User Guide
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.
Beware! If you classify the contact incorrectly, what you see is not what is really there! For instance
if you classify the contact as a cruise ship when it is actually a Russian Kirov class cruiser, the
contact’s symbol on the Nav map is the symbol for a neutral surface ship.When the symbol is
selected, a model of a cruise ship is seen in the 3D window and the DDI reports the contact as a
cruise ship.
Until a specific range is designated for a contact, the contact’s symbol, usually the symbol for
Unknown/Unknown (unknown platform type/unknown alliance), appears at the end of a line of
bearing (LOB).The length of the LOB is a predetermined range and does not represent the actual
range of the contact unless the contact is marked by Radar or Active Sonar. Since these sensors
give a range as well as a bearing, the map symbol is placed at the end of a LOB at the range
determined by the sensor.
Using TMA you can figure out the location of the contact with some degree of accuracy. In addition
to the contact’s location, you can also develop a firing solution,or simply a solution, which consists
of your best assessment of the contact’s bearing, range, speed and course. When you or your TMA
Auto Crewman enters a solution for the contact from the TMA Station, the contact’s symbol on the
Nav map shifts to the location designated in your solution and begins to move on the course and at
the speed designated in the solution.When you click the contact’s symbol, all available information
about the contact as classified or designated by you or your Sonar Auto Crewman appears in the
Nav map’s DDI.
NOTE:
If you give the contact a generic classification, for instance Neutral Surface, and no specific
class is assigned,a wire frame of a generic surface ship appears in the 3D view.A generic
classification is assigned with the Contact menu’s Designate Type/Alliance option. See Ship
Stations/Navigation Station/Contact Menu on p. 45.
Again, be warned.What appears in 2D, 3D and the DDI is only as accurate as you are!
3D VIEW IN A SUB GAME?
Modern submariners do not yet have the luxury of windows.The only view submariners have of
their physical surroundings is from the bridge or through the periscope.They must rely totally on
their sonar sensors when below periscope depth.We understand that for many players the idea of
3D in a submarine game is at best a huge cheat. For that reason, 3D can be turned off in the
Options>3D page and can be disabled by the host in a multiplayer game.This prohibits all players
from viewing 3D in that game. See Main Menu/Options/3D on p.30 and Multiplayer/Multiplayer
Options on p. 157.
The 3D view is on by default in Sub Command and is visible in a retractable window on the
Navigation map. For those of you who enjoy watching the results of your efforts in a 3D
environment, the option is there. But be reminded that what you see in the 3D view may not be
what is actually there! (See above.)
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