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BUBIMIR
THE UNDERWATER COMBAT SIMULATION
Technical Supplement for IBM PC Compatibles TEe II :\ I C \ LSI P P L E " E "" Contents Your Sub War 2050 pa cka ge should c ontain a Game Ma nua l , a cop y of UnderCurrents, this Technical Supplement , a Key Guide, a set of 3. 5" high density disks and a r egistration card. Required Equipment Computer Sub War 2050 r equires an mM PC AT or a computer 100% compatible with this model. The computer must have a high density floppy disk drive and a hard disk. Sub War 2050 r equires an 80386 processor and at least 1Mb RAM. Controls Although Sub War 2050 can be run entirely from a standard or portable P C keyboard, a mouse and joystick are strongly r ecommended . Display Sub War 2050 r equires a color monitor with a VGA graphics system. If you are using a compatible graphics card/monitor, it must be 100% compatible with VGA systems. Disk Drives SubWar 2050 must be installed onto a hard disk with 12Mb of free space . DOS You must have Microsoft MS-DOS ver sion 5.0 or higher . TEc:lI\lC\1. ~ I I ' I ' I . E ' I E \ T Copy Protection Sub War 2050 has no dis k copy protection . However , the program as ks you a manual-I'elated ques tion . Use the manual to anSWel" the question . Mi croProse l"egr ets that continuing casual and organized software piracy r equires that thi s minimal form of copy protection is retained. Installation An installation program is included on the SubWar 2050 Disk A. Insert Disk A into your fl oppy drive (dl"ive A or B) a nd designate that dl"ive (by typing "A: [Return]" or " B: [Return],, ). When the new prompt appears, type " INSTALL [Return]" Please follow the on-scr een text which appears. The default (pI"e-set) installation routine places SubWar 2050 in a directol"y named C:\MP S\SUBW Loading Instructions Switch on yOUI" machine and wait until the C: \> prompt appear s. Type " CD MPS \ SUBW [Return]" and then t ype "SUBWAR [Return ]" to mn the game. Note: If you have installed SubWar 2050 to another directory, you must t ype "CD [name of your directory]" first. If the game fail s to load, r ead the Problem Section of this Technical Suppl ement. Sound SubWcu 2050 s upport s the PC int e t'nal spea ke r , AdLib compatibl e cards , SoundBlaster compatible ca rds and the Roland LAPC-1 ca rd . Operating Difficulties and Loading Problems Q. Why can't I install the game to my hard disk? 1. You must check all system requirements, especiall y any mention of hard di sk space r equired, listed in thi s Technical Supplement. 2. If you still have a pl'Oblem, you should make copies of the ol'iginal di sks and use the duplica tes in place of the ot'iginals; sometimes you'U get a t'ead en-Ot' due to a diffet'ence in head alignment. 3. If the game still does n' t work, make sure you are not l'lmning a compression utilit y program on your hat"d disk . 4. Finally, tt"y installing the game on another machine to see if the problem recut's. Q. How do I copy disks? Fl'Om the C: \> pl'Ompt, use the DOS command DISKCOPY A: A: [Retum]. Follow the on-sct"een pt'ompts. Q. Why won't my game load? You must have 612,096 b ytes (598K) of Conventional Memor'y and 10K UMB (Uppel" Memor'y Block) or' 620,288 bytes (606K) Conventional Memo.y and no UMB. To check that you have allocated an uppe r' memot"y block, look fOI" the line DOS=UMB (MS-DOS 6) ot" DOS=HIGH, UMB (MS-DOS 5) in you,' PC's CONFIG.SYS fil e. Slow Running If yo u al"e not I' unning ft'om a boot di s k , please e n s ut" e that yo u have SMARTDRV.SYS or SMARTDRV.EXE loaded into yo ut" CONFIG.SYS or AUTOEXEC.BAT. TECII\IC\L Conventional Memory To check how much Conventional Memory is available, type MEM/C from the C: b prompt and press the Return key. Look for the Largest Executable Program details . If there is not enough Conventional Memory, you may need a Boot Disk. Q. What is a Boot Disk? This is a Start Up disk for your computer which contains alternative start up files to those on your hard disk. The Boot Disk will allow you more Conventional Memory. Making a Boot Disk Instructions for making an MS-DOS Boot Disk (also known as a System Disk) will be found in your Microsoft manual. U sing a Boot Disk Inse rt the Boot Di sk into yOUt' flopp y di sk drive A and the n switch on the computer. You should leave the disk in the floppy drive during play. Q. Can I run my game through Windows? No, this is not r ecommended , unless specifically mentioned in the system r equirements. Q. Does my game run with DR DOS? Success is not guaranteed. MicroProse games are currentl y designed to run with MS-DOS 5.0 or 100% compatible DOS. TEC''''C\L ~ I PPLE"E'''' Q. What is Base Memory? Thi s i s the original 1Mb ( 1024K) III yo ur ma chine . It is divide d up into Conventional Memory (640K) , wher e MS-DOS and all P C programs load and Upper Memory (384K), wher e system driver s (such as the mouse driver ) r eside. In MS-DOS 5.0 the bulk of the operating syst em and associated driver s are normall y loade d into Uppe r Me mor y. Othe r dri ve r s h eld in the area of Conventional Memory will r educe your 640K available for the program. Q. What is Extended Memory (XMS)? Further memory, beyond the 1Mb of Base Memory on your PC is called Extended Memory. XMS can be used to free more Conventional Memory so that bigger games can be run. XMS can also be used to simulate Expanded Memory. Q. What is Expanded Memory (EMS)? EMS was originally designed to give the PC more memory to run programs. It has been around far longer than XMS so most programs take advantage of it. Most MicroProse games take advantage of EMS. The DOS command EMM386. EXE can be used to turn XMS into EMS and should be in your CONFIG.SYS. Remember that hard disk space is also measured in Megabytes (Mb). Don' t confuse this with memory - the two are completely differ ent! Technical Assistance If you have read through the Problems Section of this technical supplement and still experience difficulties with the game, you may need some help from us. As we receive many calls every day, we can deal with your inquiry more efficiently if you have the following information available: 1. The correct name of the game 2. The type of computer you are running it on 3. Your DOS version 4 . How much conventional memory you have 5. The exact error message reported (if any) 6. The version # of the game Call us at (410) 771-1151, Monday through Friday 9:00 a.m. to 5:00 p.m. EST. Have a pen and paper handy when you call. Alternately, you can write to Customer Service at the address shown in this document. Virus Be aware that a virus may have transferred into your hardware from another piece of software . Pirated copies of games are an incredibly common source of virus problems, it always pays to own original software. Software Fau It In the unlikely event of a software fault