sonar Control pp 47 48 o Torpedo Control pp 50 51 o Status Panel p 51 17 3 MISSIONS Editor s Note When you next see a name in s that is the name and the following paragraph is the paragraph to be used in the determination of the Security Access Code ALBANY 688 s perilous missions try the true mettle of a submarine captain There are 10 different missions set in the geographical powder kegs of the world s oceans the missions progress chronologically froma cold war state of mutual distrust to total war The challenge of the earlier missions is one faced daily by submarine commanders determining if a situation is threatening while trying to avoid ambiguous gestures that could lead to a shooting match with foreign submarines Of course in 688 you re free to resolve conflicts any ta you like The later missions put the commander s abilities as a nter killer to the test In general the missions become more and more Meut as the war heats up each side becomes more and more merciless their hunting pee ag ma ee In each mission the action unfolds within only a small portion of the fu mission map This playfield is usually an area of tactical interest to or both sides If a player wanders too far away from where the action is game will come to an end and a messag
26. ET p 44 PERI SCOPE Note there is no contour imaging in the Periscope station C on the map controls only returns you to periscope view EXIT Returns you to the CONN ESM Level PITTSBURGH ESM stands for Electronic Sensing Measures This gauges how strong your opponent s search radar is at your location Enemy radar can detect not only your raised periscope but the wake it leaves in the water This is true for a raised antenna as well The stronger the ESM signal the faster you ll be detected Always lower your periscope or antenna as soon as you can PERISCOPE Raises and lowers your periscope You must be at periscope depth 20 ft in order to do this Watch the ESM level to Lern your chances of detection low When you raise your periscope the map display window will turn into your periscope view You can switch back and forth between your map display and your periscope view select T fromthe map controls to switch to the top down map then select C to return to periscope view PERISCOPE ROTATION Use the arrows to rotate the periscope The one of the periscope is relative to the bow of your submarine the bow is 000 ANTENNA Use this to raise or lower your antenna so you can communicate with satellites to receive mission orders and transmit messages You must be at pa ope depth 20 ft in order to do this While your antenna is up watch the ESM level to keep your chances of detection low TARGET Targets a v
27. Enter gt At the prompt type 688 and press lt Enter gt Type in the number of the monitor and color a your computer 1 for EGA 2 for Tandy 1000 3 MCGA 5 for Hercules daptor appropriate to for CGA 4 for VGA 5 Type in the number of the sound a ee appropriate to your co mpi er 0 if you only have an internal spea 1 If you have an Ad Lib tm board 2 if you Covox Speech Thing What you hear depends on what you have If you only have an internal speaker you won t hear the title music but you ll still get sound effects however a Tandy computer with Enhanced Sound Capability gives you both The Ad Lib board re produces the title music the best but relies on the internal PoR for sound effects The e Thing reproduces both reasonably well A Tandy with Enhanced Sound Capability and an Ad Lib Board will give you the best sound quality for the game 6 Press the SPACEBAR to go directly to the MISSION SELECTION screen Installing 688 Attack Sub on Floppy Disks YOU CAN T PLAY FROM THE ORIGINAL 688 DISKS so you ll have to instal the game on floppy disks from which you can play Please format ONE of the following configurations of disks before you do anything else A two 5 25 360K floppy disks B one 5 25 1 2MB or one 3 5 1 44MB floppy disk C two 3 5 720K floppy disks See Ton DOS manual if you don t know how to format disks If you get one of these messages during installation of game play do the following Insert the di
28. HANT NI MI TZ 33 kt 33 kt 20 kt 33 kt 688 Attack Sub Above Average Hi gh Hi gh Hi gh guns SAMs SA N 6 6 launchers SA N 4 2 twin launchers SA N 3 1 twin launcher A S Missiles ASROC missiles A S Torpedoes Mk 32 2 torp tubes Guns 2 Mk 16 20mm CIWS 6 barreled Phalanx SAMs SM 1 ER 1 MK 13 dual purpose launcher SSMs Harpoon 2 quad launchers A S Missiles SS N 14 1 quad launcher A S Torpedoes Type 53 10 tubes Depth Bombs A S anti torpedo depth bombs 1 RBU 6000 12 barrel trainable launcher 2 RBU 1000 6 barrel trainable lanchers Guns 2 100mm guns 8 30mm gatling guns SAMs SA N 6 12 launchers SA N 4 twin launchers SSMs SS N 19 Guns 4 Mk 16 20mm CIWS 6 barrelled Phalanx SAMs Sea Sparrow OLI VER HAZARD PERRY SACRA MENTO SLAVA TANKER US DDG USSR BC Various US CVN Nat Type US FFG US AOE USSR CG Various 26 kt 12 kt 16 ky Hi gh Above Average High Weapons A S Torpedoes Mk 32 A S torpedo two triple torpedo tubes Guns 1 76mm 62 Mk 75 gun 1 20mm CIWS Mk 17 six barrelled Phalanx SAMs SM 1 ER 1 Mk 13 dual purpose launcher SSMs Harpoon 1 single Mk 13 launcher SAMs Sea Sparrow 1 Mk 29 system A S Torpedoes Type 53 torpedoes 8 torpedo tubes Depth Bombs A S anti torpedo depth bombs 2 RBU 6000 12 barrel trainable launchers Depth Charges Depth charges 2 racks SAMs SA N 6 8 launchers SS N 4 1 twin launcher
29. K PERI SCOPE ANTENNA Vo 4 4 t 4 UP l DOWN t t 4 PA ese Raa mts PERI S OPE ROTATION AR lt 000 gt te ee aa Gaga BN O ab Dad aik ey he fa E at he Pandas Makar lo PI IFI S WEAPON CONTROL A te her pH 0 TARGET LYUNCH ih e e Lk PG KK KA te 4 her A Cl B T TERRE KN E EEA EEEE REEERE EERE EEA E S Boar eres ELECT TARGET soe cette tale Ka a Pe ge A AA AA ead AN eee eat eine age ciate Pct ca Nate NG 2 52 48X 01 10 24Y 00 01 04 Select Target 4 Move cursor to closest target ure 2 2 688 Periscope Go to the Periscope You are now at the periscope station Look at the map You probably see a number of X s These are sonar contacts that your sonar operator is picking up At this point he doesn t know what the contacts are or thelr range depth or speed In this mission you won t have to worry about unidentified contacts until your sonar oper ator can identify them You ll be receiving sonar contacts and they can Seite 10 688 Attack Sub be anything from Em subs to schools of fish The ocean s filled with sounds the only reliable sounds are the ones your sonar operator can positively identify In combat however you might make more guesses onar is not the only way to get positive identification of e target if it s a surface ship you can view it with your periscope
30. LO USSR 16 kt 1200ft Very Type 53 Low LOS US SSN 37 kt 1500ft Low MK 48 ADCAP ANGELES Harpoon Tomahawk Sea Lance A S 60 Max Max Noise Class Nat Type Speed Depth Level Weapons OSCAR USSR SSGN 35 kt 1800ft Average Type 53 Type 65 SS N 16 SS N 19 TRAFALGAR UK SSN 32 kt 1500ft Low Spearfish Harpoon TYPHOON USSR SSBN 24 kt 1800ft Above Type 53 Type 65 Average SA N 5 SS N 16 A S VICTOR USSR SSN 32 kt 1800ft Below Type 53 Type 65 Average Weapons The following weapons are used in the game by or against submarines Those multitude of weapons used by ships against airplanes missiles land targets or other ships are not described here since they have little impact on the submarine commander Weapons flagged with icons are actually used in the game by the 688 or Alfa All other weapons described here appear in the game but are used by ships or other subs Torpedoes 688 Attack Sub was designed to be a hot game demanding quick responses and daring moves on the part of players Real submarine combat may be intense but all truth be told there s a lot of waiting for ee to happen courses to be plotted contacts to be identified missiles to fly A computer game can t reproduce this aspect of naval combat and still call itself a game the excitement has to be the grab you by the shirt collar variety With this in mind the entire game was scaled down so that the ranges at which things happen were greatly reduced see p 68 D
31. Off if you select a Russian boat you ll Seite 53 688 Attack Sub see what this means lt Ctrl N gt Sound On Off lt Ctrl A gt Disconnect Mouse lt Ctrl K gt Surrender modem game only Downloaded From P 80 Systems 304 744 2253 Since 1980 Seite 54
32. XXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ALBANY THERE ARE NO hecho MSG PREVIEW ECM LEVEL D F E e E E t PREV NEXT rl td dod lt gt lt gt lt gt A A ae A a aa an PERISCOPE ANTENNA SEND CODE TRANSMIT DOWN DOWN SPACE TO PAUSE Ho Figure 2 1 Radio Room 10 1 Exit the Radio Room If you followed the instructions under Getting started in Chapter 1 you ve already a selected TORPEX 89 fromthe MISSION SELECTION screen b configured 688 to your computer on Seite 9 TA BE bo Fig E Ce a 688 Attack Sub the CONFIGURATION PANEL and c entered in the Security Access Code and received your mission orders You should now be in the Ra dio Room of the Los ee ee Go to the CONN by selecting EXIT in the top left hand corner of the screen Tour the CONN You are now in the submarine s CONN This is the main menu of the game from here you can go to any of the submarine s control stations Press lt Fl gt to get the locations and descriptions of each of the stations within each station lt F1 gt will tell you what all the controls do When you re done with the tour select the Periscope icon Select Periscope t 2 Rotate Periscope i weet e eee eee t RGET C FORREST SHER AN CLASS DESTROYER l ARI NG 175 RANGE 6 41 COURSE 355 SPEED 9 5 DEPTH ft ESDI LEVEL henna l A a honor a y Ba ha a kk ak ct a hehe eee e
