Sonalysts Combat Simulations Dangerous Waters™ User Manual
The software and documentation are © 2004 Sonalysts, Inc. All rights reserved. Sonalysts and “Sonalysts Combat Simulations – Dangerous Waters” are trademarks or registered trademarks of Sonalysts, Inc. The Naval Institute Guide to Combat Fleets of the World © 2002 by the U.S. Naval Institute, Annapolis, Maryland, All rights reserved and the Naval Institute Guide to World Naval Weapons Systems © 1997 by the U.S. Naval Institute, Annapolis, Maryland, All rights reserved are trademarks of the U.S.
MANUAL SECTIONS This manual is divided into sections. Each section contains its own Table of Contents.
LICENSE This License does not provide you with title to or ownership of the software program “Sonalysts Combat Simulations – Dangerous Waters”, (the “Software”) but only a right of limited use of the Software, and ownership of the media on which a copy of the Software is reproduced. The Software, including its source code, is, and shall remain, the property of Sonalysts, Inc. You may make one copy of the Software solely for back-up purposes, provided that you reproduce all proprietary notices (e.g.
MATERIALS ARE LICENSED “AS IS.” IN NO EVENT WILL SONALYSTS OR BATTLEFRONT.COM BE LIABLE FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF THE SOFTWARE AND RELATED MATERIALS. SOME STATES DO NOT ALLOW LIMITATION AS TO HOW LONG AN IMPLIED WARRANTY LASTS AND/OR EXCLUSIONS OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OF LIABILITY MAY NOT APPLY TO YOU.
iv
SECTION 1 INSTALLATION GUIDE Section 1: Installation Guide 1-1
1: INSTALLATION GUIDE S YSTEM R EQUIREMENTS MINIMUM SPECIFICATIONS Windows 98SE/ME/2000/XP 550Mhz processor 128 MB RAM Eight-speed CD-ROM drive Direct 3D compliant Video Card with 32MB RAM, (with DirectX 9.0b compatible drivers) Sound Card with DirectX 9.
6. The Start Copying Files Window appears providing you with an opportunity to review your selections for type and locations before starting the copy process. To change your selections, click BACK. Click NEXT to continue. 7. A progress bar appears indicting that the files are being copied to your hard drive. Partway through this process you are prompted to insert disk #2. Remove disk #1, insert disk #2 then click OK. 8. Near the completion of the copy process you are prompted to insert disk # 1 again.
Section 1: Installation Guide 1-4
SECTION 2 WELCOME GETTING STARTED Section 2: Welcome / Getting Started 2-1
2: WELCOME/GETTING STARTED .............................................................2-3 CONTROLLABLE PLATFORMS .................................................................2-3 U.S. PLATFORMS ............................................................ 2-3 Oliver Hazard Perry (FFG-7) Class......................... 2-3 MH-60R Multi-mission Helicopter ........................... 2-4 P3-C Orion.............................................................. 2-4 Seawolf (SSN 21) Class .....................
2: WELCOME/GETTING STARTED Now you can command a surface, subsurface or air platform all in one game! S.C.S. - Dangerous Waters allows you to engage the enemy below as the commander of an Oliver Hazard Perry Class Guided Missile Fast Frigate, its MH-60R multi-mission helicopter or a P-3C Orion ASW/ASUW aircraft. Prowl the ocean depths in a U.S.
combatant is capable of engaging and destroying targets on land, in the air, and on the sea; remaining at sea for extended periods of time, and continuing to operate in very rough sea conditions. MH-60R Multi-mission Helicopter The MH-60R is an advanced multi-mission helicopter equipped with state of the art electronics and sonar including Multi-Mode Radar, Electronic Support Measures, and AQS-22 airborne low frequency dipping sonar (ALFS).
Los Angeles Improved (SSN 688(I)) Class The “backbone of the fleet”, the 688(I) class sub is one of the quietest submarines in operation today and is armed with state-of-the-art weaponry including Tomahawk land attack missiles and Mk 48 ADCAP torpedoes. Its hardened sail and bow planes make it available for missions under the ice. 688(I) class subs are available in sufficient numbers to ensure availability for missions around the world.
H OW TO USE THIS M ANUAL This manual is divided into the following sections. (A separate Mission Editor manual is found in electronic format on S.C.S. – Dangerous Waters CD 1 in the Manual folder. Install Guide: Provides minimum and suggested system requirements and step-by-step instructions for installing S.C.S. – Dangerous Waters. Welcome/Getting Started: This is the section you are reading now. This section defines terms as used in the manual and outlines game settings assumed in the manual.
Seawolf Stations: Explains all Seawolf (SSN 21 Class) stations and functionality. 688(I) Stations: Explains all 688(I) stations and functionality Appendix A: Acronyms Appendix B: Terms Appendix C: Submarine Max and Mins Appendix D: Ownship Sensor Names Appendix E: Credits: A list of the people who created and contributed to the production of S.C.S. – Dangerous Waters Mission Editor: S.C.S. – Dangerous Waters ships with the robust Mission Editor used to create the campaign and all missions in the game.
Game Options Settings While many game options can be considered cheats, some reflect realistic settings. Selecting Novice Game setting can enhance your enjoyment of the game while learning, by speeding up weapon and aircraft launch times and reducing the time needed to repair damage. If you selected Advanced settings at install or have tweaked any of your Game Options settings we recommend clicking Defaults (Novice) in the lower left of the Options>Game screen.
Quick Damage Repair ON: When OFF damaged equipment repairs reflect realistic times. When ON, repair time takes seconds instead of minutes. Enable Wind OFF: When ON, any Wind Region defined in the mission by the mission creator affects your Ownship aircraft or FFG navigation. Wind speed and direction are noted in the Task Bar for aircraft and the FFG. See Note below. Enable Currents OFF: Any water region defined for a mission can influence Ownship sub and ship navigation.
Ownside: All platforms assigned to your side by the mission creator. 688(I): Any controllable U.S. Improved Los Angeles class nuclear submarine. Akula: Any controllable Akula I Improved or Akula II class nuclear submarine. All Akula game interfaces are the same. Their weapons, top speed and noise levels differ. FFG-7 or FFG: Any controllable U.S. Oliver Hazard Perry (FFG-7) class surface ship. Kilo: Any controllable Kilo Project 877 or Kilo 636 class (Russian or Chinese) diesel submarine.
Link Participant: All platforms (and land bases) reporting in your current Link network. A Link is also modeled for Chinese and Russian subs when they are Ownship. Link Contact: A contact reported by a Link Participant. Tag: A number automatically assigned by the FFG towed array to detected frequencies. These numbers are internal to the Towed Array and are not the same as a Track number (Track ID). (Show Tags in the Nav Map refers to the assigned name of a platform.
Anomaly Detector (MAD), or Radar, and Link data from other friendly platforms in your area. In every mission you are assigned at least one task considered critical. A critical task must be completed to ensure a satisfactory mission outcome. These tasks are laid out in the mission brief or assigned in messages during gameplay and identified as Critical Goals in Mission Status and in Mission Debrief. Some tasks are secondary in importance. These are identified as non-critical goals.
10. Press [Esc] then select Mission Status to check your progress in completing the mission goals. 11. When Mission Goals are complete, press [Esc] and select End Mission. (To save the mission to complete at a different time select Save or Save as.) 12. In the Mission Debrief Screen review the complete and incomplete goals or click REPLAY to see a replay of the mission just completed as seen from the Nav Map. 13. Click OK to return to the Main Menu.
up Orders Menu for issuing common commands. The Task Bar also provides a means for performing basic maneuvers and viewing a history of damage reports, crew reports, radio messages and multiplayer chat messages. Maneuvering shortcuts and a means for accelerating time in the game are also available in the Task Bar. Since subs, ships and aircraft have different stations and modes of maneuvering, the pop-up Stations and Orders Menus and Maneuvering Shortcuts are slightly different for each type of platform.
and clean up the map. (See Appendix C: Submarine Max and Mins for a listing of Comms Depth for all subs.) 3D View The Navigation Station also contains a 3D window, or 3D View, for viewing a 3D model of a selected or ‘hooked’ contact. Until a contact is classified it appears only as a wire frame object or Area of Uncertainty (AOU) in the 3D View. Once you classify the contact (or it has been classified by the Link or the Autocrew) it then appears in the 3D view as a 3D model of that class.
Voice Commands that correspond to a Nav Map right-click menu only work when on the Nav Map. Voice commands are only recognized during gameplay and not when out-of-game screens such as the Options Menu are accessed during gameplay. You can train your speech engine by visiting the speech control panel accessed via the Speech icon in the Windows 98, Windows 2000, Windows ME or Windows XP control panel. You can also improve the accuracy of the speech engine by adjusting the accuracy vs.
Mission Status: Displays the Mission Status screen giving you access to your player name, the mission name, score, elapsed time, the mission goals and a list of platforms destroyed up to this point in the game. Save: Displays the Save Dialog then returns to the game. Save and Exit: Displays the Save Dialog then exits the mission. End Mission: Exits the mission without providing an opportunity to save the mission.
Section 2: Welcome / Getting Started 2-18
SECTION 3 MAIN MENU Section 3: Main Menu 3-1
3: MAIN MENU .........................................................................................3-3 CHOOSE PLAYER NAME ......................................................................3-3 MISSIONS ...........................................................................................3-3 SELECTING A MISSION ..................................................... 3-4 The Platform Selection Window.............................. 3-5 Mission Brief .....................................................
3: MAIN MENU From S.C.S. - Dangerous Waters Main Menu you can set your player name, select single, campaign, multiplayer or quick missions, and access the Mission Editor to create or edit your own scenarios. From here you can also access the game’s options where you adjust game, sound and 3D settings, view or reassign hot key designations, and set multiplayer options. The Main Menu also provides access to your current Play log and the U.S. Naval Institute information on the ships and weapons available in S.
Select Mission Type Platform Selection Window Mission Title Selection Window S EL EC T I NG A M I S S IO N The steps for selecting a Single or Saved mission are identical. 1. In the Missions screen click SINGLE or SAVED. Mission names of that type appear in the Mission Title Selection Window. Stars preceding the mission name denote level of difficulty, from one star (easy) to four stars (most difficult). 2. Click the mission title of your choice.
Weapon Loadout Screen accessed via the weapon icon button at the bottom of the Mission Brief screen. The Platform Selection Window The Platform Selection Window contains a graphic of the selected or default platform class and two drop-down lists. The upper drop-down list is the Controllable Platform Selector. The lower drop-down list is the Specific Hull Selector.
country. The tasking as written applies to whichever sub is selected, regardless of country. *Controllable Air: While it is possible to create a scenario with this option (via the Player Has Choice of Platform option in the Mission Editor) no numbered or named ‘hulls’ for aircraft exist in S.C.S. – Dangerous Waters. Therefore only one option appears in the Specific Hull Selector when an asterisk appears before Controllable Air.
Complete Mission Brief Weapons Loadout Icon Button Weapon Loadout Depending on the mission tasking you may need to alter your default weapons loadout. The Weapons Loadout screen is accessed via the Weapons Loadout icon button in the Mission Brief screen. Here you can change the weapons loaded in the tubes or the bomb bay or wing pylons, change the number or type of stored weapons and sonobuoys, and adjust the loadout of your countermeasures (CMs). Note: The weapons available for each sub class vary.
Launcher Location or Stores Information Window Weapon Selection drop-down lists To View or Change Default Loadout: In the Mission Brief screen click the Weapons Loadout icon button at the bottom of the screen. The Weapons Loadout screen appears with the default (top) weapon location button selected in the upper left.
The P-3 Bomb Bay has four separate locations and each must be loaded out individually. Select Bomb Bay in the left side button menu then click one of the four semi-circles below the plane graphic to select the loadout for that bomb bay location. Bomb Bay locations 3. Click OK to implement all of your changes and return to the Mission Brief screen. 4. Click CANCEL to ignore any changes you make on any of the Weapons Loadout screens and return to the Mission Brief screen.
a specific type currently loaded in tubes is visible along with the current number of weapons of that type in the racks. While some platforms show both tube and rack loaded items on the same Stores screen, only rack stowed items can be changed here. 2. Click the right or left facing arrows associated with each item type to increase or decrease the number of that item stowed.
C AMPAIGN Click Campaign in the Main Menu to access the Campaign Selection screen. From here you select the campaign mission to play and the platform to command in the mission. RUSSIAN REBELLION Struggling with their newfound democracy and being steered by elected leadership that can ill afford new military initiatives, the Russian Navy is all but forgotten. The crews and officers do their best to maintain their cherished vessels but without the necessary resources their conditions steadily deteriorate.
C A M P A I G N O R G A N I Z AT I O N In S.C.S. – Dangerous Waters you have the choice to participate in the campaign from multiple perspectives. You can control forces from the U.S., the Russian Loyalists, the Russian Rebels or the Chinese side, depending on the mission tasking and objectives. Your decisions have an impact not only on the direction of the conflict but may also dictate the alliances between countries. Those alliances will remain persistent for multiple missions or the entire campaign.
M ULTIPLAYER Up to thirty players can go head to head via Internet or a local network connection. Create alliances and play against other alliances or the A.I. Multi-Station mode permits you and other players to man stations within the same platform and play as a team. For in-depth information, see Section 4: Multiplayer in this manual. Q UICK M ISSION Quick Mission provides you the opportunity to create a dynamic mission based on a few basic parameters that you select.
2. Click on the Seed number of the desired mission and make note of the seed number and all of the parameters (Controllable platform, Mission type, Difficulty and Region.) 3. Return to the Main Menu then click Quick Mission. 4. Enter the seed number into the Seed field. 5. Select all the same parameters as were initially selected. 6. Click OK to access the Mission Brief then OK to start the mission. M ISSION E DITOR The Mission Editor is a powerful tool for creating and editing missions.
O PTIONS Selecting Options from the Main Menu displays the Options Menu. The text buttons at the left of the screen make up the Options Menu and indicate the type of options that are available. Click the name of the Options page you wish to view. Some types of options have multiple pages. Note: The options that are selected when you leave a game or mission remain selected in subsequent missions until you change them again.
Be aware that if your missile or torpedo does not produce 100% damage, you will not see the wounded platform. You see explosion debris in 3D if you are attached to the weapon symbol on the Nav Map. If you can see the contact from the bridge binoculars, Gun Camera, the Sub periscope, the P3 or MH-60 Pilot’s station or the P-3’s IR Camera you will see the damaged platform. Show Truth: When ON, accurate NTDS symbols display for each object in the mission on the Nav Map at the true location of the entity.
DDI when the contact is selected. The track numbers that appear for Allies (your Link participants) are different when Show Allies is ON than they are when Show Allies is OFF. Show Link Data: When ON, friendly platforms appear on the Nav Map as blue symbols of the correct platform type and class. The Link provides a means for transmitting encrypted data between ships and/or aircraft on Ownside. When Show Link Data is ON in S.C.S.
Countermeasure unload/load time drops from nearly 6 minutes to 14 seconds. Countermeasure load time drops from 3 minutes to 8 seconds. FFG Torpedo reload time is reduced from 30 minutes to 30 seconds. If Weapon Quick Launch is OFF at the time a weapon reload is started, turning Quick Launch ON will not alter the reload time of the currently loading weapon. All subsequently launched weapons will load and Launch using Quick Launch times.
you give a specific engine order, your actual speed may vary. Note that the speed readout on the Task Bar shows forward speed through water, not speed over the ground. If you've ordered an exact speed, your indicated speed may be higher if you are driving into a current, or lower if you are riding with a trailing current. There is no way to determine the direction of currents. Novice players may wish to turn this option OFF.
Use TMA Autocrew: When ON, TMA Autocrew merges contacts, performs TMA assessment, and enters Firing Solutions for all designated contacts. Note: When the TMA Autocrew is ON you cannot move the ruler or enter data into the trial solution fields. Use Sonar Broadband/Narrowband Autocrew: When ON, the Sonar Autocrew marks contacts in Narrowband sonar and assigns trackers. (Trackers appear in both Narrowband and Broadband displays) He then commences classifying the contact in Narrowband.
Use TACCO Autocrew: When ON, TACCO Autocrew enters torpedo presets appropriate for the selected contact. You must select the contact and the weapon to be dropped or launched. You cannot enter torpedo presets when the Autocrew is on. Use Countermeasure Autocrew: When ON, the Countermeasure Autocrew takes evasive maneuvers and launches chaff and flares when a missile is locked on your Ownship aircraft.
Use EW Autocrew: When ON EW Autocrew marks contacts. He does not apply classes or classify the contacts. Use Towed Array Autocrew: When ON the Towed Array Autocrew marks contacts, assigns ATF (trackers), and resolves ambiguous contacts. Use TMA Autocrew: When ON, the FFG’s TMA Autocrew merges contacts, performs TMA assessment, and enters Firing Solutions for all designated contacts. When ON, the TMA Autocrew also tears the page when the OS indicator light reaches the edge of the page.
volume of the 3D sound when inside the FFG Bridge and other areas in the game. C O N TR OL S O PT I O NS The Controls pages display the current hot key assignments for the Sub, Surface, and Air platforms as well as 2D Map, 3D View and General game functions. This manual assumes the default key assignments are in effect but you can change key assignments as desired. Explanation of Controls While most of the keyboard hot-key options are fairly self-explanatory a few require further explanation.
Toggle Cinematic Camera: When this option is activated it jumps the 3D view to wherever the ‘action’ is (a missile launch, missile hit etc.) Changing Hot Key Assignments To change hot key assignments from the Options>Controls pages: 1. Double-click the text of the option you want to change. The option is highlighted and the text changes color. 2. Press the desired new key or key combination.
Select the desired type of option then click Defaults at the bottom of the page to set that type of options to the default settings shipped with the game. Each option type has a separate Defaults button. Some Options have Novice and Advanced Settings. See Novice and Advanced Defaults below. There are six pages of Controls options. (General, Map, 3D, Sub, Air/Helo, Surface) The defaults can be restored to each page individually. Likewise, the multiple pages of Crew options can be set by individual platform.
U SI N G TH E B R OW S E R To access Reference Information from the Main Menu: 1. Click USNI REFERENCE on the Main Menu. The Information Browser opens. 2. Click the desired country and platform name or the desired weapon type and the weapon name about which you want to learn more. The browser shows the text entry by default. 3. Click TEXT, PHOTO or 3D at the left to view the designated type of entry. 4.
To display the browser from any screen during gameplay: Press [Esc] to access the System Menu or click the Nav Map the right-click to display the Nav Menu and select System Menu from the Nav Map Menu. Select USNI Reference. Click OK to close the browser and return to the game. P L A TF OR M -S P E C I F IC I NF OR M AT I O N You can quickly access information on a selected contact in the game or in the Mission Editor. During Gameplay: Select the contact on the Nav Map then press [Alt] + [I].
Section 3: Main Menu 3-28
SECTION 4 MULTIPLAYER Section 4: Multiplayer 4-1
4: MULTIPLAYER ........................................................................................4-3 TO HOST A MULTIPLAYER GAME ...........................................................4-3 Gameroom (Multiplayer Host Options).................... 4-3 TO JOIN A MULTIPLAYER GAME ............................................................4-4 LOBBY ............................................................................ 4-5 GAMEROOM (MULTIPLAYER JOIN OPTIONS) .......................
4: MULTIPLAYER S.C.S. - Dangerous Waters allows you to host or join multiplayer games on a local area network or over the Internet. New in S.C.S. – Dangerous Waters is Multi-Station mode. In a Multi-station game a team of players are assigned stations on a single platform each taking one or several stations to man as desired. A multi-manned platform can play against the AI (Artificial Intelligence) or against other multi-manned platforms in a multiplayer Multi-Station game.
1. Click MISSION SELECTION to display the Multiplayer Missions screen. (All Single missions with more than one controllable platform are available to play in the Multiplayer Missions Screen). 2. Select a mission from the list of titles. The number of possible PLAYERS in a mission is shown before the mission title. The number of stars indicates the level of difficulty of the mission. 3. Select a platform to command from the Controllable Platform Selector and Specific Hull Selector list.
L OB B Y The Lobby screen is divided into three sections or windows: The SESSION window displays the names of any hosted sessions. The highlighted name is the selected session. The letters MS appear after the Session Name when the session is a Multi-Station game. The letter Y appears after a session name under the padlock icon if a password is required to join the selected session. An N indicates that no password is required.
Join Hosted Session Names Session is a Multi-Station Game (MS) Password required (Y/N) Connected Players G A M E R O O M (M U L TI PL AY E R J OI N O PT I ON S ) Once the Host has selected a mission, the options at the left of the Gameroom screen are selectable.
Be aware that the host controls which options may be set, must be set or cannot be set. If the host disallows Show Truth, you will not be able to see truth even if you have Show Truth enabled in your game options. See Multiplayer/Multiplayer Options later in this section. 5. Click BRIEF to read the tasking for this mission. 6. Once you have selected a platform to command click WEAPON LOADOUT to adjust your platform’s weapons loadout.
3. Click the square in front of Host Multi-Station game if no check mark is visible there. When a check mark appears in front of the Multi-Station option, click OK. 4. Select a connection type from the CONNECTIONS screen then click OK. 5. The Gameroom appears. Click MISSION SELECTION to access the Mission Menu and Controllable Platform Selector. 6. The Mission Menu now lists mission titles as before but the number of Platforms in a mission now appears instead of the number of Players.
9. To deny game access to a specific player, select the player name and click REFUSE PLAYER. 10. When all players have clicked READY, click PLAY. Note: You are prevented from starting a Multi-Station mission until each station on every platform is assigned. The Host is notified of unassigned stations on any platform when he clicks PLAY. The Host must then notify players via chat to assign all stations on the indicated platform(s). The Host cannot assign stations to platforms other than his own.
5. Click OPTIONS then Multiplayer Options to see which options the host has set. Set any options he has allowed. See Multiplayer/Multiplayer Options. 6. The WEAPON LOADOUT button is only enabled if you are assigned the appropriate station on your selected platform. If you are assigned one of the stations noted below, the button is available. Click to alter your weapon loadout based on the Mission Brief. P-3: TACCO MH-60: ATO Subs: Fire Control Note: The FFG always plays with the default loadout.
Controlled by Host: Settings: Checked Checked: All players forced to use this option. Checked Blank: Players prevented from using the option. No check X: Players can set this option if desired. Note: The joining player can only view what the host is setting in the Multiplayer Options screen. Joiners must visit the Options Game, Crew or 3D pages to set any allowable options. In the Gameroom click Options then the type of Options you wish to view.
regardless of platform. The 3D view in Periscope, Bridge, Sail Bridge, Machine gun and Pilot station all function as usual. Allow Engage With Menus option: When the host disallows Engage With menus no player in the game can use the Nav Map’s right-click Engage With menus to engage contacts. Because the Engage With menus do most of the work for you and prevent you from firing at contacts that are out of range, many consider it a cheat.
sender in the Assign Stations screen. These messages are appended with “[Platform]” indicating that only players on the same platform as the sender received that message. Message Window Chat Box In-Game Chat: 1. Press [T] to compose a message to be sent only to members of your team (same platform). This is available only in Multi-Station mode. Platform specific messages are trailed by "[Platform]" in the chat message window in the Gameroom, Assign Stations dialog, and ingame. 2.
players, the Host must back out of Gameroom to the Connections station and click OK to start a new session. Original players will have to join that new session along with any new players. Exiting/Client player exits: If a player exits a game before the host, that player is out of the game session, and can only be accepted back if the host starts a new game session.
When the SHIP requests Nav Control, the SHIP and HELO lights on the LINK Nav Control panel both flash until you switch the toggle to SHIP mode giving the SHIP waypoint control. When the SHIP has control and has placed waypoints for you to follow (Flight, Buoy, or Weapon) you cannot add waypoints of your own. You can still order course, altitude and speed changes that will deviate from the flight path entered by the FFG.
SHIP. In Single player you automatically are granted ship control of the Helo. In a Multiplayer game, however, control of the Helo is not guaranteed. You must wait for the player in the ATO Station on the MH-60R to agree to this request and switch his NAV CONTROL switch to the SHIP position. The Helo player does not have to relinquish control if he doesn’t want to. If he does not move the switch, you cannot place any waypoints for him to follow.
located until you come to communications depth (comms depth) and raise your radio antenna. While you can stream your floating wire and download the location of all surface and air Link participants and their contacts, they will not see you unless you come to comms depth and raise your radio antenna. See Appendix C: Submarine Max & Mins for comms depth information for all controllable submarine classes.
MESSAGE: “Error—This client has different databases than the host.” EXPLANATION: This error appears when one or more of the client’s database files are different from the same files on the host’s computer. All other players receive the text as a chat message that follows the name of the player whose files are different. REMEDY: The client should copy the database files from the host player. The database files are located in the Database directory where S.C.S. Dangerous Waters is installed.
different than the same file on the host’s computer. A chat message is also sent to all connected players to inform them of this discrepancy. This message will only appear if the client’s S.C.S. - Dangerous Waters is running a different language than the host and the scenario is different. REMEDY: The client can copy the host’s scenario file or the game can be continued as normal. The host can decide whether this is a trusted client using a different language scenario file.
Section 4: Multiplayer 4-20
SECTION 5 TRAINING Section 5: Training 5-1
5: TRAINING ..............................................................................................5-3 SONAR SCHOOL .................................................................................5-3 SONAR ........................................................................... 5-3 Passive Sonar 5-3 Active Sonar 5-3 High Frequency Active Sonar 5-4 ACOUSTIC SIGNALS .........................................................
5: TRAINING This section contains information needed to successfully complete some S.C.S. - Dangerous Waters game tasks. To effectively use the various stations you encounter in the game it is helpful to have some background and general information about why you need various stations and what happens there. S ONAR S CHOOL Subs, ships and aircraft all use Sound Navigation And Ranging (Sonar) to detect submarines, although sonar also detects surface ships in the area.
