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QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED

APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
TM
Hunter/Killer
688(I)
QUICK START
TUTORIAL
Credits
Written by Valerie Hanscom, David Luoto, Terry Jones & Gregory Howard.

Design and Layout by Marco Garcia and Tom Peters.

Sub Illustrations by Adrian Bourne–Liquid Pixels.

MAIN MENU
OPTIONS
STATIONS
SHIP’S
ACADEMY
TRAINING
ADVANCED
TUTORIAL
APPENDICES

Sonalysts Combat Simulations – 688(I) Hunter/Killer and Sonalysts


are trademarks or registered trademarks of Sonalysts, Inc.
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TUTORIAL
How To Use This Book 1

Chapter 1 Quick Start Tutorial


A game as complex as 688(I) Hunter/Killer requires documentation both
detailed and simple. To that end we have done our best to create the most
complete and concise user’s manual, reference card, and install guide possible.

Each chapter of the user’s manual begins with a detailed table of contents

MAIN MENU
OPTIONS
and a chapter summary. Each chapter contains exhaustive information on
submarine operations, theory, or tactics. We’ve also included a Quick Start,
and an Advanced Tutorial to guide you through single mission Number 1.

Hints and Notes like this provide gameplay tips or exceptions to


previously mentioned conventions.

Chapter 1 Quick Start Tutorial

STATIONS
SHIP’S
guides you through the pre-game menus and
drops you right into the first mission with a
detailed, step-by-step introductory walk-
through.

Chapter 2 Main Menu/Options


describes all available pre-game settings and

ACADEMY
TRAINING
their influence on gameplay. It also describes
the different game modes.

Chapter 3 Ship’s Stations


lays out each of the 688(I)’s stations and details
the operation of every available function.
ADVANCED

Chapter 4 Academy Training


TUTORIAL

covers the principles and theories behind sub-


marine operations and tactics.

Chapter 5 Advanced Tutorial


walks you through Single Mission #1.
APPENDICES
QUICK START
TUTORIAL
2 Appendices

Appendix A Object List lists vessels and aircraft


in the game.

MAIN MENU
Appendix B Acronyms lists military abbreviations.

OPTIONS
Appendix C Glossary

Appendix D Bibliography

STATIONS
SHIP’S
ACADEMY
TRAINING
ADVANCED
TUTORIAL
APPENDICES
QUICK START
TUTORIAL
Table of Contents 3
CHAPTER 1: QUICK START ................................................8
Sensors ....................................................................................................9
Preparations ..........................................................................................11
Selecting the Mission ..................................................................12
Port of Call ..................................................................................12
Situation Assessment (12:00–12:05) ..................................................13

MAIN MENU
Ship Control Panel ............................................................................13

OPTIONS
Review Basic Controls ........................................................................14
Review Gen Info Elements ...............................................................15
Stream the Towed Array ..............................................................17
Navigation ............................................................................................18
Radio/ESM ............................................................................................18
Change Depth ............................................................................19
Raise the Radio Antenna..............................................................19
Lower the Radio Antenna and Review Messages..........................19
SSP ........................................................................................................20
Sonar ....................................................................................................20

STATIONS
Monitor the Waterfall Displays ....................................................22

SHIP’S
First Detection (12:05–12:20) ............................................................22
Sonar (Broadband) ......................................................................22
Navigation ..................................................................................25
Target Motion Analysis (TMA) ....................................................25
Second Detection (12:20–12:40) ........................................................28
Sonar (Broadband) ......................................................................28
Navigation ..................................................................................28
Target Motion Analysis (TMA) ....................................................28
Attack Hostile Submarine (12:40–13:00)...........................................29

ACADEMY
TRAINING
Fire Control (Weapons Panel) ......................................................29
Fire Control (Launcher Panel) ......................................................31
3-D Viewer ..................................................................................31
CO’s Stateroom ...................................................................................32
CHAPTER 2: MAIN MENU/OPTIONS ................................35
Change of Command Screen ...........................................................36
Main Menu .........................................................................................36
Training Mission ..........................................................................36
Training Missions ........................................................................37
ADVANCED
TUTORIAL

Single Mission ............................................................................37


Campaign ..................................................................................39
Mission Editor..............................................................................39
Mission Editor Hot Keys ..............................................................44
Multiplayer ..................................................................................45
Captain’s Log ..............................................................................50
Ship’s Information Books ............................................................51
Info On-Line ...............................................................................51
Options ......................................................................................52
Exit to Windows ..........................................................................54
APPENDICES

In Port .................................................................................................54
Weapons Depot ..........................................................................55
Repair Yard ..................................................................................56
General Information (Gen Info) Area ..............................................56
Control Panel ..............................................................................58
Saving a mission or campaign..........................................................60
QUICK START
TUTORIAL
4 CHAPTER 3: SHIP’S STATIONS ..........................................62
Ship Control .......................................................................................63
Sonar ....................................................................................................65
Broadband ..................................................................................66
Narrowband................................................................................68
Demodulated Noise (DEMON) ....................................................70
Active ..........................................................................................72
Active Intercept ..........................................................................74
Radar ....................................................................................................75

MAIN MENU
Radio Room/ESM .................................................................................76

OPTIONS
Target Motion Analysis ......................................................................78
Fire Control: Weapons and Launchers ........................................81
Periscope ....................................................................................88
Sound Speed Profile ....................................................................90
Ship’s Information Books ............................................................91
Info On-line.................................................................................92
Navigation ..................................................................................93
CO’s Stateroom ..........................................................................95
3-D Control Room ......................................................................97

STATIONS
3-D Object View..........................................................................98

SHIP’S
CHAPTER 4: ACADEMY TRAINING..................................100
Ten Mission Phases ..........................................................................102
Preparing for the Mission ...............................................................102
Evaluating the Mission Objectives..............................................102
Upgrading Your Ship ................................................................102
Choosing Your Weapon Loadout ..............................................103
Receiving the Latest Mission Data ................................................104
Maneuvering and Navigating ..........................................................104
Buoyancy and Weight ..............................................................104

ACADEMY
TRAINING
Hydrodynamic Forces ................................................................107
Diving ......................................................................................108
Surfacing ..................................................................................108
Maneuver Hazards ....................................................................109
Maintaining Stealth...........................................................................111
Sonar and the Ocean Environment............................................111
Use Thermal Layers to Your Advantage......................................114
Use Active Sensors ....................................................................114
Avoid Cavitating........................................................................114
Limit Your Speed ......................................................................115
ADVANCED
TUTORIAL

Operate In Your Opponent’s Baffles ..........................................115


Avoid Depth Stress ....................................................................116
Raise Masts Only When Necessary ............................................116
Use Discretion When Attacking ................................................117
Detecting Contacts ...........................................................................117
Periscope ..................................................................................118
Radar ........................................................................................119
ESM ..........................................................................................121
Sonar ........................................................................................124
APPENDICES

688(I) Sensor Comparison Table................................................132


Classifying Contacts .........................................................................136
Classification Using Narrowband Sonar ....................................136
Classification Using the Periscope ..............................................138
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Classification Using ESM............................................................140
Classification Using the DEMON................................................140 5
Targeting Contacts..............................................................................141
Targeting With Active Sensors ..................................................141
Targeting With Passive Sonar ....................................................142
688(I) Weapon Launchers ..................................................................152
688(I) Weapon Types ..........................................................................154
Launching Weapons ..........................................................................157
Launching Missiles Horizontally........................................................157

MAIN MENU
OPTIONS
Vertical Launch of Missiles ........................................................157
ADCAP Torpedo Launch ............................................................157
Launching Harpoons ................................................................162
Launching Tomahawks ..............................................................165
Launching Mines ......................................................................168
Evasive Maneuvers..............................................................................171
Torpedo Evasion ........................................................................171
Special Forces Operations ..................................................................173
Submerged Lock out Procedure ................................................174
Submerged Lock in Procedure ..................................................174

STATIONS
Surfaced Launch Procedure ......................................................175

SHIP’S
Surfaced Recovery Procedure ....................................................176
Launching Special Operations Forces ........................................176
Recovering Special Operations Forces........................................177
Search and Rescue Operations............................................................177
Principles of the Operating Procedure ......................................177
Surface Search and Rescue Procedure........................................177
DSRV Operations ......................................................................178
Casualty Procedures............................................................................178
Flooding Procedure ..................................................................179

ACADEMY
TRAINING
Emergency Deep ......................................................................179
Mission Profiles ..................................................................................182
Anti-Submarine Warfare ............................................................182
Anti-Surface Ship Warfare ..........................................................182
Strike Warfare ............................................................................183
Mine Warfare ............................................................................183
Naval Special Warfare................................................................184
Surveillance ..............................................................................184
CHAPTER 5: ADVANCED TUTORIAL................................186
ADVANCED

Prerequisite ........................................................................................186
TUTORIAL

Preparations ........................................................................................188
Selecting the Mission ................................................................190
Situation Assessment (12:00–12:05)..........................................190
Radio/ESM ................................................................................191
Practice Target Motion Analysis (12:05–12:20)..................................192
Sonar (Broadband) ....................................................................192
Navigation ................................................................................195
Target Motion Analysis (TMA) ..................................................196
Sonar (DEMON) ........................................................................198
APPENDICES

Target Motion Analysis (TMA) ..................................................200


Radar ........................................................................................203
Target Motion Analysis (TMA) ..................................................205
Second Detection (12:20–12:40) ........................................................206
Change Depth and Course........................................................206
QUICK START
TUTORIAL
6 Sonar (Broadband) ....................................................................206
Target Motion Analysis (TMA) ..................................................208
Navigation ................................................................................210
Sonar (DEMON) ........................................................................210
Target Motion Analysis (TMA) ..................................................212
Attack Hostile Submarine (12:40–13:00).........................................213
Fire Control (Target Display Panel) ............................................213
Fire Control (Launcher Panel) ....................................................215
3-D Viewer ................................................................................216

MAIN MENU
Search For Krivak (12:40–13:05) .....................................................218

OPTIONS
Increase Speed and Go To Periscope Depth ..............................218
Radio/ESM ................................................................................218
Target Motion Analysis (TMA) ..................................................219
Navigation ................................................................................220
Target Motion Analysis (TMA) ..................................................222
Change Depth, Course, and Speed To Close Range ..................223
Navigation ................................................................................223
Prepare Attack On Krivak (13:05–13:25)........................................223
Change Depth and Speed ........................................................223

STATIONS
Radio/ESM ................................................................................223

SHIP’S
Change Depth, Course, and Speed To Close Range ..................224
Sonar (Broadband) ....................................................................224
Attack Krivak (13:25–13:50) ............................................................225
Fire Control (Weapons Panel) ....................................................225
Fire Control (Launcher Panel) ....................................................226
3-D Viewer ................................................................................227
Sonar (Broadband) ....................................................................227
Change Course and Speed ........................................................227
Target Motion Analysis (TMA) ..................................................227

ACADEMY
TRAINING
Navigation ................................................................................228
Change Speed and Depth ........................................................228
Periscope ..................................................................................228
Fire Control (Launcher Panel) ....................................................228
Fire Control (Target Display Panel) ............................................230
Fire Control (Launcher Panel) ....................................................230
3-D Viewer or Periscope ............................................................231
Attack Cuban Armory (13:50–14:15) .............................................232
Radio/ESM ................................................................................232
Fire Control (Weapons Panel) ....................................................232
ADVANCED
TUTORIAL

Fire Control (Launcher Panel) ....................................................233


3-D Viewer or Fire Control (Weapons Panel)..............................233
Radio/ESM ................................................................................234
APPENDIX A ..............................................................236
APPENDIX B ..............................................................240
APPENDIX C ..............................................................244
APPENDIX D..............................................................248
APPENDICES
QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED
APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
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180
FT 8 Chapter 1: Quick Start
SENSORS ........................................................................9
PREPARATIONS ............................................................11
Selecting the Mission ......................................................................12
Port of Call ......................................................................................12

MAIN MENU
SITUATION ASSESSMENT (12:00–12:05) ......................13

OPTIONS
SHIP CONTROL PANEL ................................................13
REVIEW BASIC CONTROLS ..........................................14
REVIEW GEN INFO ELEMENTS ......................................15
Stream the Towed Array..................................................................17
NAVIGATION................................................................18
RADIO/ESM ................................................................18

STATIONS
Change Depth ................................................................................19

SHIP’S
Raise the Radio Antenna ................................................................19
Lower the Radio Antenna and Review Messages ..........................19
SSP ..............................................................................20
SONAR ........................................................................20
Monitor the Waterfall Displays ......................................................21
FIRST DETECTION (12:05–12:20) ................................22

ACADEMY
TRAINING
Sonar (Broadband) ..........................................................................22
Navigation ......................................................................................25
Target Motion Analysis (TMA)........................................................25
Quick Start

SECOND DETECTION (12:20–12:40) ............................28


Sonar (Broadband) ..........................................................................28
Navigation ......................................................................................28
Target Motion Analysis (TMA)........................................................28
ADVANCED
TUTORIAL

ATTACK HOSTILE SUBMARINE (12:40–13:00) ............29


Fire Control (Target Display Panel) ................................................29
Fire Control (Launcher Panel) ........................................................31
3-D Viewer ......................................................................................31
CO’S STATEROOM ........................................................32
APPENDICES
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TUTORIAL
The Quickstart Tutorial is designed to introduce inexperienced 688(I) Hunter/Killer
9
players to the essentials of submarine warfare. Following the instructions in this
chapter, you’ll learn how to detect, classify, and attack a submarine.
Before beginning, take a minute to familiarize yourself with the various sensors
aboard the 688(I).

MAIN MENU
Sensors

OPTIONS
Submarine warfare revolves around the submarine’s ability to detect other
ships. As you will learn, the modern submarine has a number of sophisticated
sensors for detecting, classifying, tracking, and locating other vessels; howev-
er, the most important is sonar.
Sonar is used to detect both submarines and surface ships. When operating
below periscope depth (60 ft), sonar is the submarine’s only sensor. As such,
its value can’t be exaggerated.

STATIONS
There are two types of sonar: passive and active. A passive sonar consists of

SHIP’S
a set of hydrophones (sensors) that receive sounds produced by other
sources. Passive sonar can be used only to listen. Its major purpose is to
detect and classify other ships. Under optimal conditions, modern passive
sonar can sense ships over several miles, thus allowing the submarine to
detect potential targets or enemy ships long before it comes into the range
of their sensors. However, passive sonar has its limitations. The sonarman
tracking a ship with passive sonar can only determine the direction, or bear-
ing, of the sound source. The distance to the other ship (range)—an impor-

ACADEMY
TRAINING
tant consideration when maneuvering into an attack position and program-
ming weapons—is initially unknown.
The same is not true of active sonar, which operates on the principal of echo
ranging. An active sonar system transmits a high-energy acoustic signal (the
famous “sonar ping” everyone knows from the movies). Objects in the area
reflect the sound, and the resulting echo is picked up by the submarine’s
hydrophones. The lag in time between the initial transmission and the
returning echo reveals the target’s range with great precision.
ADVANCED
TUTORIAL
APPENDICES

Passive Sonar— Sub just listens.


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180
FT 10

MAIN MENU
OPTIONS
Active Sonar— Sub transmits, and then listens.

The obvious advantage of active sonar is that it provides instant range infor-
mation. The disadvantage is that the active transmission can be received by
enemy ships and used to locate the submarine. The risk is such that active
sonar is used only as a last resort for determining a target’s range.
As you will see in the quickstart mission, target range can be determined
with passive sonar, too. Using a process called Target Motion Analysis (TMA),

STATIONS
you can accurately determine another ship’s bearing, range, course, and

SHIP’S
speed (in other words, its location in two dimensional space) simply by track-
ing the target with passive sonar.
The diagram below shows the sensors you will learn about in this mission.
They are:
Spherical Array: A 16-ton dome in the nose of the ship capable of pas-
sive sonar detection and active sonar transmissions.
The sonar system’s hydrophones are sensitive to
acoustic energy in the broadband and narrowband

ACADEMY
portions of the acoustic spectrum (750 Hz to 2.0 kHz).

TRAINING
Towed Array: A long, retractable cable of hydrophones that is towed
behind the submarine. Like the spherical array, the
towed array can detect broadband and narrowband
Quick Start

energy (10 Hz to 1.0 kHz), though the towed array is


more sensitive in the low frequency portion of the
spectrum.
ADVANCED
TUTORIAL

Towed Array

Hull Array

Spherical Array
APPENDICES
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TUTORIAL
Preparations 11
You should have already installed the game and chosen a name and ship at
the Change of Command screen. You’re now looking at the Main menu.

MAIN MENU
OPTIONS
Before you select your mission, make sure that your crew assistants are cur-

STATIONS
rently activated. Click on the Options button.

SHIP’S
ACADEMY
TRAINING
Select Options

From the Options screen, click on the Crew button.


ADVANCED
TUTORIAL

Select Crew
APPENDICES
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TUTORIAL
180
12 Make certain that the boxes next to Sonar: Sonar Supervising Assisting,
FT
TMA: Plot Coordinator Assisting and Fire Control: Weapons
Coordinator Assisting are checked. If these options are not selected,
click on the option until a
check appears in the box.
Your screen should look like
this ➣.

MAIN MENU
When you’re ready, click OK

OPTIONS
to return to the Main menu.

Selecting the Mission


From the Main menu, select the Single Missions button. When the Single

STATIONS
Missions screen appears, click on the first mission in the list, One Step At A

SHIP’S
Time.

Click to Highlight

ACADEMY
TRAINING
Click OK to Continue
Quick Start

■ When you click OK, the Port of Call screen appears.

Port of Call
The Port of Call is where you review your orders, repair your ship, and load
ADVANCED
TUTORIAL

weapons.

Headquarters
Supply Depot
Weapons Depot
Dry Dock
APPENDICES

Get Underway
Cancel
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TUTORIAL
1. Click on the Headquarters hotspot to read the orders from this mission.
When you’re finished, click OK.
13
2. Click on the Weapons Depot hotspot. Note the default weapons load:
■ In the torpedo tubes: 2 Harpoon anti-ship missiles and 2 ADCAP
torpedoes.
■ On the racks: 8 Harpoon anti-ship missiles, 8 ADCAP torpedoes and 4

MAIN MENU
SLMM mines.

OPTIONS
■ In the vertical launch tubes: 12 Tomahawk cruise missiles.
The default load is appropriate for this mission, so you don’t need to alter
it. Click OK.
This mission doesn’t require that you visit the Dry Dock or Supply Depot, so
it’s time to leave the Port of Call. Click on the submarine to get underway.

STATIONS
Situation Assessment

SHIP’S
(12:00Ð12:05)
Once underway, take five minutes to prepare the ship for the mission. This
includes reviewing some basic controls, streaming the towed array, and read-
ing your mission objectives and rules of engagement.

Ship Control Panel

ACADEMY
TRAINING
Start your mission from the Ship Control screen.
At the bottom right, the Pause button stops the advance of time in the
game, but still lets you move through screens to get information and change
some settings at various stations. Until you become experienced, use the
Pause button often.
ADVANCED
TUTORIAL
APPENDICES
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TUTORIAL
180
FT 14 Review Basic Controls
The basic controls on this screen let you maneuver the ship, i.e., change
depth, speed, and course. Other controls are for specialized maneuvers, and
as such are of little concern to you now. For this mission, you’ll need to know
only a few:

Actual Keel Depth Engine Order

MAIN MENU
Indicator (Feet) Telegraph

OPTIONS
Ordered Keel Actual Speed
Depth Indicator Indicator (Knots)
(Feet)
Ordered Speed
Course Indicator Indicator (Knots)
(Degrees)

STATIONS
SHIP’S
Note Your Current Course, Speed and Depth
Take a moment to note your current movement. You’re on a course of 000—
in other words, due north.
NORTH
Your speed is 4 kts, and your keel depth 000

is 350 feet below the surface.

WEST EAST
270 090

ACADEMY
180 TRAINING
SOUTH
Quick Start

Changing Course
■ To change course, click anywhere in the Course Indicator. The black
needle indicates the current course; the red needle indicates the
ADVANCED
TUTORIAL

ordered course.

Current course

Ordered course
APPENDICES
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TUTORIAL
Changing Speed
15
■ To change speed in 5 kt increments, click on the Engine Order Telegraph.
The black arrow indicates the current speed; the red arrow indicates the
ordered speed.

Ordered speed

MAIN MENU
OPTIONS
More precise speeds can be ordered by clicking on the Ordered Speed
Indicator. Point the cursor at any digit; click to cycle forward through the

STATIONS
values, and right-click to cycle backwards.

SHIP’S
Note that flank (maximum) speed for the 688(I) is 32 kts.

Changing Depth
■ To change depth, click on the Ordered Depth Indicator. Click on a
digit to cycle forward through the values; right-click to cycle backwards.

Point at digit; click or

ACADEMY
TRAINING
right-click to cycle

Review Gen Info Elements


ADVANCED

The General Information or Gen Info area is displayed on most screens. This
TUTORIAL

area contains the essential controls and information needed during combat.

Elapsed Time
Maneuver Shortcuts
Ship’s Station Icons
APPENDICES

Pause Button

Report History Window


QUICK START
TUTORIAL
180
16 Maneuver Shortcuts
FT
The Maneuver Shortcuts allow you to change your course, speed, and depth
without having to go to the Ship Control screen. To issue a maneuver com-
mand, point the cursor at one of the digits. Click to cycle forward through
the values, or right-click to cycle backward.

Point at digit; click or

MAIN MENU
right-click to cycle

OPTIONS
Ship’s Station Icons
The Ship’s Station Icons allow you switch between the various submarine stations.

Ship Control Sonar

STATIONS
SHIP’S
Radar Radio

Target Motion Fire Control


Analysis (TMA)
Sound Speed Profile
Periscope (SSP)

Ship’s Books Info On-Line

Navigation CO Stateroom

ACADEMY
TRAINING
3-D Control Room Object Viewer

The currently selected icon is highlighted yellow.


Quick Start

■ To go to a different station, click on any of the Station Icons.

Pause Button
■ To pause the game, click on the Pause button. The game is paused when
ADVANCED
TUTORIAL

the button is highlighted. To resume play, click on the button again.

You should keep the game paused while reading the instructions
in this tutorial. All stations and controls are accessible while the
game is paused.

Time Scale Controls


The Time Scale Controls can be used to speed the passage of time from 1x
APPENDICES

(normal) to 8x time.
■ To increase or decrease the time scale, click on either of the arrows.
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TUTORIAL
17
Click to decrease Click to increase

Increased time levels should only be used when transiting in a safe


environment- if weapons are active in the water, you’ll need every
second for evasive maneuvers. In this tutorial you probably won’t have

MAIN MENU
any need for the Time Scale Controls.

OPTIONS
Report History Window
The Report History Window contains a record of all reports and confirmations
given by your crew. To scroll backwards or forwards through the record, click
on either of the arrows.

STATIONS
SHIP’S
Click to scroll back

Click to scroll forward

Stream the Towed Array


One of the towed arrays must be streamed behind the submarine in order for
it to be active (only one need be deployed at any time). You’ll need a towed

ACADEMY
TRAINING
array’s acute sensors in this mission, so you should deploy one now.

Click on Stream to
activate the winch
ADVANCED
TUTORIAL

Allow the array to stream to an approximate length of 1500 feet.


(The towed array can be streamed to a maximum length of 2600 feet.
For this mission it doesn’t need to be that long.) Once it’s finished,
click Off to deactivate the winch.
APPENDICES
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TUTORIAL
180
FT 18 Navigation
Switch to Navigation screen.
Take a minute to determine your location in the operations area.

Own Ship Marker

MAIN MENU
OPTIONS
Zoom in

Zoom out

Center On Own Ship

Adjust Map View


■ Click on the Zoom In button until the map scale is at 10 NM per inch.

STATIONS
■ Click on the Center On Own Ship button to move your submarine to

SHIP’S
the center of the view.
Determine Map Position
■ To determine the coordinates and depth of any location on the map,
move the cursor over the location. Coordinates and depth appear in the
upper right corner.
• To turn this feature on/off press X.

ACADEMY
TRAINING
■ To view the current coordinates and depth at your position, point the
cursor at Own Ship marker.
Quick Start

Current position appears


in upper corner
ADVANCED
TUTORIAL

Radio/ESM
Switch to Radio/ESM screen.
At the beginning of each mission, you should always review your current mis-
sion orders and intelligence reports. These often provide critical information
APPENDICES

on targets: the types of ships you’re looking for, their last known position,
and possibly even their estimated courses and speeds.
You should check to see if you have any new messages. To do this,
the ship needs to be at periscope depth (60 feet).
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TUTORIAL
Change Depth 19
■ Click on the Depth control digits in the Gen Info area to order a depth of
60 feet.

Click to order depth


of 60 feet

MAIN MENU
OPTIONS
Raise the Radio Antenna
■ When the ship reaches periscope depth (60 feet), you should raise the
radio antenna and check for new messages and intel data. Click on the
Raise Radio Antenna switch.

STATIONS
SHIP’S
Click on the Raise Radio
Antenna switch

ACADEMY
Wait a moment while the mast is raised and a satellite downlink is TRAINING
established. Eventually you’ll receive a new message.

Lower the Radio Antenna and Review Messages


■ Click on the Lower Radio Antenna switch. Pause the game while you
ADVANCED

review your messages.


TUTORIAL

■ To scroll forwards and backwards through your messages, click on the up


and down arrows.

Incoming messages/
intelligence data

Click to scroll backwards


APPENDICES

Click to scroll forwards


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TUTORIAL
180
FT 20 SSP
Switch to the Sound Speed Profile (SSP) screen.

Thermal layer near


220 feet

MAIN MENU
OPTIONS
The SSP displays the speed at which sound is transmitted at various depths in
the local area. This is important in that water typically forms distinct layers of
density which profoundly affect sonar transmissions. Warmer, less dense

STATIONS
water forms the upper surface duct—below this, temperatures fall off sharply

SHIP’S
and density increases. The effect of this is that sound generated in one layer
doesn’t tend to transmit easily to the other layer, and vice versa.
At the beginning of any mission, you always want to check at which depth
the surface duct separates from the lower thermal. Note in this mission that
the thermal layer forms around 220 feet. In other words, if you are above
220 feet and an enemy submarine is below that depth, you may have trou-
ble detecting it. Likewise, the thermal layer will disrupt the enemy subma-

ACADEMY
TRAINING
rine’s detection of your ship.

Sonar
Switch to the Sonar screen.
Quick Start

The Sonar screen is where you monitor the sounds of other ships operating
in the water (sonar contacts). The sonar system is divided into five modes,
each of which is represented by a button at the top of the screen.
ADVANCED
TUTORIAL

Active
Active Intercept
DEMON (Waterfall)
Broadband
Narrowband (Waterfall)
APPENDICES

■ To switch modes, you can click on one of the buttons.


However, for the moment you’ll be working in Broadband mode, which is
the default display.
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Monitor the Waterfall Displays 21

Waterfall Display 1
Time Average Controls 1
Waterfall Display 2

MAIN MENU
Time Average Controls 2

OPTIONS
Broadband mode consists of two waterfall displays, so-called because data
“cascades” down over time, thus providing the operator with a sense of the
movement of contacts over time.

STATIONS
SHIP’S
Bearing
Time

ACADEMY
Bearing is displayed on the horizontal axis with either north (000) or south TRAINING
(180) in the center. Time is displayed on the vertical axis, with the most
recent information at the top. Your submarine’s bearing is indicated by the
bright green line.
• A weak contact appears as a faint green line, while a strong contact
appears as a bright green line.
ADVANCED
TUTORIAL

Both waterfall displays show exactly the same information. Two are provided
so that you can monitor data using different time scales. It’s generally a good
idea to have one display set on Short Time Average (1–60 seconds) and the
other on Intermediate (0–30 minutes) or Long (0–2 hours).
Both the spherical sensor and the towed array pick up broadband data. The
information displayed depends on which sensor is selected.
APPENDICES
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180
22 ■ To switch between the two sensors, click on the Selected Array buttons
FT
at the bottom of the screen.

Towed Array

Spherical Array

MAIN MENU
OPTIONS
For the moment, select the spherical array as your sensor.

First Detection
(12:05Ð12:20)
Sonar (Broadband)
Watch the spherical array. Whenever a contact appears, your crew designates
the contact and assigns a tracker.

STATIONS
SHIP’S
Sonar tracker “A” is
assigned

ACADEMY
TRAINING
Quick Start

Notice that the sonar supervisor has designated the current contact Sierra 1
(S1). A sonar tracker (A) is automatically assigned to the contact. The tracker
will automatically track the contact and make this information available to
the Target Motion Analysis (TMA) station, which you’ll learn about later.
ADVANCED
TUTORIAL
APPENDICES
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TUTORIAL
■ Click on the Towed Array to switch to that sensor.
23

Towed Array

MAIN MENU
OPTIONS
You’ll notice that no contact information appears when the towed array is
selected. Why?
The reason is that the propeller wash of your ship prevents sounds generated
in front of the submarine from reaching the towed array. This raises an impor-

STATIONS
tant note about the limitations of your sensors. The towed array can’t pick

SHIP’S
contacts in front of your submarine. At the same time, the spherical array
can’t pick up contacts behind the ship.

ACADEMY
TRAINING
MAX. 6.9 NM
(14,000 YARDS)

MAX. 9.1 NM
(18,500 YARDS)
ADVANCED
TUTORIAL

SPHERICAL ARRAY COVERAGE

TOWED ARRAY COVERAGE


APPENDICES
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180
24 To pick up the contact using the towed array, you need to change course so
FT
that your submarine isn’t between the towed array sensors and the contact.
■ In the Gen Info area, click on the Course control to order a course of 060.
You’ll need to wait a couple of minutes until the 1500 foot towed array has
followed your submarine onto the new course. Be patient - eventually the
array will pick up the contact.

MAIN MENU
Note that two traces appear on the display.

OPTIONS
Sonar Broadband

STATIONS
SHIP’S
Both traces are in fact the same contact. Due to the intricacies of processing,
the towed array creates a mirror image trace for all contacts. In this case, you
know which is the correct contact because the same contact is already on the

ACADEMY
spherical array.

TRAINING
If you’re unsure, click on the Spherical Array button and confirm the
Quick Start

target’s true bearing (somewhere between 350 and 000).

Check the spherical array


ADVANCED
TUTORIAL

contact if you’re unsure


which is the true bearing
APPENDICES

Sonar Supervisor automatically combines the information gathered from the


spherical (S1) array and the towed (S2) array to create M1: the merged contact.
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TUTORIAL
Navigation 25
Switch to the Navigation station.
Your crew has automatically classified M1 as a neutral surface contact. The
symbol for M1 on the navigation display is that of a neutral surface contact.

MAIN MENU
Contact Overlay

OPTIONS
Target Motion Analysis (TMA)

STATIONS
Switch to the TMA screen.

SHIP’S
What is TMA? Target Motion Analysis is a process by which a target’s course
and range are estimated using timed bearing readings and an estimate of the
target’s speed.
Imagine a situation in which a submarine is tracking a ship. Every 10 min-
utes, the TMA station records the bearing at which the contact was detected:

ACADEMY
TRAINING
T+10 T+8 T+6 T+4 T+2 T

ADVANCED
TUTORIAL

If you have a good idea of the target’s speed, you can estimate its course and
range. Look at the diagram below. If you know the target is traveling at 10
knots, its range and course can be estimated.

10 KTS T+10 T+8 T+6 T+4 T+2 T


APPENDICES
1
GE
RAN
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180
26 The accuracy of the speed estimate is critical. If the target in our example
FT
was actually traveling at 5 knots, its range would be reduced by half.

10 KTS T+10 T+8 T+6 T+4 T+2 T

MAIN MENU
5 KTS

OPTIONS
2
GE
RAN

The trick is to have a good estimate of the target’s speed. Fortunately for
you, you have a TMA assistant who can not only estimate a target’s speed
with a fair amount of accuracy, he can use that information to derive esti-

STATIONS
mates for range and course.

SHIP’S
Watch the automated TMA assistant as he tracks the tanker’s change in bear-
ing and works at achieving a target solution. (A target solution is all of the
information you’re seeking: bearing, course, speed, and range). Click on the
drop-down menu and select M1 to display the contact’s tracking data.

Own Ship Marker

ACADEMY
TRAINING
Select M1
Quick Start

ADVANCED
TUTORIAL

Wait awhile and watch as bearing lines appear. These lines show the tanker’s
change in bearing over time. This information gives you a general idea of the
contact’s course - in this case it’s moving from right to left, i.e., heading west.

Most Recent Oldest Bearing


Bearing Reading
Reading
APPENDICES
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TUTORIAL
As useful as this information is, it’s important that the TMA assistant also esti-
mates the target’s range, which is the critical piece of data you need in any
27
tactical situation. To do this, the TMA assistant uses the green ruler on the
TMA board. Estimating the tanker’s speed, he can line up the tick marks on
the ruler with the displayed bearing lines and derive a target solution.

MAIN MENU
OPTIONS
Ruler

Target Solution

STATIONS
SHIP’S
The arrow head on the ruler indicates the TMA assistant’s best estimate of
the tanker’s course. The length of the ruler represents his best estimate of the
tanker’s speed (in other words, if the tanker were going faster, the ruler
would be longer). The distance of the ruler from the Own Ship Marker repre-
sents the tanker’s estimated range. All of the assistant’s estimates appear in
numerical form under the Target Solution panel.
The dot stack in the upper left corner is a graphical representation of the

ACADEMY
TRAINING
error between tick marks and bearing lines. The dots at the top are the most
recent bearing readings. When the top dots are on the center line, the TMA
assistant’s analysis is probably correct.

Most recent bearing


reading
Oldest bearing reading
ADVANCED
TUTORIAL

This exercise should demonstrate how important it is to achieve as accurate a


target solution as possible. However, since this particular target is a non-
threat (why destroy an innocent tanker?), only a rough solution is required.
You can now continue hunting for the Victor II submarine, which is your pri-
mary mission objective.
APPENDICES
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180
FT 28 Second Detection (12:20Ð12:40)
You know the Victor II is north of you heading south. You’ve only detected a
tanker above the thermal layer, so now you should focus your search on the
layer below.
1. Click on the Gen Info depth control to order a depth of 350 feet.
2. Click on the Gen Info course control to resume your course of 000.

MAIN MENU
3. Switch to the Sonar Screen, and then click on the Broadband button.

OPTIONS
Sonar (Broadband)
As your ship crosses the thermal layer (220 feet), switch back and forth
between the towed and spherical array. Eventually a contact should appear
somewhere between 040 and 050.

Contact

STATIONS
SHIP’S
ACADEMY
TRAINING
Navigation
Switch to the Navigation station.
Quick Start

Notice that your crew has classified the contact as a hostile submarine. After
a while, your sonar will merge the individual sonar contacts onto one “mas-
ter” contact. In this case, the Victor is designated M2. The contact is repre-
sented on the Navigation display by the red symbol designating a hostile
submarine contact.
ADVANCED
TUTORIAL

Target Motion Analysis (TMA)


Switch to the TMA screen.
■ Click on the drop-down menu and select M2 to display the contact’s
tracking data.
APPENDICES
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Wait a while and watch as timed bearing lines appear on the TMA board.
When your TMA assistant has enough information he’ll derive a target solu-
29
tion from the bearing line data.

TMA assistant’s estimate

MAIN MENU
OPTIONS
To ensure that you have an accurate solution, change your course to 180. By
changing your ship’s contribution to the bearing rate, you’ll achieve a more

STATIONS
accurate solution. (As you make more shifts in course, your TMA assistant’s

SHIP’S
estimates will become more accurate.) Wait a few minutes as new bearing
data is collected.
Your final target solution should look something like this:

Final solution

ACADEMY
TRAINING

You’re ready to launch a weapon at the enemy submarine.


ADVANCED
TUTORIAL

Attack Hostile Submarine


(12:40Ð13:00)
Fire Control (Target Display Panel)
Switch to the Fire Control station.

There are a few steps you must take before launching a torpedo. First you
APPENDICES

must enter the number of the contact you plan on attacking.


■ Click on the Fire Control drop menu at the top of the screen. Select M2
as your current target.
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180
FT 30

Select M2

MAIN MENU
OPTIONS
■ Click on the symbol designating Torpedo Tube 4.
■ Click on the P.

STATIONS
SHIP’S
Select Torpedo Tube 4

ACADEMY
TRAINING
“P” stands for presets. These are the instructions given the torpedo prior to
launching. Since you also have a Weapons assistant active, the presets for the
torpedo are already set.
Quick Start

ADVANCED
TUTORIAL

■ Click on Return. Now click on the Launcher Panel button to view the
various controls for launching a torpedo.
APPENDICES

Launcher Panel button


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Fire Control (Launcher Panel) 31
Note that the number indicating Torpedo Tube 4 is lit. This tells you that a
target (in this case, M2) has been designated for the weapon in this tube.

MAIN MENU
OPTIONS
1. Click the F button to flood the tube. The button flashes for a moment—

STATIONS
once it’s fully flooded, the button stays lit.

SHIP’S
2. Click the E button to equalize the pressure in the tube with the sea pres-
sure. The button flashes for a moment—once pressure has been equal-
ized, the button stays lit.
3. Click the M button to open the muzzle door. The button flashes for a
moment—once the door is open, the button stays lit.
Note that the Interlock Indicator (I) is now also lit.

ACADEMY
TRAINING
You’re now ready to fire the torpedo.
■ Click on the Fire button twice—once to lift the safety shield, and a
second time to fire the torpedo.

3-D Viewer
Switch to the 3-D Viewer station.
ADVANCED
TUTORIAL
APPENDICES

Notice as the torpedo is launched from your submarine.


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180
32 ■ Click on the drop menu at the top of the screen. Select ADCAP from the
FT
list of objects.

Select ADCAP

MAIN MENU
OPTIONS
The viewer now tracks your ADCAP as it travels toward the target. Try out the
various camera views as well as the zoom and pan features.

CO’s Stateroom

STATIONS
SHIP’S
Switch to the CO’s Stateroom.

CO’s Safe

ACADEMY
TRAINING
Quick Start

By the end of the mission you should’ve sunk the Victor II. Congratulations!
Your mission orders require you to destroy a Krivak class frigate in addition to
the Victor, and to launch a Tomahawk missile at a Cuban armory. You’re free
to try your hand at attacking the surface ship and land target if you wish;
ADVANCED
TUTORIAL

however, you may prefer to replay this mission following the Advanced
Tutorial in Chapter 5. The Advanced Tutorial provides you with full instructions
for completing all mission objectives in this mission.
■ If you decide to end this mission now, simply click on the End Mission
drawer.
You’re asked whether you want to end the mission.
■ Click on the Yes button to exit.
APPENDICES
QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED
APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
Page 35
5/6/98 10:55 AM
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180
FT 34 Chapter 2:
Main Menu/Options
CHANGE OF COMMAND SCREEN ................................35
MAIN MENU ................................................................36

MAIN MENU
Training Mission ...........................................................................36

OPTIONS
Training Missions .........................................................................37
Single Mission ...............................................................................37
Campaign ......................................................................................39
Mission Editor ...............................................................................39
Mission Editor Hot Keys .............................................................44
Multiplayer .....................................................................................45
Captain’s Log.................................................................................50
Main Menu/Options

STATIONS
Ship’s Information Books .............................................................51

SHIP’S
Info On-Line ..................................................................................51
Options ..........................................................................................52
Exit to Windows ..........................................................................54
IN PORT ......................................................................54
Weapons Depot .............................................................................55
Repair Yard......................................................................................56

ACADEMY
TRAINING
GENERAL INFORMATION (GEN INFO) AREA ................56
Control Panel.................................................................................58
SAVING A MISSION OR CAMPAIGN ............................60
ADVANCED
TUTORIAL
APPENDICES
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TUTORIAL
This chapter is designed to guide you through the various menus and options in
35
the game. The focus here is on selecting and customizing the mission you’re
about to play. To begin, log in at the Change of Command screen, and set
game options and mission type at the Main menu.

Change of Command Screen

MAIN MENU
OPTIONS
Enter your name and select one of 23 688(I) SSNs to command. Note that
all ships are equally capable. When you enter a name as Captain, you accu-
mulate points as you progress through the different missions. Based on
these scores, you can later upgrade your sub and its equipment.

STATIONS
SHIP’S
ACADEMY
■ To enter your name, click on the Captain entry line to highlight it and

TRAINING
type in a name.
To select a submarine:
1. Click on the arrow to the right of the Submarine line. A pull-down
menu appears.
2. Click on the Scroll bar or the arrows to scroll through the entire list.
3. Click on the submarine you wish to command.
ADVANCED
TUTORIAL

4. Click Accept to accept your command and continue to the Main


menu, or click Decline to exit the game and return to Windows.

Mission performance is attributed to the “captain” commanding the ship.


Each name you enter represents a different captain, and each captain’s scores
are recorded individually.
APPENDICES
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180
FT 36 Main Menu
Once you have logged on and selected a sub from the fleet, the Main
menu appears.

MAIN MENU
OPTIONS
■ To select an item from the Main menu, click on the button corresponding
Main Menu/Options

STATIONS
to the item you wish to select.

SHIP’S
Training Mission
Training missions are designed to highlight a specific aspect of submarine
operations. Each training mission helps you develop a skill you will use in a
hostile situation later in a single mission, campaign mission, or multiplayer
mission. Practice techniques in stealth, mine laying, anti-surface warfare, anti-
submarine warfare, and land-based targeting. All forces in the training mis-

ACADEMY
TRAINING
sions are friendly, although some play the part of enemy ships.

