Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 1 WELCOME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 CONTROLLABLE UNITED STATES SUBMARINES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 CONTROLLABLE RUSSIAN SUBMARINES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 MANUAL STRUCTURE – AN OVERVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 2 AUTO CREW ASSISTANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 MISSION STATUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 ENDING A MISSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 MISSION DEBRIEF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 3 HISTORY DISPLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 HISTORY SELECTION BUTTONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 HISTORY WINDOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 MANEUVER SHORTCUTS AND GAME READOUTS . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 DEPTH, COURSE AND SPEED . . . . .
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 4 NARROWBAND SONAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69 SEAWOLF: NARROWBAND SONAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69 688(I): NARROWBAND SONAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72 AKULA: NARROWBAND SONAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 DEMON SONAR STATION . . . . . . . . . . . . .
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 5 FIRE CONTROL SUITE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108 BASIC LAUNCH PROCEDURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108 BASIC LAUNCH PROCEDURES FOR SEA TARGETS . . . . . . . . . . . . . . . . . . . . . . . . . .109 BASIC LAUNCH PROCEDURES FOR LAND TARGETS . . . . . . . . . . . . . . . . . . . . . . . . .109 BASIC LAUNCH PROCEDURES FOR UUVS . . . .
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 6 ELECTRONIC SUPPORT MEASURES (ESM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 DETECTING AND CLASSIFYING CONTACTS WITH ESM . . . . . . . . . . . . . . . . . . . . . . .132 SEAWOLF: RADIO/ESM STATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133 688(I): RADIO/ESM STATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134 AKULA: RADIO/ESM STATION . . . . . . . . .
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 7 LOBBY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154 GAME ROOM: HOST OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154 TO JOIN A IPX OR TCP/IP GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 LOBBY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 8 SIDE TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178 TYPE TAB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178 OBJECT PROPERTIES PANEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178 AIR CORRIDOR PROPERTIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 9 TEXT LABEL PROPERTIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .188 WAYPOINT PROPERTIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .188 GOALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189 GLOBAL GOAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 10 WELCOME Sub Command puts you in control of the most advanced submarines in the world, allowing you to play single missions or the campaign from either a Russian or U.S. vantage point. Multiplayer missions pit you against players commanding the most capable submarines at sea—whether you chose to drive the pride of the U.S. Navy’s Submarine fleet or try your hand at commanding one of the finest Russian submarines.
Sub Com PC elec manual.qxd MAIN MENU SHIP STATIONS MULTIPLAYER SPECIAL OPS AND PROCEDURES MISSION EDITOR APPENDIX A APPENDIX B APPENDIX C 7/25/01 4:59 PM Page 11 Change your player identity, start single and training missions and the campaign, how to use the reference browser, a description of the players log, a brief description of options and information on how to end the game. Mission Editor and Multiplayer are covered separately later in this manual.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 12 TERMS DEFINED ■ In this manual ‘click’ always refers to a left mouse click. Right mouse clicks are designated as ‘right-clicks’. OK checkmark ■ The words OK and YES refer to this checkmark. Cancel circle ■ CANCEL and NO refer to the ‘Cancel’ circle. ■ For simplicity, the Improved Akula-I and the Akula-II submarines are referred to simply as Akula in this manual. Their interfaces are identical. Their capabilities are slightly different.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 13 3D AND THE NAVIGATION MAP You begin every mission at the Navigation Station (Nav). If you so desire, you can play much of the game from here. The Navigation Station contains a 2D map of the battle space as well as a retractable 3D window and a Data Display Indicator (DDI) that displays information about the selected contact.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 14 contact. Classification is explained in the Ship Stations chapter in the Navigation Station, Narrowband Sonar and Periscope and Stadimeter sections.) Once you give the contact a specific classification, the 3D object representing the specified class appears in the 3D window.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 15 OVERVIEW OF SHIP STATIONS All controllable submarines have the same stations. While each class has a different look and feel, the functionality of the stations is basically the same. What follows here is a brief description of the ship stations available in Sub Command. For detailed information on how to use each station, see the Ship Stations beginning on p. 34.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 16 SONAR: DEMON DEMON is an acronym for Demodulated Noise (DEMON). The DEMON Station is used to determine the contact’s speed. Here you can also determine the number of blades on the contact’s propeller, which can help you classify the contact. SONAR: ACTIVE In Active Sonar, a ping or a series of pings is transmitted. The resulting echoes from an object are used to determine that object’s bearing and range.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 17 FIRE CONTROL: WEAPON STORES From here you can view the inventory of the weapons still available in your racks and those currently loaded in your tubes. RADAR Radar uses high frequency radio waves that are transmitted from the ship and reflected off objects to determine bearing and range. Bearing and range data, once appropriately marked, is then sent to the TMA Station and Navigation map for analysis.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 18 AUTO CREW ASSISTANCE If you are a newcomer to submarine warfare you may want to turn on your auto crewmen to assist you as you learn the inner workings of the ship’s stations. Even if you are an experienced player, when the action is hot and heavy you may want to activate one or two of the crew to assist you with some of the more difficult tasks.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 19 MISSION DEBRIEF Two options are available in Mission Debrief: Status and Replay. By default Status information is displayed. • Click REPLAY at the left of the screen to display the Replay screen. • Click STATUS to return to the Mission Status information. • Click OK to exit to the Main menu. STATUS SCREEN This screen displays the same status information that was visible in the Mission Status screen during gameplay.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 20 MAIN MENU From Sub Command’s Main menu you can: ■ set your player name. ■ select single, campaign or multiplayer missions. ■ access the Mission Editor to create or edit your own scenarios. ■ view U.S. Naval Institute data on the ships and weapons available in Sub Command. ■ access the game’s options. In Options you adjust game, sound and 3D settings, and view or reassign hot key designations, and set multiplayer options.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 21 Mission Selection Window Choose Mission Type Submarine Selection Window Map of Mission Location Mission Description Window Tasking overview Cancel OK The Submarine Selection Window The Submarine Selection Window contains a graphic of the selected submarine class and two drop-down lists. The upper drop-down list is called the Controllable Sub Selector. The lower dropdown is the Specific Sub Selector.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 22 *CONTROLLABLE SUB: When *Controllable Sub (with a leading asterisk) is selected the in the Controllable Sub Selector the Specific Sub Selector is enabled and the player can choose to command any submarine in the list. All of Sub Command’s controllable subs appear in the Specific Sub Selector list regardless of country. One sub name appears as default as designated by the mission designer.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 23 2. Click the mission title of your choice. A description of the selected mission appears in the Mission Description window and a map of the battlespace appears in the Mission Location window. The tasking overview for the default controllable sub appears in the Tasking window. (Alternate tasking may be assigned to other controllable subs when they are available in a mission.) 3. Select an option from the Controllable Sub Selector drop-down.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 24 WEAPON LOADOUT Depending on your mission tasking you may need to alter your default loadout. If you are tasked to hunt down and destroy an enemy submarine, you don’t want your tubes full of land attack missiles and your racks full of anti-ship missiles. The time to change your loadout is before you get underway.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 25 To change the number and type of weapons stowed: 1. Click STORES. A screen showing the type of weapons that can be carried on your sub is displayed along with the number of weapons for each type currently stowed in the racks and in the tubes. Only rack stowed weapons can be changed on the Stores screen. 2. Click the right or left facing arrows associated with each weapon type to increase or decrease the number of that weapon stowed. 3.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 26 RUSSIA RESURGENT A new government has come to power in Russia with a promise of restoring the country to international prominence as a world superpower. Military units are being rebuilt through increased training, mass production of existing weapons, and research and development to provide new capabilities. The leading edge of this activity is the Russian submarine force, which has suffered the least decline since the end of the cold war.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 27 Campaign Selection Window Controllable Sub Selector Specific Sub Selector Mission Selection Window Mission Description Tasking Overview To begin the Campaign: 1. From the Main menu, click CAMPAIGN. The Campaign screen appears. 2. In the Campaign Selection Window click the name of the sub class you want to command for the campaign: Seawolf, 688(I) or Akula. Mission names appear in the Mission Selection window.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 28 MISSION EDITOR Custom build single or multiplayer missions anywhere in the world. Make your missions as simple or complex as you desire and include random events, groups and opponents so that the game plays differently each time it is played. You can place one controllable submarine or several in your scenario and play the game from different perspectives. Opponents and allies can be created from the navies of sixteen different countries.