Tip: When commanding an aircraft do not use sonobuoys in active mode unless you are very sure where the submarine is. The submarine can detect active sonobuoys outside active detection range and evade. High Frequency Active Sonar High Frequency Active Sonar (HFAS) is usually a separate system from the lower frequency “active sonar” that is a part of the platform’s integrated sonar suite.
A C OU S T IC S I G N AL S Passive sonar is used to detect and determine the location of the sources of acoustic energy, or sound, in the water. The ocean has numerous sources of acoustic energy including seismic events, biologics such as whales and shrimp, and waves, as well as noise generated by ships and submarines. The sound that is ever present in the water and doesn’t appear to come from a specific contact is known as background or ambient noise.
Passive broadband (PBB) acoustic sources, which can be generated by a ship’s movement through the water and its propeller and shaft, emit acoustic energy over a wide range of frequencies. The broadband display shows all contacts that emit acoustic energy that fall within the broadband range. A broadband sonar receiver is used primarily to detect and track contacts for TMA and also can contribute to classification through both DEMON and aural analysis.
In the ocean, acoustic energy travels along paths that are determined by changes in the speed of sound through the water. Sound waves are refracted (bent) away from a region where the speed of sound is increasing. Thermal Layers Sometimes conditions in the ocean give rise to an effect known as the layer. As the surface of the ocean cools late in the day, a region of increasing temperature near the surface creates a layer where the temperature increases with depth.
above and below the layer, detection ranges are cut roughly in half across the layer. Convergence Zone In some deep ocean environments, the bending of sound energy results in rings around a sound source where the sound rays are focused, so that the propagation loss is reduced by large amounts. These areas are called convergence zones (CZ), and when present, occur at intervals of 20 to 35 nm depending upon surface temperature. The CZ width is typically 5 to 10 % of the CZ range.
on the horizontal (X) axis. In the subs, depth data displays on the vertical axis in feet. Layer Readout in feet To Launch an XBT from a Sub: XBTs are launched from the Sonar Suite’s SSP Station. The Sound Speed Profile displays in graph and table form at the SSP station. Utilizing Thermal Layers Understanding the effects of thermal layers on sound propagation is very important when using sonar or attempting to limit sonar detection of ownship.
Each sonar system or array has a specific alphanumeric designation or name. However, an array is frequently referred to by its shape or location on the platform. Towed Arrays A towed array is a linear array dragged behind a ship or sub. It is a passive sonar system used by both submarines and surface ships. FFG-7: The FFG-7 utilizes the AN/SQR-19 Tactical Towed Array Sonar System (TACTASS) for broadband and narrowband detection and tracking.
Submarine Flank Arrays A flank array is a flat rectangular panel on the side of the sub. Seawolf Wide Aperture Array (WAA): The WAA consists of three flank arrays on each side of the Seawolf class submarines. In S.C.S. Dangerous Waters the Seawolf’s WAA can provide rapid passive localization (RAPLOC) for sonar contacts within a 15 kyd range. See Seawolf Stations/Seawolf Sonar Suite/Seawolf Broadband Station for information on how to use the WAA to determine the range of a contact.
the default range of 10 nm from the buoy. Contacts marked by a buoy in active mode appear on the Nav Map at the end of a white LOB ending with the unknown/unknown symbol at the range reported by the active return. Passive Sonobuoys Passive sonobuoys deploy hydrophones that listen for sound energy created by ships and submarines and report bearing and/or target signature information about the sound source. A passive sonobuoy buoy can have directional or omni-directional hydrophones or both.
The U.S. Navy’s DICASS Sonobuoy has an active mode and is modeled in Dangerous Waters. Additionally DICASS has both Omni and Directional passive modes. Special Purpose Sonobuoys The Bathythermograph sonobuoy is used to measure the speed of sound through the water at various depths and temperatures and sends a reading of sound speed versus depth to the deploying unit. This information is useful in determining the location of thermal layers in the area of interest. Sonobuoys in S.C.S.
Primary Use: Signal detection in areas of high ambient noise. Tip: When a high sea state increases the level of background noise, VLAD should be your buoy of choice. LOFAR (Low Frequency Analysis and Recording) Sonobuoy: Sensors: Omni-directional hydrophone Primary Use: Gathering data on ambient noise levels. Note: LOFAR buoys are not carried by controllable platforms in S.C.S. - Dangerous Waters but can be placed in scenarios by mission creators.
channel to Directional or Active. (Turn Acoustic Autocrew OFF or he may change your channel selections.) Sonobuoy Data Display Window Functionality In S.C.S. - Dangerous Waters a sonobuoy has a lifespan of two hours from the time of deployment. When the buoy is out of transmitting range or has lost its connection, a message displays in the gram window indicating that the connection has failed and NO DATA is being received on the selected channel.
row. Selected frequencies can be marked but no trackers can be assigned to sonobuoy data. If a frequency is marked, the assigned Track Number appears when the cursor is held over the dot. Bearing-Frequency Cursor Track # of contact under cursor Directional Mode Active Mode Display: Once activated, the buoy transmits continuously. Returns fill in from left to right and contacts appear as bright spots in the noise background. Click on the contact to select it with the square cursor.
Cursor Location: Omni Mode: Seconds; Frequency Directional Mode: Degrees; Frequency Active Mode: Degrees; Yards BT: Sound Speed in Meters per second X /Y Axis Omni Mode: Y: Time in seconds; X: Frequency Directional Mode: Y: Degrees; X: Frequency Active Mode: X: Degrees; Y: Yards BT: X: Sound Speed (not labeled); Y: Depth Sonobuoy Data Display Window VABs Variable Action Buttons (VABs) are present on the right side of all gram Data Display Windows.
MARK: (Directional mode only) Click on a contact to select it then click MARK to assign a track number and reports a line of bearing to the Nav Map and TMA. FILTER: Click to filter out all but the most likely library profile matches. Button or label is illuminated when ON. BACK: Click to return to the previous VAB set. Arrows: Click the right and left facing arrow buttons to cycle through the available sound profiles.
Omni Mode: When the profile frequency indicators line up closely with the signals in the waterfall it is a good indication that the contact might be that of the class indicated in the top row. Contacts cannot be marked in OMNI mode. No information is available on the contacts’ location, only that it is out there and an educated guess as to what it is.
fact that the ship's propellers are cavitating. When near the surface, lower your speed to reduce the possibility of cavitation. TMA B ASICS This section provides an overview of the principles behind Target Motion Analysis (TMA). It explains what it is, a bit about how it works and what you do with the information gathered in TMA. The FFG-7 and all submarines in S.C.S. - Dangerous Waters have TMA capabilities.
When using passive sonar, the exact range of the contact is not known. Several solutions for the target might match this bearing fan. For example, the contact could be close to you moving at 5 kts or twice as far from you and moving at 10 kts. If you know the speed at which the contact is traveling, its range and course can be estimated.
A new factor influences the bearing rate (change in bearing over time) when your ship is moving as well. However, the principle remains the same. A concept that many commanders find helpful is that of lead and lag courses (legs) for Ownship. A lead course is one where Ownship’s course and the target’s course are on the same side of the line of bearing. With a lag course, the target’s course and Ownship’s course are on opposite sides of the line of bearing.
Use all available information when creating your trial solutions. If an intelligence message informs you the contact is on a specific course, enter that value in the Course trial solution field and lock that field. Knowing a second value, such as speed, eliminates a large number of possible target solutions. Once a contact is classified, determine its speed using the DEMON function in Sonar.
speeds, Ownship Indicator light, a TRACK UPDATE REPORT notebook used for entering trial solutions elements (bearing, range, course, and speed), and a means for entering a firing solution. Note: This training portion of the manual deals primarily with the Submarine TMA since all of them work the same way. The FFG’s TMA Station functions a little differently. See FFG Stations/FFG TMA Station for information on using the FFG’s unique TMA.
after a set amount of time. (In the subs right-click on the TMA board to set the level of time history desired: 10, 20, 60 minutes or 4 hours) The tools used on the TMA board and the specifics of this process are described below. Learning TMA is not easy. If necessary, pause the game while you attempt to develop an accurate solution. The TMA Plot (FFG) The TMA plot looks and functions a bit differently in the FFG. The plot represents a Dead Reckoning Tracer (DRT).
as you watch. When FGG contacts are split they revert to their original track numbers. The TMA Ruler Be it the FFG’s flat ruler or the submarine’s digital speed strip ruler, the TMA ruler is used to indicate your best estimate of the contact’s course and speed. Its location on the board relative to Ownship indicates your estimate of the range of the contact. TMA ruler is used to determine your best guess as to the course and speed of the contact.
Manipulating the Speed Strip Ruler: Adjusting length and direction: Click and drag the end mark or the arrowhead to adjust the length or direction of the ruler. Positioning Tick marks: The tick mark closest to the arrowhead should be placed on the most recent bearing line. The end tick mark should be positioned on the initial or oldest bearing line. Using the Handle: A circle appears at the center of the ruler when more than one tick is present and speed is more than zero. The circle acts as a handle.
TMA Dot Stack (Subs only) The dot stack in the upper left corner of the Submarines TMA plot is a graphical representation of the error between tick marks and bearing lines. The dot at the top of the stack is associated with the most recent bearing line. The analysis is probably correct when the top most dots are on the centerline. This process is called stacking the dots. The FFG has nothing similar to the dot Stack.
Lines of Bearing (LOBs) The color of each line of bearing (LOB) on the TMA board or Plot is an indication of which sensor detected the contact.
Contact ID Naming Conventions As tracks are detected and marked by various ship sensors they are assigned a contact ID or contact designation. Once marked, applicable Contact IDs appear in the SELECTED TRACKS dropdown list at the TMA Station where they can be selected and the available data on them is analyzed on the TMA Board or Plot. The conventions used to number contacts in S.C.S. - Dangerous Waters are explained briefly below.
TMA ON UUV S E NS O R C O NT AC TS All controllable submarines can carry Unmanned Underwater Vehicles (UUVs). UUVs in S.C.S. – Dangerous Waters have sonar capabilities only and cannot launch weapons. The lines of bearing for contacts detected by a UUV are drawn from the location of the UUV at the time of the report, not from Ownship’s location. TMA on UUV contacts is performed as for any other sonar contact in active or passive mode.
Section 5: Training 5-32
SECTION 6 NAVIGATION STATION Section 6: Navigation Station 6-1
6: NAVIGATION STATION 6-3 2D NAVIGATION MAP ........................................................................6-4 NAV MAP LEGEND 6-4 NTDS SYMBOLS 6-5 Colors ..................................................................... 6-5 Alliance IDs............................................................. 6-5 Symbol Shape ........................................................
6: NAVIGATION STATION All missions begin in the Navigation Station. The components of the Navigation Station are the same across platforms and are explained here. For descriptions and functionality of the rest of a platform’s stations, see the desired platform’s Stations section. Information about any Navigation Station menu or feature that is unique to a specific platform is found within that platform’s abbreviated Navigation Station section.
2D N AVIGATION M AP The 2D Navigation Map (Nav Map) represents the 600 by 600 (nm) battle space. Not all of the battle space is visible. You must scroll up or down to view the hidden portions. Be aware that some contacts could be hidden behind the 3D window or above or below the visible area. Click and drag in the Nav Map to view the hidden area. Use the arrow keys to scroll the map in the direction indicated by the arrow. Press [=] or [-] to zoom on the keyboard to zoom in and out on the Nav Map.
Depth/Height: Displays the depth of the water or the altitude of the land at the location of the cursor. Range scale: In nautical miles and yards (when the scale is less than 1 nm.) Ice Coverage: As a percentage when ice is present at that map location. Press [SHIFT] and X to toggle the display of the latitude and longitude, depth and when visible, the Ice coverage info. Press [SHIFT] and Z to toggle the display of the range scale.
Hostile All platforms, weapons, and land-based sites identified as belonging to countries hostile to Ownside. Assumed Hostile Contact is most likely hostile. Neutral All platforms allied with neither Friendly or Hostile sides. Unknown Any contact not yet identified as Friendly, Hostile, or Neutral. Symbol Shape The shape of a symbol provides important information concerning the contact’s category or type.
Surface Ship, Unknown Sonobuoy] Surface Ship, Neutral] O W NS H I P AND L I NK P AR TIC IP A N T P L AT F O R M ID S In S.C.S. – Dangerous Waters the platform you are commanding is referred to as Ownship regardless of the type of platform. Ownship can be a sub, ship, airplane or helicopter. All platforms on Ownside belong to a communication network referred to simply as the Link in this manual.
contact on the Nav Map, TMA station, Fire Control and other stations in the game. The form of the designation, called a Contact ID (also Track ID or track number) depends on the type of controllable platform you are commanding. The format used by submarines in the game differs from the format used by the surface and air platforms. Note: The numbering system described below assumes Show Link is ON and Show Truth is OFF.
the data. The numbers indicate the order in which the contact was marked by that sensor. S for Sonar (passive, active, UUV) R for Radar V for visual/periscope E for ESM M for contacts merged in TMA The first sonar contact detected by a submarine Ownship is S01 the second is S02 etc. The first ESM contact is E01 etc. A submarine can mark a total of 298 contacts within this numbering system.
extended to transmit your location to other Link players. The wire does not transmit. AI Link participants and their reported contacts are assigned four-digit ID numbers that begin with 0. LINK appears in the DDI Source field when a contact reported by an AI Link participant is selected on the Nav Map. The track number of the AI Link participant that reported the contact follows in parentheses.
IR Camera Contacts (P-3): Magenta LOB at the range reported by the camera. Radar Contacts (Subs): Yellow LOB with the symbol located at the range reported by the sensor. Note: Contacts detected by the FFG Radar or detected visually by the FFG Lookout, the P-3C and the MH-60R, as well as Link contacts appear on the Nav Map with no lines of bearing. A contact for which you have created a TMA solution (subs and FFG) also has no LOB once the solution is entered in the system.
Submarines: When TMA Autocrew is OFF, nearly all of Ownship detected contacts retain their lines of bearing until you develop a firing solution for the contact at the TMA Station. See Training/TMA Basics and the TMA Station section for the desired submarine for more information on creating TMA solutions. Once your TMA solution is entered at the TMA Station, the contact symbol appears on the Nav Map at the location designated in the solution.
When you select the NTDS symbol for your FFG Ownship or your deployed Helo, the DDI contains no “Solution” area. Instead the actual (true) class, course, speed, and % of damage appears in the DDI when they are selected. The actual altitude of your helo is also displayed. Your ship’s systems report your ship’s exact location and that of your helicopter even when the helicopter is over the horizon; however, you lose Sync with the helo when it is over the horizon.
Narrowband sonar and sonobuoys in Omni or Directional Mode, ESM/EW or the Stadimeter in submarines all provide a means for determining the class of a contact. In some of these stations the category and class is applied to the contact when it is marked. These stations are covered individually within each platform’s Stations section. (For information on the Contact Menu options see Navigation Station/2D Navigational Map/Contact Menu.
Hide/Show Area Circles: Toggles the display of any area circles you have placed on the map. See Drawing Tools below. Hide/Show Lines: Toggles the displays of any lines that appear on the Nav Map. Lines cannot be entered by the user during game play but may have been added by the scenario developer in Mission Editor. Hide/Show Labels: Toggles the display of any labels you have placed on the map. See Drawing Tools below. Layers: Displays a submenu of options used to toggle the display of several GAME Options.
Truth is ON are different from the ones marked by OS Sensors or reported by the Link when Show Truth is OFF. Show /Hide Allies: Toggles the display of the symbols representing Link participants. These symbols represent the true location and identity (Truth) for all platforms on Ownside and any platforms designated as allied with Ownside during mission creation. See Main Menu/Options/Game/Show Allies and Show Truth for more information.
When OS is a sub or a FFG, a Manual Solution track designation can be selected in the TMA station and given a course and speed. Once these are entered in the TMA station, the contact moves on the designated course and speed. System Menu: Select this option to display the System Menu. The System Menu is not a submenu but a separate menu. By default, pressing [Esc] also brings up the System Menu. The game is paused when the System Menu is selected.
are not met for launch. These are described in the Stations section for the appropriate platform. Spec Ops: (Submarine Ownship only) Displays a submenu of Special Operations options. The DSRV and/or Special Forces Unit is added to a sub’s loadout during mission creation and cannot be added from the weapons loadout screen. These options are greyed out if the conditions described below are not met. Deploy DSRV: Select this option to Deploy the Deep Submergence Rescue Vehicle to travel to the selected contact.
Once you have a good idea of a contact’s class use the Classification Dialog to assign that classification to the contact and designate a level of confidence in your assessment. 1. From the class list, select the desired class name. To narrow your search, use the Sort By: drop-down to eliminate all platform types but the type for which you want to search: Submarines, Surface Ships, Aircraft and Helo. 2. Click the desired class name to assign that class name to the contact.
Note: USNI Reference provides information on military ships, military aircraft and civilian ships as modeled. No information is available for civilian aircraft and sailing vessels or buildings. Remove Range Circle: If a range circle has been added to the contact’s symbol, this option becomes available. Select this option to remove the range circle.
varies by sub class. Check Appendix C: Submarine Max & Mins for a listing of comms depth for each controllable class.) Each controllable platform in a Multiplayer game has its own set of Ownship contact ID numbers. Up to 298 tracks detected and marked by each Ownship’s sensors are assigned Contact IDs based on Ownship’s ID. (Platform 1001 assigns track numbers 1002 – 1299. Platform 1301 assigns track numbers 1302-1599; Platform 1601 assigns track numbers 1602 – 1899 etc.
It does not appear for AI or player-promoted Link contacts. (Submarines can only promote a contact to the Link if they are at comms depth with the Radio Mast extended. Until those conditions are met, the menu option is not visible.) When the contact is successfully promoted to the Link a new field labeled Promoted: appears in the DDI when the promoted contact is selected. The time in game at which the contact was promoted (or updated) appears in this field.
adding waypoints. A submarine, FFG and P-3C Ownship will continue along the same course once the last waypoint is reached. The Helo Ownship speeds up between waypoints then hovers when the last waypoint is reached (unless you have added alternate speed instructions to the last waypoint via the Waypoint Properties dialog.) Remove Waypoints: This menu option only appears when waypoints have been added to the Nav Map. Select this option to remove all OS Waypoints from the map.
the selected contact. Link reported contacts have a high degree of accuracy. (The P-3 and the MH-60R have no TMA station.) Solutions provided by the AI Link are fairly accurate. When a solution contact is selected on the 2D Nav Map the following information is available: Contact: Displays the Contact ID (Track ID) number: S01, R01, E01, V01 etc. (subs) or a four-digit number for contacts reported by the FFG, Link, and aircraft.
Age: Displays the amount of time that has passed since the last report from the Source sensor. Source(s): Displays sensor input for this contact. When the source is a Link participant, the track ID of the detecting platform appears in parenthesis. Note: When Show Truth is on, the DDI displays the selected contact’s actual name, class, course, speed, altitude/depth and percentage damage. 3D V IEW The 3D View contains a 3D representation of the contact currently hooked (selected) on the 2D Nav Map.
contact. If you agree fairly precisely on the location of a contact the 3D models may overlap. When Show Truth is off, what appears in the 2D Nav Map and 3D view represent solutions. Solutions are your best guess as to the identity and location, course and speed of a contact. When Show Link is ON Link participants also provide solution data. The Ownship FFG Lookout and the Aircraft spotters provide solution data on contacts they detect visually. Models for solutions have no wakes in 3D view.
Press [Ctrl] + [+]: to zoom in on the selected object or last camera position if nothing is selected in the 2D Map Press [Ctrl] + [-]: to zoom out on the selected object or last camera position if nothing is selected in the 2D Map. Press [Ctrl] + the arrow keys to rotate the camera around and above and below the selected model. DISABLING AND H I D I N G 3D Some game purists may prefer to disable the Nav Map 3D View completely. This is done prior to game start on the Options>3D page.
Using the Contact Menu: 1. Click on the symbol of a hostile, neutral or unknown sub, surface or air contact to select it then right-click on the symbol to display the Contact Menu. 2. Select Engage With. A submenu of weapons appropriate for the target is displayed. If you have no weapon appropriate for the target, the Engage With option is unavailable. If the parameters for firing a weapon have not been met, the menu option is greyed.
Station and MH-60R Stations/Pilot Station. (The Auto Pilot is always on if you are not on the Pilot Station.) Note: The Auto Helmsman or Auto Pilot follow the waypoints as soon as they are placed on the Nav map and follow them until you order a course change by some other means. To resume following the waypoints select the Ownship Symbol on the Nav Map or the Orders Menu and select Navigate>Follow Waypoints.
The line to this point disappears so there is no indication that the waypoint path will loop. The loop point does not have to be the first waypoint. You can lay out a set of points to transit to an area you want to loop around. When you reach the first waypoint in the loop, it will be cycled around to the end of the waypoint path instead of being deleted. The display will update properly to reflect the new ending segment. Loop waypoints can be deleted or moved as normal waypoints.
Notes: The speech recognition software is not compatible with Windows 95. If you attempt to install the game on a Windows 95 platform, the option to install the speech recognition software is not seen. The document Voice Commands.doc contains a list of voice commands recognized by the game and resides on the CD in the Manual folder. The Microsoft's Speech Recognition Engine 5.1 resides on S.C.S. - Dangerous Waters CD1 in the MSSpeech folder if you choose to install it manually. Using Voice Commands 1.
Section 6: Navigation Station 6-32
SECTION 7 FFG STATIONS Section: 7 FFG Stations 7-1
7: FFG STATIONS.......................................................................................7-5 FFG TASK BAR ...................................................................................7-5 STATIONS MENU ............................................................. 7-5 ORDERS MENU ............................................................... 7-6 DAMAGE REPORT W INDOW .............................................. 7-8 HISTORY W INDOW .........................................................
Whiz-Wheel .......................................................... 7-38 FFG Broadband Waterfall Displays ...................... 7-39 Marking Contacts in Towed Array: Broadband ..... 7-39 Assigning an Automatic Tag Follower (ATF)......... 7-40 Towed Array Broadband DDI................................ 7-40 Towed Array Broadband VAB PANEL .................. 7-40 Determining a Contact’s Speed using DEMON: ... 7-41 LOFAR SEARCH SUMMARY ........................................... 7-42 LOFAR Search DDI ........
RANGE SCALE............................................................... 7-66 FFG WEAPONS CONTROL STATION [F10] ......................................... 7-66 WEAPONS CONTROL GEOPLOT ....................................... 7-66 WEAPONS CONTROL DDI............................................... 7-67 MISSILE CONTROL PANEL .............................................. 7-67 To Launch an SM-2 Missile: ................................. 7-69 To Launch A Harpoon Missile:..............................
7: FFG STATIONS The Oliver Hazard Perry (FFG 7) class surface ship is modeled in S.C.S. – Dangerous Waters. Referred to simply as the FFG in this manual, its stations are described and explained in this section. Note: The default view when entering a mission is the Navigation Station. The Navigation Station with its 2D Nav Map and 3D view functions the same on every controllable platform and is covered only once in the manual. See Navigation Station.
O R D E R S M E NU The Orders Menu and the Ownship Menu contain the same options. To reveal the Ownship Menu click on the Ownship NTDS symbol on the Nav Map, the right-click on the selected symbol. These menu options are described below: Navigate: Displays a submenu of navigation options. Order Rudder: Displays a submenu of rudder commands. In addition to the numbered commands the following selections set these rudder positions.
Towed Array: When ON, the Autocrew marks broadband contacts in the Broadband Towed Array Station. TMA: When ON, this Autocrew merges contacts and creates firing solutions for contacts in the Track list in the TMA station. You are prevented from dragging the ruler when TMA Autocrew is ON Torpedo Control: When ON Torpedo Autocrew enters presets appropriate for the selected target. Note: The FFG follows waypoints when they are added to the Nav Map.
tubes at the Bridge Countermeasure panel. You must reload flares before the option is reactivated. Nixie Torpedo Decoy: Selecting this option displays controls for deploying the towed torpedo decoy. Stream: Select to start streaming the cable. Retrieve: Select to retrieve the cable. Stop: Select to stop streaming or deploying the Nixie cable. It is best to keep the decoy as far from Ownship as possible. OTS Sonobuoys: Displays a submenu of available sonobuoys.
H I S T OR Y W I ND O W Displays the type of history selected by buttons to the left of the window. History Selection Buttons: A lit button indicates the currently selected History type. If there is a new message in any other history type, that type’s selection button flashes until that button is selected. Crew Report History: Lists all orders as acknowledged by crewmembers. Radio Traffic History: Lists all radio messages received. The original mission tasking is also seen here.
At up to sixteen times real time (depending on system capability) a red bar appears at the top of the stack. Press [.] or [,] or click/right-click on the scale to toggle through all the time scales NOTE: Time compression is not available in Multiplayer missions. FFG B RIDGE [F1] The Bridge consists of five areas: Ship Handling, Flight Conditions, TOW/Countermeasures, and the Port and Starboard Bridge Wings where binoculars are located. The default view on entering the Bridge is the Ship Handling console.
Port and Starboard APUs: The Auxiliary Power Units (APUs) are small electric propellers used for fine steering control when making a pier landing or getting underway. Each unit can be individually raised, lowered, and energized by the mechanical rotary switches and the propellers can be oriented in any azimuth by means of the direction dials. An APU is lowered as needed and the directional dial is used to aim the propeller in the desired direction.
To Port Bridge Wing To Ship Handling Relative Wind Direction Indicator Flight Deck Status Bridge: Flight Conditions WIND ENVELOPE: The Wind Envelope display is used to determine when wind conditions are acceptable for helicopter landing and takeoff operations. Each line, or ring, in the wind envelope represent 5 knots of wind. The red needle indicates the relative wind direction. When the needle is outside the envelope, helicopter operations (helo ops) cannot be conducted safely.
Tip: The helicopter LAUNCH command is not available until Green Deck is set. Likewise the helo will not land until Green Deck is set. T O W /C OU N TE R M E A S U R E S The Tow and Countermeasures Console consists of the Tow Panel and the Countermeasure Panel. Access to the Starboard Bridge Wings is found at the far right of the Countermeasure Panel. The throttle portion of the Ship Handling Console remains visible.