please return the complete package, with your receipt, to the place of purchase. MicroProse regrets that goods cannot be replaced unless bought from the company directly. The Read Me File The latest notes regarding this program can he found in a file named README. TXT in the SUBWAR directory. These notes may be read by using eit h er standard DOS commands or the DOS 5.0 text editor (type EDIT README. TXT). TECII\IC\!. SII'I'I.E\lE\T A 0 I v I s Ion 0 f S pee t rum Hoi 0 B Y t Inc. 180 Lakefront Drive, Hunt Valley, MD 21030 (410) 771-U51 Game Design and Program Copyright 1994 Particle Systems Documentation, Packaging and Logo Copyright 1994 MicroProse Thi s documentation, accompanying manuals a nd Ooppy disks are copyrighted . The owner o[ this product is entitled to use this product for his or her per sonal use. Except [or back-up copies o[ the di sks fo,' per sonal use and the quoting of b"ief passages [or the purposes of reviews, no one may transfe,', copy, back-up, give or sell any part of the manual or the information on the disks, or transmit in any fOlom or by a n y means, electronic, photocopying, r ecord_jng or othe r"wi se withoullhe prior pe"mi ssion of the publisher. Any per son or pC"sons r eprod ucing any part of this program, in any media , for any reason, sha ll be guilty of copyright violation and shall be subj ect to civil li ability at the discretion of the copyri ght holder. Made in the USA Bua_A THE UNDERWATER COMBAT SIMULATION MicroProse, 180 Lakefront Drive, Hunt Valley, MD 21030 (410) 771-1151 Game Design and Program Copyright 1994 Particle Systems Documentation, Packaging and Logo Copyright 1994 MicroProse This documentation, accompanying manual and floppy di sks are copyri ghted. The owner of thi s product is entitled to use this product for his or her per sonal use. Except for back-up copies of the di sks for per sonal use and the quoting of brief passages for the purposes of reviews , no one may transfer , copy, back-up, give or sell any pa rt of the manual or the information on the disks, or transmit in any form or by any means , electronic, mechanical , photocopying, recording or otherwise without the priolo permission of the publisher . Any per son or persons r eproducing any part of this program, in any media , for any reason , shall be guilty of copyright violation and shall be subj ect to civil liability at the di scretion of the copyright holder. Made in the USA (; \ 'I E 'I \, I \ L CREDITS Game Design & Programming Michael Powell for Particle Systems 3-D Shape Design Saul Markese Michael Powell Additional Shape Design Amanda Roberts Kevin Ayre Graphics and Animations Mark Scott Eddie Garnier Additional Graphics Martin Smillie Mission Design Mike Brunton Music and Sound Effects Matthew Walden Quality Assurance Management Pet er Woods Quality Assurance Testing Andrew Luckett Darren Kirby J ames Hawkins Andrew Hieke Pet er Moreland Matt Showalter J eff Dinger Destin Strader Brian Wilson Documentation Kristian Ramsay-Jones Packaging Design Julie Burness Sarah Warburton John Emory Game Manual Design Sarah Kerr Joe Morel Undercurrents Design Sarah Warburton Managing Editor Alkis Alkiviades Product Marketing Manager John Davis Producer Tim Roberts Publishers Paul Hibbard Peter Moreland Special Thanks to Peter Hunter at the Institute of Oceanographic Studies for Under sea Topological Data. (; \ "E 'I \ ~ I \ L CONTENTS Quick Start ..... ... .......................................... ...................... ..... 5 Introduction ............ ...................... ..... .................... .. .................... . 9 The Manuals ............................... ........... ........... ..... ..... .. ......... 9 Controls ..... ... ..... .. .... .. ............................. .. ............... ..... ........ 10 The Controller . ........... . .... .. .......... ....... .... ......................... 10 The Selector ... .. ..... . ..... .. .... . ..................... ... .. ............... . ... 10 Getting Started ................... .. .... .. ..... .. ... ... ......... .......... ........... .. ... 11 Sorting the Materials .... ... ..... ....................... ..... .. ... ..... ... ........ 11 Installing/Loading Sub War 2050 ......................................... .. . 11 Copy Protection .... .. ..... .. ........... ..... .. .......... ........................ ... 11 The Command Center ...................... ....... ........... .. ................ ..... .. 12 New Campaign ............................ ...... ...... .. ... ................... .... .. 13 Quit ............ .............. ............. ................................... ............ 13 Game Options ................. ...... .... ....................... ........ .. ..... ..... . 14 Simulated Combat ...... ... ... .. ..... .. .............. .. ...... ....... .......... ..... 16 Pilot Roster ..... ..... ... ... ..... .. .......... ..................... .... ................ 16 Mission Briefing ....... ............. ... ... ....... ................................. .. 17 The Orders ....... . ................................ . ........................ .. ... 18 The Mission Map ... . .............. .. .... . ........................ . ... .. ........ 18 The 3-D Briefing .... . ........................................ . .... . ............ 19 Configure Subs ... ........ .. ................ ....................... ........ ..... .... 20 The Configuration Screen ...... . ..... .. ........ . ........ . .......... ..... .... 20 The Arming Screen . .. .. . ........... ....... .... ... ...... ...... . ....... . . . . . .... 21 Enter Mission .. ........................ ...... ....... .. .. ...... ..... ............ ...... 21 (; \ \1 E \1 \ \ I \ L CONTENTS The Mission ..... ............ ............ ..... .................................... .. ........ . 22 Piloting Your Submarine ............................... ... .. ... .... ... .. ... .... 22 Pt-inlary Controls ... . ............................... . .... . .................... . 22 The 3-D Displa y .... . .... .. . . ..... . ... .......... ....... ..... ... ... .. . ........... 23 The Head-Up Display ......... . ............. . ................ ... .............. 24 The Cockpit Di splays ... . .... ... ................................ . ............. 26 Full-Sct'een Displays ...... .... . .... . ...................................... . .. . 30 Other Controls .................... . .... . ..................................... .. 31 Views ...... ........ ................... ...... ........ ......... ............................ 32 Cockpit Views . . ........ .. .... . ........ ....... ..................... ...... ....... 32 External Views ................................................................. 32 Returning to the Sub Carrier ... .... ............. .. .......................... 