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 29 OPTIONS Selecting Options from the Main menu displays the Options menu. The Game Options page displays by default. The text buttons at the left of the screen indicate the type of options that are available. Click the name of the Options page you wish to view. A green box around the text button indicates the selected options page.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 30 about the contact is seen in the Data Display Indicator and in the 3D view. The information in the DDI has a different format than that seen when Show Truth is OFF. When ON no Contact IDs are seen in the TMA or Fire Control Drop-down lists. You can only engage Truth contacts from the Nav map using the Contact menu’s Engage With command or by shooting a Snapshot at the contact from the Fire Control Target Display.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 31 NOTE: When the TMA Auto Crewman is ON you cannot adjust solutions at the TMA Station If you attempt to move the TMA Ruler or make entries in the Trial Solution Fields, your TMA Auto Crewman moves them back to the settings he entered. Sonar Auto Crew: When ON, the Sonar Auto Crewman marks contacts in Narrowband sonar and assigns trackers. (Trackers appear in both Narrowband and Broadband Displays) He then commences classifying the contact in Narrowband.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 32 SAVING OPTIONS CHANGES AND RESTORING DEFAULTS To save options changes: • Click OK to apply all changes made on any page. The Options menu closes. To exit the Options menu without enabling any changes: • Click CANCEL. The Options menu closes. To set setting to the default options: 1. Click DEFAULTS on each page to set that type of options to the default settings shipped with the game. Each option type has a separate Defaults button.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 33 To manipulate the 3D object in the browser: • Press SPACEBAR or any arrow key to stop the rotation of the 3D object. • Press S to start the object rotating again. v + = Zooms in on the selected object or last camera position if nothing is selected on the 2D Map. v + -: Zooms out on the selected object or last camera position if nothing is selected in the 2D Map. v + i: Brings the camera above the object giving you a bird’s eye view.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 34 In Mission Editor: 1. Assign a country, class and name to the platform. Select the icon on the map and press a+I The browser opens to information on the selected platform. 2. Click OK to return to the Mission Editor. NOTE: No USNI information is available on land buildings, civilian aircraft and sailing vessels.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 35 The following options are available: Resume: Select this option to leave the System menu and resume gameplay. Options: Displays the Options menu. USNI Reference: Displays the USNI Browser. Mission Status: Displays the Mission Status screen giving you access to your captain name, mission name, score, elapsed time, your mission goals and a list of platforms you have destroyed up to this point in the game.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 36 STATIONS MENU Clicking the Stations menu button displays the pop-up Stations menu. The menu contains icon buttons representing the major ship stations. The buttons are described below. Hold your cursor over a button to display the name of the station. Each ship station is described in full later in this section of the manual. • Click a specific button to move to that station.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 37 NAVIGATE Set Depth Surface: Go to PD: Go Shallow: Go Deep: Orders your sub to the surface. Orders your sub to Periscope Depth. Orders your ship to 100 feet/30 meters. Orders your ship to 800 feet/244 meters. Beware! If you are not in water that deep, you will slam your ship into the bottom of the body of water. Change Speed All Ahead Flank: Orders ship speed to the top speed possible for the sub you are commanding.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 38 COUNTERMEASURES This menu and its options appear as long as Ownship has countermeasures of this type available. Only internal countermeasure tubes can be reloaded. If you have two internal countermeasure tubes containing one each of Active and Passive Decoys, all four of these options appear. This is to permit you to select the depth for the CM.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 39 HISTORY WINDOW The History window displays a complete history of all crew reports, briefs and all radio traffic, or multiplayer chat messages. Select one of the History Selection Buttons to the left of the window to select which type of message history is displayed. The last two lines of the currently selected history type display in the History window when it is not expanded.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 40 GAME TIME/PAUSE INDICATOR The Time field displays the time of day in the mission based on a 24-hour clock. If the game scenario starts at 1:00 p.m., the time field shows 13:00 and increments from that time. When the game is paused, the word Paused replaces the time digits. • Press P to pause the game. • Press P again to resume gameplay.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 41 2D MAP The 2D Map represents the 600 by 600 (n.m.) battle space. Not all of the battle space is visible. You must scroll up or down to view the hidden portions. Be aware that some contacts could be hidden behind the 3D window. • Use the arrow keys to scroll the map in the direction indicated by the arrow. • Press v and click a map location to zoom in on that spot. • Press v and right-click the map to zoom out.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 42 NOTE: Some land-based L contacts are visible even if this option is turned off. These land sites were designated as ‘automatically detectable’ when the mission was created. Hide/Show Truth: Displays the correct location and identity of all platforms and objects in the game. See Main Menu/Option/Game/Show Truth on p. 29. Drawing tools Add Mark: Select this option then click the map to place a marker. Double-click the marker to add a label to the marker.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 43 NOTE: Merged contacts and link contacts have no LOBs. A contact with a TMA solution appears on the map as a symbol at the location designated by the TMA solution you have entered. The line of bearing disappears. The symbol for a contact changes shape once it is classified. Classification is the process of determining the class of a contact and its alliance. It is important to know that the contact is hostile before launching weapons.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 44 The Symbols The shape of a symbol provides important information concerning the contact’s type. Some ships, submarines, airplanes and missiles have a different symbol shape depending on its alliance. Some symbols are the same shape regardless of alliance. In those cases, you must rely on the color of the symbol to determine the alliance of the contact. See Colors above.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 45 CONTACT MENU Once a contact appears on the map, select it by clicking on its symbol. Right-clicking on a contact displays the Contact menu. From this menu you can assign a classification to the contact as well as attack it or find information about it as described below. Engage With: Tube X: Select a tube and its currently loaded weapon to fire at this contact. (If you want to change a weapon loaded in a tube, you must visit the Fire Control Station.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 46 3. Click LOW, MED or HIGH to indicate your level of confidence in this classification. The classification name and your level of confidence appear in the DDI whenever the contact is selected on the map. 4. Assign an Alliance to the contact. Click ALLIED, THREAT, NEUTRAL or UNKNOWN. 5. Click OK to accept the classification. Click CANCEL to return to the game and negate your changes. 6.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 47 UUV loaded in a tube. When this option appears, a second level menu is available that lists any tube that has a weapon assigned and displays the assigned target. Tube (Number): (Weapon) (Target): Select the desired tube number to fire that tube’s weapon at the target ID shown. Navigate Set Waypoints: Select this option to add waypoints to Ownship on the Nav map. With each click a new waypoint is added. Press u or right-click to complete the process.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 48 Platform: Displays the presumed platform type: Surface, Submarine, Air or Biologic as designated by you or your Sonar Auto Crewman. Class: Displays the class as designated by you or your Sonar Auto Crewman. Confidence: Displays the current level of confidence in the classification as designated by you or your auto crewman. Defaults to LOW.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 49 • Click the 3D model and drag the mouse to rotate the angle of your view. • Press v and left-click and drag or use the mouse wheel to zoom in and out. • Press q + left-click and drag left or right to pan. • Press v + = to zoom in on the selected object or last camera position if nothing is selected on the 2D Map. • Press v + -: to zoom out on the selected object or last camera position if nothing is selected in the 2D Map.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 50 PLAYING FROM THE NAV STATION With your Auto Crew activated, it is possible to play much of the game from the Navigation Station. Using a combination of voice commands, and the Orders, Contact and Ownship menus you can navigate, track, classify and attack enemy ships, launch Special Forces, and read your message traffic. You still need to go to the Periscope Station to see the outside world or conduct an ESM search.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 51 Place waypoints through a tricky strait, around islands or set them to take you toward a specific destination. To place a waypoint on the map: 1. Press f or select Add Waypoint from the Ownship menu. 2. Click the map to place a waypoint. 3. Continue to click the map until the desired waypoints have been placed. 4. Right-click the map or press u to stop the process. To add a single waypoint: 1. Click the Ownship symbol. 2. Press v + f then click the map.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 52 When Always On is selected on the Options>Sound page: • Issue a valid voice command as desired at any point during gameplay. ■ When the Always On option is checked, the designated speech key is ignored and the speech engine is always listening to what you say. SHIP CONTROL Ship Control is the hub of operations on a submarine. From here the Captain and the Officer of the Deck oversee all the ship’s movements and activities.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 53 Change Course, Speed and Depth: In Ship Control you can view the ordered as well as the actual course, speed and depth. You can also change course and speed with a single click using the Course Indicator and the Engine Order Telegraph. The Stern, Bow and Rudder Indicators denote the positions of the respective control surfaces of the ship. Zero represents a neutral setting for the bow/stern planes and the rudder.