B R I D GE W I N G S /B I N O C U L AR S A visual scan of the 3D environment is possible from the port and starboard bridge wings. When a contact of interest is located, binoculars provide a closer examination. The binoculars are accessed from either the Port or Starboard Bridge Wings. 3D View Binocular icon button Transition button to Bridge Bridge: Starboard Bridge Wing Bridge Wings: When on either Bridge Wing the Ship Handling Console panel is available.
Click the Free Look button in the upper right of the screen to return to Bridge Wing Free Look view. Click the Transitions button at the edge of the screen to return to the bridge view. FFG A COUSTIC S TATION [F2] In the Acoustic Station incoming data from up to eight sonobuoys is viewed in eight CRT Sonobuoy Data Display Windows (grams). Sonobuoys must be deployed and an appropriate channel selected before any data appear in the Acoustic Data Display Windows.
Training/Sonar School/Sonar Systems/Sonobuoys/Sonobuoy Data Display Windows (Grams). MODE: The Data Display Windows (grams) in the column below this label show data from sonobuoys within range of Ownship (SHIP) or the deployed Helo (AIR) as selected in Receiver Mode at the bottom of the screen. The selected mode (SHIP or AIR) displays in the readout to the right of the label. RECEIVER MODE: This switch selects which platform’s sonobuoy data appear in the data display columns.
The FFG’s sonobuoy processor can handle 8 different channels of sonobuoy data at once. Buoy data can take up multiple channels depending on the sensor mode (Omni, Directional, or Active) to which the receiver is set. The eight channels are designated A-H. Only channels A-D can be set to Directional or Active mode. The receiver has 3 modes, set by the rotary switch at bottom left. When AIR is selected, all eight channels are reserved to process buoy data sent via Link by your deployed helo.
displays Directional data received on the selected channel, the supporting window receives OMNI data from the buoy.) Active (pinging) mode returns bearing and range data, and requires three channels. Selected Channel must be set to ACTIVE in Data Display Windows A – D. There must be two empty windows available in either bank of windows to handle supporting data. (One window displays active returns when transmitting, the other two list data relative to the gram display they are supporting.
helicopter and all contacts detected by Ownship, the helo and Link participants can be seen on the Geoplot. Changing Geoplot Range: The range scale in the Geoplot can be adjusted to 5, 10, 20, 40, 80 or 120 nautical miles. [Ctrl] + Left-click in Geoplot zooms in. [Ctrl] + Right-click in Geoplot zooms out. Mouse wheel forward in Geoplot to zoom in. Mouse wheel backward in Geoplot to zoom out. Click DISPLAY SETTINGS in VAB Panel and click desired range setting. Click BACK to return to previous VAB Panel.
ASTAC DDI Select SHIP to Control Helo via Fly To Commands Mode of Data Reported by Deployed Helo Helo Fly To Commands are only available when Helo Control is set to SHIP Helo is Synched with ship and sending data Click to view status of embarked helicopters Click to display Over The Side Buoy Launch Panel Click to set range in Geoplot display. Helo Control Helo Control options are only available when a helicopter is airborne and the helicopter symbol is selected on the ASTAC Geoplot.
Note: In a Multiplayer game when another player or a team of players controls the deployed helo, click the SHIP button to request Helo control. The SHIP button flashes until the Helo player switches the Nav control switch to the SHIP position. That may not happen immediately or at all if the helo player does not wish to relinquish control. The Helo player must be on the ATO station to see the blinking button. If he is not there, it may be some time before he is aware of your desire to take control.
BOUY: Sonobuoy drop points are marked with a B. A sonobuoy is dropped when the helicopter reaches that location. Click BUOY. The Buoy Stores and selection panel appears. Click the desired type of buoy then click SELECT. A buoy drop point appears after the last fly-to point or is inserted after a selected waypoint/drop point. (The number of buoys of a type that are assigned to waypoints appears in parenthesis after the count number. The count updates once the buoy is dropped.
Once Sync is established and a symbol other than the helo is selected in the Geoplot, click the SYNC light to quickly re-select the helo in the Geoplot and activate all helo control options. HELO STATUS: Click HELO STATUS to display a separate panel of information on the status of both embarked helicopters. This panel also provides a means of selecting a weapons loadout for each embarked helicopter and for launching and retrieving helicopters. Click to select the desired helo. The selected option in green.
Menu/Engage With Helo 1 (or Helo2) for information on the loadouts and how to fire your Helo’s missiles. Note: 3D weapon models appear only on Ownship’s 3D model. Weapons do not appear on the embarked helicopter model when it is aloft or on deck. ALERT: These numbers indicate the launch status for the selected Helo. The launch status indicates the number of minutes it will take to get the helicopter airborne.
2. Click LAUNCH. (The LAUNCH button is not enabled unless Green Deck is set.) If the helicopter is in the hangar and no alert status has been set, it takes sixty minutes from the moment you click LAUNCH to get the helo airborne. (If Aircraft Quick Launch is selected in the Options>Game menu, the time it takes to launch is set in seconds instead of minutes.) 3. When the helo completes the countdown, the helo will launch automatically if GREEN DECK is set. 4.
To Launch OTS Sonobuoys: Buoys available. Numbers decrement as stores are depleted. S: Shallow, D: Deep. Click the buoy name to cycle through list of available buoys. Stop clicking to load the type of buoy currently displayed. The Launch button lights in a few seconds. Click the lit LAUNCH button to launch the sonobuoy named in TYPE field above. Click CANCEL to return to the previous VAB Panel. FFG OTS Sonobuoy Launch Panel Sonobuoy data displays in the Acoustic Station.
Display Settings Click DISPLAY SETTINGS to access a panel of Geoplot display range settings. Numbered buttons: Click the number of the desired display range. CENTER OS button: Click to center the Ownship symbol in the center of the Geoplot. CENTER HOOK button: Click to center the symbol currently selected in the Geoplot. FFG H ULL S ONAR S TATION [F4] The FFG-7 is equipped with the SQS-56 active-passive hull sonar.
H U L L S O N AR D IS PL AY W I ND O W The mode and transmission type selected in the Mode Selection VAB Panel determines what appears in the Hull Sonar Display window. The format varies as described below: Active Mode: Single Beam/Omni Modes When single beam, omni or omni rotational mode is selected, the Y (vertical) axis of the Active Sonar Display is range, from 0 at the bottom to the selected range at the top and the X (horizontal) axis is relative bearing from –180 to 180, with 0 at the center.
High-frequency contacts are not given contact numbers and do not appear in TMA. They appear as a Map Marker with the label HF Sonar Mark at the exact location of the detection. Passive Mode Display When passive mode is selected, detected broadband data appear as bright lines in a waterfall display in the Sonar Display Window. The cursor appears as a line above the waterfall. Contacts can be marked only; no trackers can be assigned in passive mode. 1. Click MODE then PASSIVE. 2. Click BACK.
H U L L S O N AR M A I N VAB P A N E L (A C TI VE M O DE ) By default Active Mode Single Beam/Single Ping is selected in main VAB panel. Beam centering options are only available when Single Beam mode is selected. All other button options seen here are also available for Omni and Omni Rotational modes. Current Transmission Mode and interval Hull Sonar DDI Area Mode Selection Single Beam Options Mark Selected Contact Transmit in selected mode.
CENTER BEAM: (Single Beam Mode only) Centers the transmitted beam on the bearing selected in the digital readout. Click the + or – to select the desired bearing then click XMIT. CENTER ON CURSOR: (Single Beam mode only): Focuses transmitted beam in the bearing where the cursor is located. Click in the Active Sonar Display to move the cursor to the desired bearing location. Click CENTER ON CURSOR then click XMIT.
Active Selected Click To Select Passive Mode Transmission intervals Active Modes To Main VAB Panel Sonar Mode Selection VAB Panel Sonar Mode Selection VABs: Active Options The following buttons are available in the Sonar Mode Selection Panel when Active Mode is selected. ACTIVE: Selected mode (Green) PASSIVE: Click to switch to Passive Mode Selection VAB Panel Active Mode Options SINGLE BEAM: Focuses transmission of all acoustic energy on a single beam.
NOTE: The selected transmission mode and interval type appear together in the top line of the DDI area. Sonar Mode Selection VABs: Passive Options Only three buttons are active when Passive is selected: ACTIVE: Click to access Active Mode Selection VAB Panel. PASSIVE: Selected Option (Green) BACK: Click to access the Passive Mode Main VAB Panel. P A S S I VE M OD E M AI N VAB P AN EL The only functionality in passive mode is the ability to mark contacts.
FFG C O N T AC T M E NU The Contact Menu appears whenever you right-click on a contact’s NTDS symbol on the Nav Map. Most menu items are the same from platform to platform however there are several options that are unique to the FFG. The following Contact Menu options are available when you are commanding the FFG in S.C.S. - Dangerous Waters. Engage With: These menu options are available when you select and rightclick on a valid contact symbol.
flies to and engages the selected target. The helicopter carries one Penguin missile in addition to two MK 50 Torpedoes when ASUW is assigned as the loadout in HELO STATUS. MK 50 Torpedo or MK 48 ASW Torpedoes: The MK 50 can target subs and surface ships within range of the in-flight helicopter. The torpedo is set to circle search. The FFG’s AI driven helo also carries one MK 48 AWS torpedo that can only target submarines.
the great distance, the ship itself does not mask any part of the environment, thus the FFG’s towed array provides 360° detection. Note: Be aware that Ownship always appears as a contact on the FFG’s towed array. In S.C.S. - Dangerous Waters TACTASS provides 360° detection even if the array is not fully deployed. The array is always modeled as level even when it appears to droop in the 3D View. The towed array (TA) automatically “tags” frequencies and assigns a number to them.
Because of the physics of the towed array construction, the actual contact and an ambiguous contact, a mirror image of each actual contact, is reported to the system. The actual and ambiguous contact bearings shown in the Tag Summary are in relative bearing. Relative bearing assumes ship's heading is at 000. Because of the array’s conical beams, the two bearings, one to starboard and one to port, will be equally spaced from the ship/TA heading (mirrored). The bearings are always measured clockwise.
FFG-7 Broadband Tag Summary The towed array system automatically tags all frequencies giving each a sequential ‘tag’ number (01 – 99). Each tag number appears in the scrolling Tag Summary list along with information relative to each tagged frequency. Any given contact may have 4 or 5 tags depending on how many frequencies are detected. Selecting a Tag Summary moves the waterfall cursor to highlight the appropriate trace and DDI information changes to reflect the selected summary.
The outer bearing circle rotates to show the true heading of the towed array. The heading at the 12 o’clock position is the array’s heading. This will be close to Ownship’s heading once Ownship is on a steady course but since the array is towed a mile behind the ship, the array’s heading is affected by currents and will rarely be exactly the same as Ownship’s heading.
Assigning an Automatic Tag Follower (ATF) Automatic Tag Followers (ATF) can be assigned to up to eight frequency tags in the FFG Towed Array system. When an ATF is assigned, data on that contact is continuously sent to the Nav Map and TMA plot. In the Tag Summary an asterisk appears in front of the tag number for every frequency that is assigned an ATF. On the Nav Map the contact symbol moves based on each two-minute report from the Towed Array or the TMA solution you have entered for the contact.
ASSIGN ATF: Click to assign an Automatic Tag Follower to the selected tag frequency. Bearing data is updated on the Nav Map, Geoplot and TMA stations as long as the ATF is assigned. If the contact was not already MARKED, assigning an ATF also marks the contact. RESOLVE: Click to display the PORT and STBD (starboard) buttons in the VAB Panel.
that your classification is correct and you have selected the correct contact in the waterfall. Enter that speed in speed entry at the TMA Station for the appropriate contact. DEMON DDI Speed Select the desired contact line Click to enter the TPK information found in the USNI Browser for the contact class.
Individual beam waterfall displays LOFAR DDI The following actions can be taken in LOFAR Search mode: Hold the cursor over a frequency signal to show that frequency in the LOFAR SUMMARY DDI. Click in a display to note the tag numbers assigned to the detected frequencies seen there. Click a beam waterfall display to select it; the beam is highlighted to indicate its selection. Click SINGLE BEAM to view the selected beam in Single Beam All Band display mode.
Changing time averaging changes the update rate, but does not refresh the display. The change is in effect for all beams. S I N GL E B E A M A L L B A N D D I S PL A Y The Single Beam display mode is used to match received frequencies to sound frequency profiles of known classes found in the Frequency Profile Library. This is useful for classifying contacts.
Tagged frequencies on the selected beam FFG Towed Array – Single Beam Frequency Profile Library The Frequency Profile Library is used to determine the classification of a contact based on the frequencies it emits. The ship’s computer has a library of sound profiles (frequency profiles.) When a ship, sub or torpedo is selected in the library, the sound profile for that class is represented by a caret at a specific frequency at the bottom of the Single Beam display windows.
5. Compare the location of the carets with the trace lines of the detected contact. When the carets line up exactly with the detected frequencies in the display windows, it is likely that the detected contact is of the class selected in the profile library. (Beware that some classes have very similar profiles so the process is not 100% foolproof.) 6. Click on a trace line to select it. A short line cursor appears under the trace indicating it is selected. 7.
selected contact (or frequency). A tag follower automatically updates information on the assigned target to the Nav Map and the TMA station. SLAVE TO TAG/UNSLAVE FROM TAG: Click on a detected frequency trace line (Tag) then click SLAVE TO TAG to assign the display to follow that Tag if/when it moves to a different beam. When a Tag is slaved, the VAB changes to UNSLAVE FROM TAG whenever the cursor is over that contact. Click UNSLAVE FROM TAG to free the display from following that specific Tag.
2. Click MARK to assign a track ID to the contact and send bearing data to the Nav Map and TMA stations. To Apply a Class Name to a Contact in EW 1. Mark a contact as described above. 2. Scroll in the Known Classes list to find the probable country/class of the contact. The two-digit code that appears in front a class name represents the country for that instance of the class. The letter-code after aircraft class names represents the designation of the aircraft (See list below.) 3.
UAV: Unmanned Aerial Vehicle EW DDI Information relative to the selected contact appears in the EW DDI. Crsr Brg: Bearing at the location of the cursor Track: Track number of the selected contact. Track numbers are assigned when a contact is marked. ID: Displays the (alliance) classification selected via the CLASSIFY VAB below. IFF: Identification Friend or Foe. This field displays Friendly, Civilian or None. Class: Displays the class name designated with the APPLY CLASS button.
Station. Here the surface search and air search radars are activated and processed data is viewed. Geoplot Weapons Coordinator VAB Panel DDI Target Queue Radar Mode Selectors W E AP O N ’ S C OO R D I N AT O R G E OP L O T D I S P L AY The Weapons Coordinator’s Geoplot functions a bit differently than other FFG Geoplots. The view can be zoomed but it cannot be panned. It is always centered on either Ownship or its deployed helo.
Clicking on a contact symbol in the Geoplot provides known information on the contact in the DDI. Note: The Geoplot range defaults to 40 nm. There may be Link contacts that are seen only when the range is zoomed out. If you are pressing [Tab] to move between contacts and the selection box is not visible on the Geoplot, check the DDI to make sure something is selected then zoom out until you can see the selection cursor.
Note: Radar sends an update to the Geoplot and Nav Map every two minutes as long as the radar detects the contact. P L AC I N G C O N T AC T S I N TH E TARGET QUEUE The primary purpose of the Weapons Coordinator console is to place appropriate targets in the Target Queue for prosecution from the Weapons Control Station. Unlike the controllable submarines, contacts need not be categorized by type (Air, Surface, Subsurface) in order to appear in the Target Queue.
Track: Track number of the selected contact. Brg: True bearing of contact. Rng: Range in yards from Ownship. Spd: Speed in knots. IFF: Identification Friend or Foe. Aircraft only are identified as Civilian, Friendly or Unknown. Source: The sensor or other source reporting the selected contact. ID: Alliance as assigned by the player. Pending indicates unknown or not yet specified. Class/Category: Type of platform (Surface, Air, Sub).
Multi-Station mode to check with the Weapons Coordinator before engaging this target. BREAK ALL: Click to remove all targets from the Target Queue. TARGET QUEUE: Lists the track numbers of all contacts designated with the ENGAGE button. Targets designated here appear in the Target Queue in the Weapons Control Station [F10]. Surface and subsurface contacts placed in the list appear in the Torpedo Station Target Queue.
sensors can be classified. When a Link or Truth contact is selected, the Classify button is unavailable. CLASS (Category): Class is selected by default. Click the desired category to assign that category to the selected object or platform. The selected name appears in the Category field in the DDI. The selection affects the shape of the NTDS symbol shape on the Geoplot and Nav Map. Note: The Category label in the Weapons Coordinator DDI changes to Class when Truth objects are selected.
TMA Plot Speed Ruler Tearing Edge Trial Solution Area Lines of Bearing Ruler well Ownship Course and Speed Indictor Light FFG TMA Station T H E TMA P L O T The TMA Plot in the FFG is modeled after a Dead Reckoning Tracer (DRT.) It plots bearing and range returns (when available) of contacts detected and marked by Ownship’s sensors. Unlike the digital TMA displays in the submarines, the FFG in S.C.S. – Dangerous Waters does it the old fashioned way, on paper.
updates are also sent to the TMA station. Contacts marked by the FFG Lookout and radar (when it is on) are also updated every two minutes. Manual Updates: Since there are a limited number of trackers that can be assigned to contacts in the FFG, you may want to manually re-mark contacts that have not been assigned trackers. If a two-minute interval has not passed before you re-mark a given contact, a new line will not appear on the TMA plot for that contact. Be sure to wait a full two minutes.
3. To select a different speed ruler click or right-click in the in the speed field of the Track Update Report. 4. To indicate course: Arrows on either side of the selected speed noted on the ruler indicate course direction. It is not necessary to have the extreme left tic be on the oldest line, just be aware that the course of the track is indicated by the arrows. Click and drag the end of the ruler to place it in an orientation that depicts your best guess as to the course of the contact. 5.
Solution entered in Track Update Report for the selected contact. Ownship Course and Speed Indicator Light A bright pinpoint light shines through the TMA Plot paper to represent Ownship position. This light moves corresponding to Ownship’s course and speed; when the light reaches the edge of the paper, it begins blinking. The sheet must be removed to again center the OS light in the center of the TMA Plot. Click TEAR HERE to remove the sheet.
contacts, which consist of a line of bearing in order to “clean up” the Nav Map. Radar reports are updated in two-minute intervals. Lookout reports also update with an LOB every-two minutes; however, because the Lookout reports frequently, a tiny x at the reported range appears on the TMA screen between LOB reports. This gives you an indication of the contact’s course. Sensor data is color-coded according what type of sensor is reporting the contact.
When Autocrew is on he will automatically tear the paper when Ownship reaches the edge of the paper. If you zoom the display such that the Ownship Course and Speed Indicator is off the paper while Autocrew is on, he automatically tears the sheet. Tip: If you have a good solution for a contact, be sure to enter it before tearing off the sheet. Be aware that once entered a solution stays in effect even after the sheet is torn off.
2. One ATT (tracker) can be assigned to an active contact in the Hull Sonar active mode. If no ATT is assigned to the track, mark the contact again after a two-minute interval. Continue to mark the contact at twominute intervals to accumulate several bearing lines. Toggle back and forth between the TMA and your chosen sensor. 3. The Lookout and Radar lines of bearing update automatically at twominute intervals.
To perform TMA on passive sonar contacts: 1. Select a contact to analyze. Passive contacts have colored LOBS as noted: EW: Red; Hull passive and passive sonobuoys: White; Towed Array: Magenta. The lines of bearing end at a default range. The length of the default line is not an indication of the actual range of a passive contact. You must determine that for yourself. The contact may be beyond the default range of the line. You can position the ruler beyond the LOBs if you suspect that is the case. 2.
This second “leg” should help to eliminate solutions that are unreasonable. A third “leg” or more will refine the solution further. Remember that the Towed array is dragged a mile behind the ship. It will take some time for it to straighten out. If one TMA solution does not fit the entire observed bearing data, consider the fact that the contact itself may have changed course and/or speed. You my want to disregard the earlier lines of bearing and concentrate on the most recent returns.
MERGE Dropdown: Displays all track numbers but the one listed in the TRACK field. Select one of these tracks to merge with the track listed in the TRACK field. MERGE corner: Click this text that appears under the folded corner of the page to complete the merge of the two tracks selected in the TRACK field and the MERGE dropdown. To Merge a Track 1. Click the MERGE tab in the lower tablet. 2. Select the primary track from the TRACK dropdown in the Track Update Report sheet.
4. Click DROP under the folded corner of the sheet to perform the drop. The Track number is removed from the system. The track may reappear if you or your Autocrew remark it. R A N GE S C AL E The control switch in the lower right of the station interface controls the range that appears in the TMA Plot. Click the number of the desired scale. Numbers indicate nautical miles. Because the TMA plot can only be zoomed in on dead center, the ends of the lines of bearing are frequently out of view when zoomed.
Use the mouse wheel or press [CTRL] plus left and right mouse clicks to zoom in and out when the cursor is in the Geoplot. Click and drag in the Geoplot to pan the display. Be aware that you can drag all selected contacts entirely out of the display and it can be difficult to find them again. When a contact is selected in the Geoplot, information on the contact is seen in the DDI at the top of the VAB Panel. Cursor bearing and range is displayed in the DDI whenever the mouse is in the Geoplot display.
DDI CAS Fire Control Radar Click to load an SM-2 in the launcher. Displays Track number of selected SM-2 or gun target when ASSIGN is clicked. Click to load a Harpoon in the launcher. STIR Fire Control Radar Select a previously created Harpoon Plan. Displays Track number of selected SM-2 target when ASSIGN is clicked. Weapons Control Modes Create a Harpoon Plan TARGET QUE: Lists all contacts designated as high priority targets by the Weapons Coordinator.
HARPOON: Click to load a Harpoon missile. The HARPOON button is disabled unless you have created a HARPOON PLAN in the Harpoon Plan Panel. Note: Be sure to understand the steps before clicking HARPOON. The Harpoon must be launched or jettisoned once it is warmed. It cannot be returned to stores. HARPOON PLAN: Click arrow to cycle through all available Harpoon Plans. The assigned track appears in parenthesis following the plan number. Plans with no assigned track are greyed out.
3. When ready to launch the missile click ASSIGN in the STIR STATUS areas. This assigns that fire control radar to the target selected in the Target Queue or the Geoplot. The ASSIGN button changes to DEASSIGN. (While the SM-2 can be guided with both the STIR and the CAS, the STIR cannot be used with the Gun, therefore assign the STIR to an SM-2 first to leave the CAS available for the gun. You are prevented from assigning an SM-2 to the CAS unless the STIR is currently guiding an SM-2 in the air.
5. Click RETURN to return it to stores. Once it begins warming it must be launched or jettisoned. 6. When the Harpoon is READY, click FIRE. 7. Click CONFIRM within five seconds to proceed with the launch of the weapon. 8. To jettison the missile click JETTISON. 9. Click CONFIRM within five seconds to jettison the weapon. Note: The Harpoon has a standoff range of 5 nautical miles. It cannot be fired against targets closer than five nautical miles to Ownship.
Click RAPID FIRE to fire continuously. The gun continues to fire until RAPID FIRE is clicked again or HOLD FIRE is selected or you run out of munitions. The gun is reloaded automatically. 5. Follow the trajectory of the shot in the Camera view. Click the CAMERA slider at the left of the screen to display the Camera view. (If the selected contact does not appear in the camera, it is possible that the contact is not where you think it is or that the contact has been destroyed.
Plan Target Area Track number of assigned contact. Click to select desired plan number. APPLY button only enables when the selected contact is within the Min and Max range of the missile. Apply Auto Presets To Create a Harpoon Plan: 1. Click a number (1 – 4) in the PLAN SELECT area to create presets for that plan number. A Plan “Paddle” appears on the Geoplot at the end of a missile flight path attached to the OS Symbol.
Shutdown range (S) Flight Path Waypoint (F) Missile Enable Range (E) Plan Paddle Harpoon Plan Paddle There is one waypoint in the flight path marked with a tiny F. The pointed end of the paddle, representing the missile’s enable point is marked with a tiny E. The flat end of the paddle, representing the missile’s shutdown range, is marked with a tiny S. Click the square next to the F, E or S to select it then drag the square to adjust the paddle position or dimensions.
4. Click AUTO PRESET to set a computed intercept course, enable range, shutdown range, default waypoint, and seeker pattern. The Plan Paddle moves to encompass the selected track. 5. While you can click or right-click on the numerals in the PRESETS area to adjust any of the settings it is easier to click the E, S or F squares in the Plan Paddle on the Geoplot to adjust the enable, shutdown or waypoint range. Moving the paddle automatically updates the numbers in the Preset Panel.
CIWS P A NE L The CIWS Panel is used to target and fire the 20-mm Mk 15 Phalanx gatling Close-In Weapons System (CIWS). The Phalanx targets incoming air contacts as assigned in manual mode or in one of two auto modes. The CIWS tracks targets with its own independent radar system. Note: When Show Truth is OFF, the contacts you see in the Geoplots represent solutions.
you have acquired and are engaging a target that moves into the no-fire zone, the gun ceases to fire. The radar continues to track the target and the gun will begin firing again if the contact is still within range when it emerges from the no-fire zone. Dashes appear in the ACQUIRED field when the contact is in the no-fire zone. The STATUS field continues to show ENGAGING during this entire evolution, even when the CIWS is not firing.
contacts are not returned to the queue when the mode is returned to the original setting. You must re-enter the contacts. If a tube is assigned to a specific track when the Truth mode is toggled or the track is otherwise dropped either by the weapons coordinator or from the Nav Map or TMA Station, the weapon remains assigned to the bearing of the original track number.