33. an be played by using two foie es coma ee modems with a minimum of 1200 BAUD or one null modem cable In both instances one player will have to be designated the originator and the other the an swerer The originator sets up the game and initiates the call the originator also foots the bill if there are any phone costs There are a few things you should know about playing against a modem opponent There are no pauses in a modem game Any time spent in the CONN is time wasted Learn the Function keys and use them often to save time Also time compression has no effect game time runs normally Using Modems Preliminaries both parties 1 Choose one player to be the originator and the other to be the ans werer Decide which mission you d both like to play Only missions 1 2 5 7 8 and 9 may be played by modem While you re at it decide who gets what side Los Angeles or Alfa 2 Load 688 Attack Sub and select mn mission 3 At the CONFIGURATION PANEL each player should select the commu nication serial port his or her modem line is connected to MODEM GAME ON COM1 or MODEM GAME ON COM2 What the originator does 1 Enter your opponent s phone number under SET TELEPHONE NUM BER There are 11 slots for standard phone numbers enough for a seven eee phone number a three digit area code and a single digit prefix for example a 1 for long distance calls Select UP or DOWN above and below the boxes to set the n
34. at a pre determined point near the target Once underwater the GN homes in on the target by quickly placing a torpedo in the vicinity of the target the ASROC reduces the submarine s reaction time to the attack increasing the likelihood of scoring a hit Must be at periscope depth and have positive identification of eae target before you can launch this weapon Must be at periscope depth and have positive identification of your target before you can launch this weapon The SS N 14 Silex is a ship launched A S missile believed to carry a homing torpedo or low level nuclear warhead to its target The Sea Lance was designed to give American attack submarines an edge over Soviet subs by extending their normal torpedo range The missile is launched froma submerged sub marine As the missile clears the surface a rocket motor is ignited which carries the payload a eae edo to the target As the missile re enters the water the homing device on the torpedo activates 688 Attack Sub and a AN searching for a target Exact figures for the Sea Lance are currently not available Test ing is scheduled for July 1989 As a submarine commander you need to know as much about your targets as you do about your own submarine A ship s noise level will give you an idea of how easily it can be tracked while its type size and maximum speed will tel you how easily it can evade your attack The kinds of weapons a ship carries are also impo
35. b s exciting graphics fast pace attention to detail and variety of player options This manual was written for BM or BM compatible computers Re ae using another type of computer some commands and features described in this manual may be different or unavailable on your computer system If you re using any computer OTHER than an IBM or I BM compatible computer please read the Command Summary Card included in the package for information specific to your computer The manual is both an introduction to the 688 Attack Sub simulation and a reference manual It s divided into two parts so you don t have to read it all the way through in order to start playing Seite 2 688 Attack Sub Chapters 1 2 Introduction to 688 The first two chapters are designed to get you into the game quickly and painlessly By no means do you have to read both chapters if ee the type of player who doesn t like to read manuals follow the step by step instructions in Chapter 1 and you ll be ready to choose a mission and begin eh However the fastest way to get your finger on the launch button is to let the Quick Start Guide in Chapter 2 lead you through the first mission TORPEX 89 El showing you how to set up an attack on several decommissioned warships the Quick Start Guide wil introduce you to the sub s controls and basic game concepts Chapters 3 7 Captain s Reference Refer to these chapters only when you need to know about something specific mis
36. being the low frequency end and right being the high frequency end The vertical line represents the degree of sound received in that part of the frequency spectrum Different objects will peak in different parts of the spectrum Figure 5 5 shows where different objects TEND to peak in the sound spectrum As you can see ships tend to make more noise in the low end of the frequency spectrum torpedoes in the higher end Keep in mind that the above diagramis only a rough approximation there are exceptions To get positive identification you must be able to recognize the individual sound Signature of an object This takes experience Remember it can be wel worth your while to know the signatures of torpedoes and enemy subs when you re surrounded by unknown contacts and you need to act fast Seite 35 688 Attack Sub Sonar Controls TER Sound waves travel at many frequencies in the ocean Generally want to have the filter set on BAND PASS so you can monitor all of m However in critical situations you may have to set this on HIGH PASS filter out everything except high frequency noise Torpedo engines make se in the high frequency range and ELE pedo Sonar arrays usually emit h frequency pings when actively searching for a target Set the filtering ane on HIGH PASS when you want to see JUST torpedoes on your map isplay PHILADELPHIA TARGETING PULSE The La Lg pulse is your active sonar Selecting this directs your
37. come up Make sure to set the CONFI GURA TION PANEL as follows 1 Select NO MODEM game 2 If you have a Covox Speech Thing select the port your unit is plugged into LPT 1 or LPT 2 Otherwise select DEFAULT 7 3 Set the ni level on BEGINNER 4 Select BEGIN GAME to start playing You start in the sub s CONN Be nyt fore jou do a hing else you must enter a Security Access Keycode see below Enter the Security Access Keycode TARGET BEARING RANGE COURSE SPEED DEPTH Establishing satellite uplink XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ALBANY THERE ARE NO ee ee ee oe MSG PREVIEW ECM LEVEL PO e a bese esc aan Posse tee See ee OT PRREV NEXT Pb RP lt gt lt gt lt gt e gh Gn PAD a E PERISCOPE ANTENNA SEND CODE TRANSMIT DOWN DOWN Seite 7 688 Attack Sub SPACE TO PAUSE Figure 1 2 Radio Room You re in the sub s CONN You can take your time the game always pauses when you re in the CONN except in modem games Select the Radio Room by moving your cursor with the mouse or the lt Tab gt key until it changes into the Radio Roomicon Enter the Radio Room by pressing lt Enter gt or any button on your mouse while the Radio Roomicon appears you could also have pressed R or F2 to go to the Radio Room You re given the name of a Los Angeles class submarine and the beginning of a sentence in the example in Figure 1 2 the code is ALBANY
38. down map you ll have to surface Sonar Contacts letters When you first receive a sonar contact the ship s computer MSp ars the contact as an X An X means that you know what direction the sound came from The target s range speed and depth are still a mystery An X ALWAYS appears halfway between you and the edge of the display regardless of the zoom level When your sonar operator gets a fix on a target it s assigned a letter so you can keep track of it Letters always mark the exact location of a target The sonar operator still may not know exactly what the target is If he doesn t UNKNOWN SURFACE CONTACT or UNKNOWN SUBMERGED CONTACT will be displayed in the target information bar and the target s letter will appear dark When the sonar operator positively identifies the target the letter will turn a lighter shade If a contact is lost and regained it may be assigned a new letter Waypoints numbers Waypoints destinations that you ve set are displayed on the map as EOS see Waypoint Controls pp 43 44 on how to set and clear way points Contour I maging Display Figure 5 2 Contour Map J ACKSONVI LLE In 688 Attack Sub the Los Angeles is equipped with a device called a side scanning sonar that produces a contour image of the ocean floor This is useful when traveling near the ocean floor A sophisticated high frequency Sonar beam scans the ocean terrain around the bow port and starboard of the submarine T
39. e A or Type A or B Pwhrehever drive the original disk is in and press lt ENTER gt Type INSTALL and press lt Enter gt On slow machines you may not see anything on your screen for about a minute 5 You ll be asked what kind of disks you want to install the game on Type 1 and press lt Enter gt to install the game on your hard disk 6 Next you ll be asked where the original Disk 1 is Type A or B whichever drive the original Disk 1 is in and press lt Enter gt Seite 3 UNI 688 Attack Sub 7 The machine will want to know which drive on your hard disk you re going to install 688 Attack Sub on The default drive is C Press lt Enter gt to install the game on drive C or type the letter of the drive you want to install it on then press lt Enter gt 8 Finally you ll need to name the directory that the game will be stored under 688 is the default name Press lt Enter gt to name the directory 688 or type in a new name and then press lt Enter gt 9 The install program will tell you when to take out Disk 1 and insert Disk 2 When the installation is complete put away the original disks for Safekeeping 3 When you want to start playing 1 If you have a mouse plug it in and load your mouse driver If you re using a Covox Speech Thing tm plug it In too 2 Type CD and the name of the directory that the game is stored under for instance if you chose the default name 688 you d type CD 688 Press lt