33 Mission Debriefing ........... .. ......... ... ..... ... ... ....... .. ................. ....... 34 ElUIEIHYAA Quick Start Training Missions Guide 1 Install and Load Sub War 2050 b y referring to the Technical Supplement. 2 After the animated Int ro, you' ll be taken to the Copy Protection scr een. Quit Mi ssion Briefing 3 Your fir s t mission will b e a Training Mission. Move th e cur s or (using joys tick , mous e or k eyboat-d) to the top-left of the sc r ee n. You will see Type in the answer from the manual r efer ence given and YOll ' U be taken into YOlll' sub carrier Command Center. The Command Center Game Options Configure Subs Enter Mission < e w Campaign> hi ghlight e d in a central message box. Select (press Joystick Fire Button , Left Mouse Button or Return Key) to enter the Campaign Screen. 4 Move your c ur s or ove r the top button ( the arrow symbol) and select until you see <Training> under the pilot's name. Select the second button to view a general description of the Training scenario. Select the lowest button t o r eturn to the Command Center . 5 Move the cursor to the bottom left. Highlight <Pilot Rostei'> and select. Look at the Pilot Scr een . Sel ec t the top l eft button , t yp e in your name and press Return. Select the bottom left button to r eturn to the Command Center . 6 Mo ve the c ur s or to <Mi ssion Bri efin g> (second from the l eft ) and select. You' ll see an outline of your fIrst training mission . This is a Navigation t est. You must st eer through 3 gr een triangular mission marker s (called <W aypoints then back to the Sub Carrier. Instruments Target ing Display Navigati on Display Sel ect the second from the bottom butt on to look at a 3-D diagr am of yo ur propo se d mi ss ion. Don ' t worr y about confi guring your s ub for now. Select the lowest button to r eturn to the Command Center . 7 Move the cursor to <Begin Mission> (bottom right ) and Select ; t o jump into your cockpit. In The Cockpit 8 You are advi sed to use the Pause function as often as possible until you ar e f a miliar with all the s ub control s. You ' ll b egin the mi ssion h aving been launched from just below the sub carrier . Press Key P to P ause the simulation. Familiarize yourself with the cockpit controls and look at the Game Manual pages 18 to 30 if y ou want full <Mission> details. Press Key P to Unpause the simulation. Weapon Display Sonar Cross Section (SCS) Display Damage Status 9 Make sure your Navigation Display scr een (on the left of the cockpit) is not set to Map Mode but shows Waypoint 1 (Waypoints are navigation points to be passed through in the mi ssion .) Press key M once, if it does show a Map Thi s s cree n will s how ( in blue) th e Waypoint numbe r ( 1), a co mpa ss heading, the di st ance Range and its d e pth . Mi ss ion Wa ypoint s will b e s hown a s Green Triangles o n yo ur Head-Up Di splay. 1 0 Your fir s t aim in this Training mi ssion will be to pass through all three GI"een Triangles "Waypoints" and th en ba c k to th e s ub Carne l" (marked by a fourth triangle) . Now, look at the Instnlment Di splay ( the small sc r een on top of the main di splay in the cockpit) . This shows your current status: your compass heading in degrees s mall r e d l eft or ri ght arrows pointing you in the dil'ection of the first Waypoint the sp eed of your s ub (in knots) and your throttle setting your curt"ent depth 11 You' r e not moving yet , so you' r e advised to incr ease your throttle. Press the Plus Key until the throttle is set to 50. Now, get used to your controller. Try to turn in the direction of the tiny r ed arrow. Look at the depth of Waypoint l. Look at yOUI" depth. Tr y to mat c h the d epth of the fit" s t Waypoint. 12 If yo u aim for the co rrec t headin g and get to the correc t depth, you' ll eventually see a small gr een triangle. This is your first Waypoint. Head for this tri angle. 13 As yo u ge t close to the gr ee n tl"iangle Waypoint, it will incr ease in size and yo u must aim yo ur sub t o pass through it. If you fail , try again. Pa ss tht"ough the fir s t Waypoint. Look at the Instrument di splay. Thi s will now s how < Waypt 2 > , a n ew Compass Heading, range and depth . Repeat the above procedure until you have passed through th e 3 mi ss ion Wa ypoint s. You will then be given a Fourth Wa ypoint. Thi s is your t"oute bac k to yOUl" s ub carrieL When yo u ha ve passed Wa ypoint 4 yo ur Navigation Training miss ion i s over. You will be returned to the catTier and be Debriefed with full mi ssion details. Once back in the Command Cente r Scr'een, return to Mission Briefing. You will still be playing the Training Scenario. 14 The n ex t mi ss ion will b e a weapons test. You will have to go t o Waypoint 3 and tor'pe d o three dummy targe t s, then r e turn to ba se ( Wa ypoint 4). For mor e d e tail s on weapons see the Game Manual page 21. Re pea t the procedure f ollowed in your' first mission and make your way to Waypoint 3. When you have passed tht"ough the third gr een tl"i angle, stop your engines (press Shift/ Minus Key - ) and look at"ound you (stay in <Forward View> for now). Look at the dummy targets. If you are close enough they will be colored red on the HUD (Head-Up Display) with a line leading to the nearest thermal grid (fot full d etail s on thermal grids see the Undet Curr-ents Magazine) . 15 The object marked with a diamond-shape i s the current target. Other objects will b e in a box- sh ape. Other d e tail s appear on th e main central targeting display (see page 28 Game Manual for details) . You can press the ReturnfEnter key to select each of the 3 objects in turn as targets. Press the Return key 3 times and the diamond will switch to all three obj ects. Look at the l owest r eading on the large central display marked < Conf >. Thi s i s th e 'Confiden ce Fa c tor ' for hitting that diamond-shaped target. If it i s over a value of 100 - you are guaranteed a hit. Move the sub until you have a number over 100. Look at the Weapon Display (on the right of the cockpit). It will show <Torpedo 8> on the second line. IT it doesn't press BackSpace Key lmtil it does. Now, press the Space Bar to fire your torpedo. Watch it hit the target. The next target will be marked with a diamond. Repea t the above procedure for the next targeted contact. When you have destroyed all three objects, h ead for Waypoint 4 (Your sub-ca rr-ier ). The mission will end when yo u pass through Waypoint 4. On ce again you will be Debriefed (Look at the money you' ve been allocated! ). Tt'aining Missions continue in a similar style, but in the next mission you will be put under press ure. Get in, shoot a robot sub and get out quickly! Sonar Whe n you b egin mi ssion s against anything that i s going to shoot back , you 'n have to get to grips with Sonar (Lower right on the Cockpit). Full details are to be found in the Under Curt'ents Magazine that came in your Sub War 2050 package (see page 6 Attack Tactics). Basically, the quieter you are the less chance ther e is of you being detected by the enemy. Key S cycles through Sonar Modes - Off - Passive - Active. If you turn it Off you will not be able to detect targets. If you set it for Passive, you won' t give away your position to the enemy during high risk encountet s. IT you set it for Active you' ll get the best r es ult s but you'll b e in dange r of detection. The yellow bar scal e indicates how ' noisy' you are. It will change color to r ed if you are being extremely noisy. Extreme noise means early death! 