Computed Intercept: When a target is selected in the Target Queue, the Computed Intercept area contains a readout of the computed bearing and range to the intercept point. If in Manual mode this shows the bearing of the cursor in the outer compass. Recommendations: When a target is selected, this area provides a readout of the computer recommended course to steer, gyro setting and Run to Enable (RTE). The Run to Enable and gyro settings are entered in the Torpedo Control Panel.
Selecting an empty tube begins the half hour reloading process; during this time the button flashes “Reload Time MM:SS” and the other tubes for that side go inactive. (When Weapon Quick Launch is selected in the Options/Game screen, reload time units are reduced from minutes to seconds.) Clicking the Reload button again with greater than 15 minutes remaining cancels the reload and re-activates the other tubes; under 15 minutes the process cannot be halted.
Mode: Sets Active or Passive mode for the selected Torpedo. Click the button to toggle mode. Dep: Sets the maximum depth for the torpedo run. (In feet) Ceil: Sets the minimum depth (ceiling) for the torpedo run. (In feet) Spd: Sets torpedo run speed in knots. Speed cannot be set higher than the maximum speed of the weapon. Floor: Sets the depth below which the weapon will not go.
1. Click a tube to select it. In general, it is best to select a tube on the same side of Ownship as the contact—i.e., port tube for a port side contacts and starboard tube for a starboard side contact. 2. Select Manual in the Target Queue. 3. Click the Torpedo Control Display Compass at the desired intercept bearing. Only the Bearing field in the solution area contains data. 4. Set the desired settings in the preset area taking into account the recommendations at the bottom of the Torpedo Display.
From this location it is possible to see the aft portion of the ship not visible from the bridge wings. Machine Gun and Binocular Views are also available on both the port and starboard sides of the ship via the appropriate view buttons. Machine Gun View Port/Starboard View Selector Free Look View (default) Binoculars The highlighted state indicates the current view. Click a dark state to select that view.
2. Position the gunsight on the target. When the target is in the center of the gun sight the reticule becomes a black circle. 3. Right-click to fire the gun. The gun overheats if fired continually. Watch the temperature gage. When the gun overheats there is a short cool down period before the gun can be fired again. The gun automatically loads a new magazine when 100 shots have been fired. The maximum range for this gun as modeled in S.C.S. – Dangerous Waters is 2 nm (4050 yards).
Your Task: You can still launch CMs yourself and reload the tubes even when the Bridge Countermeasure Autocrew is on. FFG A C OU S TIC A U TO C R E W When the Receiver Mode is set to SHIP and buoys are in the water, the FFG’s Acoustic Autocrew sets hot buoys to Directional mode and marks contacts. He can only mark contacts in Directional Mode. He cannot change the Receiver Mode. On the FFG, buoys can be set to Directional mode only in Display Windows (Grams) A - D.
FFG T O R P E D O C O N TR OL A U T OC R E W When ON the Torpedo Control Autocrew enters presets appropriate for the selected contact. Your Task: Select the target to attack and the tube to be fired. For Manual shots you must set both the bearing and the gyro setting. All other presets are set by the Autocrew and cannot be changed. You may need to alter Ownship’s course to ensure a successful shot. You must also ready the tube, locking in the presets for the selected weapon, and fire it.
SECTION 8 MH-60R STATIONS Section 8: MH-60R Stations 8-1
8: MH-60R STATIONS..........................................................................8-4 MH-60R TASK BAR ......................................................................8-4 STATIONS MENU ....................................................... 8-4 ORDERS MENU ......................................................... 8-4 DAMAGE REPORT W INDOW ........................................ 8-7 HISTORY W INDOW .....................................................
MH-60R DIPPING SONAR [F7] .................................................. 8-35 Deploying the Dipping Sonar: ......................... 8-35 Active Dipping Sonar ...................................... 8-36 Passive Dipping Sonar.................................... 8-37 MH-60R AUTOCREW ................................................................ 8-38 MH-60R ACOUSTIC AUTOCREW ............................... 8-38 MH-60R ATO AUTOCREW ...................................... 8-39 MH-60R AUTO PILOT.............
8: MH-60R STATIONS In S.C.S. - Dangerous Waters the MH-60R multi-mission helicopter can be deployed on ASW, ASUW and Strike missions. The MH-60R stations as modeled are described in this section. Note: The default view when entering a mission is the Navigation Station. The Navigation Station functions the same on every controllable platform and is covered only once in the manual. See Navigation Station.
Navigate: The following submenus are available: Return to Base: When your Ownship is the in-flight helicopter for a FFG in the mission, select this option to order your Helo to land on your base platform to reload weapons or to satisfy a goal. (This option does not appear if the mission designer created the helicopter you are piloting as a standalone aircraft. A standalone aircraft has no base.) When this option is selected the Auto Pilot steers the helicopter back to the parent ship and lands it.
Radar: When ON, Radar Autocrew marks radar contacts as long as the radar is operational. You are prevented from moving the cursor. ESM: When ON, ESM Autocrew marks contacts in the ESM Scope. He does not classify them. You must do that. You are prevented from moving the cursor or marking a contact while Autocrew is ON. (While MAD shared the ESM station, MAD contacts are marked automatically and are not tied to the ESM Autocrew.) Dipping Sonar: When ON, Dipping Sonar Autocrew marks contacts in Passive Sonar.
MAD Sensor: Displays a submenu of commands that control the deployment of the MAD sensor. Stream/Retrieve/Stop Radar: Turns the radar ON. A checkmark indicates the radar is radiating. MAD: Turns the MAD sensor ON. This option is only available when the MAD sensor is deployed. (This cable is deployed from the ATO screen or from the MAD sensor option in the Orders or Ownship menus. A check mark indicates the sensor is ON.) ESM: Turns the ESM sensor ON. A check mark indicates the sensor is ON.
SPEED: Displays relative speed through the air in knots. Click digits to order a change in Ownship speed. The speed you order is speed over the ground. If your ordered speed is 20 knots and you are flying into a 20-knot headwind, this readout displays 040 knots. If you are flying with a 20 knot tailwind, it will read 000. COURSE: Shows current course in degrees. Click digits to change course. TIME: Displays the time of day in the mission based on a 24-hour clock.
The Pilot Station is made up of the following components. CM Autocrew Slider CM Panel Course Indicator/Selector Warning Indicators DDI Area Auto Pilot HUD View Geoplot Display To Change Course: Click on the desired heading in the Course Indicator/Selector or enter the desired course in the COURSE shortcut field in the Task Bar. (Click/right-click to increment or decrement a digit.) In the Navigation Station, press [C] then click the Nav Map to change course to that direction.
icon in the upper left displays the crewman silhouette and the Countermeasure Launch panel switch is set to AUTO. Note: Autocrew and Auto Pilot perform different functions. Auto Pilot is described later in this section. The Autocrew works to ensure Ownship safety by: Automatically launching chaff and flares when a missile is locked on Ownship. Chaff and flares can still be launched manually when Autocrew is ON. Taking evasive maneuvers when Ownship is under attack.
ROTOR: Lit when retreating blade stall is imminent. This light will normally appear only when driving with the joystick at a very high speed. Do what you can to slow down. MAD: Lit when the Magnetic Anomaly Detector (MAD) senses a contact. Speed Indicator: The needle indicates the current speed in knots. Change speed in the Task Bar with the Speed shortcut or use Orders Menu commands. Speed can also be changed with a joystick. Vertical Speed Indicator: Indicates the current rate of rise in knots.
Pilot does not follow waypoints until Follow Waypoints is selected from the Orders Menu’s Navigate option. If Auto Pilot is DISABLED and the Aircraft is in a dive when Auto Pilot is again ENABLED, he attempts to level the aircraft and maintain that altitude and follow the last ordered speed and course. This is not always possible if the dive is too steep. Auto Pilot is ENABLED when a different station is selected. Move the joystick upon re-entering the Pilot Station to DISABLE the Auto Pilot.
CENTER: Click OS to center Ownship symbol in the Geoplot Display. Click TRACK to center on the selected track. Geoplot Display: The rectangular Geoplot Display shows symbols for contacts detected by Ownship or Link participants. The upper portion of the Geoplot Display contains the DDI. Click and drag in the display to pan in any direction. Use the mouse wheel to zoom in and out or use the Zoom buttons described above.
4. Click AIR/HELO to select it. A check mark indicates the option is selected. 5. Double click a line option in the list then move the joystick control as desired to associate that movement with the selected option. Items with no keyboard commands are commands that apply to a joystick only. No keyboard equivalents exist. 6. Continue until all listed options have been associated with a movement.
The ATO station is made up of the following areas: DDI Link Controls Warning Lights Weapons /Sonobuoy Launch Display Waypoints Panel Dipping Sonar & Mad Winches Geoplot Display Autocrew: When ON the ATO Autocrew sets Penguin missile and torpedo presets. You must select the weapon to be launched and assign a target or runout bearing but you cannot enter other presets if ATO Autocrew is ON. Autocrew makes no entries for Hellfire missiles. DDI: The ATO and Pilot Station share the same Geoplot Display.
To delete a waypoint, select the waypoint and press [DELETE]. The weapon or sonobuoy count is incremented appropriately. Note: Waypoints are only visible on the Geoplot when Ownship is selected. Waypoints can only be manipulated in the ATO Geoplot or the Nav Map. Waypoints are always visible on the Nav Map. All waypoints can be deleted at once from the Nav Map. Select Ownship and right-click. Select Navigate>Remove Waypoints.
ON if the ship is requesting Radar data. It is not necessary to tune your acoustic grams to any channel for the FFG to download data. HYDROPHONE: This switch controls the winch that DEPLOYS or RETRIEVES the Dipping Sonar sensor. Deploying the sensor when traveling at a speed greater than 30 knots damages the sensor. When the sensor is deployed to the desired length, click STOP to keep from deploying the entire cable. Dragging the dipping sensor through the water at too great a speed damages the sensor.
To Launch a Sonobuoy 1. At the top of the Weapon and Sonobuoy Launch Display, click the button above the SONOBUOY label to display the Sonobuoy options. 2. At the right or left side of the Sonobuoy Launch Display click the button next to the type of sonobuoy to be launched. (Deep sets buoy depth at 400 ft, shallow sets buoy depth at 90 feet.) The Stores column indicates the number of buoys of each type currently aboard the aircraft.
desired location there. Since land is not visible on the Geoplot, moving the buoy drop points on the Nav Map helps you insure that you are not dropping a buoy over land. W E AP O N S L AU NC H D I S PL A Y The MH-60R in S.C.S. Dangerous Waters can carry Penguin and Hellfire missiles. Penguins can target surface ships but not land targets. Hellfire missiles can target both surface sips and land targets but has a much shorter range than the Penguin.
6. Click the button to the right of LAUNCH LFT OBRD in the lower right of the Weapon Launch Display. To jettison the weapon without launching, click the button to the right of JETTISON LFT OBRD. When the ATO Autocrew is ON, the only presets available are the Runout Brg field and the ASSIGN button. Enter the desired bearing or select a valid contact and click ASSIGN. To Launch a Hellfire In S.C.S - Dangerous Waters the MH-60R carries a four-missile pod of Hellfires.
6. Select the same or a new contact and click ASSIGN to assign the next available weapon to the target. When a weapon is assigned to a target that is not inside the cone, the weapon cannot be launched. Once Ownship maneuvers such that the cone encompasses the assigned target, the LFT OBRD button flashes and the weapon can be launched. Once a weapon is assigned to a target, the assignment stays with that target, even if another contact is selected in the Geoplot.
the bottom of the presets. Click or right click the digits in the Runout Brg field to set the desired bearing for the weapon to follow when it hits the water. Click ASSIGN. Specific Target: Select a contact in the Geoplot. Click ASSIGN. The Runout Brg label is replaced with the Target label. The track number of the assigned target appears in the Target field. (You are not able to assign a torpedo to an invalid target. If such a target is selected, the Runout Brg label appears instead of the Target label.
4. The Weapon Presets area appears showing the presets for the weapon on the selected pylon. When a weapon waypoint is placed, the ASSIGN button is activated automatically and the default settings are assigned including a runout bearing of 000. To change the default bearing or other presets, click ASSIGN to toggle the button to its OFF state. Click or right-click the digits in the presets area to set the weapon presets as desired. 5.
When ATO Autocrew is ON he automatically sets presets based on the contact selected. Enable: Click or right-click digits to enter the range (in nautical miles) at which the missile is to enable. Destruct: Click or right click digits to enter the range (in nautical miles) at which the missile is to destruct if no target is encountered. (The maximum destruct range is the maximum range of the missile: 22 nm.) Seeker: Click in the text field to select WIDE or NARROW search cone.
weapon on the appropriate intercept course to attack the selected track once the weapon enters the water. This label appears when a valid contact is selected in the Geoplot. Air contacts, Sonobuoys your OS Base ship and contacts that have only a line of bearing and have not yet been assigned a category cannot be assigned as a target. In the case of the LOB contact, too little information is known. You can set a runout bearing to attempt to intercept the contact.
Gram Window Number Gram Window Selectors Set Channel for Selected Gram window Acoustic Data Display Window (Gram) Frequency Alert Field Note: The MH-60R can process 16 buoys at once. Because of ingame screen space restraints only four data display windows are visible in this acoustic station in S.C.S. – Dangerous Waters. To Enter a Frequency Alert To be alerted when a specific frequency is detected by a sonobuoy, enter the desired frequency into one of the Frequency Alert fields.
is entered. This tunes the selected window to the data transmitting on the selected channel. If a buoy is transmitting on the channel, there may be a short delay until that data appears. 4. Clicking a different Gram Control button moves the CHANNEL SELECT Thumbwheels to indicate the channel currently entered for the selected Gram Display Window. Note: Wait until your selection has taken effect before selecting a different Gram Control button or it will revert to the former setting.
useful for comparing the detected sound profile to a library of known sound profiles. Click the button to the right of the LIBRARY label to access the Sound Profile Library.
dot to select the frequencies on that bearing then click MARK. When the marks line up with the dots and you are satisfied with the selected classification, click MARK. Directional Mode Data Directional mode requires one additional window, which must be set to 00 before Directional mode can be set. Directional Mode provides bearing information on detected frequencies. Click in the window to move the cursor to that location.
show information indicating they are supporting the Gram set to Active mode. 4. Click the XMIT button to begin transmitting continuous active pings. Bright dots indicate contacts. It may take several returns to see a contact against the noise. 5. Click the contact to move the cursor to that position. 6. Click the MARK button to send the bearing and range data of the contact to the Nav Map. The Track number assigned when the contact is marked appears in the top row following the channel number. 7.
MH-60R: R ADAR S TATION [F4] In S.C.S. - Dangerous Waters the MH-60R’s radar detects both surface and air contacts. Its range depends on Ownship’s altitude. Marking contacts with the radar sends bearing and range data to the Nav Map. D E T E C TI N G AND M AR K I N G R A D AR C O NT AC TS 1. Click the POWER switch to ON to activate the radar. 2. In the lower left of the console click the desired range to view in the scope. 3.
option sends Ownship on a track to automatically land on your Base ship. On the Nav Map you will see your OS symbol transit to approximately one nautical mile behind your Base ship, then turn and approach the ship and land. The loadout screen appears. Change your loadout immediately if desired. Once you close the loadout screen, you have lost the opportunity to reload until the next time you land. (The MH-60R may also be launched from a land base in some scenarios.
submarines. The ESM scope allows passive detection, marking and classification of surface and air contacts. MAD Detection Alert Light ESM Scope Emitter detected at cursor location Signal Strength Indicator Classes with detected emitter MH-60R MAD D IS T OR TI O N R EC OR D E R Large metal objects, like submarines, create disturbances in the earth’s magnetic field and these disturbances or anomalies, can be detected from above.
At an altitude of 500 feet, the sensor detects underwater contacts in the 500 feet directly beneath the helicopter. It also marks surface contacts in the immediate area. The thermal layer does not mask a submarine from the MAD sensor. Going below 500 ft is a submarine’s best defense against MAD and SAD. The SAD sensor is similar to the MAD sensor but has a more limited range of around 750 yards. SAD reports submerged contacts only.
4. Click MARK. The bearing information of the selected contact is sent to the Nav Map and a track number is assigned to the contact. Contacts marked by the ESM sensor appear on the Nav Map at the end of a red line of bearing at a default range of 20 nm. 5. Once the ESM sensor has marked a contact, a track number appears in front of the emitter name in the Emitter field each time that contact is selected in the ESM scope.
Note: In actuality the dipping sonar cable is over 2,000 feet long. For game play purposes the max length has been shortened in S.C.S. – Dangerous Waters. Active Dipping Sonar 1. Once the dipping sonar is deployed as described above, click ACTIVE at the top of the Dipping Sonar station. 2. Click the button indicating the desired range scale at the right of the console. 3. Click the CONTINUOUS or SINGLE button to select the desired type of echo ranging transmission (ping.) 4. Click the TRANSMIT button.
Passive Dipping Sonar 1. Once the dipping sonar is deployed as described above, click PASSIVE at the top of the Dipping Sonar station. Contacts appear as spikes in the background noise in the lower Narrowband Bearing Search Display. No contacts can be detected if OS speed is greater than 8 knots. 2. Click and drag the cursor along the Narrowband Bearing Search in the lower window and center the cursor over the contact. 3.
Seconds Frequency range Narrowband Bearing Search Passive Mode Selected Class Narrowband Frequency Waterfall MH-60R Dipping Sonar - Passive Mode MH-60R A UTOCREW The MH-60R has six Autocrew functions. An Autocrew slider in the upper left corner of a station indicates that an Autocrew function is available. When an Autocrew is ON, a silhouette of the crewman is visible on the Autocrew slider. The MH-60R also has an Auto Pilot.
MH-60R ATO A U TO C R E W When ON, ATO Autocrew enters Penguin missile and torpedo presets appropriate for the assigned target or assigned bearing. Presets are greyed with the exception of the Target/Runout Bearing and the ASSIGN button Your Task: For torpedoes and the Penguin missile you must click the desired target in the Geoplot or enter the desired runout bearing and click ASSIGN. The Autocrew makes no inputs for Hellfire missiles.
MH-60R D I P PI N G S O N AR A U T OC R E W When ON, the Dipping Sonar Autocrew marks contacts in passive mode. He does not classify contacts and has no role in active sonar. Your Task: You must deploy the Dipping Sonar, set the mode to Active or Passive, and classify contacts in Passive mode. You must also change the displayed frequency range as desired. Dipping Sonar Autocrew has no function in Active mode. MH-60R ESM A U TO C R E W When ON, the ESM Autocrew marks contacts but does not classify them.
SECTION 9 P-3C ORION STATIONS Section 9: P-3C Orion Stations 9-1
9: P-3C ORION STATIONS 9-4 P-3C TASK BAR..................................................................................9-4 STATIONS MENU ............................................................. 9-4 P-3C ORDERS MENU ...................................................... 9-5 DAMAGE REPORT W INDOW .............................................. 9-6 HISTORY W INDOW ........................................................... 9-6 MANEUVER SHORTCUTS AND GAME READOUTS ..................
COUNTERMEASURE AUTOCREW ...................................... 9-34 ESM AUTOCREW .......................................................... 9-34 RADAR AUTO CREW ...................................................... 9-34 TACCO AUTOCREW .....................................................
9: P-3C ORION STATIONS For many years the P-3C Orion was primarily an ASW Maritime Patrol aircraft. In recent years its role has been expanded to include battlefield surveillance and its loadout now includes strike weapons in addition to ASW torpedoes and anti-ship missiles. Note: The default view when entering a mission is the Navigation Station. The Navigation Station functions the same on every controllable platform and is covered only once in the manual. See Navigation Station.
P-3C O R D E R S M E NU The Orders menu provides a means for quickly issuing a variety of commands from any station. The commands available for the P-3C are explained below. Navigate: Return to Base: Select this option to order the plane to return to the launching airport and land. If the mission creator added the P-3C as a standalone platform, this option does not appear. When this option is selected the Auto Pilot steers the aircraft back to the base airport and lands it.
ESM: When ESM Autocrew is ON he marks all contacts detected by the ESM sensor. TACCO: When ON TACCO Autocrew assigns torpedo presets for targets you select. Launch Pylon: This option appears only when a weapon is assigned to a specific target or bearing at the TACCO Station either via the ASSIGN button or weapon waypoint. Select the desired Pylon option to launch the weapon immediately.
History Selection Buttons: A lit button indicates the currently selected History type. If there is a new message in any other window, that window’s selection button flashes until that button is selected. Crew Report History: Lists all orders as acknowledged by crewmembers. Radio Traffic History: Lists all radio messages received and the initial tasking message. Multiplayer Chat History: Displays a history of multiplayer chat messages.
NOTE: Time compression is not available in Multiplayer missions. P3-C P ILOT S TATION [F1] From the Pilot Station the landing gear is raised and lowered, weapons are jettisoned, the course and speed of the aircraft are controlled and warning lights and fuel gauges are monitored. The location of Ownship in relation to other contacts is seen on the Geoplot and either Ownship or a hooked contact can be centered.
Station except when you are controlling the P-3C with a joystick. If no joystick is in use, setting Auto Pilot to OFF has no effect. Auto Pilot switch is ON: When Auto Pilot is ON he follows course waypoints and maintains ordered speed and altitude. You can change ordered speed and altitude without canceling waypoint following. Changes in ordered course cancel his waypoint following, and enables the Navigate>Follow Waypoints option in the Orders and Ownship Menus.
Click on LANDING GEAR to lower the gear for the landing sequence. Altimeter: The Altimeter provides a visual representation of current and changing altitude. The digital readout indicates the attitude in thousands of feet. The longer hand indicates 100's of feet (one sweep of the dial represents 1000 feet). The shorter hand indicates 1000's of feet (one sweep of the dial represents 10,000 feet). The digits count off one unit per 1000 feet of vertical elevation. Clockwise movement indicates upward movement.
Range: Range of contact from OS. ID: Link or player designated alliance of the selected track. Class/Category: Link or player designated class name or category of the selected track displays in the bottom row. Given the length of some class names, there is no label. Sonobuoy Information: In addition to Track, Bearing and Range the following information displays when a sonobuoy is selected replacing the ID and Class lines in the DDI. Type: Lists the type of buoy selected.
Programming a Joystick for use with Aircraft 1. Ensure that the joystick is attached to the computer. Follow the joystick manufacturer’s instructions for installation of any software and for connecting the joystick to the computer. 2. From the Main Menu select OPTIONS. 3. Click CONTROLS. 4. Click AIR/HELO to select it. A check mark indicates the option is selected. 5. Double click a line option in the list then move the joystick control as desired to associate that movement with the selected option.
Display Selectors Channel Selector A description of the P-3C’s Acoustic station follows. Data Displays Windows (GRAMS): Also called Grams, these windows display the sonobuoy data being transmitted on the selected channel. Data from up to sixteen buoys can be displayed using the lettered buttons above the displays. Buttons A-D and E-H control the data to be viewed in the four left-side Display Windows. Buttons I-L and M-P control the data to be viewed in the four right-side display windows.
Note: For Information on how to process and mark contacts in the sonobuoy Data Display Windows see Training/Sonar School/Sonar Systems/Sonobuoy Data Display Windows (Grams). P-3C R ADAR STATI ON [F3] The Radar Station displays radar returns on surface and air contacts. Contacts marked on the Radar appear on the Nav Map at the detected range and bearing.
6. Click MARK. The contact appears on the Nav Map at the detected range and bearing. P-3C MAD/ESM S TATION [F4] This station is used for passive detection of submerged submarines with MAD/SAD detectors. The Electronic Support Measures (ESM) scope allows passive detection, marking and classification of surface and air contacts.
If the contact is unknown, launch buoys to further localize or identify the contact. When the contact is determined to be hostile, drop torpedoes. ESM The ESM sensor detects radio and radar transmissions from other ships and aircraft. These detections display as orange wedges of varying size and intensity on the ESM Scope. The position of the wedge indicates the bearing on which the transmission is detected.
4. Click MARK. The bearing information of the selected contact is sent to the Nav Map and a track number is assigned to the contact if another of Ownship’s sensors has not already assigned a track number. Once a contact has been marked by one of Ownship’s sensors, a track number appears in front of the emitter name in the Emitter field when the contact is selected in ESM. Determining the Class of a Contact with ESM The ESM sensor provides the name of classes known to carry the detected type of emitter. 1.
Engage With: Bomb Bay Pylon [X]: [Weapon Name] Only torpedoes and mines can be loaded here. Pylon [X]: [Weapon Name] Mines and missiles can be loaded here. Torpedoes and Mines: When selected, a torpedo or mine is dropped with the default presets if you have not changed presets for the selected weapon at the TACCO station. AGM-65 Maverick Missiles: (Available only for surface ship and land contacts.) The range of the AGM-65 Maverick Missile as modeled in S.C.S. – Dangerous Waters is 50 nm.
P-3C TACCO [F6] The P-3’s Tactical Coordinator (TACCO) is responsible for launching sonobuoys and weapons. In S.C.S. - Dangerous Waters these tasks are accomplished from separate consoles at the TACCO Station. The Geoplot and Waypoint controls are available in both the Weapons Console and Sonobuoy Console views. TACCO W E AP O N S C O NT R O L C O N S O L E The default view of the TACCO station is of the Weapons Control Console.
currently selected in the External Launch Tube Window is dropped. If you want a different type of buoy assigned to the waypoint, select a different type before you click the Sonobuoy button. You cannot change the buoy type once the waypoint is placed. You must delete the waypoint and place a new waypoint with the desired type. Weapon: Click to place a weapon drop point for a torpedo or mine. The view is switched to the TACCO Weapons Control Console.