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 54 Ordered Heading: Displays the last ordered heading. Ordered Speed: Displays the last ordered speed. The Engine Order Telegraph: Click the desired button to order engine speed. Engine speeds translate to ship speeds as defined in Ship Stations/Task Bar/Orders Menu on p. 36.. Flank (maximum) speed for the Seawolf is 35 kts. Place the cursor over a button to display the engine speed that button sets. Heading: Displays the sub’s actual heading.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 55 Towed Array Controls: The Seawolf has two towed arrays the TB-29 and the TB-16. In general, the TB-29 is longer and more sensitive than the TB-16, but the TB-16 remains effective at higher speeds. ■ Select the Starboard Towed Array to deploy the TB-29 array. ■ Select the Port Towed Array to deploy the TB-16. The Seawolf’s Towed Array controls are shown below.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 56 attitude. Your helmsman automatically controls the trim angle whenever you order a depth change. HP Air: This panel is used to monitor the current charge level in the high-pressure air banks and to charge the banks when they are depleted. A charge of 50% is necessary for successful weapon launches. The charge can be increased by only 10% when the ship is submerged.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 57 Speed: Actual and ordered speed is shown in kts. • Right/left click the digits in the ordered field to order a new speed. MBT Vents: The main ballast tank vents are opened and closed automatically by your crew when you order the ship to dive or surface. If you so choose, you can open and shut the vents manually. • Click the unlit MBT Vents button to open the vents and submerge the ship. • Click the lit MBT Vents button to close the vents.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 58 • Click Stream to deploy the towed array. • To stop the streaming or retrieval of the array, click OFF. • To retrieve the towed array, click Retrieve. MBT Vents: The main ballast tank vents are opened and closed automatically by your crew when you order the ship to dive or surface. If you so choose, you can open and shut the vents manually. • Click Open to open the vents and submerge the ship. • Click Shut to close the vents.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 59 SONAR STATION SELECTION BUTTONS On all sonar stations six buttons are always visible and permit you to move from one sonar station to another. The buttons contain the same icons regardless of which sub class you are commanding. During gameplay place your cursor over a button to display the name of the station reached by clicking the button.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 60 The obvious advantage of active sonar is that it provides instant range information. The disadvantage is that the active transmission can be received by enemy ships and used to locate the transmitting submarine. Because of this risk active sonar is used only as a last resort for determining a target’s range. Target range can be determined with passive sonar, too.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 61 SONAR LIMITATIONS The location of the sensor as well as physical conditions such as the propeller wash of your ship can limit which sounds can reach your sensors. The towed array can not pick up contacts in front of your submarine and the spherical array can not pick up contacts behind the ship. The Spherical/Cylindrical Array detects contacts in the areas around Ownship as shown below.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 62 BROADBAND SONAR The Broadband Sonar Station displays input from the spherical/cylindrical bow, and towed arrays. In the Akulas the data from the conformal array is also available in the Broadband Sonar Station. These inputs are used to detect and track submarines and surface ships. Here trackers can be assigned to contacts and they are given an alphanumeric Contact Designation or ID. Contact IDs for all sonar contacts begin with the letter S.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 63 AKULA: BROADBAND CIRCULAR SSAZ DISPLAY Ownship Indicator Bearing Indicator Contacts Cursors Tracker Cylindrical Array Towed Array Conformal Array The broadband display in the Akulas is circular and represents Sensor Strength versus Azimuth (SSAZ). The SSAZ display consists of three concentric bands extending from an inner circle. Each band represents data from a different Akula sensor.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 64 Background noise ASSIGNING TRACKERS 1. Select the sonar array you want to view in the broadband display. Seawolf: • Click SELECT ARRAY. • From the resulting button matrix click SPHERE or TOWED. • Click BACK. 688(I): • In the Selected Array panel click the desired button. The button at the bow of the submarine graphic represents the sphere array. The button aft represents the towed array. Akula: • Click inside the desired circle to select that array.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 65 ■ A tracker letter is placed above the contact line on Seawolf and 688(I) or below the spike on Akula. Four trackers are available for each sonar array. A, B, C, and D: Spherical/cylindrical contacts. E, F, G, and H: Hull/conformal contacts. (These trackers can only be assigned in Narrowband on the Seawolf and 688(I) submarines. On the Akula they can be assigned in both broadband and Narrowband.) I, J, K, AND L: Towed array contacts.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 66 The Waterfall Display and the Sonar Station Selection buttons are described above. The Broadband Data Display and the Button Matrix are described here. Seawolf Broadband Data Display Cursor, contact and tracker information is displayed here. (The cursor is the vertical line above the bearing indicator in the waterfall display.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 67 688(I): BROADBAND STATION 688(I)’s Broadband Station is shown below. Sonar Station Selection Buttons Audio Toggle Center Display Toggle Upper Waterfall Time Average Designate Target Track ID Tracker Review Lower Waterfall Time Average Select Array Sonar Station Selection Buttons: Click the icon button of the sonar station you want to visit. Hold your cursor over a button to display the name of the station it represents.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 68 AKULA: BROADBAND STATION The interiors of both the Akula-I Improved and the Akula-II are the same in Sub Command. For simplicity, both of these interfaces will be referred to as Akula in this manual. SSAZ Display Audio Cycle Contacts Track Assign Tracker Cursor Bearing Signal to Noise Ratio of Contact Selected Array Sonar Station Selection Buttons Track ID The Akula Broadband Station buttons and fields are described below.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 69 NARROWBAND SONAR Each ship class has a unique sound frequency signature. The Narrowband function is used to classify sonar contacts by comparing the frequency signature of the selected contact against a database of known frequency signatures. Regardless of which sub you are commanding, the ship’s computer narrows your search by presenting only those signatures that have similarities to the signature of the selected contact.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 70 Contact Cursor Narrowband Search Display Tracker Specific Frequencies Narrowband Waterfall Display Ship Classification Window Sound Signature of ship selected in the Profile Selection Panel Narrowband Waterfall Display: The Narrowband Waterfall Display separates a signal from the bearing selected in the Narrowband Search Display into discrete frequencies.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 71 SNR: Signal to Noise Ratio. This field displays the SNR of the selected contact. A high number indicates a strong signal. Seawolf Narrowband Button Matrix The Seawolf utilizes a button matrix on many ship stations. Buttons containing a down arrow display a second panel providing options related to the button text. Buttons with no down arrows perform the described function when clicked. Click Back to return to the previous matrix.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 72 4. Click the Back button then the Frequency Scale button. Select a range to compare the frequencies in that range. 5. When you find the profile that most closely matches the selected contact’s sound signature, leave that name selected in the Profile Selector, and make a mental note of the contact’s bearing.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 73 Narrowband Waterfall Display: The Narrowband Waterfall display separates a signal from the bearing selected in the Narrowband Search Display into discrete frequencies. The horizontal axis represents the range of frequencies and the vertical axis represents time in seconds. The frequency range is adjustable using the frequency scale dial as described below. Vertical lines represent specific frequencies in the sound signal emitted by the selected contact.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 74 To select a signal in Narrowband Search Display: Click the peak of a signal. (You can drag the cursor left/right to search for signals.) The sound signature of that signal is sent to the Narrowband Waterfall Display where it appears as lines. Straight lines indicate a consistent signal. Wavy lines indicate that the signal is distorted. Faint lines indicate a weak signal. NOTE: Ownship’s speed can affect your ability to detect contacts in Narrowband.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 75 NOTE: The towed array must be deployed before any towed array signals can be detected. AKULA: NARROWBAND SONAR Narrowband Circular Display Array Select Frequency Scale Selector Selection Overlay Cursor Frequency Overlay Bearing Mark Button Track ID Previous Profile Next profile Classification/Profile Selection Window The buttons and interfaces of the Akula Narrowband Station are described below.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 76 Overlay Bearing: Displays the bearing at the exact center to the Selection Overlay. Track ID: Clicking on a frequency line that has been assigned a tracker displays the alphanumeric designation for that contact in this window. Selection Overlay The Selection Overlay acts as a cursor for selecting and designating contacts and for displaying the sound signature profiles of ships or weapons with similar signatures.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 77 3. Click PREVIOUS or NEXT to view any other profiles that your ship’s computer has selected from the profile database. 4. When you decide which profile most closely matches that of the selected contact, leave that class name in the Classification window and make a note of the Track ID or bearing of the contact. 5. Go to the Nav map to complete the classification process. On the Nav Map: 1.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 78 Demon Waterfall Blade 3 Blade 2 Blade 1 Shaft Frequency Scale To determine a contact’s speed accurately, you must have classified the contact in Narrowband, ESM or Periscope. The number of turns per knot produced by a specific class is listed in the USNI Information for that class. The steps for using DEMON to determine a contact’s speed and how to use DEMON to determine a contact’s type are shown below.