Note: During Training missions, the ADCAPs you fire will not detonate
or strike the target. They are unarmed exercise weapons and are
programmed to swerve away from the target before they hit it.
ADVANCED
TUTORIAL
APPENDICES
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To play a Training Mission:
1. Click the button next to TRAINING MISSION. The Training Mission Select
37
screen appears.
2. Click on the mission of your choice. A mission summary appears in the
Mission Description box.
3. When you have selected the mission you wish to play, click the OK
button. You are taken to the Port of Call. For more information, see

MAIN MENU
OPTIONS
Port of Call on p. 54.

Training Missions
The Silent Service Training in basic submarine operations,
focusing on stealth.
Assault On Freeport Training in strike warfare and targeting
the Tomahawk missile.
Virginia SLMMs Training in offensive mine warfare.

STATIONS
SHIP’S
Fire One! Training in basic anti-submarine
warfare (ASW).
Just Like John Wayne Training in basic anti-surface unit warfare
(ASUW) employing ADCAP torpedoes.
SINKEX Training in basic anti-surface unit warfare
(ASUW) employing Harpoon anti-ship
missiles.

ACADEMY
TRAINING
Mano a Mano Training in advanced anti-submarine
warfare.

Single Mission
In the single missions you are required to accomplish a specific task, such as
protecting a battle group or finding and monitoring an enemy submarine.
There are several obstacles to overcome in each mission in order to be suc-
cessful.
ADVANCED
TUTORIAL

■ To play a Single Mission, select the button next to SINGLE MISSION. The
Single Mission Select screen appears.
APPENDICES
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TUTORIAL
180
38 To select a Single Mission:
FT
1. Click on the mission of your choice. A mission summary appears in the
Mission Description box.
2. When you have selected the mission you wish to play, click the OK
button. You are taken to the Port of Call. For more information, see
Port of Call on p. 54.

MAIN MENU
One-Player Single Missions

OPTIONS
One Step At A Time Tutorial (For more information,
see Advanced Tutorial on p. 186.)
Fighter Planes Don’t Float Combat search and rescue (SAR),
Adriatic Sea.
Mohamar’s Madness Surgical strike, Libya.
Rebel Yell Nuclear ballistic missile submarine (SSBN)
Main Menu/Options

STATIONS
interdiction, Sea of Okhotsk.

SHIP’S
Fidel’s Folly Harbor penetration for the destruction
of a merchant ship, Cuba.
Oscar Winning Performance Battle group support, anti-submarine
warfare (ASW), Yellow Sea.
Against All Odds Battle group screen penetration (ASUW),
North Pacific.

ACADEMY
TRAINING
Rebel Yell II ASW/ASUW escort of a carrier battle
group, North Pacific.
Keep The Petrol Flowing Protecting sea lanes of communication
(SLOC), Persian Gulf.
Let My People Go Use of special operations for non-
combatant evacuation operations,
Columbia.
ADVANCED

Need A Lift? Submarine search and rescue,


TUTORIAL

Persian Gulf.

Multiplayer Single Missions


Each Single Mission has a corresponding multiplayer mission that accepts
2-8 players
APPENDICES
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Campaign 39
688(I) Hunter/Killer features a world campaign comprised of 15 different mis-
sions. The missions take place in four different regions of the globe and con-
centrate on different goals.
Note: When you leave port to embark on a campaign, you do not
return to port between every mission; thus, you must expend armament
with great discretion.

MAIN MENU
OPTIONS
• To play the Campaign, select the button next to Campaign. The
Campaign Select screen appears.

STATIONS
SHIP’S
To select a Mission:
1. Click on the mission you wish to play in the campaign. A campaign
summary appears in the Mission Description box.

ACADEMY
TRAINING
2. Click the OK button. You are taken to the Port of Call. See In Port on
p. 54.

Mission Editor
688(I) Hunter/Killer has an easy-to-use Mission Editor which lets you design
and play your own missions as well as alter any existing mission. You can
make them as easy or as difficult as you like.
■ To access the Mission Editor, select Mission Editor from the Main menu.
ADVANCED

Select a map from the world map, or load a previously saved mission.
TUTORIAL

Menu Bar Object


Buttons

Selected
Overhead Chart Object
Properties
APPENDICES

Control Panel
Buttons
Text Box
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TUTORIAL
180
FT 40 Mission Editor Menus

The Menu bar above the Overhead Chart gives you access to several options.
Click on each option to display a pull-down menu with additional options. A

MAIN MENU
checkmark next to an option indicates that it’s turned on.

OPTIONS
MISSION
Load existing missions, design new missions, save (or save as) missions, and
exit from the Mission menu.

EDIT
Edit the mission you are creating or altering.
Main Menu/Options

STATIONS
COPY: Duplicate selected object.

SHIP’S
PASTE: Insert copied object.
DELETE: Take away selected object.
DELETE ALL: Take away all objects.
SET RANDOM START BOX: Defines general area where selected object begins
mission. The Object begins the mission at a random point within the box.
SELECT MULTIPLE OBJECTS: Group two or more objects so that the select-

ACADEMY
TRAINING
ed action (e.g. move or delete) is applied to the group.
ENVIRONMENT: Defines ocean environment.
SSP: Defines type of Sound/Speed Profile. Surface duct, bottom limited,
and convergence zone are the three most common types of SSPs. The
different SSPs propagate sound in water differently, so depending on
which SSP is selected, the game modifies the detection performance of all
vessels. See Academy Training on p. 100 for more information on SSPs.
ADVANCED
TUTORIAL

CONDITIONS: Defines sea conditions and ocean bottom.

VIEW
Select data with which to evaluate the Mission Editor chart.
VIEW BATHYMETRY: View Mission Editor chart with an enhanced gradient
indicating depth and ocean topography.
VIEW GRID: View Mission Editor chart with a grid overlay.
APPENDICES

VIEW SCALE: Display ruler/scale indicating nautical miles. The grid format is
determined by the scale in the lower left of the screen.
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OPTIONS
41
Manipulate objects and messages.
ADD MULTIPLAYER SUB: Place a 688(I) for a multiplayer mission.
ADD WAYPOINT: Place an additional waypoint for selected object. (Except
for OwnShip and Multiplayer Sub.)
ADD MINEFIELD: Place a minefield.

MAIN MENU
OPTIONS
DEFINE BRIEF: Create or alter the commanding officer’s mission brief which
appears at the Port Of Call Command Center and on the laptop in the CO’s
stateroom. If this is an existing mission, you can alter this to fit the changes
you make to the mission. If this is a new mission, define the objectives and
goals of your created mission.
DEFINE SCENARIO NAME: Create or alter the scenario name which appears
at the Mission Menu.
DEFINE INTELLIGENCE MESSAGE: Create or alter the intelligence message

STATIONS
which is broadcast during the mission.

SHIP’S
DEFINE TASKING MESSAGE: The tasking message is the first message you
receive when you begin your mission and it appears on the message screen
in the Radio room. It will often give more precise information than the brief,
especially as to latitude and longitude. If this is an existing mission, you can
alter the message to fit the changes you’ve made to the mission.

Using the Mission Editor

ACADEMY
TRAINING
This section briefly describes how to create new missions, alter existing mis-
sions, save edited missions, and load edited missions.
To create a new Mission: When the Mission Editor first appears, it is ready
for your input. If you are building or editing a mission and you want to begin
another, select New Mission from the Mission pull-down.
To load an existing Mission for editing:
1. Select Load Mission from the Mission pull-down. The Mission menu
ADVANCED
TUTORIAL

appears.
2. Select the mission you wish to load, then click OK.
To save a Mission:
1. Select Save Mission from the Mission pull-down. The Save or Save As
screen appears.
2. Type a name to label the mission you wish to save, then click OK. The
mission is saved as a Single Mission.
APPENDICES
QUICK START
TUTORIAL
180
42 Creating Missions
FT
This section demonstrates the steps necessary to create a new mission. The
same principles apply to editing existing missions.
To create a mission, you must first specify a geographical area in which you
want the mission to take place and you must select and place friendly and
enemy vessels, mines, and land-based targets on the chart.
■ To scroll the chart, place the cursor anywhere on the chart.

MAIN MENU
■ To select an object, click on the object.

OPTIONS
■ To move an object, click on the object and drag it.
■ To view the latitude/longitude and depth of a given locus, move the cur-
sor to the locus on the map and hold iq , or press X to toggle this
option on/off.
To specify a locus:
1. Select Mission Editor from the Main menu. The Mission Editor appears.
2. Move the cursor over the Chart and over the area in which you want the
Main Menu/Options

mission to take place, then right-click. A confirmation text box appears

STATIONS
SHIP’S
3. Click Yes to load the selected geographic area. The area loads. (Click No
to cancel and select another area from the chart.
4. Your submarine (own ship) will automatically be placed on the chart.
To place objects:
1. Click on an object from the selection in the upper right of the Mission Editor.
2. Drag the cursor to the spot on the chart where you want to place the
object, then click. The object appears on the chart, and the Selected

ACADEMY
TRAINING
Object Properties appear to the right of the chart.

ADVANCED
TUTORIAL

OBJECT PROPERTIES
Each object has properties defining its function and patrol area. Each type of
object has slightly different properties.
To select object properties:
APPENDICES

1. Click the pull-down arrow corresponding to the property you want to alter.
2. Highlight the option, then click. The option appears in the property window.
For properties where numerical values must be specified, highlight the
property and type the number.
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TUTORIAL
TACTICS
43
Select operational tactics for surface vessels, submarines, and aircraft.
Area Waypoints Assign four waypoints. Add waypoints with the
Add Waypoint option in the Options pull-down.
The craft travels to each waypoint in turn. The craft
repeats the pattern.
Barrier Assign a path along which the craft travels back

MAIN MENU
and forth.

OPTIONS
Expanding Box Assign an area in which the craft operates. The craft
patrols the area in an outward then inward spiral
pattern.
Ladder Box Assign an area in which the craft operates. The craft
patrols the area in a back and forth pattern within
the perimeter of the box.
Perimeter Box Assign an area in which the craft operates. The craft
patrols the area along the perimeter of the box.

STATIONS
Random Box Assign an area in which the craft operates. The craft

SHIP’S
patrols the area randomly.
Transit Assign the craft a travel route. The craft travels from
waypoint to waypoint, modifying its course, speed
and depth as indicated. After arriving at the last
waypoint, the craft maintains the assigned course,
speed and depth indefinitely.
Transit Search Assign the craft a travel route. The craft searches for
your own ship as it travels from waypoint to way-
point, modifying its course, speed and depth as

ACADEMY
TRAINING
indicated. After arriving at the last waypoint, the
craft maintains the assigned course, speed and
depth indefinitely.
Sonobuoy Search (Sonabuoys are expendable, passive sonar devices
(aircraft only) launched from aircraft.) Aircraft drop a specified
number of sonabuoys into the designated area.
Helicopters assigned one of the above tactics
randomly drop an active, pinging sonar into the ocean.
ADVANCED
TUTORIAL

Defining Properties and Object Goals


When you right-click on an object after it’s been placed on the map screen,
the object’s Properties appear. From the Properties, you can define the ship’s
position, i.e., set a latitude/longitude.
APPENDICES
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180
44 To determine your object position:
FT
1. Right-click on your ownship. The Properties sub-menu appears.
2. Click on Properties. The Object Position box appears.
3. Highlight the latitude/longitude box and type in a new position.
4. Select OK to accept or Cancel to reject the position.
When you select PROPERTIES for another object, not only do you determine

MAIN MENU
a position, but you also define the Goal for that object.

OPTIONS
NO GOAL This entity is not on your list of
objectives.
MUST BE KILLED To complete fulfill your created
mission, you must destroy this object.
To make the Goal absolutely critical to
to mission completion, check the
Goal is Critical box. To set the
Main Menu/Options

STATIONS
points awarded for fulfilling the goal,

SHIP’S
type a number in the Score box.
MUST SURVIVE To successfully complete your mission,
you must not destroy this object.
Choose Goal is Critical and Score
options in the same manner as for
MUST BE KILLED.
Mission Editor Hot Keys

ACADEMY
TRAINING
C+N New Mission
L Load Mission
S/U Copy
S/A Add waypoint
S/D/D Delete waypoint or object
S/S Save Mission
ADVANCED
TUTORIAL

T Toggles between objects in the game


[/] Toggle through previous/next waypoints

To save a mission:
1. Select Save Mission from the Mission menu option. The Save/Load
Mission screen appears.
■ If you have forgotten to enter necessary information on any object
APPENDICES

you have in the mission, the program prompts you at this time to
enter this information. The Mission can’t be saved until all the neces-
sary properties have been determined.
2. Type in a name for your mission.
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TUTORIAL
3. Click OK to save or Cancel to return to the Mission Edit screen.
45
To load a saved mission:
1. Select Load Mission from the Mission menu option. The Save/Load
Mission screen appears, displaying a list of saved missions.
2. Use the scroll bar and arrows to scroll through the entire list of saved
missions.

MAIN MENU
3. Highlight the mission you want and click OK. Click Cancel to return to

OPTIONS
the Mission Edit screen.

Multiplayer
Take your ship into battle with or against other human players. 688(I)
Hunter/Killer supports network play (up to eight players), and modem and
direct serial play (two players). This section describes how to set up all three
types of games. Only those missions created with multiplayer entities can be
used in a multiplayer game. Multiple players can play all Single Missions as
well as create multiplayer missions with the Mission Editor.

STATIONS
SHIP’S
■ To go to the Multiplayer screen, Select Multiplayer from the Main menu.
The Multiplayer screen appears.

Select a
Connection
Type
Select a Mode

ACADEMY
TRAINING
Select Connect to
connect with Select a Side
other players

■ To make selections, click on the appropriate button.


ADVANCED
TUTORIAL

Direct Serial Play


Players without modems can connect using the computer serial port using a
serial connector cable, also known as null-modem cable. The Server selects
the Mission to play, acting as host.
To connect two machines:
1. Buy a null-modem cable (you can usually find one at your local computer
store). Plug one end of the connector into a serial port on one machine,
and the other end into a serial port on the second machine.
APPENDICES

2. Remember which COM port you plugged the cable into. You’ll need to
know this when attempting to connect to the other machine. (COM 1 is
usually used by your mouse.) If you’re not sure what port you’re using,
look on the back of your computer. Most ports have an identifying mark.
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180
FT 46
Baud Rate

Serial Port. Click on the


number to change the
dial settings

MAIN MENU
OPTIONS
To set up a Direct Serial Multiplayer game:
1. Select a Mode of play, designating your computer as either the Server or
Client. It is best to have the fastest computer be the server. When you
select Server, you act as host for the game.
2. Determine if your ship will be designated as either Allied, Neutral, or
Main Menu/Options

Threat.

STATIONS
3. Select Serial as your connection type.

SHIP’S
■ To select the connection type, click on the button next to one of the
types. When it is active, it turns yellow and the Settings button next to
it turns blue. You can then select Settings.
4. Select Settings to display the Serial Settings screen.
5. Select a serial port and Baud rate. The Baud rate defaults to 57600. Click
OK to return to the Mulitplayer screen. If the selected baud rates are not
the same on both computers, they will not sync correctly.

ACADEMY
TRAINING
6. After both players have determined the appropriate settings, they select
Connect. The Client should press Connect first, followed by the Server.
7. Both players move on to the Waiting room. Here they can send mes-
sages to each other before loading the Mission. They can also press Abort
to disconnect at this time.
• To send a message, click in the Outgoing Message text box, type in
a message, and press Send.
ADVANCED
TUTORIAL

8. After both players have connected and finished chatting, the Server press-
es the Start Game button. A list of Multiplayer missions appears. This
includes both the Single Missions included with 688(I) Hunter/Killer, and
any multiplayer missions you may have created with the Mission Editor.
• If you are selecting a Multiplayer mission created with the Mission
Editor, you and all other connected players must have a copy of the
mission in the Scenario Directory in order to play.
9. The Server selects a Mission and clicks OK. The mission loads and the
APPENDICES

players are underway.


10. To disconnect, go to the CO’s Safe and select End Mission.
• You can’t save a mission in progress when in Multiplayer mode.
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To communicate with other players during a mission:
1. Go to the Radio Room. A text box appears above the Radio message
47
screen, and a Send Message button appears next to the box.
2. Highlight the box and type in a message. Press Send Message to send
the message.
The message appears in the general information text box along the bottom
of the game screen and in the Radio Room Message screen. Look for mes-

MAIN MENU
OPTIONS
sages from other players in these areas as well.
Modem Play
Two players can connect directly by a 28,800 baud or faster modem. The
Server selects the mission to be played, and acts as the caller.
Note: Your modem must be installed through the Windows 95
Operating System before you begin the game. If you haven’t installed
your modem through Windows 95, consult your Windows 95 and
modem documentation to learn how.

STATIONS
SHIP’S
To setup a Modem Multiplayer game:
1. Select a Mode of play, designating your computer as either the Server
or Client. It is best to have the fastest computer be the server. When you
select Server, you act as host for the game. The Server is in “Call Mode”,
while the Client receives, or acts in the “Answer Mode”.
2. Determine if your ship will be designated as either Allied, Neutral,
or Threat.

ACADEMY
TRAINING
3. Select Modem as your connection type.
■ To select the connection type, click on the button next to one of the
types. When it is active, it turns yellow and the Settings button next to
it turns blue. You can then select Settings.
4. Select Settings to display the Modem Settings screen. The server must
select a telephone number from the list, or type in the appropriate number.
5. Both players must select a Modem port. Select Auto to have your system
ADVANCED

automatically detect the modem port. Press OK to return to the


TUTORIAL

Multiplayer screen.
6. Both players press Connect and move on to the Waiting room. They wait
while the server’s machine dials and connects with the client.
7. The Start Game button is automatically activated in two-player games
(Serial Modem). After both players have connected a list of Multiplayer
missions appears. This includes both the Single Missions included with
688(I) Hunter/Killer and any multiplayer missions you may have created
APPENDICES

with the Mission Editor.


• If you are selecting a Multiplayer mission created with the Mission
Editor, you and all other connected players must have a copy of the
mission in order to play.
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180
48 8. The Server selects a Mission and clicks OK. The mission loads and the
FT
players are underway.
9. To disconnect, go to the CO’s Safe and select End Mission.
• You can’t save a mission in progress when in Multiplayer mode.

Click on the button to


activate it, then click in

MAIN MENU
name and number box

OPTIONS
to type in a name and
number box

Select Auto to auto-


matically determine
your modem port
Main Menu/Options

STATIONS
To communicate with other players during a mission:

SHIP’S
1. Go to the Radio Room. A text box appears above the Radio message
screen, and a Send Message button appears next to the box.
2. Highlight the box and type in a message. Press Send Message to send
the message.
3. The message appears in the general information text box along the bot-
tom of the game screen and in the Radio Room Message screen. Look for
messages from other players in these screens.

ACADEMY
TRAINING
Network Play

ADVANCED
TUTORIAL

From two to eight players can be connected over a network.


To setup a Network Multiplayer game as the Server:
1. Select a Mode of play, designating your computer as the Server. It is best
APPENDICES

to have the fastest computer be the server. When you select Server, you
act as host for the game.
2. Determine if your ship will be designated as either Allied, Neutral, or
Threat.
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3. Select the Network connection type.
49
■ To select the connection type, click on the button next to one of the
types. When it is active, it turns yellow and the Settings button next to
turns blue. You can then select Settings.
4. Select Connect. You go to the Waiting room, where you wait for the
other players, or clients, to join you.

MAIN MENU
5. After everyone has connected and finished chatting, you press the

OPTIONS
Start Game button. A list of Multiplayer missions appears. This includes
both the Single Missions included with 688(I) Hunter/Killer, and any mul-
tiplayer missions you may have created with the Mission Editor.
• If you are selecting a Multiplayer mission created with the Mission
Editor, you and all other connected players must have a copy of the
mission in order to play.
6. The Server selects a Mission and clicks OK. The mission loads and the

STATIONS
players are underway.

SHIP’S
7. To disconnect, go to the CO’s Safe and select End Mission.
• You can’t save a mission in progress when in Multiplayer mode.
To setup a Network Multiplayer game as a client:
1. Select a Mode of play, designating your computer as the Client.
2. Determine if your ship will be designated as either Allied, Neutral, or
Threat.

ACADEMY
TRAINING
3. Select the Network connection type.
• To select the connection type, click on the button next to one of the
types. When it is active, it turns yellow and the Settings button next
to turns blue. You can then select Settings.
4. Select Connect. You go to the Connection room, where you can select a
Server from a list of available servers by double-clicking on the Server
name. You then go to the Waiting room where you can wait for the other
players, or clients, to join the game
ADVANCED
TUTORIAL

5. After everyone has connected and finished chatting, the Server presses
the Start Game button to to load a scenario.
• All connected players must have a copy of the mission in order to play.
6. The Server selects a Mission and clicks OK. The mission loads and the
players are underway.
7. Clients can disconnect at any time. To disconnect, go to the CO’s Safe
APPENDICES

and select End Mission. If the server player disconnects, the game will
continue, although the players’ positions will not be as accurate and may
appear jumpy.
• You can’t save a mission in progress when in Multiplayer mode.
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180
50 To communicate with other players during a mission:
FT
1. Go to the Radio Room. A text box appears above the Radio message
screen, and a Send Message button appears next to the box.
2. Highlight the box and type in a message. Press Send Message to send
the message.
3. The message appears in the general information text box along the bot-
tom of the game screen and in the Radio Room Message screen. Look for

MAIN MENU
OPTIONS
messages from other players in these areas as well.

Captain’s Log
The Captain’s Log records your scores in the various missions and campaigns.
For each mission you complete, whether it be training, single, or within the
campaign, you receive a score. The score depends upon whether you
achieved your mission objectives. The scores are recorded under each
Captain’s name as entered at the Change of Command screen. Scores corre-
Main Menu/Options

spond to mission type: Training, Single, or Campaign. Use the points you

STATIONS
earn to refit your ship with new equipment and take on more experienced

SHIP’S
crew. (See In Port on p. 54.)

ACADEMY
TRAINING

■ To see the Captain’s Log book, click on Captain’s Log from the Main
menu. The book opens to display the current Captain’s scores. If this is
the first time you’ve played, there won’t be any scores.
ADVANCED
TUTORIAL

■ To view the debriefing for any mission, double-click on one of the


completed missions in the log.
■ To see other campaigns, click on the Previous or Next tabs.
■ To close the Log and return to the Main menu, click Close.
APPENDICES
QUICK START
TUTORIAL
Ship’s Information Books 51
The Ship’s Information Books (SIB) provide exhaustive information on the
688(I)’s Ship’s Systems, Operating Procedures, and Casualty Procedures.
You can also access this option from the Control Panel on board. See
Ship’s Information Books on p. 91.
■ To exit the Ship’s Information Books, click on the lower right
Power button.

MAIN MENU
OPTIONS
STATIONS
SHIP’S
Info On-Line
Featuring text information and digital 3D models, Info On-Line
brings you all the data you need to identify contacts and formulate attack
strategies. You’ll find what is modeled for ships, submarines, aircraft and
weapons featured in 688(I) Hunter/Killer. This resource is also available from

ACADEMY
TRAINING
the Control Panel on board. See Info On-Line on p. 92.

ADVANCED
TUTORIAL

■ To exit the Info On-Line screen, click on the button in the lower right
section of the screen.
APPENDICES
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180
FT 52 Options
Set graphics, sound options, cheats, and automatic crewmen. The Options
screen is also available from the CO’s Stateroom when the game is in progress.

Text Box

MAIN MENU
Select OK to accept

OPTIONS
changes and return to
the Main menu,

Select Cancel to Exit


without saving any
changes

■ To select an option, click the corresponding button.


Main Menu/Options

STATIONS
SHIP’S
■ To activate/deactivate options, click the box to the left of the appropriate
feature. A check mark in a box indicates that the option is active.
Graphics
Set the graphic richness of the game. Depending on your system, you may
want to turn some options off, or alter the setting to improve gameplay.
MAP RESOLUTION Select HIGH, MEDIUM, or LOW.
MAP RELIEF SHADING Click the box to turn map shading

ACADEMY
TRAINING
ON/OFF.
ENVIRONMENTAL TEXTURES Click the box to turn Environmental
textures ON/OFF.
POP UP TIPS AND HELP Click the box to turn Pop-Up Tips in
the game ON/OFF.
LOAD 3-D CONTROL ROOM Turn this OFF and the on-board 3-D
Control Room is unavailable. This saves
ADVANCED
TUTORIAL

loading time when entering a Mission.


PLAY PORT OF CALL Turn this OFF and the animations at your
ANIMATIONS home port won’t play. This saves time
when loading the Port of Call.

Note: In general, the higher the graphic detail, the slower the game
runs. If the game runs slow on your computer, set resolution, shading
and textures to the lowest possible settings.
APPENDICES
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Cheats
53
INVULNERABILITY With this ON, your own ship cannot
be damaged. (Training/Single missions
only.)
OWN SHIP DETECTABILITY Turn this ON to make it harder for the
CUT IN HALF enemy to find you.
THREAT DETECTABILITY DOUBLED Double the amount of noise generated

MAIN MENU
OPTIONS
by threats.
OWN SHIP MAX SPEED 50 KNOTS/ Increase your ship’s speed and depth
DEPTH UNLIMITED capabilities.
UNLIMITED WEAPONS Equip the 688(I) with an infinite
number of each type of loaded
weapon.
SHOW ALL OBJECTS IN With this OFF, the only entities you

STATIONS
ENTITY VIEW can view in the 3-D view are friendly.

SHIP’S
Turn this ON to see all objects,
including your enemies.
SONAR: SONAR Check and an expert crew identi-
EXPERT ASSISTING fies and designates sonar contacts
for you.
TMA: PLOT COORDINATOR Check and an expert performs target
EXPERT ASSISTING motion analysis

ACADEMY
TRAINING
FIRE CONTROL: WEAPONS Check this and an expert weapons
assistant takes care of weapons
presets.

Sound
■ Set levels for sound effects and music. Limit intra-crew communication to
emergency reports.
■ To turn sound or music ON/OFF, click the box to the left of the appropri-
ADVANCED
TUTORIAL

ate feature.
■ To adjust sound or music volume, click the arrows on either side of the
volume scale or drag the green box left/right.
■ To limit crew communication to emergency reports, click the box corre-
sponding to EMERGENCY REPORTS ONLY.
APPENDICES
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180
54 Crew
FT
Select the crew members you want to aid you in the game. The level of train-
ing is depicted as 0-4.
SONAR: Your crew identifies and designates
sonar contacts for you when you have
this option turned ON.
TMA With this ON, the crew performs

MAIN MENU
OPTIONS
target motion analysis on any
designated contacts.
WEAPONS The crew takes care of weapon
presets for you automatically.

Exit to Windows
Select this option to exit the game and see the credits.
Main Menu/Options

In Port

STATIONS
SHIP’S
You start any mission or campaign in port. Here you will review your mission,
load appropriate weapons, view a typical supply load out for a mission, and
make necessary repairs and upgrades.
The ship is loaded with a standard weapons load-out of 12 Tomahawk mis-
siles, 2 Harpoon missiles, and 2 advanced capability (ADCAP) torpedoes
loaded in the tubes. Eight ADCAPs, eight Harpoons, and four submarine-
launched mobile mines (SLMMs) will be loaded on the racks in the torpedo

ACADEMY
TRAINING
room. This load-out may have to be modified to better suit specific missions.
Once loaded, the ship is ready to get underway by clicking on the subma-
rine. Once underway, your ship begins operating, with you as the CO, in the
area of your mission.

Weapons Shed

Supply Depot Repair Yard


ADVANCED
TUTORIAL

Headquarters

Buoy

1. First, click on Headquarters to get a briefing. This helps you determine


APPENDICES

the proper weapons, supplies, etc., for the upcoming mission.


2. To see what new supplies you will be taking with you on your voyage,
click on the Supply Depot.
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3. Depending upon the nature of your mission (anti-submarine warfare,
anti-surface ship, surveillance, etc.), load the appropriate weapons for the
55
mission. (See Mission Profiles on p. 182 for appropriate weapon load-outs
for each mission type.) Click on the Weapons Depot to view the
weapons available.
■ Click on the Repair Yard to see what equipment you can upgrade. You
earn points as you complete missions in the game—these points deter-

MAIN MENU
mine what upgrades you can make.

OPTIONS
■ The Repair Yard also lists repairs made to your ship. Points for repairs are
changed automatically.
4. To get underway, click on your Submarine. The Ship’s controls load and
you are taken to the Ship Control Station.
■ To exit the port and return to the Main menu, click on the Buoy.

Weapons Depot

STATIONS
SHIP’S
You may need to change your weapon load-out for specific missions.

Click to
change/add Click on the
weapons to the scrolling
rack or vertical arrows to
launch system. add/subtract
that weapon

ACADEMY
TRAINING
Click to
change/add
weapons in the
torpedo tubes

To make changes/additions to your weapon load-out:


1. Click on either Rack/VLS or Torpedo Tubes. The rack is where you store
additional weapons.
ADVANCED
TUTORIAL

■ The Vertical Launch tubes must be loaded correctly in port. You can’t
make changes to them, or re-load, once you’re underway.
2. Click on the up/down arrows to add/subtract that particular weapon. If
the rack or the tubes are already full, you must subtract from one weapon
type before you can add another.
3. Click OK to accept the changes and exit the Weapons Depot.
APPENDICES
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180
FT 56 Repair Yard
The Repair Yard lets you make repairs and upgrades to your ship and crew.

View recent repairs

Available upgrades

MAIN MENU
OPTIONS
Crew improvements

Points you have earned

To make upgrades to your equipment/crew:


1. Click on the upgrade you want to highlight it. (Click on the scrolling
Main Menu/Options

arrows to view all the available upgrades.)

STATIONS
SHIP’S
2. Click on the Load on Ship arrow. Points are deducted from your Points
Remaining. If you haven’t earned enough points, you won’t be able to
make the upgrade.
3. Click on the Return to Storage arrow if you change your mind. The
Points Remaining box reflects the change.
4. Click on the up arrows next to Fire Control, Sonar Station, and TMA
Station to allot points and upgrade the corresponding crew. (Click on

ACADEMY
TRAINING
the down arrows if you decide to take points away.) Automated
Crewmen are turned off from the options screen.
5. Click OK to accept the upgrades and exit the Dry Dock.

General Information
(Gen Info) Area
Once underway, you can move around to various locations in the control
room, each with its own screens. For most screens, the right and bottom
ADVANCED
TUTORIAL

border are the identical. This area is called the Gen Info area.
■ In most screens, click to initiate an action, or to select or
change an option.
■ Where digits for course, speed, and depth can be changed, click to
increase the number and right-click to decrease the number.
The bottom of the area is a history of the commands and reports of the
current mission.
APPENDICES
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TUTORIAL
The upper right corner of the area shows the current local game time, speed,
course, and depth. From this Maneuver Shortcut area, you can change the
57
course, speed, and depth from any screen by using the mouse buttons to
order the desired value in this area. Place the pointer over the desired digit
and click to increase the number and right-click to decrease it.
■ To set the engine on reverse, you must go to the Ship Control station.
See Ship Control Station on p. 63.

MAIN MENU
OPTIONS
STATIONS
SHIP’S
At the bottom right, the Pause button stops the advance of time in the
game, but still lets you move through screens to get information and change
some settings at various stations. Except for the Weapons Launcher screen,
most changes made while the game is paused don’t take place until the
game is unpaused.

ACADEMY
TRAINING

Time Scale can be used to speed the passage of game time from 1x (normal)
to 8 times normal.
ADVANCED
TUTORIAL
APPENDICES
QUICK START
TUTORIAL
180
FT 58 Control Panel

MAIN MENU
OPTIONS
Use the Control Panel to move between major functions while the ship is
underway. The Ship Station icon currently selected is lit yellow and
depressed. Clicking on any Ship Station icon takes you immediately to that
Main Menu/Options

STATIONS
station. You can press numbers a–A through a–N to go to the first 14

SHIP’S
Ship Stations.
Ship Control a +A Fire Control a +F
Sonar a +B Periscope a +G
Radar Room a +C SSP a +H
Radio Room a +D Ship’s Books a +I
TMA Function a +E Info On-Line a +J

ACADEMY
TRAINING
CO’s Stateroom a + L Navigation a +K
3-D Control a +M 3-D View a +N

Each station is described in detail in Chapter 3, Ship’s Stations. More infor-


mation can also be found in the Ship’s Information Book (SIB) on-line.
Buttons, Switches, and Other Widgets
ADVANCED
TUTORIAL

Rotary
switch
Toggle
Switch
Two-click
button

Square and round buttons select options or initiate action, such as marking a
APPENDICES

bearing or designating a solution. Once selected, many buttons will light,


either continuously or for an instant, to show the command was received.
Some buttons are a touch panel type, such as in the weapon control func-
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TUTORIAL
tion. Also in the weapon control function are oval text windows. These are
clicked on to cycle through available options. Triangular buttons are used for
59
incremental movements, such as moving a position on a chart.
Extremely sensitive operations, such as firing a weapon, have buttons that
require two clicks—one to raise the cover, and the other to press the button.
Rotary switches are used to allow multiple selections, such as various scales.
These are positioned by clicking on the desired position label. Toggle switch-

MAIN MENU
OPTIONS
es are used to select one of two options, and are moved by clicking on the
switch. The launch control screen uses a key, which is turned by clicking on
the key. The Emergency Blow Valve is manually positioned by clicking on the
handle.
Some items, such as the entity list in three-dimensions (3-D), have pull-down
lists.
■ Click on the down arrow and then click on the desired item in the list.

STATIONS
Objects You Can Drag

SHIP’S
Certain map objects on the Target Display Panel and Mission Editor function
can be moved from one part of the screen to another. Click-and-hold on the
desired object to select it, and then drag the cursor to a new location.
Additionally, the ruler in the target motion analysis (TMA) function can be
dragged.

Using the Maps

ACADEMY
TRAINING
Maps appear in the Navigation screen, the Mission Edit screen, the Fire
Control screen and during the Replay. The same controls are used in each
map.
Note: The cursor must be on the map for these controls to work.
ADVANCED
TUTORIAL
APPENDICES
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180
60 Map Widget Hot Keys (work in Mission Editor, Fire Control,
FT
Navigation, and Replay)
+/- Zoom in/out
j/l Pan left/right
i/k Pan up/down
0 Zoom on cursor (right mouse button zooms out; left mouse

MAIN MENU
button zooms in; only works while C is held down)

OPTIONS
N Center on cursor (only when Center on Own Ship is not
active
T Toggles the scale display at the bottom left of the map
G Toggles the grid display on the map
R Toggles the ruler
X Toggles ON/OFF the continuous latitude/longitude/
Main Menu/Options

depth display. (The cursor must be over the map.)

STATIONS
SHIP’S
Note: Clicking and dragging with the left mouse button activates the
ruler (equivalent to R ). Clicking and NOT dragging with the left mouse
button will center the chart at the cursor location (equivalent to N ).

Saving a Mission or Campaign


Training Missions, Single Missions and Campaigns can be saved in progress. You

ACADEMY
TRAINING
can save as many missions/campaigns as your available hard drive space allows.
To save a mission or campaign:
1. Select the CO’s Stateroom from the Control Panel.
2. Select the Co’s Safe.
3. Select the Save As Game. The Save screen appears.
4. Type a file name by which you can identify the mission or campaign, and
click OK. The mission or campaign is saved.
RESUMING A MISSION OR CAMPAIGN
ADVANCED
TUTORIAL

Resume a campaign at the mission succeeding the one you last completed.
To resume a mission or campaign:
• Select Training Mission, Single Mission, or Campaign from the Main
menu. The file name under which you saved the mission or campaign
appears at the bottom of the mission list.
• Select the mission or campaign. The mission or campaign loads, and you
resume the mission or campaign at the point where you last saved it.
APPENDICES

Note: You can replay any mission you’ve previously completed in


order to increase your score, but the initial score is used for
crew training purposes.
QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED
Chapter 1 Quick Start Tutorial APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
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FT 62
Chapter 3:
Ship’s Stations
SHIP CONTROL ............................................................63
SONAR ........................................................................65
Broadband ..........................................................................................................................66

MAIN MENU
OPTIONS
Narrowband ........................................................................................................................68
Demodulated Noise (DEMON) .................................................................................70
Active ....................................................................................................................................72
Active Intercept ...............................................................................................................74
RADAR ........................................................................75
RADIO ROOM/ESM......................................................76

STATIONS
TARGET MOTION ANALYSIS ........................................78

SHIP’S
Fire Control: Weapons and Launchers ................................................................81
Periscope ............................................................................................................................88
Sound Speed Profile......................................................................................................90
Ship’s Information Books ...........................................................................................91
Info On-line .......................................................................................................................92
Navigation ..........................................................................................................................93
Ship’s Stations

CO’s Stateroom ...............................................................................................................95

ACADEMY
TRAINING
3-D Control Room..........................................................................................................97
3-D Object View ........................................................................................................... 98 ADVANCED
TUTORIAL
APPENDICES
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This section describes the various instruments and devices that make the 688(I)
63
the most feared hunter in the U.S. Navy’s arsenal. For information on tactics and
strategic operation of this equipment, see Academy Training on p. 100.

Ship Control

MAIN MENU
OPTIONS
HP Air Towed Array Course Indicator
Ordered Course

Trim Angle

STATIONS
Keel Depth

SHIP’S
Engine Order
Ventilate Telegraph

Speed
Emergency
Blow Valve MBT Vents

HFSS Screen High Frequency Sonar System

ACADEMY
TRAINING
Control Surfaces

The Ship Control Station is the primary location from which the ship is oper-
ated. Although speed, course, and depth can be changed from most screens
using the Maneuver shortcuts in the Gen Info area, advanced control func-
tions can be initiated only from this screen.
The following sections detail the Ship Control Station functions:
Emergency Blow Valve
ADVANCED
TUTORIAL

Quickly empties the main ballast tanks of water using high pressure (HP) air,
forcing the ship to the surface.
Ventilate
Raises/lowers the snorkel mast, which is used to commence and secure venti-
lating procedure. The ship must be at or above periscope depth (60 ft.) to
ventilate. Ventilation is only required if you’ve emptied the main ballast tanks
and need to recharge the high pressure air. See HP Air below.
APPENDICES

Keel Depth
Indicates actual and ordered keel depth. Left/right click on the digits in the
Ordered block to increase/decrease depth.
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180
64 Trim Angle
FT
Indicates the trim angle of the ship measured from a horizontal axis. With a
positive trim angle, the ship has a bow-up attitude; with a negative trim
angle, the ship has a bow-down attitude. The trim angle is controlled auto-
matically by the helmsman as ship depth changes.
HP Air
Indicates the present charge in high pressure air banks. This air is used for

MAIN MENU
OPTIONS
the emergency main ballast tank blow system. Note: This air is also used to
launch weapons from the torpedo tubes. At least 50% charge is required for
a successful launch.
■ To commence and secure air charges, press the Charge button.

Towed Array
Deploy one of two towed arrays for sonar processing. The towed array may
be streamed a maximum of 2600 feet behind the ship. The indicator mea-
sures the deployed array’s current distance from your ship.

STATIONS
SHIP’S
■ To select a towed array, toggle Port/Starboard.
■ To deploy the selected towed array, switch to Stream.
■ To stop streaming, switch to Off.
■ To retrieve the towed array, switch to Retrieve.

Course Indicator/Ordered Course


Ship’s Stations

The black indicator indicates the current course, while the red indicator indi-

ACADEMY
TRAINING
cates the ordered course.
■ To order a new course heading, click on the desired bearing on the dial.

Engine Order Telegraph


Orders engine speed. Speeds can be ordered in five-knot increments. Flank
(Maximum) Speed is 32 knots. (Upgrades and cheats may affect maximum
speed. See Options on p. 52.)
■ To set engine speed, click on the portion of the dial which represents the
ADVANCED
TUTORIAL

desired speed.
Speed
Shows actual and ordered speed in knots. Specific speeds can be ordered by
left/right-clicking on the digits in the Ordered block.
MBT Vents
Opens and closes the main ballast tank (MBT) vents. Opening the MBT vents
floods the tanks with water and allows the ship to dive. Closing the vents
APPENDICES

after the ballast is on board allows them to be filled with air at a later time so
the ship can surface. Your crew automatically opens and closes the MBT
vents when necessary—as Captain, you won’t need to operate the MBT vent.
However, you can if you like.
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■ To open the MBT vents, press the MBT vent button.
■ To close the MBT vent, press the MBT vent button again.
65
High Frequency Sonar
The toggle switch activates the High Frequency Sonar System (HFSS), which
is used to detect small objects (mines) at short range. The High Frequency
Sonar screen shows the location of any object near your submarine’s bow. If
an object is close enough, clicking on it designates it as a sonar contact.

MAIN MENU
OPTIONS
■ To activate/deactivate the High Frequency Sonar System, toggle the
switch On/Off.
■ To designate targets (such as mines), point at the object and click.

Rudder, Bow, and Stern


Indicate the positions of the respective control surfaces of the ship. Zero rep-
resents a neutral setting for the bow/stern planes and the rudder. The
Helmsman automatically controls all control surfaces—you need only order
changes in depth and course. You can, however, manually set a rudder

STATIONS
angle. This causes the ship to make a continuous turn until you change the

SHIP’S
rudder by clicking on the indicator or order a new course.