Dropping a Torpedo A torpedo can be assigned to run at a specific bearing once it enters the water or to a head for a specific surface or subsurface contact. Torpedoes can only be loaded out in the Bomb Bay in S.C.S. – Dangerous Waters. To Assign a Torpedo to a Runout Bearing: 1. Click the Geoplot to deselect all contacts. (If an invalid contact or a contact with a line of bearing (LOB) is selected, the Runout Brg label also appears. See Note below.) 2.
the assumed category (surface, subsurface.) You are able to select the solution and assign a torpedo to the solution. 3. Click ASSIGN. The ASSIGN button is solidly lit (green with black letters) when ON. This assigns the weapon to the selected target with the presets as entered. The system remembers the assignment even if you select a different pylon.
contact. (Contacts marked with the IR Camera appear at the actual range of the contact is marked.) If you want to target a contact on a line of bearing, maneuver to send the torpedo down the line of bearing, not across it. Launching an AGM-65 Maverick The Maverick is used to target surface ships and land targets. As modeled in S.C.S.
target appears in the Geoplot as an X. The SLAM-ER has a maximum range of 155 nm in S.C.S. – Dangerous Waters. Make sure that the course placed with waypoints does not exceed 155 nautical miles. 1. Zoom out as far as possible to see the location of the X on the Geoplot. The Geoplot has maximum range of 128 kyds (63 nm) when zoomed out. The missile can strike targets not visible in the Geoplot when Ownship is visible. 2.
3. The Runout Brg field appears in the Presets area showing the default bearing of 000. The ASSIGN button is already activated. You must click the activated ASSIGN button to de-activate it if you want to set the runout bearing to anything other than the default 000. Be sure to click ASSIGN again to enter your presets into the system. If the bomb bay doors are open the KILL READY light is lit and the weapon will drop when the waypoint is reached.
To delete a weapon waypoint, select the waypoint on the Geoplot and press [Delete]. Select the Ownship symbol on the Nav Map then right-click on it to display the Ownship Menu. Select Navigate>Remove Waypoints to remove ALL waypoints regardless of type. If the waypoint is deleted for any reason, any presets that were changed remain attached to the weapon. Any assigned target is replaced with Runout BRG 000. If no weapon is assigned when the waypoint is reached, the waypoint is treated as a fly-to waypoint.
Sonobuoy Selection Window DDI External Sonobuoy Selection Window Transition to Weapons Console P-3C TACCO Weapons Console The Sonobuoy Console is made up of two areas used to launch internally loaded sonobuoys and the external buoys that were loaded prior to game start. Internal Launch Tubes Internal tubes can be reloaded as long as stores remain. TUBE SELECT Buttons: Click a button to select a sonobuoy tube to load.
the selected tube in the TUBE SELECT area in the Internal Launch Tube window. Stores Area: The area below the TYPE field displays a running inventory of available sonobuoy stores. To Launch An Internal Sonobuoy 1. Click one of the three white TUBE SELECT buttons to select it. The buoy named there is currently loaded in the tube. 2. Click in the TYPE field below the buttons to select the type of buoy to load in the selected tube. Continue to click until the desired buoy name appears in the field.
1. From the TACCO Sonobuoy Console, click the name of the desired type of buoy from the External Launch Tube Window. 2. Click the SONOBUOY button in the WAYPOINTS area below the Geoplot. A buoy waypoint/drop point (marked by a tiny B) appears on the Geoplot at the end of a line extending from the OS symbol. The line indicates the flight path to the buoy drop location. The number of buoys of each type currently assigned to buoy waypoints appears in parentheses after the number of buoys currently onboard.
Both torpedoes have the following presets: Weapon: Lists the weapon loaded on the selected pylon. Runout Brg/Target: The label that appears depends on what is selected (or not selected) in the Geoplot. Runout Brg: This label appears if no contact, an invalid contact or a contact attached to a line of bearing is selected in the Geoplot. Click/right-click the digits to enter the desired bearing for the torpedo to head once it hits the water. Then click ASSIGN to assign the weapon to that bearing.
Mines 1000 lb, 2000 lb As modeled in S.C.S. – Dangerous Waters these mines can be set for the following depths. Surface: Sets Mine depth to just below the surface. Shallow: Sets Mine depth to 25 meters (~82 feet) Deep: Sets Mine Depth to 133 Meters (~436 feet) Bottom: Sets mine to rest on the sea bottom. Missiles SLAM-ER (Stand Off Land Attack Missile- Expanded Response) As modeled in S.C.S. – Dangerous Waters the SLAM-ER can be assigned to land targets only.
P-3C I NFRARED C AMERA [F7] The Infrared camera is used to mark contacts and to fulfill goals requiring photographing specific targets. The camera views provide excellent views of the battle space under the aircraft. P-3C Infrared Camera Station CAMERA TURRET CONTROL: Camera is retracted by default. Click EXTEND to move the switch to the lowered position. The camera must be turned on once it is extended. CAMERA CONTROL: The camera defaults to OFF.
AUTO TRACK: Click to quickly pan to and lock the camera on the track number selected in the TRACKS List. When Auto Track is ON you cannot click and drag the view. TRACKS: Lists tracks detected by Ownship sensors and Link participants. ZOOM: Controls the camera zoom. Click + to zoom in and – to zoom out. CAM: TRUE BEARING/AZIMUTH: The true bearing and azimuth of the current camera view. IMAGING: This area contains controls for processing contacts. PHOTO: Click to complete any photography goals.
last orders or waypoints while you attend to tasks at other stations. When you fly the P-3C with a joystick you must reset Auto Pilot to OFF each time you enter the Pilot Station. If no joystick is in use, manually setting Auto Pilot to OFF has no effect. See P-3C Stations/P-3C Pilot Station/Piloting the P-3C With a Joystick. For a full listing of Auto Pilot functionality see P-3C Stations/P-3C Pilot Station/P-3C Pilot Station Functionality then Auto Pilot Switch.
Your Task: When the TACCO Autocrew is on, the weapon is automatically assigned the default presets. You must change the Runout bearing and click ASSIGN to assign the Presets to the weapon. When a waypoint is assigned while TACCO Autocrew is ON, the default presets are already assigned to the weapon. To change the default Presets and/or the default runout bearing, click the green ASSIGN button to toggle the state of the button.
Section 9: P-3C Orion Stations 9-36
SECTION 10 KILO STATIONS Section 10: Kilo Stations 10-1
10: KILO STATIONS .................................................................................10-4 KILO TASK BAR ................................................................................. 10-4 KILO STATIONS MENU .................................................... 10-4 KILO ORDERS MENU ...................................................... 10-5 DAMAGE REPORT W INDOW ............................................ 10-6 HISTORY W INDOW .........................................................
Countermeasure Launch Procedure ................... 10-33 Tube Reload Procedure...................................... 10-33 TARGETING SEA CONTACTS ......................................... 10-34 Torpedo Wire Guide Controls ............................. 10-34 ATTACKING LAND TARGETS .......................................... 10-35 LAYING A MINEFIELD .................................................... 10-36 DEPLOYING AND W IRE-GUIDING UUVS .........................
10: KILO STATIONS All Kilos regardless of country or version have the same stations and station functionality in S.C.S. - Dangerous Waters. The Kilos differ in noise generation and in weapons loadout. All Kilos regardless of class (877 or 636) are referred to as Kilos in this manual. Note: The default view when entering a mission is the Navigation Station. The Navigation Station with its 2D Nav Map and 3D view functions the same on every controllable platform and is covered only once in the manual.
K IL O O R DE R S M E NU Navigate: Select various navigation orders. While most are self-explanatory a few require further information as seen below: Set Depth: Displays the following submenu. Go to PD: Orders Ownship (OS) to Periscope Depth (19 meters) Go Shallow: Orders your ship to 29 meters. Go Deep: Orders your ship to 254 meters. Go to Snorkel Depth: Orders a depth of 17 meters Change Speed: Displays a submenu of engine order shortcuts.
Fire Tube: This menu option only appears when there is a weapon loaded and ready to shoot. Weapons are loaded in the Fire Control Launch Panel and presets determined in the Fire Control Target Display. Arrays/Wires: Displays one submenu (A towed array is not modeled for the Kilos) Floating Wire: Displays a submenu allowing you to stream or retrieve the wire or stop its deployment at its current length. Countermeasures: Launch either active or passive decoys.
currents are strong. Currents can be turned off/on in the Options>Game page prior to mission start. TIME: Displays the time of day in the mission based on a 24-hour clock. When the game is paused, the time display is replaced by the word PAUSED. Press [P] to pause the game. Press [P] again to resume the game. Click the numbers in the Time display to pause the game. Click PAUSED in the time display to restart the game. T I M E C OM PR ES SI O N S C AL E In addition to real time, S.C.S.
TRIM: Indicates the trim angle of the sub measured from a horizontal axis. A positive trim angle (to the right of zero) indicates the ship has a bow-up attitude. A negative trim angle (to the indicates a bow-down attitude. COURSE: Provides a means for viewing current and ordered course and for quickly ordering a new course. Click on the dial to order the sub to that heading. The grey needle indicates ordered course, the red needle the current course until ordered course is achieved.
depth. See Kilo Stations/Kilo Ship Control/Snorkeling and Charging the Batteries later in this section for complete steps. Click START to ignite the engine. The switch moves to the ON position once the engine has started. (The switch moves to off automatically if the sub dips below snorkel depth. ENGINE ORDER: Click the desired setting on the engine order telegraph to order the associated speed. Flank Speed for Kilo 877 class subs is 17 knots submerged.
4. When snorkeling and both diesels are started, the ordered speed determines if one, both or neither battery is being charged. How long it takes to charge the battery depends on how fast you are going. Ordered speed of 0: Neither diesel needed to drive the sub. Both diesels used to charge batteries. Ordered speed of 1-6 knots: One diesel used to drive the sub, the other to charge the battery. Ordered speed of greater than 7 knots: Both diesels needed to drive the sub, neither used to charge battery.
that act as remote sensors. Information about UUV sensors and their use is covered in Kilo Fire Control Suite/Deploying and Wire-Guiding UUVs. Broadband Narrowband DEMON Active Sonar Active Intercept Sound Speed Profile (SSP) K IL O B R O AD B AN D S O N AR S T A TI O N The Kilo Broadband Sonar station displays input from the cylindrical and conformal arrays. These inputs are used to detect and track submarines and surface ships.
Bearing Indicator Inner Band (Conformal Array) Outer band (Cylindrical Array) Stern Cursor Click inside a specific circular band to select that array. The outer edge of that band brightens and enlarges slightly indicating that the band and array are selected and the name of the selected array appears in the Array window. The 360-degree Bearing Indicator rims the outer edge of the Circular Display. A narrow jagged ring near the inner edge of each band indicates background noise on that sensor.
Assigning Trackers in Kilo Broadband Kilo has two automatic trackers designated A and B. Each is assigned separately. 1. Select the sonar array you want to view in the broadband display. Click inside the desired circle to select it. The outer circle represents the Cylindrical Array; the inner circle represents the Conformal array. 2. Click on the spike point of the desired contact. A vertical cursor appears on the bearing indicator. You can click and drag this cursor along the bearing indicator. 3.
Selected Array Selection Overlay Selected profile Kilo Narrowband FRAZ Display The components and functioning of the Kilo’s Narrowband Circular display are described below. Narrowband Circular Display: The Kilo’s Narrowband Display is a Frequency vs. Azimuth (FRAZ) display. Lines seen on the FRAZ display represent signals received at specific frequencies and bearings. Signals that appear as lines or dots centered on a specific bearing are contacts. The Selection Overlay wedge is used to select contacts.
Selection Overlay Signature (profile) components for class selected in the Classification Window Click on any contact line or dot on the circular display to center the Selection Overlay at that location. See Kilo Stations/Kilo Sonar suite/Kilo Narrowband Station/To Mark a Contact and Assign a Tracker and To Classify a Contact. The labeled areas and buttons of the Kilo Narrowband Station are described below.
window. Use the information in the window to classify the contact on the Nav Map. FILTER: When ON this feature filters the available profiles to those that most closely match the one selected with the Selection Overlay. TRACKER 1 and 2: The Kilo’s two trackers can be assigned in Narrowband Sonar. If these trackers are already assigned to other contacts in Broadband the oldest tracker will be reassigned to the new contact.
4. Click the left and right facing arrows on either side of the Classification window to view any other profiles that the ship’s computer has selected from the profile database. 5. When you decide which profile most closely matches that of the selected contact, leave that class name in the Classification window and click MARK. The contact is marked and the classification showing in the window is assigned to the contact.
2. Ensure that there is a tracker assigned to the desired contact in Broadband sonar. 3. Select the contact you want to analyze by clicking the button below the desired contact ID in the Tracker display. (Sonar trackers must be assigned to contacts in Broadband before their frequency data are available in DEMON.) Note: If the game is paused, no lines appear in the waterfall display. 4. If necessary, adjust the frequency scale to better view the signal.
Submarines: Five, six or seven-bladed propellers; very quiet when submerged and at low speed; unpredictable course changes. Fishing Vessels/Trawlers/Pleasure Craft: Three- or four-bladed propellers; noisy; erratic courses and speeds, frequently stopping and starting. Note: Turns per knot for military and civilian ships are found in USNI Reference. Click CIVILIAN in the Country column then the name of the ship type to find TPK information on Civilian ships.
Active Sonar Bearing-Range Cursor Contacts appear as brighter spots on the active display. A high-pitched metallic ring or ping is heard as each contact displays. In continuous mode the active display shows a four-ping history, which is useful in detecting contacts with weak signal strength The Bearing-Range Cursor on the active display consists of a circle attached to a vertical line that indicates a specific bearing.
have a distinctive metallic ring to it and will be distinguishable from the background noise. 4. Click on a contact to select it with the Bearing Range cursor or click and drag the cursor to center it on the contact. The contact’s range and bearing display on the left side of the screen in the Range (M) and Bearing windows. Range is in meters. 5. Click MARK to assign an alphanumeric Contact ID to the selected contact.
K IL O A C T I VE I NT ER C E PT S O N AR S T A TI O N The Active Intercept Display alerts you to when another ship, sub, dipping sonar or sonobuoy is transmitting an active sonar ping. It provides the bearing of the transmitting entity as well as the frequency of the detected emission, the age of the last signal and the strength of the signal. Knowing the signal strength can assist you in determining the relative proximity of the active sonar source.
Click the XBT button. The previous results are cleared from the display and the tablet when a new XBT is launched. Updated information does not appear instantly on the screen. The XBT probe rises to the surface and then descends before it begins reporting. This may result in a delay before the SSP updates. The layer depth is noted at the bottom of the tablet. To change the depth scale in use on the graph, click the desired number in the Depth Scale Panel.
Note: Radiating while submerged destroys the radar. K ILO R ADI O -ESM S TATION [F4] In S.C.S. - Dangerous Waters the ESM (Electronic Support Measures) station and the Radio Room are combined. ESM allows you to detect and classify contacts when at periscope depth. The radio is used to receive intelligence and tasking updates and share Link data while underway. Radio Message Window E L E C TR O NIC S U PP OR T M E AS U R E S (ESM) The ESM mast is designed for the passive detection of radar emissions.
4. Take note of the intensity of the contact on the ESM Display and the number of ESM Signal Strength Indicator lights that are lit. A strong signal can indicate that the contact is relatively close. (Green indicates a weaker signal, red a strong one.) 5. Click a contact signal to select it then click MARK. This assigns an alphanumeric contact ID to the contact and sends it to TMA and the Nav Map. ESM contacts have E designations (E01, E02, etc.).
is raised. When the depth and speed prerequisites are met, click RAISE under Radio Antenna to extend the radio mast. Streaming Wire: You do not have to come to comms depth but it helps to be fairly near the surface. Set ship’s speed to 18 knots or less to avoid damaging the wire. Slower speeds allow the wire to float up more quickly. If speed exceeds 5 knots, the wire may never reach the surface of the water. Make sure the wire is streamed to at least half of its length in order to ensure message reception.
During Multiplayer games contacts detected by Ownside platforms controlled by other players do not share data across the Link automatically as the AI Ownside platforms do. Part of your task in Multiplayer games is to promote your contacts to the Link so that other Ownside Link players can see your contacts. Other players must promote their contacts before you are able to see them on the Nav Map. You are only able to see them when Show Link Data is on.
Station/2D Navigation Map/Ownship Menu. Several options are unique to the submarines in S.C.S. – Dangerous Waters. Fire Tube [X]: This option appears in the Ownship Menu only when a target is assigned to a tube and the tube is readied to fire in the Fire Control Station. When all that is left to do is fire the tube, this option is available. Select it to fire the designated tube. K IL O C O N T AC T M E NU The Contact Menu appears whenever you right-click on a selected contact’s NTDS symbol.
by clicking one of the navigation buttons at the bottom right of the Kilo’s Fire Control Stations. Target Display is seen as default at game start. Launch Panel Target Display Weapons Inventory K IL O F I R E C ON TR OL T AR GE T D I S PL AY The Kilo Target Display consists of the Fire Control map, the Target Selection List, the Tube Selection Panel and the Map Control Panel. These areas are described here.
are only available if you have first downloaded Link data. Link contact positions are not updated once you lose radio contact. See Kilo Stations/Kilo ESM/Radio Station. Note: If Show Truth is ON, no Contact IDs appear in the Target Selection List. Only Snapshots (bearing only) can be assigned to a weapon. Fire Control Map Controls Below the Fire Control Map are several buttons used to help narrow the view or display only the data that you wish to see.
Link Contacts: Link contact IDs and Link participant IDs appear in the Target Selection list when Show Link Data is ON. Tube Selection Panel From the Tube Selection Panel contacts are assigned to specific tubes and weapon presets are entered. Torpedoes and UUVs can be wire guided from tubes 5 and 6 only. Wire guide controls for these tubes are accessed from the Tube Selection Panel by Clicking the W once the weapon is launched. A number represents each of the Kilos six 53 cm torpedo tubes.
Tube Number Interlock Indicator Light Name of Weapon loaded Launch Panel Selected Basic Launch Procedure 1. Assign a target to a tube in the Target Display and assign Preset values, then find the corresponding tube number in the Launch Panel. 2. Click F to flood the tube. 3. Click E to equalize the water pressure in the tube. 4. Click M to open the muzzle door. The tube number and the interlock (I) lights are illuminated indicating that the weapon is ready to fire. 5.
muzzle doors must be closed and the tube re-pressurized and drained allowing a different weapon to be loaded. Click the buttons in the reverse order (M then E then F) to prepare the tube for reload. The button flashes and goes dark indicating the next button can be clicked. Reload the tube as described below. Countermeasure Launch Procedure 1. Determine the type of countermeasure needed. Change loadout if necessary. 2. Click FIRE to open the cover, and click again to fire the countermeasure. 3.
T AR G ET I N G S E A C O N T AC TS 1. To assign a contact to a tube, select the desired Contact ID from the Target Selection List or click a contact symbol on the Fire Control map to automatically select it in the list. To send a weapon down a specific line of bearing, select Snapshot from the Target Selection List. 2. Click the number of a tube containing a weapon appropriate for the target. The contact ID appears below the tube number indicating this contact is now assigned to this tube.
contact and begins homing, it can no longer be pre-enabled. It can only be shutdown. Shutdown: Click to shut down the weapon entirely. The weapon cannot be enabled again if this option is selected. Note A torpedo is searching as long as it is snaking or circling (as set in the presets). If the weapon heads on a straight path, it is homing. A TT AC KI N G L A ND T AR GE TS Only the Chinese Improved Kilo Hull 368 is capable of firing the 3M-14E Klub Land Attack Missile.
LAYING A MINEFIELD The steps for laying a minefield are seen below. 1. Check your tasking or determine the exact latitude and longitude for each mine to be placed. 2. Determine which tube will fire the mine destined for each specific location. From the Launch Panel, load the desired tubes with mines. 3. In the Target Display Panel select each tube individually and place a waypoint for that mine to follow. Click P then click DEFINE TARGET WAYPOINT and click the Fire Control map to place the waypoint.
Wire-Guiding and Enabling UUV Active Sonar 1. From the Target Display select W below the tube that fired the UUV to display the wire-guide controls. 2. Click the Ordered Course arrows to adjust the course of the UUV. Passive sonar mode is on by default when a UUV is launched but active sonar mode can be enabled at any time as long as the wire is still attached and the 30-minute battery is functioning. Be aware that capable ships and subs in the area can detect UUV active sonar.
K IL O T AC T IC AL W E A P O NS Kilos in S.C.S. - Dangerous Waters have been assigned weapons capable of targeting surface ships, submarines and land targets. The Kilos also carry a shoulder SAM launcher for targeting helicopters and low flying maritime patrol aircraft. Available weapons are described briefly below. The Kilo loadouts vary by country and Hulls. Weapons on Russian and Chinese Kilos TEST-71M / TEST-71ME Torpedo: This weapon can target submarines only.
passive acoustic modes and can wake home. It has a warhead of 205 kg (452 lb), can travel at speeds up to 40 knots, and has a maximum range of 20 km (10.8 nm.) SA-N-5 Grail SAM (All Kilo 877 hulls): The shoulder-launched version of this weapon is modeled in S.C.S. - Dangerous Waters. The Grail has a maximum speed of 972 knots (1,800 km/h), can reach a maximum altitude of 7,800 ft (2,377 m) and has a maximum range 4.4 km (2.4 nm). (Press [F9] when the Kilo is surfaced to access the SAM launcher.
Active Decoy: Used against active homing torpedoes this decoy is a bubble generator that creates an area of bubbles in an attempt to provide a false echo to the torpedo. Decoy Depth: Decoys fired from the Fire Control Launch Panel are launched at Ownship Depth. Countermeasures fired via the Ownship or Orders Menus’ Countermeasures option can be launched at either a Shallow (30 m) or Deep (244 m) depth. K IL O W E A P ON P R E S E T S Presets are instructions that tell a weapon or UUV what to do.
Missile-Torpedo Presets SS-N-15 Starfish and 91RE1 ASW Missile Snapshot Bearing (deg): The weapon is fired on the bearing entered here. This preset only appears if Snapshot is assigned to the tube from the Target drop-down list. Run To Enable: Sets the distance (in meters) at which the missile drops its torpedo payload. The torpedo falls to the water and enables at once. Strike Missile Presets 3M-14E LAM This missile has the following presets.
Note: The 53-65K/53-65KE torpedoes are wake homers. They have no Acoustic setting. Run To Enable: Set the distance the weapon travels before it enables and starts its active search. Enabling the weapon too soon can alert the target in time to take evasive measures. Enabling too late can mean the weapon runs past the target. Speed: Set the speed at which the weapon travels. UUV Presets Use OS Depth: Set the depth at which the UUV travels to that of Ownship. Use Os Depth is selected by default.
TMA Board Track Selection Area Cursor Readouts View Controls Trial Solution Area Solution Readout Kilo TMA Board The board displays a representation of Ownship, a history of bearing data for a selected contact, a TMA ruler and an error dot stack. These tools are used to analyze sensor inputs. Bearing lines (LOBs) When a sensor sends a bearing report to TMA a history of each report is maintained. When a contact is selected the bearing report history for that contact appears on the TMA board.
Time History Right-Click Menu Right-click the TMA Board to change the bearing return history on the TMA Board. As long as a tracker is tracking, bearing information is sent to TMA in two-minute intervals. If the screen gets too cluttered, change the number of lines that are displayed. History options available are 10 minutes, 20 minutes (default), 1 hour and 4 hours. A check mark indicates the selected option.
The estimated current bearing of the contact is a point just ahead of the arrowhead. The last reported bearing is represented by the tick mark closest to the arrowhead. Note: All of the current estimates represented by the ruler appear in numerical form in the Trial Solution Area to the right of the TMA Board. Manipulating the Speed Strip Ruler The speed strip ruler is adjusted as follows.
SPLIT: Click button to split the merged (M) contact selected in the SELECTED TRACK drop-down list into its two original contact components. DROP: Click to permanently drops the contact selected in the Selected Merge: Click to merge the contact selected in the Selected Track dropdown list with the contact selected in the Merge Track drop-down list. MERGED TRACK: This dropdown lists all contacts except the contact selected in the SELECTED TRACK drop-down list.
display zeros until you have clicked ENTER SOLUTION in the TMA Solution Input Area. To change the solution in use by the system for the selected contact, alter the ruler to the desired position on the TMA board or enter numbers directly into the trial solution area fields, then click the ENTER SOLUTION button again. TMA ON R A DA R , A C TI VE S O N AR , V I S U AL C O N T AC T S Contacts marked in Active Sonar, Radar and the Stadimeter appear as a bearing/range pair on the TMA Board.
3. Adjust the view on the TMA Board to get a clear view of the ruler and the range triangle. Move the ruler to the location of the range triangle, click the red button at the center of the display control arrows to center the ruler in the TMA Board, and then click the zoom buttons to better adjust the view. If you lose site of the ruler, zoom all the way out or click the red center on ruler button again. 4.
the ruler to see it at that speed. You can also set the speed to 10 knots or more temporarily. This will expand the ruler and reveal the handle. 3. Enter any known data in the trial solution fields. If you have additional data on the contact’s range, or course, for example from an intelligence message, enter it in the appropriate solution field. If you have determined the contact’s speed using DEMON, enter that speed in the speed field. See Kilo Stations/Kilo Sonar Suite/DEMON Sonar Station.
solution, adjust the ruler or directly input information in the trial solution fields and click ENTER SOLUTION again. 6. Change Ownship’s course and/or speed to refine the TMA solution. After steadying on the new course and/or speed, adjust the ruler to achieve the best fit. If one TMA solution does not fit the entire observed bearing data, consider the fact that the contact itself may have changed course and/or speed (a contact “zig”.
P ERISCOPE -S TADIM ETER S TATIONS [F8] The Kilo Periscope Station in S.C.S. - Dangerous Waters merges the functionality of the Periscope with that of the Stadimeter and also provides access to the High-Frequency Sonar Display, which is useful for navigating minefields. The Stadimeter is only accessible from the Periscope Station. Click the Stadimeter icon button to the right of the mast switch to move to the Stadimeter Station.