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 79 3. If necessary, adjust the frequency to better view the signal. If the lines in the display seem to blur together, switch to a lower frequency range. If the lines run off the right edge of the display, increase the frequency range. To adjust the frequency range: Seawolf: • Click FREQUENCY SCALE in the button matrix. A panel with frequency options appears. • Click the desired scale. • Click BACK.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 80 Warships: Typically four or five-bladed propellers; quieter, smoother sound than merchant ships; possibly unpredictable course changes. Submarines: Five or seven-bladed propellers; very quiet when submerged and at low speed; unpredictable course changes. Fishing Vessels/Trawlers/Pleasure Craft: Three- or four-bladed propellers; noisy; erratic courses and speeds, frequently stopping and starting.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 81 Tracker Review: Clicking this button cycles through the contacts that have trackers assigned in the Broadband Station. Contact information displays in the DEMON Data Display in the Tracker, Cursor, Bearing and SNR fields. Frequency Scale: Displays a panel for selecting the frequency scale in use in the DEMON Waterfall. (20, 50 or 120) Turns Per Knot: Displays a panel for adjusting the Turns Per Knot setting for the selected contact. (Increase T.P.K.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 82 Selected Array: Select Sphere or Towed to make the signals from that array available in the Available Tracker fields. AKULA DEMON DISPLAY Tracker Selectors Frequency Scale Cursor Frequency Turns Per Knot Array Select DEMON Waterfall Display Sonar Station Selection Buttons Speed Directions for using the DEMON Display start on p. 78. Here the Akula’s DEMON station buttons are described.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 83 ACTIVE SONAR STATION MEDIUM FREQUENCY (MF) ACTIVE SONAR The spherical/cylindrical array in active mode is used to detect and track contacts. Echoes from a single ping or a series of pings are used to determine an object’s bearing and range. Information from a medium frequency active search is sent to the TMA station for use in plotting a firing solution for the given contact. While this information is very useful to you, it comes at a price.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 84 Bearing Indicator Contact Cursor AKULA: MEDIUM FREQUENCY ACTIVE SONAR DISPLAY In the Akula’s circular display the area closest to the center represents objects closest to your ship. The circle represents bearing. The screen updates from the center out. Each subsequent ping replaces the oldest data with the newest.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 85 To Determine a Contact’s Bearing and Range: • Drag the cursor to center it over a contact. Seawolf: ■ The contact’s bearing and range appear directly below the active display in the Crsr Brg and Crsr Rng fields. Range is given in yards. 688I(I): ■ The contact’s range and bearing display in the Range/Bearing Control area of the screen in the Yds and Deg fields. Range is given in yards.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 86 Seawolf: • Click TRANSMIT on the Active Sonar button matrix. The type of signal set in the previous step is transmitted. 688(I): • Click TRANSMIT to send signals of the type selected in the adjacent toggle switch Akula: • Click either TRANSMIT SINGLE or TRANSMIT CONTINUOUS as desired. The designated type of signal is transmitted. NOTE: To stop the transmission of continuous pings on any of the submarines, click again on the TRANSMIT button. 4.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 87 SEAWOLF: ACTIVE SONAR STATION Instructions for designating a target using Seawolf’s Medium Frequency Active Sonar are described in Using MF Active Sonar above. The use of Seawolf’s High Frequency Active Sonar is described following a brief description of the Active Sonar Data Display and Button Matrix. By default medium frequency active sonar is selected in the Frequency options on the Button Matrix.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 88 • Ensure that the cursor is centered on the most recent return from the contact and click MARK. If you are in single ping mode it makes more sense to use the Mark function rather than the Designate Target feature so as not to waste a tracker. Range Scale: Displays options for setting the maximum range in the Active Display. Numbers are in thousands of yards (5, 10, 20, 40, 80).
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 89 688(I): ACTIVE SONAR STATION The 688(I)’s high frequency sonar interface is located on the Ship Control Station. That high frequency function is described immediately after the description of 688(I)’s Active Sonar station. Instructions for how to use the active sonar function is contained in Ship Stations/Sonar Stations/Using Medium Frequency (MF) Active Sonar on p. 83.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 90 688(I) HIGH FREQUENCY ACTIVE SONAR The 688(I)’s High Frequency Sonar controls are located in Ship Control. Active Sonar Display Contact ON/OFF toggle To use 688(I)’s High Frequency Active Sonar (HFAS): Press ¡ or select the Ship Control Station from the pop-up Stations menu to move to the Ship Control Station. The HFAS system is located in the center portion of the station.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 91 Sonar Station Selection Panel: Click the desired button to switch to that Sonar Station. During gameplay hold your cursor over the button to display the station name. Transmit: Click this button to transmit a single ping. Transmit Continuous: Click this button to transmit continuous sonar pings. To stop active transmissions click the button again. If you switch the range scale while transmitting continuous pings you must restart transmissions.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 92 green to red as the signal grows in strength. ALL SUBS: BUTTONS AND LABELS The following fields and buttons are seen on all subs except as noted: Frequency: Displays the frequency of the intercepted signal. Bearing: Displays the bearing of the intercepted signal. SNR: Displays the Signal to Noise ratio for the selected contact. (Seawolf only.) Interval: Displays the interval between the last two signals.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 93 688(I) ACTIVE INTERCEPT STATION The 688(I)’s Active Intercept screen is seen below. Buttons and labels are described in Ship Stations/Sonar/Active Intercept Sonar Station/All Subs: Buttons and Labels on p. 92 Active Intercept contact AKULA ACTIVE INTERCEPT STATION The Akula’ Active Intercept screen is seen below. Buttons and labels are described in Ship Stations/Sonar/Active Intercept Sonar Station/All Subs: Buttons and Labels on p.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 94 If for example the thermal layer is at 350 feet and you are above that depth, you may have difficulty detecting objects below 350 feet. Any enemy sub lurking below the layer may also have difficulty detecting your ship. The Sound Speed Profile is created from information returned from an Expendable Bathythermograph (XBT) probe. When launched, this probe reports depth, temperature and sound speed information in both graph and table form.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 95 Data Display Layer Depth: Depth of the thermal layer as reported by the last XBT probe. Button Matrix Change Depth Scale: Clicking this button displays a set of options to set the scale viewed in the graph. Choose 500, 1000, 2000, or 4000 feet. Launch XBT: Click to launch a new Expendable Bathythermograph (XBT) probe. Sonar Station Selection Buttons: Click to move from one sonar station to another.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 96 Sound Speed Profile: Displays a representation of the thermal layer in graph format. Sonar Station Selection Buttons: Click the desired button to move from one sonar station to another. Depth (m/ Speed (m/sec): Displays the depth and sound speed reports from the last XBT probe. Layer Depth: Depth of the thermal layer as reported by the last XBT probe. XBT: Click to launch a new Expendable Bathythermograph (XBT) probe.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 97 HOW DOES TMA WORK? Target Motion Analysis is a process by which a contact’s course and range are estimated using timed bearing readings and an estimate of the target’s speed. At the TMA Station you examine available sensor data on a contact and develop possible or trial target solutions. Suppose your submarine is stationary and one of your passive sonar sensors is tracking an unknown contact.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 98 Point C where the lines of bearing cross indicates the maximum range for lead course contact A and a minimum range for lag course contact B. As you can see in the drawing, you cannot initially be sure whether you are leading or lagging a contact. You can determine this after you turn your ship to a course on the opposite side of the line of bearing.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 99 error dot stack. These tools are used to analyze sensor inputs. The Akula’s TMA board components are seen and described below. Dot stack Ownship symbol Bearing lines TMA Ruler Tick mark When a contact is selected from the drop-down list, the most recent sensor information for that contact is displayed on the TMA Board. The information consists of a line of bearing extending from a dot representing Ownship’s position at the time of the report.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 100 ■ The estimated current bearing of the contact is a point just ahead of the arrowhead. The last reported bearing is represented by the tick mark closest to the arrowhead. NOTE: All of the current estimates represented by the ruler appear in numerical form under the TMA board. Manipulating the Ruler: • Adjusting length and direction: Click and drag the end mark or the arrowhead to adjust the length or direction of the ruler.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 101 TMA ON RADAR, ACTIVE SONAR AND VISUAL CONTACTS Some sensors give you a range as well as a bearing, while others only give you a bearing. In general, the more inputs you have from different sensor sources the better your solution will be. But be aware that using Radar and Active Sonar give your enemy valuable information about your presence and location.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 102 4. Adjust the tick marks. • Drag the arrowhead or tail of the ruler to adjust the tick marks along the bearing lines until the dots line up in the dot stack. 5. Enter the solution When you have a good trial solution, send it to the Fire Control system by entering the solution. The solution you enter is now the system firing solution for that contact.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 103 • Click the arrow buttons to pan the view. (The keyboard arrow keys can also be used.) • Move the ruler to the desired location, click CENTER ON RULER then Click the zoom buttons to better adjust your view. If you lose sight of the ruler, zoom all the way out or select CENTER ON RULER. • Click the ruler handle or the single tick mark if the handle is not present and drag the ruler to the desired location.