16 Consult the "Read Me File" on the installed game for the ver y lates t gameplay information b y u sing standard DOS commands. For full tac ti cal and background information cons ult the Under Currents Magazine. For full gameplay information consult the Game Manual & Key Guide. For full t eclmical information consult the Teclmical Supplement. INTRODUCTION S ubWar 2050 i s a unique simulation . It combines ele ments of s ubmarine warfare, fli ght simulation and s trat egy game; se t in a r eali s ti c futur e world scenario. You take the part of one of the new breed of submarine r s, piloting the la t est in ma rine t ec hnology; the fi ghte r sub. Working for huge co rporations a s an independent mel'cenary, each mission you carry out is rewarded in hard cash . One moment , you are battling using tactics which are drawn from air warfare . The next , you are diving deep to reduce your cavitation and coming to a halt to r educe your passive sonar visibility. Va ri ed mi ssions in fOUl' theaters of war , simulated combat mode and a full complement of training missions make SubWar 2050 the d efinitive unde rwater combat simulation. The Manuals This manual is organized to help you stal't playing SubWar 2050 quickly: - The section on The Command Cenlel' will introduce you to the differ ent levels of play in Sub War 2050. The section on The Mission explains how to operate your sub's control , navigation and combat systems. The sepal'ate UnderCurrents manual contains information which may be useful as you get deeper into the game. c; \" E ,,\ '\ l \ L Controls The Controller You can play SubWar 2050 using a combination of Keyboard, Mouse or Joystick. For piloting submarines, it is recommended that you use a Joysti ck and for menu selection it is r ecommended that you use a Mouse. In this manual , which is applicable to all computer systems , these thtee devices ar e known as the Controller. The Select or During the game, you may be asked to select from a list of options. You will be able to use either the Keyboard Return/Enter key, the Left Mouse Button (abbreviated to LMB) or the Joysti ck Fire Button. In this manual , these devices are referred to as the Selector . (; \ \1 E \1 \ \ I \ L GETTING STARTED Sorting the Materials Your Sub War 2050 package contains this Manual , a copy of UnderCurrents , a Technical Supplement , a Key Guide and a set of disks to run the simulation. Installing/Loading SubWar 2050 The Technical Supplement gives specific instructions fOI' installing and/or loading Sub War 2050 for your particular computer. Copy Protection M telo the opening scr eens, you are taken to the Copy Protection scr een . Enter the correct word fr om the manual using the r efer ence given. Whe n yo u have complet ed the Copy Prot ection , you are t r ansferred t o The Command Center , on board the sub carrier . (; \ \. E \. \ '\ I \ L THE COMMAND CENTER The Command Cente r is the central room of your sub calTi er. The Command Cente l" sCl"een contains a numbe l" of options which are accessed by moving the CUI'SOI" ovel' an 'active' al"ea of the sceeen and pl"essing the Selector. New Campaign Quit--- Simulated Combat Mission Briefing Game Options Whe n you move the CUI' SOI" ove l" an ' ac tive' al"ea of the Command Cente l" , its functi on is displayed in the box at the top center' of the SCl'een. 12 (; \ "E 'I \ '\ I \ L New Campaign Select 'New Campaign' to begin a new campaign. You may choose from:- North Pacific Antarctica North Atlantic South China Sea - Training - The Hot Cold War - The Treasure Trove - Trouble in Paradise North Pacific/Sea of Japan - Small Insults, Big Business The training campaign is r ecommended for rookie sub pilots. Each of the other four scenarios have their own unique chall enges and may be played in any order. Click on the B icon to change the current campaign. You may change your CUlTent campaign at any time; the position r eached in your previous campaign will be saved. rr=I_ Click on the 1=.1 Click on the ~ Quit icon to view the scenario briefing text. icon to l-eturn to the Command Center. Select ' Quit ' to exit Subwar 2050 and return to your computer's operating syst em. (; \ \. E \. \ \ t \ L Game Options Select ' Game Options' to make game configuration changes. To change a particular game option , click on the G Icon. Click on the ~ icon at the bottom of the Game Options scr een to r eturn to the Command Center . Calibrate Joystick Select this option to calibra te an analogue joystick . Control Mode - Mouse/Joystick/Keyboard Select this option to change the submarine control mode. Terrain Shading - Textured/PlainlWireframe Select this option to change the 3-D terrain shading mode - fully textured terrain can slow the frame update rate significantly, es pecially on slower machines . Object Shading - Textured/PlainlWireframe Select this option to change the 3-D obj ect shading mode. (; \ \, E \, \ \ I \ L Collisions - On/Off Selecting 'Collisions Off' prevents your submarine from sustaining damage if it hits the seabed or another submarine. Selec ting ' Colli sions On ' is more diffi cult to play, but will r es ult in a higher mISSIOn scor e. Enemy Skill Level - HighfMediumfLow The enemy skill l evel affec t s the intelli gen ce, aggr ess ive ness a nd numbe r of opponents you encounter during a mission. Playing on a high skill level will r es ult in a higher mission score. Screen Zoom - On/Off Select ' Scr een Zoom off' to turn off the zoom effect between scr eens. (; \ '1 E ,,\:\ I \ L Simulated Combat Selecting ' Simulated Combat' puts you into a fighter sub simulator , in the middle of a multi-s ub underwater dogfight. 