Click the upper half of the Zoom crank to zoom in. Click the lower half of the crank to zoom out. Click the upper half of the Elevation crank to lower the elevation. Click the lower half to raise it. 6. With a contact centered in the periscope reticule click MARK to assign it an alphanumeric designation and send the bearing information for the visual sighting to the Target Motion Analysis station and the Nav Map. Visual contacts have a V designation. (V01, V02 etc.) 7.
similar length in the lower window. When a match is determined, leave the selected name in the CLASSIFICATION field. 4. Rotate the silhouette by clicking the A.O.B. arrow buttons to closely match the aspect of the ship in the photo to help match the silhouette to the photo. Matching the aspect provides the Angle on the Bow (AOB) needed to determine the contact’s course. Course is a piece of information needed in developing a firing solution in TMA. 5.
Note: The Kilo High-Frequency Sonar Display is accessed via the screen transition button at the top of the screen. See Kilo Stations/Kilo Sonar Suite/Active Sonar Station/Kilo High Frequency Active Sonar for information on using the HFAS to navigate minefields. K ILO S AIL B RIDGE (SAM L AUNCHER ) [F9] The Sail Bridge is only accessible when the Kilo is surfaced. The Sail Bridge provides three views: Free Look, Shoulder Mounted SAM Launcher and Binoculars.
Note: If you submerge the ship or heavy seas submerge the sail for long periods of time, the view moves to the Nav Map. The Sail Bridge is not accessible until the ship resurfaces. K ILO A UTOCREW The Kilo has five Autocrew who perform parts of or all tasks at given stations. The Autocrew available on the Kilo are described below. K IL O B R O AD B AN D /N AR R O W B A N D S O N AR A U T OC R E W When ON, the Broadband/Narrowband Autocrew searches Narrowband for contacts.
K IL O S O N A R A C TI V E I NT ER C E PT A U T OC R E W When ON this Autocrew marks all contacts detected in Active Intercept. You have no additional responsibilities in this station when Active Intercept Autocrew is on. The Autocrew does not prevent you from marking contacts. R A D AR A U TOC R E W You must raise and lower the radar mast.
Once the Autocrew enters a solution for a contact, the contact then appears as a symbol on the Nav Map at the designated range and bearing and the solution is also sent to Fire Control for use in targeting. The symbol for Unknown (platform category)/Unknown (ID) is displayed until you or the Sonar Auto Crewman classifies it. The Nav Map symbol for the contact moves on the map according to the course and speed set in the solution.
Section 10: Kilo Stations 10-58
SECTION 11 AKULA STATIONS Section 11: Akula Stations 11-1
11: AKULA STATIONS AKULA TASK BAR AKULA STATIONS MENU AKULA ORDERS MENU DAMAGE REPORT W INDOW HISTORY W INDOW MANEUVER SHORTCUTS AND GAME READOUTS TIME COMPRESSION SCALE AKULA SHIP CONTROL STATION [F1] AKULA SONAR SUITE [F2] AKULA BROADBAND SONAR STATION Akula Broadband Circular SSAZ Display Assigning Trackers Towed Array Contacts Akula Broadband Station Components AKULA NARROWBAND SONAR Akula Narrowband Display Selection Overlay Designating Contacts in Narrowband Sonar Classifying Contacts in Narrowband Ak
Fire Control Target Selection List Tube Selection Panel AKULA FIRE CONTROL LAUNCH PANEL Basic Launch Procedure Countermeasure Launch Procedure Tube Reload Procedure TARGETING SEA CONTACTS Torpedo Wire Guide Controls ATTACKING LAND TARGETS LAYING A MINEFIELD DEPLOYING AND W IRE-GUIDING UUVS Wire-Guiding/Enabling UUV Active Sonar UUV Returns AKULA W EAPON INVENTORY STATION AKULA TACTICAL W EAPONS STRATEGIC W EAPONS Mines: AKULA COUNTERMEASURES AKULA W EAPON PRESETS Antiship Missile Presets Land Attack Missile
AKULA BROADBAND/NARROWBAND AUTOCREW AKULA SONAR ACTIVE INTERCEPT AUTOCREW RADAR AUTOCREW AKULA FIRE CONTROL AUTOCREW AKULA TMA AUTOCREW Section 11: Akula Stations 11-58 11-59 11-59 11-59 11-59 11-4
11: AKULA STATIONS All Akulas regardless of country or version have the same stations and station functionality in S.C.S. - Dangerous Waters. The Akulas differ in noise generation and in weapons loadout. Both the Akula-I Improved and the Akula-IIs are referred to in this manual as Akula. Note: The default view when entering a mission is the Navigation Station. The Navigation Station with its 2D Nav Map and 3D view functions the same on every controllable platform and is covered only once in the manual.
A K U L A O R DE R S M E NU Navigate: Select various navigation orders. Set Depth: Displays a menu orders of depth shortcuts Surface: Orders a normal surfacing of the sub. Go to PD: Orders OS to Periscope Depth (20 meters). Go Shallow: Orders a depth of 51 meters. Go Deep: Orders a depth of 442 meters. Go to Snorkel Depth: Orders a depth of 18 meters. Change Speed: Change Speed: Displays a submenu of engine order shortcuts.
Countermeasures: Launch either active or passive decoys. From the Orders Menu a depth of shallow (30 meters) or deep (244 meters) can be selected. D A M A GE R E P OR T W I N D OW Lists damage to any station. The text scrolls as necessary. When a station has damage, the damage indicator in the upper right of a station slides out to reveal a wrench.
Click the numbers in the Time display to pause the game. Click PAUSED in the time display to restart the game. T I M E C OM PR ES SI O N S C AL E In addition to real time, S.C.S. - Dangerous Waters supports four levels of time compression. The time scale displays in the far right of the Task Bar. A stack of colored bars represents the level of time compression. At real time, a single green bar is displayed. At twice real time a lime (yellow/green) bar appears above the green bar.
TOWED ARRAY: The Akula has one towed sonar array. The length of the array currently deployed is displayed in the LENGTH readout. The Akula’s towed array is fully deployed at 304 meters (approximately 1000 feet). Click STREAM to deploy the towed array. Click OFF to stop streaming. Click RETRIEVE to retrieve the towed array. MBT VENTS: When on the surface, click OPEN to open the main ballast tank vents and submerge the ship.
EMERGENCY BLOW: Blows high-pressure air into your ballast tanks to emergency surface your ship. Remember to recharge your air banks following an Emergency Blow. A KULA S ONAR S UIT E [F2] See Training/Sonar School for sonar information needed to efficiently use the sonar stations. At the Sonar Stations you monitor the most important sensing equipment on board your submarine.
Note: UUV sonar contacts also have Sierra (S) designations, but their data are not reported in the Sonar Suite. UUV returns are available in TMA and on the Nav and Fire Control maps. Akula Broadband Circular SSAZ Display The broadband display in the Akula is circular and represents Signal Strength versus Azimuth (SSAZ). The SSAZ display consists of concentric bands extending from an inner circle. Each band represents data from a different ship sensor.
toward the outer edge of the band; the stronger the signal, the taller the spike. Clicking inside a specific band selects that array. The outer edge of that band brightens and enlarges slightly indicating that the band and the array it displays are selected and the name of the selected array appears in the Array window. On the SSAZ Display, a thin line extending from the center to the outer edge represents Ownship. The line ends with an arrow indicating the direction Ownship’s stern is pointing.
deployed. If the towed array is not already deployed at mission start, stream it from the Ship Control Station [F1] or from the Task Bar’s Orders Menu using the Arrays/Wires option. Because of the physics of the towed array construction, an ambiguous contact, a mirror image of each true contact, appears on the display along with the true contact.
TRACK ID: Displays the Track ID of the contact at the location of the cursor if it has been assigned an ID or the ID of the tracker selected when Cycle Contacts is clicked. ASSIGN TRACK: When the cursor is on a contact in the selected array, click this button to assign a tracker to the contact and send all sonar information to TMA. Sonar Navigation Slider: Click the appropriate icon to move the slider and switch your view to that Sonar Station.
Sound Signature for class in CLASSIFICATION window Selection Overlay Class of the Sonar Signature seen in Overlay Designating Contacts in Narrowband Sonar 1. Select a contact by dragging the wedge shaped selection overlay and positioning the center section over the contact. To move the overlay, click the edge of the overlay and drag it to the desired location or simply click on display surface. 2. Place your cursor on one of the selected contact’s frequency lines inside the wedge and click to select it.
1. Compare the frequency lines of the selected contact in the center to that of the profile in the outer wedges. 2. Adjust the Frequency Scale Dial to see distinct ranges more clearly. 3. Click the left and right facing arrows next to the CLASSIFICATION window to select other ship profiles for comparison. 4. Click FILTER to narrow the search to the most likely profiles. (A red ring around the filter button indicates it is on.) .
Click the FRAZ display to see the frequency at that location in the display in the Cursor Frequency window. OVERLAY BEARING: Displays the bearing at the end of an imaginary line drawn through the exact center of the Selection Overlay. TRACK ID: Selecting a frequency line that has been assigned a tracker displays the alphanumeric designation for that contact in this window. A K U L A DEMON S O N AR S TA T I O N DEMON is an acronym for Demodulated Noise.
3. In ARRAY SELECT click the desired sensor button in the submarine outline. The button on the bow of the outline selects the Cylindrical Array. The aft button selects the Towed Array. A raised ridge rims the selected button. 4. Under DEMON DISPLAY click the round silver button associated with the desired contact ID. A red ring around the button indicates that button is selected. Note: If the game is paused, no lines appear in the waterfall display. 5.
Fishing Vessels/Trawlers/Pleasure Craft: Three- or four-bladed propellers; noisy; erratic courses and speeds, frequently stopping and starting. Note: Turns per knot for military and civilian ships are found in USNI Reference. Click CIVILIAN in the Country column then the name of the ship type to find TPK information on Civilian ships. A K U L A A C T I VE S O NA R S T AT IO N Active sonar should be used only when absolutely necessary since it provides the enemy with a wealth of information. S.C.S.
Click to transmit. Click again to stop continuous transmission. Bearing-Range Cursor Active Sonar Contacts: Contacts appear as brighter spots on the active display. A metallic ping is heard as each contact displays. The active display shows a four-ping history, which is useful in detecting contacts with weak signal strength. The Bearing-Range Cursor: The cursor in the active display consists of a circle attached to a vertical line that indicates a specific bearing.
A valid contact gives consistent visual returns that are brighter than background noise or reverberations. The audio return will have a distinctive metallic ring to it and will be distinguishable from the background noise. 4. Click on a contact to select it with the Bearing-Range cursor or click and drag the cursor to center it on the contact. The contact’s range and bearing display on the left side of the screen in the Range (M) and Bearing windows. Range is in meters. 5.
HFAS / Ice Display Button 3. Click FORWARD LOOKING in the Alignment Panel. HFAS returns from in front of the ship appear in the display screen. Click UPWARD LOOKING to use sonar returns to judge ice thickness above your ship. See Akula Stations/Akula Periscope-Stadimeter Stations/Akula Under Ice Display. Select Forward Looking for Mine Avoidance Back to Periscope Station 4. Click the HFAS Display to place a marker on the Nav Map for all contacts detected by the sensor.
When Active Intercept detects an active sonar ping, a line is seen on the active intercept display on the bearing of the contact. The strength of the signal is represented as a bank of colored lights directly below the display that glow from green to red as the signal grows in strength. In addition to the circular Active Intercept Display the Active Intercept Station contains the following fields and buttons. FREQUENCY (HZ): Displays the frequency of the intercepted signal.
Click the XBT button. The previous results are cleared from the display and the tablet when a new XBT is launched. Updated information does not appear instantly on the screen. The XBT probe rises to the surface and then descends before it begins reporting. This may result in a delay before the SSP updates. The layer depth is noted at the bottom of the tablet. To change the depth scale in use on the graph, click the desired number in the Depth Scale Panel.
5. Click MARK to send the contact’s bearing and range to TMA and the Nav Map. Note: Radiating while the mast is submerged destroys the radar. Be sure you are at 19 meters or less before raising the Radar mast. A KULA R ADI O -ESM S TATION [F4] In S.C.S. - Dangerous Waters the ESM (Electronic Support Measures) station and the Radio Room are combined. ESM allows you to detect and classify contacts when submerged with your ESM mast extended above the surface of the water.
2. Click the ESM ANTENNA switch to the RAISE position to raise the mast. When the triangular cursor appears in the ESM Display, the ESM is in detection mode. Contacts appear as lines emanating from the center of the display on a specific bearing. 3. Click a contact signal in the ESM Display to determine contact bearing and to view the source of the signal (The name of the detected emitter appears in the SOURCE field.) The bearing to the contact appears in the Bearing readout. 4.
detection. The floating wire receives messages far more slowly but you do not need to expose a mast to receive messages. 1. Select either the floating wire antenna or the radio antenna mast to receive the message. Radio Mast: Take the ship to 20 meters or shallower and set ship speed to 10 knots or less when the sail is submerged to avoid damaging the mast when it is raised. When the depth and speed prerequisites are met, click RAISE under Radio Antenna to extend the radio mast.
Task Bar’s Orders Menu from any screen provided you are at a safe depth and speed. Promoting Contacts to the Link In some cases the Link participants in your area could be unaware of a contact that you have detected if the contact is out of range of their combined sensors. In this case you may want to promote your contact to the Link to share it with other link participants in your area.
A KULA N AVIGATI ON S TATION [F5] The Navigation Station, with its Nav Map and 3D View is the default view when entering a mission. The Navigation Station functions the same regardless of controllable platform and is covered only once in this manual. See Navigation Station. The Navigation Station section covers how to play from the Nav, what is seen on the Nav Map and the 3D View and information on NTDS symbols and colors as well as what is seen when various filters are applied.
Ownship depth is greater than periscope depth. Ownship speed is 3 knots or less. Deploy Special Forces: This menu is greyed out until speed and depth requirements are met. It is available only in the Contact Menu under these conditions: The selected contact is a surface ship or landbased target (Category: Stationary) such as a building or the floating Oil Rig) Ownship has Special Forces aboard. Ownship is traveling at periscope depth or less and at 3 knots or less.
Fire Control Map Map Control Panel Target Selection List Tube Selection Panel Fire Control Map All sensor contact symbols seen on the Nav Map are also seen on the Fire Control map. If you have Show Link Data on, Link participant symbols and Link contacts symbols also appear. The TMA or Link solution data for a selected contact appears in the upper left corner of the map in the Fire Control DDI area.
ZOOM: Click + in the ZOOM controls (or press [CTRL] and click the map) to zoom in on the clicked location. Click – in the ZOOM controls (or press [CTRL] and right-click) to zoom out. WEAPON TRACKS: When this button is ON (lit) all waypoints assigned to any land attack missile or mobile mine display on the map. When this option is OFF only the waypoints for the weapon assigned to the selected contact show on the map. Click to toggle the state of this button.
Selection Panel. The six external tube selectors are numbered 1 through 6 and are located in the lower portion of the panel. Select a contact ID from the Target Selection List. Click the number of the desired tube to assign the weapon in that tube to the selected target. If the weapon in the selected tube is not appropriate for the contact, it cannot be assigned to the tube. Note: Certain weapons can only be used against submarines.
3. Click E to equalize the water pressure in the tube. 4. Click M to open the muzzle door. The tube number and the interlock lights illuminate indicating the weapon is ready to fire. 5. Click FIRE to lift the cover; click again to fire the weapon. When the tube is empty, the red interlock light to the left of the weapon name window goes dark and the word EMPTY appears in the window. Note: If you have not yet assigned a target to the tube, the FIRE button is disabled and the tube number does not illuminate.
If the weapon name display reads EMPTY, click to load a weapon. Repeated clicks cycle through available weapons. If you click an empty tube and the weapon names do not cycle, the muzzle door for that tube is still open. Click M to close the muzzle door and wait until the tube is no longer flooded, and then reload the tube. Remember that closing the muzzle door cuts the wire on torpedoes and UUVs and they can no longer be wire-guided.
Torpedo Wire Guide Controls Any Akula interior tube can fire wire-guided torpedoes. Once a torpedo is fired, its symbol appears on the Fire Control map. When a wire-guidable torpedo enables, two red lines extend from the torpedo symbol indicating the weapon’s search cone. Until a torpedo enables (begins its search), it can be wire-guided. Click W below the desired tube to wire guide the torpedo from that tube. The W is only selectable if the tube has fired a torpedo that can be wired guided.
location. Watch the latitude and longitude readout in the lower left corner of the Fire Control map as you drag the waypoint to determine its current location. The outermost waypoint should be placed at the exact latitude and longitude of the target as specified in your orders. If a landfall waypoint is directed in your tasking make sure that one of the earlier waypoints is placed at that latitude and longitude. 4. Set the destruct range for the missile.
2. To launch a UUV to a depth other than Ownship depth, first select the tube containing the UUV in the Target Display and click P to display its presets. 3. Click the checkmark to deselect Use OS Depth and display the Depth preset. Click a digit to increment its value. Right-click to decrease the value. 4. Select the desired tube in the Launch Panel and initiate the launch procedure as for a torpedo.
A contact detected by a UUV in active mode appears as a yellow Unknown symbol at the end of a green line of bearing. The length of the LOB indicates the range of the contact from the UUV. Note: UUVs cannot be retrieved. Once the battery is expended you need only close the muzzle door to cut the wire and jettison the UUV. The tube can then be re-loaded. Altering Ownship’s course by more than 90° cuts the wire.
Note: The above three torpedoes can be launched at depths up to 240 meters. SA-N-8 Gremlin SAM: Fired from a shoulder-launcher from a position in the aft of the sail, these Surface to Air Missiles have a maximum range of 4.7 km (2.5 nm), can reach a maximum altitude of 3,505 meters, and carry a 2 kg (4.4 lb) warhead. (Press [F9] when the Kilo is surfaced to access the SAM launcher.
S TR A TE GI C W E AP O N S Mines: Mobile Mine: The Akula’s mobile mine is a modified version of the 53-65K torpedo. Launched via a 53 cm torpedo tube it can travel up to 18.5 km (10 nm) after leaving the ship. The mobile mine is effective in depths from 4 – 150 meters and has a 450 kg warhead. A K U L A C OU N TE R M E AS U R ES Countermeasures are defensive weapons used to prevent an enemy’s torpedo from destroying your sub.
Land Attack Missile Presets SS-N-27 LAM Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then click the Fire Control map to place four waypoints for the weapon to follow. Latitude/Longitude: Click a waypoint to display presets for setting the precise Latitude and Longitude for the waypoint. Click/right-click the preset digits to increment or decrement the number. You can also click a waypoint and drag it to the desired location.
Run To Enable: Sets the distance the weapon travels before its sensor enables. (The minimum RTE for this weapon is 2000 yards.) Torpedo Presets 53-65K, 53 cm, 65 cm Torpedoes Snapshot Bearing (deg): The weapon is fired on the bearing entered here. (This preset only appears if Snapshot is assigned to the tube from the Target drop-down list.) Depth: Set the depth at which the weapon travels. Ceiling: Set the depth above which the weapon does not travel.
A K U L A TMA S TA TI O N C O M P O N E NT S The Akula’s TMA station is composed or several distinct areas: The TMA Display, the view controls and readouts, the track selection area, trial solution area and the solution area. These areas are described briefly below. See Training/TMA Basics.
Radar: Yellow UUV passive sonar: White UUV active sonar: Green Time History Right-Click Menu Right-click the TMA Display to change the bearing return history on the TMA Display. As long as a tracker is tracking, bearing information is sent to TMA in two-minute intervals. If the screen gets too cluttered, change the number of lines that are displayed. History options available are 10 minutes, 20 minutes (default), 1 hour and 4 hours. A check mark indicates the selected option.
Each tick mark represents a specific interval of time. (Towed and Bow arrays update every two minutes while radar and continuous active sonar update with every sweep or ping.) The mark at the end of the ruler represents the initial or oldest information. The estimated current bearing of the contact is a point just ahead of the arrowhead. The last reported bearing is represented by the tick mark closest to the arrowhead.
represents the source of the data: S for Sonar, R for Radar, V for visual (Periscope and Stadimeter), and E for ESM. MERGE TRACK: This dropdown lists all contacts except the contact selected in the SELECTED TRACK drop-down list. MERGE: Click to merge the contact in the SELECTED TRACK dropdown list with the contact selected in the MERGE TRACK drop-down list. SPLIT: Click to split the merged (M) contact selected in the SELECTED TRACK drop-down list into its two original contact components.
Press [CTRL] + click to zoom out. Press [CTRL] + Right-click to zoom in. Roll the mouse wheel forward to zoom in. Roll the wheel backward to zoom out. Click the CENTER ON RULER button below the TMA Display before zooming in for the clearest view. TMA Solution Area The TMA Solution area in the lower left of the station displays the current solution in use by the Fire Control system for the selected contact. There is no user interaction in the TMA Solution area.
2. After a short interval return to the active sonar or radar station (whichever you are using) and mark the contact again. (When ON Radar Autocrew automatically marks contacts as long as the Radar is radiating.) For visual contacts, take another photo of the contact from the periscope and manipulate it in Stadimeter, then mark the contact again from the Stadimeter Station. Continue to mark the contact at two-minute intervals to accumulate several bearing lines.
Position the end tick of the ruler on the oldest bearing line. (The end tick is on the oldest bearing line when the bottom dot is on the centerline of the dot stack.) Click CENTER ON RULER then click the zoom buttons to adjust the view. If you lose site of the ruler, zoom all the way out or click CENTER ON RULER button again.
estimated position of the contact based on this system solution and uses that estimated location when targeting the contact. The entered system solution displays in the TMA SOLUTION panel at the lower right of the TMA station. To update the contact’s system solution, adjust the ruler or directly input information in the trial solution fields and click ENTER SOLUTION again. 6. Changing Ownship’s course and/or speed can refine the TMA solution.
TMA on UUV contacts is performed as for any other sonar contact in active or passive mode. A KULA P ERISCOPE -S TADIMETER S TATIONS [F8] The Akula Periscope Station in S.C.S. - Dangerous Waters merges the functionality of the Periscope with that of the Stadimeter and also provides access to the High-Frequency sonar useful for navigating minefields. The Stadimeter is only accessible from the Periscope Station.
bottom up when a radar emitter is detected. (Green indicates a weak signal, red a strong one.) 5. Zoom and adjust the view. Center the view on the contact of interest. Zoom in and adjust the elevation as needed. 6. Click the upper half of the Zoom crank to zoom in. Click the lower half of the crank to zoom out. 7. Click the upper half of the Elevation crank to lower the elevation. Click the lower half to raise it 8.
Determining Course with Stadimeter 1. Take a photo of a contact in the Periscope Station [F8]. 2. Click the Stadimeter icon button to switch to the Stadimeter Station. When the Stadimeter Station appears, the last photo taken through the periscope appears in the upper window. In the SHIP CLASSIFICATION fields the ship’s computer provides the names of those ship classes within the selected country that are similar in length to the photographed contact.
1. Under COUNTRY click the right and left facing arrows to select the desired country’s platform class names to view. 2. Under SHIP CLASS click the right and left facing arrows to cycle through the names in the SHIP CLASSIFICATION window to display the 3D silhouette for each available class. 3. Rotate the silhouette model by clicking the A.O.B. arrows. Click the Zoom buttons to alter the size of the silhouette in the window.
Signal Strength Indicator Lights Ownship cannot penetrate ice with a thickness greater than 10 feet. The lights in the Signal Strength Indicator represent the following ice depths and damage expectations. Green: 0-4 feet thick; no Damage to Ownship. Yellow: 4-8 feet thick; minor damage, may lose ice sensors. Red: 8-10 feet or more; moderate to serious damage; may lose masts, flooding possible.
A KULA S AIL B RIDGE (SAM L AUNCHER ) [F9] The Sail Bridge is only accessible when the Akula is surfaced. The Sail Bridge provides three views: Shoulder Mounted SAM Launcher, Free Look and Binoculars. Click the desired icon button to switch to that mode. SAM Launcher Free Look Binoculars Free Look: The default view in the Sail Bridge provides a 360° naked-eye view of the area. Click and drag to pan the view. Binoculars: Zoom to 16X by clicking the thumb wheel at the top of the screen.
Note: If you submerge the ship or heavy seas submerge the sail for long periods of time, the view moves to the Nav Map. The Sail Bridge is not accessible until the ship resurfaces. A KULA A UTOCREW The Akula has five Stations with Autocrew assistants. This section describes what each crew does as well as what they don’t do. A K U L A B R O AD B AN D /N AR R OW B A N D A U T OC R E W When ON, the Broadband/Narrowband Sonar Autocrew searches Narrowband for contacts.
A K U L A S O N A R A C TI V E I N TE R C E PT A U T OC R E W When ON this Autocrew marks all contacts detected in Active Intercept. You have no additional responsibilities in this station when Active Intercept Autocrew is on. R A D AR A U TOC R E W You must raise and lower the radar mast. When ON, your Radar Autocrew performs the following task as long as the radar is on: Marks contacts and re-marks them every minute that the contact can be detected.
Uses information reported from all sensors to determine a firing solution. This solution is his best estimate of the course, bearing, range and speed of a contact. Merges contacts that represent the same track reported by different sensors. Keeps track of the movement of each contact and updates the solution on the Nav and Fire Control Maps with every new sensor input. The solution is updated immediately with his best guess whenever a contact is selected from the drop-down list in the TMA station.
SECTION 12 SEAWOLF STATIONS Seawolf Stations 12-1
12: SEAWOLF STATIONS .........................................................................12-5 SEAWOLF TASK BAR .......................................................................... 12-5 SEAWOLF STATIONS MENU ............................................ 12-5 SEAWOLF ORDERS MENU .............................................. 12-6 DAMAGE REPORT W INDOW ............................................ 12-7 HISTORY W INDOW .........................................................