Sonar

ACADEMY
TRAINING
Active DEMON Broadband
Active Intercept

Narrowband
ADVANCED
TUTORIAL

The Sonar Room is where you’ll monitor the most important sensing equip-
ment on board. Five displays, each with a specific purpose, help detect, iden-
tify, track, and pinpoint contacts by employing either active or passive sonar.
The sonar functions are composed of five separate displays: Active, Active
APPENDICES

Intercept, DEMON, Broadband, and Narrowband.


■ To switch from one sonar screen to another, click on the buttons in the
upper right hand corner. You will be switching back and forth between the
screens often. Use the Pause button often until you master the technique.
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180
66 Note: If a Sonar Assistant is active, he’ll make updates regardless of any
FT
inputs you make. See Crew on p. 54.

Broadband
The default sonar function, Broadband, is used to detect and track all classes
of submarines and surface ships.

MAIN MENU
Upper Waterfall

OPTIONS
Display Time Average
Controls 1

Lower Waterfall
Time Average
Display
Controls 2

STATIONS
SHIP’S
Selected Array

Note: The Broadband and Narrowband displays are waterfall displays


which represent signal strength (loudness) as brightness. Dark is a weak
(or non-existent signal, and bright is a strong signal. The speckled back-
ground represents background noise.
Ship’s Stations

The broadband function includes the following instruments:

ACADEMY
TRAINING
UPPER AND LOWER BROADBAND DISPLAY
Two identical waterfall displays are provided so that you can set them to dif-
ferent time averages. (See Time Average below.) The top of each display
shows the most recent information. The vertical axis represents time. The
horizontal axis represents bearing. The “V” indicator and the thin vertical line
represent your ship’s heading or course. Contacts are represented by broad-
er, fuzzier lines.
ADVANCED
TUTORIAL

TIME AVERAGE
Change the time scale for a tracking contact. The integration time can be set
to Short (0–60 seconds), Intermediate (0–30 Minutes), or Long (0–2 hours).
The Short setting is used to track a contact’s immediate movements, while
Intermediate and Long give a longer history.
Note: It is often easier to detect a faint contact with the
Intermediate setting.
APPENDICES
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AUDIO ON/OFF
67
When Audio is ON and a cursor is placed over a contact (click on the signal),
the audio emits only the signal from the cursor’s bearing. When Audio is
OFF, no sound is emitted.

NORTH CENTER/SOUTH CENTER


Toggle to change the display orientation. When North Centered is select-
ed, the bearing 000 degrees is displayed in the center of the waterfall display.

MAIN MENU
OPTIONS
When South Centered is selected, 180 degrees is displayed in the center.
The horizontal axis remains 360 degrees wide, but the center of the display
shifts to North or South.

TRACK IDENTIFICATION
Shows the alphanumeric code of a marked contact—S1, S2, etc., up to S99.

DESIGNATE TARGET BUTTON


Assigns the identification of a target. This alphanumeric reference is used to

STATIONS
track, identify, and target contacts.

SHIP’S
Click here to
designate this
contact.

To designate a contact:

ACADEMY
TRAINING
1. Click on the contact. A vertical cursor appears on the bearing indicator.
(The cursor can be dragged.)
2. Click on the Designate Target button. A letter appears on the bearing
indicator representing the sonar tracker assigned to that contact, and an
alphanumeric tag appears in the Track Identification window. Tracking
data is sent automatically to the TMA. (You may have to click more than
once if the signal is faint.)
ADVANCED
TUTORIAL

Sonar trackers are assigned based on the sonar array used in gathering the
information.
• The spherical array sonar has four trackers: A, B, C, and D
• The hull array sonar has four trackers: E, F, G, and H
• The towed array sonar has four trackers: I, J, K, and L
Sonar contacts are assigned a sequential Sierra number: S1, S2, S3, etc. If
the sphere already has four contacts assigned to trackers (A-D) and the
APPENDICES

sonar operator designates a new contact, the oldest tracker will be unas-
signed from its current contact and reassigned to the new contact. This is
also true for the hull and towed arrays.
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180
68 A high contact environment requires you to exercise tracker management.
FT
For example: if you don’t want tracker A automatically unassigned in the
example above, but want the new contact assigned a tracker, then you must
manually remove the tracker from B, C, or D by dragging the tracker off its
contact, and dropping it over the new contact to designate it.

SELECTED ARRAY
Select Spherical, Hull, or Towed Array.

MAIN MENU
OPTIONS
Note: In order for the towed array to receive signals, at least one of the
towed arrays must be deployed. (See Towed Array on p. 64.)

Narrowband
The Narrowband function is used to classify contacts and includes the follow-
ing instruments:

NARROWBAND WATERFALL DISPLAY

STATIONS
Separates a signal from the chosen bearing into discrete frequencies. Each

SHIP’S
class of ships has a unique frequency signature. You then compare this signa-
ture to the examples in the Ship Classification Display to classify the contact.
Ship’s Stations

ACADEMY
TRAINING

The horizontal axis represents the range of frequencies (adjustable as


explained under Frequency Scale, immediately below), and the vertical axis
represents time past. Contacts are represented by vertical lines.
ADVANCED
TUTORIAL

Note: The straighter the line, the stronger the signal. Curved vertical
lines are caused by distortions in the signal.

FREQUENCY SCALE
Adjusts the frequency window to improve signal resolution. Try different fre-
quency scales for each contact to find the one that works best for that contact.
APPENDICES

■ To change frequency, click on the number to which you want to change.

FREQUENCY WINDOW
Pinpoints the frequency at which a selected signal occurs.
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■ To select a signal, click the horizontal frequency indicator in the
Narrowband Waterfall Display and drag the cursor to the desired position.
69

DESIGNATE TARGET BUTTON


Assigns a designation to a contact. This alphanumeric reference is used to
track, identify, and target contacts.

Click on this

MAIN MENU
contact to

OPTIONS
designate the
target

To designate a contact:
• Once the frequency scale has been adjusted for optimum signal strength,
click on the contact. A vertical cursor appears on the bearing indicator.
(The cursor can be dragged.)

STATIONS
SHIP’S
• Click on the Designate Target button. A letter appears on the bearing
indicator, and an alphanumeric tag appears in the Track Identification
window. Tracking data is sent automatically to the TMA.
Note: For all Designate Target buttons: You may have to click more
than once to designate the contact. The signal must be strong enough
to assign a sonar tracker. Also, if the game is paused, the Designate
Target button doesn’t assign a sonar tracker.

ACADEMY
TRAINING
SHIP CLASSIFICATION/PROFILE SELECTOR
A library of sonar signatures, featuring every craft and underwater weapon in
the simulation. Cycle the profiles until the signature on the Ship Classification
Display matches the signature on the Narrowband Waterfall Display. The
name of the craft or weapon is displayed in the window.
■ To cycle the signature profiles, click on the Prev/Next button.

CURSOR POSITION
ADVANCED
TUTORIAL

Indicates the exact bearing of the cursor on the Narrowband Search Display.
■ To read the bearing of a contact, click on the horizontal line on the
Narrowband Search Display and drag the cursor to the desired position.

NORTH CENTER/SOUTH CENTER


Toggle to change the display orientation. When North Centered is selected,
the bearing 000 is placed in the center. When South Centered is selected,
the bearing 180 is placed in the center.
APPENDICES

NARROWBAND SEARCH DISPLAY


Shows the signal from the selected array in an A-scan format, where ampli-
tude is contrasted with bearing. The height of the signal line represents sig-
nal strength. The higher the peak, the louder the signal.
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180
70 ■ To select a signal, click on the peak of a signal. (You can drag the cursor
FT
left/right.) Data is sent to the Narrowband Waterfall Display, where a sig-
nature of that signal appears. You can then match the display with one of
the profiles located there to classify the contact and designate as a target.
Note: You may notice that for hull or towed arrays when speed is above
5 knots for the hull array or 15 knots for the towed array, the entire
signal line is near the top of the display. This indicates that the
background noise is very high (due to flow noise around the array),

MAIN MENU
OPTIONS
preventing the detection of individual signals.

SELECTED ARRAY
Select Spherical, Hull Array, or Towed Array.
Note: In order for the towed array to receive signals, at least one of the
towed arrays must be deployed. (See Towed Array on p. 64.)

Demodulated Noise (DEMON)

STATIONS
The DEMON Waterfall function is used to determine the contact’s speed and

SHIP’S
the number of blades on the propeller (which may help you classify the tar-
get). The DEMON function includes the following instruments:

DEMON WATERFALL DISPLAY


Separates a signal into demodulated components. The vertical axis represents
time, and the horizontal axis represents frequency. A signal appears as a
series of parallel vertical lines. The line farthest left represents the shaft speed,
Ship’s Stations

while the rest of the lines represent propeller blades (one each).

ACADEMY
TRAINING
ADVANCED
TUTORIAL

To calculate the contact’s speed:


1. Select the appropriate array.
2. Select the tracker for the contact you wish to analyze. DEMON lines
appear in the Waterfall display (not if paused).
APPENDICES

3. If necessary, adjust the frequency to better view the signal. The line far-
thest left represents shaft speed and the remaining parallel lines represent
the propeller blades (one for each line).
QUICK START
TUTORIAL
4. Place the cursor over the line farthest left.
71
5. Enter the appropriate turns per knot number. This depends on ship type
as determined by classification in the Narrowband Waterfall Display, ESM,
or periscope. (See the informational file on the ship’s class in the On-line
information library to determine turns per knot for the given vessel.)
The speed of the target appears in the SPEED Display.

AVAILABLE TRACKERS

MAIN MENU
OPTIONS
Represent selected targets and the source of data displayed on the DEMON
Waterfall.
■ To select a data source, click on the tracker whose alphanumeric designa-
tion matches the contact you wish to monitor.
Note: In order for the TRACKERS to function, a contact must have been
designated in the BROADBAND display.

FREQUENCY SCALE

STATIONS
SHIP’S
Adjusts the frequency window to improve signal resolution.
• To change frequency, click on the number to which you want to change.

CURSOR FREQUENCY
Indicates the Waterfall Display cursor’s precise frequency according to the
horizontal frequency indicator.
■ To pinpoint the frequency of a signal, click on the signal. The cursor
appears just above the horizontal line at the top of the DEMON Waterfall

ACADEMY
TRAINING
display. If necessary, drag the cursor left or right for precise placement.

TURNS PER KNOT


Represents the number of propeller shaft rotations per knot of speed for a
given vessel. Enter the turns per knot of the ship you are tracking to help
calculate the ship’s speed. Turns per knot for all classes of craft are provided
in the Online Information library. Check the file for the ship you’re tracking,
then enter the number.
ADVANCED
TUTORIAL

■ To enter turns per knot, click on the switch to the left of the digital
display until the appropriate number appears.

SPEED
Represents the speed of the target in knots. Once you have the
correct turns per knot, and the cursor over the current signal, this
will display the current speed of the contact.
APPENDICES

SELECTED ARRAY
Select Spherical or Towed Array.
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180
FT 72 Active
Medium Frequency Active Sonar is used to both detect and track contacts. A
ping or a series of pings is transmitted, and the resulting echoes from an
object are used by the TMA operator to determine the object’s range, course,
and speed.

MAIN MENU
OPTIONS
The Active Sonar function includes the following instruments:

STATIONS
SHIP’S
SINGLE/CONTINUOUS ECHO RANGING SWITCH
With the SINGLE option, the device transmits a single ping. A CONTINUOUS
ping keeps transmitting pings until you change the setting back to SINGLE.
■ To select Single or Continuous, click on your choice.

XMIT BUTTON
Transmits active echo ranging signal.
Ship’s Stations

■ To transmit a signal, click once to lift the cover and again to press the

ACADEMY
TRAINING
button.

NORTH CENTER/SOUTH CENTER


Toggle to change display orientation. When North Centered is selected,
the bearing 000 is placed in the center. When South Centered is selected,
the bearing 180 is placed in the center.

RANGE SCALE
Select the maximum range for the echo. A lower range gives you a higher
ADVANCED
TUTORIAL

data rate.
■ To select a range scale, click on the number of your choice.

RANGE/BEARING CONTROL: YARDS


When a contact is selected, represents the contact’s distance in yards from
your ship.
■ To select a contact, move the square cursor over the contact.
APPENDICES

RANGE/BEARING CONTROL: DEGREES


When a contact is selected, represents the contact’s bearing.
■ To select a contact, move the square cursor over the contact.
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DESIGNATE TARGET BUTTON
73
Assigns a designation to a contact. This alphanumeric reference is used to
track, identify and target contacts. Trackers from the spherical array can be used
to automatically track a contact when the active sonar is in Continuous mode.
Note: Only 4 trackers are available to the spherical array. Assigning an
active tracker means one fewer tracker is available in broadband and
narrowband modes.

MAIN MENU
OPTIONS
To designate a contact:
1. Click on the contact.
2. Click on the Designate Target button. An alphanumeric tag appears in
the Track Identification window. Tracking data is sent automatically to the
TMA. Again, you may need to click more than once on a contact if the
signal is faint.
MARK
Sends information about a selected contact to TMA for analysis. Marking sub-

STATIONS
sequent echoes provides enough information to calculate a solution for the

SHIP’S
contact.
■ To select and mark a contact, move the cursor over the contact and click
on MARK.

TRACK IDENTIFICATION
Shows the alphanumeric code of a marked contact—S1, S2, etc.

ACTIVE DISPLAY

ACADEMY
TRAINING
Shows results of active sonar echo ranging. The area at the bottom of the
screen represents objects closest to your ship. The horizontal line at the top
represents bearing. Each subsequent ping replaces the oldest data with the
newest. The screen updates from the bottom up. The faint green areas repre-
sent echoes from the ocean in general. Contacts appear as bright spots. An
metallic tinkling sound can also be heard for each contact. The display shows
a four ping history, which is useful in detecting weak signal strength contacts.
ADVANCED
TUTORIAL
APPENDICES

■ To determine a contact’s bearing and range: Move the cursor over the
contact and click. The contact’s bearing and range appear in the
Range/Bearing Control windows.
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180
74 • To continuously track a contact and send information to
FT
the TMA:
Once a contact has been selected, click on the Designate Target button.
An alphanumeric code representing the contact appears in the Track ID
window.
• To send a signal position to TMA:
Click on Mark. Information is sent to TMA.

MAIN MENU
OPTIONS
Active Intercept
The Active Intercept Display gives you information on an entity that is trans-
mitting active sonar, i.e., when someone else is sending out pings. It gives
information on the transmitting entity’s bearing, the frequency between
pings, the age of the last signal, and the signal strength. Knowing the signal
strength might also assist you in determining the relative proximity of the
active sonar source.

STATIONS
SHIP’S
Ship’s Stations

ACADEMY
The Active Intercept includes the following displays: TRAINING
FREQUENCY
Displays the frequency of the intercepted signal.

BEARING
Displays the bearing of the intercepted signal.
ADVANCED
TUTORIAL

INTERVAL
Displays the interval between the last two signals.

AGE
Displays the time in seconds since the last signal.

TRUE BEARING INDICATOR


Indicates the bearing all intercepted signals.
APPENDICES

SIGNAL LEVEL
Indicates the strength of the intercepted signal. The stronger the signal, the
brighter the light.
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Radar 75

MAIN MENU
OPTIONS
Radar mast

Range scale

Display screen
Range rings

STATIONS
SHIP’S
Radar uses high frequency radio waves that are transmitted from the ship
and bounced off objects on the surface of the ocean to determine bearing
and range. Bearing and range data, once appropriately marked, is then sent
to the TMA and Navigational functions for analysis. Use the radar to detect

ACADEMY
TRAINING
surface contacts, land, and low-flying objects.
■ Submarine radar is used exclusively when the sub is at periscope depth or
when the sub is surfaced.
Unlike the periscope, radar works well in foggy conditions.
■ To use radar, raise the mast by clicking on the toggle switch. The Radar
Ready light turns on. Watch the Radar Display for contacts.
Be sure the keel depth is 60 feet or shallower and the speed is under 5 knots.
ADVANCED
TUTORIAL

This prevents damage to the delicate radar mast.


Contacts show up as bright spots on the display. Send bearing and range
information to the TMA and Navigational functions by placing the cursor
over the contact and pressing the Mark button.
Range scale and the spacing between range rings can be adjusted.
■ To adjust the range scale and spacing, click on the distance labels next to
the Range scale and Range ring dials.
APPENDICES

■ To toggle Range rings ON/OFF, click the toggle switch.


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180
FT 76 Radio Room/ESM

MAIN MENU
OPTIONS
Message Screen

Radio section

ESM section

STATIONS
SHIP’S
The Radio receives and decodes communications for the submarine. Radio
can also be used to get orders or send mission reports.
Ship’s Stations

Note: When using the Radio, the ship’s speed should be less than

ACADEMY
TRAINING
5 knots to prevent damage to the Radio Antenna mast. You must be at
periscope depth to raise the mast.

To receive a message:
1. Select either the Floating Wire Antenna or the Radio Antenna mast
to receive the message.
Note: Because it works with low frequency signals, the Floating Wire
Antenna receives messages much more slowly than the radio antenna
mast. However, it’s more difficult to detect than the Radio mast, and you
ADVANCED
TUTORIAL

don’t have to be at periscope depth to use it. Stream the Floating Wire
Antenna to a length of at least 600 feet to ensure message reception.

2. Click Stream to activate the Floating Wire Antenna, or use the toggle
switch to Raise the Radio Antenna.
3. Look at the Message screen for incoming messages. Click on the
up/down arrows to scroll through the messages. Allow approximately a
half a minute to receive messages.
APPENDICES

4. Click Retrieve to reel the Floating Antenna back in after a message has
been received, or Lower the Radio Antenna.
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To transmit a report at the end of a mission:
1. Click on the Transmit Mission Report button to lift the cover.
77
2. Click the button again to send the report.
Note: This signals the completion of a mission. You are debriefed and
your performance assessed. Don’t transmit a report unless you have
completed the mission.

MAIN MENU
To transmit a message: (Available only in a Multiplayer game.)

OPTIONS
1. Click the small text box just above the message screen
2. Type a message.
3. Click the Send Message button to broadcast the message to all players.
Note: You don’t need to be at a periscope depth or have the radio
antenna raised to send messages to other players.

STATIONS
ESM

SHIP’S
Electronic Surveillance Measures (ESM) is a passive system used to detect
radar and radio transmissions. When the antenna is raised above the level of
the water, it can detect and indicate the direction and signal level of radio or
radar transmissions from other ships.
To use ESM:
1. To activate the ESM system, raise the ESM antenna by clicking on the
toggle switch. Watch the display screen for contact data.

ACADEMY
TRAINING
Note: As with the Radio Antenna mast, only raise and lower the ESM
antenna at periscope depth and keep your speed under 5 knots.

2. Click on the contact image to determine contact bearing and to view the
source of the signal (e.g., Grisha, Helix, etc.). The source information is
automatically determined from the wavelength of the transmission.
3. The ESM Indicator lights indicate the strength of the signal and ascend
from green to red as the signal grows in strength.
ADVANCED
TUTORIAL

4. To send the bearing data to the TMA function, press the Mark button.
APPENDICES
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180
FT 78 Target Motion Analysis

MAIN MENU
OPTIONS
Display screen Cursor data
Plot Control
lets you
Zoom in/out
and look at
different
areas of the
TMA screen

STATIONS
SHIP’S
Control Panel

TMA Solution
Input

Track Data
TMA Solution
Ship’s Stations

The Target Motion Analysis (TMA) function works hand-in-glove with the four

ACADEMY
TRAINING
primary contact sensors on the 688(I): sonar, radar, ESM, and periscope.
TMA data is used to develop a solution of the target’s bearing, range, speed,
and course. The better the information you have, the better the target solu-
tion you develop.
The first letter of the target designation represents the source of the data. S
for Sonar, R for Radar, V for visual or periscope, and E for ESM.
Note: If a TMA Assistant is active, he’ll make updates regardless of any
inputs you make. See Crew on p. 54.
ADVANCED
TUTORIAL

Data received in the TMA function is color coded to indicate its source.
Spherical array White
Hull array Blue
Towed arrays Purple
Periscope or ESM Red
Radar Yellow
APPENDICES

Active sonar Green


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To determine a target solution from Active Sonar, the Periscope,
or the Radar:
79
Data from the periscope, active sonar, and radar appear as a bearing/range
pair. If the target’s bearing and range are known at two different times, as is
the case with active sonar and radar, the solution can be found by connect-
ing dots and drawing a line for course and speed.
Bearing lines Your ship

MAIN MENU
OPTIONS
Dot stack

Ruler

Tick mark

STATIONS
SHIP’S
1. Click on the Selected Track arrow to display the list of contacts.
2. Select the contact you want. A bearing line appears in the view screen.
Bearing lines represent the direction to the contact at different times, as
the contact and your own ship moved. A bubble at the end of the bear-

ACADEMY
TRAINING
ing line indicates the target’s range at that time.
3. After a short interval, return to the active sonar, periscope, or radar func-
tion (whichever you are using) and mark the contact by clicking the
Mark button again. Continue to Mark the contact at different intervals to
accumulate several bearing lines. Toggle back and forth between the TMA
and your chosen sensor.
4. Using the Plot Control, pan around the view screen to get a clear view.
ADVANCED
TUTORIAL

5. Place the back of the ruler in the bubble of the oldest bearing/range line.
Place the front tick mark (short line across the ruler) in the bubble of the
newest bearing/range line.
6. Look at the tick marks on the ruler. They represent the estimated position
of the contact at the time the respective bearing was sent. The tick marks
should match approximately the bearing lines.
7. The dot stack in the upper left corner is a graphical representation of the
error between the tick marks and the bearing lines. They represent the
APPENDICES

error between the user’s solution, as represented by the ruler, and the
actual logical solution. The closer the dot stack is to the center vertical
line, the better the solution.
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180
80 8. When you have a good solution, enter the solution. The trial solution
FT
appears in the TMA Solution block at the lower right. This solution
appears on the Fire Control and Navigational Charts, and will be used to
fire a weapon.
To determine a target solution using Passive Sonar and the ESM:

MAIN MENU
OPTIONS
STATIONS
Passive sonar and ESM send only a bearing. A bearing shows up as a line in

SHIP’S
the direction of the contact at the time the bearing was sent. The Ruler also
is used to find a solution, but it is more difficult since several possible solu-
tions exist.
The source and number of lines displayed can be controlled by right-clicking
in the display area. This brings up a menu of source and time history options.
The solution can be adjusted in three ways:
Ship’s Stations

1. Dragging the first tick mark with the last tick mark locked.

ACADEMY
TRAINING
2. Moving the last tick mark while the first is locked.
3. Dragging the entire ruler.
The first two options change the entire solution, while the third locks the
course and speed while changing the range and bearing.
While trying various solutions, keep at least the last few tick marks some-
where along their respective bearing lines. A good solution comprises the fol-
lowing elements: bearing lines match tick marks, the dot stack is lined up,
and you have realistic speed and course elements.
ADVANCED
TUTORIAL

The other hint to finding a good solution is to determine and lock in the
contact’s speed, using the DEMON.
Changing course more than once may be needed to get a good solution.
The more significant the change in own ship’s contribution to the bearing
rate, the more information gained by the second leg. If no solution seems to
match the bearings, the contact may have maneuvered (turned or changed
speed) while being tracked. In this case, ignore the older data and concen-
APPENDICES

trate on the most recent bearings.


Once a good solution is determined, it should be entered to the TMA
Solution by pressing the Enter Solution button.
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Tracks that are believed to be from the same contact can be merged, allow-
ing the data from two sensors to be viewed together as a master contact.
81
This can be very useful if you have a good range from one sensor (periscope
or active sonar) and a good bearing history from another (passive sonar).
■ To reverse the Merge, press the Split button.
Note: Only contacts merged from different sensors can be split. Avoid
merging contacts from the same sensor unless you are sure they are the

MAIN MENU
same contact.

OPTIONS
Clear Contact is used to remove the selected contact to prevent cluttering
your track list with contacts that have been destroyed or driven out of range.
Source and Time History Options
If you right-click while the cursor is in the TMA display screen, the following
menu appears.

STATIONS
SHIP’S
ACADEMY
TRAINING
The source indicates the function from which the bearing lines are coming.
You can select one or more of these options to limit the display to the select-
ed source.
The times are minutes of history. As long as the tracker is tracking, the bear-
ings are plotted every 2 minutes, therefore 10 min = up to 5 bearing lines,
20 min = up to 10 bearing lines, 1 hour = up to 30 bearing lines, etc.
Sometimes lots of bearing lines help, but if the target maneuvers, then you
ADVANCED

might want just the newest data (the last 10 minutes worth). The clear func-
TUTORIAL

tion erases all bearing lines up to the current time. You can recover this data
by selecting a broader time interval.

Fire Control: Weapons and Launchers


The Fire Control function comprises two screens: the Target Display panel
and the Weapon Launcher panel. From these screens, you assign targets, set
waypoints and presets, and launch weapons.
Note: If a Weapon’s Assistant is active, he’ll make updates regardless of
APPENDICES

a any inputs you make. See Crew on p. 54.


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82 Target Display Panel
FT

Target Display screen Display Viable Targets

Vertical
Launch Tubes

MAIN MENU
OPTIONS
Torpedo
Launch Tubes
Launcher
Zoom Buttons
Control Panel
icon

Pan Buttons Target Display Panel icon

STATIONS
SHIP’S
The Target Display Panel is the electronic interface between the weapon and
the TMA function. Use it to assign a target to a launch tube and determine
the presets for each weapon. Both of these operations must be completed
before firing the weapon.
To assign a target:
1. After verifying the TMA solutions, select a target by clicking the Down
Ship’s Stations

arrow. A list of all contacts from the TMA function appears.

ACADEMY
TRAINING
2. Click on the target you want from this list.
3. Click on the tube number you want. The number lights up. This sends
the target solution to the selected weapon.
To fire a Snapshot at a given bearing:
A snapshot is a target solution derived from bearing alone.
1. Click on the Select Target arrow. A list of contacts appears. Select
Snapshot from this list.
ADVANCED
TUTORIAL

2. Select a firing tube by clicking on the number of a torpedo tube in which


an ADCAP is loaded. A tube can be unassigned by clicking again on the
tube number.
Select weapon presets by clicking on P (PRESETS). Type in the bearing of the
threat in Snapshot Bearing. The remaining presets will be set to the
default values. Make changes as required by the existing situation.
APPENDICES
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ADCAPS and Harpoons
83
ADCAPS and Harpoons have presets. Presets give the weapon parameters to
maintain such as range, depth, etc., after it has been launched.
The presets for Harpoons are as follows:
DESTRUCT RANGE This is the range at which the missile will
self-destruct if it has not encountered a
target. This can be used to protect friend

MAIN MENU
OPTIONS
ly and neutral forces.
SEEKER RANGE This is the range at which the missile will
begin to home. It can be used to protect
friendly or neutral forces that are at
shorter range than the target.
SEEKER PATTERN Determines whether the area searched will
be wide or narrow. This can prevent the
missile from acquiring an unintentional

STATIONS
SHIP’S
target that is nearby. The default values of
the Harpoon presets: Destruct Range,
3000 nm; Seeker Turn On, 50 nm;
Seeker Pattern, Wide.
To set the presets for Harpoons:
1. For the desired Torpedo tube, click P. The Preset screen appears.
2. Set the Destruct and Seeker Range, and the Seeker Pattern for the

ACADEMY
TRAINING
weapon (in nautical miles) by clicking on the arrows. The range is depen-
dent upon your objective, and the amount of civilian traffic in the area.
3. Click Return to accept the Presets.
When ready, fire the weapon. The weapon will follow the prescribed presets.

ADCAPS
ADCAPS have different presets than the Harpoons. You can set set parame-
ters that help protect your own ship and other friendly contacts that may be
ADVANCED
TUTORIAL

in the area and to optimize the ability of the weapon search for the target.
DEPTH (ft) Set the depth at which you want the
ADCAP to travel.
CEILING (ft) Set a Ceiling for the ADCAP. For example,
if you are at a certain depth, or know of
friendly surface ships in the area, you can
set a ceiling above which the ADCAP will
APPENDICES

not venture.
FLOOR (ft) The reverse of Ceiling, this sets a depth
below which the ADCAP will not go.
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180
84 ACOUSTICS Choose between ACTIVE, PASSIVE, and
FT
OFF. Active does an active sonar search
(i.e., uses sonar pings), while Passive does
a passive sonar search. OFF shuts down
the torpedo’s acoustic ability completely.
RUN TO ENABLE (yds) This setting determines how far the
ADCAP travels before it begins its active

MAIN MENU
search. Beginning too soon gives the

OPTIONS
target time to react, but beginning too
late can mean the ADCAP runs past its
target.
SPEED (kts) Select the speed, using 5 knot increments.
55 knots is the fastest speed setting
available; 35 is the slowest.

STATIONS
SHIP’S
Ship’s Stations

ACADEMY
TRAINING
To set the presets for ADCAPS:
• For the desired ADCAP, click P. The Preset screen appears.
• Click on the arrows to the right of the options to change the presets, or
highlight the value and type in a number.
• Click Return to accept the Presets. When ready, fire the weapon. The
ADVANCED
TUTORIAL

ADCAP will follow the proscribed presets, however, you can also use wire
guidance to alter the course of the ADCAP after you have launched it.
Using the Wire Guidance
After you launch the ADCAP, you may decide to manually steer it, shut it
down, or enable it immediately based on additional information you receive
on the target.
■ To display the Wire Guidance screen, from the Target Display Panel, click
on the W next to the chosen ADCAP. The Wire Guidance screen appears.
APPENDICES
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85
Steer the torpedo
left/right as seen
from the weapon

Return the torpedo


to its pre-enable

MAIN MENU
state

OPTIONS
ENABLE You preset a Run to Enable distance prior
to launching the ADCAP, but you may
decide to enable the torpedo prior to its
reaching that distance. If so, select this

STATIONS
option to make the ADCAP active.

SHIP’S
PRE-ENABLE Select this option if you have enabled the
ADCAP, and now want it to return to its
pre-enable state without shutting down
entirely, i.e., stop its active status. You will
have to enable the weapons again.
SHUT DOWN Select Shut Down if you want the ADCAP
to abort its mission and sink, deactivated,

ACADEMY
TRAINING
to the bottom of the ocean.
Tomahawks
Tomahawks require that you set waypoints. Setting waypoints simply means
that you determine the course followed by a Tomahawk to its target by
entering in latitude and longitude information. Waypoints are not deter-
mined from a Target Solution sent from the TMA Operator. Instead you will
always receive the final, or target, waypoint in your orders, and sometimes
you will also receive the landfall waypoint (the last before the target).
ADVANCED
TUTORIAL

First Waypoint Final Waypoint

Destruct
Range
Your Ship Latitude/
Longitude
APPENDICES

Text boxes
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180
86 To define waypoints for a Tomahawk:
FT
1. For the desired Vertical Launch tube, click P.
2. Click Define Target Waypoints. The cursor on the Target Display Map
activates.
3. Click the cursor to display four Waypoint boxes. Click on the Waypoint
box you want to define. Latitude/Longitude boxes appear in the text box
next to the Map.

MAIN MENU
OPTIONS
4. Set the longitude and latitude for each Waypoint by clicking and drag-
ging the box around the Map. You can also type the position directly into
the Latitude/Longitude boxes.
5. Continue with the process until all four Waypoints have been defined.
Click Return to accept the Waypoints and exit the Waypoint text screen.
■ To display the Waypoints on the Map, click the Weapons Track button.

SLMMS (Submarine-Launched Mobile Mines)

STATIONS
SHIP’S
Ship’s Stations

ACADEMY
TRAINING

With SLMMs, there is only one waypoint to set. Follow the same procedure
as you did setting the waypoint for the Tomahawk, keeping in mind the dif-
ference between the two with regard to the weapon’s purpose.
Launcher Control Panel
ADVANCED
TUTORIAL

Key must be
turned to
Click on the Tactical to
Missile icon to Launch
display the Weapons
APPENDICES

current Weapon
Load Out
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As its name suggests, the Launcher Control Panel is where you
launch your selected weapon.
87
To load and launch a weapon from the torpedo tubes:
1. Select one of the four torpedo launch tubes. If the label oval reads Empty,
click to load a weapon (also for reloading after launching).
2. If you haven’t already, assign a target and determine presets at the Target
Display Panel. The tube number lights up when the target has been

MAIN MENU
OPTIONS
selected. See above for more information.
3. Be sure the key is set to Tactical.
4. Flood the tube by clicking F. The light flashes, then stays lit.
5. Click E to equalize the water pressure in the tube.
6. Click M to open the muzzle door. The I lights up, indicating that the
interlocks have been met to fire the weapon.
7. Click the Fire button to lift the cover; click again to Fire the weapon.

STATIONS
SHIP’S
8. Return to the Target Display screen. Click on the W next to the tube you
selected. W stands for wire guidance. If you fired a torpedo, you can
steer the weapon from this screen.
Note: You must select Tactical to launch a weapon from a torpedo tube.
The Training key setting is designed for practice only and when selected,
will fire a water slug.

During Training Missions, you will be using the Tactical key setting to

ACADEMY
TRAINING
launch an exercise torpedo, the ADCAP EX. This training torpedo has no
real warhead and does not make contact with its target. Instead, it
swerves to avoid the target. Simulated Tomahawk firings are conducted
using the Training Key setting. Live weapons are launched when the
Tactical setting is employed.

A weapon is now speeding from your ship to the target. When the weapon
enables, a red cone appears, indicating the active search cone of the
weapon.
ADVANCED
TUTORIAL

To close and reload torpedo tubes:


1. After the weapon has been launched, close the muzzle door by clicking M.
2. Wait a moment while the E and F buttons return to normal (unlit).
3. Click on the Empty slot to cycle through the available weapons.
■ You can also check your weapon load-out by selecting the Torpedo icon
to see what weapons are available. Before you decide on a specific
weapon, it may help to know what you have in your arsenal.
APPENDICES

Note: If you close the Muzzle door while using wire guidance, the wire
will be cut and you will not be able to guide the torpedo.
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180
88 To launch missiles from Vertical Launch Tubes:
FT
1. Select one of the twelve vertical launch tubes. Click on the number to acti-
vate the tube.
2. If you haven’t already, assign waypoints at the Target Display Panel. The
tube number light up when the target has been selected. See above for
more information.
3. Pressurize the tube by clicking P.

MAIN MENU
OPTIONS
4. Click M to open the muzzle door. The I lights up, indicating that the inter-
locks have been met to fire the weapon.
5. Click the Fire button to lift the cover; click again to fire the weapon.
Note: Remember, you can only load Vertical Launch tubes when you’re
in port! You can’t reload once you’re underway.
Note: Launching SLMMs (mines) follows the same procedure as launch-
ing torpedoes. The largest challenge is to correctly target and launch
the mines, then quickly reload while the ship is in good position. Depth

STATIONS
and speed limits are the same as for torpedoes.

SHIP’S
To launch Countermeasures:
1. Click on one of the two countermeasure launch tubes. Continue clicking
to cycle through the different options: Decoy Deep, Decoy Shallow,
Jammer Deep, Jammer Shallow, and Empty.
2. Click Fire to open the cover, and click again to fire the countermeasure.
Ship’s Stations

Periscope

ACADEMY
TRAINING

Visual/LLLTV switch

Raise/Lower
Periscope
switch
ADVANCED
TUTORIAL

Zoom
Pan Controls Controls

Mark Stadimeter Photo


APPENDICES

The periscope lets you detect, classify, and track contacts visually. The follow-
ing functions can be controlled from the Periscope screen:
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VISUAL Toggle the switch to Visual for normal periscope use.
89
LLLTV Toggle the switch to Low Level Light Television for dawn,
dusk and nighttime periscope operation.
RAISE Toggle the switch to Raise the periscope when you are at
the appropriate depth (60 ft.) and speed (10 knots or less).
LOWER Toggle the switch to Lower when the Periscope is not in use.
MARK Designates target and sends bearing of the current contact

MAIN MENU
OPTIONS
to TMA.
Note: Use Stadimeter MARK function to send accurate range informa-
tion. See Stadimeter below for more information.

PHOTO: Take of photo of the current contact for use with the Stadimeter.
VIEW CONTROLS: Use the view controls to find and observe surface contacts.
■ To move the view in any direction, click the direction arrows on the left
handle.

STATIONS
■ To zoom in and out, click the + or - arrow on the right handle.

SHIP’S
■ To move more quickly, hold S down while clicking on the arrows.
STADIMETER: Access the Stadimeter screen.
Stadimeter

ACADEMY
Video Capture window Image adjust TRAINING

Cycle
through ship
silhouettes
Masthead
ADVANCED
TUTORIAL

height
Silhouette
Ship Silhouette AOB
Window

Range Mark

Use the Stadimeter to determine the range, course, and classification of visual
APPENDICES

contacts. Once you have taken a photo of the contact from the Periscope
screen, you can identify and classify it here. The Stadimeter uses all the exist-
ing intelligence you have on the various vessels build a library of silhouettes.
It then uses this library to compare and match a silhouette with the photo
you take.
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180
90 Using the Periscope and the Stadimeter, you can potentially gain a full and
FT
accurate target solution immediately. The only information that the
Stadimeter cannot provide is the speed of the target; this must be computed
through the TMA. See Academy Training on p. 100 for complete information.
The following functions can be controlled from the Stadimeter screen:
IMAGE ADJUST Use this to move the water line on one half of the
screen to the level of the highest mast on the
other. This determines the range provided

MAIN MENU
OPTIONS
classification was correct.
SHIP SILHOUETTE Cycle through ship silhouettes for classification
BACK/NEXT purposes.
MASTHEAD HEIGHT This is determined by the classification silhouette
you have selected.
SILHOUETTE AOB Rotate the image to match the photo. This aids
(ANGLE ON THE BOW) you in matching the actual photo with the
silhouette and helps with classification. It also
allows you to determine the course of the ship.

STATIONS
SHIP’S
SILHOUETTE VIEW Adjust your view by rotating the image port/
CONTROLS starboard and zooming in/out. This helps when
comparing the silhouette with the photo of
your target.
RANGE Range data of the current contact.
MARK Click to send accurate range information to the
TMA. You must have the correct ship classification
Ship’s Stations

and the image adjusted properly for the range

ACADEMY
TRAINING
to be accurate.

Sound Speed Profile


ADVANCED
TUTORIAL

Table

Graph

Ship Silhouette
APPENDICES

Window
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Use the Sound Speed Profile (SSP) to determine the location of thermal lay-
ers, as well as the speed of sound through water at different depths and tem- 91
peratures. Thermal layers occur at depths where there is a sudden change in
water density, which is primarily affected by temperature and depth.
Sound is distorted by different thermal layers. Depending upon your current
objective, use this fact to determine where to position your submarine with
regard to thermal layers. See Sound Speed Profiles on p. 112 of the Academy
Training chapter for more information.

MAIN MENU
OPTIONS
To better detect an enemy:
■ Position your sub on the same side of the thermal layer as the enemy.
This improves the clarity of the signal.
To maintain stealth:
■ Position your sub in a different thermal layer to cloak your own ship’s
sound transmissions.
The Sound Speed Profile screen presents depth, temperature, and sound
speed information in both graph and table form.

STATIONS
■ To clear the profile and begin taking new readings, click on the XBT but-

SHIP’S
ton. After a moment, updated information appears on the screen.
Note: The XBT rises to the surface before it begins reporting. This may
result in a delay before the SSP updates.

Ship’s Information Books


The Ship’s Information Books (SIB) give on-line access to information vital to
the proper operation of the ship and its systems.
■ To access the on-line SIB, click on SHIP’S INFORMATION at the Main

ACADEMY
TRAINING
menu or select the open book icon from the Control Panel.

The SIB is divided into three books: Ship’s Systems, Operating Procedures,
and Casualty Procedures. Each book contains text and computer graphics.
Topics can be viewed individually through the table of contents or sequen-
ADVANCED

tially using the page controls.


TUTORIAL

Switch between categories

Select a topic
from the table
of contents Return to
table of
APPENDICES

contents

View text or graphics Return to the Advance to the


of the selected topic previous topic next topic
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92 SHIP’S SYSTEMS
FT
This book describes the major ship systems that you will operate during most
missions. The data comprises background, specification, and operational
information for all major ship systems.

OPERATING PROCEDURES
Contains the principles and procedures for most complex ship operations.
The procedures list detailed steps to guide you in conducting operations.

MAIN MENU
OPTIONS
CASUALTY PROCEDURES
Contains background and detailed steps for controlling emergency situations.
During an emergency, the only objective is to put the ship in a safe situation.
Familiarize yourself with the casualty procedures to assist you in a quick
response to an emergency.

Info Online
Info Online contains information concerning the ships, submarines, aircraft,

STATIONS
and weapons you encounter in the game. The data is divided into two

SHIP’S
books: Platforms and Weapons. Both books contain text and 3-D images.
Topics can be viewed individually through the table of contents or
sequentially using the page controls.
Ship’s Stations

ACADEMY
TRAINING

Switch between Platform Return to table of


and Weapon categories contents

Select a topic
from the table
ADVANCED

Page controls
TUTORIAL

of contents

Return to table
of contents

Cycle through
text, photos, and
3-D images of
APPENDICES

Return to the Advance to the


the selected topic previous topic next topic
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PLATFORMS
93
Contains technical data, photographs, and 3-D images covering the various
ships and aircraft encountered in the game.