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 104 When a good match between the tick marks, the bearing lines and the dot stack has been achieved, enter the trial solution to send this information to the Fire Control system. The system tracks the estimated position of the contact based on this system solution and uses that estimated location when targeting the contact. Seawolf: • Click ENTER SOLN beneath the TMA Board. 688(I): • Click ENTER SOLUTION in the TMA Solution Input panel below the TMA board.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 105 This decision can be undone by selecting the master contact (e.g. M01) and clicking SPLIT. ■ Merging contacts held on the sphere/cylindrical and UUV or towed arrays can give a fairly accurate range using triangulation. The point where matching sphere and UUV or towed array bearings cross is a good approximation of the contact’s range.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 106 NOTE: Changing the digits in the Range and Bearing fields can only be accomplished by first locking the field. Adjusting these two values moves the ruler in ways you might not anticipate. These fields should only be locked if you know a bearing and range information from a separate source, for instance radar or active sonar. Center on Ruler: Click this button to bring the ruler to the center of the TMA Board.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 107 688(I) AND AKULA: TMA STATIONS Use of the TMA station is included in the first portion of the TMA section. The 688(I)’s and the Akula’s TMA stations contain nearly all the same labels. The two stations are seen here and the labels and buttons are described below.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 108 TMA Solution Input (688(I)) /Trial Solution Area (Akula) Center on Ruler: Click here to place the TMA ruler in the center of the TMA Board. Bearing, Course, Range, and Speed Fields: Represent the trial solution for the selected contact. The current position and size of the TMA ruler is reflected in these fields These numbers are altered by dragging and sizing the ruler or by entering values directly into these fields.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 109 BASIC LAUNCH PROCEDURES FOR SEA TARGETS Basic launch procedures for torpedoes and antiship missiles are shown here. 1. Decide on the contact or line of bearing (LOB) that you want to attack. Assign that Contact’s ID to a tube containing a weapon appropriate for the contact. ■ To shoot a weapon down a specific LOB select Snapshot instead of a specific contact ID.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 110 NOTE: Land sites with L designations can be targeted from the Nav screen using the Contact menu’s Engage With command. BASIC LAUNCH PROCEDURES FOR UUVS More detailed information about UUVs is found in Special Procedures and Operations/Deploying UUVs on p. 149. The basic launch procedures are found here. 1. Set Ownship speed to 4 kts or less 2. Select a tube containing a UUV. 3. By default the UUV is launched at Ownship’s depth.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 111 TLAM (Tomahawk Land Attack Missile): The Tomahawk is the standard sub- launched strike weapon for use against land targets. It has a range of approximately 1400 n.m. Gameplay Weapons: TASM (Tomahawk Antiship Missile): For gameplay purposes, TASMs are assigned to the Seawolf and 688(I) class submarines. In actuality, these weapons have been removed from the fleet and are being converted to Tomahawk Land Attack Missiles.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 112 running torpedo with a magnetic influence detonator. The weapon's run to enable range (minimum range) is 2000 yards. The Shkval is not a subtle weapon. Its use alerts all in the area to your presence. When using this weapon, the hope is it will reach its target before the target can respond. It is known that the Russians have this weapon, it is not known if it is actually carried by the Akulas.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 113 PRESETS Everything that can be launched from the Fire Control Station has at least one preset. Presets are instructions that tell the weapon, countermeasure or UUV what to do. While the interfaces that display them are slightly different, presets operate the same from sub to sub. All presets are presented here alphabetically by type.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 114 MINE PRESETS Mobile Mine and SLMM Mines display the following presets: Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then click the Fire Control map to place a single waypoint. Latitude/Longitude: Click the waypoint to display presets for setting the precise latitude and longitude for the waypoint. These coordinates define the final destination of the mine. Click the digits in the preset panel to set the desired value.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 115 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 OD Depth is selected by default. Deselect the option to display the Depth option. Depth: Enter the desired depth for the UUV to travel. Click a digit to increment the value. Right-click to decrease the value. FIRE CONTROL MAP Each controllable sub has a Target Display containing the Fire Control map.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 116 SEAWOLF TARGET DISPLAY Seawolf’s Target Display consists of the Fire Control map, the Tube Selection Panel and the Target Designation and Preset Panel. From the Target Display the weapon in a specific tube is targeted at a specific contact and weapon presets appropriate for the target are entered.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 117 Weapon Waypoints: When ON, all waypoints assigned to any land attack missile or mine display on the map. When this option is OFF only the waypoints for the weapon in the selected tube show on the map. Designate Target: All Contact IDs are listed in the drop-down list by their alphanumeric Contact IDs. NOTE: No Contact IDs appear in this list if Show Truth is on or if you have not yet marked any contacts with one of your sensors.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 118 Enable: Click to enable the weapon before it reaches the enable distance set in the Run to Enable preset. Pre-Enable: Click to return an enabled weapon to its pre-enabled state without shutting the weapon down entirely. If you want to wire guide a weapon that has already enabled, click this option. The red enable cone disappears. Shutdown: Click to shut down the weapon entirely. The weapon can not be enabled again if this option is selected.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 119 2. Click FLOOD. This button initiates the process that floods and equalizes the tube. When the tube is flooded the FLOOD button text is green. Reselecting this button at this point reverses the process. 3. Click MUZZLE DOOR to open the muzzle door. The button flashes until the door is open. The SYSTEM READY buttons turns green and the LAUNCH button is selectable. 4.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 120 SEAWOLF: COUNTERMEASURE LAUNCH PANEL Active and passive decoys are available in external and internal tubes. The loadout in the Seawolf’s external countermeasure tubes can only be changed from Weapons Loadout Screen prior to starting a mission. Internal tubes can be loaded during gameplay as long as countermeasures are available.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 121 SEAWOLF: WEAPON INVENTORY The Weapons Inventory simply displays the current type and number of weapons on board your sub. No interaction is possible. The numbers decline as appropriate each time a weapon or countermeasure is dispensed. 688(I): FIRE CONTROL SUITE The 688(I) has three stations in its Fire Control Suite; the Target Display, the Launch Panel and the Weapons Inventory.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 122 Map Control Panel In addition to the map controls described in Ship Stations/Fire Control Suite/Fire Control Map on p 115, the 688(I) has map control buttons to zoom in and pan the map display. Weapon Tracks: 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.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 123 Pre-Enable: Click to return an enabled weapon to its pre-enabled state without shutting the weapon down entirely. If you want to wire guide a weapon that has already enabled, click this option. The red enable cone disappears. Shutdown: Click to shut down the weapon entirely. The weapon can not be enabled again if this option is selected. To assign waypoints to a TLAM or SLMM: 1. Click the P under a tube containing a TLAM or SLMM.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 124 6. If you fired a torpedo and you want to wire guide it, return to Target Display and click W next to the number of the tube you fired. W stands for wire guidance. See 688(I) Target Display/Wire Guide Controls on p. 121 To reload a torpedo tube Only torpedo tubes can be reloaded when underway. • If the weapon name display reads Empty, click to load a weapon. Repeated clicks cycle through available weapons.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 125 AKULA: FIRE CONTROL SUITE The Akula’s Fire Control Suite consists of the Target Display, the Launch Panel and the Weapons Inventory. These stations are reached by clicking one of the buttons at the bottom of the Fire Control Stations. Target Display Launch Panel Weapons Inventory AKULA: TARGET DISPLAY The Akula Target Display consists of the Fire Control map, the Target Selection List, the Tube Selection Panel and the Map Control Panel.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 126 Target Selection List This drop-down list contains all of the contacts currently designated in the game. The Contact ID selected in this list is available for assignment to a specific tube as described in Tube Selection Panel/To assign a contact to a tube below. Tube Selection Panel From the Tube Selection Panel contacts are assigned to specific tubes and weapon presets are entered.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 127 To assign waypoints to a SS-N-27 LAM or Mobile Mine: 1. Click the P under a tube containing a SS-N-27 LAM or a Mobile Mine. The weapon presets are displayed. 2. For the land attack missile (LAM) enter a destruct range for the weapon. See Land Attack Missile Presets on p. 113 or Mine Presets on p. 114 3. For both SS-N-27 LAM and Mobile Mine click ASSIGN TARGET WAYPOINTS then click the Fire Control map.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 128 NOTE: 53-65K torpedoes are wake homers and can not be wire guided in Sub Command. To launch a UUV: Because a UUV is a sensor, not a weapon, it need not be assigned a target in the Target Display to be fired. The tube is fired as described above. 1. If you want to launch the UUV to a depth other than Ownship depth, first select the tube containing the UUV in the Target Display and click P to display its presets. 2.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 129 RADAR STATION Submarine radar is used exclusively when the sub is at periscope depth or when the sub is surfaced. Unlike the periscope, radar works well in foggy conditions. Radar should be used with caution. When you use radar you communicate four things to other ships in the area whether they are friendly, neutral, or hostile: ■ Your presence. If you had been operating covertly up to this point, you no longer are. ■ Your bearing.