RECEIVING RADIO MESSAGES AND LINK DATA................ 12-32 PROMOTING CONTACTS TO THE LINK ............................. 12-33 SEAWOLF NAVIGATION STATION [F5]............................................... 12-34 SEAWOLF OWNSHIP/ORDERS MENUS ............................ 12-34 SEAWOLF CONTACT MENU ........................................... 12-35 SEAWOLF FIRE CONTROL SUITE [F6] ................................................. 12-36 SEAWOLF TARGET DISPLAY ..........................................
TMA ON UUV SENSOR CONTACTS .............................. 12-59 SEAWOLF PERISCOPE-STADIMETER STATIONS [F8] .............................. 12-59 DETECTING CONTACTS WITH THE PERISCOPE ................ 12-60 SEAWOLF STADIMETER STATION ................................... 12-60 Determining Course with Stadimeter .................. 12-61 Determining Class/Range with the Stadimeter ... 12-62 SEAWOLF SAIL BRIDGE (SAM LAUNCHER) [F9] ................................ 12-62 LAUNCHING SURFACE TO AIR MISSILES ...........
12: SEAWOLF STATIONS The station and matrix button functionality of the Seawolf Class submarines in S.C.S. – Dangerous Waters is covered in this section. The Seawolf’s five Autocrew features are covered at the end of the Seawolf section of the manual. Note: The default view when entering a mission is the Navigation Station. The Navigation Station with its 2D Nav Map and 3D view functions the same on every controllable platform and is covered only once in the manual. See Navigation Station.
S E AW OL F O R D E R S M E NU Navigate: Select various navigation orders for Ownship (OS.) Left Full Rudder: Sets OS on a hard turn to port. Right Full Rudder: Sets OS on a hard turn to starboard Rudder Amidships: Sets the rudder back in the zero position. Set Depth: Go to PD: Brings OS to Periscope Depth (61 feet). If seas are high you may need to adjust the depth. Go Shallow: Orders depth of 195 ft. Go Deep: Orders depth of 1,671 ft. Go to Snorkel Depth: Orders a depth of 54 feet.
Seawolf Stations/Seawolf Autocrew for a full description of Autocrew functionality. Fire Tube: This menu option only appears when there is a weapon loaded and ready to shoot. Weapons are loaded in the Fire Control Launch Panel and presets determined in the Fire Control Target Display. Countermeasures: Launch either active or passive decoys. From the Orders Menu a depth of shallow (100 feet) or deep (800 feet) can be selected. D A M A GE R E P OR T W I N D OW Lists damage to any station.
TIME: Displays the time of day in the mission based on a 24-hour clock. When the game is paused, the time display is replaced by the word PAUSED. Press [P] to pause the game. Press [P] again to resume the game. Click the numbers in the Time display to pause the game. Click PAUSED in the time display to restart the game. T I M E C OM PR ES SI O N S C AL E In addition to real time, S.C.S. - Dangerous Waters supports four levels of time compression. The time scale displays in the far right of the Task Bar.
Course Indicator Rudder Control Trim and Ice Indicator Engine Order Telegraph Seawolf’s Ship Control Station employs the following conventions. A green outline (or green needle) and a finger cursor indicate that user input is possible in that location. Button text indicates what happens when you next click the button. Button text changes to facilitate this feature. The only exception is the Emergency Blow button. That button text is green when a blow is in progress and orange when it is OFF.
SPEED: Displays the sub’s current speed. AIR %: Displays the current charge level in the high-pressure air banks. DEPTH: Displays the sub’s current depth. SOUNDING: Displays the current depth of the water under your keel. Course Indicator: The orange needle indicates the ordered course. The green needle indicates the current course until ordered course is achieved. Click the desired heading on the dial to order a new course.
Note: The ship dives/surfaces automatically when an appropriate depth change is ordered by means of the taskbar depth shortcut, the ORDERED DEPTH window from the Ship Control Station, or by means of an Order’s Menu Navigate>Set Depth option. It is not necessary to manually open the MBT Vents. VENTILATE/SECURE VENTILATE: Click Ventilate to commence ventilation. Click Secure Ventilate to stop ventilating. Ventilation is only necessary when you need to recharge the high-pressure air banks.
In order to surface safely through the ice you must locate a polynya, an open or thin area in the ice, and surface the ship there. Following proper procedures the sub can break through relatively thin ice. The Ice Thickness Indicator alerts you to ice that is too thick to break through. You must also be aware of ice keels, large slabs of ice that project downwards for many feet. With the High Frequency Active Sonar ice keels can be located and marked. Seawolf in S.C.S.
S EAWOLF S ONAR S UITE See Training/Sonar School for sonar information needed to efficiently use the sonar stations. At the Sonar Stations you monitor the most important sensing equipment on board your submarine. Six displays, each with a specific purpose, help detect, identify, track, and localize contacts by employing either active or passive sonar. The sonar suite is composed of these six displays: Broadband, Narrowband, DEMON, Active, Active Intercept, and Sound Speed Profile (SSP).
Broadband Waterfall Displays Bearing Indicator Broadband Data Display Broadband Button Matrix Seawolf Broadband Waterfall Displays The Seawolf uses dual waterfall displays to track sonar information. In the waterfall display, sonar information ‘cascades’ down over time giving a sense of the contact’s movement. Bearing is displayed on the horizontal axis with either north (000) or south (180) in the center. Time is displayed on the vertical axis, with the most recent information at the top.
Assigning Trackers in Broadband 1. Click SELECT ARRAY. From the resulting button matrix click SPHERE or TOWED to select the sonar array you want to view in the broadband display. Click BACK. 2. When a contact appears in the waterfall click on it to select it. A vertical cursor appears over the contact in the bearing indicator. You can click and drag this cursor along the bearing indicator. 3. Click Assign Tracker to designate the target and assign a tracker.
Note: Be aware that when you turn Ownship your towed array does not begin to turn until it reaches the point in the ocean where the ship began its turn. As a result, Ownship appears as a contact on the towed array during turns. Seawolf Broadband Data Display/Button Matrix The components of the Seawolf’s Broadband Data Display and Button Matrix functionality are covered here.
AUDIO: Displays buttons to toggle the broadband audio ON and OFF. When ON, the sound produced by a broadband contact is audible when it is selected in the Broadband Display. TIME SCALE TOP: Displays button options for setting the time average in the upper Waterfall Display: Select STA, ITA, LTA (see below). TIME SCALE BOTTOM: Displays button options for setting the time interval in the bottom Waterfall Display: Select STA, ITA, LTA (see below).
Seawolf Narrowband Displays On the left side of the Narrowband station are three display windows. These are (from top to bottom): the Narrowband Search, the Narrowband Waterfall Display and the Ship Classification window. Each is described below. NARROWBAND SEARCH DISPLAY: On the Narrowband Search Display signals from the selected array display in an A-scan format. A contact’s signal displays as a spike at the bearing where it is detected. The height of the spike represents signal strength.
Crsr Brg: Displays the location of the cursor in the bearing indicator at the top of the Narrowband Search Window. Tracker: Displays the assigned tracker letter of the selected contact when the Tracker Review button is clicked on the Button Matrix. Contact: Displays the contact ID of the contact selected when the Tracker Review button is clicked on the button Matrix. SNR: (Signal to Noise Ratio) This field displays the SNR of the selected contact. A high number indicates a strong signal.
Profile Selection Panel Database Filter ON Profile Selector Profile Selection Arrows Classifying Contacts in Seawolf Narrowband 1. Click on a contact in the Narrowband Search Display. Detected frequencies appear in the Narrowband Waterfall Display. 2. Click DISPLAY SIGNATURE to reveal the Profile Selection Panel. The profile of the class name that appears in the Profile Selector is displayed in the Ship Classification window below the Narrowband Waterfall Display.
The contact is assigned a contact ID and the class name selected in the Profile Selector is assigned to the contact. (The class name appears in the Navigation Station DDI when the contact is selected and the 3D object for that class appears in the 3D view.) You must still assign an alliance ID and a level of confidence to the contact using right-click Contact Menu’s Designate Category/ID option or the Contact Menu’s Classify Contact… option.
Using DEMON to Calculate a Contact’s Speed 1. First determine the class of the contact in the Narrowband, ESM or the Stadimeter Station. In the USNI Browser, find the entry for the ship or sub’s class and make note of the turns per knot number listed in the TPK field. 2. Ensure that there is a tracker assigned to the desired contact in Broadband sonar. 3. Click SELECT ARRAY. A panel containing array buttons appears. Select the TOWED or SPHERE array. The selected button is green. Click BACK. 4.
3. If necessary, adjust the frequency scale until the lines display clearly and individually on the waterfall. Use the following criteria to help categorize the selected contact: Merchant Vessels/Tankers: Typically three or four blades; noisy; often maintains predictable course. Warships: Typically four or five-bladed propellers; quieter, smoother sound than merchant ships; possibly unpredictable course changes.
FREQUENCY SCALE: Displays a panel for selecting the frequency scale in use in the DEMON Waterfall. (20, 50 or 120) TURNS PER KNOT: Displays a panel for adjusting the Turns Per Knot setting for the selected contact. (Increase T.P.K. and Decrease T.P.K.) S E AW OL F A C T I V E S ON AR S TA T I O N Active sonar should be used only when absolutely necessary since it provides the enemy with a wealth of information. S.C.S.
Marking Contacts with MF Active Sonar 1. Click RANGE SCALE then in the resulting matrix panel click number of the desired range to use in the active search: 5,10, 20, 40, or 80 (Ranges are in thousands of yards.) Longer ranges are appropriate for the initial search. Once a contact is detected, you can adjust the range scale of subsequent transmissions to improve the accuracy. Selecting a new range halts continuous transmissions. You must click transmit again to resume transmissions. 2.
target in Active Sonar, the oldest tracker is removed from a Broadband or Narrowband contact for use in Active. Seawolf Active Sonar Data Display The fields of the Data Display above the Button matrix are briefly described here. Tracker: Displays the tracker letter of the selected contact when the (tracker) Review button is clicked in the button matrix. Contact ID: Displays the Contact ID of the selected tracker when the (tracker) Review button is clicked in the button matrix.
RANGE SCALE: Displays options for setting the maximum range in the Active Display. Numbers are in thousands of yards (5, 10, 20, 40, 80). TRANSMIT TYPE: Displays options for selecting the type of transmission you want to send: Single ping or continuous ping. Continuous transmissions continue to ping until you stop it. This selects only the type of transmission. It does not transmit the signal. TRANSMIT: Click to transmit a signal of the type selected with the Transmit Type Button.
You must click BACK to access the HFAS button matrix and the MARK button. 3. Click MARK once. A marker is placed on the Nav Map for each contact detected by the sensor Note: It is not necessary to select contacts with the Bearing/Range cursor to mark them or to click more than once. 4. To return to the Medium Frequency Button Matrix, click FREQUENCY on the button matrix to display the Frequency options. 5. Click MEDIUM then BACK.
Click a contact line in the Active Intercept display to select the contact then click MARK. A Contact ID is assigned to the contact and the bearing information is sent to the Nav Map and TMA. Each time that the signal is selected and marked again the current bearing of that contact is sent to TMA. S E AW OL F SSP S T A TI O N (S OU N D S P EE D P R O F I L E ) The Sound Speed Profile (SSP) Station displays the speed at which sound is transmitted at various water depths in the area around Ownship.
UUVs are launched from the Fire Control Station and are wire-guided like torpedoes from there. See Seawolf Station/Seawolf Fire Control Suite/Deploying and Wire-Guiding UUVs for complete information. S EAWOLF RADAR S TATION [F3] Submarine radar should be used with caution and only when the situation mandates its use. When you use radar you communicate your presence, your bearing, your proximity and who you are if the other platform is equipped with EW or ESM equipment.
Radio Message window Seawolf Radio-ESM Station S E AW OL F E L E C TR O NIC S U PP OR T M E A S U R E S (ESM) The ESM mast is designed for the passive detection of radar emissions. This sensor detects any platform in your area that is employing radar. Because you must have the ESM mast is exposed, you make your ship vulnerable to detection when using ESM. The left half of the Radio-ESM Station contains the ESM Display and controls. The ESM sensor provides a bearing to detected contacts.
strong signal can indicate that the contact is relatively close. (Green indicates a weaker signal, red a strong one.) 4. Click a contact signal to select it then click Mark. This assigns an alphanumeric Contact ID to the contact and sends the bearing information to TMA and the Nav Map. ESM contacts have E designations (E01, E02, etc.) Once marked the Contact ID appears in front of the emitter name in the SOURCE field.
quickly. If speed exceeds 5 knots, the wire may never reach the surface of the water. Make sure the wire is streamed to at least half of its length in order to ensure message reception. Click right-facing double arrows to stream the floating wire. A progress bar indicates how much of the wire is currently deployed. Click the square (Stop) button to stop the winch. Click the left-facing arrows to retrieve the array. 2. Look at the message screen for incoming messages.
see your contacts. Other players must promote their contacts before you are able to see them on the Nav Map. You are only able to see them when Show Link Data is on. Just as you must raise your radio antenna or float the wire to download Link updates, you must also come to comms depth and raise the radio mast before you can promote your contacts to the Link. 1. Come to comms depth (59 ft) and raise the radio antenna. 2. From the Nav Map, select the contact you want to promote.
Navigation Station/2D Navigation Map/Ownship Menu for complete information. Fire Tube [X]: This option appears in the Ownship Menu only when a target is assigned to a tube and the tube is readied to fire in the Fire Control Station. When all that is left to do is fire the tube, this option is available. Select it to fire the designated tube. S E AW OL F C O N T AC T M E NU The Contact Menu appears whenever you right-click on a selected contact’s NTDS symbol.
S EAWOLF F IRE C ONTROL S UITE [F6] From the stations of the Fire Control Suite [F6] weapons are selected, contacts are targeted, weapons are launched and countermeasures are deployed. Seawolf has four stations in its Fire Control Suite: The Target Display, Launch Panel, Countermeasure Launch Panel and the Weapons Inventory. These are reached by clicking one of the navigation buttons at the bottom left of each of the Seawolf’s Fire Control Stations.
Fire Control Map All sensor contact symbols seen on the Nav Map are also seen on the Fire Control map. If you have Show Link Data on, Link participant symbols and Link contacts symbols also appear. The TMA or Link solution data for a selected contact appears in the upper left corner of the map in the Fire Control DDI area. This solution data is constantly updated assuming the course and speed designated when the solution was entered in TMA or provided by the Link.
Weapon Waypoints: When ON, all waypoints assigned to any land attack missile or mine display on the map. When this option is OFF only the waypoints for the weapon in the selected tube show on the map. Designate Target: This drop-down list contains all of the Track IDs currently marked by Ownship and Link participant and Link contact Track IDs if Show Link is ON. A Track ID selected in this list is available for assignment to a specific tube as described below with the following caveats.
3. Click Assign Target. The Contact ID appears in the Target Window of the selected tube in the Tube Selection Panel. 4. Presets for the weapon in the selected tube appear in the lower portion of the Target Designation and Preset panel. Click or right-click on digits as needed to adjust the settings. For information on preset settings see Seawolf Stations/Seawolf Fire Control Suite/Seawolf Presets.
indicating the weapons search cone. Until a torpedo enables, it can be wireguided. Click the torpedo’s symbol on the Fire Control map. The following Wire Guide Controls appear in the Preset area. Heading: Click the right facing arrow to increment the weapon’s ordered heading. Click the left facing arrow to decrease the ordered heading.
Launcher Control Panel The Launcher Control Panel displays Launcher Controls for the two selected tubes. Above each Launcher Control is the Tube Status Bar containing the tube number, the name of the weapon loaded and the assigned target. The two tubes that display here are selected by clicking on a pair of tube numbers in the Tube and Weapon Selection Panel below.
your air banks. If you have fired numerous weapons or performed an emergency main ballast tank blow, your air bank may be depleted and must be recharged. See Seawolf Stations/Ship Control Station. Reversing the Launch Process If the launch procedure has started but the weapon has not yet been launched, the launch procedure must be reversed before the weapon in the tube can be changed. At this stage the MUZZLE DOOR outline and text is green. The LAUNCH button is outlined in green. 1.
Status Bar while the name of the weapon to be loaded appears in the Tube and Weapon Selection Panel. Once the original weapon is unloaded the name of the weapon being loaded displays in the Tube Task Bar and the Target Assignment is cleared. (You must reassign a target to the new weapon from the Target Display.) The presets for the new weapon appear in the Presets Panel. The reload process is not complete until the Weapon Stowed indicator stops blinking.
LAYING A MINEFIELD Follow these steps to lay a minefield. 1. Check your tasking or determine the exact latitude and longitude for each mine to be placed. 2. Determine which tube will fire the mine destined for each specific location. From the Launch Panel, load the desired tubes with mines. 3. Set Waypoints for each mine to follow. In the Target Display Panel click the tube number to select. Click DEFINE TARGET WAYPOINT in the Preset Panel then click the Fire Control map to place the waypoint. 4.
2. Click the ORDERED HEADING arrows to adjust the course of the UUV. Passive sonar mode is on by default when a UUV is launched but active sonar mode can be enabled at any time as long as the wire is still attached and the 30-minute battery is functioning. Be aware that capable ships and subs in the area can detect UUV active sonar. However, active sonar may be necessary when traversing a minefield. Follow these steps to enable UUV active sonar. 3. Click ENABLE to initiate active sonar. 4.
Panel, the External Tube Presets Selector, and the Internal Tube Preset and Countermeasure Selector. External Tubes Launcher Controls External Tubes Presets Selector Presets Panel Internal Tubes Launcher Controls Internal Tubes Presets and CM Selector External CM Tubes Launcher Controls Each external tube can contain two countermeasures. In S.C.S. – Dangerous Waters you can launch each of these separately.
Reloading an Internal CM Tube Only the internal countermeasure tubes can be reloaded. In the Internal Tubes Presets and Countermeasure Selector click EMPTY or the name of the countermeasure you want to change and continue to click to cycle though the available options. S E AW OL F W E A PO N I N VE N T OR Y The Weapons Inventory simply displays the current type and number of weapons on board your sub. No interaction is possible.
S E AW OL F S TR A TE G IC W E AP O N S Mk 67 SLMM: The submarine-launched mobile mine is a modified Mk 37 torpedo whose warhead was replaced by a Mk 13 mine warhead. The torpedo’s propulsion system is used to maneuver the mine to the coordinates programmed into its guidance system. The SLMM has a 235 kg warhead, a maximum speed of 26 knots and a maximum range of 11.5 nm S E AW OL F C OU N TE R M E ASU R E S Countermeasures are defensive weapons used to prevent an enemy’s torpedo from destroying your sub.
Land Attack Missile Presets TLAM Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then click the Fire Control map to place four waypoints for the weapon to follow. Latitude/Longitude: Click a waypoint to display presets for setting the precise Latitude and Longitude for the waypoint. Click or right-click the preset digits to increase or decrease the value. You can also click a waypoint and drag it to the desired location.
RTE (yds): (Run To Enable) Set the distance (in yards) the weapon travels before it enables and starts its active search. Enabling the weapon too soon can alert the target in time to take evasive measures. Enabling too late can mean the weapon runs past the target. Active: When Checked the weapon is launched in Active sonar mode. Deselect to launch the weapon in Passive mode. Countermeasure and UUV Presets Use OS Depth: Set the depth at which the UUV travels to that of Ownship.
TMA Display Cursor Readouts Lock Button Trial Solution Fields TMA Data Display Track Selection Options Enter Solution into System Seawolf TMA Display The TMA Display, sometimes called the TMA Board, presents a representation of Ownship, a history of bearing data for a selected contact, a TMA ruler and an error dot stack. These tools are used to analyze sensor inputs. Bearing Lines (LOBs) When a sensor sends a bearing report to the TMA a history of each report is maintained.
UUV passive sonar: White UUV active sonar: Green Time History Right-Click Menu Right-click the TMA Display to change the bearing return history on the TMA Display. As long as a tracker is tracking, bearing information is sent to TMA in two-minute intervals. If the screen gets too cluttered, change the number of lines that are displayed. History options available are 10 minutes, 20 minutes (default), 1 hour and 4 hours. A check mark indicates the selected option.
sonar update with every sweep or ping.) The mark at the end of the ruler represents the initial or oldest information. The estimated current bearing of the contact is a point just ahead of the arrowhead. The last reported bearing is represented by the tick mark closest to the arrowhead. Note: All of the current estimates represented by the ruler appear in numerical form in the Solution Input Area under the TMA Display. Manipulating the Speed Strip Ruler The speed strip ruler is adjusted as follows.
second instance of the word displays the sensor source of the contact selected in the MERGE drop-down list. See TMA Button Matrix/Select Tracks below. Firing Solution: Also called the system solution, the values seen here represent the current solution in use by the Fire Control system for the selected contact. These fields display zeros until you have clicked ENTER SOLN in the TMA Trial Solution Area.
ZOOM IN/ZOOM OUT: Click to zoom the view as indicated or use these keyboard/mouse Press [CTRL] and click to zoom out. Press [CTRL] and right-click to zoom in. Roll the mouse wheel forward to zoom in, backward to zoom out. Click the CENTER ON RULER button below the TMA Display before zooming in for the clearest view. Seawolf TMA Trial Solution Area The area below the TMA Display is used to create and fine-tune a firing solution for the selected contact.
Note: Marking a contact with the periscope does not provide an automatic range. But using the Stadimeter to manipulate a photo of the visual contact can provide you with a range that is fairly accurate. See Seawolf Stations/Seawolf Periscope-Stadimeter Stations/Seawolf Stadimeter Station. When visual or periscope contacts are referred to in this section, it is assumed that you have determined a range for the contact and marked it in the Stadimeter Station.
TMA ON P AS SI V E S O N AR AND ESM C O NT A C TS Determining a plausible solution is more complex when only a bearing is known, as is the case with passive sonar and ESM contacts. It takes more time and changes to Ownship course may be necessary to determine an accurate solution. Passive sonar contacts with assigned trackers are updated automatically on the TMA Display. ESM contacts must be updated manually by repeatedly marking the contact at the ESM Station.
If you are sure about one aspect of the solution (e.g. range) enter that value directly into the Range field then lock the field. That keeps you from dragging the ruler to a different range. To lock a field, click the red button associated with the field. Lock buttons are located to the right of each trial solution label. These buttons are lit when the field is locked. 4.
To drop the selected contact altogether, click the DROP button. Dropping a contact cannot be undone. Note: If the TMA Autocrew is activated you cannot move the TMA ruler. Seawolf Autocrew/Seawolf TMA Autocrew TMA ON UUV S E NS O R C O NT AC TS In S.C.S. - Dangerous Waters all controllable submarines can carry Unmanned Underwater Vehicles (UUVs). These UUVs have sonar capabilities only and cannot launch weapons.
D ET EC TI N G C O N T AC T S WI TH TH E P ER ISC O PE 1. Ensure the ship is at periscope depth (61 feet) and at a speed of 10 knots or less if the sail is submerged. (Sea state affects periscope depth. If the seas are rough you may have to go shallower.) 2. Click RAISE to raise the periscope mast. 3. Rotate the periscope to look for contacts. Click the green arrows on the left and periscope handles, or click and drag in the periscope view to rotate the periscope 360°. 4.
Stadimeter Window To Periscope Station 3D Silhouette Window 3D Silhouette Controls Class viewed in 3D Silhouette Window Determining Course with Stadimeter 1. Take a photo of a contact in the Periscope Station [F9]. 2. Click the Stadimeter icon button to switch to the Stadimeter Station. When the Stadimeter Station appears, the last photo taken through the periscope appears in the STADIMETER window. 3.
Determining Class/Range with the Stadimeter 1. Click the right and left facing arrows on either side of the COUNTRY and CLASS windows and compare each 3D Silhouette to the ship in the photo. 2. Rotate the silhouette model by clicking the AOB arrows. Click the Zoom buttons to alter the size of the silhouette in the window. When a ship class is matched to the photo, leave the selected class name in the CLASS field. 3.
and drag to pan the view. VISUAL mode is selected by default. LLTV mode is available for night vision. SAM Launcher: The Seawolf in S.C.S. - Dangerous Waters carries FIM-92 Stinger Surface to Air Missiles. A shoulder mounted SAM launcher is modeled and can be used to attack helicopters and low flying airplanes. The SAM launcher view provides a first-person shooter aspect to engage aircraft within range: FIM-92 Stinger: Range: 4.3 nm (8,000 meters) L AU NC H I N G S U R F AC E TO A I R M I SS IL E S 1.
Low level of Confidence: Crewman has narrowed the possible classes to 4 or more and picks one at random Medium Level of Confidence: Crewman has narrowed the possible classes to 2 or 3 and picks one at random High Level of Confidence: Crewman has narrowed the possible classes to one When this Autocrew is ON you can still mark contacts yourself and select different arrays and contacts for the crewman to analyze.
S E AW OL F F I R E C O N TR OL A U T OC R E W When ON, the Fire Control Autocrew performs the following duties: Uses information sent from the TMA station to establish presets for the selected weapon that are appropriate for the assigned target. Your Task: It is still your responsibility to select a target, assign a tube, and fire the weapon from the Fire Control Launch Panel or by using the Contact Menu’s Engage With command from the Nav.
Seawolf Stations 12-66
SECTION 13 688(I) STATIONS Section 13: 688(I) Stations 13-1
13: 688(I) STATIONS ...............................................................................13-5 688(I) TASK BAR ............................................................................. 13-5 688(I) STATIONS MENU ................................................. 13-5 688(I) ORDERS MENU ................................................... 13-6 DAMAGE REPORT W INDOW ............................................ 13-7 HISTORY W INDOW .........................................................
Tube Selection Panel.......................................... 13-32 688(I) FIRE CONTROL LAUNCH PANEL .......................... 13-32 Basic Launch Procedure..................................... 13-33 VLS Tube Launch Procedure.............................. 13-34 Countermeasure Launch Procedure................... 13-34 Tube Reload Procedure...................................... 13-34 TARGETING SEA CONTACTS ......................................... 13-35 Torpedo Wire Guide Controls ...........................