WEAPONS
Contains technical data, photographs, and 3-D images covering all weapons.

MAIN MENU
3-D IMAGE CONTROLS

OPTIONS
Use the pan and zoom controls to fully examine the 3-D computer images of
vessels and weapons as they appear in the game.
■ To move the view in any direction, click the direction arrows.
■ To zoom in and out, click the + or - arrow.

Navigation

STATIONS
SHIP’S
The Navigational chart lets you view the area of operation as well as all con-
tacts being tracked at the range and course of their TMA solutions. Your ship
is represented by a blue circle, and all other contacts are initially represented
by a yellow clover shape. Ocean depth is represented by shades of blue—the
darker the blue, the deeper the water.

ACADEMY
TRAINING
Latitude/Longitude/Depth
Demarcation

Your Ship
ADVANCED
TUTORIAL

Contact

Fathometer

To determine range and course between two points on the chart:


APPENDICES

1. On the Navigational chart, click on a point, then drag the cursor towards
the appropriate point on the chart. As you drag the mouse away from the
original point (e.g., your ship), a circle expands showing distance in any
direction. Simultaneously, a line extends in the direction you drag the mouse.
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180
94 The latitude/longitude, and depth of the cursor’s position appears on the
FT
chart.
• If you place the cursor over a contact and right-click, a pop-up menu
appears. Use this menu to designate the contact by type (ship, sub,
etc.) and threat (friendly, hostile, neutral). The symbology on the map
changes to reflect how you designated the contact.
2. Both distance (represented by the circle) and course (represented by a line)

MAIN MENU
OPTIONS
are displayed in numerical form in the bottom left of the Navigational chart.
The following functions can be controlled from the Navigation screen:

VIEW CONTROLS
Pan in any direction or zoom in and out. The zoom range of the Navigational
chart is 500 yards to 100 nautical miles.
■ To move the view in any direction, click the direction arrows or press
the keyboard arrows.

STATIONS
■ To zoom in/out, click the +/- arrows, or press the +/- keys while the

SHIP’S
cursor is on the map.

CENTER
Center the view on your own ship.
■ To center the Navigational chart on your ship, click the Center button or
on your own ship.
Ship’s Stations

CONTACT OVERLAY

ACADEMY
TRAINING
Display all contacts. It is important to know the location and direction of
movement of all contacts before plotting your course.
■ To view all contacts, click the CONTACT OVERLAY button. This feature
is on by default.

FATHOMETER
Access the Fathometer. The Fathometer shows both a digital reading and a
graphic display of depth. It is important to note that the Fathometer mea-
ADVANCED
TUTORIAL

sures depth from the keel of the sub, not the surface of the ocean.
Before you order your sub to dive, it is essential to know the exact depth of
the ocean floor beneath you.
■ To access the Fathometer, click the Fathometer button. The Fathometer
screen appears.
APPENDICES
QUICK START
TUTORIAL
Fathometer
95

Depth Scale

MAIN MENU
OPTIONS
Sounding

Time Scale

STATIONS
SHIP’S
The following functions can be controlled from the Fathometer screen:
SOUNDING A digital display of the depth beneath the
keel indicated in feet (FT).
DEPTH SCALE The Depth Scale is represented by the
vertical numbers on the left side of the
Fathometer display. If the Fathometer

ACADEMY
TRAINING
display is blank, it means that your
current depth is outside of the current
range and needs to be adjusted.
■ To adjust the Depth Scale, click the numbers above the Depth Scale dial.
TIME SCALE The Time Scale is represented by the
horizontal numbers beneath the
Fathometer display. As time passes,
ADVANCED

you may wish to adjust the time scale.


TUTORIAL

■ To adjust the Time Scale, click the arrows on either side of the
Time Scale dial.

CO’s Stateroom
The CO’s Stateroom gives you access to game control functions, Online
Information, and the Mission status.
APPENDICES
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180
FT 96

CO’s Safe

Mission Status

MAIN MENU
OPTIONS
Intel Information

■ To view the Mission status (the basic briefing you received when you
were at your home port), click on the laptop computer. The computer
screen shows your mission objectives. Review how many objectives (both

STATIONS
primary and secondary) you’ve completed.

SHIP’S
■ To view the current status of your vessel, click on the tab labeled Ship’s
Status. A graphic representation of your ship appears.
■ To scroll down, click and drag the slider on the right side of the CO’s
Computer.
■ To exit and return to the CO’s Stateroom, click the On/Off switch on the
Ship’s Stations

bottom right of the CO’s Computer.

ACADEMY
TRAINING
■ To access Video Intel Briefing Videos, click on the Intel VCR tapes.
(This is only available in Campaign mode.)
■ To open the CO’s Safe and view the game control functions, click on the
Co’s Safe lever.

THE CO’S SAFE


ADVANCED
TUTORIAL
APPENDICES
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From the CO’s Safe you can select the following options: Save Game As,
Options, and End Mission. These options appear as drawers in the safe.
97
■ To return to the CO’s Stateroom, click on the door.
SAVE GAME AS Click on this drawer to save the current
mission or campaign.
To save a mission/campaign:

MAIN MENU
1. Select one of the existing names in the Save Game As... box to

OPTIONS
overwrite an existing saved game.
2. Type a file name by which you can identify the mission or campaign in
the File name: box. You can also type in a short description of the saved
game in the file description box. When done, click OK. The mission or
campaign is saved.
OPTIONS Click on this drawer to access the same
options that were available at the

STATIONS
Main menu (see p. 52).

SHIP’S
END MISSION Click on this drawer to end your current
mission and return to the Main menu.

3-D Control Room

ACADEMY
TRAINING

Click on the
arrows to see a
3-D rendition of
the next or
ADVANCED
TUTORIAL

previous station

Select this icon to view a 3-D rendition of each station.


■ To go directly to a station and exit the 3-D Control room, click on the
name of that station.
APPENDICES

■ Click on the next/prev. buttons to walk through the virtual control


room.
■ Stations in the 3-D room are hotspots: when the cursor is a hand cursor,
you can click and go to that station.
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180
FT 98 3-D Object View

MAIN MENU
View screen Entity menu Position panel

OPTIONS
STATIONS
SHIP’S
Cameras Panel

The 3-D view gives you a picture of the different objects in the current mis-
sion from any one of four cameras. Each camera selects a different view. Use
Ship’s Stations

the Entity pull-down menu to choose the active entity (e.g., your sub, your

ACADEMY
TRAINING
weapon, an enemy ship) you want to see. By default, you can only see
friendly objects. To see all entities, you must choose that option from the
Cheats menu (see p. 53)
■ To select a different camera, click on #C1–C4. The 3-D view screen
changes to reflect the new camera.
• C1 is a detached camera. It remains stationary and displays the entity
as it moves away from the camera. C2 is a Fly-By camera. Both C3
and C4 are cameras which attach to an entity; however, the C3 cam-
ADVANCED
TUTORIAL

era turns when the entity turns, whereas the C4 camera always looks
on the same direction regardless of the entity’s bearing.
■ To view a different entity, click and drag on the Entity pull-down menu
to highlight the entity you want. The 3-D view screen changes to reflect
the new entity.
■ To control the image, click one of the Pan triangle buttons or the Zoom
+/- buttons.
APPENDICES
QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED
APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
Page 37
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FT 100
Chapter 4:
Academy Training
TEN MISSION PHASES................................................102
PREPARING FOR THE MISSION ..................................102
Evaluating the Mission Objectives ..............................................102

MAIN MENU
Upgrading Your Ship ....................................................................102

OPTIONS
Choosing Your Weapon Loadout ................................................103
RECEIVING THE LATEST MISSION DATA ....................104
MANEUVERING AND NAVIGATING ............................104
Buoyancy and Weight ..................................................................104
Hydrodynamic Forces ..................................................................107
Diving ..........................................................................................108
Surfacing ......................................................................................108
Maneuver Hazards ........................................................................109

STATIONS
MAINTAINING STEALTH ............................................111

SHIP’S
Sonar and the Ocean Environment ............................................111
Academy Training

Use Thermal Layers to Your Advantage ......................................114


Use Active Sensors ........................................................................114
Avoid Cavitating ..........................................................................114
Limit Your Speed ..........................................................................115
Operate In Your Opponent’s Baffles ............................................115
Avoid Depth Stress........................................................................116

ACADEMY
TRAINING
Raise Masts Only When Necessary ..............................................116
Use Discretion When Attacking ..................................................117
DETECTING CONTACTS..............................................117
Periscope ......................................................................................118
Radar ............................................................................................119
ESM ..............................................................................................121
Sonar ............................................................................................124
688(I) Sensor Comparison Table ..................................................132
ADVANCED
TUTORIAL

CLASSIFYING CONTACTS ..........................................136


Classification Using Narrowband Sonar ......................................136
Classification Using the Periscope ..............................................138
Classification Using ESM..............................................................140
Classification Using the DEMON ................................................140
TARGETING CONTACTS ............................................141
Targeting With Active Sensors......................................................141
Targeting With Passive Sonar ......................................................142
APPENDICES

688(I) WEAPON LAUNCHERS ....................................152


688(I) WEAPON TYPES ..............................................154
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LAUNCHING WEAPONS ............................................157
101
Launching Missiles Horizontally..................................................157
Vertical Launch of Missiles ..........................................................157
ADCAP Torpedo Launch ..............................................................157
Launching Harpoons ....................................................................162
Launching Tomahawks ................................................................165
Launching Mines..........................................................................168

MAIN MENU
EVASIVE MANEUVERS................................................171

OPTIONS
Torpedo Evasion ..........................................................................171
SPECIAL FORCES OPERATIONS ..................................173
Submerged Lock out Procedure....................................................174
Submerged Lock in Procedure......................................................174
Surfaced Launch Procedure ..........................................................175
Surfaced Recovery Procedure........................................................176
Launching Special Operations Forces ..........................................176
Recovering Special Operations Forces ..........................................177

STATIONS
SEARCH AND RESCUE OPERATIONS ..........................177

SHIP’S
Principles of the Operating Procedure ........................................177
Surface Search and Rescue Procedure ..........................................177
DSRV Operations ..........................................................................178
CASUALTY PROCEDURES ..........................................178
Flooding Procedure ......................................................................179
Emergency Deep ..........................................................................179
MISSION PROFILES ....................................................182

ACADEMY
Anti-Submarine Warfare ..............................................................182

TRAINING
Anti-Surface Ship Warfare ............................................................182
Strike Warfare................................................................................183
Mine Warfare ................................................................................183
Naval Special Warfare ..................................................................184
Surveillance ..................................................................................184

Only a thorough understanding of the principles of submarine warfare and the


ADVANCED

capabilities of your ship can prepare you to command the world’s most sophisti-
TUTORIAL

cated nuclear attack submarine.


Chapter 4 provides an in-depth review of the purpose and operation of every
piece of equipment you will use to carry out your missions. In addition, it includes
detailed principles and tactics of modern submarine warfare. Use this information
to take full advantage of the 688(I).
APPENDICES
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180
FT 102 Ten Mission Phases
Most missions involving warfare between ships can be broken down into ten
distinct phases. While a mission may not unfold in exactly the sequence
detailed below, it serves as a frame for the conduct of your missions. The ten
phases are:
• Preparing for the mission
• Receiving the latest mission data

MAIN MENU
OPTIONS
• Maneuvering and navigating
• Maintaining stealth
• Detecting contacts
• Classifying contacts
• Targeting contacts
• Preparing the attack
• Launching weapons
• Taking evasive maneuvers in the event of counter-attack

STATIONS
General considerations for each of the phases are described in the sections

SHIP’S
below.
Academy Training

Preparing For the Mission


Preparing for the mission includes evaluating the mission objectives, upgrad-
ing the ship when possible, and loading the appropriate ordnance to achieve
the mission objectives. All preparations for the mission are made in the Port
of Call—once you’re underway, you can’t make changes to your ship or your
weapons load.

ACADEMY
TRAINING
Evaluating the Mission Objectives
You can read a mission briefing at Mission Headquarters in the Port of Call.
The mission briefing informs you of the general mission objectives. ADVANCED
TUTORIAL

Specific information on known threats and target locations are generally


communicated via radio once you’re underway.
APPENDICES

Upgrading Your Ship


Each successful mission earns you points with which you can upgrade your
ship and crew. The points reflect your squadron commodore’s happiness with
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your overall performance. The more objectives you meet in any given mis-
sion, the more “pull” you have back at base—hence, you get preferential
103
1
treatment when it comes to outfitting your ship with updated equipment
and trained personnel.

MAIN MENU
OPTIONS
SHIP UPGRADES

STATIONS
Improved Sphere Array: Provides an estimated 25% increase in spherical

SHIP’S
array detection range.
Improved Hull Array: Provides an estimated 25% increase in hull array
detection range.
Improved Towed Array: Provides an estimated 25% increase in towed
array detection range.
Improved Propeller: Allows the ship to travel faster without cavitating, and

ACADEMY
TRAINING
increases maximum speed to 40 knots.
Improved ADCAP: Increased search cone of 120 degrees.
Own Ship Quieting: Engineering modifications and special absorption
materials reduce the range at which other ships can detect you by as much
as 25%.

Choosing Your Weapon Loadout


Weapon loadouts are suggested in the mission briefing. It’s important that
ADVANCED
TUTORIAL

you understand the mission briefing and configure your weapons load
according to the mission objectives before you leave port. Suggested weapon
loadouts for various mission types are included under Mission Profiles, p. 182.
APPENDICES
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180
FT 104 Receiving the Latest
Mission Data
Once you begin the mission, you should always pause the game and go to
the Radio/ESM station in order to review your mission orders. Your next step
should be to unpause the game, go to periscope depth (60 ft), and raise the
radio mast or stream the floating wire antenna.

MAIN MENU
Any additional orders and intelligence data will automatically be downloaded

OPTIONS
once the antenna clears the surface. You should periodically return to
periscope depth throughout the mission to check for additional intelligence
update radio messages.
Floating antenna stream switch

Radio antenna
Messages
mast switch
window

STATIONS
SHIP’S
Academy Training

ACADEMY
TRAINING
Maneuvering and Navigating
This section focuses on how the 688(I) maneuvers and navigates, and touch-
es on aspects of theory specific to underwater maneuvering.

Buoyancy and Weight


Two forces act on objects in the water: buoyancy and weight. The two forces
oppose each other: weight acts to submerge, or pull an object down, while
buoyancy acts to lift an object toward the surface through the principle of
ADVANCED
TUTORIAL

water displacement. It is through the precise manipulation of weight and


buoyancy that a submarine operates.
Think of a submarine as a large steel tube with several large and small water
tanks inside. Consider the situation with empty tanks: the weight of the steel
tube and tank walls pulls the ship toward the bottom of the sea. But, as the
ship sinks, it displaces water, counteracting the force of the weight. The ship
sinks until the weight of the water displaced equals the weight of ship. The
688(I) is large enough so that only 80% of the ship is under water when this
APPENDICES

equilibrium occurs. The ship sinks to this point, then remains partially above
the surface unless more mass is added. This state, where weight < water
displaced, is called positive buoyancy.
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FLOODED AREA WEIGHT 105

MAIN MENU
OPTIONS
BUOYANCY

To submerge the ship, more weight must be added to decrease buoyancy.


Since the overall physical dimensions of the ship remain the same, the
amount of water displaced remains the same. The weight can be changed by
adding water to the tanks. As water is added, the ship sinks. When the
combined weight of the ship and water is equal to the water displaced, it’s
neutrally buoyant. The submarine remains fully submerged, but tends to not

STATIONS
sink to the bottom or rise to the surface.

SHIP’S
FLOODED AREA

WEIGHT

ACADEMY
BUOYANCY
TRAINING
If even more weight is added, the weight exceeds the buoyant force, and the
submarine sinks to the ocean floor. This state is called negative buoyancy.

FLOODED AREA
ADVANCED

WEIGHT
TUTORIAL

BUOYANCY
APPENDICES

Under normal conditions, submarines operate with neutral or slightly positive


buoyancy in case a casualty occurs — in this way the ship can be forced to
surface with a minimal use of power.
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180
106
64 During this discussion, it has been assumed that the forces of weight and
FT
buoyancy are acting evenly on the submarine, but it is easy to imagine the
results if this were not the case. If all the air tanks in the stern are full, but
those in the bow are not, the ship will look like it is standing on its head.
Keeping the submarine trim and the weight evenly distributed are very
important to efficient navigation. In 688(I) Hunter/Killer, the crew automati-
cally maintains a trim ship unless ordered otherwise.

MAIN MENU
PROPULSION

OPTIONS
Two sources of power, diesel-electric and nuclear, have proven effective for
submarine propulsion.
CONVENTIONAL SUBMARINES
Conventional submarines use diesel engines and electric batteries for power.
On the surface, the sub can run on diesel power—a very noisy power plant,
but one that is cheap and easy to maintain. Once submerged, the ship can
operate silently on batteries for a number of hours, after which it must

STATIONS
recharge its battery by running the diesel engines. This is accomplished by

SHIP’S
returning to the surface or by a snorkel tube that can be raised above the
surface to draw in oxygen and expel exhaust.
Academy Training

Conventional submarines have the advantage of being virtually silent when


operating on battery power. Unfortunately, the time they can spend sub-
merged is very limited, and the hours they must spend on the surface make
them even more vulnerable to attack. Despite these disadvantages, conven-
tional submarines are inexpensive to both buy and operate, making them

ACADEMY
TRAINING
popular among the majority of the world’s navies.
NUCLEAR SUBMARINES
Nuclear submarines use one or more nuclear reactors to heat water, which in
turn drives a turbine connected to the propeller shaft. Reactor types vary
according to the coolant used to transfer energy from the reactor to the tur-
bine. The most common design uses pressurized water to control the power
output of the reactor. These large systems allow the water coolant to circu-
late by natural convection, thus avoiding noisy water pumps. Less common
ADVANCED
TUTORIAL

are liquid metal-cooled reactors, which require pumps to drive their sec-
ondary water systems. While experiments such as the Soviet Alfa class SSN
have proven that liquid metal-cooled systems are inherently louder, they a
have the advantage of being smaller and more powerful.
Nuclear submarines have many advantages over conventional subs. With no
need to recharge batteries, nuclear subs can spend months at sea without
surfacing. Their major drawback is strictly financial—nuclear submarines are
very expensive to build and operate. So expensive, that only the most afflu-
APPENDICES

ent countries can maintain nuclear fleets. They’re larger and noisier than con-
ventional submarines, but these negative characteristics tend to be out-
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weighed by the unlimited range and tour lengths possible with nuclear
power.
107
5
The 688(I) employs a single GE PWR S6G nuclear propulsion system with two
turbines and one shaft. It generates 52000 hp (26 MW) and runs at a maxi-
mum 32 kts while submerged.

Hydrodynamic Forces

MAIN MENU
A submarine moves by exerting forces against the water. As water is pushed

OPTIONS
in one direction, an opposite force exerts drag on the ship, keeping it on
course. The hydrodynamic forces are manipulated by the screw and through
control surfaces, with which the submarine changes direction and depth.
Screw
The rotating screw, or propeller, moves the submarine through the water. It
gives force to accelerate, decelerate, and counteract the resistance of moving
through the water at a constant speed. The screw turns in either direction,
depending on the desired objective.

STATIONS
SHIP’S
Control Surfaces/Control Planes
A submarine uses control surfaces similar to those of an airplane to steer it
up, down, right, or left. As the ship moves through the ocean, water exerts
force on the planes. If the planes are parallel to the flow of water, they exert
almost no force on the ship. When the planes are placed at an upward angle,
they push the water downward, resulting in an opposite, upward force on
the plane itself.

ACADEMY
TRAINING
D
AR
RC PW
FO E U
E
T
SI
PO
OP

WATER
FLOW

W
DO ATE
ADVANCED

WN R F
TUTORIAL

BY ORC
PL ED
AN
E

The upward force on the control plane may not result in pushing the entire
ship upward. Picture the ship as being suspended by a string from its center.
An upward force at the center of the ship causes the entire ship to be pushed
upward. However, an upward force at the stern pushes the ship’s stern up,
causing the entire ship to point downward. Now the entire ship is acting as a
APPENDICES

plane surface, resulting in a greater downward push that drives the ship
deeper. For this reason, the stern planes and the rudder, both located in the
stern, point in the direction opposite the desired reaction when used to
maneuver the ship. The 688(I)’s crew automatically adjusts the control planes
and rudder when you command it to change depth or direction.
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180
FT 108
64 Diving
A submarine on the surface is slow, conspicuous, and susceptible to attack.
Nuclear submarines operate on the surface only when in port, or on the rare
occasion when a mission entails the transfer of individuals (such as a search and
rescue mission). As soon as it leaves port, the 688(I) heads for deep water.
When operating on the surface, a submarine’s weight is less than its buoyan-
cy. To dive, large quantities of water must be brought into the ship until

MAIN MENU
weight and overcomes buoyancy. The sub is built with two types of tanks

OPTIONS
designed to hold water: Main ballast tanks (MBTs) and trim tanks.

Forward MBT’s

AFT AFT Depth Auxillary Forward Trim

STATIONS
MBT’s Trim Tank Control Tanks Tanks

SHIP’S
MBTs are large tanks designed to provide the course adjustment necessary to
Academy Training

move a ship from a positively buoyant position to neutrally buoyant. While


the submarine remains on the surface, they are filled with air; when the sub-
marine dives, they must be filled completely with water. Vents open, allowing
air to escape while water rushes in from open grates in the keel. The ship’s
weight increases, letting it sink into the ocean. Once submerged, the smaller

ACADEMY
TRAINING
trim tanks are used to fine-tune the buoyancy. Unlike MBTs, the trim tanks
remain partially full. Seawater is constantly pumped to and from these tanks
to compensate for other changes in the ship’s weight. In addition to chang-
ing the buoyancy of the ship in order to dive, the screw and planes help
force the sub under the water.
Note: For most operations, when you order the change in course or
depth your crew responds automatically.

Surfacing
ADVANCED
TUTORIAL

Instead of water replacing air to submerge the ship, air replaces water to
restore it to a positively buoyant state. The screw and control planes also act
to drive the sub to the surface. Two methods apply to surfacing: normal and
emergency.
Normal Surfacing
When surfacing is a planned exercise, it progresses slowly and in a controlled
manner. The submarine is driven to the surface and maintained there by the
APPENDICES

force of the planes. With the MBT vents closed, air is forced into the tanks
slowly, usually by a low-pressure blower. As air is forced in, the water pushes
out through open grates in the keel. This process returns the sub to its posi-
tively buoyant condition.
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Emergency Surfacing
As a safety device, submarines may be equipped with the means to fill the
109
MBTs rapidly with air. This lets the sub surface quickly in case of flooding. In
such an emergency, the air to fill the MBTs comes from a bank of com-
pressed air flasks. Since the air is stored at high pressure, it can overcome sea
pressure to fill the tanks at any operating depth. The submarine then has a
very large buoyancy force pushing it to the surface. It races upward, mostly

MAIN MENU
uncontrolled, until it shoots out of the water and settles, one hopes, back to

OPTIONS
its surfaced condition.

STATIONS
SHIP’S
ACADEMY
TRAINING
ADVANCED
TUTORIAL

Maneuver Hazards
The hazards you face while maneuvering the ship are few, but each can be
catastrophic.
Extreme Depth
Your ship has been tested to a depth of 1900 feet. Crush depth is estimated
APPENDICES

to be around 2000 feet. Beyond this depth, the extreme pressure of the
ocean will cause your hull to implode.
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180
110
64 Running Aground
FT
Always remain aware of the water depth in which you’re operating. You can
check current water depth at the Navigation Board. Move your mouse cursor
over the map to display Depth/Coordinates Information in the top right cor-
ner of the Navigation Display.
Depth/Coordinates Information

MAIN MENU
OPTIONS
Fathometer
button

STATIONS
SHIP’S
Now you can view the depth of any spot on the map simply by pointing at it
with the mouse cursor.
Academy Training

■ You can also view the exact depth of the water below your ship’s keel by
clicking on the Fathometer button. The Fathometer screen appears:

ACADEMY
TRAINING
ADVANCED
TUTORIAL

Collision
Collision with other ships is a possibility when operating at or moving to
periscope depth (60 ft). Because the fairwater, or sail, stands above the ship’s
hull, it’s well within range of large surface ship keels, which are usually 30 to
40 feet below the surface but may reach a depth of 80 feet on super-tankers. Be
sure to know the location of other ships before ascending to periscope depth.
APPENDICES
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Maintaining Stealth 111
A submarine’s greatest offensive and defensive asset is its ability to act unde-
tected. This is no easy task in the face of the sophisticated sensory devices
employed by modern navies.

Sonar and the Ocean Environment


Sonar works on the principle that all objects in the ocean are subject to
detection because they produce and reflect sound. Were the ocean a static

MAIN MENU
environment, this would be a relatively trivial discussion of sound transmis-

OPTIONS
sion and sensors. The ocean, however, is a dynamic environment whose
unique properties greatly affect sound transmission.
Sound occurs when air or water touches a vibrating object and compresses
and expands. Sound travels in waves of alternating high and low pressure. It
moves out from the source in all directions, like ripples in a pond.
Sound in air tends to travel in a straight line until it fades away or is reflected.
The same cannot be said for water. The density of water changes with tem-
perature and depth. These factors tend to change with the depth of the

STATIONS
water (i.e., the greater the depth, the colder the water and the greater the

SHIP’S
pressure). Sound waves bend according to the density of the water through
which they move—they bend toward areas of decreased density and away
from areas with increased density. It follows that as sound moves deeper,
water density increases, and the sound bends upward.
0 FT

LESS PRESSURE

ACADEMY
TRAINING
DEPTH

GREATER PRESSURE

The effect temperature has on sound patterns is also great. Cold water is
ADVANCED

more dense than warm. In the ocean, changes in temperature are not grad-
TUTORIAL

ual—instead, they tend to fall in distinct stages, with the result that the sea is
made up of layers with sharply contrasting temperatures. Such stages are
known collectively as thermal layers.

0 FT
APPENDICES

THERMAL LAYER
DEPTH
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180
112 The effects of thermal layers on sound transmission have important conse-
FT
quences for sonar operators. Thermal layers act as “screens” or “curtains”
against sonar, reflecting sound waves and creating what are essentially nar-
row sound channels. For a submarine avoiding detection, the reflecting and
masking qualities of thermal layers provide a tactical advantage of the high-
est order. It’s therefore critical that the submarine commander understand
the typical sonar environments and their effects on detection and counter-

MAIN MENU
detection. Sonar environments are best understood in relation to

OPTIONS
sound speed profiles.
Sound Speed Profiles (SSPs)
A graph of the speed of sound at various water temperatures and depth pro-
vides a convenient method of viewing the type of sonar environment in
which the ship is operating. Such a graph is known as a sound speed profile
or SSP.

STATIONS
SHIP’S
Academy Training

ACADEMY
There are three types of SSPs modeled in 688(I) Hunter/Killer: bottom limited, TRAINING
surface duct, and convergence zone.
BOTTOM LIMITED
A bottom limited environment is too shallow or too constant in temperature
to have multiple layers. Background noise is likely to be high in a shallow
bottom limited SSP, as all noise from the surface will reflect on the shallow
ADVANCED
TUTORIAL

floor and propagate for some time. Detection ranges are relatively constant
regardless of depth, except for some increased noise very near the surface.

0 FT

DEPTH
APPENDICES

FLOOR
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SURFACE DUCT
113
In a surface duct, the sound speed increases down to the thermal layer, then
decreases to the bottom. Detection ranges are the same above and below
the layer; across the layer, detection ranges are cut in half.

0 FT

MAIN MENU
OPTIONS
THERMAL LAYER
DEPTH

FLOOR

STATIONS
CONVERGENCE ZONE

SHIP’S
In a convergence zone, the sound speed increases down to the layer and
then decreases to the main thermocline (approximately 3000ft), below which
temperature is constant. In the thermocline, sound speed increases again all
the way to the bottom.
Like the surface duct environment, detection ranges in a convergence zone
are basically the same above and below the layer, with sound transmission
cut in half across the layers. However, the convergence zone has another

ACADEMY
TRAINING
interesting characteristic. Sound below the layer bends towards the thermo-
cline instead of the bottom, resulting in a sine wave path that can travel sig-
nificantly farther than under normal conditions.
The “convergence” occurs at the areas at the top of the sine wave, and the
effects on detection can be dramatic. For example, in this type of environ-
ment it’s possible to gain contact at 20nm, lose it for a while, then regain at
less than 6nm!
ADVANCED
TUTORIAL

CONVERGENCE ZONE

0 FT
TOP VIEW

THERMAL LAYER

NOISE SOURCE

DEPTH
APPENDICES

FLOOR
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180
FT 114 Use Thermal Layers to Your Advantage
As shown above, thermal layers impede or enhance the transmission of
sound within the ocean environment. Thermal layers can be used to great
advantage depending on the type of enemy ship your facing. When operat-
ing against surface ships, it’s best to operate below the thermal layer in order
to cloak your movements as best as possible. On the other hand, if you’re
engaging a submarine traveling below the thermal, you may choose to oper-

MAIN MENU
ate above in the surface duct.

OPTIONS
Keep in mind that thermal layers inhibit your sensors while simultaneously
cloaking your movements. The tradeoff is clear, and no simple formula can
be suggested that will fit every situation. Using thermals to your advantage
depends entirely on whether you’re attempting to remain undetected or
optimizing your sonar range.

Use of Active Sensors


All military ships carry passive receivers that warn when another ship is using

STATIONS
an active range-finding device. For instance, your own ship is equipped with

SHIP’S
passive ESM sensors for the detection of surface radar emissions, and a sonar
“intercept” device that detects another ship’s use of active sonar.
Academy Training

If you employ active radar or active sonar, be aware that you are communi-
cating four things to other ships in your area, whether they are friendly, neu-
tral, or hostile:
■ Your presence. If you had been operating covertly up to this point, you
no longer are.

ACADEMY
TRAINING
■ Your bearing. Any ships that picked up your active emission are imme-
diately aware of your bearing to them. If they have weapons to spare,
they may not hesitate to fire a snapshot at you.
■ Your proximity. Other ships may not know the exact range to your
submarine, but the relative strength of your active signal will give them a
general idea of your proximity.
■ Who you are. While all active sonar and active radar systems are similar,
ADVANCED
TUTORIAL

each uses unique frequencies. Other ships can quickly determine that you
are a US attack submarine by analyzing the frequencies of your sonar or
radar.

Avoid Cavitating
When a ship’s propeller moves so fast that the water around it can’t fill the
cavity created by its motion, partial vacuums form around the blades. This
phenomenon—know as cavitation—is particularly noisy. A high level of cavi-
APPENDICES

tation can advertise a submarine’s presence as surely as surfacing.


Cavitation is a dynamic interaction between the submarine’s speed and depth.
Speed tends to increase cavitation, while depth tends to reduce it. The care-
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ful submarine commander limits his speed according to the submarine’s
depth. The graph below shows the speeds you should not exceed at a given
115
depth. The only exceptions are when evading enemy torpedoes (see p. 171
for more on evasive maneuvers).
SPEED (KNOTS)

5 10 15 20 25 30

MAIN MENU
CAVITATION
100

OPTIONS
AREA

200

DEPTH
300
(FT)

400
QUIET OPERATING
500 AREA

STATIONS
As you can see from the graph, at periscope depth it’s best to maintain a

SHIP’S
speed no greater than five knots.

Limit Your Speed


In a combat environment, you may even choose to limit your speed to four
knots no matter what depth you’re at. Remember that even when you’re not
cavitating, you’re still making noise — and obviously you make more noise
going ten knots than going five. In short, never go any faster than required
by the task at hand.

ACADEMY
TRAINING
Operate In Your Opponent’s Baffles
All bow-mounted sonar arrays are omni-directional with the exception of the
stern area, which is masked by own ship sound and the wash of the pro-
peller. This area is known as the ship’s baffles.

ENEMY SENSOR
ADVANCED

ZONE
TUTORIAL

60¡

BAFFLES

OWN SHIP
APPENDICES

Both surface ships and submarines overcome the inherently limiting effects of
the baffled area in one of two ways:
They occasionally change course to “listen” behind them (known as clearing
the baffles).
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180
116
64 They drag a towed array behind the ship that provides detection in the stern
FT
quarters.
Ships do not always travel with the towed array deployed, so it can some-
times be highly advantageous to travel behind a target. While there’s no way
for you to know if an enemy ship has streamed its towed array, you should
attempt to track ships from the stern quarters when safely possible.

MAIN MENU
Avoid Depth Stress

OPTIONS
Beyond 950 feet, your ship’s hull is subjected to the stress of extreme water
pressure. This can result in creaking or groaning sounds that may be detected
by other ships in the area. In general, avoid traveling below 900 feet in a com-
bat situation, as this is a clear sign that a submarine is operating in the area.

Raise Masts Only When Necessary


Any of the submarine’s masts — periscope, radio antenna, ESM mast, or
radar — will create a wake when raised above the surface. Surface ships
employing active radar in the area may detect the wake, or it may be spotted

STATIONS
SHIP’S
visually by ASW helicopters flying overhead.
Never leave a mast out of the water longer than is necessary to complete the
Academy Training

task at hand. Also, stay alert to whether radar is being used in the area you’re
operating in. The ESM mast is designed specifically for the passive detection
of radar emissions. It can tell you not only the bearing of the radar source
but the type of ship employing it. The periscope, too, is fitted with a passive
radar detection device. In both cases, the signal strength will give you an
idea of the proximity to the radar source.

ACADEMY
TRAINING
Signal level
indicator ESM station
ADVANCED
TUTORIAL

Periscope ESM
signal level
indicator
APPENDICES
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Use Discretion When Attacking 117
15
Naval weapons are not subtle. The launching of any weapon is an inherently
noisy affair that greatly decreases your covert posture. Depending on both
the type of weapon you launch and the type of enemy you face, you run the
risk of revealing not only your presence but your position as well.
Submerged Weapons
The propeller on a torpedo rotates at a very high speed, alerting enemies to

MAIN MENU
OPTIONS
its presence almost as soon as it’s free from the tube. Your weapon makes an
immediate impression on other ships in the area. Not only are they now
aware of you, they realize your intentions (decidedly hostile) and your bear-
ing to them.
If possible, torpedo attacks should be made from positions that help reduce
your chances of being detected—from across a thermal layer or within the
target’s baffles. Be prepared to change course, speed, and depth immediately
after launching weapons.

STATIONS
Surface-Breaching Weapons

SHIP’S
Missiles erupting from the surface (Harpoons and Tomahawks) are even more
revealing than torpedo attacks. Your bearing and position may be immedi-
ately evident to any surface ships or helicopters operating in the area. Be pre-
pared to change course, speed, and depth immediately after launching
weapons.

Detecting Contacts
A submarine’s sensors are essential for detecting, classifying, and targeting

ACADEMY
TRAINING
other ships, as well as for the more prosaic tasks of navigating and maneuver-
ing. At all times, the goal is to form the clearest possible picture of the oper-
ating environment and tactical situation. To this end, the crew employs as
many sensors as possible without compromising the ship’s stealth.

Towed Array
ADVANCED
TUTORIAL

Radar Mast

Periscopes
High
ESM mast Frequency
Sonar

Spherical Array
APPENDICES

Hull Array
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180
FT 118 Periscope
Once a fairly straightforward optical device, the modern periscope has devel-
oped into a highly sophisticated piece of equipment. Los Angeles class SSNs
actually have two periscopes: a general-purpose search periscope (Type 18),
and a short-range attack periscope (Type 2). In 688(I) Hunter/Killer, both are
modeled as a single periscope.
Targeting a contact visually provides a wealth of information. Bearing is

MAIN MENU
known immediately upon contact. With use of the stadimeter, accurate tar-

OPTIONS
get classification and range can be determined as well, and even target
course can be estimated. Thus you can achieve a nearly instant target solu-
tion with the periscope alone.
Compared to the submarine’s other sensors, the periscope has a relatively
short range (approximately 3.5nm), which is its only real drawback. You can
expect that the first contact you get on a surface ship will be with some other
sensor, and that you’ll use the periscope during the final stages of your attack.

STATIONS
You must be at a depth of 60 ft or higher to use the periscope, and your

SHIP’S
speed should not exceed 5 knots or you risk damaging the mast.
Academy Training

Specifications
The Type 18 is an optical/electro-optical search periscope. It has an elevation
range of -10 to +60˚ and offers x1.5, x6, x12, and x24 magnification. Fields
of view are 32˚ (x1.5), 8˚ (x6), 4˚ (x12), and 2˚ (x24). The electro-optical sensor
is a low-light TV camera providing RS 170 standard monochrome images. The

ACADEMY
TRAINING
Type 2 attack periscope is a bifocal instrument with an integrated stadimeter.

7,100 yards*
(3.5nm)
ADVANCED
TUTORIAL

* Assumes periscope is 9ft. above water.


APPENDICES
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Detecting Contacts with the Periscope
■ Select the Periscope station. Low Level
119
Light TV
On/Off
switch
Raise/Lower
Periscope
switch

MAIN MENU
OPTIONS
Rotate/Elevation Zoom
buttons buttons

To detect contacts with the periscope:


1. Ensure that the ship is at periscope depth (60 feet) and your speed is

STATIONS
under 10 kts.

SHIP’S
2. Raise the periscope. Click on the Raise Periscope switch. Wait a
moment as the periscope is raised.
3. When operating at night, toggle the Low Light Level TV (LLLTV) switch on.
4. Rotate the periscope. Click on the Rotate Right or Rotate Left
arrow buttons to rotate the periscope 360°. To increase the speed at
which the periscope is rotated, hold down the Shift key while clicking the

ACADEMY
TRAINING
mouse button.
5. Zoom your view. Click on the Zoom In arrow button to increase mag-
nification.
6. Mark targets to send visual sighting to the Target Motion
Analysis station. Once you detect a target, click on the Mark button
to send the contact’s bearing to the TMA station.

Radar
ADVANCED
TUTORIAL

The radar is an active electronic search system used to discover the presence
and location of surface ships and aircraft in the area.
The main advantage of radar is that it provides accurate bearing and range
data on any surface or air contact, which can be used to target and launch
an attack. The radar doesn’t provide classification information, so it should only
be employed for attack after you’ve classified the contact by other means.
The main drawback of radar is that it’s an active sensor — as such, it puts
APPENDICES

your ship at great risk of detection by hostile surface ships and aircraft. Keep
in mind that heavy reliance on radar may be an invitation for counterattack.
You must be at a depth of 58 ft or higher to use radar. Since the radar mast
is particularly delicate, your speed should not exceed 5 knots while the radar
mast is raised.
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180
120 Specifications
FT
The AN/BPS-15 is a submarine radar designed for surface search, navigation,
and limited air warning facilities. It operates in I-band using a horn array
antenna.
Frequency: I-band
Peak power: 35 kW
Pulse width: 0.1; 0.5 æs

MAIN MENU
PRF: 1500; 750 pps

OPTIONS
Scan rate: Up to 9.5 rpm
Antenna dimensions: 101 cm
Antenna weight: 76 kg

Radar Range: 60,000 yards


(30nm)

STATIONS
SHIP’S
Academy Training

Using Radar for Detection

ACADEMY
TRAINING
Select the Radar station.

Bearing/Range
Cursor
ADVANCED
TUTORIAL

Mark
Target Bearing Button

Target Range
To detect contacts with radar:
1. Ensure that the ship is at the correct depth (58 feet) and your speed is
under 5 kts.
APPENDICES

2. Click on the Raise Radar Antenna switch. Wait a moment as the mast
is raised. The device begins emitting radar automatically.
3. Select a Range Scale. Longer Range Scales are appropriate for initial
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search. Once a contact is detected, you can adjust the Range Scale in
order to get higher resolution and accuracy.
121
4. Conduct a thorough search. A valid contact appears as a bright spot
or “blip” on the radar screen. Land also appears brighter than the back-
ground — be careful not to confuse small islands for contacts.
5. Place Bearing/Range Cursor on target. When a contact is seen on
the display, position the bearing and range cursors by clicking and drag-

MAIN MENU
OPTIONS
ging Bearing/Range Cursor to the target. Both the range and bearing of
the potential contact will be displayed. Mark target.
■ To send contact information to the TMA station, ensure that the
Bearing/Range Cursor is centered on the contact and click the Mark button.

Note: Radar information is sent to the TMA station only when the Mark
button is pressed. The crew will not automatically send updated radar
information to the TMA station. You must manually mark the contact
to send updated information to TMA.

STATIONS
SHIP’S
ESM
The ESM (Electronic Support Measures) system provides tactical radar detec-
tion and analysis.

The ESM contact’s bearing and classification are known instantly. While this
data doesn’t allow you to target a contact, it can literally point you in the
right direction when searching for a specific surface ship. Thus its usefulness

ACADEMY
TRAINING
in maneuvering into an attack position can’t be overstated.

Compared to the submarine’s other sensors, the ESM system has a relatively
long range. When searching for surface ships, use the ESM mast as your ini-
tial means of direction-finding and classification.