40. e from pon CINC Commander in Chief will inform you that you missed the boat The idea is to keep the player from going off on wild goose chases where nothing will challenge them ALBUQUERQUE The following brief mi ssion descriptions give you the necessary background information that you won t get from your onscreen mission orders You can choose to command an American 688 or a Soviet Alfa Both subs have their advantages and disadvantages but neither sub s abilities outweigh the value of a cunning commander A note on playing by modem you can choose to play by the mission objectives described here or you can set your own There are no special objectives when playing by modem Whatever objectives you declare are valid even something as unsophisticated as turn the other guy into canned tuna The worse thing that can happen is that your CINC will scold you for your runaway battle lust and even HE can be silenced by the lt Esc gt key Seite 14 688 Attack Sub Figure 3 1 Faeroe Islands Norwegian Sea ASHEVILLE 688 Your superiors are going to look over your shoulder a few more times before they let wi sail off with a billion dollar sub In this training exercise you only have 15 minutes to sink three decommissioned Forrest Sherman class destroyers and prove that you re commander material Your attack must come swiftly and silently Navy helicopters will be attempting to locate es sub so don t advertise you position wit
41. e null modem cable Ask your computer dealer for details on where you can get a nul modem cable See Appendix A for the specific wiring information HONOLULU Seite 24 688 Attack Sub Preliminaries both parties With your computers off connect the two computers with the null modem cable Turn on the computers load the ame and go to the CONFIGURATION PANEL Select the communication TEK port your null modem line is connected to MODEM GAME ON COM 1 or MODEM GAME ON COM2 What the originator does 1 Select MISSION SELECTION and choose the mission The side that you the originator selects the side you ll play 2 Select ORIGINATE What the answerer does 1 Wait for the other player to originate the contact 2 Select MANUAL ANSWER Other Game Controls The Alfa s controls are in a pseudo Cyrillic script to remind you that you re a Soviet officer fighting for world socialism However we realize that this attempt to add flavor may be distracting to some players so we made it an optional feature To turn the pseudo Cyrillic script off go to the CONN and press lt Ctrl gt R To turn it back on return to the CONN and press lt Ctrl gt R again Sound On Off Toggle the sound on and off by pressing lt Ctrl gt N In some circumstances you may want to turn the sound off for a while Depending on how fast your computer is sound effects may slow down the rate at which your machine is updating the information on you
42. e of the hull Diving planes like appendages located on the sides near the bow or on the SI con the angle of the dive a p s mr a Oo So SS O mM e Seite 40 688 Attack Sub Sensors A submarine s most important sensors are its sonar and periscope Since the periscope can on be used near the surface the modern submarine must rely almost totally on sonar for its sensing Sonar stands for Sound Navigation Ranging and works on the principle that all objects in the water produce sound waves or reflect them and are thereby subject to detection ACTIVE SONAR devices actively emit sound waves the legendary sonar ping which are reflected back by objects in the water Sensitive receivers on board the sub pick up the reflected waves which are then interpreted by sonar operators using processing devices Active sonar devices are usually bow mounted though some submarines such as the 688 also have conformal arrays that run along the sides of the sub giving greater all around sensing Active sonar though limited by the character istic features and noises of the ocean can give you a lot of critical information about the objects directly before you The major drawback of active sonar is that it alerts just hol everything in the vicinity of your presence PASSIVE SONAR uses sensitive listening devices called hydrophones to pick up sound waves that are already moving through the water Passive sonar has the advantage of no
43. eep the target in view If the torpedo s RHC can t compensate for the change in the target s course the torpedo may overshoot loosing the target altogether Responses to a Torpedo Attack Figure 6 3 shows three evasive measure sones A B and C each demanding a different response on the part of the Submarine captain The numbers represent the approximate range of the torpedoes notice that the range at which an evasive measure should be taken depends largely upon the torpedo s bearing For example if the torpedo s bearing is 000 you d have to take action sooner than if the torpedo were coming from behind Why Because at 000 you and the Seite 44 688 Attack Sub torpedo are headed for each other the gap between you and the torpedo is closing fast A At long range you should turn and out run the torpedo All torp the game have a range of 10 nm You only need to stay ahead of t for a few miles and t will run out of fuel 8 At medium range turn so your sub is heading 90 degrees away from the OS course choose the shortest path to get there If ee real lucky you ll escape the torpedo s narrow cone of vision which will force it to initiate a search programto look for you C At short range the best you can do is turn so your sub is heading 150 or 210 degrees away fromthe torpedo s course choose the shortest path to get there Hopefully you ll escape the torpedo s cone of vision or turn so fast that the torpedo will ov
44. ents certain problems For example a long range two speed torpedo can travel up to 40 miles at pets between 20 and 50 knots Its run time could easily end up being more than 30 minutes long If we changed the game scale so that this is compressed to a reasonable time frame for a game Say one or two minutes real time then the speed of a helicopter or worse a missile is so great that it can t even be represented Seite 51 688 Attack Sub To overcome this difficulty we had to throw out conventional game design theories as might be published in trade journals and invent something truly radical By selecting a combat range on the order of 15 miles we ve brought real excitement to an otherwise slow process The game scale is such that ships move at a reasonable rate torpedo run times are short enough to provide a fast feedback Loap without the need for too much time compression In fact by using this technique time compression runs the entire game not a simplified statistical model The bad news is many weapons have incorrect maxi mum ranges Furthermore or as we say at Electronic Arts Farthermore we had to simplify several features present in modern submarine warfare Some of these modifications were trivial modern SONAR sounds more like a warble than a ping Other modifications had real game impact for example we decided to place the appropriate weapons on board your vessel at the start of each mission
45. er sub lose contact on you You can do this in a number of ways As mentioned above Slipping across a thermal layer gives the other sub a weaker return signal the sound waves bouncing off of you will tend to stay in the thermal layer you re in If you re lucky the other sub will lose contact with you altogether Another tactic is to cut your engines and drift Chances are the enemy has been tracking been listening to your engines turn When you cut your engines his sonar operator will have to listen for something else the water rushing over the outer hull pai reactor pumps etc In any case it will take a moment for himto reestablish contact on you Once you think the other sub has lost contact on you change course The more unexpected the new course is the better You can turn to the side turn 180 from the other sub s course and duck under him or attempt to circle around and start tracking HIM Combining maneuvers is effective too You can cut and drift change course drop below a thermal layer then change course again and silently speed off The more imaginative and complex the move the better your chances of survival Using Noisemakers Noisemakers are devices you fire from your torpedo tubes that simulate the noises produced by your submarine Enemy sonar whether submarine or torpedo may be temporarily deceived into thinking that the noisemaker is actually your submarine Figure 6 2 shows the effective use of noisemakers
46. ershoot giving you time to make a clean get away The Baffles Both the wake a submarine leaves as it moves through the water and the rota tion of the screw propeller disrupt le transmission of sound directly behind the sub The baffles are in effec the submarine s blind spot Even towed array though diminishing ae an of the baffles does not complet eliminate the problem The experienced captain stays aware of the fact t he sense virtually NOTHING to a narrow area astern a el y hat TECHNICAL REFERENCE Although you can only play a Los Angels or Alfa other submarine classes make their appearances in one or more of the missions The following specifications will help you know what you re up against should you encounter one of these submarines For the sake of convenience we ve chosen to cal the Soviet subs by their USN designations even when you re commanding the Alfa Since very few players speak Russian this probably won t be missed much Note that some of the specifications have been altered to balance game play particularly the maximum depth of certain Soviet submarines see p 68 Designer s Notes Max Max Noise Class Nat Type Speed Depth Level Weapons AKULA USSR SSN 45 kt 1800ft Above Type 53 Type 65 Average SS N 16 A S ALFA USSR SSN 42 kt 1800ft Above Type 53 Average CHARLIE USSR SSGN 24 kt 1800ft Average Type l N Seite 45 688 Attack Sub FOXTROT USSR 55 16 kt 800 ft Low Type 40 Type 53 Ot her KI