'Simulated Combat' allows you to perfect your underwater combat technique without getting killed. The score which you get at the end of a ' Simulated Combat' session is dependent on several fa ctors, including how many enemy subs you destroy and the number of weapons it took to destroy them. For more d e tail s on piloting s ubmarines, see the sec tion of thi s manual on ' The Mission' . Pilot Roster The Pilot Roster scr een allows you to select or cr eate a pilot. If you wish to playa differ ent pilot , click on one of the eight number ed icons along the bottom of the pilot status display. If the pilot is unavailable for action , they are listed as either ' KIA' (Killed In Action) , ' MIA' (Missing In Action) or 'Captured'. (; \ "E ,,\ '\ I \ L If you want to create a new pilot , e1j ck on one of the eight numbered icons to select the pilot you wish to delete, then click on the 8 icon. Type in the new pilot 's name using the keyboard and press I Return I. The default campaign for new sub pilots is ' Trailling'. Return to the Command Center and enter the 'New Campaign' scr een if you wish to select a differ ent campaign. If you wish to change the face of the selected pilot, click on the ~ icon. Cli ck on the m icon to view the selected pilot's medals and awards. Cli ck on the ~ icon to r eturn to the Command Center. Mission Briefing When you have cr eated or selected a pilot in the Pilot Roster and you have selected a campaign , you are able to enter the Mission Briefing. The Mission Briefing consists of three scr eens:- the Order s - click on the ~ icon. the Mission Map - click on the m Icon. the 3-D Briefing - cli ck on the ~ Icon . Cli ck on the ~ icon to r eturn to the Command Center. (; \ "E ,,\:\ I \ L The Orders The Order s scr een consist s of a brief description of the mission's objectives, rules of engagement and intelligence data on enemy activity. To view the next page of the Mission Briefing, click on the B icon. The Mission Map The Mission Map is a top-down view of the mission area. You may also call up a Mission Map when you are in the cockpit of your submarine. (; \ \1 E \1 \ 'I \ L The 3-D Briefmg The 3-D Briefing augments the Mi ssion Map by providing a 3-D view of the mission area. Additional data is provided on this screen concerning the depth of the mission waypoints. The 3-D view may be manipulated by using the ten icons in the top right of the 3-D briefing screen :- Select the m or m icons to move the display West or East. Select the ~ or ffi icons to move the di splay Notth or South. Select the r!] or ~ icons to move the display up or down. Select the ~ or ~ icons to rotate the display to the right or left. Select the ~ or ffi icons to tilt the display fot'ward or backward. Note: To cycle through the mission waypoints, press the [Spacebar I. ( ; \ \1 E \1 \ '\ I \ L Configure Subs When you have completed your Mission Briefing, you may enter the ' Configure Subs' screens. This consists of two displays:- the Configuration Screen the Arming Scr een The Configuration Screen This is the first screen in the 'Configure Subs' section. It consists of a 3-D display of the sub(s) you are taking on yoU!" mission and their payload , orders, type and formation position. Click on the m or ~ icons to select the next/previous sub. The selected sub is highlighted with a pair of yellow brackets. Click on the @ icon to enter the Arming Screen. Note: The ~ icon and the ~ icon are only used 011 the Wingmen Orders Screen (See page 31). :W (; \ \. E \. \ 1\ I \ L The Arming Screen Tot-pede- 2 F'CoO: et..= ::::
-................ - 2 -- This scr een allows you to adjust the payload of your sub to suit you r parti cular tactics or skill level. For example, when you have become a proficient sub pilot you might p r efer to take rocket s on a mission inst ead of torpedoes . Click on the m or i cons t o sel ect the n ext/previous weapon bay. The selected weapon b ay is highlighted with a yellow box. Cli ck on the icon to load more of the selected weapon onto your sub. Click on the ffi icon to unload the selected weap on from your sub. Click on the icon to r eturn to the Command Center. Enter Mission When you have configured your submarines, click on the bottom right-hand monitor to begin your mission . 21 (;\\1": '1\,\1 \1, THE MISSION Piloting Your Submarine You begin most missions under the submarine carrier, moments after launching. Primary Controls Submarine controls are split into three different groups - Directional Controls which allow you to turn, dive and climb. Engine Controls which allow you to control your speed. Ballast Tank Controls which provide additional control over depth. These controls may also be used when you are stationary, hiding from passive sonat". Directional Controls Joystick Keyboard Mouse pitch down roll right pitch down roll left (; \ \1 E \1 \ '\ I \ L Press [I] to lock your submarine into single-plane maneuvering. With this function on, moving the contl"Oller to the left or l'ight will make the sub turn in that direction with no change in its roll angle. Single-plane maneuvering is useful when you are lining up on targets and when you are running on the surface. Engine Controls G 8 (Shift 18 CD CD (Shift 1 [iJ Incr ease throttle Decr ease throttl e Set throttle to minimum power Set throttle to 1/3 power Set throttle to 2/3 power Set throttle to maximum power Ballast Tank Controls Flood ballast tanks Flood/blow ballast tanks to r emain at current depth Blow ballast tanks Note: If you want to dive or climb r eally fast , combine the dive controls with the engine controls. The 30 Display It is too dark to navigate a submarine visually at depths below about 200 feet. For thi s r ea son a 3-D seafloor di spl ay, generated fr om seafloor s urvey data, i s projected onto the inside of your sub's cockpit. This 'virtual world' display is also used to show your opponents' submarines via active sonar imaging. (; \ "E ,. \ \ ( \ L The Head-Up Display The Head-Up Display is overlaid on the 3-D di splay and shows the following data: - Artificial Horizon When your sub is not at a high nose-up or nose-down angle , you will be able to see the at"tificial hodzon bar. This is displayed on the HUD as a short (Oe d line, allowing you to see if your sub is in a level attitude. Waypoints When you reach a waypoint , it will be displayed on your HUD as a gr een tria ngle. If you fl y through the centre of this triangle, your sub's na vigation sys tem will automatically switch to track the next mission waypoint. Thermal Layers Thermal layer s are boundaries between warm and cool water which are set up by ocean currents. They are very important to sub pilots because they reflect sonar just like a mirror r efl ec t s light. If you position your sub with a thermal layer between it and the enemy, you will be invisible to their sonar. Thermal layer boundaries may be one of two t ypes :- From warm to cool water - displayed on your HUD as a gr een grid. From cool to warm water - displayed on your HUD as a red grid. The rmal layer s are also useful to ori entate yo urself. For exa mpl e, if you are upside-down you will see r ed thermal layer s below you. :! I Waypoint marker Artifi cial Horizon (; \ "E ,,\, I \ L Targeting When your sonar detects an object , it will mark it with a box on the HUDo The currently targeted object is marked with a diamond-shaped box, all other o contacts are maroked