Specifications
The AN/WLR-8 is a tactical electronic warfare and surveillance receiver
ADVANCED
TUTORIAL

designed for fitting in both surface ships and submarines of the US Navy. The
system is of modular construction and provisions are made for operation in
conjunction with numerous types of direction-finding or omni-antennas, and
a wide range of optional peripheral equipment, to provide comprehensive
ESM facilities.
APPENDICES
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180
122 Two digital computers are incorporated: a Sylvania PSP-300 for system con-
FT
trol, automatic signal acquisition and analysis, and file processing; and a GTE
PSP-200 microcomputer for hardware level control functions. Digital tech-
niques are employed throughout the WLR-8 system, which is all solid-state.
Operational facilities include:
• Automatic measurement of signal bearing

MAIN MENU
• Signal classification and recognition

OPTIONS
• Sequential or simultaneous scanning over a wide frequency
• Signal activity detection for threat warning
• Analysis of signal parameters such as frequency, modulation, pulse width,
amplitude, and scan rate
Direct reporting to onboard computers permits response times in the mil-
lisecond range with minimal operator involvement.

STATIONS
SHIP’S
Large Radar Source
ESM Detection Ranges:
Small Radar Source (large warship)
54,000 yards
Academy Training

(civilian ship)
6,000 yards (3nm) (27nm)

Medium Radar Source

ACADEMY
(small warship)

TRAINING
24,000 yards
(12nm)

Using ESM for Detection


Select the Radio/ESM station.
ADVANCED
TUTORIAL

Mark
Button
Bearing Cursor
APPENDICES

Target Range
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To detect contacts with ESM:
123
1. Ensure that the ship is at periscope depth (60 feet) and your speed is
under 5 kts.
2. Click on the Raise ESM Mast switch. Wait a moment as the mast is
raised. The device begins detecting radar sources automatically.
3. Observe the ESM display. ESM contacts appear as bright wedges on

MAIN MENU
the circular display. The brighter the contact, the stronger the signal.

OPTIONS
(Signal strength is also indicated by the Signal Strength indicator.)

Signal Strength
indicator Radar source

STATIONS
SHIP’S
• Notice that any contact fades in and out as the radar transmitter on
the other ship rotates. (The ESM receiver picks up the transmission
only when radar waves wash over the sensor.)
4. Classify the contact. You can quickly classify the ESM contact. Point
the mouse cursor at the triangular Bearing Cursor on the display. Hold
down the left mouse button and drag the cursor until it’s on top of the
contact. The contact classification appears in the Classification display.

ACADEMY
TRAINING

Bearing Cursor Classification


display
ADVANCED
TUTORIAL

5. Mark target. To send contact information to the TMA station, ensure


that the Bearing Cursor is centered on the contact and click the Mark
button. Note: The Bearing Cursor must be white when you press Mark in
order for the bearing to be sent to the TMA.
■ ESM information is sent to the TMA station only when the Mark button is
pressed. The crew will not automatically send updated ESM bearing infor-
mation to the TMA station. You must manually mark the contact each
time you want a new bearing sent to TMA.
APPENDICES
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180
FT 124
64 Sonar
Sonar (Sound Navigation Ranging) is the submarine’s only means of detect-
ing other submerged submarines, and below periscope depth it’s the only
means of detecting surface ships, too. For a hunter/killer, whose primary role
is anti-submarine and anti-surface ship warfare, sonar is the most important
sensor on board. Because sonar is inherently complex, its use requires a more
extensive explanation than the surface sensors.

MAIN MENU
OPTIONS
Sound Processors
Submarines use three devices to process sound signals underwater:
hydrophones, projectors, and transducers. Hydrophones listen to sound, while
projectors transmit sound. A transducer both listens and transmits.
Signals are detected over two different frequency ranges: broadband and
narrowband. All contacts emit both broadband and narrowband signals.
Broadband contacts are those that put out significant acoustic energy over a
wide range of frequencies. The sonar receiver can look at a wide range of fre-

STATIONS
quencies and see all of the contacts that emit energy somewhere within that

SHIP’S
frequency range. Broadband is used to detect a contact, but it can also give
a limited amount of information on contact range (via signal strength).
Academy Training

Narrowband contacts are those that emit acoustic energy at discrete frequen-
cies, usually attributable to a specific piece of machinery (motor, engine,
pump, etc.). By eliminating the noise that is received at all other frequencies
and looking only for a specific frequency, a narrowband sonar receiver may
be able to detect the discrete frequency at longer ranges than the same con-

ACADEMY
TRAINING
tact could be detected by a broadband receiver.
Narrowband signals give additional information about the contact. The spe-
cific frequencies emitted by a contact are akin to its fingerprint, readily and
uniquely identifiable. These are commonly referred to as a sonar signature.
See Classifying Contacts on p. 136 for more information.
Sonar Arrays
An array is an interconnected group of hydrophones or transducers that
ADVANCED

focus either the transmission or reception of sound. The 688(I) is equipped


TUTORIAL

with three arrays: a spherical array, hull array, and towed array. Together the
arrays provide omni-directional sonar detection capabilities; however, no
array in itself provides full 360° detection. This is because the ship itself masks
a certain amount of the environment from the sensor.
APPENDICES
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SPHERICAL ARRAY
125
23
The spherical array in the bow is used at up to 25 knots and can track broad-
band as well as narrowband contacts. Passive detection ranges from 750 Hz
to 2.0 kHz. In active mode, the array transmits and detects at a higher fre-
quency range of 2.0 kHz to 10 kHz.
The spherical array processes broadband signals better than other arrays.
Bearing accuracy is particularly good. At higher speeds, there is some degra-

MAIN MENU
OPTIONS
dation of performance because of flow noise caused by the water moving
across the surface of the array. It is not as sensitive to low frequencies, so it’s
not the array of choice for narrowband contacts emitting only low frequencies.

STATIONS
SHIP’S
HULL ARRAY

ACADEMY
TRAINING
The hull array, also at the bow of the ship, is a linear array that provides low
speed capability to detect low frequency narrowband contacts (50 Hz -to-
1.0 kHz). As such, its primary use is for classifying targets. ADVANCED
TUTORIAL
APPENDICES
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180
126 TOWED ARRAY
FT
The towed array—pulled behind the submarine on a long tow cable so it
won’t pick up the submarine’s own machinery noise—is used for both broad-
band and narrowband tracking (10 Hz–1.0 kHz). It is used at low to medium
speeds, and is optimized for lower frequencies, making it approximately 20%
more effective in processing signals.

MAIN MENU
OPTIONS
STATIONS
SHIP’S
Academy Training

Specifications
The AN/BQQ-5 sonar, the US Navy’s first active/passive digital sonar system, is the
principal sensor system of the US Navy’s ‘Los Angeles’ class nuclear attack sub-
marines. The AN/BQQ-5 is a digital, multi-beam system employing hull-mounted,
sphere-mounted and towed acoustic hydrophone arrays. The polyethylene-covered
tow cable, which has a maximum length of about 800 m, is 9.5 mm in diameter,

ACADEMY
TRAINING
and the array at the end of the cable, where the hydrophones and electronics are
located, is 82.5 mm in diameter. The array is tapered fore and aft to minimise flow
noise. Drag is stated to account for a maximum reduction in speed of 0.5 kts, with
no serious inhibition on submerged manoeuvres and little adverse effect on surface
manoeuvres with the one exception of those entailing going about.
During the late 1970s the US Navy became concerned that the AN/BQQ-5 would
not be able to handle the developing threats and embarked on a programme to
update the capabilities of the system. An improved control display console has
been developed and sonars that have been upgraded with the new consoles are
ADVANCED
TUTORIAL

known as the AN/BQQ-5B. A further modification to the system developed under


this programme is the AN/BQQ-5C(V) Expanded Directional Frequency Analysis and
Recording System (DIFAR), which replaces the original signal processor with the
AN/UYH-1 standard signal processor. The AN/BQQ-5D uses a thin-line array and
utilises some of the technology common to the AN/BSY-1 system. It became oper-
ational in 1988. A contract for the development of the AN/BQQ-5E was awarded in
December 1988. A new thin-line array for passive ranging is to be integrated with
the AN/BQQ-5E, the first of which will go to sea in late 1993.
The US Navy has been developing a thin-line tow array and handling system and
other modifications for the AN/BQQ-5 system (see operational status). The thin-line
APPENDICES

towed array, known as the TB-23, forms part of the AN/BSY-1(V) combat suite. It is
a lightweight system that can be reeled into the vessel’s main ballast tank, instead
of being housed on the side of the submarine, and will replace the TB-16 ‘thick-
line’ array currently employed in the AN/BQQ-5.
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The AN/BQQ-5 provides improved detection, tracking and classification of low fre-
quency data. The latest development also provides processing capability for the 127
new TB-29 towed array and interfacing to the new fire-control system CCS Mk 2.
The combining of the AN/BQQ-5E, TB-29, and CCS Mk 2 will result in a system
referred to as QE2 that was scheduled for Technical Evaluation in 1993.
The AN/WLR-9A acoustic intercept receiver, produced by Norden, has been suc-
cessfully evaluated and forms an integral subsystem of the AN/BQQ-5 and
AN/BQQ-6 on new attack and Trident missile submarines. The subsystem features
a CRT display, a digital readout and a remote unit for the submarine commander. A

MAIN MENU
OPTIONS
‘sensitivity improvement’ kit for the AN/WLR-9A has been developed by Norden
and deliveries to the US Navy are in progress.

Passive Sonar
Passive sonar uses arrays of hydrophones to pick up sound waves. These
arrays are located on various surfaces of the ship.
The hydrophone arrays transmit sound to the sonar station. Here you must
sift through the noise for familiar patterns created by natural and man-made
sources. The detection process involves picking up signals on the broadband

STATIONS
SHIP’S
or narrowband display using one or more arrays, and then designating con-
tacts for tracking. Once a contact has been designated, the crew automati-
cally tracks the contact (as long as it remains in sensor range) and periodical-
ly sends updated bearing information to the Target Motion Analysis station
(see Ship’s Stations on p. 62).
Passive sonar provides only bearing information on any contact. To classify or
target a contact using passive sonar, further analysis is required at different

ACADEMY
stations. Classification takes place in Narrowband mode (see Ship’s Stations

TRAINING
on p. 62), while determining the target’s range, speed, and course is done
at the Target Motion Analysis station. (See Targeting with Passive Sonar on
p. 142.)
TRACKING BROADBAND CONTACTS
Select the Sonar station, and then click on the Broadband button.
ADVANCED
TUTORIAL

Broadband button
APPENDICES
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180
128 The Broadband Sonar screen appears.
FT
Contact Time Average switch 1

Waterfall
display 1
Designate
Target button

MAIN MENU
Waterfall

OPTIONS
Cursor Position
display 2 Window

Spherical Array
button

Time Average switch 2 Towed Array button

To track a broadband contact:

STATIONS
1. Select an array. Click on the Spherical Array or Towed Array button.

SHIP’S
2. Set a time average for each of the waterfall displays. Click on
Academy Training

Short, Intermediate, or Long time averaging for each display. One of


the displays should be set on Short to permit the detection of short dura-
tion, transient noises. The other display should be set on Intermediate or
Long, either of which will help you make out weaker contacts in the area.
3. Observe the waterfall display. Increased noise on any bearing will

ACADEMY
result in a coherent trace that can be distinguished from the random

TRAINING
background noise.
4. Select North Center or South Center, as desired. North Center places
000 degrees (north) in the center of the display; South Center places 180
degrees (south) at the center of the display.
5. Investigate traces on either waterfall display. When you notice a
contact trace in the waterfall display, point at the top of the trace and click.
ADVANCED
TUTORIAL

Click at top of display to


place cursor on marker
APPENDICES
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6. The true bearing of the cursor will be displayed in the Cursor Position
window. Audio may be selected On to aid in deciding if the trace is a
129
contact or biologics.
7. Designate target for sonar tracking.
• To track a contact, ensure that the cursor is directly over the contact
in the waterfall display. Click on the Designate Target button.
Observe that a letter designation of a tracker appears above the con-

MAIN MENU
OPTIONS
tact trace. Observe that the next sequential contact number appears
in the Track ID window.

TRACKING NARROWBAND CONTACTS


■ Select the Sonar station, and then click on the Narrowband button.

Narrowband button

STATIONS
SHIP’S
The Narrowband Sonar screen appears.

ACADEMY
TRAINING
Narrowband
Waterfall Frequency Range
display switch

Narrowband
Search
display Spherical Array
button
ADVANCED
TUTORIAL

Towed Array button Hull Array button


APPENDICES
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180
130 To track a narrowband contact:
FT
1. Select an array. Click on the Spherical Array, Hull Array, or Towed
Array button.
2. Observe the Narrowband Search display. The Narrowband Search
display shows 360 degrees of narrowband energy. Raised peaks indicate
contacts. The height of the peaks above the horizontal axis indicates the
strength of the signal.

MAIN MENU
OPTIONS
Bearing
Signal
Strength

STATIONS
SHIP’S
Background noise Contacts appear as peaks
Academy Training

3. Click to place the bearing cursor on the Narrowband Search


peak. The bearing appears in the Cursor Bearing display.

ACADEMY
TRAINING
Cursor Bearing
display
ADVANCED
TUTORIAL

Click on peak to place cursor

4. Observe the Narrowband Waterfall display. This display shows the


narrowband frequencies emanating from the contact.
5. Set the Frequency Scale. Set the Frequency Scale by clicking on the
switch. It is recommended to begin with the highest range and then to
select a lower range if better resolution is needed. The frequency of any
APPENDICES

displayed line may be measured by dragging the cursor to that line and
reading the value in the Frequency display.
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Frequency scale
131

Frequency
line Frequency
display

MAIN MENU
OPTIONS
6. Designate contact for sonar tracking. When a contact of interest is
to be tracked, click on contact “peak” in the Narrowband Search display.
Notice that frequency “traces” appear in the Narrowband Waterfall dis-

STATIONS
play. Choose a frequency to track (preferably a stable one) and place the

SHIP’S
frequency cursor over it. Click on the Designate Target button. The next
sequential target number will be displayed in the Track ID display.

SONAR TRACKING LIMITATIONS


Each array—spherical, hull, and towed—may track only four contacts at a
time. Once you’ve designated a target (using the Designate Target button),
the crew automatically assigns a sonar tracker to the contact. Alphabet letters

ACADEMY
TRAINING
are used to refer to the trackers.
Spherical Array: A-D
Hull Array: E-H
Towed Array: I-L
Sonar tracker letters appear in the waterfall displays and in the DEMON.
ADVANCED
TUTORIAL
APPENDICES
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180
FT 132 688(I) Sensor Comparison Table
Sensor Device Type Detects Raw Maximum Maximum
Target Speed Depth
Data Allowed Allowed
Provided

Periscope Optical/ Passive Surface Bearing, 10 60 ft.


Electro- ships classification,

MAIN MENU
optical range, (est.)

OPTIONS
course

ESM Electro- Passive Surface Bearing, 10 60 ft.


magnetic ships classification

Radar Electro- Active Surface Bearing, 5 knots 58 ft.


magnetic ships, range

STATIONS
aircraft

SHIP’S
Spherical Acoustic Passive Surface Bearing 25 Test
Academy Training

Array ships, Depth


(passive) submarines

Spherical Acoustic Active Surface Bearing, 25 Test


Array ships, range Depth
(active) submarines

ACADEMY
Towed Acoustic Passive Surface Bearing 32 Test TRAINING
Array ships, Depth
submarines

Hull Acoustic Passive Surface Bearing 32 Test


Array ships, Depth
ADVANCED

submarines
TUTORIAL
APPENDICES
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If more than four contacts are present for any given array and you designate
a new contact, the tracker will be removed from the oldest contact and
133
moved to the new target.
In busy environments, you may have to “time-share” trackers between con-
tacts. Any tracker that has been previously assigned can be dragged to a new
contact, as long as the contact has already been designated. It’s recommend-
ed that lower priority contacts be the candidates for this type of time-sharing.

MAIN MENU
OPTIONS
Active Sonar
The spherical array in active mode can be used to detect surface ships and
submarines in the area and estimate their range with a high degree of preci-
sion. By transmitting a pulse of energy and then “listening”, an active sonar
is able to determine both the bearing and range to another ship or object.
The range is determined by knowing the speed of sound in water and the
time delay before the reflected pulse (or “echo”) is received.
The major drawback to using active sonar is that the active transmission gives

STATIONS
away your bearing and alerts any ship in the area to your presence. Since

SHIP’S
active sonar is used effectively for targeting purposes, the ship will also realize
that your intentions are probably hostile.
DETECTING CONTACTS WITH ACTIVE SONAR
■ Select the Sonar station, and then click on the Active button.

ACADEMY
TRAINING
ADVANCED
TUTORIAL

Active Sonar
APPENDICES
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180
134 The Active Sonar screen appears.
FT

Continuous Transmission Mode Single Transmission Mode

Transmit
Bearing/
Button
Range
Course

MAIN MENU
OPTIONS
Target Range

Mark Button

Target Bearing

To track a contact with active sonar:

STATIONS
1. Select a Range Scale. Longer Range Scales are appropriate for initial

SHIP’S
search. Once a contact is detected, you can adjust the Range Scale of
Academy Training

subsequent pings in order to get higher resolution and accuracy.


2. Select Single or Continuous. On Single, only one active sonar ping is
transmitted. On Continuous, active sonar pings are transmitted periodi-
cally until the switch is reset to Single.
3. Select the XMIT button. Click once to lift the cover on the transmit

ACADEMY
switch (XMIT); click again to press the button.

TRAINING
4. Conduct a thorough search. For search purposes, multiple transmis-
sions are required to provide confidence that there are or are not contacts
present. A valid contact will give consistent visual returns that are brighter
than background noise or reverberations. The audio return will have a dis-
tinctive metallic ring to it and will be distinguishable from reverberations.
5. Place Bearing/Range Cursor on target. When a potential active
return is seen on the display, position the bearing and range cursors by
ADVANCED
TUTORIAL

clicking and dragging Bearing/Range Cursor to the target. Both the range
and bearing of the potential contact will be displayed.
6. Mark target. To send contact information to the TMA station, ensure
that the Range Cursor is centered on the most recent return from the
contact and click the Mark button. Note: Active sonar information is sent
to the TMA station only when the Mark button is pressed. The crew will
not automatically send updated active sonar information to the TMA sta-
tion, even when the system is set on Continuous. You must manually
APPENDICES

mark the contact to send updated information to TMA.


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Factors Affecting Sonar Detection Ranges
When talking about the detection ranges for your sonar arrays, two factors
135
must be addressed: the strength of the signal, and the amount of noise inter-
ference between your sensors and the contact. This is known as the Signal to
Noise Ratio, or SNR.
SIGNAL STRENGTH
Signal strength is the amount of noise generated by the contact. Three fac-

MAIN MENU
OPTIONS
tors contribute to signal strength: the type of contact, its range, and its speed.
What’s important to remember here is that a louder signal doesn’t necessarily
indicate a closer contact. A merchant ship may be louder at 20 miles than a
quiet submarine at 5 miles; the same merchant ship would be significantly
quieter traveling at a lower speed; and so on.
NOISE
Three factors contribute to the noise between you and the contact: thermal
layers, sea state, and own ship noise. If the contact is on the opposite side of a

STATIONS
thermal layer, it may appear as a very faint contact (for more information on

SHIP’S
thermals, see Sonar & The Ocean Environment, p. 111). The sea state, i.e., the
amount of turbulence caused by weather, has an additional effect. The more
violent the sea state, the more interference over the entire acoustic spectrum.
Finally, your own movement has an adverse effect on your sensors. As speed
increase, array sensitivity decreases. If you go too fast, the arrays will no
longer be able to pick out any sounds from the environment at all. The maxi-
mum speed varies by array: 20 kts for the spherical array, 5 kts for the hull

ACADEMY
TRAINING
array, and 25 kts for the towed array.
All that being said, the relative sensitivity of the various arrays can be com-
municated through example. The diagram below depicts a submarine listen-
ing to a merchant ship traveling at low speed in a low sea state environment.
If the merchant ship were going faster, the sensor ranges displayed below
would increase; however, if the submarine were below a thermal layer in a
surface duct environment, detection would be cut in half.
ADVANCED
TUTORIAL

HULL ARRAY
COVERAGE

SPHERICAL ARRAY
COVERAGE

TOWED ARRAY
COVERAGE
APPENDICES

MAX. 6.9 NM
MAX. 9.1 NM (14,000 YARDS)
(18,500 YARDS)
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180
FT 136 Classifying Contacts
Once a contact has been detected, it’s imperative that you figure out what it
is. There are three reasons why classification is a necessary step:
Your main concern is to figure out if the contact is friendly, neutral, or hos-
tile, since it’s obviously important to attack only enemies and to avoid harm-
ing innocents or allies. If the contact turns out to be hostile, you also want to
determine what type of ship you’re facing. Knowing an enemy’s capabilities,

MAIN MENU
OPTIONS
such as top speed, weapons, etc., can help you make the right decisions in
combat.
Correctly classifying a target also provides critical information about the con-
tact which you can use to determine the contact’s speed using passive sonar.
You can classify a target using narrowband sonar, the periscope, or ESM.

Classification Using Narrowband Sonar


Select the Sonar station, and then click on the Narrowband button.

STATIONS
SHIP’S
Academy Training

Narrowband button

The Narrowband Sonar screen appears.


Frequency Scale Switch

ACADEMY
TRAINING
Narrowband
Waterfall
display

Ship
Classification
display

Narrowband
Spherical Array
ADVANCED

Search display
TUTORIAL

button

Towed Array button Hull Array button

To classify a contact using narrowband:


1. Select an array. Click on the Spherical Array, Hull Array, or Towed
APPENDICES

Array button.
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2. Observe the Narrowband Search display. The Narrowband Search
display shows 360 of narrowband energy. Raised peaks indicate contacts.
137
The height of the peaks above the horizontal axis indicates the strength
of the signal.

MAIN MENU
OPTIONS
Bearing

Signal
Strength

Background noise Contacts appear as peaks

STATIONS
SHIP’S
3. Click to place the bearing cursor on a Narrowband Search peak.
The bearing appears in the Bearing Cursor display.

ACADEMY
Cursor Bearing TRAINING
display ADVANCED
TUTORIAL

Click on peak to place cursor

4. Observe the Narrowband Waterfall display. The display shows the


narrowband frequencies emanating from the contact.
5. Set the Frequency Scale. Set the Frequency Scale by clicking on the
switch. It is recommended to begin with the highest range and then to
APPENDICES

select a lower range if better resolution is needed. The frequency of any


displayed line may be measured by dragging the cursor to that line and
reading the value in the Frequency display.
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180
138 6. Cycle through the ship profiles. Click on the Ship Profiles switch to
FT
view the narrowband signatures for all of the ships in the simulation. The
signatures appear in the Ship Classification display. Hint: If you know the
type of ship you’re looking for, start with that profile.
7. Switch between arrays. Click on the Spherical Array, Hull Array,
and Towed Array button. Since each array covers a different portion of
the narrowband spectrum, you’ll generally have to view them all in order to

MAIN MENU
compare the contact with the profile in the Ship Classification window. By

OPTIONS
trying different arrays and frequencies, you should be able to obtain a match.

STATIONS
SHIP’S
Academy Training

• If an array doesn’t seem to be picking up the contact, make sure that the
contact is still visible in the Narrowband Search display and that the
Bearing Cursor is still over the contact. If the array still doesn’t report any

ACADEMY
TRAINING
information, the contact may be in the array’s blind spot (See Sonar on
p. 124.) or out of the array’s range.

Classification Using the Periscope


Select the Periscope station.
ADVANCED
TUTORIAL

Photo button
APPENDICES

Stadimeter button
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To classify contacts with the periscope:
139
1. Ensure that the ship is at periscope depth (60 feet) and your
speed is under 5 kts.
2. Raise the periscope. Click on the Raise Periscope switch. Wait a
moment as the periscope is raised.
3. When operating at night, switch to Low Light Level TV. Click on

MAIN MENU
the LLLTV switch.

OPTIONS
4. Find the contact. Click on the Rotate arrow buttons to rotate the
periscope to the target’s bearing. Click on the Zoom In arrow button to
increase magnification.
5. Photograph the contact. Once you detect a target, click on the
Photo button to take a picture of it.
6. Switch to the stadimeter. Click on the Stadimeter button to switch
to the Stadimeter screen.

STATIONS
SHIP’S
Back/Next buttons

Video Capture
Window

Rotate

ACADEMY
TRAINING
Silhouette
Ship Silhouette buttons

Zoom buttons
ADVANCED
TUTORIAL

The stadimeter allows you to classify ships by letting you compare the photo-
graph you took with a library of ship silhouette images.
• Match silhouette to the photo. Click on the Back or Next button to
cycle through the images in the ship silhouette library.
• Rotate and zoom silhouette. Click on the Rotate buttons to match
the silhouette angle to that of the ship in the photo. If necessary, click on
APPENDICES

the Zoom buttons adjust the magnification of the silhouette.


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180
FT 140

Silhouette
matches
photo

MAIN MENU
OPTIONS
Classification Using ESM
The ESM mast provides instant classification of any surface ship or aircraft in
the vicinity currently employing radar. For instructions on ESM detection and
classification, see ESM, p. 76

Classification Using DEMON

STATIONS
SHIP’S
The sonar DEMON can’t be used to classify targets with any certainty; how-
ever, the DEMON can be used initially to figure out what kind of contact
Academy Training

you’re looking at, i.e., whether it’s a ship, a submarine, etc.


• Select the Sonar station, and then click on the DEMON button.
To classify a contact using DEMON:
1. Select a sonar array. Click on the Spherical Array or Towed Array
button.

ACADEMY
TRAINING
2. Select a sonar tracker. Click on one of the four tracker buttons at the
top of the display to choose the contact you wish to analyze. The associ-
ated sonar number is displayed under the button. A series of vertical fre-
quency lines appear on the display.
ADVANCED
TUTORIAL

Shaft
rotation

Blade 1
Blade 4
APPENDICES

Blade 2 Blade 3
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• The shaft rotation speed is indicated by the first line on the left. The
other lines indicate individual blades on the propeller.
141
3. If necessary, adjust the frequency scale. If the lines in the display
seem to blur together, click on the Frequency Scale switch to lower the
frequency range, if the lines run off the right edge of the display, increase
the frequency range.
• Use the blade count, contact audio, and general behavior patterns to

MAIN MENU
OPTIONS
determine the type of ship you’re looking at.
■ Merchant Vessels/Tankers: Typically three or four blades; noisy;
often maintains predictable course.
■ Warships: Typically five-bladed propellers; quieter, smoother sound
than merchant ships; possibly unpredictable course changes.
■ Submarines: Five or seven-bladed propellers; very quiet when sub-
merged and at low speed; unpredictable course changes.

STATIONS
■ Fishing Vessels/Trawlers/Pleasure Craft: Three- or four-bladed

SHIP’S
propellers; noisy; erratic courses and speeds, frequently stopping and
starting.

Targeting Contacts
Target Motion Analysis (TMA) is the method of taking the information
received from the ship’s sensors and developing a solution for the target’s
bearing, range, speed, and course — that is, locating the contact’s position
and movement in space.

ACADEMY
TRAINING
Targeting With Active Sensors
Active sonar and radar provide both bearing and range. This in itself is often
enough data with which to launch weapons at the target, since range is a
critical piece of information. However, the more information with which to
guide the weapon, the greater your chances of successfully hitting the target.
If the target’s bearing and range are known at two different times, a full solu-
tion can be readily found by connecting the dots and drawing a line for the
ADVANCED
TUTORIAL

course and speed. Obviously the solution would get better with more than
two points since any errors in the data would be less harmful over a longer
period.
To perform TMA on active sonar contacts:
1. Select a contact. Click on the Selected Track pull-down menu. All
designated contacts for which there is sensor information appear in the
list. Select the contact you’re interested in.
APPENDICES

2. Center view of your submarine. Click on the Zoom and Pan arrow
buttons to adjust the scale and centering of the display.
3. Note the location of bearing/ranges you’ve marked. Contact
bearing/ranges are displayed by a line with a bubble at the end. The bub-
ble indicates the range to the contact when you pressed the mark button.
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180
142 4. Find the ruler. If you can’t locate the ruler on the TMA display, click on
FT
the Center on Ruler button. You use the ruler to draw a line between the
contact bearing ranges. This will automatically estimate the contact’s
course and speed.
5. Adjust the ruler to fit the bearing lines. Adjust the ruler on the dis-
play until the “tick marks” are aligned with the bearing/range lines. Click
on the bubble in the middle of the ruler to move the entire ruler. Click on

MAIN MENU
the ends of the ruler to move just the end or to adjust the length of the

OPTIONS
ruler.
6. Enter Target Solution. When a good match between the ruler and the
bearing/range lines has been achieved, click on Enter Solution to enter
the solution in the TMA system. The solution appears in the lower right
hand data fields as the TMA Solution. This is the target solution which
would be used to direct weapons should they be launched.

STATIONS
SHIP’S
Targeting With Passive Sonar
A more complex situation arises when only the target’s bearing is known, as
Academy Training

is the case with passive sonar.


When you designate a contact using passive sonar, the sonar operator auto-
matically tracks the contact and periodically sends a bearing update to the
target. Think of the bearing as a line extending from the submarine toward
the contact. As far as you know, the target can be anywhere along the bear-

ACADEMY
TRAINING
ing line extending from the submarine. A second bearing is taken a few min-
utes later. Now two bearing lines can be drawn—one for the first bearing,
and the second taken a few minute later. After several minutes a bearing fan
is created. It represents the lines of bearing for the target over a specific time
period. First consider how this would look if your submarine weren’t moving.
ADVANCED
TUTORIAL

T+ 10

T+8

OWN SHIP T+6

T+4
APPENDICES

T+2

T
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Since you don’t have the precise range (i.e., distance of the contact from
your ship) when using passive sonar, several solutions for the target might
143
match this bearing fan. For example, the contact could be close to you but
moving slowly, or distant and moving much more quickly.
POSSIBLE TRACKS

T +10

MAIN MENU
OPTIONS
T+8

OWN SHIP T+6

T+4

T+2

STATIONS
T

SHIP’S
Because your ship moves as well as the contact, a new factor is added to the
bearing rate, though the principle remains the same.

POSSIBLE TRACKS

T+10
OWN SHIP

ACADEMY
TRAINING
COURSE

T+8

T+6

T+4

T+2
ADVANCED
TUTORIAL

One way to refine the solution into a single possible track is to change own
ship course and/or speed. By changing your contribution to the bearing rate,
you mathematically reduce the number or solutions to the available data.
The more you change your contribution to the bearing rate, the more dra-
matic the change in the data. Assuming the target maintains its course and
APPENDICES

speed, two or three own ship maneuvers, or legs, will result in a single possi-
ble solution.
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SINGLE T+16
SOLUTION
180
FT 144 T+14

T+12

T+10
OWN SHIP
COURSE

T+8

MAIN MENU
OPTIONS
T+6

T+4

T+2

At all times you want to bring as much information to bear on the problem

STATIONS
SHIP’S
as possible. Educated guesses based on intelligence estimates can make the
problem simpler. For example, if intelligence data provided in your mission
Academy Training

briefing implies that the contact is traveling on certain course or at a particu-


lar speed, enter those values in your TMA solution. If the geography of the
area constrains the ship to steer a certain course, use that information.
Of course, TMA would be easier if you had more information than just the
change in the target’s bearing. Knowing a second value, such as speed, elimi-
nates a large number of possible target solutions. As you’ll see in the TMA

ACADEMY
TRAINING
instructions, if you’ve classified the contact, you can estimate its current
speed using a special sonar mode known as DEMON.
Performing TMA on Passive Sensor Contacts
To perform TMA on passive sensor contacts, you need to have already desig-
nated a contact in broadband or narrowband.
■ Select the TMA station.
Ruler Selected track
ADVANCED
TUTORIAL

TMA display

Target solution
input
Target solution
APPENDICES

Enter Solution button


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TUTORIAL
To perform TMA on passive sonar contacts:
145
1. Select a contact. Click on the Selected Track pull-down menu. All
designated contacts for which there is sensor information appear in the
list. Select the contact you’re interested in.
2. Center view of your submarine. Click on the Zoom and Pan arrow
buttons to adjust the scale and centering of the display.
3. Find the ruler. If you can’t locate the ruler on the TMA display, click on

MAIN MENU
OPTIONS
the Center on Ruler button.
• You use the ruler to estimate a target solution from the given data.
The ruler represents your best estimate of the target’s speed and
course. The tick marks on the ruler correspond to each bearing line
sent by sonar to the TMA station.
• Where you place the ruler on the TMA display is your estimate of the
target’s range.
• If this is the first time that TMA has been performed on the selected

STATIONS
contact, the ruler will represent the default solution of Target Range

SHIP’S
10,000 yards, with a closing course and speed matching own ship at
time of designating the target. These values will appear in the TMA
Solution Input data fields and activate its corresponding Lock button.
This will lock in your entered data and allow you to manipulate the
speed strip without overriding it.
• If there was a previous TMA solution, the ruler will be positioned on
the display accordingly and the appropriate values will be seen in the

ACADEMY
TRAINING
data fields and activate its corresponding Lock button. This lock in
your entered data and allow you to manipulate the speed strip with-
out overriding it.
4. Enter any known data in the Target Solution Input data fields. If
you have additional data on the contact’s range, course, or speed, click
on the digits in the appropriate data field.
ADVANCED
TUTORIAL

For instance, you may know the target’s course from an intelligence message
received while underway. Or you may have used DEMON to analyze the con-
tact’s shaft rotation in order to determine its speed (see Determining Contact
APPENDICES

Speed Using DEMON on p. 147).


5. Adjust the ruler to fit the bearing lines. Adjust the ruler on the dis-
play until the “tick marks” align well with the contact bearing lines. Click
on the bubble in the middle of the ruler to move the entire ruler. Click on the
ends of the ruler to move just the end or to adjust the length of the ruler.
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180
FT 146

MAIN MENU
OPTIONS
6. Enter solution. When a good match between the ruler and the sensor
bearings has been achieved, click on Enter Solution to enter the trial
solution in the TMA system. The solution appears in the lower right hand

STATIONS
data fields as the TMA Solution. This is the target solution which would

SHIP’S
be used to direct weapons should they be launched.
Academy Training

7. Refine your solution. Continue to adjust the ruler or enter new data in
the TMA Solution Input area in order to achieve a better target solution;
however, the system solution will not be changed until you click the
Enter Solution button again. (Remember to always keep the TMA
Solution updated with your best solution.) Note: if you leave the TMA
window without entering your solution, your solution will be replaced by

ACADEMY
TRAINING
the system solution when you return to the TMA window.
8. Change course and/or speed. The TMA solution can be refined by
changing your course and/or speed, which will change the relative
motion between the submarine and the contact. After steadying on the
new course and/or speed, adjust the ruler to achieve the best fit. This sec-
ond “leg” should help to eliminate solutions that are unreasonable. A
third “leg” or more will refine the solution further.
• With experience, you’ll learn when the solution is good enough to
ADVANCED
TUTORIAL

support a weapon launch. (Note: Depending on the tactical situation,


continued TMA may not be prudent anyway.)
• If one TMA solution does not fit all of the observed sensor bearing
data, consider the fact that the contact itself may have changed
course and/or speed. Attempt to achieve a better fit of the ruler by dis-
regarding some of the earlier data and looking only at recent bearings.
9. Merge contacts when necessary.
APPENDICES

• If information from more than one sensor pertains to the same con-
tact (e.g., a contact tracked by sonar and seen through the
periscope), the data can be merged into a “master” contact. Select a
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TUTORIAL
contact from the Merge Track pull-down menu, and then click on the
Merge button. This decision can be undone by clicking on the Split
147
button. Merging contacts held on the sphere and towed array can
help give an estimation of range triangulation: the point where
matching sphere and towed array bearings cross is a good approxima-
tion of the contact’s range. This method is most accurate on close
range contacts a beam of ownship, but is highly susceptible to bear-

MAIN MENU
ing error off the bow or stern of ownship, or at great ranges.

OPTIONS
STATIONS
SHIP’S
Determining Contact Speed Using DEMON
The Sonar station in DEMON mode can be used to determine a contact’s
speed, so long as you’ve already classified the contact.
DEMON stands for demodulated noise, and is used to determine the speed of

ACADEMY
TRAINING
a known contact. DEMON passes the sound of the contact’s propeller
through a specialized set of acoustic filters. This is then fed into a spectrum
analyzer, which determines the rotation speed of the propeller shaft. If you
know what the contact is, you know how many times its propeller shaft must
turn in order to produce one knot of speed. This is called turns per knot, or
TPK. The two together—rotation speed and turns per knot - provide you with
a fairly precise measurement of target speed.
■ Select the Sonar station, and then click on the DEMON button.
ADVANCED
TUTORIAL

To analyze a contact using DEMON:


1. Select a sonar array. Click on the Spherical Array or Towed Array
button.
APPENDICES
QUICK START
TUTORIAL
180
148 2. Select a sonar tracker. Click on one of the four tracker buttons at the
FT
top of the display to choose the contact you wish to analyze. The associ-
ated sonar number is displayed under the button. A series of vertical fre-
quency lines appear on the display.

Shaft
rotation

MAIN MENU
OPTIONS
Blade 3
Blade 1

Blade 2

STATIONS
The shaft rotation speed is indicated by the first line on the left. The other

SHIP’S
lines indicate individual blades on the propeller.
3. If necessary, adjust the frequency scale. If the lines in the display
Academy Training

seem to blur together, click on the Frequency Scale switch to lower the
frequency range, if the lines run off the right edge of the display, increase
the frequency range.
4. Set the Turns Per Knot for the known target. Click on the
Turns Per Knot switch to set the known TPK value for the contact.

ACADEMY
TRAINING
Turns Per Knot for military ships can be found in the ship descriptions
in the On-line Information section. The estimated TPK for generic ships
are as follows:
GENERIC CIVILIAN SHIP TPKs
Small craft: 30
Medium craft: 20
Medium shipping: 15
Large shipping: 10
ADVANCED
TUTORIAL

In general, the larger the propeller, the lower the speed at which it is
designed to turn. Warships and large merchant ships would have turns per
knot ratios of seven to twelve. Smaller propellers on smaller ships and boats
would turn at much higher shaft speeds for the same speed through the water.
APPENDICES
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5. Place the Frequency Cursor on the most prominent left-hand
line on the display.
149

MAIN MENU
OPTIONS
Point the mouse cursor at the right edge of the most prominent line on the
left and click. This will be the shaft line. The frequency will be displayed in
the Cursor Frequency display. (Shaft RPM can be calculated by multiplying
this frequency by 60.)

STATIONS
6. Note estimated contact speed. Look at the Speed display and note

SHIP’S
the estimated speed of the contact.
AN/BSY-1 Submarine Combat System
The system is the first submarine combat system in the US Navy to integrate
navigation, sonar and weapons system data for improved target detection,
classification, localisation, combat control and weapons launch. BSY-1(V) inte-
grates the medium to low frequency bow-mounted Submarine Active
Detection System (SADS) sonar used for the detection and fire-control solu-

ACADEMY
TRAINING
tions on hostile subsurface to surface targets. This operates over 360° in long-
range search, and provides a passive listening mode. The system also inte-
grates the high frequency, active Mine and Ice Detection Avoidance System
(MIDAS) mounted in the sail and which is used for close-range detection of
mines and polar navigation.
The integrated combat system will carry out target motion analysis and cal-
culate a fire-control solution for Mk 48 ADCAP torpedoes, Harpoon and
Tomahawk cruise missiles.
ADVANCED
TUTORIAL

The system is designed to improve data processing and management capa-


bilities using new and more capable computers, new data displays and addi-
tional software and increased automation in areas such as surveillance, detec-
tion and tracking of targets. This will enable operators to perform multiple
tasks and handle multiple targets simultaneously. The aim is to reduce the
response time between initial detection and launching of the weapon.
The distributed processing architecture system comprises 117 units, including
64 general-purpose and 35 specialised processors, digital beamformers, sig-
APPENDICES

nal conditioners, displays and disk storage devices. Some 3.6 million lines of
tactical software code are used in this system.
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180
150 Determining Range and Course Using the Periscope
FT
Stadimeter
The periscope stadimeter can be used to estimate a surface ship’s range.
Likewise, a ship’s course can be determined by observing the target aspect or
angle on the bow (AOB).
Select the Periscope station.

MAIN MENU
OPTIONS
Photo button

STATIONS
SHIP’S
Stadimeter button

To determine a contact’s range and course with the periscope:


Academy Training

1. Ensure that the ship is at periscope depth (60 feet) and your
speed is under 5 kts.
2. Raise the periscope. Click on the Raise Periscope switch. Wait a
moment as the periscope is raised.
3. When operating at night, switch to Low Light Level TV. Click on

ACADEMY
TRAINING
the LLLTV switch.
4. Find the contact. Click on the Rotate arrow buttons to rotate the
periscope to the target’s bearing. Click on the Zoom In arrow button to
increase magnification.
5. Photograph the contact. Once you detect a target, click on the
Photo button to take a picture of it.
6. Switch to the stadimeter. Click on the Stadimeter button to switch
to the Stadimeter screen.
ADVANCED
TUTORIAL

Current Ship Silhouette Back/Next buttons

Video Capture
Window Rotate
Silhouette
buttons

Zoom buttons
APPENDICES
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7. Match silhouette to the photo. Click on the Back or Next button to
cycle through the images in the ship silhouette library.
151
8. Rotate and zoom silhouette. Click on the Rotate buttons to match
the silhouette angle to that of the ship in the photo. If necessary, click on
the Zoom buttons adjust the magnification of the silhouette.