47. esigner s Notes The result was that ALL torpedoes Soviet and American were given an artificially short range of 10 nm Max Torpedo Nat Range Speed Payload Notes Seite 46 688 Attack Sub MK 32 US Various MK 46 US MK 48 US ADCAP MK 50 US AL WT Spear UK fish 10 nm 10 nm 10 nm 10 nm 40 kt 150 kg Though somewhat obsolete this warhead anti submarine torpedo still finds use in many of the world s navies primarily aboard escort ships 40 kt 44 kg The Mk 46 is a deep diving high warhead speed ASW torpedo capable of multiple search patterns and re attack It can be launched from surface ships and aircraft or be carried by ASROC missiles 52 5kt 267 kg The Mk 48 ADCAP Advanced Cap warhead abilities program was begun to counter the operational charac teristics of newer Soviet subs such as the Alfa The result of the program was a faster deep er diving torpedo with better acoustics and electronics 40 kt 45 kg The Mk 50 Advanced Lightweight directed Torpedo ALWT is the successor energy to the Mk 46 torpedo Most torp warhead pedo warheads have a large payload that blasts outward in all direc tions The directed energy war head uses a smaller directed blast to punch a hole through the ship s hull This requires even more precise delivery systems so that the directed blast won t just glance off the side but wil actually penetrate the ship s hull 60 kt directed Like the Mk 48 ADCAP
48. essel see TARGET p 44 LAUNCH Launches a torpedo noisemaker or missile whichever is Seite 37 688 Attack Sub currently selected at the Weapons Control Panel Weapons Control Pane EXIT Returns you to the CONN Torpedo Tubes and Auxiliary Tubes PORTSMOUTH The 688 is outfitted with four main torpedo tubes at the bow and two auxiliary tubes amid ships for noisemakers The Alfa has six torpedo tubes at the bow only but the sixth tube launches noisemakers until you run out at which point it launches torpedoes Armed da bale aren t store in the torpedo tubes so you have to order your crew to load torpedoes First select the torpedo tube you want to arm by moving the cursor to that tube You 49 must arm each tube individually Press the activate button to highlight the tube s number Press the activate button again to start the arming cycle an icon of the type of torpedo in the tube will appear When the weapon is ready to fire the weapon con will change colors The weapons officer will also inform you that the torpedo is ready to launch Missile Selection PROVI DENCE Though the more recent ships of the 688 are equipped with vertical launch tubes for missiles the Los Angeles itself fires its missiles fromits torpedo tubes Since the room aboard a submarine is limited only a smal number of missiles may be carried Then number and type of missiles are pre selected for each mission and are listed in Chapter 3
49. ger player should take the Soviet side as a handicap Homecoming Seite 19 688 Attack Sub See Figure 3 6 for map of location BUFFALO 688 In order to keep the war effort rolling America must keep the sea anes to Western Europe open As in two previous world wars American shipping f or ms Se protected by warships Your 688 is assigned to counter any naval assaults on a convoy destined for France In the event of an attack you ll have to quickly perceive what the biggest threats to the convoy are and deal with them first Torpedoes 16 Mark 48 Torpedoes Missiles 8 Sea lance Missiles Noisemakers 6 Alfa The Soviet Stavka realizes that it only has to cut off the American supplies to Europe and the war will come to an effective halt perhaps resulting in total victory for the Soviets The massive Soviet submarine force is sent to sea to cripple the U S Navy This time your Alfa and an Oscar class SSGN nuclear powered cruise missile submarine wait in ambush for a NATO convoy Torpedoes 18 Type 53 Torpedoes Noisemakers Modem The sheer number of targets in the water make this an exciting and difficult scenario With the Americans at a slight disadvantage stronger players should take the American side to balance the game Hit and Run Figure 3 7 Baltic Sea CHI CAGO 688 As the war between East an West escalates the Navy decides that forward defense is the only way to force the Soviets to back off Forward
50. h a lot of active sonar or by eaving you periscope out of the water for too long Torpedoes 22 Mark 48 ADCAP Torpedoes Missiles 2 Submarine Launched Harpoon Anti Ship Missiles Noisemakers 700 You command the Dallas SSN 700 in a joint training exercise with the Los Angeles In this mission you earn your commander s respect by beating your colleague to the draw Sink three of the five de commissioned warships to win the competition You can play this on your own against a computer run Los Angeles or by modem Both subs are equipped with the above weapons Modem TORPEX 89 is the only mission in which you and your modem opponent can match Los Angeles class subs against each other One side commands the Los Angeles and the other commands the Dallas For the sake of game balance neither side has missiles in the modem game See Figure 3 1 for map of location ATLANTA 688 American and Soviet naval forces sometimes practice ASW Anti Submarine Warfare techniques on each other rehearsing as it were for the real thing The experience the crews gain and the information gathered on enemy tactics apparently make these high tech games of superpower hide and seek worth the risk In this mission a Soviet sub is tracking you The navy brass sees their own pride and budgets on the line so the pressure s on for you to shake this Russian sub See pp 52 59 Submarine Warfare for tips on maneuvers you can try You must lose the So
51. h cavitation levels by not setting your speed at FLANK or REVERSE Note THIS GAUGE ISN T AVAILABLE ON THE ALFA Dive Plane Control OKLAHOMA CITY u dive and surface Lowering the handle tanks filling the tanks with seawater and Controls the rate at ae 0 t ising the handle releases ne air into the t e releases air fromthe ba ae causing the sub to dive Ra ballast tanks which blows out the water and causes the sub to rise How far dle determines how fast you dive or rise for few degrees will cause the sub to rise very e n dle all the way will cause the sub to rise you lower or raise the han instance raising the hand gradually while raising t quickly a ha Auto Functions Use the auto functions so you can order the crew to change your depth without having to monitor the dive plane 150 FT Brings you to a depth of 150 ft PERISCOPE DEPTH Brings you to periscope depth 20 ft EMERGENCY SURFACE Brings you to the surface at maximum rate This can be quite noisy Do as it says and only use this in emergencies AUTO PILOT See AUTO PILOT p 44 OLYMPIA ENGINE CONTROL Set your speed with the arene control or throttle The numbers represent fractions or percentages of your total power output You can t go to STD standard FULL or FLANK at depths of 100ft or less because you d be making far too much noise for your own good Use FLANK speed to accelerate quickly but remember that higher speeds
52. he area is actually sees or senses is small perhaps on 20 degrees wide directly in front of it compared to a submarine s If a submarine captain can quickly maneuver his ship out of the torpedo s narrow cone of vision the torpedo will have to initiate a search programin order to try and find him Torpedoes are fairly stupid in the sense that their reactions to a lost target are very mechanical A torpedo doesn t have the facility to guess where the target went when it escaped the torpedo s sight The torpedo can only initiate a pre programmed search pattern which might very well take it in the wrong direction giving the submarine a chance to slip away Torpedoes are also limited by the amount of fuel they can carry This gives them a maximum range a point at which they run out of fuel and sink to the bottom where they self destruct In reality torpedo ranges vary fromtype to type However in 688 Attack Sub all torpedoes have a range of 10 nm see Designer s Notes p 68 This makes it possible to outrun torpedoes in certaln circumstances Like submarines and ships torpedoes also have a maximum Rate of Heading Change RHC The RHC is nothing more than how tightly the torpedo can make a turn A torpedo s RHC is pretty good in comparison to a ship s but a torpedo can t run on a dime after all it s swimming at speeds greater than 45 kts A submarine captain can maneuver such that the torpedo is forced to turn in order to k
53. he beams high frequency and short range make it virtually undetectable by other ships arrays there are no penalties for using the contour imaging system With the sonar information a computer generates Seite 28 688 Attack Sub an image of the ocean terrain around the sub Oval shapes designate sonar contacts The larger the oval the closer it is to your sub The ovals are assigned letters too which always correspond with the letters displayed on the top down map To turn on the contour imaging display select C fromthe map display control on the left side of the screen Use P F and S to look to port forward and to Starboard Note the Alfa isn t equipped with contour imaging Heads Up Display HUD KEY WEST The HUD is an overlay on the map that lets you quickly refer to your sub s course and depth A compass is displayed along the top of your view screen The white triangle in the middle of the line is your sub s current course The vertical gauge along the right side of the view screen shows your depth relative to the ocean floor The top marker on the left side of the gauge is oe sub s current depth The bottom marker is the depth of the ocean directly elow you Thermal layers are marked by longer lines on the right side of the depth gauge Always stay aware of how close you are to the ocean floor keep a safe distance between you and the bottom maker or you may end up with a ruptured hull In the top left hand corner the HUD