with square boxeso The HUD targeting di splay al so presents the foUowing target information:- the object's distance from the nearest thermal boundaryo This is r epresented by a line extending vertically from the sonar contact to the thermal boundaryo If theroe is no theromal boundary nearby, this line will not be displayedo target type, which may be one of the following:- SUB - a submarine BIO - a marine life form SHP - a ship HLI - a helij et TRP - a torpedo or rocket MNE - a mine or deptb charge TRN - a transponder Dey - a decoy STR - a structure such as an underwater base DBR - underwater debris UNK - unknown ta rget rating, denoted by the color of the tracking box:- Blue - friendly object Red - enemy object GtOeen - neutral or unknown object The Head-Up Display may be toggled on or off by pressing lE)o 0)- _ 0) (; \ 'I E 'I \ '\ I \ I. The Cockpit Displays Targeting Sonar Cross Display Section (SCS) Display Navigation Display Damage Status The cockpit display consists of four large scr eens, augmenting the 3-D display and the HUD. The r e are also two small di spla ys for instant a ssessment of your detectability and damage status. (; \ 'I E \1 \ \ I \ L Navigation Display The Navigation Display has two modes ; Waypoint and Map. Press [E:TI to toggle between these two modes. In Waypoinl mode, the Navigation Display lists the following information:- WAYPT BEARING RANGE DEPTH TIME CLRNC - waypoint currently being tracked by the navigation system. - the bearing along which you must travel to reach the waypoint. - the distance to the waypoint. - the depth of the waypoint. - the elapsed mission time (you will be told in the briefing if you have a set time to complete the mission). - the clearance between the seabed and your sub. If you get within 100 feet of the seabed, this readout will change from yellow to red. In Map mode, the Navigation Display shows a map of the immediate terrain with your sub in the centre. As on the HUD, all objects are color coded:- Yellow - your sub Blue - friendly object Red - enemy object Green - neutral or unknown object Instruments The Instruments consist of three rows of figures:- The top line shows your current heading in degrees. The direction you must turn to reach the currently selected waypoint is also shown, as arrows to either side of the heading readout. The second line shows the speed of your sub in knots, followed by your throttl e setting (between 0 and 120). The last line shows your current depth in feet. (; \ 'I E 'I \ '\ I \ L Targeting Display The targeting di splay gives a r eadout of data concerning the currently target ed sonar contact. To change the currently target ed sonar contact , press I Return I. CONTACT TYPE RATING BEARING COURSE SPEED RANGE CONF - the number of the currently tal"get ed contact followed by the total number of sonar contacts. - the type of contact (e.g. SUB - a submarine). This may change as your sub gets closer to a contact and identifies it more positively. - the target 's rating (fri endly, enemy, unknown). - the bearing which you must follow to r each the contact. - the course which the contact is following. - the speed at which the contact is travelling. - the distance from your sub to the contact, in nautical mil es. - the confidence factor of your submarine's weapon systems in hitting the targe t ed object with an a ctive homing torpe do . Confidence fa ctol"s are based on many separate considerations including the time the object has been tracked for and the amount of noise it i s making. Confidence fa ctors in excess of 100 are required to guarantee a hit. Note: if a torpedo is fired at you, it will be targeted automatically to give you the maximum chance of avoiding it. By making maximum use of the external views, you should be able to anticipate the torpedo's maneuver s and outsmart it. (; \ \I E \I \ \ I \ L Weapon Display The Weapon Display allows you to see what weapons you have selected and how many are r emaining. The top line of the di splay shows which weapon bay is selected . To change the selected weapon bay, press I Backspace I. The second line of the display shows the weapon carried in the selected bay and number of these weapons r emaining. To fire a weapon, press I Spacebar I. The third line of the di splay is the weapon status. This can be one of the following:- READY ARMING EMPTY DAMAGED - the selected weapon is r eady to be launched - the selected weapon has just been launched and is arming itself - the selected weapon bay is empty - the weapon systems are damaged The final line of the Weapon Display is the sonar status. Press ~ to change your sub's sonar mode. You may choose between: - PASSIVE ACTIVE - passive (listening) sonar on - active (echo) sonar on If an enemy torpedo is launched at you ,press [QJ to release a decoy, then carry out a hard turn. This should allow you to escape unscathed . Sonar Cross-Section (SCS) Display The SCS Display is a bar scale running from left to right which allows you to see the amount of noise you are making. If the display is black , you are completel y silent. If it is yellow, you are making some noise and you risk enemy detection . If it is r ed, you are broadcasting your position to ever yone in the immediate vicinity. To keep your noise level down , you must run slowly and use active sonar with extreme ca l:e. Damage Status The eight bars below the SCS Display r epresent the status of your sub's primary systems. The bar scale is entirely green if the sys tem is undamaged , yellow if partl y damaged , r ed if heavily damaged and black if destroyed. See Damage Status in the next section for full details. ( ; \ "E ,,\ \ I \ L Full Screen Displays Map Screen Press OJ to enter the mission map. This is similar to the Mission Map in the Command Center, but has some additional functions :- Click on the icon to incr ease the map magnification. Click on the icon to decrease the map magnification. Click on the ~ g icons to toggle the auto-centering function on or off. Auto-centering keeps your sub at the center of the map display at all times . Click on the ~ icon to r eturn to your sub's cockpit. Damage Status Screen Your sub is equipped with a complex network of damage assessment and automatic repair sys tems. Press ~ to enter the scr een which contr'ols these sys t ems; the Damage Status scr een . The Damage Status screen allows you to assess your current damage status and modify your sub's automatic damage r epair systems to r epair important systems first. In the bottom of the Damage Status screen , there is a list of your sub' s primary systems. These include such items as Hull Structure, Weapon Systems and Sensor Systems. For each primary system, there is a display consisting of, from left to right: - the name of the system. a bar chart which shows the damage status. This is green if the system is fully