Sub Com PC elec manual.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 131 RADIO ROOM/ESM STATION In Sub Command the Radio Room and ESM (Electronic Support Measures) stations are combined. The radio is used to receive intelligence and tasking updates while ESM allows you to detect and classify contacts when at periscope depth. RADIO MESSAGES The radio is your link with the outside world. At the beginning of each mission, you should always review your current mission orders and check for any new intel or tasking messages.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 132 688(I): • Radio Mast: Click RAISE above the toggle switch to raise the Radio Antenna mast. • Floating Wire: Click STREAM to deploy the Floating Wire Antenna. Akula: • Radio Mast: In the Radio Antenna panel click RAISE to extend the Radio Mast. The green light flashes until the mast is fully extended then glows steadily. • Floating Wire: In the Floating Wire panel click STREAM.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 133 2. Determine the bearing and classification of the contact. • Click the contact signal in the ESM Display to determine contact bearing and to view the source of the signal (e.g. Kirov, Helix, etc.). You can also click and drag the triangle cursor around the bearing indicator to center it on a contact. ■ The bearing of the contact appears in the Bearing field. ■ The class name of the contact appears in the Source field.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 134 Radio Message Display: All radio messages display in this scrolling window. Scroll to the bottom to see the newest message. Floating Wire: Click the right-facing double arrow to stream the floating wire. Click the left-facing double arrows to retrieve the floating wire. Click the square (Stop) button to stop the winch. The portion of the wire currently deployed is depicted in the progress bar.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 135 AKULA: RADIO/ESM STATION The Akula’s Radio/ESM Station is described below. The use of these features is described in Radio/ESM Station/Receiving Radio Messages starting on p. 131.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 136 PERISCOPE AND STADIMETER STATIONS Periscopes on modern submarines are highly sophisticated pieces of equipment. Many subs carry both a search periscope and a short-range attack periscope. Sub Command merges several capabilities into a single periscope on each controllable submarine. In addition to a Low Light Television (LLTV) which enhances your ability to see contacts at night, the periscope also has an ESM sensor.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 137 Seawolf: • Click RAISE on the orange bar at the top of the screen. The Raise text flashes green until the scope is fully raised then remains green. 688(I): • Click base of the Raise/Lower toggle switch on the side associated with the desired state. The green light indicates that the scope is lowered. The red light flashes until the scope is fully raised then remains red until the scope is lowered.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 138 Akula: • Click the upper half of the Zoom crank t zoom out. Click the lower half of the crank to zoom in. 6. Mark the contact. Marking the contact assigns it an alphanumeric designation and sends the bearing information for the visual sighting to the Target Motion Analysis station. Visual contacts have a V designation. (V01, V02 etc.) • In all submarines, click MARK. 7. Take a photo of the contact for use in Stadimeter.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 139 Bearing to contact Magnification level Photo: Take of photo of the visual contact or use in the Stadimeter. Mark: Assigns an alphanumeric Contact ID to the contact and sends the contact’s bearing information to TMA and the Nav map. Pan Left/Right Arrows: Clicking these controls move the periscope horizontally 360 degrees. Elevation Control Arrows: Controls the vertical view in the periscope.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 140 Periscope Button: The depressed and orange highlighting indicates that the Periscope Station is selected. Stadimeter Button: Click to move to the Stadimeter Station. Mark: Assigns an alphanumeric Contact ID to the contact and sends the contact’s bearing information to TMA and the Nav map. Zoom: Zooms in or out on the periscope view. Ice Display Button: Moves to the upward looking television used on the 688 to determine the thickness of ice.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 141 STADIMETER STATION Using a photo of a contact taken through the Periscope, the Stadimeter allows you to classify the contact as well as determine its range and course. NOTE: The Stadimeter can only be accessed from the Periscope Station. • Press to reach the Periscope Station, then press the Stadimeter button. When the Stadimeter appears, the last photo you took through the periscope appears in a window.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 142 SEAWOLF: STADIMETER STATION Photo Display Window Range Course Mark Return to Periscope Silhouette Window Angle on the Bow Country Class Zoom Classifying a Contact with the Stadimeter Once you have a photograph of a contact, find a 3D-silhouette that matches it. 1. From the Country drop-down list select a country name. Ships in that country’s Order of Battle that are similar in length to the contact in the photo are listed in the Class list. 2.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 143 688(I): STADIMETER STATION Silhouette Window Ship Silhouette Video Capture Window Image Adjust Back/Next Masthead Height Silhouette AOB Port/Starboard Aspect Zoom Mark Range Classifying a Contact with the Stadimeter 1. Select a class. Click BACK and NEXT to view a different platform class name in the Ship Silhouette list. A 3-D silhouette of that class appears in the Silhouette window. 2. Rotate and zoom the model.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 144 AKULA: STADIMETER STATION AOB Controls Country Window Photo Display Window Country Selection Buttons Silhouette Window Ship Classification Window Ship Classification Selection Buttons Masthead Height Range Mark Bearing Return to Periscope CLASSIFYING A CONTACT WITH THE STADIMETER 1. Click the Country arrows to select a country name in the Country window.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 145 UNDER ICE DISPLAY All controllable subs in Sub Command are capable of operating and surfacing when under the ice. The basic under-ice operating procedures are the same regardless of the submarine class you are commanding and are covered in Special Operations and Procedures/Under Ice Operations on p. 152. The use of the Under Ice Display to locate polynyas is covered here.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 146 Green: 0-4 feet thick Yellow: 4- 8 feet thick Red: 8- 12 feet or more The Akula’s forward looking High Frequency Active Sonar (HFAS) shares this display screen. • Click UPWARD LOOKING in the Alignment Panel to view the Ice Display/ • Click FORWARD LOOKING to view HFAS returns. For information on marking contacts with the HFAS see Ship Stations/Sonar/Active Sonar/Akula: High Frequency Active Sonar on p. 91.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 147 ■ Your task: Your Sonar Auto Crewman can classify a contact as a specific class, but he can not determine its alliance. You must do that yourself on the Nav map. • On the Nav map, right-click the contact’s symbol to display the Contact menu. • Select Designate Type/Alliance>Alliance and drag your cursor to select the presumed alliance for the contact. TMA AUTO CREWMAN Accurate TMA takes time.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 148 ■ Marks contacts and re-marks them every minute that the contact can be detected. Contact range and bearing is sent to TMA and is reported on the Nav screen DDI when that contact is selected. NOTE: The Radar Auto Crewman is not speedy. It takes a minute or two before he begins to mark contacts. When Radar Auto Crewman is ON, you cannot move the Radar cursor.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 149 • Right-click the desired target to display the Contact menu. If Ownship is at periscope depth and has a speed of 3 kts or less, the Deploy Special Forces option is available in the Contact menu’s Engage With menu option. • Select DEPLOY SPECIAL FORCES. Your Executive Officer notifies you when the team is away. NOTE: The Deploy Special Forces menu option only appears when all of the following parameters are met.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 150 TO LAUNCH A UUV 1. Set Ownship speed to 4 kts or less. 2. Select a tube containing a UUV and initiate the launch procedure. (For information on launching weapons see Ship Stations/Fire Control/Launch Panel for your specific sub class.) ■ By default the UUV launches on the same course and depth as Ownship. • To set a specific depth, click Use OS Depth to deselect it. The Depth preset appears. Click the digits in the Depth preset to set a specific depth.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 151 TO LAY A MINEFIELD 1. Check your tasking or determine the exact latitude and longitude for each mine to be placed. 2. From the Launch Panel, load the desired tubes with mines. 3. Determine which tube will fire the mine destined for each specific location. 4. Select each tube individually and place a waypoint for that mine to follow. Select the waypoint and drag it to the desired location using the lat/long readout at the bottom of the Fire Control map.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 152 UNDER ICE OPERATIONS Operating a submarine under the ice is a dangerous evolution. Much of the ocean floor is still poorly charted in the far northern latitudes, requiring that a sub crew pay close attention to their fathometer and sonars to avoid running into uncharted sea mounts. Outcroppings of ice, known as keels, can extend downward from the ice sheet for hundreds of feet, creating hazards for the submarine's sail, hull and propeller.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 153 MULTIPLAYER Sub Command allows you to host or join multiplayer games either on a local area network or over the Internet. As host you decide the mission title, which options are available, and the players in the mission. Online gameplay for Sub Command will be available only through August 31, 2002 subject to online terms of use and all features may not be available at the time of purchase. Please check online at
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 154 LOBBY 1. Click HOST. Host options appear on the Multiplayer screen. 2. Enter a name for your game in Session Name. If desired, select Require Password to Connect then enter a password in the Password field. Sub Command Tip: Be sure to share the password with fellow players prior to starting the mission. 3. Click OK to enter the Game Room. GAME ROOM: HOST OPTIONS As players join the game their names appear in the Name column of the Game room. 1.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 155 TO JOIN A IPX OR TCP/IP GAME 1. From the Main menu, click MULTIPLAYER to reach the Multiplayer screen. 2. Click CONNECTIONS (computers) then click OK. The Connections screen appears listing two options: IPX or TCP/IP. 3. Select the desired type of connection then click OK to enter the Lobby. LOBBY The Join option is selected by default. ■ The Sessions window displays the names of hosted games. The selected name is highlighted.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 156 4. Once you have selected a sub to command click WEAPON LOADOUT to adjust your sub’s oadout. • Click OK in the Weapon Loadout screen to accept any changes you want to implement. Click CANCEL to negate any changes you made. 5. Click READY to notify the host you are ready to play. Platform Selection Message Window Ready MULTIPLAYER MATCHUP GAMES 1. From the Main menu select MULTIPLAYER. The Multiplayer screen appears. 2. Click EA.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 157 MULTIPLAYER OPTIONS In the Game Room click OPTIONS to display the Multiplayer Options page. From here the host sets specific options that are available to all players. Only the host can set options in the Multiplayer Options page but those joining the game can view the Multiplayer Options page to see which options the host has set and allowed. The host can: ■ force all players to use specific options. ■ prevent all players from using specific options.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 158 All players forced to use this options Host controls the option in this row All players prevented from using this option All players can set this option on Game options page if they so desire The host can control the following options from the Multiplayer Options screen. Fire Control Quick Launch: When enabled the time required to load weapons is reduced. For more information see Main Menu/Options on p. 24.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 159 ■ When the host is not controlling this option it can be enabled on the Options>Game page. Show Link Data: When enabled all friendly contacts are visible on the Nav map. For information see Main Menu/Option/Game/Show Link Data on p. 29. ■ When the host is not controlling this option it can be enabled on the Options>Game page. MULTIPLAYER DEFAULT SETTINGS The host can set default options if he so chooses.