54. head back to a waypoint as long as it s still set Simply turn the auto pilot back on TARGET When you select this a crosshair cursor will appear on the viewing window Move the crosshair cursor with the TAB key or mouse to the target typing the letter of a target will also move the crosshair cursor As you move the cursor to each of the targets on the screen all available information on the target appears in the TARGET INFORMATION box at the top of the screen Select a target by pressing lt Enter gt or clicking a mouse button Launched torpedoes will head for whichever target is currently selected Once the Lap are launched however you are free to target any other contacts in the water Ship s Control Pane EXIT Returns you to the CONN Cavitation Level Gauge NORFOLK Seite 33 688 Attack Sub This gauge monitors the noise produced by cavitation Cavitation results from prre vacuums that form around the propeller blades when the propeller is moving faster than the water around it can follow Since the bubbles produced by cavitation are very noisy you want to avoid it as if it were death itself Two factors are involved here acceleration and depth Quick acceleration causes your propeller to spin faster than normal which spells more noise Depth effects the cavitation level too Since water pressure increases with depth partial vacuums don t formas readily around your propellers the farther down you go You can avoid hig
55. in water of a consistent density would travel in a straight line but sound waves moving from an area of water with a certain density to an area with a different density will BEND Two important factors affecting the density of water are temperature and pressure Water Temperature Cold water of course is denser than warm water Sound waves traveling from warm water into cold water will bend toward the bottom of the ocean a negative gradient while sound waves traveling from cold to warm will bend toward the surface a positive gradient The temperature of water decreases with depth but not as gradually as you might expect Instead the ocean at any given time wil be made up of several thermal layers The water is normally warmest near the surface forming a surface duct that can be tens to hundreds of feet deep depending on your location Below the surface layer the temperature drops gradually with depth until it reaches another thermal oe the thermocline The temperature falls quite rapidly below the thermocline until it reaches a thin layer near the bottom the permanent thermocline Water Pressure The greater the pressure the more dense the water Water pressure increases the deeper you go so sound waves bend up with depth Figure 6 1 Thermal Layers Using the Ocean Environment to Your Advantage The complexity of the ocean environment and its effects on sonar can provide the submarine captain with numerous hiding places a
56. missile submarines typically carry long range ballistic missiles and a small number of torpedoes for defense Another way to classify a submarine is by its means of propulsion Subma rines are typically conventional or nuclear powered see Propulsion above Thus we have the following classifications Conventional attack submarine SSN Nuclear powered attack submarine Seite 41 688 Attack Sub SSB Conventional ballistic missile submarine SSBN Nuclear powered ballistic missile submarine SSG Conventional guided missile submarine SSGN Nuclear powered guided misile submarine The Ocean Environment Since the ocean doesn t allow much light in submarines are blind in the most literal sense Consequently submarines rely on sound to gain informa tion about the things around them Sound waves travel through water at speeds roughly four times greater than they do through air Solid objects in the water reflect sound waves and a sonar operator with a good listening device can listen to the sound waves and determine a number of important things about an object that s near him what it is its location and speed etc 54 However the art of sonar is by no means simple The ocean is a dynamic environment a fact that has for better or worse direct consequences on a sonar operator s ability to pick up sound waves There are several factors which affect the transmission of sound waves but the most important is water density Sound waves
57. nd the sonar operator with nu Seite 42 688 Attack Sub merous headaches Sound waves are typically trapped between therma layers forming long sound channels A Submarine trying to escape de tection can often cross a thermal layer and stand a good chance of evading enemy sonar Even within a sound channel a submarine is not easily detected Look at figure 6 1 above Part of the effect of bending sound waves is that they tend to fall into a more or less single or convergent path Convergent paths produce extensive areas where no sonar waves penetrate These areas called shadow zones can be exploited by subma rine ee a submarine lurking in a shadow zone will be virtually invisible to enemy sonar There s no way to know whether you re precisely in a shadow zone or not but your best bet is to hide just below the thermal layer Tactically this a good place to be anyway it allows you to quickly move between thermal layers and thus gives you an easy way of dodging the enemy s sonar Evading Submarines There s no foolproof way of evading a submarine that s pursuing you If your Submarine is faster you can outrun the other sub over the long run however this tactic gives the other sub plenty of time to call in help or in combat to fire torpedoes and destroy ne the noise you create at top speed ie makes you a great target It s better to try and out maneuver the other sub The first step is to do something that will make the oth
58. ou its operational condition in percentages For example a hard hit to the stern could damage the ship s engines The status might read Engines 75 operational This would mean you couldn t go faster than 3 4 of your top ee The diagram shows the sub s major systems any major systems that have been damaged will be highlighted Note NO DIAGRAM IS AVAILABLE ON Seite 39 688 Attack Sub THE ALFA Remember that a damaged system is damaged for the DURATION of the mission In combat your crew is too busy running the sub to repair anything At any given moment you have to make do with what you have SUBMARINE WARFARE A submarine isn t much more than an air bubble enclosed by one or more metal shells hulls and designed to move underwater at great depths Al submarines must do certain things submerge move forward navigate and monitor their surroundings Therefore they share certain design features Propulsion Submarines need power sources to propel them forward and to provide energy for subsidiary systems such as life URTE lighting navigation weapons control the periscope etc Internal combustion en gines like automobile engines require air to burn fuel and are therefore unsuitable for use while underwater Two sources of power have proven themselves effective for submarine propulsion and both have their advan tages and disadvantages CONVENTIONAL SUBMARINES use electric batteries while underwater but these run down wi
59. ps submarines and targets You are hereby given command of a nuclear powered attack submarine the world s most powerful and versatile ocean going defense FIET You are now a hunter killer a predator of the deep You play a silent sometimes lethal game of hide and seek Every minute you make countless decisions that may have grave consequences for you your crew even your country About the Game You command an American Los Angeles or Soviet Alfa class submarine You prowl through a dark undersea world carrying out dangerous missions that require pee cunning and bold action In peacetime you track and hunt potential enemies In war you ambush enemy convoys and defend your warships stalk ballistic missile submarines and duel other hunter killers strike at inland targets from enemy waters and live to tell about it All the major systems of a modern attack submarine sonar weapons navigation helm radio and periscope are at your disposal Over 40 separate controls let you feel what it s like to operate the world s most Sophisticated and deadly defense technology At the same time crew transmissions and pictures remind you that as captain you manage men as well as machines 688 Attack Sub turns the most up to date technical information available concerning subs into one of the hottest games on the market Whether you play the computer or challenge a friend to a modem game you ll get hours of pleasure from 688 Attack Su
60. r maps In some circumstances this can be critical For example if time compression is on the information lost while a sound is being produced could make a big difference Surrender modem games only There may come a time in a modem game where the only conclusion pa foresee consists of you and your sub scattered across several miles of ocean floor Rather than watch ee crew get transformed into fish food you can Surrender by pressing lt Ctrl gt K It s not the most honorable way to go but it does deny the other player the satisfaction of hearing his torpedoes rip into your hull Turning Off Your Mouse If you re having trouble with your mouse you can turn it off without having Seite 25 688 Attack Sub lt Ctrl gt A to turn the mouse off altogether The mouse r other software To turn the mouse back on you must he game to disconnect it Press will still be enabled fo exit to DOS and reboot t You re at work and you re api the dull monotony of whatever it is you re supposed to be doing with a quick game of 688 Just then you hear the familiar footsteps of your boss drawing closer Rather than anxiously awaiting the painful attitude adjustment he or she is going to inflict on your head press lt F10 gt This will pause the game and replace the screen with a bogus DOS prompt Wander off to the coffee machine or make it look like you re doing something of vital importance to the company When the offending supervisor is o