688(I) FIRE CONTROL AUTOCREW ................................ 13-57 688(I) TMA AUTOCREW ..............................................
13: 688(I) STATIONS The station functionality of the Improved Los Angeles Class submarines is covered in this section. The Improved Los Angeles class is referred to as 688(I) in this S.C.S. - Dangerous Waters manual. Note: The default view when entering a mission is the Navigation Station. The Navigation Station with its 2D Nav Map and 3D view functions the same on every controllable platform and is covered only once in the manual. See Navigation Station.
688(I) O R DE R S M E N U Navigate: Displays a submenu of navigation shortcuts Left Full Rudder: Sets OS on a hard turn to port. Right Full Rudder: Sets OS on a hard turn to starboard Rudder Amidships: Sets the rudder back in the zero position. If you do not set the rudder back to zero the ship eventually turns in a circle. Setting a specific course automatically resets the rudder once the course change is completed. Set Depth: Displays a submenu of shortcuts to specific depths.
is only available when at snorkel depth (56 feet) or shallower. Raising the mast initiates ventilation. The process is secured from this menu or from the Ship Control Station via the VENTILATE button, automatically lowering the mast. Autocrew: Displays a submenu of Autocrew options. Selecting an option toggles its state. A checkmark indicates that the Autocrew is ON. See 688(I) Stations/688(I) Autocrew for a full description of Autocrew functionality.
COURSE: Current course in degrees. Click/right-click digits to enter a new course. Note: Currents affect Ownship course and speed. It may not be possible to achieve the exact ordered course or speed if the currents are strong. Currents can be turned OFF/ON in the Options>Game page prior to mission start. TIME: Displays the time of day in the mission based on a 24-hour clock. When the game is paused, the time display is replaced by the word PAUSED. Press [P] to pause the game.
Click the unlit CHARGE button to commence charging your highpressure air banks. The button is lit when a charge is in progress. Click the lit CHARGE button to secure the charge. TOWED ARRAY: From this panel you select and deploy the desired towed sonar array (Port or Starboard). The SCOPE field indicates the length or percentage of the array currently streamed. Click PORT or STARBOARD to select that array to be streamed. Only one towed array can be deployed at a time. Click STREAM to deploy the array.
EMERGENCY BLOW VALVE: To surface your ship quickly in an emergency situation, click the red handle to initiate the Emergence Blow procedure. Click again to secure the blow. Remember to recharge your air banks following an Emergency Blow. DEPTH: Actual and ordered depth is shown in feet. Click/right-click the digits in the ordered field to order a new depth. SPEED: Actual and ordered speed is shown in knots. Click/right-click the digits in the ordered field to order a new speed.
and they are given an alphanumeric Contact Designation or ID. Contact IDs for all sonar contacts begin with the letter S. Trackers provide the TMA station with updates on the contact’s bearing at specified time intervals. Note: UUV sonar contacts also have S designations, but their data is not reported in the Sonar Suite. UUV data is available in TMA and on the Nav and Fire Control Maps.
Ship speed greatly interferes with the ability of the sensors to detect and display contacts. Excessive speed results in the inability to detect any contacts at all. Only background noise is visible. Assigning Trackers in Broadband 1. Click the desired array on the submarine outline in the SELECTED ARRAY panel to display data from that sensor in the broadband waterfall display. 2. When a contact appears in the waterfall click on it to select it.
a consistent bearing and one appears to move in the display. The contact’s true bearing is that of the contact that remains constant. When numerous contacts are present or the contacts are close together, this process can be very challenging! Note: Be aware that when you turn Ownship your towed array does not begin to turn until it reaches the point in the ocean where the ship began its turn. As a result, Ownship appears as a contact on the towed array during turns.
688(I) N AR R OW B A ND S O NA R (PNB) Each ship class has a unique sound frequency signature. The Narrowband function is used to classify sonar contacts by comparing the frequency signature of the selected contact against a database of known frequency signatures. The ship’s computer narrows your search by presenting only those signatures that have similarities to the signature of the selected contact.
of the selected contact to profiles in the ships profile database. Use the PROFILE selector to cycle through the available signatures. NARROWBAND SEARCH: Signals from the selected array display in an Ascan format on the Narrowband Search Display. A contact’s signal displays as a spike at the bearing where it is detected. The height of the spike represents signal strength. High peaks indicate strong signal strength.
Note: If the signal is weak you may have to click more than once to designate the contact and assign the tracker. You cannot assign a tracker while the game is paused. PROFILE: The ship’s computer compares the sonar signature in the Narrowband Waterfall display against those in its sound profile database. Only those signatures that are similar to that of the selected contact are presented for review when FILTER ON is selected. Click the PREV/NEXT rocker switch to view the signature profiles.
You must still assign an alliance ID and a level of confidence from the Nav Map using the right-click Contact Menu>Classify Contact… option. 688(I) DEMON S O N AR S TA T I O N DEMON is an acronym for Demodulated Noise. The DEMON function is used primarily to determine a contact’s speed. This is important information when establishing an accurate firing solution.
2. Ensure that there is a tracker assigned to the desired contact in Broadband sonar. 3. In SELECTED ARRAY click the desired sensor button in the submarine outline. The button on the bow of the outline selects the Bow Array. The aft button selects the Towed Array. 4. Under AVAILABLE TRACKERS click the button associated with the desired track ID. As long as the tracker is still tracking lines appear in the waterfall display. Note: If the game is paused, no lines appear in the waterfall display. 5.
Fishing Vessels/Trawlers/Pleasure Craft: Three- or four-bladed propellers; noisy; erratic courses and speeds, frequently stopping and starting. Note: Turns per knot for military and civilian ships are found in USNI Reference. Click CIVILIAN in the Country column then the name of the ship type to find TPK information on Civilian ships. 688(I) A C T I VE S O NA R S T AT IO N Active sonar should be used only when absolutely necessary since it provides the enemy with a wealth of information. S.C.S.
Bearing-Range Cursor Active Sonar Contacts: Contacts appear as bright green spots on the active display. A metallic ring is heard as each contact displays. The active display shows a four-ping history, which is useful in detecting contacts with weak signal strength The Bearing-Range Cursor: The cursor in the active display consists of a square attached to a vertical line that indicates a specific bearing. The distance of the cursor from the bottom of the display represents its range from Ownship.
Note: To stop the transmission of continuous pings, click again on the TRANSMIT button. A valid contact gives consistent visual returns that are brighter than background noise or reverberations. The audio return will have a distinctive metallic ring to it and will be distinguishable from the background noise. 6. Click on a contact to select it with the Bearing-Range cursor or click and drag the cursor to center it on the contact. The contact’s range and bearing display in the RANGE/BEARING panel.
Note: To locate a polynya, an area of thin ice or open water, during under ice operations it is necessary to use the Ice Thickness indicator accessible from the Periscope Station. 2. Click ON to activate the High Frequency Sonar, 3. Click the HFAS Display to place a marker on the Nav Map for all contacts detected by the sensor. No Track IDs are assigned to HFAS contacts and no information is sent to TMA. But these marks on the Nav Map are very useful for navigating and returning back through a minefield.
688(I) SSP S O N AR S TA T I O N The Sound Speed Profile (SSP) Station displays the speed at which sound is transmitted at various water depths in the area around Ownship. Ocean water typically forms distinct layers of density that can profoundly affect sonar transmissions. Warmer, less dense water forms the upper surface duct—below this, temperatures fall off sharply and density increases.
688(I) RADAR S TATION [F3] Submarine radar should be used with caution and only when the situation mandates its use. When you use radar you communicate your presence, your bearing, your proximity and who you are if the other platform is equipped with EW or ESM equipment. M AR K I N G C ON T AC TS W I TH R A D AR 1. Ensure that Ownship is at 54 feet or less and moving at 8 knots or less if the sail is submerged. 2. Click RAISE in the RADAR MAST Panel in the upper right of the station to raise the mast.
Radio Message Window R A D I O R O OM The upper portion of the Radio-ESM console represents the Radio Room. Here messages containing important intelligence and tasking information are received and contact positions are downloaded from any platforms in the mission that are part of your Link network. When your submarine starts a mission submerged, you see no Link data on the Nav Map even though Show Link Data is on by default.
raised. In the Radio Antenna panel click RAISE to extend the Radio Mast. Streaming Wire: You do not have to come to Comms Depth but it helps to be fairly near the surface. Set ship’s speed to 18 knots or less to avoid damaging the wire. Slower speeds allow the wire to float up more quickly. If speed exceeds 5 knots, the wire may never reach the surface of the water. Make sure the wire is streamed to at least half of its length in order to ensure message reception. In the Streaming Wire panel click STREAM.
are not automatically shared with the Link participants as theirs are shared with you in single player games.) During Multiplayer games, contacts detected by Ownside platforms controlled by other players do not share data across the link automatically as the AI. Ownside platforms do. Part of your task in Multiplayer games is to promote your contacts to the Link so that other Ownside Link players can see your contacts. Other players must promote their contacts before you are able to see them on the Nav Map.
2. Click the ESM ANTENNA switch to the RAISE position. When the triangular cursor appears in the ESM Display, the ESM is in detection mode. Contacts appear as lines emanating from the center of the display on a specific bearing. 3. Click a contact signal in the ESM Display to determine contact bearing and to view the source of the signal. (The name of the detected emitter appears in the SOURCE field.) The bearing of the contact appears in the Bearing readout. 4.
Fire Tube [X]: This option appears in the Ownship Menu only when a target is assigned to a tube and the tube is readied to fire in the Fire Control Station. When all that is left to do is fire the tube, this option is available. Select it from the Orders Menu to fire the designated tube from any station. 688(I) C O N T AC T M E NU The Contact Menu appears whenever you right-click on a selected contact’s NTDS symbol. Most menu items are the same from platform to platform.
The 688(I)’s Fire Control Suite consists of three stations: the Target Display, the Launch Panel and the Weapons Inventory. These stations are reached by clicking one of the navigation buttons at the bottom right of the 688(I)’s Fire Control Stations. Target Display is seen as default at game start.
Control DDI area. This solution data is constantly updated assuming the course and speed designated when the solution was entered in TMA or provided by the Link. This information is used by the Fire Control System to predict the location of the target so the weapon can steer an intercept course until it is close enough to detect the target and begin homing. You are allowed to target Link contacts as well as Link participants from the Fire Control Station, however the latter is not recommended.
Unknown Category Contacts: Track IDs for contacts that have a TMA solution but have not yet been classified as either a surface or sub surface platform type cannot be assigned to a tube. See Note In Tube Selection Panel below. A snapshot can be assigned. Select the contact in the Nav Map then right-click on the contact to bring up the Contact Menu. From the Designate Category/ID>Platform Category option designate it as surface or subsurface to make it assignable.
Tube Number Interlock Indicator Light Name of Weapon loaded 688(I) Fire Control Launch Panel Basic Launch Procedure 1. Assign a target to a tube in the Target Display and assign Preset values as described above, then find the corresponding tube number in the Launch Panel. 2. Click F to flood the tube. 3. Click E to equalize the water pressure in the tube. 4. Click M to open the muzzle door. The tube number and the interlock lights illuminate indicating the weapon is ready to fire. 5.
requires a charge of at least 50% in your air banks. See 688(I) Ship Control for information on charging the air banks. To Reverse the Launch Process Prior to Firing: Until the weapon is actually fired, the launch process can be reversed. In this situation the steps must be manually reversed, one step at a time. The muzzle doors must be closed and the tube re-pressurized and drained allowing a different weapon to be loaded.
open. Click M to close the muzzle door and wait until the tube is no longer flooded, and then reload the tube. Remember that closing the muzzle door cuts the wire on torpedoes and UUVs and they can no longer be wire-guided. To change the weapon loaded in a tube click the weapon name until the desired weapon name appears. The red interlock light to the left of the weapon name flashes until the weapon reload is complete. Note: The unload/load process takes approximately seventeen minutes.
Click W below the desired tube to wire guide the torpedo from that tube. The W is only selectable if the tube has fired a torpedo that can be wired guided. Heading: Click the right facing arrow to increment the weapon’s ordered heading. Click the left facing arrow to decrease the ordered heading. Enable: Click to enable the weapon before it reaches the enable distance set in the Run To Enable preset and start the weapon in its search mode.
4. Set the destruct range for the missile. This is the range at which the missile will self-destruct if it has not encountered a target. 5. Initiate the launch procedure for the tube in the Launch Panel. Note: Land sites with Link Contact IDs can be targeted from the Nav screen using the Contact Menu’s Engage With command. LAYING A MINEFIELD Follow these steps to lay a minefield. 1. Check your tasking or determine the exact latitude and longitude for each mine to be placed. 2.
If a UUV is in a tube it can be launched from the Orders or Ownship Menus using the Fire Tube command without visiting the Fire Control Station. It will be launched at Ownship’s depth. Wire-Guiding UUV/ Enabling Active Sonar 1. From the Target Display select W below the tube that fired the UUV to display the wire-guide controls. 2. Click the Ordered Course arrows to adjust the course of the UUV.
688(I) T AC T IC AL W E A PO N S The 688(I) Class submarines carry weapons capable of targeting surface ships, submarines and land targets. For gameplay purposes the 688(I)s can also target helicopters and low-lying planes from the sail bridge with a shoulder mounted SAM launcher when surfaced. Available weapons are described briefly below. Mk 48 Torpedo ADCAP (Advanced Capability): This weapon can be used against both surface and submarine targets and can be wire-guided.
Passive Decoy: Used against passive homing torpedoes, this decoy emits sound (noise) across a broad spectrum of frequencies in an attempt to deceive the torpedo into homing in on the decoy. Active Decoy: Used against active homing torpedoes this decoy is a bubble generator that creates an area of bubbles in an attempt to provide a false echo to the torpedo. Decoy Depth: Decoys fired from the Fire Control Launch Panel are launched at Ownship Depth.
Destruct Range (nm): Sets the range at which the missile selfdestructs if a target is not encountered. Use this to avoid hitting neutral and friendly ships in the area. Note: Your ship must be at 150 feet or less and at 6 knots or less to successfully launch one of these Land Attack Missiles. Mine Presets SLMM Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then click the Fire Control map to place a single waypoint.
688(I) TMA S TATION [F7] At the Target Motion Analysis (TMA) station, data from the 688(I)’s sensors are used to determine a contact’s bearing, range, course and speed. This information, called a target solution or simply a solution, is necessary to accurately target a contact with your ship’s weapons. Performing TMA is not easy and without at least a rudimentary understanding of TMA functionality it is highly unlikely that TMA can be performed successfully. Since the FFG and all submarine classes in S.C.S.
contacts reported by sensors that report only a bearing. The ruler is found at the default range of 10,000 yards. The ruler is found at the end of the LOB (the reported range) when it is reported by active sonar, radar or the stadimeter. The color of the bearing lines indicates the sensor that is detecting it.
688(I)’s TMA Dot Stack TMA Ruler Ownship Ruler Handle Course Direction Arrowhead Line of Bearing (LOB) history. The TMA Ruler The TMA ruler is used to generate your best estimate of the contact’s course and speed. Its location on the board relative to Ownship indicates your estimate of the range of the contact. With each new bearing line an additional tick mark is added to the ruler and another dot is added to the top of the dot stack. The ruler components are described below.
Manipulating the Speed Strip Ruler The speed strip ruler is adjusted as follows. Adjusting length and direction: Click and drag the end mark or the arrowhead to adjust the length or direction of the ruler. Positioning Tick marks: The tick mark closest to the arrowhead should be placed on the most recent bearing line. The end tick mark should be positioned on the initial or oldest bearing line.
SELECTED TRACK drop-down list: This dropdown lists the alphanumeric Track IDs for designated (marked) contacts. Select a Track ID from the list to display the available history of bearing lines for that contact. The first letter of the contact designation represents the source of the data: S for Sonar, R for Radar, V for visual (Periscope and Stadimeter), and E for ESM. MERGE: Click to merge the contact in the SELECTED TRACK dropdown list with the contact selected in the MERGE TRACK drop-down list.
TMA Solution Area The TMA SOLUTION area in the lower right of the station displays the current solution in use by the Fire Control system for the selected contact. There is no user interaction in the TMA SOLUTION area. These fields display zeros until you have clicked ENTER SOLUTION in the TMA Solution Input Area.
Continue to mark the contact at two-minute intervals to accumulate several bearing lines. Toggle back and forth between the TMA and your chosen sensor. 3. Adjust the view on the TMA Display to get a clear view of the ruler and the range triangle. Move the ruler to the location of the range triangle, click the red button at the center of the display control arrows to center the ruler in the TMA Display, and then click the zoom buttons to better adjust the view.
Note: The circular ruler handle is only visible when the ruler contains more than one tick mark or a speed of greater than 1 knot (kt) is set in the Speed field in the trial solution area. You must zoom way in on the ruler to see it at that speed. You also can set temporarily the speed to 10 knots or more in the Speed field. This expands the ruler and reveals the handle. 3. Enter any known data in the trial solution fields.
6. Changing Ownship’s course and/or speed can refine the TMA solution. After steadying on the new course and/or speed, adjust the ruler to achieve the best fit. If one TMA solution does not fit the entire observed bearing data, consider the fact that the contact itself may have changed course and/or speed (a contact “zig”.). Attempt to achieve a better fit of the ruler by disregarding some of the earlier bearing lines and looking only at recent bearings.
access to the Ice Thickness display useful for navigating ice fields and surfacing under the ice. The Stadimeter is only accessible from the Periscope Station. Click the Stadimeter icon button to the lower right of periscope view to enter the Stadimeter station Click ice button at the lower left of the periscope view to move to the Ice Thickness display.
6. With a contact centered in the periscope reticule click MARK to assign it an alphanumeric designation and send the bearing information for the visual sighting to the Target Motion Analysis station and the Nav Map. Visual contacts have a V designation. (V01, V02 etc.) When marked by the periscope the contact symbol appears on a line of bearing at a default distance. 7. Center the contact in the middle of the periscope view. Align the horizontal line with the waterline before you take the picture.
through the names in the SHIP CLASSIFICATION window to display the 3D silhouette for each available class in the SILHOUETTE WINDOW. When a match is determined, leave the selected name in the SHIP SILHOUETTE field. 4. Click the ZOOM arrows to match the size of the 3D silhouette with that of the photographed contact. 5. Rotate the silhouette by clicking the PORT and STBD (Starboard) arrow buttons to closely match the aspect of the ship in the photo to help match the silhouette to the photo.
Note: The photo must be manipulated to determine a range when the contact is marked or no contact is created on the Nav Map or TMA. 5. Click the Periscope icon button to return to the Periscope Station view. 688(I): I C E T H I C K N E S S D IS PL A Y [F8] The 688(I)’s Ice Thickness Display is only accessible from the Periscope Station. Click the Ice Keel Icon Button below the Periscope view to access the display. Click the Periscope reticule to return to the Periscope station.
4. To submerge the ship again, maintain a speed of zero and order a depth well below the thickness of the ice. Be sure to first retract any masts you may have raised! 688(I) S AIL B RIDGE (SAM L AUNCHER ) [F9] The Sail Bridge station is only accessible when the submarine is surfaced. The Sail Bridge provides three views: Free Look, Shoulder Mounted SAM Launcher and Binoculars. Click the desired icon button to switch to that mode.
Note: If you submerge the ship or heavy seas submerge the sail for long periods of time, the view moves to the Nav Map. The Sail Bridge is not accessible until the ship resurfaces. 688(I) A UTOCREW The 688(I) has five Autocrew available to assist with both the mundane and the difficult aspects of gameplay. The 688(I)’s Autocrew functions are explained below. 688(I) B R O AD B AN D /N AR R OW B A N D S O NA R A U T OC R E W When ON, the Broadband/Narrowband Sonar Autocrew searches Narrowband for contacts.
688(I) S O N A R A C TI V E I N TE R C E PT A U T OC R E W When ON this Autocrew marks all contacts detected in Active Intercept. You have no additional responsibilities in this station when Active Intercept Autocrew is on. R A D AR A U TOC R E W You must raise and lower the radar mast. When ON, your Radar Autocrew performs the following task as long as the radar is on: Marks contacts and re-marks them every minute that the contact can be detected.
When ON, the TMA Autocrew: Uses information reported from all sensors to determine a firing solution. This solution is his best estimate of the course, bearing, range and speed of a contact. Merges contacts that represent the same track reported by different sensors. Keeps track of the movement of each contact and updates the solution on the Nav and Fire Control Maps with every new sensor input.
APPENDICES
APPENDIX A: ACRONYMS Acronym Complete Term Additional Info ADT Air Detector Tracker This button on the FFG’s Weapons Coordinator Station toggles the state of the Air Search Radar. ASTAC ASW/ASUW Tactical Air Controller ASUW Anti-surface Warfare (Helicopter role) In an ASUW mission the helicopter provides ‘eyes’ and sensors that extend beyond the reach of the parent ship’s sensors.
Acronym Complete Term Additional Info ATO Airborne Tactical Officer The ATO is responsible for the tactical situation, deciding what assets will be used to prosecute the target and handling the coordination of other assets on scene. ATT Automated Target Tracker The only tracker that can be assigned to an active sonar contact in the FFG7s Active (Hull Sonar) Station. Once assigned it marks a new bearing and range with each return. Not available in the hull sonar’s passive mode.
Acronym Complete Term Additional Info REMRO Remote Radar Operator This button on the FFG Weapons Coordinator Station is available when the helo is aloft, SYNC is established and Incoming LINK data is set to RADAR in the ASTAC Station.
Appendix A: Acronyms A-4
APPENDIX B: TERMS Term Definition Game Info 688(I) Any controllable U.S. Improved Los Angeles class nuclear submarine. Akula Any controllable Akula I Improved or Akula 2 nuclear submarine. All Akula game interfaces are the same. Their weapons, top speed and noise levels differ. Category Refers to a type of a platform (e.g., surface, subsurface, airplane (air) and helicopter.
Term Definition Game Info Contact Anything detected visually or by one of your ship’s sensors. A contact is sometimes referred to as a Track. Controllable Platform A ship, sub or aircraft that can be player controlled in the game. FFG-7 or FFG Any controllable U.S. Oliver Hazard Perry (FFG-7) class platform. Geoplot The round CRTs on the FFG used in ASTAC and other screens and the rectangular screens seen in the MH-60R that display NTDS symbols.
Term Definition Game Info ID When seen alone, this word refers to the presumed alliance of a contact (Friendly, Hostile, Neutral, Unknown etc.) Contact ID or Track ID refers to the contact’s track/ID number. Kilo Any controllable Kilo Project 877 or Kilo 636 (Russian or Chinese) nuclear submarine. All Kilo station interfaces are the same. Their weapons, top speed and noise levels differ.
Term Definition MH-60R or MH-60 or Helo Any controllable U.S MH-60R helicopter. The FFG’s embarked MH-60R helo is also referred to as helo even when it is not player controlled. Ownship Refers to the current controllable platform regardless of category. (Controllable aircraft are referred to as Ownship.) Ownside All platforms and land bases on your side. P-3C or P-3 Any controllable U.S P-3C Orion Update III AIM airplane. Platform A ship, sub or aircraft.
Term Definition Game Info Seawolf Any controllable U.S Seawolf (SSN 21) class nuclear submarine. Snapshot A torpedo shot down a specific line of bearing. Tag A number assigned by the FFG towed array system to detected frequencies. Track Anything detected visually or by one of your ship’s sensors. A track is sometimes referred to as a contact These numbers are internal to the Towed Array and are not the same as a Track number (Track ID.
Appendix B: Terms B-6
APPENDIX C: SUBMARINE MAX & MINS This table shows important depth and speed information as modeled for all controllable Submarine classes in S.C.S. – Dangerous Waters. These depths indicate the ordered depth necessary to place the indicated deployed mast approximately one meter above the surface of water. These depths are valid at sea state one. Depths will vary in heavier sea states. Depth on U.S. submarines is measured and ordered in feet.
1 The Akulas and Kilos measure depth in meters. These depths are not as precise as those measured in feet. The actual depth at which the mast or sail breaks the surface may be somewhere in the distance between the stated depth and one meter above the stated depth. This difference will be very noticeable in heavy sea states. 2 Maximum operating depth is the maximum depth at which you can routinely operate. Crush depth is always below this stated number.
APPENDIX D: IN-GAME SENSORS This table shows the names for sensors as modeled for the controllable platforms in S.C.S. – Dangerous Waters. These sensor names appear in the DDI in the Source field.
Kilo SS Sensor Description Kilo SS MGK-400 Act Medium Frequency Active Sonar Kilo SS MRM-25EM ESM Sensor Kilo SS MGK-400 PNB Conformal Sonar Kilo SS MGK-400 PBB Cylindrical Sonar Kilo SS MRK-50 Radar MH-60R Sensor Description MH-60R AQS-22 Act Dipping Sonar (Active) MH-60R AQS-22 Pass Dipping Sonar (Passive) MH-60R ALQ-210 ESM Sensor MH-60R AN/APS-147 Radar O.H. Perry FFG Sensor Description O.H. Perry FFG SQS-56 Act Hull Sonar (Active) O.H.
APPENDIX E: CREDITS S ONALYSTS T EAM Producer: Kim Castro Associate Producer: James Carlson Programmers: Renee Anderson, Keith Aubin, Dave Capizzano, James Carlson, Rob Costello, Mel Davey, John Hazard, Michael Kolar, Cindy Spellman, Tod Swain Game Design: Keith Aubin, James Carlson, Michael Kolar, Tod Swain Scenario Design: Keith Aubin, Christopher Beall, James Carlson, Kim Castro, Chester Helms, Bill McConnell Graphic Design And Animation: Michael Bailey, Brian Barnes, Teresa Bonillo, Christopher Conway,
Testers: Keith Aubin (Lead), Geary Boulrice, George McCullen, Jerome Provencher, John Smalley, Bence Strickland, Basha Wynne B ATTLEFRONT T EAM Martin van Balkom, Fernando J.