Sub Com PC elec manual.qxd 7/25/01 4:59 PM Page 160 MULTIPLAYER WARNING AND ERROR MESSAGES It is possible for experienced players to customize Sub Command’s database, doctrine, and scenario files. Since it is imperative all players in a multiplayer game share the same version of certain files, you may occasionally receive warning and error messages. These messages inform all players specific files differ from the host’s file.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 161 MISSION EDITOR The Mission Editor allows you to create single, and multiplayer missions anywhere in the world! Platforms for sixteen countries as well as civilian objects are available for placement in your scenarios. In the Mission Editor you can create scenarios that place a player in command of a Seawolf, an Improved Akula or Akula II, or a 688(I) Improved Los Angeles class submarine.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 162 NOTE: Whenever the term ‘click’ is used in this manual, it refers to a single left mouse click. A right mouse click is designated as a ‘right-click.’ CREATING A NEW MISSION To create a new mission you must first select a region on the world map as the mission’s location. A region is a 600 by 600 nautical mile square centered on a specific longitude and latitude designated by the Choose Region cursor. To select a region: 1.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 163 2. From the Editor menu at the top of the screen select Mission>Import. 3. The Open File Dialog box opens. Select the desired file to be imported and click OK or doubleclick the file. 4. You are prompted to select a database map. (688(I) Hunter/Killer or Jane’s Fleet Command) Select the appropriate mapping for the game file you are importing. 5. When the file opens look for red object labels (ships names, aircraft names, etc) on the map.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 164 Editor menu Mission Map Object Properties Panel Object Buttons MISSION MAP The Mission map contains the 600 by 600 nautical mile square region that was designated in the Mission Creation screen. It is on this map that you create the mission by placing all objects and assign goals, tactics, and define formations for the scenario. NOTE: The words map and chart are used interchangeably in this section of the manual.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 165 MISSION MAP MENU Right-clicking on the Mission map brings up the Mission Map menu. From here several map display options are available. A checkmark in front of any of the first four options indicates that the option is ON. Bathymetry: When ON the Mission map displays detailed colored shading indicating variations in water depth and land elevations. When OFF the detailed shading is replaced by solid blue for water and solid yellow for land.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 166 OBJECT BUTTONS Use the Object Buttons on the bar located at the bottom right of the screen to place submarines, ships, global goals, and land objects on the Mission map. To customize an object you must select it and set specific properties in its Object Properties Panel pages at the right of the screen. See Mission Editor/Object Properties Panel on p. 178.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 167 MISSION OBJECT MENU Right-clicking on a mission object’s icon enables the Mission Object menu. Some of the features found in the Mission Object menu are also available from the Object Properties Panel pages for the selected object. Mission Object menu items that are not available for a specific object are grayed out and disabled. For example, since a submarine does not have embarked aircraft, all options relating to aircraft are unavailable.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 168 ADD ATTACHED GOAL Goals can be attached to specific objects in a mission. To add an attached goal: 1. Right-click the object’s icon to activate the Mission Object menu. 2. Select Add Attached Goal. You are prompted in the Description Bar to click the Mission map to position the attached goal. A blue link line between the attached goal and the object is established. 3. Click the goal icon to select it and display its Object Properties Panel pages.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 169 ADD AIR CORRIDOR (AIRPORT) The Mission Object menu’s Add Air Corridor menu is only available for land-based airport objects. This feature allows you to add an air corridor attached to an airport. This option is different from the Editor menu’s Add>Add Air Corridor option which adds independent flight paths that traverse the mission area.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 170 EDITOR MENU The menu bar at the top of the Mission Creation screen contains tools for editing, saving, and further customizing your mission. The Editor menu consists of the following menu items: Mission, Edit, View, Add and Options. MISSION MENU New Mission: Create a new mission by selecting a new region. You are prompted to save the current mission then returned to the Region Selection Screen. Load Mission: Load a previously created mission.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 171 Show Link Data you see the actual position and type of the Taiwanese platforms as blue (friendly) symbols on the Nav map. The Taiwanese platforms are controlled by AI but do not attack your platforms. You can also set two AI controlled sides to be allies. They do not attack each other. They only attack sides not in their alliance. Alliance Name: Existing named alliances display in this drop-down list. To add a named alliance, click ADD ALLIANCE.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 172 Rules of Engagement Selecting this option displays the Rules of Engagement (ROE) dialog box. Defaults to Wartime ROE. 1. Select a side in the Sides Available list. 2. Click one of the following options to assign the Rules of Engagement for all platforms on that side. War Time: Platforms fire upon all threat platforms Peace Time: Platforms do not fire unless fired upon.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 173 Side: Choose which sides’ forces are shown on the map. A check mark indicates that icons for the specified side are displayed on the Mission map. (All sides default to ON.) Group: Toggle the display of all platforms in a dynamic group ON/OFF. A check mark indicates that the platforms in the group are displayed on the Mission map. (Each group defaults to ON.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 174 Depth (ft): Enter the depth for the minefield in feet in this field. If you enter a mine depth that exceeds the water depth, a message box appears when the mission is saved notifying you that the object exceeds the water depth. Side: Select the side this minefield belongs to. NOTE: Use of the water depth readout information is important when placing mines since the water depth may be too shallow for them to operate.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 175 Formations: Choose a formation and type of group, or customize a formation. Formations are composed of multiple ships. To place a formation, follow the steps for placing a single ship. See Mission Editor/Object Buttons/Submarine or Ship on p. 166. The formation options are described below. Create Formation: Allows for the creation of a custom formation. To create a custom formation: 1.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 176 SCENARIO BROWSER The Scenario Browser is a useful tool for locating a specific platform, goal or group in a scenario you are creating or editing. It is also valuable for reviewing and filtering objects in a large or complicated scenario. The Scenario Browser displays over the Object Properties Panel when no object is selected. The top folder on every tab contains the scenario filename once the scenario is saved.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 177 NOTE: If you have selected the filename at the top of the browser page and the icon you want to see on the map is still not visible, the object’s icon is being hidden by a filter on a different tab. To display the Scenario Browser when it is hidden, press E or click the map to deselect any selected objects. The browser is displayed when no object is selected on the map. The Scenario Browser’s five tabs are described below.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 178 SIDE TAB The Side tab allows you to view only the objects assigned to a specific side. Objects from all other sides are hidden. • Click a side name to select that side and hide the object icons associated with all other sides on the map. • Click the + in front of a side name to display the names of all objects on that side without selecting that side name.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 179 Below in alphabetical order are the different types of objects that are available in Sub Command. A page by page description of the properties that can be set for each type of object follows the name of each object type. NOTE: Goal Object Properties Panel pages are covered separately in Mission Editor/Goals/Goal Object Properties Panel Pages on p. 191.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 180 PAGE ONE Name: Create a name for the Air Station. Default is simply Air Station with a number appended as needed. Assigned Aircraft 1: Select aircraft to be assigned to the station from the Assigned Aircraft dropdown list. Aircraft 1 Loadout: Select the Mission Type. This determines the kind of weapons the aircraft carries in the mission. Assigned Aircraft 2: Select aircraft to be assigned to the station from the Assigned Aircraft drop down list.