MAIN MENU
OPTIONS
STATIONS
SHIP’S
Silhouette matches photo

9. Adjust the image to find range. Click on the Image Adjust buttons
to separate the two halves of the image. Adjust the image such that the
top of the highest mast is even with the waterline on the other half of the
image.

Waterline

ACADEMY
Top of mast TRAINING

Range display
ADVANCED
TUTORIAL

The estimated range to the ship is displayed in the Range display.


10. Mark the contact. To send contact information to the TMA station,
click the Mark button. Note: Periscope information is sent to the TMA
station only when the Mark button is pressed. The crew will not auto-
APPENDICES

matically send updated periscope information to the TMA station. You


must manually mark the contact to send updated information to TMA.
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180
FT 152 688(I) Weapon Launchers

MAIN MENU
OPTIONS
Torpedo Tubes
The main weapon launcher in a sub is the torpedo tube launching system.
The tubes have a muzzle door between the tube and the sea, and a breech

STATIONS
SHIP’S
door between the tube and the submarine’s interior. Weapons are loaded by
shutting the muzzle door, opening the breech door, sliding the weapon into
Academy Training

the tube, and shutting the breech door. Modern weapons have electronic
connections from the weapon through the breech door to the fire control sys-
tem. This allows transmission of target information to the weapon. When a tor-
pedo is “fired”, it is actually pushed out of the tube before it begins running.
The normal method of launching weapons is called the “impulse” method.
Surrounding each pair of torpedo tubes is an impulse tank filled with water.

ACADEMY
TRAINING
Each torpedo tube has openings in it near the inner end that will allow water
to enter behind the weapon to push it out. A slide valve normally covers the
openings, but when a tube is made ready to fire, the muzzle door and slide
valve open together. High pressure air operates a turbine ejection pump that
forces a large quantity of water at high pressure into the impulse tank. The
only place that water can go is into the torpedo tube ejection ports. This
water flow into the tube flushes the weapon out even though the ship may
be moving through the water at high speed.
ADVANCED
TUTORIAL

The muzzle door (and the shutter that fairs in the curvature of the hull when
the muzzle door is shut) and the slide valve are operated hydraulically.
Weapons are moved within the Torpedo Room and loaded into the tubes
hydraulically. The torpedo tube breech door is manually operated.
APPENDICES
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There are four horizontal torpedo tubes, two on each side of the ship.
Because of the large sonar sphere at the bow, the torpedo tubes are angled
153
outward slightly.
Vertical Launch Tubes
Vertical launchers for TLAMs (Tomahawk Land Attack Missile) work differently.
They are loaded at the pier and cannot be reloaded once the boat is under-
way. (Hence, the importance of a thorough briefing, with weapon require-

MAIN MENU
ments. If you are out at sea and haven’t loaded enough TLAMs, there’s noth-

OPTIONS
ing you can do.) The vertical launch tube is pressurized with air, using a
diaphragm at its top as a boundary to the sea. The muzzle door is then
opened. When fired, a solid propellant gas generator produces the gas that
forces the missile from the tube. Once clear, the missile ignites, beginning its
flight toward its target.
Eight Los Angeles class submarines and 23 Improved Los Angeles class sub-
marines have twelve vertical launch tubes installed at the bow. This was

STATIONS
made possible by a redesign of the forward main ballast tank structure and

SHIP’S
the air banks located there.
Signal Ejector
Similar in principal to the torpedo tubes, the signal ejector is actually a two-
barreled installation. Located on the port side of the middle level of the
Forward Compartment, there are two three-inch diameter tubes that are
used to launch a variety of pyrotechnic signals, countermeasures, and
decoys.

ACADEMY
TRAINING
ADVANCED
TUTORIAL
APPENDICES
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180
FT 154 688(I) Weapon Types
Submarines are equipped with a variety of weapons, each designed for spe-
cific objectives.

Mk 48 ADCAP Torpedoes

MAIN MENU
OPTIONS
Guidance Sonar
Fuel Engine Warhead Control Seeker

The classic submarine weapon since WWII, torpedoes are fired from reload-

STATIONS
able tubes in the sub. They travel under their own power for distances up to

SHIP’S
20 miles. Torpedoes may use sonar, either active or passive, to locate the tar-
get. Some can even be steered by receiving commands over a wire connect-
Academy Training

ed to the submarine. Also remember that when setting the speed of the tor-
pedoes, one affects the range of the weapon.
ADCAP, which stands for “advanced capability” is a major upgrade of the Mk
48 heavyweight torpedo. ADCAP is a wire-guided, acoustic homing torpedo
that is propelled by the combustion of a monopropellant fuel (self-oxidizing

ACADEMY
TRAINING
fuel). ADCAP is 21 inches in diameter, carries a warhead in excess of 500
pounds of high explosive, can reach speeds of 55 knots, has a range in
excess of 20 nautical miles (nm), and can dive to depths of nearly 3,000 feet.
Major improvements were made in acoustic and search/homing logic. ADVANCED
TUTORIAL
APPENDICES
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UGM-84 Harpoon Anti-Ship Missile
155

Guidance Control Rocket


System Warhead Sustainer Section Booster

MAIN MENU
OPTIONS
The encapsulated Harpoon missile can be launched from a submarine torpe-
do tube. When the capsule broaches the surface of the water, a solid rocket
booster ignites to begin flight. When the booster separates, the missile
descends to a low altitude and is powered by a turbojet cruise engine.
Terminal guidance is provided by an active radar homing system. A highly
maneuverable missile with extensive on-board computer logic circuitry,
Harpoon has considerable ability to discriminate between targets and coun-

STATIONS
termeasures.

SHIP’S
Harpoon has a range of over 50 nm and flies at sub-sonic speed. It carries a
500 pound high explosive, blast type warhead. Several block improvements
have been made to the weapon. Block 1C has increased range, waypoints,
and selectable terminal trajectories.

UGM-109 Tomahawk Cruise Missile

ACADEMY
TRAINING

Rocket Turbofan Tercom DSMAC


Booster Engine Fuel Warhead System Camera

Cruise missiles can be launched by submarines from either the torpedo tubes
ADVANCED
TUTORIAL

or from vertical launch tubes specifically designed for this purpose. They can
be used against either surface ships or land targets. An attack with a cruise
missile from a submerged ship is particularly devastating and surprising.
Tomahawk missiles were produced in anti-ship (TASM) and land attack
(TLAM) variants. The TASM uses inertial guidance and either active radar or
anti-radiation terminal homing. It flies at Mach 0.7 to deliver a 1,000 pound
conventional warhead at ranges out to approximately 250 nm. The TLAM-C
delivers a 1,000-pound single warhead and the TLAM-D delivers sub-muni-
APPENDICES

tions. TLAM-C and TLAM-D have ranges of approximately 485 nm.


If launched from the horizontal torpedo tubes, the Tomahawk missiles must
be encapsulated. The launch process is similar to that of the Harpoon; how-
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180
156 ever, the solid propellant booster ignites after the missile has cleared the tor-
FT
pedo tube. Regardless of whether it is launched from a horizontal or vertical
tube, the Tomahawk begins powered flight even before leaving the water.
Once the booster has been burned up and separates, the missile continues
powered flight on its turbofan engine.
TLAM uses inertial guidance and predetermined waypoints to fly to its target.
Once over land, it is able to use terrain contour matching (TERCOM) to con-

MAIN MENU
firm and update its flight path. TASM variants fly at a low cruise altitude to avoid

OPTIONS
detection and switch on the active radar homing at a predetermined distance.

Mk 67 Submarine Launched Mobile Mine (SLMM)

STATIONS
SHIP’S
Academy Training

Since their early days, submarines have been used to place mines in harbors.
This remains a useful application of a submarine’s stealth capabilities. Today,
however, mines can be fired from a sub, just as torpedoes are. Like torpe-
does, mines can “swim” to a location that may be in an area too shallow for
the sub to operate submerged.
The SLMM is self-propelled, so it provides the capability of covertly mining

ACADEMY
TRAINING
from a submarine and placing the mines in water that would be too shallow
for submerged operations. The SLMM is essentially a modified Mk 37 electric
torpedo. The torpedo warhead was replaced with mine components and the
torpedo propulsion and guidance are used to place the mine.
Countermeasures
ADVANCED
TUTORIAL
APPENDICES

Countermeasures are defensive weapons. Use them to prevent an enemy’s


torpedo from destroying the sub. The most common countermeasures are
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TUTORIAL
launched from the submarine and remain in the location where they are
launched. A Jammer raises the noise level between the torpedo and your sub-
157
marine, creating a fog bank that inhibits a torpedo’s active sonar ability. A
Decoy emits a signal designed to draw the enemy torpedo away from the
sub and toward the decoy. Both types of countermeasure can be preset to
stay deep or shallow.

Launching Weapons

MAIN MENU
OPTIONS
One of your primary objectives is to seek out and destroy enemy ships,
weapons, and strongholds.
Preparations can be lengthy and noisy, so it is a good idea to have tubes
loaded, flooded, and equalized and have muzzle doors open before coming
within the detection range of the enemy. It takes several people to load a tor-
pedo and connect both the A-cable (which gives the torpedo its presets and
orders before launch) and the guidance wire (which can be used after the
launch). The torpedo should also be checked to ensure that it properly

STATIONS
receives commands.

SHIP’S
A torpedo can be impulse launched up to the maximum speed of the subma-
rine as long as the ship is on a steady course and the trim angle is no more
than a few degrees above or below the horizontal (“zero bubble”).

Launching Missiles Horizontally


Advanced preparations are advised but not for the same reasons. When
launching a missile, the enemy is probably farther away so noise is not as
much of a consideration. Being ready to launch is important so that coordi-

ACADEMY
TRAINING
nated strikes can be initiated when the operational situation dictates.
Harpoon and Tomahawk missiles should be launched at low speeds (e.g., 4
knots or less) and at shallow depths (e.g., keel depth of 150 feet or less). If at
periscope depth, it is possible to confirm that the missile is flying normally.

Vertical Launch of Missiles


The vertical launchers have to be loaded in port, so the preparation consists
only of pressurizing the tubes and opening the hatches. Targeting informa-
ADVANCED
TUTORIAL

tion also has to be sent to the missile prior to launch. Speed and depth limits
are the same as for the horizontal launch of missiles.

ADCAP Torpedo Launch


The ADCAP torpedo, the U.S. Navy’s heavy-weight torpedo, can be used
against submarines and surface ships. It is a wire-guided, acoustically homing
torpedo carrying a warhead of more than 500 lbs. of high explosive and
capable of speeds up to 55 knots. It has a maximum range in excess of 20
APPENDICES

nautical miles.
The ADCAP is launched from a horizontal torpedo tube. Prior to launch, the
torpedo is loaded into the tube, and the A-cable and guidance wire are con-
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180
158 nected. (The A-cable is the means of providing the weapon with presets and
FT
inputs from the TMA system prior to time of launch.) After electrical checks
are satisfactorily completed, the tube is flooded, and the pressure is equalized
with sea pressure before the muzzle door is opened.
Note: Because some of this process is noisy, it is best to do it early if the
ship is in a situation which could require the launching of torpedoes.

MAIN MENU
The TMA solution for the target (bearing, course, speed, and range) must be

OPTIONS
refined to the point that the weapon will be placed close enough so that the
target is within the acquisition range of the torpedo. Following launch, the
torpedo steers an intercept course until it is close enough to detect the target
and begin homing.
The Weapons Control Coordinator (usually the Weapons Officer) oversees the
preparation of the torpedo and advises the Approach Officer (usually the
Commanding Officer) concerning the capabilities of the torpedo and its
placement. The Fire Control Coordinator (usually the Executive Officer) over-

STATIONS
sees the refinement of the firing solution until, in his opinion, it is good

SHIP’S
enough to place the weapon within acquisition range. The Approach Officer
Academy Training

has the final approval of the firing solution and the settings that are sent to
the torpedo prior to launch.
Torpedo Firing Procedure
PREPARING THE WEAPON FOR LAUNCH

ACADEMY
TRAINING
ADVANCED
TUTORIAL

1. Clicking on the Select Target arrow provides a list of contacts for which
there are solutions in the TMA system. Select a target from this list. The
system solution for the selected target will be displayed in the TARGET DIS-
PLAY area, including a depth estimate based on the TMA solution.
APPENDICES

2. Select a firing tube by clicking on the number of a torpedo tube in which


an ADCAP is loaded. A tube can be unassigned by clicking again on the
tube number.
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3. Select weapon presets by clicking on “P” (PRESETS) and then making
choices from the options list presented.
159
For a submarine target, DEPTH should be at the best estimate of the target
depth or at least on the same side of the layer. For a surface ship target, set
DEPTH to be just below the keel depth of the ship.
CEILING can be used to provide protection to the operator’s submarine or
other friendly forces.

MAIN MENU
OPTIONS
FLOOR can be used to provide protection for the operator’s submarine or
other friendly submarines or to keep the weapon from running into the bot-
tom in shallow water.
ACOUSTICS is used to select the mode of acoustic homing.
RUN TO ENABLE sets the distance the torpedo travels before it begins to
search. (The torpedo search can alert the enemy. Run to Enable should not
be short unless the target range is short or there is doubt about the accuracy

STATIONS
of the TMA solution. Allow approximately 3000 yards for the torpedo to

SHIP’S
search if possible.)
SPEED selects the torpedo speed until it begins to home on the target. Once
homing it will speed up to maximum speed. Default values of the presets are:
Depth 200 feet; Ceiling 0 feet; Floor 3000 feet; Acoustics Active; Run to
Enable 1000 yards; and Speed High.
LAUNCHING THE WEAPON

ACADEMY
TRAINING
ADVANCED
TUTORIAL

1. Order the selected torpedo tube flooded and equalized with sea pressure
by clicking on the F and E buttons. These actions are complete when the
lights stop flashing.
2. Order the muzzle door opened by clicking on the M button. The muzzle
door will not open until the tube is properly flooded and equalized.
3. Steps 1 and 2 may be done at any time to make tubes ready before being
close enough to the enemy to make noise a concern.
APPENDICES

4. Observe the I indication is bright which means that all conditions for
launch are met and the firing interlocks are closed. If the firing interlocks
are not closed, check that the tube is properly prepared, that the target
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180
160 has been properly assigned, and that there is no inconsistency between
FT
the torpedo presets and the TMA solution.
5. Ensure the ship meets the operational conditions for launch: near horizon-
tal, steady on course, and the proper speed and depth for the specific
ordnance.
6. The torpedo is launched from the tube by clicking twice on the covered
FIRE button (once to open the cover and once to depress the button).

MAIN MENU
OPTIONS
Observe the indicators all return to the non-ready state and the torpedo
tube contents indicator goes dark.

POST-LAUNCH CONTROL OF THE WEAPON

STATIONS
SHIP’S
Academy Training

ACADEMY
TRAINING
1. Select W (WIRE GUIDE) to display the controls that send commands to
the torpedo after launch.
2. Observe the torpedo symbol on the display marked by the number of the
tube from which it was launched. The torpedo should be proceeding
toward the target on an intercept course (torpedo is leading the target).
3. Once the torpedo has enabled, it begins to search and the acquisition
cone symbol is seen on the display. Steering will only be necessary if it
ADVANCED
TUTORIAL

appears that the acquisition cone will not sweep over the target’s position
at any time.
4. If wire commands are necessary, select the number of the tube fired
before sending commands. This is necessary to ensure that the correct
torpedo gets the commands in the event that more than one torpedo
was fired.
APPENDICES
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TUTORIAL
RELOADING TUBES
161

MAIN MENU
OPTIONS
1. Once the tube has been fired, it should be reloaded for future use. Press
the Weapon Load Out button to see the available weapons on the
racks. Press OK when done.

STATIONS
Note: Reloading tubes will cut the wire if the weapon is wire-guided.

SHIP’S
2. Click on the Content Label until the desired weapon appears. The
loaded weapon can be changed any time by the same method.

Snapshot (Quick Reaction Firing) Procedure


PREPARING THE WEAPON FOR LAUNCH

ACADEMY
TRAINING
ADVANCED
TUTORIAL

1. Clicking on the Select Target arrow will provide a list of contacts for
which there are solutions in the TMA system. Select Snapshot from this list.
2. Select a firing tube by clicking on the number of a torpedo tube in which
an ADCAP is loaded. A tube can be unassigned by clicking again on the
tube number.
3. Select weapon presets by clicking P (PRESETS). Type in the bearing of the
threat in SNAPSHOT Bearing. The remaining presets will be set to the
APPENDICES

default values. Make changes as required by the existing situation (e.g.,


depth of water).
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180
162 LAUNCHING THE WEAPON
FT
1. Order the selected torpedo tube flooded and equalized with sea pressure
by clicking on the F and E buttons. These actions are complete when the
lights stop flashing.
2. Order the muzzle door opened by clicking on M. The muzzle door will
not open until the tube is properly flooded and equalized.
3. Steps 1 and 2 may be done at any time to make tubes ready before being

MAIN MENU
OPTIONS
close enough to the enemy to make noise a concern.
4. Observe the I indication is bright: this means all conditions for launch are
met and the firing interlocks are closed. If the firing interlocks are not
closed, check that the tube is properly prepared, that the target has been
properly assigned, and that there is no inconsistency between the torpe-
do presets and the TMA solution.
5. Ensure the ship meets the operational conditions for launch: near horizon-
tal, steady on course, and the proper speed and depth for the specific

STATIONS
ordnance.

SHIP’S
6 The torpedo is launched from the tube by clicking twice on the covered
Fire button (once to open the cover and once to depress the button).
Academy Training

Observe the indicators all return to the non-ready state and the torpedo
tube contents indicator goes dark.
Launching Harpoons
The HARPOON missile is an anti-ship cruise missile that can be launched
from the horizontal torpedo tubes of a submarine. It is an active radar hom-

ACADEMY
TRAINING
ing missile with a range of over 50 nautical miles and a sub-sonic cruise
speed. It carries a warhead of 500 lbs. of high explosive. Prior to launch, the
encapsulated missile is loaded into the torpedo tube and the A-cable is con-
nected to provide fire control system inputs to the missile. Electrical checks
are completed and the tube is flooded and equalized with sea pressure. The
outer muzzle door is opened to make the launch tube fully ready. This
process should be completed well before the anticipated time of launch.
The TMA solution for the missile need only be accurate enough to allow the
ADVANCED
TUTORIAL

submarine to place the missile such that the seeker search pattern will
include the position of the target. It is also necessary to know where other
surface contacts are so that the area searched by the missile will not uninten-
tionally include neutral or friendly ships.
While the Fire Control Coordinator is refining the solutions for all contacts,
the Weapons Control Coordinator adjusts the seeker search pattern and the
missile course so that only the primary target will be swept by the seeker of
the missile. The Approach Officer must be satisfied that the contact solutions
APPENDICES

are known with a high degree of certainty and that the prelaunch orders
being sent to the HARPOON will result in the highest probability that the
missile will acquire the target and only the target.
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Harpoon Firing Procedure
163
PREPARING THE WEAPON FOR LAUNCH

MAIN MENU
OPTIONS
1. Click on the Select Target arrow to get a list of contacts for which there
are solutions in the TMA system. Select a target from this list. The system

STATIONS
solution for the selected target will be displayed in the TARGET DISPLAY

SHIP’S
area.
2. Select a firing tube by clicking on the number of a torpedo tube in which
a Harpoon is loaded. A tube can be unassigned by clicking again on the
number.
3. Select weapon presets by clicking P (PRESETS) and making choices from
the options list presented.

ACADEMY
TRAINING
DESTRUCT RANGE is the range at which the missile will self-destruct if it has
not encountered a target. This can be used to protect friendly and neutral
forces. SEEKER RANGE is the range at which the missile will begin to home. It
can be used to protect friendly or neutral forces that are at shorter range
than the target. SEEKER PATTERN determines whether the area searched will
be wide or narrow. This can prevent the missile from acquiring an uninten-
tional target that is nearby. The default values of the HARPOON presets are:
Destruct Range 50 nm; Seeker Turn On 0 nm; Seeker Pattern: Wide.
ADVANCED
TUTORIAL

LAUNCHING THE WEAPON


1. Order the selected torpedo tube flooded and equalized with sea pressure
by clicking on the F and E buttons. These actions are complete when the
lights stop flashing.
2. Order the muzzle door opened by clicking on the M button. The muzzle
door will not open until the tube is properly flooded and equalized.
3. Steps 1 and 2 may be done at any time to make tubes ready before being
APPENDICES

close enough to the enemy to make noise a concern.


4. Observe the I indication is bright which means that all conditions for
launch are met and the firing interlocks are closed. If the firing interlocks
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180
164 are not closed, check that the tube is properly prepared, that the target
FT
has been properly assigned, and that there is no inconsistency between
the missile presets and the TMA solution.
5. Ensure the ship meets the operational conditions for launch: speed less
than 5 knots, depth less than 150 feet.
6. The missile is launched from the tube by clicking on the Fire button.
Observe the indicators all return to the non-ready state and the torpedo

MAIN MENU
OPTIONS
tube contents indicator goes dark.
POST-LAUNCH DISPLAY

STATIONS
SHIP’S
Academy Training

1. Observe the missile symbol on the display marked by the number of the
tube from which it was launched. The missile should be proceeding

ACADEMY
TRAINING
toward the target on an intercept course.
2. Once the seeker has turned on, the missile begins to search and the seek-
er pattern symbol is seen on the display. If the missile was well placed,
the seeker pattern should pass over the target vessel.
RELOADING TUBES
ADVANCED
TUTORIAL
APPENDICES

1. Once the tube has been fired, it should be reloaded for future use. Press
the Weapon Load Out button to see the available weapons on the
racks. Press OK when done.
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2. Click on the content label until the desired weapon appears. The loaded
weapon can be changed any time by the same method.
165

Launching Tomahawks
The TOMAHAWK missile is primarily a land-attack cruise missile that can be
launched from either the horizontal torpedo tubes of the submarine or the
vertical launch tubes. It is an inertially guided missile that uses terrain contour

MAIN MENU
matching (TERCOM) for position updates when over land. It has a range of

OPTIONS
approximately 485 nautical miles and a cruise speed of Mach 0.7. It carries
either a single 1000 lb. high explosive warhead or sub-munitions. The vertical
launch tubes must be loaded before leaving port. The actions necessary to
launch a TOMAHAWK from a vertical tube include pressurizing the tube, open-
ing the muzzle hatch, and sending flight guidance information to the missile.

Prior to launch from a torpedo tube, the encapsulated missile must be loaded
and the A-cable connected to provide fire control system inputs needed for

STATIONS
flight guidance. Electrical checks are completed, and the torpedo tube is

SHIP’S
flooded and equalized with sea pressure. The muzzle hatch can then be
opened to make the tube fully ready to fire. The flight guidance information
sent to the missile includes waypoint data and target data. Waypoints are used
to guide the missile around defensive positions or to adjust the time of flight so
that missiles fired at different times can arrive at the target at the same time.

Preparations for the launch of a TOMAHAWK are begun well before the
desired launch time. The submarine must be correctly positioned, and, dur-

ACADEMY
TRAINING
ing the transit to the launch point, the Combat Systems Officer (CSO) (usual-
ly just called “Weps”) oversees the planning for each missile (or sortie). He
reviews the target data and ensures that it is assigned to the correct missile.
He also reviews the flight path of each missile, looking for threats to the mis-
sile along the way and checking the time-on-target (TOT). Prior to launching
any missiles, the CSO will brief the Commanding Officer (CO) and Executive
Officer (XO) on the complete mission as a final check on the planning and
the compliance with the tasking that the ship received.
ADVANCED
TUTORIAL
APPENDICES
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180
166 Tomahawk Firing Procedure (Vertical Launch)
FT
PREPARING THE WEAPON FOR LAUNCH

MAIN MENU
OPTIONS
1. Select a firing tube by clicking P (PRESETS) beneath the tube number on
the Target Display Panel. The target is selected by assigning waypoints.

STATIONS
Click on Define Target Waypoints and then click in the area of the desired

SHIP’S
target in the TARGET DISPLAY area using the targeting crosshairs. Four
waypoint icons should appear on the map.
Academy Training

2. Using the tasking message, precisely position the forth and third way-
points over the coordinates for the target and landfall waypoint respec-
tively. This can be done by clicking and dragging the waypoint icons on
the TARGET DISPLAY area or by changing the waypoint position boxes in
the Weapon Presets Display. The weapon will not be able to compensate

ACADEMY
TRAINING
for errors greater than 1 nm, which is one minute of latitude (or longi-
tude at the equator). Additional waypoints can be used to avoid defenses.
3. DESTRUCT RANGE is the range at which the missile will self-destruct if it
has not encountered its target. This can be used to protect friendly and
neutral forces. The default value of Destruct Range is the weapon’s maxi-
mum range.
Note: If the total distance of flight from the ship to the target as
increased by the waypoints exceeds the missile’s maximum range, a red
ADVANCED
TUTORIAL

marker will indicate the point of maximum flight.

LAUNCHING THE WEAPON


1. Order the selected launch tube pressurized equal to sea pressure by click-
ing on the P button. This action is complete when the light stops flashing.
2. Order the muzzle hatch opened by clicking on the M button. The muzzle
hatch will not open until the pressure is equalized.
APPENDICES

3. Steps 1 and 2 may be done at any time to make tubes ready before being
close enough to the enemy to make noise a concern.
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4. Observe the I indication is bright which means that all conditions for
launch are met and the firing interlocks are closed. If the firing interlocks
167
are not closed, check that the tube is properly prepared, that the target
has been properly assigned, and that there is no problem with the missile
flight path as planned.
5. Ensure the ship meets the operational conditions for launch: speed less
than 5 knots, depth less than 150 feet.

MAIN MENU
OPTIONS
6. The missile is launched from the tube by clicking on the FIRE button.
Observe the indicators all return to the non-ready state and the launch
tube contents indicator goes dark.
POST-LAUNCH DISPLAY

STATIONS
SHIP’S
ACADEMY
TRAINING
1. Observe the missile symbol on the display marked by the number of the
tube from which it was launched. The missile should be proceeding
toward the target on the course laid out by the operator.
2. Since there is no communication with the missile(s) after time of fire, the
display is only a representation of what was intended to happen. The mis-
sile(s) will be DR’d to the target at nominal flight speed.
Tomahawk Firing Procedure (Torpedo Tube)
PREPARING THE WEAPON FOR LAUNCH
ADVANCED
TUTORIAL

The procedure is the same as when launching from a Vertical Launch tube.
LAUNCHING THE WEAPON
1. Order the selected torpedo tube flooded and equalized with sea pressure
by clicking on the F and E buttons. These actions are complete when the
lights stop flashing.
2. Order the muzzle door opened by clicking on the M button. The muzzle
door will not open until the tube is properly flooded and equalized.
APPENDICES

3. Steps 1 and 2 may be done at any time to make tubes ready before being
close enough to the enemy to make noise a concern.
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180
168 4. Observe the I indication is bright which means that all conditions for
FT
launch are met and the firing interlocks are closed. If the firing interlocks
are not closed, check that the tube is properly prepared, that the target
has been properly assigned, and that there is no problem with the missile
flight path as planned.
5. Ensure the ship meets the operational conditions for launch: speed less
than 5 knots, depth less than 150 feet.

MAIN MENU
OPTIONS
6. The missile is launched from the tube by clicking on the FIRE button.
Observe the indicators all return to the non-ready state and the torpedo
tube contents indicator goes dark.
POST-LAUNCH DISPLAY
1. Observe the missile symbol on the display marked by the number of the
tube from which it was launched. The missile should be proceeding
toward the target on the course laid out by the operator.
2. Since there is no communication with the missile(s) after time of fire, the

STATIONS
SHIP’S
display is only a representation of what was intended to happen. The mis-
sile(s) will be DR’d to the target at nominal flight speed.
Academy Training

RELOADING TUBES
1. Once the tube has been fired, it must be reloaded for future use. Press
the Weapon Inventory button to see the available weapons on the
racks. Press OK when done.
2. Click on the Content Label until the desired weapon appears. The

ACADEMY
TRAINING
loaded weapon can be changed any time by the same method.
Using the Signal Ejector
Loading the signal ejector is a manual process that can be time consuming.
In a hostile environment, it is a good idea to have a jammer and a decoy
loaded at all times. Although the launch success rate may be higher for lower
ship speeds, in extremis (e.g., torpedo evasion) it is appropriate to launch
countermeasures regardless of the ship’s speed or rate of course change.
ADVANCED

Launching Mines
TUTORIAL
APPENDICES
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The Mk 67 Submarine Launched Mobile Mine (SLMM) is loaded and
launched in a similar manner to that used for torpedoes. Basically a modified
169
Mk 37 electric torpedo (mine components replace the torpedo warhead), the
SLMM can be launched a long distance from its intended position. It will
travel to the aim point where it will wait until it has detected a target.
A mine insertion has to be carefully planned. The submarine must know
where the mines are to be located, what the depth of water is and what type

MAIN MENU
of bottom exists, and what the strength and direction of currents will be

OPTIONS
between the launch point and the aim point.. The launch rate will be deter-
mined by the number of tubes being used and the speed with which the
reload party can load additional mines in the tubes as they are fired. An
advantage of the mobile mine is that it can be planted in water shallower
than the submarine would choose to enter. If this is the case, the submarine
may make repeated passes along a launch course in water sufficiently deep
for submerged operations. After launching all mines loaded in the tubes, the
submarine can turn toward deeper water while reloading and then make

STATIONS
another pass along the launch course. This can be repeated as many times as

SHIP’S
necessary to plant the mine field. The SLMM is loaded into a torpedo tube
and the A-cable is connected. After electrical checks are completed, the tube
may be flooded and equalized and the muzzle door may be opened. All the
tubes that are to be used for mines would be loaded and made ready.
Fire control information will be pre-computed for each mine. Launch points
will be selected along the launch course so that the range and bearing to the
aim point will be known in advance. Teamwork is required. The navigation

ACADEMY
TRAINING
party must keep the submarine exactly on the launch course, the reload
party must reload the tubes as quickly as possible, and the fire control party
must shift quickly from one tube to the next to get the correct inputs to the
next mine to be launched before the submarine reaches the next launch point.

Mine Launch Procedure


PREPARING THE WEAPON FOR LAUNCH
ADVANCED
TUTORIAL
APPENDICES
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180
170 1. Select a firing tube by clicking on P (PRESETS) of the desired tube in the
FT
Target Display Panel. The target is selected by assigning a waypoint. Click
on Define Target Waypoints and then click in the area of the desired tar-
get in the TARGET DISPLAY area.
2. Using the tasking message for the location of the mine field and a plan
for laying the field, position the mine destination by dragging the way-
point to the desired location. The coordinates of the waypoint can be

MAIN MENU
viewed by clicking on the waypoint on the chart

OPTIONS
3. If the total distance of travel from the ship to the position exceeds the
SLMM’s maximum range a red marker will indicate the maximum range
the SLMM will travel.
4. DEPTH preset should be the desired run depth to the aim point. Default
value: 100 feet.
LAUNCHING THE WEAPON
1. Order the selected torpedo tube flooded and equalized with sea pressure

STATIONS
SHIP’S
by clicking on the F and E buttons. These actions are complete when the
lights stop flashing.
Academy Training

2. Order the muzzle door opened by clicking on the M button. The muzzle
door will not open until the tube is properly flooded and equalized.
3. Steps 1 and 2 may be done at any time to make tubes ready before being
close enough to the enemy to make noise a concern.
4. Observe the “I” indication is bright which means that all conditions for

ACADEMY
TRAINING
launch are met and the firing interlocks are closed. If the firing interlocks
are not closed, check that the tube is properly prepared, that the target
has been properly assigned, and that there is no inconsistency between
the presets and the fire control solution.
5. The SLMM is launched from the tube by clicking on the FIRE button.
Observe the indicators all return to the non-ready state and the torpedo
tube contents indicator goes dark.
ADVANCED

POST-LAUNCH DISPLAY
TUTORIAL

1. Observe the mine symbol on the display marked by the number of the
tube from which it was launched. The SLMM should be proceeding
toward the aim point.
2. Since there is no communication with a SLMM after it has been launched,
the SLMMs will be DR’d to the aim point as planned by the operator.
RELOADING TUBES
APPENDICES

1. Once the tube has been fired, it must be reloaded for future use. Press
the Weapon Load Out button to see the available weapons on the
racks. Press OK when done.
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2. Left-lick on the Content Label until the desired weapon appears. The
loaded weapon can be changed any time by the same method.
171

Evasive Maneuvers
The best defense is never to be caught. However, when something goes
wrong—an enemy has detected your submarine and launched weapons

MAIN MENU
against you—evasive maneuvers are required.

OPTIONS
Torpedo Evasion
No submarine can outrun a modern anti-submarine torpedo. Survival of a
torpedo attack will depend on whether or not the torpedo is able to detect
the submarine and begin to home on it. The submarine will be successful if it
can manage to remain undetected by the torpedo or can confuse the torpe-
do homing logic.
If the torpedo is well placed (the enemy had a good fire control solution on

STATIONS
your submarine prior to launching the torpedo), early detection is essential.

SHIP’S
The sonar operators must be able to recognize a torpedo even before it
begins active homing. As soon as the torpedo is reported, the submarine
must maneuver so that the firing solution of the enemy is no longer valid,
and the torpedo will not pass close enough to your submarine to be able to
detect it. The submarine maneuver should include a course change to get
away from the projected track of the torpedo, an increase in speed (probably
to maximum), and possibly a depth change. Depending on the local condi-

ACADEMY
TRAINING
tions, it may be possible to put the submarine on the opposite side of a ther-
mal layer from the torpedo (you have to know the water depth and the
sound-speed profile (SSP)) by going shallow or deep. If the water is shallow,
being near the bottom may help by giving the torpedo false target returns
from the bottom.
Evasion plans may also include the use of countermeasures. Countermeasures
can be of two types: decoys and jammers. Decoys give false returns to the
torpedo that is homing and will cause the torpedo to home on the decoy
ADVANCED
TUTORIAL

instead of the submarine. Jammers produce very loud noise over a broad
spectrum and make it difficult for the torpedo or the platform that launched
it detect the submarine by acoustic means. Whenever the submarine is in a
potentially hostile situation, the Commanding Officer should know in
advance what they will do to evade torpedoes. His plan must take into con-
sideration all factors in the local environment.
APPENDICES
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172 Torpedo Evasion Procedure
FT
1. When Sonar reports a “torpedo in the water” or the active intercept
receiver indicates that a torpedo is actively homing, accelerate to maxi-
mum speed.

Turn to place
incoming torpedo

MAIN MENU
in optimal

OPTIONS
evasion area

240¡ 120¡

210¡ 150¡

STATIONS
2. Place the bearing of the incoming torpedo at 120–150 degrees or

SHIP’S
210–240 degrees relative to the submarine. Placing the torpedo at 180
degrees relative, i.e., astern, will not work because the torpedo can over-
Academy Training

take the submarine in a tail-chase.


3. Launch countermeasures from the three-inch launcher. (A decoy and a
jammer should be pre-loaded and ready for launch at all times.)
4. Change depth drastically if the overall depth of water will permit, espe-
cially if the sound-speed profile shows that a torpedo at the submarine’s

ACADEMY
TRAINING
present depth won’t be able to hear the submarine at the new depth.
5. If the incoming torpedo was not air-dropped, launch an ADCAP torpedo
at the bearing on which the torpedo was initially detected. (This will put
the launching platform on the defensive.)
SUPPLEMENTARY ACTIONS
■ Plot the bearings to the incoming torpedo and attempt to determine its
course.
ADVANCED
TUTORIAL

■ When it is clear that the torpedo will miss or when the torpedo has shut
down, slow to reduce noise and regain tactical control.
■ Reload the three-inch launcher and the torpedo tubes as required.
Be especially wary if enemy ASW helicopters are patrolling your sector. ASW
helicopters search for submarines using dipping sonar—sonar arrays that dan-
gle from a cable and dip into the ocean. These helicopters can detect both
torpedo and missile launches. When they do, they hurry to the suspected
APPENDICES

launch point and begin a thorough search for submarines.


Once a helicopter gets a fix on your position, it may drop torpedoes into the
water. The submarine commander is now caught in a difficult situation. If he
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TUTORIAL
increases speed to outrun the torpedoes, the helicopters can track him more
easily and will dump more torpedoes. If the commander decides to keep his
173
speed down and attempt to outmaneuver the torpedoes, he runs the risk of
taking a hit. Neither scenario is good, and both can be avoided by keeping a
low profile when making attack runs.

Special Forces Operations

MAIN MENU
Naval Special Warfare (NSW) may involve the insertion of special operations

OPTIONS
forces (SOF) into a hostile territory. SOF include such units as Army Rangers,
Marine Reconnaissance (Force Recon) units, or Navy Sea-Air-Land (SEAL)
units. The SEALs have the most experience working from submarines and are
capable of submerged launch and recovery. Other units can be deployed
from a submarine, but that would require surfaced launch and recovery. A
submerged launch or recovery of SEALs requires the submarine to hover at a
shallow depth. There must be a minimum of water flow over the deck so that
the swimmers don’t have to work against a strong current while they handle

STATIONS
equipment. Being shallow means that it will be easier and faster to get the

SHIP’S
swimmers in and out of the submarine.
Los Angeles class submarines use the escape trunk to lock out two swimmers
at a time with whatever equipment they can also fit into the cramped cham-
ber. Larger equipment and substances that are not brought into the subma-
rine atmosphere (such as gasoline for the outboard motors) must be stored
external to the pressure hull. To lock out, the divers enter the escape trunk
and flood it to a pre-determined level. The remaining volume is pressurized

ACADEMY
TRAINING
with air to a pressure equal to sea pressure. When the pressure is great
enough, the hatch can be opened. The divers then leave the pressurized air
bubble and exit the hatch, using self-contained underwater breathing appa-
ratus (SCUBA). Once outside the submarine, the SEALs begin to rig their
equipment while others are locking out. The equipment may include combat
rubber raiding craft (CRRC) with outboard motors if there is a long distance
to go. When the entire team has locked out, the SEALs depart and the sub-
marine can either loiter on station or go to another area to await the recov-
ADVANCED
TUTORIAL

ery operation.
To recover the SEALs, the submarine would most likely be at a pre-deter-
mined location at a specified time. Waiting at periscope depth, the subma-
rine will search for the SEALs visually and with passive sonar while listening
on designated radio circuits. Once the rendezvous is made, the submarine
again hovers for the recovery. The SEALs will stow some of their equipment
topside and take the rest below decks as they lock in. To effect a surfaced
launch or recovery of SOF personnel, the submarine should surface as quickly
APPENDICES

as possible and have personnel standing by to help with the movement of


equipment to the hatch and then topside. The sooner the evolution can be
completed and the submarine can re-submerge, the less the chance of detec-
tion and attack by enemy forces.
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180
FT 174 Submerged Lock out Procedure
Note: The following procedure is for information purposes, indicating in
part the complexity of the operation. The actual procedural require-
ments are listed in the section, Launching Special Operations Forces,
below.

Initial Conditions

MAIN MENU
• The submarine has arrived at the mission launch point and has conducted

OPTIONS
surveillance in order to ascertain that there is no immediate threat to the
SEALs.
• Depending on the sea state, the submarine is shallow or at periscope
depth with no more than approximately 1 knot of water flow across the
deck. The submarine may be hovering instead of trying to control depth
with the normal control surfaces.
• SEAL teams have been briefed and are fully ready to commence the mission.
• All necessary personnel are on station.

STATIONS
SHIP’S
Actions
The Officer of the Deck must give permission to conduct each step of the proce-
Academy Training

dure. The Commanding Officer must authorize any change in the rig for dive.
1. Open the drain valve to check the escape trunk dry. Shut the drain valve.
2. Open the lower hatch. Trunk operator and two SEALs with necessary
equipment enter the trunk and secure the hatch.
3. Flood the trunk to the bubble line.

ACADEMY
TRAINING
4. Undog (open) the upper hatch. (It will not open yet due to sea pressure.)
5. Pressurize the escape trunk using high-pressure air until the pressure is
equal to that of the surrounding sea water.
6. Push open the upper hatch. SEALs depart the trunk one at a time.
7. Shut and dog the upper hatch.
8. Open the vent valve and then open the drain valve to drain the water
from the trunk. Shut the drain valve.
ADVANCED

9. Repeat steps 2 through 8, as required, to lock out the SEAL team(s).


TUTORIAL

10. When the lock out evolution is complete, rig the escape trunk for dive.
Submerged Lock in Procedure
Initial Conditions
• The submarine has arrived at the designated recovery point and made
contact with the SEAL teams returning from their mission.
• Depending on the sea state, the submarine is shallow or at periscope
depth with no more than approximately 1 knot of water flow across the
APPENDICES

deck. The submarine may be hovering instead of trying to control depth


with the normal control surfaces.
• All necessary personnel are on station.
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Actions
The Officer of the Deck must give permission to conduct each step of the
175
procedure. The Commanding Officer must authorize any change in the rig
for dive.
1. Open the drain valve to check the escape trunk dry. Shut the drain valve.
2. Flood the trunk to the bubble line.
3. Undog (open) the upper hatch. (It will not open yet due to sea pressure.)