61. re to each other the slower the target is moving All tracks will be black except the track of the current target which will appear as a lighter color red on most screens TARGET TRACK Displays the target s track only PLOT PROJECTION Select this to see where you and a target will be in given amount of time assuming you both maintain your present course and speed You have to use this in conjunction with the TIME PROJECTI ON feature Enter the number of minutes you want to Pope into the TIME PROJECTION slots Now select PLOT PROJECTION Alight marker will show you what your position will be in the selected amount of time IF you maintain your present speed and course A dark marker will show the currently selected target s projected position You can now direct torpedoes to go to the projected point see Torpedo Control on pp 50 51 TI ME PROJECTION See PLOT PROJECTION above a Waypoint Control NEW YORK CITY A waypoint is a destination for your sub Selecting waypoints activates the auto pilot which will steer your sub to each of the waypoints in the order you selected them The auto pilot won t set your speed for you It will adjust the speed down to make turns efficiently and quietly After making the turn the auto pilot will return to the previously set speed Note the auto pilot is programmed not to return to FLANK speed if you were at FLANK speed and you make a turn the auto pilot will only return you to FULL
62. rtant they determine what the ship can do to your torpedoes and missiles as well as your submarine Armed ships generally rely on a three point system of defense against incoming missiles and torpedoes Surface to air missiles SAMs and anti torpedo missiles are the first line of defense typically being empi oyan against long range targets If missile defense is unsuccessful guns will be used Phalanx and chaff make up the last line of defense Ships will attempt to protect each other as well as themselves firing at missiles and torpedoes destined for other ships Keep this in mind when setting up attacks on convoys and battle groups take out warships first Be wary around any ships carrying depth charges depth bombs and anti submarine A S torpedoes or missiles ASROC and SS N 14 s The latter are particularly dangerous because of their long range Max Noise Class Nat Type Speed Level Weapons CARGO Various 20 kt Very Hi gh FORREST US DD 20 kt Hi gh Not applicable in scenario SHERMAN OWA US BB 35 kt Hi gh Guns 9 16in 50 guns 12 5in 38 guns 4 Mk 15 20mm CI WS SLCMs Tomahawk eight quad lanuchers SSMs Harpoon 4 quad launchers KARA USSR CG 34 kt Above A S Missiles SS N 14 2 quad lanchers Average Depth Bombs A S anti torpedo depth bombs 2 RBU 6000 12 barrelled trainable launchers Max Noise Class Nat Type Speed Level Weapons Guns 4 76mm 59 guns 4 30mm Gatling Seite 49 KI DD KI ROV MER C
63. sions controls tactics or ship and weapon specifications Getting Started To play 688 Attack Sub you need a computer with at lease one floppy drive AS of free memory Your system must be running on DOS 2 0 or i gher 688 Attack Sub has an unusually large number of detailed screens bitmaps and text in fact over two megabytes of information all of which had to be compressed several times to fit onto the floppies included in the package The result is YOU CAN T PLAY FROM THE ORIGINAL 688 DISK S Instead an install program on your original 688 disk creates a copy of the game from which you ll play The install program configures the game to your current system lf you upgrade your ee you should create a new copy of the game The time it takes to make a copy of the game varies depending on your hardware ee the process can take up to several minutes we felt the extra time was a fair trade for the game s stunning graphics and fine detail 5 25 users You ll find two disks in the pecans Disk 1 and Disk 2 During installation you ll have to swap these disks 3 5 users The entire game has been packed onto one disk Whenever you re asked to insert an original Disk 1 or 2 insert the single disk included in the package Installing 688 Attack Sub on a Hard Disk To copy all the files fromthe original 688 disks to your hard disk do the following Turn on your computer and wait for the DOS prompt Insert the original Disk 1 in driv
64. sk with batch file You should insert your and press any key when ready copy of 688 Disk 1 Insert disk with command com You should insert your DOS disk Seite 4 688 Attack Sub To install the game on your blank disks do the following 1 Boot your system with DOS 2 0 or higher 2 Insert the original 688 Disk 1 in drive A or B Type A or B whichever contains the original disk and press lt Enter gt 3 Type INSTALL and press lt Enter gt On slow machines you may not see anything for about a minute 4 You ll be asked what kind of disks you want to install the game on Type the number of the disk configuration that s appropriate to you 2 if you have one 5 25 1 2MB or one 3 5 1 44MB floppy disk 3 if you have two 5 25 360K floppy disks or 4 if you have two 3 5 720K floppy disks Press lt Enter gt to choose the disk configuration 5 The machine will ask if yan have these disks ready at this time Press lt Enter gt if you have the blank disks read If not return to DOS by typing NO and pressing lt Enter gt 6 Follow the onscreen instructions You ll have to swap disks from time to time When the installation is complete put away the original disks for safekeeping You only need one drive to play When you re ready to start l If you have a mouse plug it in and load your mouse driver If you re using a Covox Speech Thing plug it in too Insert your copy of Disk 1 into drive A or B Type A or B whichever con
65. sonar officer to send a sonar ping which temporarily informs you of everything that s ahead of you The problem is it also alerts just about everything to your presence See p 53 for a brief description of active sonar TOWED ARRAY The towed array is a long cable with a series of e microphones along its length that heighten the sub s listening capabilities Figure 5 6 shows the relative listening capabilities of a submarine with a towed array and without 47 Sonar Capabilities a 100 K 100 50 50 65 65 0 A 0 5 0 5 Figure 5 6 Increased Sonar Capabilities With Towed Array The disadvantage of dragging towed arrays is that they oscillate at high speeds creating a good deal of noise and produce drag For these reasons towed arrays limit the sub s speed 2 3 ag n the 688 50 in the Alfa Seite 36 688 Attack Sub PHOENI X Towed arrays can be over 2000 ft long Consequently the towed array must be reeled out As you expect this takes a matter of minutes Select TOWED ARRAY once to deploy the towed array Select it again to retrieve it Situations may arise in which you absolutely must accelerate quickly despite the fact that your towed array is deployed In these situations you be given the choice of cutting the array s cable or not Once you ve cut your towed array it s gone for the rest of the mission TARGET Targets a vessel See TARG
66. t alerting everyone to your presence Unfortunately it s something more of an art than a science requiring sophisticated spectrum analyzers powerful EO ees a intuition and most importantly TIME Passive sonar capabilities can be greatly increased with the use of a towed array a long tapered cable with many hydrophones on it While a towed array is helpful it limits a submarine s speed and maneuverabilit owed arrays are not effective in hard turns and the fact that they osci ate at high speeds and create noise limits the f e y 5 overall speed of the submarine The U S Navy typically classifies submarines in two ways The first is by the role the submarine is designed to fulfill Traditionally the submarine s strategic purpose has been to hunt and attack enemy surface vessels whether merchant or military While this is still a primary function techno logical innovations have given the submarine new roles Refined sensors now allow submarines to hunt and attack enemy submarines Finally those Submarines outfitted with long range cruise and ballistic missiles can strike at land based targets too The role a submarine can perform determines what kinds of weapons it carries Attack submarines such as the Los Angeles generally carry mines cruise missiles of various sorts and torpedoes A few classes of submarines such as the Charlie and Oscar classes of the Soviet Union are primarily cruise missile platforms Ballistic
67. tains the copy the press lt Enter gt Type 688 and press lt Enter gt At the prompt type in the number for the monitor and color adapter appropriate to your computer 1 for EGA 2 for Tandy 1000 3 for CGA 4 for VGA MCGA 5 for Hercules 6 At the next prompt type in the sound adapter appropriate to your computer Type in the number of the sound adapter appropriate to your computer 0 if you only have an internal speaker 1 if you have an Ad Lib board 2 if you have a Covox Speech Thing What you hear depends on what you have If you a have the internal speaker you won t hear the title music but you ll still get sound effects however a Tandy computer with Enhanced Sound Capability gives i both The Ad Lib board re ul E Wh C produces the title music best but relies on the internal speaker for sound effects The Speech Thing reproduces both reasonably well A Tandy with Enhanced Sound Capability and an Ad Lib board will give you the best sound quality for the game 7 Press the SPACEBAR to go directly to the MISSION SELECTION screen Commanding 688 Attack Sub The 688 Attack Sub simulation is divided into levels At the top level is the CONN Conning tower the game s main menu From the CONN you can go to different STATIONS Each station is identified by its own icon which appears as your cursor passes over the area Ship s Control Weapons Control Status Panel Panel Pane Seite 5 688 Attack Sub