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 181 PAGE TWO Probability of Inclusion: This is the percentage chance an object appears at the start of the mission. Latitude: Shows the starting latitude of the platform. Enter the desired latitude if a precise location is required. Longitude: Shows the starting longitude of the platform. Enter the desired latitude if a precise location is required.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 182 BUILDING PROPERTIES Buildings (land-based objects) must be placed on land. There are three pages of properties for buildings. PAGE ONE Side: Select the object’s side. Name: Select the specific building object name. Heading: Set the orientation of the building object. Enter a number 0 to 360 to designate the direction the building faces. Include in Sim: Specifies whether the selected building is added to the mission as a simulation object.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 183 HELICOPTER PROPERTIES See Inflight Aircraft Properties below. INFLIGHT AIRCRAFT PROPERTIES Inflight aircraft can be airplanes or helicopters. There are three pages of properties available for inflight aircraft. Click the inflight aircraft’s icon to select its Object Properties Pane pages. PAGE ONE Name: Choose the type of aircraft to be placed. Tactic: Choose the tactic the aircraft performs.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 184 MINE PROPERTIES When a mine is selected on the map, the following options for that mine appear on the Object Properties Panel. PAGE ONE Side: Assign the side to which the mine belongs. Name: Specify the type of the selected mine. The mine type selected when the minefield was created is shown by default. Depth: Specify the depth of the selected mine. The depth in feet designated when minefield was created is shown by default.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 185 Longitude: Shows the starting longitude of the platform. Enter the desired latitude if a precise location is required. Alternatively you can click and drag the platform’s icon to the desired latitude/longitude location and release the mouse button. PAGE THREE For ships with no embarked aircraft, page three displays the 3D object.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 186 The number of controllable subs in a mission determines the number of players that can play that mission in Multiplayer mode. To make an eight-player multiplayer game, place eight controllable subs in the mission. PAGE ONE Side: Select the object’s side. You can designate up to seven sides plus neutral. Country: Select the object’s nation. Class Designation: Select the object’s class.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 187 Probability of Inclusion: This is the percentage chance the object appears at the start of the mission. (If there is only one controllable sub in the mission, this should be set to 100. (Default is 100.) Latitude: Shows the starting latitude of the platform. Enter the desired latitude if a precise location is required. Longitude: Shows the starting longitude of the platform. Enter the desired latitude if a precise location is required.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 188 Stream TA: When selected the sub’s Towed Array is already deployed at mission start. Mission Tasking (Brief) Player Has Choice of Platform Towed Array deployed at mission start PAGE FOUR: When the submarine has been designated as a Controllable Sub its 3D object displays on this page. TEXT LABEL PROPERTIES There is one page in the Text Label Properties Panel. There are two ways to place a text label.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 189 Tactic Duration: Designate how long the platform should perform the new tactic before proceeding to the next waypoint. Target Mode: Assigns a special tactic for the object to follow when it encounters the platform selected in Target Platform drop-down. None: No special tactic is assigned. The object uses the tactic assigned in the Tactic drop-down.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 190 AUTOMATIC GOAL (GLOBAL) An Automatic Goal has no specific criteria required for accomplishment. Automatic Goals are setup to trigger at a certain time in the scenario. No other criteria, such as side or country, need be specified for an object to trigger the goal.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 191 3. The downed pilot must be assigned a tactic, however the specific type does not matter because speed is zero. To add an Attached Approach Goal to a downed pilot: 1. Right-click the Downed Pilot icon to activate the Mission Object menu and select Add Attached Goal then click the map to place the attached goal. 2. Click the goal icon to select it and display the Goal Object Properties Panels. On page one select Approach Goal in the Type field.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 192 ADDITIONAL PAGE ONE OPTIONS FOR SPECIFIC GOAL TYPES Global Destination Goal, Attached Approach Goal and Attached Kill Goal have these additional options available on Page one. Side: Assign the goal to a specific side. If you do not specify a side, the objects that can satisfy this goal do not have to belong to a specific side. Country: Choose the nationality of the platform that must complete the goal.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 193 Return to Base: Specify whether the platform must not only arrive within the radius of the goal but also return to base to satisfy the goal. This option is intended for aircraft objects. If a ship arrived within the goal’s radius, it would automatically satisfy the goal. A check mark indicates the option is ON. Defaults to OFF. (Option not available for Automatic Goals.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 194 PAGE FIVE Action Determine an action that takes place when the goal is reached. The following options appear in the Action Drop-down list. NONE: No action takes place. CREATE OBJECTS: When this option is selected the following buttons appear in the panel. ADD GROUP: Click to display the Add Group Dialog. A Group must already exist. When this goal is triggered the group whose name is selected here is created.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 195 DYNAMIC GROUPS Dynamic Groups can make a mission appear random and dynamic so that each time you play the mission, the situation and gameplay are different. Missions can be designed so that only some of the Dynamic Groups are used in the scenario when the mission loads. Only those objects in the randomly selected Dynamic Groups appear in the mission. Therefore, when the mission starts, you may have different objects appear each time.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 196 5. Determine how many individual ships within the Dynamic Group appear at the mission’s start by using the Minimum and Maximum adjusters. To change the group’s set up, select Options>Edit Dynamic Group from the Editor menu. EDIT DYNAMIC GROUP To edit a dynamic group: 1. From the Editor menu’s Option menu, select Edit Dynamic Group. The Dynamic Groups dialog box appears. 2. On the left, a list of created dynamic groups appears.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 197 MISSION EDITOR HOTKEYS These hotkeys are available in the Mission Editor Navigates focus to the next closest visible object icon on the map. t Navigates to the next waypoint of a tactic. If the currently selected icon is an [ object, this key selects the first waypoint in that object’s tactic. If the selected icon is a waypoint, this key selects the next waypoint. Navigates to the previous waypoint of a tactic. Similar to the above key.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 198 APPENDIX A: GLOSSARY OF ACRONYMS AAW ADCAP AOB ASUW ASW Bk CM CO Comms COMSUBLANT COW CV CVBG DEMON DOOW DR DRT DSRV EOT EP ESM Fm FWA GPS HF Hz ID intrlck IR Kts Kyds LLLTV LogReq MAD MBT Mk 198 Anti-air warfare Advanced capability Angle on the bow Antisurface warfare Antisubmarine warfare, Antisubmarine weapon Book Countermeasure Commanding officer Communications Commander, U.S.
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Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 200 APPENDIX B: GLOSSARY OF TERMS Angle on the Bow (AOB) Aspect of ship referenced to a line between bow own ship and the contact, measured 0 to 180 degrees port or starboard. Bow Front of the ship. Broadband Acoustic signal consisting of a broad range of frequencies. Cavitation Bubbles created and collapsed at a propeller due to pressure changes; causes a large amount of noise. Coordinate Position of a point, often measured in latitude and longitude.
Sub Com PC elec manual.qxd Snapshot Snorkeling Snorting Sonobuoy Sounding Stadimeter Starboard Stern Strike Tracker Transducer Waypoint Weapons free XBT 7/25/01 5:00 PM Page 201 Quick reaction torpedo firing procedure. Submarine term for operating the diesel generator while submerged at periscope depth. British term for snorkeling. Small acoustic device that uses passive or active sonar; usually deployed from aircraft.
Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 202 APPENDIX C: TACTICS Tactics that can be assigned to platforms and waypoints in the Mission Editor are shown below. Area Waypoint Similar to transit search in that the platform travels to each of the four waypoints and searches for enemy contacts. The waypoints may be dragged to any position on the map. Unlike transit search, when the platform reaches the last waypoint, it returns to the first waypoint and resumes the pattern.
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Sub Com PC elec manual.qxd 7/25/01 5:00 PM Page 208 Illustration: Michael Kerbow Documentation: Sue McConnell (Sonalysts) Documentation Editor: Ede Clarke Translation: Frank Dietz Documentation Layout: The Big Idea Group Inc.