MAIN MENU
OPTIONS
4. Pressurize the escape trunk using high pressure air until the pressure is
equal to that of the surrounding sea water.
5. Push open the upper hatch. Two returning SEALs can enter the trunk, one
at a time.
6. Shut and dog the upper hatch.
7. Open the vent valve and then open the drain valve to drain the water
from the trunk. Shut the drain valve.
8. Open the lower hatch to allow the SEALs to re-enter the submarine.

STATIONS
SHIP’S
9. Repeat steps 2 through 8, as required, to lock in the SEAL team(s).
10. When the lock in evolution is complete, rig the escape trunk for dive.

Surfaced Launch Procedure


Initial Conditions
• The submarine has arrived at the mission launch point and has conducted
surveillance in order to ascertain that there is no immediate threat to the
SOF that will disembark. The submarine is at periscope depth.

ACADEMY
TRAINING
• The SOF have all been briefed and are fully ready to begin the mission.
• All necessary personnel are on station.
Actions
The Officer of the Deck must give permission to conduct each step of the
procedure. The Commanding Officer must authorize any change in the rig
for dive.
1. Surface the ship with a short (5 second) emergency main ballast tank blow.
ADVANCED
TUTORIAL

2. Immediately start an air charge to replenish the high-pressure air banks.


3. Run the low-pressure blower on the main ballast tanks if the additional
noise will not result in a significant increase in the probability of detection
by threat forces.
4. Man the bridge with the minimum amount of equipment for the Officer
of the Deck.
5. Drain and open the weapons shipping (forward) hatch and/or the escape
trunk (midships) hatch. Move SOF personnel and equipment topside
APPENDICES

expeditiously.
6. If the situation warrants it, station personnel on the bridge and on deck
with weapons to provide self-defense capability against hostile forces.
7. As soon as the SOF have been launched, rig the hatches and the bridge
for dive. Secure the low-pressure blower if that was used.
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180
176 8. Verify the rig for dive and submerge the ship.
FT
Surfaced Recovery Procedure
Initial Conditions
• The submarine has arrived at the mission recovery point and has conduct-
ed surveillance in order to make contact with the SOF that will embark.
• The submarine is at periscope depth.

MAIN MENU
• The SOF have been detected. Communications were established to deter-

OPTIONS
mine the time of the rendezvous, whether there are enemy forces in the
area, and whether there are any wounded.
• All necessary personnel are on station.
Actions
The Officer of the Deck must give permission to conduct each step of the
procedure. The Commanding Officer must authorize any change in the rig
for dive.

STATIONS
1. Surface the ship with a short (5 second) emergency main ballast tank blow.

SHIP’S
2. Immediately start an air charge to replenish the high pressure air banks.
3. Run the low pressure blower on the main ballast tanks if the additional
Academy Training

noise will not result in a significant increase in the probability of detection


by threat forces.
4. Man the bridge with the minimum amount of equipment for the Officer
of the Deck.
5. Drain and open the weapons shipping (forward) hatch and/or the escape

ACADEMY
TRAINING
trunk (midships) hatch.
6. If the situation warrants it, station personnel on the bridge and on deck
with weapons to provide self-defense capability against hostile forces.
7. Move SOF personnel and equipment below decks expeditiously. As soon
as the SOF have been recovered, rig the hatches and the bridge for dive.
Secure the low pressure blower if that was used.
8. Verify the rig for dive and submerge the ship.
ADVANCED
TUTORIAL

Launching Special Operations Forces


Initial Conditions
• The submarine has arrived at the mission launch point and has conducted
surveillance in order to ascertain that there is no immediate threat to the
SEALs.
• The submarine is at periscope depth or shallower with no more than
approximately 1 knot of water flow across the deck.
Actions
APPENDICES

• When all conditions for launch have been met, the XO will announce that
“All SEALs are away.”
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Recovering Special Operations Forces 177
Initial conditions
• a. The submarine has arrived at the designated recovery point at the
designated time.
• b. The submarine is at periscope depth or shallower with no more
than approximately 1 knot of water flow across the deck.
Actions

MAIN MENU
OPTIONS
When all conditions for recovery have been met, the XO will announce that
“All SEALs have been recovered.”

Search and Rescue


Operations
Principles of the Operating Procedure
Search and rescue (SAR) operations are conducted by submarines in various
situations. Since one of the most important factors in SAR is to conduct the

STATIONS
operation in the quickest manner possible, a submarine may be tasked to

SHIP’S
conduct the operation if it is the closest to the point of rescue. If the rescue is
to be conducted in a hostile area, the submarine’s stealth makes it a good
choice for the job. A problem with using the submarine for SAR is the vulner-
ability of the sub while surfaced.
There are two types of SAR operations for a submarine. The first is rescuing a
person on the surface, such as a downed pilot or sailors from a ship. This
operation is very similar to the surfaced special forces recovery, with the

ACADEMY
TRAINING
exception that the person in the water is not trained in the procedure. The
submarine learns the best known location of the person(s), and travels to the
location to search. The submarine is better able to search from the surface,
but is much more vulnerable to enemy detection and attack. Once the per-
son(s) is located, the submarine approaches the person, surfaces, and slows
to conduct the rescue. The quicker the rescue can be conducted and the
submarine can be submerged, the safer the operation.
Submarines can also be used as the mother ship for a Deep Submergence
ADVANCED
TUTORIAL

Rescue Vehicle (DSRV) which can be used to rescue personnel from a


downed submarine. A submarine can carry the DSRV to the location of the
search, using intelligence and the ship’s sensors to locate the downed sub.
The sub then slows to near zero speed and hovers in place while the DSRV
conducts the rescue. This operation may be long, depending on the number
of trips necessary to rescue all the survivors.

Surface Search and Rescue Procedure


Initial Conditions
APPENDICES

• The submarine has arrived at the best known location of the person.
• Depending on the level of hostility in the area, the ship is on the surface
or at periscope depth.
• All necessary personnel are on station.
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180
178 Actions
FT
1. The ship uses all sensors (periscope, radar if surfaced, sonar, ESM) to
search the area for the person while maintaining safe position with
respect to threat contacts.
2. Once the person is located, the ship drives as close as possible.
3. If not already on the surface, the ship quickly surfaces the ship by con-
ducting a 5 second emergency blow (raise the Emergency Blow Valve

MAIN MENU
handle; lower it after 5 seconds). Immediately commence ventilating

OPTIONS
(push Ventilate button) and start an air charge (push HP Air button) to
replenish the HP air banks.
4. When the ship has met the speed and depth requirements (slow and sur-
faced), the rescue will be conducted. When complete, the XO will report
that the person is on board.
5. Quickly submerge the ship and continue operation, keeping in mind the
possible detection of the submarine during the SAR.

STATIONS
DSRV Operations

SHIP’S
Initial Conditions
Academy Training

• The submarine is in the correct area to conduct the SAR.


• The DSRV is attached with personnel standing by for operations.
Actions
1. Slow to near zero speed and hover at a safe depth.
2. DSRV operations will be conducted. The XO will report “Conn, XO. The

ACADEMY
DSRV is away.”

TRAINING
3. After some time, the operation will be complete. (The submarine may
have waited on station or may have departed and returned to the recov-
ery point.) The XO will report “Conn, XO. The DSRV is mated to the hatch.”
Casualty Procedures
Flooding is one of the most feared of submarine casualties. The ability to sur-
vive a flooding casualty depends on submarine design factors and the train-
ing of the crew. A submarine has a certain amount of positive buoyancy
ADVANCED
TUTORIAL

when it is on the surface. If more water is taken aboard than the maximum
positive buoyancy, then the submarine will be negatively buoyant and will
sink. (If propulsion can be maintained, additional weight can be compensat-
ed for with speed and an up-angle on the hull.)
The amount of water taken aboard during a flooding casualty is proportional
to the size of the hole, the depth at which the flooding occurs, and the
length of time it takes to stop the flow of water into the submarine. (Depth
matters because submergence pressure increases by 44.4 pounds per square
APPENDICES

inch for every 100 foot depth increase. That is almost three atmospheres
increase in pressure for every 100 feet.) The time to stop the flooding can be
decreased by having emergency closure valves that operate remotely on all
sea water systems of significant size. Crew training is also important to be
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able to locate, isolate, and repair the source of flooding.
179
If flooding occurs, speed should be used to achieve an upward depth rate. If
propulsion power is lost because of flooding in the engine room, the residual
speed will still get the submarine moving toward the surface. The ship con-
trol party should keep a moderate up-angle on the ship; a large angle could
keep the damage control parties from being able to move in the ship, and
too large an angle could result in the loss of air from the ballast tanks when

MAIN MENU
the emergency main ballast tank blow system is used.

OPTIONS
Flooding Procedure
Immediate Actions
• Flooding most likely occurs as a result of a close explosion. The person
discovering the flooding should report, by the fastest means, the loca-
tion of the flooding and the source of the water if that can be deter-
mined.
• The Chief of the Watch (COW) will announce on the general

STATIONS
announcing system “Flooding in the ______ (compartment or space)”,

SHIP’S
sound the Collision Alarm, and pass the word passed again.
• Flooding results in reduced propulsion, reduced ability to control
ship’s depth, and an angle on the ship.
• The Officer of the Deck (OOD) should order the Diving Officer to
bring the ship to a shallow depth without using a large trim angle on
the ship.
• The OOD should use enough speed to maintain the ordered depth as

ACADEMY
TRAINING
long as propulsion is available.
• The OOD should emergency surface the ship if the ship was very deep
at the beginning of the casualty, if propulsion is lost, or if the amount
of water flooded into the ship begins to have a noticeable effect on
ship control. (Emergency surfacing means conducting an emergency
blow of the main ballast tanks by raising the Emergency Blow Valve.)
Supplementary Actions
ADVANCED

• The ship will recover depth control and speed over time as the crew
TUTORIAL

conducts damage control operations.


• If the ship emergency surfaced, pass the word to “Prepare to surface”
and complete the normal surfacing procedure. Recharge the main air
banks following the emergency blow.

Emergency Deep
Principles of the Casualty Procedure
The most vulnerable time for the submarine with regard to encountering
APPENDICES

another vessel unexpectedly is when proceeding to periscope depth. If the


OOD believes that a risk of collision exists, he will announce “Emergency
Deep” which will cause the members of the ship control party to quickly take
actions to get the submarine back to a safe depth.
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180
180 Initial Conditions
FT
• The submarine is at or approaching periscope depth.
• The Approach Officer (CO) or the OOD is manning the periscope.
• The officer on the periscope sees a contact that is an immediate colli-
sion threat.
Immediate Actions

MAIN MENU
• The officer on the periscope immediately lowers the periscope.

OPTIONS
• The OOD rings up All Ahead Full on the Engine Order Telegraph and
orders a safe depth (150ft or deeper).
Supplementary Actions
• The OOD slows the sub as soon as the ship is at a safe depth.

The Future Of Seapower


by Admiral Guven Erkaya Commander-in-Chief, Turkish Naval Forces

STATIONS
SHIP’S
Generally speaking, weapon ranges were shorter than detec-
tion and identification ranges until the 1950s. Hence, the effective-
ness of naval platforms was limited by the range and capabilities of
Academy Training

onboard weapons and sensors. Naval strategy and tactical doctrines


reflected these limitations. However, over the last 50 years, we have
witnessed the development of guided weapons and cruise missiles
with greater precision, larger warheads and ranges far beyond those
of onboard detection and identification sensors.
These improvements made it necessary to obtain target data

ACADEMY
through external sensors in order to target long-range weapons effec-

TRAINING
tively. In the meantime, continuous and real-time transfer of data
obtained through off -board sensors to weapon platforms became
necessary.
Today, those navies possessing long-range weapons, wide area
surveillance and targeting systems and advanced datalinks maintain
a significant advantage. These developments have resulted in signifi-
cant changes to naval strategy and tactics, which will continue into
the next century. The accuracy, range and destructive power of mis-
siles will further improve, while naval guns will benefit from the
ADVANCED

wider use of smart munitions.


TUTORIAL

The importance of constant surveillance, the collection, corre-


lation and fusion of data, and the real-time dissemination of
processed data to individual platforms will further increase. Without
this real-time data transfer, the potential firepower offered by mod-
ern weapons and surveillance systems will not translate into tactical
and strategic advantage. Improvements are expected in stealth tech-
nology, leading to marked reductions in radar, acoustic, infrared and
electromagnetic signatures.
The role of the ballistic missile in global deterrence will con-
APPENDICES

tinue, and nuclear-powered submarines will remain the most suitable


platform. Indeed, submarines will continue to cause problems for
surface forces by virtue of their stealth. Aircraft carriers, in addition
to sea control and power projection, will continue to form the back-
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181
bone of the blue-water task force. Cruisers and other large escorts
will maintain their importance.
The effectiveness of cruise missiles will also increase.
Launched from naval platforms at standoff ranges, these weapons
will reduce the importance of manned aircraft as strike assets. As
such, naval forces will be able to control larger sea areas, whilst at
the same time being capable of neutralising point targets located

MAIN MENU
deep inland.

OPTIONS
The economic use of the seas and the sea bed has increased
over the last half century. While national sovereignty over the seas
was limited to just three miles (4.8km) in the past, the exclusive eco-
nomic interest of countries has now expanded to 200 miles (322km)
and even further in some cases. Given the ever greater exploitation
of maritime resources, it appears likely that international conflicts
may increasingly shift to sea areas.
With the development of a new world order, the resolution of
emerging new crises requires multi-polar and multi-national arrange-
ments. Before the end of the Cold War, reaching a consensus on the

STATIONS
threat was not difficult beyond some minor points. Today, countries

SHIP’S
are faced with a multitude of potential threats including:
❏ ideological and cultural conflicts which have existed
throughout history;
❏ rising nationalism and racism;
❏ increasing terrorism;
❏ the spread of organised crime;
❏ the proliferation of weapons of mass destruction;
❏ expansionist foreign policies;
❏ imbalances in the distribution of finite world resources

ACADEMY
TRAINING
among a rising global population; and
❏ the requirement for urgent action to protect the environment.
Addressing these security risks requires the combination, or at
least the harmonisation, of various policies. Foreign and defence poli-
cies - once seen as separate - need to be combined. Meanwhile, eco-
nomic, social and other national policies must be aligned with the
main thrust of a common foreign and security policy.
From an international perspective, the protection of global secu-
rity interests necessitates the need for multinational maritime
forces, and countries which participate in coalition operations will
ADVANCED
TUTORIAL

naturally increase their stature and influence on the world stage.


Traditional tasks - such as defence against threats from the sea;
protection of sea lines of communication, natural maritime
resources, and national interests overseas - will continue. Navies will
also find a greater role in low intensity conflicts (including the sup-
port of peacekeeping operations), humanitarian aid, search and res-
cue, environmental protection, and cooperation with other agencies
against organised crime.
Navies, exploiting the additional capabilities obtained through
APPENDICES

the revolution in technology, and their inherent attributes of mobili-


ty, flexibility and endurance, will continue to offer invaluable options
to politicians in the maintenance and protection of the national
interests into the next century.
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FT 182 Mission Profiles
Anti-Submarine Warfare
PURPOSE: Detect, determine a fire control solution (bearing, course,
speed, range), fire a weapon, and achieve a hit without being destroyed
yourself.
SENSORS: The initial data to assist you in detecting the enemy submarine
will be your mission orders or a message about a possible general location of

MAIN MENU
the submarine. With that data, you will proceed to the indicated location and

OPTIONS
search using your sonar system. You may use either passive or active sonar,
but active could allow the enemy to detect you first.
WEAPON: Mk 48 ADCAP torpedo.
TACTICS: If you are detected by the other submarine, you may fail in your
mission, or at least be delayed as you run from the incoming torpedo. You
must detect without being detected. Part of this is to stay stealthy. Move
slowly and shut off any unnecessary noisy equipment. Once you have detect-
ed a submarine, identify it quickly and determine its capabilities to detect

STATIONS
SHIP’S
you. Control the situation to prevent the enemy from getting close enough
to detect you. Choosing the proper depth with respect to the sound speed
profile (SSP) will help you detect the enemy sooner. Consider the mission of
Academy Training

the sub you are hunting. SSBNs will be hiding and will tend to run from con-
flict. SSNs will be looking for targets just like you are, and may turn and fight
once they detect you. Always be prepared to attack and evade an attack
because as quiet as you are, firing a weapon can be like a flashing an “I am
here” sign over your submarine. If you are part of a battle group, you will be
assigned an area to search. Remember that other units are searching other

ACADEMY
TRAINING
areas, and will attack anything that moves in their areas, so stay within your
sector of the ocean.

Anti-Surface Ship Warfare


PURPOSE: Find and destroy the surface ship of interest. Get the highest
value ships first, as the others will be more difficult to get after the first
weapon explodes. Avoid being detected and attacked by enemy ships or aircraft.
SENSORS: Again, your mission will tell you where to begin. From there, you
can use sonar, ESM, and the periscope, each of which will help you to detect
ADVANCED
TUTORIAL

and classify the targets. ESM detection of the target ship’s surface search
radar may be your first detection.
WEAPONS: Mk 48 ADCAP torpedo for closer ranges (5 to 15 nautical miles
(nm)), Harpoon (UGM-84) anti-ship missiles for farther ranges (out to 50
nm). The torpedo will inflict more damage and is less susceptible to being
destroyed. The Harpoon is a better weapon for small targets like a patrol
boat.
TACTICS: Once you detect the contact, drive toward the contact (close
APPENDICES

range) to within torpedo or missile range. While closing range, determine the
fire control solution. The periscope is an excellent source of bearing and
range data, but makes you slow and vulnerable to detection by radar.
QUICK START
TUTORIAL
Choose your weapon based on range and detection threat. A missile cannot
be traced to its origin unless waypoints are used. Many ships will be able to 183
detect the torpedo when it enables (begins active search). The sooner the
torpedo enables, the sooner the target is alerted. Remember that a torpedo is
not a bullet; a ship can simply drive away from a good torpedo shot if it has
enough of a head start. Use Info Online to assist in classifying ships and
determining their capabilities. Use your position and the torpedo settings to
help you target the desired ship first. Being detected by anything can be a

MAIN MENU
problem. All ships have some anti-submarine capability, even if it is just a

OPTIONS
sail boat with a radio to tell a warship where you are.

Strike Warfare
PURPOSE: Covertly place the submarine in position and fire Tomahawk mis-
siles at shore target(s).
SENSORS: Passive sonar, ESM and the periscope will help you locate and
identify any threats to you or the missile. The navigation chart may show
threats and obstacles. A good navigational fix is important to get the missile
to the correct position. The fathometer will help you prevent grounding in

STATIONS
SHIP’S
the potentially shallow waters near shore.
WEAPON: Tomahawk (UGM-109) land attack missile.
TACTICS: The last waypoint should be placed at the coordinates of the tar-
get, and the third waypoint at the coordinates of the landfall waypoint. The
waypoints can be dragged to position, or selected on the display and posi-
tioned by typing in the desired coordinates. Other waypoints can be used to
avoid obstacles or threats to the missile. If you are firing multiple missiles
(sorties), you can use waypoints to delay the arrival of earlier fired sorties. If

ACADEMY
TRAINING
you choose to destroy the interfering threats, realize that drawing attention
to yourself will make it more difficult to fire your missiles on time and safely.
Verify that you are at the correct speed and depth prior to firing the missile.
After firing, be ready to defend yourself against all the enemy can throw at
you.

Mine Warfare
Laying a Mine Field
PURPOSE: Use the stealth of the submarine and the travel distance of the
ADVANCED
TUTORIAL

mine to covertly place a field of mines in enemy territory.


SENSORS: Use sonar defensively. Use your position information (fix, estimat-
ed position (EP), dead reckoning (DR)) and the chart to position the mines.
The fathometer will help prevent grounding the submarine.
WEAPON: Mk 67 submarine-launched mobile mine (SLMM).
TACTICS: It is vital to place the mines quickly and accurately. Choose the
desired location of the individual mines by defining the waypoint in the
APPENDICES

weapon presets screen. The mines may be precisely positioned by selecting


the waypoint and typing in the desired coordinates. Mines must have a flat
or gently sloping bottom to stay in position. You will likely need to reload
mines after the first launch. You should always keep one torpedo loaded in
case of attack. Since you will probably be in shallow water, constantly be
aware of the depth of water below the ship.
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180
184 Navigating a Mine Field
FT
PURPOSE: Find a course through or around the mine field, marking the
position of any mines encountered.
SENSORS: Outside information (intelligence data) on location of the mine
field and high frequency active sonar.
TACTICS: A submarine may be capable of navigating through a mine field,
but it is much safer to go around. To avoid the mine field, drive through an

MAIN MENU
area that is difficult to mine. If you must go through, high frequency (HF)

OPTIONS
sonar can be used to locate the mines. Remember that any active sonar
transmission may be detected by a capable ship or submarine. Once a mine
is located, maneuver quickly to avoid it by the largest possible margin.
Driving slowly will give you the best reaction time. Keep track of the location
of the mines to ease your return trip. One method to find a safe route is to
follow another ship’s path.

Naval Special Warfare


PURPOSE: Insert and/or recover Special Operations Forces (SOF)

STATIONS
SENSORS: The periscope, sonar and ESM will help detect forces that could

SHIP’S
endanger you or the SOF.
Academy Training

TACTICS: Stealth is key to a successful mission. The submarine is vulnerable


during both insertion and recovery. Recovery may be even more dangerous if
the enemy has become aware of your presence. Prior planning will speed the
process. The procedure must be carefully controlled to prevent flooding. Two
types of insertion/ recovery are possible. SEAL forces can be locked in/out
while the ship is shallow (at or just below periscope depth). This is a more

ACADEMY
difficult operation, but more covert and, therefore, safer for both the subma-

TRAINING
rine and the SOF. Other forces, such as Marines, will need to use a surfaced
launch/recovery. This is easier and quicker, but more easily detected by
enemy forces. Both procedures must be done with the submarine operating
at very slow speeds, making ship control more difficult. Rough seas can make
the operation very difficult for the SOF and the ship.

Surveillance
PURPOSE: Monitor enemy forces (submarines, surface ships, port move-
ments, communications, etc.) while remaining undetected.
ADVANCED
TUTORIAL

SENSORS: The periscope, ESM, and passive sonar will all be used to monitor
the area for threats. Radio will also be important to send and receive informa-
tion about the contacts.
TACTICS: The art of surveillance is to be close enough to get the important
data while being far enough to prevent detection by the enemy. Again, even
a sailboat or a fisherman can detect a submarine and radio for help. You
must balance the need to have your sensors (ESM and the scope) up against
the risk of being detected visually or by radar. Being at periscope depth also
APPENDICES

severely limits submarine speed. Send any discovered information back to


your command when it is safe to transmit. Always be ready to defend your-
self if you get detected.
QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED
APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
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FT 186
Chapter 5:
Advanced Tutorial
PREREQUISITE............................................................188
PREPARATIONS..........................................................188
Selecting the Mission....................................................................190

MAIN MENU
Situation Assessment (12:00–12:05) ............................................190

OPTIONS
Radio/ESM ....................................................................................191
PRACTICE TARGET MOTION ANALYSIS
(12:05–12:20) ..........................................................192
Sonar (Broadband)........................................................................192
Navigation ....................................................................................195
Target Motion Analysis (TMA) ....................................................196
Sonar (DEMON)............................................................................198
Target Motion Analysis (TMA) ....................................................200

STATIONS
Radar ............................................................................................203

SHIP’S
Target Motion Analysis (TMA) ....................................................205
SECOND DETECTION (12:20–12:40) ..........................206
Change Depth and Course ..........................................................206
Sonar (Broadband)........................................................................206
Target Motion Analysis (TMA) ....................................................208
Navigation ....................................................................................210
Advanced Tutorial

Sonar (DEMON)............................................................................210

ACADEMY
TRAINING
Target Motion Analysis (TMA) ....................................................212
ATTACK HOSTILE SUBMARINE (12:40–13:00) ..........213
Fire Control (Target Display Panel)..............................................213
Fire Control (Launcher Panel)......................................................215
3-D Viewer ....................................................................................216
SEARCH FOR KRIVAK (12:40–13:05) ........................218
Increase Speed and Go To Periscope Depth ................................218
Radio/ESM ....................................................................................218
ADVANCED

Target Motion Analysis (TMA) ....................................................219


TUTORIAL

Navigation ....................................................................................220
Target Motion Analysis (TMA) ....................................................222
Change Depth, Course, and Speed to Close Range ....................223
Navigation ....................................................................................223
PREPARE ATTACK ON KRIVAK (13:05–13:25) ..........223
Change Depth and Speed ............................................................223
Radio/ESM ....................................................................................223
Change Depth, Course, and Speed To Close Range ....................224
APPENDICES

Sonar (Broadband)........................................................................224
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ATTACK KRIVAK (13:25–13:50) ................................225
187
Fire Control (Weapons Panel) ......................................................225
Fire Control (Launcher Panel)......................................................226
3-D Viewer ....................................................................................227
Sonar (Broadband)........................................................................227
Change Course and Speed ..........................................................227
Target Motion Analysis (TMA) ....................................................227

MAIN MENU
Navigation ....................................................................................228

OPTIONS
Change Speed and Depth ............................................................228
Periscope ......................................................................................228
Fire Control (Launcher Panel)......................................................228
Fire Control (Target Display Panel)..............................................230
Fire Control (Launcher Panel)......................................................230
3-D Viewer or Periscope ..............................................................231
ATTACK CUBAN ARMORY (13:50–14:15)..................232
Radio/ESM ....................................................................................232

STATIONS
Fire Control (Weapons Panel) ......................................................232

SHIP’S
Fire Control (Launcher Panel)......................................................233
3-D Viewer or Fire Control (Weapons Panel) ..............................233
Radio/ESM ....................................................................................234

ACADEMY
TRAINING
ADVANCED
TUTORIAL
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:50 PM Page 2

QUICK START
TUTORIAL
180
188 The Advanced Tutorial demonstrates the more complex operations in the
FT
game. You’ll learn how to perform Target Motion Analysis without using a
TMA Assistant. You’ll also learn how to:
• Use radar and ESM as aids in locating surface ships.
• Set your own weapon presets.
• Dead reckon a target’s position based on intel information.

MAIN MENU
• Use the periscope stadimeter to calculate target range.

OPTIONS
• Launch Harpoon anti-ship missiles and Tomahawk cruise missiles.

Prerequisite
As a prerequisite to this tutorial, you should already have completed the
Quickstart tutorial in Chapter 1. It’s important that you have a thorough
understanding of the following:
• All basic commands and displays in the Gen Info Area.

STATIONS
• Maneuvering the ship, including changing depth, course, and speed.

SHIP’S
• Using the passive spherical and towed array (broadband sonar) to detect
and designate sonar contacts.
• Using all passive arrays (narrowband sonar) to classify sonar contacts.
• Launching torpedoes.

Preparations
Advanced Tutorial

Start at the Main menu.

ACADEMY
TRAINING
ADVANCED
TUTORIAL

Before you select your mission, make sure that your crew assistants are cur-
rently deactivated.
APPENDICES
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QUICK START
TUTORIAL
■ Click on the Options button.
189
1

MAIN MENU
OPTIONS
Select Options

■ From the Options screen, click on the Crew button.

STATIONS
SHIP’S
Select Crew

ACADEMY
Uncheck the boxes next to Sonar: Sonar Supervisor Assisting, TMA: Plot TRAINING
Coordinator Assisting and Fire Control: Weapons Coordinator
Assisting. If any of these options are selected, click on the option until the
check disappears in the box. Your screen should look like this:
ADVANCED
TUTORIAL
APPENDICES

■ When you’re ready, click OK to return to the Main menu.


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QUICK START
TUTORIAL
180
FT 190 Selecting the Mission
From the Main menu, select the Single Missions button. When the Single
Missions screen appears, click on the first mission in the list, One Step
At A Time.

Click to Highlight

MAIN MENU
OPTIONS
■ Click OK go to the Port of Call screen.

STATIONS
Port of Call

SHIP’S
Once again, the default weapons load is adequate for this mission. Click on
the submarine to get underway.
Advanced Tutorial

ACADEMY
TRAINING
Get Underway

Situation Assessment (12:00–12:05)


You start the mission at the Tutorial Contents screen. Select Ship Control
Panel to go to the Ship Control Panel.
ADVANCED
TUTORIAL
APPENDICES

Remember to use the Pause button while stopping to read directions.


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QUICK START
TUTORIAL
Go to Periscope Depth
■ Click on the Depth control in the Gen Info area to order a depth of
191
60 feet.

Click to order depth


of 60 feet

MAIN MENU
OPTIONS
Stream the Towed Array
■ Click Stream to deploy the towed array.

Click on STREAM to
activate the winch

STATIONS
SHIP’S
Allow the array to stream to its maximum length of 2600 feet. (This may take
a couple minutes.) Once it’s finished, click Off to deactivate the winch.

Radio/ESM

ACADEMY
TRAINING
Switch to Radio/ESM screen.

ADVANCED
TUTORIAL

When the ship reaches 60 feet, you should raise the radio antenna and check
for new messages and intel data. Click on the Raise Radio Antenna switch.
APPENDICES

Click on the Raise Radio


Antenna switch
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QUICK START
TUTORIAL
180
192
64 Wait a moment while the mast is raised and a satellite downlink is estab-
FT
lished. Eventually you’ll receive a new message. Click on the Lower Radio
Antenna switch. Pause the game while you review your latest orders.

Review your messages

MAIN MENU
OPTIONS
Practice Target Motion

STATIONS
Analysis (12:05Ð12:20)

SHIP’S
Having played this mission before, you already know that the first ship you
encounter is a tanker heading west. You can use the tanker as an opportunity
to learn how to perform Target Motion Analysis.

Sonar (Broadband)
Switch to the Sonar screen.
Advanced Tutorial

ACADEMY
TRAINING
ADVANCED
TUTORIAL
APPENDICES
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QUICK START
TUTORIAL
Designate the Contact
Notice that the spherical array has already picked up the tanker.
193
5
■ Click on the top of the display directly above the contact.

Click to place cursor on


contact

MAIN MENU
OPTIONS
■ Click on the Designate button to enter the contact in the tracking sys-
tem. The contact is designated S1 and assigned sonar tracker “A”.

STATIONS
SHIP’S
Classify the Contact
Switch to the Narrowband screen.
Narrowband mode is used only for the purposes of classifying contacts. From
the mission orders, you know that you’re looking for a Victor II class submarine.
■ Click on the Narrowband button.
Select the towed array sensor and observe the narrowband display. The sig-
nature lines don’t match that of the Victor II.

ACADEMY
TRAINING
■ Click on the Sonar Profiles Switch to search for a match, switching back
and forth between the spherical array and the towed array until you find
a signature that matches the data over the entire spectrum.
Hint: Try the “Tanker” profile.

Switch to the Towed Array


■ Click on the Towed Array button to switch to that sensor.
ADVANCED
TUTORIAL

Click to switch the


towed array
APPENDICES

As you recall from the Quickstart, your own ship masks the forward 60
degrees from the towed array sensors. You need to change course in order to
allow the towed array to pick up the tanker.
QUICK START
TUTORIAL
180
194
64 Change Course
FT
■ Click on the Course control in the Gen Info area to change course to
060.

Order a new course


of 60

MAIN MENU
OPTIONS
You’ll have to wait several minutes until your towed array follows your
submarine onto the new course. With your array out at 2600 feet, this
can take up to six or seven minutes. You can use this moment to go to
the OnlineInformation station and look up information on the Victor II
submarine.

STATIONS
Designate the Towed Array Contact

SHIP’S
Two contact traces appear on the waterfall display. The mirror image trace is
the one that made a slight shift in bearing when the towed array first picked
up the contact; the real contact is the one that did not demonstrate any shift
in bearing.

Real Contact
Advanced Tutorial

Mirror image contact,

ACADEMY
TRAINING
showing slight shift in
bearing

■ Click on the top of the display directly above the real contact.
ADVANCED
TUTORIAL

Click to place cursor


on real contact

Click on the Designate


Target button
APPENDICES

■ Click on the Designate button to enter the contact in the tracking sys-
tem. The contact is designated S2 and assigned sonar tracker “I”.
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QUICK START
TUTORIAL
You’re almost ready to perform TMA on the contact. However, first you
should update your map display to reflect what you know about the contact.
195

Navigation
Switch to the Navigation station.

MAIN MENU
OPTIONS
Zoom in button

Center On Own Ship


button

Contact Overlay button

STATIONS
SHIP’S
Adjust the Map Display
■ Click on the Center On Own Ship and Contact Overlay buttons.
■ Click on the Zoom In button until the display is at 10 nm per inch scale.
Update the Contact Markers
Point the cursor at the S1 marker on the map. Hold down the right mouse
button. A pop-up menu appears.

ACADEMY
TRAINING
ADVANCED
TUTORIAL

■ Select Surface from the menu. Hold down the right mouse button again
and select Neutral. Notice that the map symbology is updated to reflect
what you know about the contact.
APPENDICES
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QUICK START
TUTORIAL
180
196
64 Notice that there’s also a marker for S2. Though both markers refer to the
FT
same object (i.e., the tanker), they represent information obtained from dif-
ferent sources (the spherical array and the towed array). In a moment you’ll
learn how to merge the two, since you know they represent a single entity.
For now you should update the data on S2 just as you did for S1, so that
both reflect a neutral surface ship.

MAIN MENU
OPTIONS
STATIONS
Target Motion Analysis (TMA)

SHIP’S
Switch to the TMA screen.
Advanced Tutorial

ACADEMY
TRAINING

Here you’ll view the target’s change in bearing. As you learned in the
Quickstart, this is the first step in achieving a target solution (i.e.,, finding the
target’s bearing, speed, course, and range).
ADVANCED

Select S1 for Tracking


TUTORIAL

■ Click on the drop-down menu below Selected Track and select S1 to


display the contact’s tracking data.

Select S1
APPENDICES
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QUICK START
TUTORIAL
Merge the Contacts
It would be useful to be able to view the spherical array data and the towed
197
array data at the same time. To do this, you must merge the contact informa-
tion.
■ Click on the drop-down menu below Merge Track and select S2.

MAIN MENU
OPTIONS
Select S2

STATIONS
■ Click on the Merge button.

SHIP’S
Click on the
merge button

ACADEMY
TRAINING

The contact is now designated as M1 on all maps and displays. On the TMA
board, spherical array data appears on the TMA board as white lines, while
data from the towed array appear as purple lines.
The next step in the process is to determine how fast the target it going. For
ADVANCED
TUTORIAL

this you need to use the DEMON.


APPENDICES
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QUICK START
TUTORIAL
180
FT 198 Sonar (DEMON)
Switch to the Sonar screen, and then click on the DEMON button.

DEMON button

MAIN MENU
OPTIONS
DEMON stands for demodulated noise, and is used to determine the speed of
a known contact. Here’s how it works.
The DEMON passes the sound of the contact’s propeller through a special-

STATIONS
SHIP’S
ized set of acoustic filters. This is then fed into a spectrum analyzer, which
determines the rotation speed of the propeller shaft. If you know what the
contact is, you know how many times its propeller shaft must turn in order
to produce one knot of speed. This is called turns per knot, or TPK. The two
together—rotation speed and turns per knot—provide you with a fairly precise
measurement of target speed.
Advanced Tutorial

Enter Turns Per Knot for the Tanker


■ Click on the Spherical Array button. Make certain that the “A” tracker

ACADEMY
TRAINING
is selected.

“A” tracker selected


Click on the
Spherical Array
button
ADVANCED
TUTORIAL
APPENDICES
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QUICK START
TUTORIAL
A tanker is a medium-sized ship. Its propeller shaft must rotate 15 turns to
produce one knot of speed. Click on the Turns Per Knot Switch to set the
199
display at 15 TPK.

Click to set TPK at 15

MAIN MENU
OPTIONS
A series of vertical lines appear on the display. The shaft rotation speed is
indicated by the first line on the left. (The other lines indicate individual
blades on the propeller—this is sometimes useful for classification purposes

STATIONS
but is irrelevant in the current scenario.)

SHIP’S
Determine the Tanker’s Speed
To determine the tanker’s speed, point to the right edge of the first line in
the series and click. A cursor appears above the line on which you clicked.

Click to place
cursor

ACADEMY
TRAINING
Tanker speed is
15 knots

The DEMON indicates that the tanker is doing approximately 15 knots.


ADVANCED
TUTORIAL
APPENDICES
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QUICK START
TUTORIAL
180
FT 200 Target Motion Analysis (TMA)
Switch to the TMA screen.

MAIN MENU
OPTIONS
TMA Solution
Input TMA Solution

What is the TMA Ruler?


The ruler represents your best estimate of the target’s speed, range, and
course.

STATIONS
Bearing T+6 Bearing T+2

SHIP’S
Course Initial bearing T

Bearing T+8 Bearing T+4


Advanced Tutorial

By moving the ruler around the TMA board, you are in effect telling the Fire

ACADEMY
TRAINING
Control and Weapons computers: “ I estimate the target to be at this range,
heading this direction, at this speed.”
Enter Target Speed
In the TMA Solution Input area, enter the speed you just derived using the
DEMON.
■ Click on the Speed control digits to enter 15 as the target’s speed. (Note
that the ruler changes length to reflect the new speed estimate).
ADVANCED

■ Click on the Lock button to lock the speed setting at 15. The length of
TUTORIAL

the ruler now represents an object moving at 15 knots.

Click to set
speed to
APPENDICES

15 knots Click to lock


speed setting
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QUICK START
TUTORIAL
Estimate Target Range and Course
You already know the tanker’s bearing and speed—you can now accurately
201
determine its range and course using the TMA board.
Learning TMA is a not easy. If necessary, pause the game while you
attempt to get a good target solution.

■ Click on the Center On Ruler button. If necessary, use the Zoom but-

MAIN MENU
tons to see the ruler more clearly. The display should look similar to this:

OPTIONS
STATIONS
SHIP’S
You know the tanker is moving in a westward direction, so you want to point
the arrow to the left. Point the cursor at the bubble in the middle of the
ruler, hold down the left mouse button, and drag until the end is on the
oldest bearing line (the one farthest to the right).

ACADEMY
TRAINING
ADVANCED
TUTORIAL

Left-hold and drag to move the ruler


APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:51 PM Page 16

QUICK START
TUTORIAL
180
202
64 Now point to the front of the ruler, hold down the left mouse button, and
FT
drag the front of the ruler so the arrow is pointing to the left.

MAIN MENU
OPTIONS
Look at the tick marks on the ruler. They represent the estimated position of
the contact at two minute intervals. Adjust the ruler so that the tick marks

STATIONS
match the bearing lines.

SHIP’S
Advanced Tutorial

ACADEMY
TRAINING

You’ll notice that the purple bearing lines representing the towed array
do not evenly match the white bearing lines of the spherical array. This
occurs because the towed array sensors are 2600 feet behind your sub-
marine—the length between the two sensors creates an angular differ-
ence between the bearing lines.
ADVANCED
TUTORIAL
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:52 PM Page 17

QUICK START
TUTORIAL
Stacking the Dots
The dot stack in the upper left is a graphical representation of the error
203
15
between tick marks and bearing lines. When the dots are on the center line,
your analysis is valid.

Dots lined up

MAIN MENU
OPTIONS
Estimated
range

Enter Solution

STATIONS
When you have a good target solution, send it to the Fire Control station by

SHIP’S
clicking on the Enter Solution button. Notice that your estimate is now in
the TMA Solution window to the lower right. If you were attacking this tar-
get, this would be the data that would be fed to the Fire Control station
when launching weapons.
Curious how accurate your solution is? You can check the accuracy using the
submarine’s radar.
Normally, using the radar puts the submarine at risk of being detected

ACADEMY
TRAINING
by hostile ships in the area. In this tutorial, however, you can use the
radar for a short period with little danger.

Radar
Switch to the Radar screen.
ADVANCED
TUTORIAL
APPENDICES

■ Change your depth to 58 ft. If you raise the radar mast at a depth greater
than 58 feet, the radar mast will be damaged.
688(i)/AttackSubChptr5 5/6/98 2:52 PM Page 18

QUICK START
TUTORIAL
180
204 Raise the Radar Mast
FT
■ Click on the Raise Radar Mast switch.

Click to raise
the radar mast

MAIN MENU
OPTIONS
Wait a moment as the mast is raised and the radar begins emitting.
Eventually you’ll see a lighted band sweeping around the display.

STATIONS
Surface ships appear as light blips which—depending on surface conditions—

SHIP’S
may be difficult to immediately discern. It might take some practice before
you can easily pick out a ship from the “background clutter” created by
waves and land masses.
Land may also appear lighter than the ocean’s surface. Small islands in
particular can be mistaken for ships.
Advanced Tutorial

Mark the Tanker

ACADEMY
TRAINING
If you observe the display carefully, you’ll make out a lighter “blip” to the
north. Range cursor

Blip
Center of display
ADVANCED

(own ship)
TUTORIAL

Range

When you find it, set the range to 20 kiloyards by clicking on 20. By decreas-
ing the sensor’s range, you increase its resolution and the accuracy of your
range finding.
APPENDICES

You can now mark the target and derive its range. Point at the range cursor,
hold down the left mouse button, and drag the range cursor over to the blip.
Be sure to center the blip in the cursor circle. Now click on the Mark button.
688(i)/AttackSubChptr5 5/6/98 2:52 PM Page 19

QUICK START
TUTORIAL
Cursor over blip
205

MAIN MENU
Click on Mark

OPTIONS
button

Lower the Radar Mast


■ Before you leave the Radar station, click on the Lower Radar Mast switch.