68. th use and must be recharged by diesel engines To do this the submarine has to return to the surface at which point it becomes fair game for anybody who wants to shoot at it it s diesel engines make it pretty audible to enemy sonar too Despite this disadvantage conventional submarines remain popular among a majority of the world s navies they re cheap simple to operate and virtually silent when running on battery power NUCLEAR POWERED SUBMARINES use a nuclear reactor to heat water which in turn drives a steam generator They don t need to recharge batteries which nicely eliminates unsavory things like range limitations and the need to surface However nuclear powered submarines are costly and require greater expertise to operate Only large navies with huge resources can maintain nuclear powered submarines in their fleets Nuclear powered Submarines have one disadvantage the pumps ne need to cool their reactors make them noisier than conventional submarines However their ability to remain submerged for literally years makes this a suitable risk Submersion Submarines submerge by flooding ballast tanks with sea water which causes the submarine to lose buoyancy and sink To Surface compressed air is blown into the ballast tanks forcing the seawater back gain Ballast tanks can be located within the pressure hull or between ressure hull and the outer hull Some submarines have saddle streamlined tanks fitted to the outsid
69. the Spearfish energy was developed in direct response to warhead improved Soviet submarine technolo gy in particular the Alfa This heavyweight torpedo is faster more accurate and capable of greater depths than its predecessor The Spearfish also uses a directed energy warhead see Mk 50 above Type 53 USSR 10 nm Unknown 100 kg This relatively new lightweight warhead torpedo is currently in use with light destroyers and other sub killers It may also be found aboard certain Soviet nuclear Submarines 47 5 kt 400 kg 533mm has been the standard caliber Seite 47 65 USSR 688 Attack Sub 900 kg warhead used by the Soviet Navy and its allies for many years This heavyweight torpedo was only recently developed and many ships are currently being refitted to accommodate ts larger diameter Payload ASROC US Anti Submarine Weapon hawk US SS N 14 Anti Submarine Weapon USSR Sea Lance US ASW Stand Of f 10 nm 47 5 kt Max Range Speed 2 10km Secret 130 km 9 Mach 460 km 475 kt anti ship 2600km and attack 55 km 95mach SECRET SECRET MK 46 Torpedo 570 b hi gh energy warhead 1000 lb hi gh energy warhead See Notes SECRET Seite 48 The ASROC Anti Submarine Rocket is the principal ASW weapon of the US Navy and s popular with over ten other countries The ASROC consists of a ballistic rocket carrying a Mk 46 torpedo The rocket drops the torpedo by para chute
70. tion X lt Sonar Contact lt Depth of Water l lt Waypoint CRS 151 SPEED 125 DEPTH 131 FT Your course speed and depth Figure 5 1 Top Down Map HYMAN G RICKOVER The top down map gives you aerial perspectives of the area your submarine is traversing and displays information collected by your sonar and peri scope The area can be viewed from ten different ranges using the zoom feature On the 688 select and O fromthe Map Display Controls to zoom in and out To zoomin and out on the map aboard the Alfa select DN and UP Selecting the zoom buttons repeatedly moves you quickly through the magnifications Your submarine is the fixed point in the center of the screen Coa at some of the highest zoomlevels Other information on your maps include Ocean Depths Seite 27 688 Attack Sub INDIANAPOLI S Different shades on your map designate different depths The darker the shade the deeper the water MCGA and VGA graphics modes will display more layers between light and dark Depth can vary from 0 to greater than 2000 ft since very few submarines can actually dive below 2000 ft the exact depth of really deep ocean doesn t matter Always stay aware of the average depth of the water you re sailing through see Heads Up Display below It s possible to run aground somewhat embarrassing for a submarine commander To cross the shallowest waters the lightest color on your top
71. to Your Computer Once you ve selected a mission you can adjust the following on the Configuration Panel Sound If you have a Covox Speech Thing select the port y is plugged our unit into LPT1 or LPT2 otherwise leave DEFAULT SOUND highlighted CINCINNATI Play Level 688 Attack Sub comes with two play levels BEGINNER and STANDARD You can choose play levels only when you re praying against the computer Modem games are automatically set on STANDAR BEGINNER Gives you certain advantages you re quieter your sonar is more powerful than your opponent s your sub can take more damage and your raised periscope isn t as noticeable by surface radar STANDARD You and your opponent have normal capabilities Modem Select NON MODEM if you want to play against the computer To play against a modem opponent see p 30 Playing by Modem Exit There are three ways to exit the Configuration Panel BEGIN GAME Begins the mission you selected on the Mission Selection screen Seite 21 688 Attack Sub MISSION SELECTION Returns you to the Mission Selection screen EXIT TO DOS Quits 688 Attack Sub altogether and returns you to DOS NOTE WHENEVER YOU CHANGE THE SETTINGS ON THE CONFIGURATION PANEL 688 ATTACK SUB SAVES THE NEW CONFIGURATION AS YOUR DEFAULT SETTING Both computers will have to meet the spec Both players must have manuals and play d na 2 of this manual n CITY OF CORPUS CHRISTI 688 Attack Sub c
72. tus Panel lt F4 gt Go to Ship s Control lt F5 gt Go to Periscope lt F6 gt Go to Navigation Board lt F7 gt Go to Weapon Control lt F8 gt Go to Sonar Room lt F9 gt Go to CONN lt F10 gt The ever popular BOSS key lt 1 9 gt Go to specific control group lt 0 gt Go to exit lt X gt Go to exit Ship s Control Panel Navigation Board R Rudder control G Target E Engine control W Set Waypoint D Dive plane control K Clear Waypoint E Autopilot Q Time Compression 5 Auto Function Autopilot 1 Display Controls 4 Plotting Controls Weapon Control Panel Periscope G Target G Target R Torpedo Tubes U Periscope Up Down A Auxiliary Tubes N Antenna Up Down M Missile tubes 688 L Launch L Launch Rotate Periscope Left 2 Torpedo Control 688 Rotate Periscope Right 3 Torpedo Control Alfa 1 Display Control 1 Display Control Sonar Room Radio Room G Target A Antenna Up Down 3 Analyze P Periscope Up Down 2 Sonar Controls 688 S Send Code 4 Sonar Controls Alfa T Transmit 1 Display Control 2 Message Review Status Panel S Status Map Keys Aa4Aamnonornr nny Look to port in contour mode Look forward in contour mode Look to starboard in contour mode Zoom in on top down map Heads Up Display On Off Zoom out on top down map Contour display imaging On Off Bottom contours On Off Top down map On Off indicates not available on the Alfa Game Controls lt Ct rl R gt Pseudo Cyrillic On
73. uaintance with all of the game s controls QUICK START GUIDE TO TORPEX 89 Seite 8 688 Attack Sub As a quick start to 688 Attack Sub we ll run through the first mission TORPEX 89 Playing the mission should acquaint you with most of the game controls and a few of the strategies In TORPEX 89 you re the captain of the Los Angeles SSN 688 on a torpedo exercise in the Faeroe Island chain Your mission is to sink three decommissioned warships without being detected During the exercise you ll give commands by moving the cursor to the sub s controls and clicking your mouse button or pressing lt Enter gt You can move the cursor by a variety of means Turn to p 6 cree 688 Attack Sub to learn the mouse and keyboard interface For the sake of simplicity we l use the word select to mean a two step process 1 moving your cursor to a station or control and 2 activating the station or control by pressing lt Enter gt or a button on your mouse If you find yourself Gam E clueless about a station a term or a control press lt Fl gt for help or go to the appropriate section in the manual If the telephone rings or some other crisis comes up you can put the game on pause by going to the CONN When you re reading what to do next in the exercise go to the CONN so you won t lose valuable game time Select Exit V Ho EXIT T NG RANGE COURSE SPEED DEPTH Establishing satellite uplink XXXXXXXXXXXXXXXXXXXXXXXXXXXXX
74. umbers If you don t need 11 digits i e your call is local leave the extras blank at the end of the number 30 Seite 22 688 Attack Sub you re using any special long distance rate numbers like those of red by Sprint M C l and other companies dial them now and wait for e second dial tone The modem must detect a dial tone to start You can only use hea long distance rate numbers that leave you with a dial tone so that the modem can dial your opponent s phone number 3 Select ORIGINATE Your computer will now try to establish communi cation with your opponents computer a window will appear indicating that the machines are attempting to communicate If the call is suc cessful the message window will disappear and the scenario wil begin If the call does not go through a message will appear telling you so Select OK to have the computer try again of fe th DALLAS What the answerer does You have a choice of letting your computer answer the phone or answering it yourself If you re going to let the computer answer the phone select AUTO ANSWER and wait for the computer to make the connection a message will appear telling you when this happens If you want to answer the call manually wait for the phone to ring then select MANUAL ANSWER an t seem to establish any communication between the modems uc the following If yo check A Have you entered the right phone number If it s wrong some con fused soul
75. urn to the Periscope station and lower the periscope to avoid being detected by surface radar You may immediately lose the target information at the top of the screen Don t worry about it After your Sonar man has listened for a few minutes he ll get another fix on the target with his passive sonar Seite 11 688 Attack Sub o See page 53 for a brief discussion of passive sonar Figure 2 4 Ship s Control Pane 5 Set the throttle and depth Even when the ship s auto pilot is on you re still in control of the speed and depth of your sub Go to the Ship s Con trol Panel by pressing lt F4 gt Set the throttle on 2 3 Select 150 FT under AUTO FUNCTION The crew will bring the sub to that depth You could also have done this manually using the DIVE PLANE CONTROL 13 Figure 2 5 Weapon Control Pane rpedoes Torpedoes are never stored armed and ready in a orpedo tubes Consequently pa must give an order to ready Go to the Weapon Control Panel by pressing lt F7 gt Torpedo tube ould be already selected the box around the number will be high ted Press R or 4 to move the cursor to the box and press lt Enter gt lick a mouse button to arm and load the torpedo Place your cursor on the next tube and press lt Enter gt once to select the tube then once more to arm the torpedo Do this for all four torpedo tubes The two oo ro auxiliary tubes hold noisemakers don t bother loading them you won t be bea themin this mission The
76. use to select the torpedo you want to then press lt Enter gt or click a mouse button Now select one of the i SEARCH Sets the torpedo on active search The torpedo will run a search pattern and begin emitting sonar pings to help it find a target Move the cursor to where you expect your target to if it maintains its course and pee lt Enter gt or click a mouse button Directing a torpedo will only send the torpedo to a specific location that in itself isn t enough When the torpedo s near its destination you have DIRECT Select this and a crosshair cursor will appear on the map e E to set it on SEARCH so it will look for a target If you don t initiate a search pattern your torpedo will drift until it runs out of fuel SCRANTON DETONATE Your own torpedo may lose its original target and end up locking on you or a friendly ship In a situation like this you may decide it s safer to just blow it up Make sure the torpedo is at a Safe range it doesn t have to actually hit something to do damage Status Pane EXIT Returns you to the CONN TOPEKA SELECT Your crew will tell you when a severe hit or Scraping the bottom has damaged one of the ship s systems If you need to review the damage your sub has taken press SELECT repeatedly to scroll through the status of each of the ship s systems All systems will read OK unless you ve Sustained damage If the system has been damaged the status bar will tel y
77. ut of view press lt F10 gt again to resume the infinitely more interesting game Kids this works just as well with the parental unit 5 SUBMARI NE CONTROLS Most of the submarine controls are the same for both American and Soviet subs they look different and may be on different areas of the screen but they do the same things The older Soviet Alfa class sub is missing some high tech equipment such as the contour imaging display any exceptions pertaining to the Alfa are noted in the descriptions Reading Your Displays HOUSTON As an attack boat your primary role is to stalk enemy vessels To success fully do this you must CONSTANTLY be aware of your position and course relative to those of your target s Since in a submarine you can t actually see anything around you you can orient yourself with the aid of top down maps and the contour imaging display Top dow maps are available at all stations except in the Radio Room where only your location and target information are at hand and at the Status Panel Contour imaging is available at all stations except the Radio Room Status Panel and Periscope At the Periscope the map window becomes your periscope view when you raise the periscope Note the Alfa isn t equipped with contour imaging Seite 26 688 Attack Sub Top Down Map Your Course ee nn V EPEA T E prre AA NA AA NALA 14 lt Your depth Beta lt Thermal Layer VARAS Your Posi
78. viet sub for a period of at least 3 minutes in order to be declared successful this means that the Alfa can t detect you as an X see p 38 Sonar Contacts The mission will end once you ve successfully evaded your opponent for the 3 minutes of after the 20 minute time limit is up Torpedoes 8 Mark 48 ADCAP Torpedoes Missiles 4 Submarine Launched Harpoon Anti Ship Missiles Noisemakers Seite 15 688 Attack Sub AUGUSTA ALFA As in every Navy the only way up the ladder is by making your Superiors notice you Prove that American high tech equipment is no match for Soviet training and you ll make a big impression on the fleet admiral Since you re practicing for real war you must track the 688 in such a way that you d be able to destroy himif this were a combat situation This means you may not lose contact with the 688 for any period longer than 3 minutes to keep contact on the 688 it must appear as an X on a letter on your mp display see p 38 Sonar contes Don t lose contact on the 688 at the last minute or you lose You must be close enough to the 688 that you could fire on him and easily hit him see pp 58 59 Evading Torpedoes for ranges Try am stay in the baffles p 59 of the 688 to stay undetected as long as possible Torpedoes 8 type 53 Torpedoes Noisemakers 4 Modem In the modem game the 688 has 20 torpedoes and the Alfa has 18 Figure 3 2 Barents Sea ALFA After a week long operational test in
79. weapon s officer will inform you when each of the torpedoes is armed The torpedo icons will also turn a darker color indicating that they re ready to fire o See page 57 for a brief discussion of noisemakers Figure 2 6 Sonar Room 7 Deploy Towed Array Now press lt F8 gt to go to the Sonar Room Select TOWED ARRAY A towed array is a long cable with a series of micro phones along its length The towed ey will improve hon Sonar operator s listening capabilities but will limit the sub s top speed 0 See page 47 48 for a brief discussion of towed arrays Figure 2 7 Navigation Board 8 Compress time If your sonar man doesn t have a fix on the destroyers you ll have to wait This can take a few minutes If you re impatient Seite 12 688 Attack Sub go to the Navigation Board and select TIME under WAYPOINT CON TROLS This speeds up the time Keep your hand over the lt Enter gt a When your sonar man has a fix on one of the targets deactivate the ti me compression by pressing lt Enter gt 15 Figure 2 8 Weapon Control Pane 9 Target and launch Go to the Weapon Control Panel If the ships are no longer targeted select TARGET again and move the cursor on the map to the ship you want to attack If the range is under 10 miles the maximum range of a 688 Attack Sub torpedo you can go ahead and fire a torpedo Check that the box around torpedo tube 1 is highlighted If it isn t highlighted select it once Now select LAUNCH It
80. which improved the play balance of the missions greatly The US enjoys some strong advantages in weapons and we wanted to focus on specific problems facing hunter killer commanders not the intricacies of weapons Selection For similar reasons we left out nuclear superweapons that would rob you of long term satisfaction You ll have to pretend you ve used them all up you re stuck with what you have Please NO telephone calls regarding the top speeds of the various Submarines modelled in the game The published data in Jane s Defense Weekly seems ludicrously low while other sources would have us towing water skiers behind our beloved Los Angeles We picked what WE felt were reasonable speeds and then balanced the game around those speeds Good hunting Paul Grace lt Enter gt Initiate command Cursor Keys lt Tab gt Tab through control groups one direction only lt Left gt Move between positions in a group to the left lt Ri ght gt Move between positions in a group to the right lt Up gt Move between controls regardless of group to the left lt Down gt Move between controls regardless of group to the right lt Shift gt Plus any of the above keys reverses the direction tee eee You can play the entire game with just the above six keys Quick Keys lt F1 gt Calls e the help screen lt Esc gt Exit help spacebar Go to next help screen lt F2 gt Go to Radio Room Seite 52 688 Attack Sub lt F3 gt Go to Sta
81. will take more than one torpedo to sink a destroyer so wait about 10 seconds then select LAUNCH again If you re still out of range 10 miles or more you ll have to move in on the targets This may require setting your engine on a higher speed The sonar man w their target beginner mode i confirmif and when the leds have reached f you think it s worth the risk of detection and in t probably s ou can go to periscope depth and raise your periscope to confirma hi he blood and guts brand of captain does t t ae just to watch the flames Sel Fire torpedoes until the ship sinks mt the letter will disappear fro e map 16 Figure 2 9 Navigation Board 10 Set up your attacks on the next ship If you re lucky you re already in range to strike your next target If you re unlucky you ll have to set new waypoints to attack the other two ships Remember that you can set up to nine different waypoints and your sub will go to each of themin numerical order 11 End of exercise The exercise ends when you sink all three ships or after 15 minutes have gone by This is when you receive warm praise or a sound verbal lashing from your superiors Don t worry if you didn t do too well this first time around Run through the exercise again the controls will begin to become second nature and your performance wil improve immediately You ve been introduced to most of the submarine s controls There are only a few more that you haven t B

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