STATIONS
Target Motion Analysis (TMA)

SHIP’S
Switch to the TMA screen.
Select the Radar Contact
You can now compare the radar bearing/range with your estimated range.
Click on the drop-down menu below Selected Track and select R1.
Select R1

ACADEMY
TRAINING
ADVANCED
TUTORIAL

The TMA board now displays the target “mark” as a line with a circle. The
line is the target’s bearing, while the circle represents its range.
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:52 PM Page 20

QUICK START
TUTORIAL
180
206 Determine Range
FT
You can now compare your estimate with the radar data. Point at the ruler
on the TMA board, hold down the left mouse button, and drag the ruler
over to the circle. Place the ruler’s single tick mark in the circle.
Tick mark in circle

MAIN MENU
OPTIONS
Own ship

Range

Note the range indicated in the Target Solution Input area.

STATIONS
SHIP’S
Compare With Your Estimate
■ Click on the drop-down menu below Selected Track and select M1.
You’re now viewing your estimated range. Was it close?
Don’t worry if your estimate was off. The point of submarine warfare is
to employ as many sensors as is safely possible in order to derive a clear
picture of the situation. In this case, the radar aided you in gaining a
more accurate target solution.
Advanced Tutorial

ACADEMY
TRAINING
Second Detection
(12:20Ð12:40)
You know the Victor II is north of you heading south somewhere below the
thermal layer. It’s time to go find it.

Change Depth and Course


■ Click on the Depth control in the Gen Info area to order a depth of 350 feet.
■ Click on the Course control to change your course back to 000.
ADVANCED
TUTORIAL

Sonar (Broadband)
Switch to the Sonar screen, and then click on the Broadband button.
APPENDICES
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QUICK START
TUTORIAL
Monitor the Spherical Array
■ Click on the Spherical Array button to select it as your sensor.
207
As your ship crosses the thermal layer (220 feet), watch the waterfall display.
Eventually a contact should appear somewhere between 040 and 050.
Contact

MAIN MENU
OPTIONS
STATIONS
SHIP’S
Designate the New Contact
■ Click at the top of the display directly above the contact to place a cursor
on the contact. Designate the contact by clicking on the Designate button.

Click Designate

ACADEMY
TRAINING
Click to place
cursor over
contact
ADVANCED

The contact is assigned the number Sierra 3 (S3) and the sonar tracker “B”.
TUTORIAL

Classify the Contact


As you did with the tanker, switch to Narrowband to classify the contact.
Hint: Try the Victor II

Switch to the Towed Array


■ Click on the Towed Array button to select it as your sensor.
APPENDICES
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QUICK START
TUTORIAL
180
208 There are two new contacts. As you know, one is the real contact, while the
FT
other is a mirror image. Click on the top of the display directly above the real
contact, and then click on the Designate button.

Click to place cursor on real contact

MAIN MENU
OPTIONS
Click on the Designate button

STATIONS
SHIP’S
The contact is designated S4 and assigned sonar tracker “J”.

Target Motion Analysis (TMA)


Switch to the TMA screen.
Advanced Tutorial

ACADEMY
TRAINING
ADVANCED
TUTORIAL
APPENDICES
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QUICK START
TUTORIAL
Select S3 for Tracking
■ Click on the drop-down menu below Selected Track and select S3 to
209
display the contact’s tracking data.
Select S3

MAIN MENU
OPTIONS
STATIONS
Merge the Contacts

SHIP’S
■ Click on the drop-down menu below Merge Track and select S4.
Select S4

ACADEMY
TRAINING

■ Click on the Merge button


Click on the
Merge button
ADVANCED
TUTORIAL
APPENDICES

The contact is now designated as M2 on all maps and displays.


688(i)/AttackSubChptr5 5/6/98 2:52 PM Page 24

QUICK START
TUTORIAL
180
FT 210
64 Navigation
Switch to the Navigation station.
Update the Map Display
■ Point the cursor at the M2 marker on the map and hold down the right
mouse button. A pop-up menu appears.

MAIN MENU
OPTIONS
STATIONS
SHIP’S
■ Select Submerged from the menu. Hold down the right mouse button
again and select Hostile. The map symbology is updated to reflect what
you know about the contact.
Advanced Tutorial

Sonar (DEMON)

ACADEMY
TRAINING
■ Switch to the Sonar screen, and then click on the DEMON button.

ADVANCED
TUTORIAL
APPENDICES
QUICK START
TUTORIAL
Select Spherical Array, Tracker “B”
■ Click on the Spherical Array button, and then click on the B button to
211
23
select B as your current tracker.
Select B as the current tracker

MAIN MENU
OPTIONS
Spherical array
selected

STATIONS
SHIP’S
Enter Turns Per Knot for Victor II
Enter 7 as the Turns Per Knot for the Victor II.
Turns Per Knot for military ship types is available at the Online
Information station. The TPKs for generic civilian ships can be found on
p. 100 of the Academy Training section of this manual.

Adjust the frequency display to 20 hertz.

ACADEMY
TRAINING
Move the cursor so it is above the right edge of the first line in the series by
clicking on the cursor and sliding it over

Enter 7 as the TPK


for the Victor II
Select 20 as
the Frequency
display
ADVANCED
TUTORIAL

Move cursor
to first line in
series
APPENDICES

The DEMON informs you that the Victor II is going 10 knots.


688(i)/AttackSubChptr5 5/6/98 2:52 PM Page 26

QUICK START
TUTORIAL
180
FT 212 Target Motion Analysis (TMA)
Switch to the TMA screen.
Enter Target Speed
■ In the TMA Solution Input area, enter the speed you just derived using the
DEMON. Click on the Speed control digits to enter 10 as the target’s speed.
(Note that the ruler changes length to reflect the new speed estimate).

MAIN MENU
■ Click on the Lock button to lock the speed setting at 10. The length of

OPTIONS
the ruler will now represent an object moving at 10 knots.

Enter 10 as the
Victor II’s current
speed, Click
Lock to lock the

STATIONS
Victor II’s speed

SHIP’S
Estimate Range and Course
Wait a while for enough bearing lines to appear on the TMA. Once three or
Advanced Tutorial

four have appeared, pause the game and adjust the ruler just as you did for

ACADEMY
the tanker.

TRAINING
Ruler adjusted
for ship’s
course ADVANCED
TUTORIAL

Change Course to Change Bearing Rate


To ensure that you have an accurate solution, resume gameplay and change
your course to 090.
Right now there are several valid target solutions for the data you
APPENDICES

have. By changing your ship’s contribution to the bearing rate, you’ll


eliminate some of the possible target solutions and thereby achieve a
more accurate solution.
688(i)/AttackSubChptr5 5/6/98 2:52 PM Page 27

QUICK START
TUTORIAL
Wait a few minutes while your sonar operator continues to monitor the
Victor’s movement.
213

Adjust TMA Solution


Adjust your TMA solution, favoring the most recent data. Your final solution
will look something like this:

MAIN MENU
OPTIONS
STATIONS
SHIP’S
Enter TMA Solution
■ Click on the Enter Solution button to send your solution to the Fire
Control station. You’re ready to launch a weapon at the enemy submarine.

Attack Hostile Submarine


(12:40Ð13:00)

ACADEMY
TRAINING
Fire Control (Target Display Panel)
Switch to the Fire Control station.
Select M2 as Target
There are a few steps you must take before launching a torpedo. First you
must enter the number of the contact you plan on attacking.
■ Click on the Fire Control drop menu at the top of the screen and select M2.

Select M2
ADVANCED
TUTORIAL
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 28

QUICK START
TUTORIAL
180
214 You’ll notice that once you select M2 as your current target, the target solu-
FT
tion you estimated at the TMA station appears in the upper left corner of the
Fire Control display.

Target solution from TMA appears

MAIN MENU
OPTIONS
STATIONS
Select Torpedo Tube

SHIP’S
Your ADCAP torpedoes are currently loaded in tubes 3 and 4.
■ Click on the symbol designating Torpedo Tube 3.
Advanced Tutorial

ACADEMY
Select 3
TRAINING

Program Weapon Presets


ADVANCED
TUTORIAL

■ Click on the P symbol. “P” stands for presets. These are the instructions
given the torpedo prior to launching. You no longer have a Weapons
Assistant active, so you have to set the presets for the weapon yourself.
■ Click to set the Ceiling at 40. This prevents the torpedo from accidental-
ly tracking any surface vessels in the area.
■ Click on the Depth arrows until the setting shows 400 feet. This is the
depth at which the torpedo will travel until it’s enabled (i.e., “active”).
APPENDICES

You usually want the torpedo to travel on the same side of the thermal
layer as the target—when the weapon goes active, it will have an easier
time acquiring the target.
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 29

QUICK START
TUTORIAL
■ Click to set the Run To Enable value at roughly half of the current target
range. (Target range appears in the upper left corner of the Fire Control
215
display.) This programs the torpedo to begin searching for the enemy
submarine after it’s reached that range. This is critical—if the torpedo
goes active too early, it will waste fuel and time searching for the target,
and will allow early detection and evasion of the weapon by the target.
It’s better to let the weapon close in on the target before initiating a

MAIN MENU
search.

OPTIONS
Your final presets will look something like this:

STATIONS
SHIP’S
■ Click on Return.

Fire Control (Launcher Panel)


■ Click on the Launcher Panel button to switch to the Launcher Panel.

ACADEMY
TRAINING
Click on the
Launcher Panel
button

Note that the number indicating Torpedo Tube 3 is lit. This tells you that a
target (in this case, M2) has been designated for the weapon in this tube.
ADVANCED
TUTORIAL
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 30

QUICK START
TUTORIAL
180
Open muzzle door Interlock
FT 216

Equalize pressure

Flood tube

MAIN MENU
OPTIONS
Fire button

■ Click the F button to flood the tube. The button flashes for a moment—
once it’s fully flooded, the button stays lit.
■ Click the E button to equalize the pressure in the tube with sea pressure.

STATIONS
The button flashes for a moment—once pressure has been equalized, the

SHIP’S
button stays lit.
■ Click the M button to open the muzzle door. The button flashes for a
moment—once the door is open, the button stays lit.
Note that the Interlock Indicator (I) is now also lit.
■ You’re now ready to fire the torpedo. Click on the Fire button twice—
Advanced Tutorial

once to lift the safety shield, and a second time to fire the torpedo.

ACADEMY
3-D Viewer TRAINING
Switch to the 3-D Viewer station. ADVANCED
TUTORIAL

Notice as the torpedo is launched from your submarine.


APPENDICES
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QUICK START
TUTORIAL
View the ADCAP
■ Click on the drop menu at the top of the screen. Select ADCAP from the
217
list of objects.
Select ADCAP

MAIN MENU
OPTIONS
The viewer now tracks your ADCAP as it travels toward the target. Try out the

STATIONS
various camera views as well as the zoom and pan features.

SHIP’S
ACADEMY
TRAINING

Once the Victor II is destroyed, it will sink to the bottom. You’ll hear crushing
sounds as pressure on the Victor II’s hull increases. Eventually you’ll hear the
entire ship implode.
ADVANCED
TUTORIAL
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 32

QUICK START
TUTORIAL
180
FT 218 Search For Krivak
(12:40Ð13:05)
It’s now time to search for the Krivak (Cuban Frigate).

Increase Speed and Go To Periscope Depth


Since surface ships are best detected above the thermal layer, right-click on
the Depth control in the Gen Info area to order a depth of 60 feet. Click on

MAIN MENU
the Speed control to order a speed of 5 knots.

OPTIONS
Radio/ESM
Switch to the Radio/ESM station.
Raise the Radio Antenna and Receive Target Update
Click on the Raise Radio Antenna switch.
Wait a moment while the mast is raised and a satellite downlink is estab-
lished. Eventually you’ll receive an intelligence update on the position of the
Krivak.

STATIONS
SHIP’S
Lower the Radio Antenna
■ Click on the Lower Radio Antenna switch.
■ Pause the game and read the new intel message. Note that at 12:00
(when you started the mission), the Krivak was located at 28-08N, 078-
42W, heading due east at 15 knots.
You’re now going to search for the Krivak using the ESM mast.
Advanced Tutorial

ESM stands for electronic warfare support measures. The ESM mast is

ACADEMY
TRAINING
a passive sensor capable of detecting electronic transmissions (such as
radar) from other ships. It’s an excellent means of instantly finding the
bearing and classification of any ship employing radar or electronic
communications devices in the area.

Raise the ESM Mast


■ Click on the Raise ESM Mast switch.
ADVANCED
TUTORIAL

Click on the
Raise ESM
Mast switch
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 33

QUICK START
TUTORIAL
Wait a moment while the mast is raised. Eventually you’ll notice a contact
represented by a bright “spoke”. Point to the triangular cursor, hold down
219
the left mouse button, and drag the cursor until it’s over the contact.

MAIN MENU
OPTIONS
Signal Level
Object
Indicator
classified
as Krivak

Drag the triangular cursor


over the contact

STATIONS
Note that the signal fades in and out as the surface ship’s radar rotates. The

SHIP’S
ESM mast only picks up the radar transmission as it sweeps over you.
One of the features of the 688(I)’s ESM equipment is that it provides quick
classification of the radar source. Notice that the ESM sensor has classified
the contact as a Krivak class frigate.
The Signal Level Indicator shows that the transmission is relatively weak, sug-
gesting that the frigate is a fair distance away.

ACADEMY
TRAINING
Mark Contact and Lower the ESM Mast
■ As the next signal is received, click on the Mark button to send the bear-
ing of the contact to the TMA station.
■ Click on the ESM Mast Lower switch to lower the ESM mast.

Target Motion Analysis (TMA)


Switch to the TMA station.
Select ESM Contact
ADVANCED
TUTORIAL

■ Click on the Drop Selected Contact button to discontinue tracking M2.

Click to drop M2

■ To display the bearing you marked at the ESM station, click on the drop-
down menu below Selected Track and select E1.
APPENDICES

If E1 doesn’t appear in the drop-down list, you didn’t successfully mark


the contact when the signal was being received. If this is the case, you’ll
have to return to the ESM station, raise the ESM mast again, and mark
the contact again.
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 34

QUICK START
TUTORIAL
180
FT 220 Navigation
Switch to the Navigation station.

MAIN MENU
OPTIONS
Dead Reckoning the Krivak’s Current Position
You’re now going to estimate the Krivak’s current position based on the intel
data you received.

STATIONS
SHIP’S
■ Move the mouse cursor over the map and press the X key to display lon-
gitude/latitude coordinates. Now move the cursor until the Krivak’s last
known position (28-08N, 078-42W) appears in the upper right corner.
You may have to zoom out in order to find the coordinates.

Coordinates of Krivak’s last known position


Advanced Tutorial

ACADEMY
TRAINING
ADVANCED
TUTORIAL

Cursor on Krivak’s last known position


APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 35

QUICK START
TUTORIAL
■ Press e to mark this position with a Nav Aid Marker.
221
Since not quite an hour has passed, you can assume that the Krivak has trav-
eled 14-15 nm to the east, assuming it hasn’t changed course or speed.
■ Point to the Nav Aid Marker and press the R key to activate the
Distance/Bearing Ruler Tool. Move the mouse cursor to the right until the
Distance/Bearing readout in the lower left corner reads 090/14 nm.

MAIN MENU
Note: There may be slight differences in your Distance/Bearing readout,

OPTIONS
depending upon how quickly you move through the mission.

Cursor with
Distance/
Bearing Ruler
Tool

STATIONS
SHIP’S
Distance

Course 090

■ Press e to place a second Nav Aid marking the estimated position of

ACADEMY
TRAINING
the Krivak.
■ Press R again to deactivate the Distance/Bearing Ruler Tool.
■ Now point the cursor at the Own Ship Marker, press and hold down the
mouse button, and drag the cursor over to the second Nav Aid Marker.
ADVANCED
TUTORIAL

Own Ship
Marker

Range

Left-hold and drag to estimate the


APPENDICES

range to the Krivak.

Note the range from your submarine to the estimated position. Release the
mouse button.
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 36

QUICK START
TUTORIAL
180
FT 222 Target Motion Analysis (TMA)
Switch to the TMA station.
Enter Known Target Data
You can now enter enough data to have an approximate target solution.
Enter 090 as the target’s course and 15 knots as the target’s speed. For the
target’s range, use the following table:

MAIN MENU
Nautical Miles Yards

OPTIONS
0.5 1012
1 2025.37
2 4050
3 6076
4 8101
5 10126
6 12152
7 14177

STATIONS
8 16202

SHIP’S
9 18228
10 20253
20 40507
30 60761
40 81014
50 101268
Advanced Tutorial

ACADEMY
TRAINING
Course = 090

ADVANCED
TUTORIAL

Speed = 15

■ Click on the Enter Solution button to send this data to the Fire Control
station.
APPENDICES

The TMA computer will now compute the ship’s course as if it were receiving
actual sensor data. Providing the Krivak doesn’t change course or speed, you
will be able to intercept it without the need of sensors.
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 37

QUICK START
TUTORIAL
Change Depth, Course, and Speed to 223
Close Range
You now need to close range on the Krivak. Order a depth of 150 feet.
Change course to 205. When the submarine reaches the new depth, order a
speed of 10 knots.
If the transit seems to be taking too long, you can use the Time Scale
Controls in the Gen Info area to increase game time.

MAIN MENU
OPTIONS
Navigation
Switch to the Navigation station.
Update Map
While transiting, take a moment to update the navigation map.
■ Right-click on the E1 marker and select Surface from the pop-up menu.
Right-click again and select Hostile.

STATIONS
SHIP’S
Prepare Attack on Krivak
(13:05Ð13:25)
You’ll now prepare your attack on the Krivak.

Change Depth and Speed


Return to periscope depth and confirm the bearing of the Krivak using ESM.
Order a speed of 5 knots and a depth of 60 feet.

ACADEMY
TRAINING
Radio/ESM
Switch to the Radio/ESM station.
Reacquire Bearing
Once you reach periscope depth, raise the ESM mast. Mark the current bear-
ing of the Krivak.
ADVANCED
TUTORIAL
APPENDICES

Mark the new bearing of E1

Lower the ESM mast.


688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 38

QUICK START
TUTORIAL
180
FT 224 Change Depth, Course, and Speed To Close
Range
Order a depth of 150 feet and change course to 180. Once the submarine
reaches the new depth, order a speed of 10 knots.

Sonar (Broadband)
Switch to the Sonar screen, and then select Broadband mode.

MAIN MENU
Monitor the Spherical Array

OPTIONS
Select the spherical array as your sensor. Watch the waterfall display for a
new sonar contact. It should eventually appear around bearing 240.
Designate the Contact
■ Click on the contact, and then click on the Designate button.
Click on the new contact

STATIONS
SHIP’S
Advanced Tutorial

ACADEMY
TRAINING
Click on the Designate button

The contact is designated S5 and assigned tracker “C”.


ADVANCED
TUTORIAL
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 39

QUICK START
TUTORIAL
Attack Krivak 225
(13:25Ð13:50)
You’ll now attack the Krivak with two weapons: first with a Harpoon anti-ship
missile, then with torpedoes.

Fire Control (Weapons Panel)


Switch to the Fire Control station, and then select the Weapons Panel.

MAIN MENU
OPTIONS
Change Speed
A successful Harpoon launch requires a low speed. Order a speed of 3 knots.
Select S5 as Target
You are now going to launch a Harpoon anti-ship missile at the Krivak.
■ Click on the Fire Control drop menu at the top of the screen and select
S5 as your current target.

STATIONS
Select S5

SHIP’S
ACADEMY
TRAINING

You may have realized that you don’t have range information for S5—
in other words, while you know the target’s bearing (provided by ESM
and dead reckoning), the Fire Control system doesn’t have a range value
ADVANCED
TUTORIAL

for the missile. With Harpoon missiles it doesn’t make a difference. The
missile simply flies along the current bearing path until it encounters a
ship, which it then attacks.
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:53 PM Page 40

QUICK START
TUTORIAL
180
226 Select Torpedo Tube
FT
Harpoon missiles are currently loaded in torpedo tubes 1 and 2.
■ Click on the symbol designating Torpedo Tube 1.

MAIN MENU
Select 1

OPTIONS
Set Weapon Presets
■ Click on the P symbol to view the presets. These are adequate for the

STATIONS
SHIP’S
Harpoon launch, so click Return.

Fire Control (Launcher Panel)


■ Click on the Launcher Panel button.
Click on the
Launcher Panel
button
Advanced Tutorial

ACADEMY
Note that the number indicating Torpedo Tube 1 is lit. This tells you that a TRAINING
target (in this case, S5) has been designated for the weapon in this tube.
Equalize pressure Open muzzle door

Flood tube Interlock


ADVANCED
TUTORIAL

Fire button

■ Click the F button to flood the tube. The button flashes for a moment—
once it’s fully flooded, the button stays lit.
■ Click the E button to equalize the pressure in the tube with sea pressure.
The button flashes for a moment—once pressure has been equalized, the
APPENDICES

button stays lit.


■ Click the M button to open the muzzle door. The button flashes for a
moment—once the door is open, the button stays lit.
688(i)/AttackSubChptr5 5/6/98 2:54 PM Page 41

QUICK START
TUTORIAL
Note that the Interlock Indicator (I) is now also lit.
227
You’re now ready to fire the Harpoon.
■ Click on the Fire button twice—once to lift the safety shield, and a sec-
ond time to fire the missile.

3-D Viewer
Switch to the 3-D Viewer station.

MAIN MENU
OPTIONS
View the Harpoon
■ Click on the drop menu at the top of the screen. Select Harpoon from the
list of objects.

STATIONS
SHIP’S
Watch the Harpoon as it travels toward the target. The missile will strike and
damage the Krivak, but it won’t manage to sink it. You’ll need to finish it off

ACADEMY
TRAINING
with another weapon. You could use another Harpoon—however, try using
the periscope and torpedoes instead.

Sonar (Broadband)
Switch to the Sonar station.
Note the Krivak’s Current Bearing
Position the cursor over the S5 sonar contact and note the bearing.
ADVANCED

Change Course and Speed


TUTORIAL

Now change your own course to match the Krivak’s bearing. Order a new
speed of 10 knots in order to close range with the damaged ship.

Target Motion Analysis (TMA)


Switch to the TMA station.
Enter Current Data
In the Target Solution Input area, enter the Krivak’s bearing (which you just
APPENDICES

noted at the Sonar station). The Krivak has been severely damaged, so its
current speed is 0 knots. Enter 0 as the current Speed for the target.
■ Click on the Enter Solution button to send this data to the Fire Control
station.
688(i)/AttackSubChptr5 5/6/98 2:54 PM Page 42

QUICK START
TUTORIAL
180
FT 228 Navigation
Switch to the Navigation station.
Close Range With the Krivak
Allow yourself some time to close in on the wounded Krivak.
Monitor the bearing and range of the Krivak using the Bearing/Range Tool.
Point at the Own Ship Marker, hold down the left mouse button, and drag

MAIN MENU
the cursor until it’s on top of the hostile ship marker:

OPTIONS
STATIONS
SHIP’S
Left-hold and drag to determine range
between your ship and the Krivak

Close to within 4 nm of the stricken frigate.


Advanced Tutorial

Change Speed and Depth

ACADEMY
TRAINING
Order a speed of 4 knots and a depth of 60 feet.

Periscope
Switch to the Periscope station.
Raise the Periscope
When you’ve reached periscope depth, raise the periscope by clicking on the
Raise Periscope Switch. Wait a moment as the periscope is raised.
ADVANCED
TUTORIAL

Rotate Zoom
buttons buttons
APPENDICES

Stadimeter
button
688(i)/AttackSubChptr5 5/6/98 2:54 PM Page 43

QUICK START
TUTORIAL
Locate Target and Take Photo
■ Click on the Rotate buttons to rotate the periscope to the bearing of the
229
Krivak. Click on the Zoom In button until the periscope is at full magnifi-
cation (24x).
Full magnification (24x)

MAIN MENU
OPTIONS
Click to
take photo

STATIONS
Once the Krivak is centered in the cross-hair, take a picture of it by clicking

SHIP’S
on the Photo button.

Switch to Stadimeter
■ Click on the Stadimeter button to go to the Stadimeter.

Click on
Stadimeter button

ACADEMY
Adjust Silhouette to Match Photo TRAINING
■ Pause the game.
■ Click on the Next button under Ship Silhouette until you’re viewing the
Krivak’s silhouette. Note that the silhouette includes information on the
height of the ship’s tallest mast. This mast height is used to reckon the
ship’s range, as you’ll see below.
ADVANCED
TUTORIAL

■ Click on the Port or Starboard button to rotate the silhouette so it


matches the photo.
Silhouette angle matches photo
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:54 PM Page 44

QUICK START
TUTORIAL
180
230 Determine Range
FT
Range is determined using the Up and Down buttons under Image Adjust.
Click on the buttons. You’ll notice that half of the photo shifts as you press
Up or Down. The trick is to lower the top of the highest mast such that it’s
level with the waterline on the opposite half of the image.

MAIN MENU
OPTIONS
Tallest mast level
with waterline

Range to
target

STATIONS
SHIP’S
Using mast height data, the stadimeter calculates the range to the target.
Click on the Mark button to send the visual solution to the TMA and Fire
Control stations.

Fire Control (Launcher Panel)


Advanced Tutorial

Switch to the Fire Control station.

ACADEMY
Reload ADCAP in Torpedo Tube 3

TRAINING
It may take two torpedoes to finish off the Krivak. (It may take only one, but
it’s better to be safe rather than sorry.) You’ll need to reload Torpedo Tube 3
with another ADCAP.
■ Click on the M button to close the muzzle door. The button flashes briefly
before the tube is returned to its pre-launch state.
■ Click on Empty until the word ADCAP appears. The button flashes briefly
while the torpedo is loaded into the tube.
ADVANCED
TUTORIAL

Note that the number indicating Torpedo Tube 1 is lit. This tells you that a
target (in this case, S5) has been designated for the weapon in this tube.

Fire Control (Target Display Panel)


■ Click on the Weapons Panel button.
APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:54 PM Page 45

QUICK START
TUTORIAL
Select V1 as Target
■ Click on the Fire Control drop menu at the top of the screen and select
231
V1 as your current target.

Select V1

MAIN MENU
OPTIONS
STATIONS
SHIP’S
Select Torpedo Tube
■ Click on the symbols designating Torpedo Tubes 3 and 4.

Select 3 and 4

ACADEMY
TRAINING

Set Weapon Presets


■ Click on the P symbol for Torpedo Tube 3 to view its presets.
■ Click on the Depth control arrows to set the torpedo depth at 20 feet.
■ All other presets are adequate, so click Return.
ADVANCED
TUTORIAL

■ Repeat for the above for Torpedo Tube 4.

Fire Control (Launcher Panel)


■ Click on the Launcher Panel button.
■ Flood, equalize pressure, and open muzzle doors for Torpedo Tubes 3 and
4. Fire both weapons.

3-D Viewer or Periscope


APPENDICES

Use either the 3-D Viewer or Periscope station to watch the Krivak when the
weapons strike.
688(i)/AttackSubChptr5 5/6/98 2:54 PM Page 46

QUICK START
TUTORIAL
180
FT 232 Attack Cuban Armory
(13:50Ð14:15)
The last part of your orders was to destroy a Cuban armory.

Radio/ESM
Switch to the Radio/ESM station.
Review Strike Orders and Target Coordinates

MAIN MENU
OPTIONS
Review the target coordinates for the Tomahawk launch.
Note that the target is located at 26-24N, 077-06W. Further more, the land-
fall waypoint (the second to the last waypoint) must be at 26-30N, 077-16W.

Fire Control (Weapons Panel)


Switch to the Fire Control station, and then click on the Weapons Panel but-
ton.
Adjust Map

STATIONS
■ Click on the Zoom Out button until both your submarine and the mark-

SHIP’S
er indicating the armory position are visible on the map.
Advanced Tutorial

ACADEMY
TRAINING

Define Waypoints
■ Click on the P button under Vertical Tube 8.
ADVANCED
TUTORIAL

Click on the Launcher


Panel button

■ Click on the Define Target Waypoints button. Your mouse cursor


turns into a crosshair icon. Point the crosshair at the Cuban armory—
make sure the waypoint coordinates in the upper right corner match
APPENDICES

those of the target: 26-24N, 077-06W.


688(i)/AttackSubChptr5 5/6/98 2:54 PM Page 47

QUICK START
TUTORIAL
■ Click the left mouse button to set the target waypoint.
233

MAIN MENU
OPTIONS
■ Click on the target waypoint (the last waypoint) and confirm that the
coordinates are correct.
■ Click on the landfall waypoint (next-to-last waypoint). Move the cursor to

STATIONS
the coordinates displayed in the preset window. Click to place an edit

SHIP’S
cursor in the box. Use the keyboard to delete and enter a the correct
landfall waypoint coordinates: 26-29N, 077-14W.
■ Arrange waypoints 1 and 2 anywhere over blue water on the north side
of the island.

Fire Control (Launcher Panel)


■ Click on the Launcher Panel button.

ACADEMY
TRAINING
■ Launching a Tomahawk is similar to launching from a torpedo tube. Click
on P to pressurize the tube, then click on M to open the muzzle door.
Double-click on the Fire button to launch.

3-D Viewer or Fire Control (Weapons Panel)


Once the cruise missile has been launched, switch to the 3-D Viewer and
track it as it flies toward the target. You can also view its progress by viewing
ADVANCED
TUTORIAL

the map at the Weapons Panel in Fire Control.


APPENDICES
688(i)/AttackSubChptr5 5/6/98 2:54 PM Page 48

QUICK START
TUTORIAL
180
FT 234 Radio/ESM
When you’ve successfully destroyed the Cuban armory, switch to the
Radio/ESM station.
End Mission
■ To end the mission and read a debriefing on your performance, double-
click on the Transmit Mission Report button.

MAIN MENU
Congratulations on a job well done. You now should be ready to tackle an

OPTIONS
entire 688(I) campaign on your own.

STATIONS
SHIP’S
Advanced Tutorial

ACADEMY
TRAINING
ADVANCED
TUTORIAL
APPENDICES
QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED
APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
Page 11
5/6/98 3:50 PM
688(i)/AttackSubAppdcsB
QUICK START
TUTORIAL
180
FT 236 Appendix A: Object List
ADCAP US—submarine launched torpedo

ADCAP-ex US—exercise torpedo

AH-1 Cobra US—helicopter

MAIN MENU
Air Depth Charge UK—air dropped free fall depth charge

OPTIONS
Akula Russia—SSN

Arleigh Burke US—guided missile destroyer

Asheville Columbia—fast attack patrol boat

Cargo Ship Generic cargo carrying merchant

Cimmaron US—auxiliary oiler

STATIONS
Container Ship Generic container carrying merchant

SHIP’S
Countermeasure, decoy US—self-propelled countermeasure for
use against sonar and torpedoes

Countermeasure, jammer US—unpowered countermeasure used to


jam torpedo signals

Cruise Ship Large luxury cruise ship

ACADEMY
TRAINING
Delta Russia—SSBN

DSRV US—deep submergence rescue


vehicle

F-15C US—fighter aircraft

Foxtrot Russia—SS, older class


Appendix A

Fram II Iran—destroyer
ADVANCED
TUTORIAL

FS 1500 Columbia—frigate, some ASW


capabilities

Grisha Russia—light frigate, antisubmarine ship

Harpoon US—antiship missile

Harushio Japan—SS
APPENDICES

Hedge Hog US—ASW bomb spigot mortar

Helix Russia—helicopter
QUICK START
TUTORIAL
Heroj Yugoslavia—SS 237
Il-38 May Russia—ASW airplane

Kilo Russia—SS, newer class

Koni Cuba—frigate

Kotor Yugoslavia—frigate

MAIN MENU
OPTIONS
Krivak Russia—frigate

Kuznetsov Russia—aircraft carrier

MiniSub North Korea—midget submarine

Moored contact mine Mine detonated by physical contact,


useful against surface ships

Moored influence mine Mine detonated by magnetic influence,

STATIONS
SHIP’S
both ASW and ASUW

Nimitz US—aircraft carrier

OSA Russia—fast attack craft, missile capable

Oscar II Russia—SSGN guided missile nuclear


submarine

P3-C US—land-based maritime patrol and

ACADEMY
TRAINING
ASW aircraft

Perry US—guided missile frigate

RBU 6000 Russia—ship-based depth charge


launcher

SAM US—surface-to-air missile

Sava Yugoslavia—SS patrol submarine


ADVANCED
TUTORIAL

Silba Yugoslavia—LCT(roll-on roll-off)/


minelayer

Silkworm China—surface-to-surface missile

Slava Russia—cruiser

SLMM US—submarine-launched mobile mine,


100m max depth
APPENDICES

Spruance US—destroyer

SSN 688(I) US—improved Los Angeles class, vertical


launch capable
QUICK START
TUTORIAL
180
FT 238 Static CM US—submarine-launched torpedo
countermeasure

Surface Depth Charge Chile—surface-launched depth charge,


ASW weapon

Tomahawk US—missile, ASUW or land attack, sub or


surface launched

MAIN MENU
Torpedo-40cm Russia—surface-launched lightweight

OPTIONS
torpedo
Torpedo-53cm Russia—ASW torpedo fired from SSN,
205kg charge
Torpedo-65cm Russia—ASUW torpedo fired from SSN
Trafalgar UK—SSN
Trident US—SSBN Ohio class
TWR US—Torpedo retriever, used for training

STATIONS
SHIP’S
exercises
Turya Russia—fast attack patrol boat, torpedo
hydrofoil

Victor II Russia—SSN, older but capable version


Victor III Russia—SSN, improved quieting and
operating systems

ACADEMY
TRAINING
Appendix A

ADVANCED
TUTORIAL
APPENDICES
QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED
APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
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FT 240 Appendix B: Acronyms
Acronyms and Abbreviations LIST
ADCAP Advanced capability
AOB Angle on the bow
ASUW Antisurface warfare

MAIN MENU
ASW Antisubmarine warfare

OPTIONS
Bk Book
CM Countermeasure
CO Commanding officer
Comms Communications
COMSUBLANT Commander, U.S. Submarine Force, Atlantic

STATIONS
COW Chief of the watch

SHIP’S
CV Carrier
CVBG Carrier battle group
DE Depression/elevation
DEMON Demodulated noise
DMWS Dual minature inertial navigation system

ACADEMY
TRAINING
DMA U.S. Defense Mapping Agency
DOOW Diving officer of the watch
DR Dead reckoning
DRT Dead reckoning tracer
DSRV Deep submersible rescue vehicle
Appendix B

EOT Engine order telegraph


ADVANCED
TUTORIAL

EP Estimated position
ESM Electronic warfare support measures
Fm Fathom
FWA Floating wire antenna
GPS Global positioning system
HF High frequency
APPENDICES

Hz Hertz
ID Identification
QUICK START
TUTORIAL
intrlck Interlock
2411
IR Infrared
kts Knots, or nautical miles per hour
kyds 1000 yards
LLLTV Low Level Light television

MAIN MENU
LogReq Logistics request

OPTIONS
MAD Magnetic anomaly detection
MBT Main ballast tank
Mk Mark
MSG Message
MUC Meritorious unit commendation
NATO North Atlantic Treaty Organization

STATIONS
SHIP’S
Nm Nautical mile
NTDS Naval Tactical Data System
NUC Navy Unit Commendation
OOD Officer of the deck
PD Periscope depth

ACADEMY
TRAINING
PUC Presidential Unit Commendation
RAPLOC Rapid localization
RBU Rocket bomb unit
RECV Receive
Ro-Ro Roll-on/roll-off
SAR Search and rescue
ADVANCED
TUTORIAL

SEAL Sea-air-land
SECNAV Secretary of the Navy
SIB Ship’s Information Book
SLOC Sea lanes of communication
SLMM Submarine-launched mobile mine
SOA Speed of advance
APPENDICES

SOF Special Operations Forces


SNR Signal-to-noise ratio
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180
242
64 SS Diesel-powered attack submarine
FT

SSBN Nuclear-powered ballistic missile submarine

SSN Nuclear-powered attack submarine

SSP Sound speed profile

TERCOM Terrain counter matching

MAIN MENU
TLAM Tomahawk land attack missile

OPTIONS
TMA Target motion analysis

TPK Turns per knot

UGM Guided missile (Underwater launched)

VIS Visual

VLF Very low frequency

STATIONS
SHIP’S
VLS Vertical launching system

WCP Weapon control panel

XMIT Transmit

yds Yards

ACADEMY
TRAINING
Appendix B

ADVANCED
TUTORIAL
APPENDICES
QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED
APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
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FT 244
64 Appendix C: Glossary
Angle on the Aspect of ship referenced to a line between bow
(AOB) own ship and the contact, measured 0 to
180 degrees port or starboard.
Bell Term describing ship’s speed, referring to the bell
sound as a new speed order is passed to the

MAIN MENU
engine room.

OPTIONS
Bow Front of the ship.
Broadband Acoustic signal consisting of a broad range of
frequencies.
Cavitation Bubbles created and collapsed at a propeller due to
pressure changes; causes a large amount of noise.
Coordinate Position of a point, often measured in latitude and

STATIONS
longitude.

SHIP’S
Countermeasure Device used to interfere with a torpedo detecting its
target or with a sonar that is tracking a contact.
Course Direction of travel, measured 0 to 360 degrees
from north.
Covert Unknown to others; not openly shown.

ACADEMY
TRAINING
Dead reckon (DR) Approximation of ship position calculated using
measured speed and heading.
Engine order Device used to send throttle (speed) orders to
telegraph (EOT) the engine room.
Fairwater Structure on top of submarine used to protect
masts and antennas.
Appendix C

Fathom (fm) Measure of depth of water; 1fm = 6 ft = 1.8 m.


ADVANCED
TUTORIAL

Fathometer Active sonar device used to measure water depth.


Fix Location of ship determined using external
reference.
Flank Maximum attainable speed.
Heading Direction of travel, measured 0 to 360 degrees
from north.
APPENDICES

Helmsman Operator responsible for steering and relaying


speed orders.
QUICK START
TUTORIAL
Hydrophone Electronic acoustic device used to receive sound. 245
Isovelocity Material (water) with constant sound speed with
respect to depth.
Jammer Countermeasure device used to raise background
noise level, preventing detection by torpedo or
tracking by sonar.

MAIN MENU
OPTIONS
Knots (kt) Measure of speed in water; 1 kt = 1 nautical mile/
hr = 1.14 miles/hr = 1.82 kilometers/hr.
Leg Period of time on a given course and speed.
Mark Term describing the sending of bearings and/or
range to a contact from a sensor to the TMA
function.
Narrowband Acoustic signal separated into narrow frequency

STATIONS
windows.

SHIP’S
Nautical mile (nm) Measure of distance equal to 1 minute of latitude;
1nm = 2000 yards = 1.14 miles = 1.82 kilometers.
Planesman Operator responsible for controlling the bow and
stern planes of the submarine.
Port Left side of ship as seen facing forward.

ACADEMY
Projector Electronic acoustic device used to transmit sound.
Signal-to-noise Logarithmic ratio of signal to interfering noise TRAINING
ratio (SNR) used to measure acoustic noise interference.
Snapshot Quick reaction torpedo firing procedure.
Snorkeling Submarine term for operating the diesel generator
while submerged at periscope depth.
Snorting British term for snorkeling.
ADVANCED
TUTORIAL

Sonobuoy Small acoustic device that uses passive or active


sonar; usually deployed from aircraft.
Sounding Measurement of depth; “The sounding is 15
fathoms.”; can refer to the process or the result.
Stadimeter Device used to measure distance to an object
visually given the height of the object.
APPENDICES

Starboard Right side of ship as seen facing forward.


Stern Back of ship.
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FT 246
64 Tracker Device used to automatically follow a sonar signal
and send information to the TMA function.
Transducer Electronic acoustic device used to transmit and
receive sound.
Watch Shift of work rotation.
Watch station Location where an individual will conduct his/her

MAIN MENU
OPTIONS
assigned task during a watch.
Waypoint Intermediate point used to define an overall path.
XBT Device used to measure the sound speed profile,
fired from a submarine similarly to a
countermeasure.

STATIONS
SHIP’S
ACADEMY
TRAINING
Appendix C

ADVANCED
TUTORIAL
APPENDICES
QUICK START MAIN MENU SHIP’S ACADEMY ADVANCED
APPENDICES
TUTORIAL OPTIONS STATIONS TRAINING TUTORIAL
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FT 248 Appendix D: Bibliography
Jane’s Major Warships 1997, vol. 1, David Miller ed., Jane’s Information
Group Limited, London, 1997.
Terry Jones, Captain, USN (ret), former commanding officer SSN and SSB(N).
Kaufman, Steve. Silent Chase. Thomasson-Grant, Inc., Charlottesville, Virginia
(1989).

MAIN MENU
OPTIONS
Kaufman, Yogi; Stillwell, Paul. Sharks of Steel. Naval Institute Press, Annapolis,
Maryland (1993).
Lightbody, Andy; Poyer, Joe. Submarines: Hunter/Killers and Boomers. Beekman
House, New York (1990).

STATIONS
SHIP’S
ACADEMY
TRAINING

The creative team at Sonalyst.


Appendix D

ADVANCED
TUTORIAL
APPENDICES

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