operational , yellow if partly damaged , red if heavily damaged and black if destroyed. a brief description of the r epair state. This may be:- OPERATIONAL UNDER REPAIR MINOR DAMAGE MAJOR DAMAGE DESTROYED - the system is fully operational - the system is under repair - the system h as suffered minor damage - the system has suffer ed major damage - the system is beyond r epair ;w (; \ "E ,,\ '\ I \ I , To select a particular damage system, click on the m or ~ icons. To make this syst em the priority system to r epair, click on the m icon . Rep airs will now be made to this syst em before all other s. Click on the ~ icon to r eturn t o your sub's cockpit. Wingman Orders Screen You will need to give order s to your wingmen during missions . Press @] to display the Wingman Order s Scr een. The Wingman Order s scr een consists of a 3-D di splay of the sub(s) on your mission and their type, damage status, order s and formation position . Click on the m or [E] icons to select the next/previous sub . The selected sub is highlighted with a pair of yellow brackets . Click on the ~ icon to ch ange the highlighted sub's position in the formation. Click on the ~ icon to change the highlighted sub's order s . Click on the ~ icon to r eturn to your sub' s cockpit. Object Viewer Screen Press @] to enter the Obj ect Viewe r ; a r efer ence library of 3-D images . You may wish to consult this l i b r ~ ~ t o r eview the shapes of enemy vessels befor e engaging the enemy. Click on the l1J or the [E] icon to vi ew the next/previous obj ect. Click on the ~ icon to r eturn to your sub's cockpit. Other Controls Press [Shift 1 ~ to activate your submarine's ej ection capsule . Press [Shift 10 to accelerate the passage of tinle. Press ~ to pause the game. Press [Shift 1 [Q) to either end or abort the current mission and return to the Control Center. Press [Escl t o display the 'Game Options' scr een , allowing you t o make ga me configuration changes mid-mission Press 0 to activate autopilot. C; \ 'I E 'I \ '\ I \ L VIEWS Cockpit Views When you are in the cockpit , you may move your viewpoint to the left , right , up and down: - GJ moves the view to the left o moves the view to the right G ['e-center s the view CJ moves the viewpoint up or down, allowing you to see more or less of the 3-D world m or QJ hides the cockpit completely, di splaying full-scr een 3-D External Views Flypast Camera View - Press m a stationa r y viewpoint whi ch tracks your sub as it goes past. Chase Camera View - Press [ill a view whi ch follows your sub from just behind, allowing you to see all around it. This view is ver y useful when maneuvering in a r estricted space. Weapon Camera View - Press m a view looking out of the nose of the last weapon you fired. Tactical View - Press [ill tracks the currently targeted sonar contact in the background with your sub in the for egr ound and is a ver y useful view in underwater dogfight s. (; \ "E \1 \ \ I \ L Inverse Tactical View - Press m tracks your sub in the background with the currently targeted sonar contact in the for eground and is u sefu l for seeing what the en emy i s doing in an underwater dogfight. Current Contact View - Press [ill a view through the nose of the cun-entl y targeted sonar contact , allowing you to see if it is lining up on you. This is a very useful view when you have targeted a hostile torpedo. Returning to the Sub Carrier When you want to land back aboard the sub carrier , you must bring yoU!" sub into a p osi tion immediatel y b el ow the carrier 's h a ngar . The carrier 's automati c docking system will then pilot your sub into its hangar bay. Press [Shift I [Q) to end the mi ssion. (; \ "E 'I \ \ l \ L MISSION DEBRIEFING W he n yo u have compl e t ed yo ur mi ssion , yo u will be take n to the mi ss ion debl"iefing scteen. The debri efin g presents a summary of the mi ssion and you are paid depending on your mission performance. If you achieve an outstanding I"es ult in your lni ssion, you may qualify fOI" an awal"d from eithel" the mercenary's union 0" the compan y who you are cUlTently wodcing fOI". To get a mel"Cenary award, it is only neCeSSa l"y to score high points on the mi ssion . To ge l a mOl" e valuable CO rpOl"at e Awa l"d , yo u mu s t carTY o ut the mi ss ion objectives with maxi mum damage to the enemy and minimum damage to fri endly fOl"CeS, using the minimum amount of weapons (a nd ther efore money) . Yo u may l"eview your medal s and awards by selecting Pilot Ros ter" tn the Command Center. (; \ 'I E 'I \ '\ I \ L ONLINE SUPPORT SERVICES MicroProse provides Upcoming News, Latest Versions, Updates, Product Demos, Reviews, Technical Support and more on the following Online Services for Modem Users. All are staffed by our Online Service Representatives, Quentin Chaney and Brian Hellesen. 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:1(, UNDERA CURRENTS Contents World News page 2 Improving Your Tactics page 5 Me,"cenar y pilot ' Tige,"' Johnson describes the tactics which have lead to his noto,"iety Subs of the World page 12 Our annual review describes the submarines and sub- sur-face weapons serving with the world's major co'"pomte defence units Underwater Warfare page 33 Alan Cl"Ockelt tt"aces the hi stot"y of the submat"ine f,"om its ot"igins over 400 yea r s ago to today's sub carriers One Day page 58 Corpor ate sub pil ot Roberto Deladra gives us an insight into life on an Italian sub carrie." CREDITS Editor : KrUtiara Ranuay-J_ Aaaoeiate Editor: AlIcia AIIriIIiades Admin: Julie Punerill EI)ITC)HI \1. Unwelcome Intervention As we predicted last issue, the Indonesian government intervened to 'limit ' the underwater conflict between Richteur International and O'Sullivan pic. Company property suffered extensive damage, as is always the case when govenunent forces get involved. The end result is that 0 'SuUivan, which was already experiencing financial difficulties,has been forced out ofbusiness . W hy can ' t the government forces k eep their noses out of our a ffair s? Ours are private confli ct s, us ually involving no collateral damage or ci vilian ca su alti es. The feeling among the staff h er e at Under CUlTents is tha t government forces get in vol ved in corporate conflict s to justify their exist en ce to the p ublic - making us out t o be the bad gu ys, while their p ropaga nda machines turn them into heroes . Desip and Typeeetting: Sarah Warbunma Sub moe: Martin Smillie and Anps FisItlIwrue Let us not for get the lessons of the 20th century; ever y war in which government for ces were invol ved r esulted in heavy ci vilian casualties and almost total destruction of wha t they wer e meant to be defending! If any government officials are reading, t a ke this advice - leave corpora te defense to the professionals. Computer Graphics: Mark Sco" Desip and Typesetting of Game Manual: Sarah Kt!rr Art Director: Julie Burne .. All photographs in this manual are Crown Copyright, ltnperial War Mu-seum. Court esy of the Trustees of t he lrnperiaJ War Museum, London. \\ OHLI) :\ E\\ ~ Pacific Coastal Mining Rights:- All Allderson owned 'Tornado'figh. ter sub SUB WAR LOOMS As we went to press, the war of words between the Ame r ican Anderson Corporation and J apanese Industrial Giant Hideyoshi was taking a new turn. Almost 20 years ago , Hideyoshi agr eed by treaty not to mine within 50 miles of the US West Coast. Over the last year, Hideyoshi has been establishing mines closer to the West Coast of the USA and the latest mine, the Ohka facility , is just within the 50 mile limit. Hideyoshi officials state that this is due to ' adver se conditions when operating far out at sea ', but Ander son officials insist that ARCTIC CONFLICT DRAWS CLOSER In early March , Deeping-Drew Inc acquired the prosp ecting rights t o the sought-after Sector 27 in the Ar cti c Qua drant P x223 . This pitched them right next to the Nicholson Extraction Corp, who has been mining Sect or 26 for the last six months. I gnoring warnings i ssued b y DD, Nicholson vehicles h ave fr equently enter ed Sector 27 and Hideyoshi i s ' way out of line' in their mining operations . An armed conflict seems inevit- able . Ander son and Hideyoshi have sub- stantial fighter sub forces of their own, but both have approached mer cenary sub fighter organiza tions, openl y offering large sums of money for the hottest sub pilots . raids b y DD fighter subs have claimed two Nicholson ' Floor Crawler ' prosp ecting vehicles . DD is moving three Enterprise cl ass sub carrier s into the r egion, and it seems that this situation will be r esolved with a corpor at e war ver y soon. \\(11(1 , 11 \ E \ \ ~ New Freelance Sub Fighter Organization Founded As the Tokyo Sub Expo '50 opens, so too does a new Japan- based mercenary sub fighter organization. The Sword and Shield r eputable and wealthy Society has been set up employer s' . The Societ y to cater for 'elite sub has a strict rule of pilots who excel at their presenting member s craft and wi sh to work with only the most for only the most demanding contracts . BSS DISCOVER NEW LUDINUM 90 SEAM Our SOUl'ces inform us that a fresh seam of Ludinum 90 has been di scover ed by the Berger-Smith-Scott Corp 'somewhet'e in the South Atlantic' . This rumour has sent BSS stocks soaring in markets acr oss the world but has yet to be confirmed by Under sea Mining Federation auditors. " Jimbo" Ramsay, BSS Chief Executive, has r efused to comment. "limbo" Ramsay 0
New Sub Carrier Revealed Tyler Underwater Ship- yards has r evealed their new sub carrier for 2051 , at the Tokyo Sub Expo ' 50. The craft , known as the Constellation class , is capable of carrying and ser vicing 12 fighter subs and has more leisure facilities than your local mega complex. It t'etails at a cool $2825 million. Any taker s? "()HI , I) l\ E" S MOD2 STANDARD LIGHTNING AVAILABLE The other big news of the show is the latest version of the popular American Lightning class light-weight fighter sub. As we know, when Ferrara produced the excellent Mk96 torpedo, it would only function correctly when fired from the Ferrara Aquila class fighter sub. This boosted sales of the Aquila, but did not help most of us; the Lightning was already being used by over 80% of freelance fighter s. SubAm has now modified the design of the Lightning's torp tubes, so she can fire the Mk96 without any problems. The mod2 Lightning r emains at German U-boat Discovery: FURTHER REVELATIONS Espamarine SA has refused to comment on the latest rumours surrounding the IIO-year old German U-boat discover ed last month in the Eastern Atlantic quadrant Nm527. We know that the sub was fleeing to Brazil when it was caught b y a British anti-sub plane and sunk, but the st ory does not end ther e. Our sources have discover ed that the U-boat Captain ca rried with him, st or ed in airtight container s, some of the fines t works of art owned by Germany. Presumably these wer e to be sold in Brazil . the same price ($38 million) as the modI , anyone still operating the modI can have it upgraded by SubAm to mod2 standard for just $7700. It is planned that the sub will be raised and preserved as a centrepiece in the lobby of the Atlantic Mining Corporation head- quarter s at Atlantic Tower , New York. Wh at will happen t o the priceless artefact s in the sub is yet to be uncovet'ed. Espamarine deep r ecover y vehicles are known to be moving into position right now. Improving Your Tactics So you've just spent your last miUion on the latest in fighter sub technology and you're there - 2000 feet down at 80 knots with the underwater world displayed in glorious 3-D aU around you. Your briefed target approaches; a transport - should be an easy kiU. You go active, lock a torpedo on and BOOM; you're hit by a rear quarter attack you didn't even see coming. You didn't check your most vulnerable zone - behind you, in your 'baffles '. During my I." Now that I'm retiring 5 years as a as a mere pilot, it's a mercenary good time to put down pilot, it amazed me on paper the rules that that so few meres I've been following knew any tactics at since my first under- all. There were a water engagements. handful who could All sub tactics are pull off a few based around stealth. good tricks under You will be more pressure, but I only effective if you manage met two pilots who to keep the element of I thought were surprise. The section really good. of this article on BY Chris 'Tiger' Johnson Avoiding Detection gives you details on how to achieve this. When it comes to sub versus sub fights, there are two tactics; attack and defense. You've got to know when to switch between attack and defense and you shouldn't press home a poorly planned attack; you'll end up dead. .. "lit It 0 \I \ (; .. 0 I It T \ C TIC S Attack Tactics Active Sonar sends out a high-pitched 'ping' noise and listens to the echo. The data from this sound profile is projected onto the inside I 'sil/g , t('lil' (' SOl/ar of the submarine's cockpit, enclosing the pilot within a 3-D image of the surrounding underwater world. If you are in a high- threat environment, you . should avoid using active sonar; it broadcasts your presence to the enemy and may be used to pinpoint your sub. 'ping' ~ f ~ s T ~ Passive sonar is simply an underwater microphone, listening out for the sound of impellers or even the sound of turbulent water around the hull of a moving submarine. Passive sonar is less effective than active sonar, but does not give away your position to the enemy. My personal pref- erence is to stick with passive sonar 90% of the time, only 'going active' when I am sure that I am safe from attack . Attack Tactics EXfJloilillf.( 1/'(' '/'(""'(lill To set up an ambush, use underwater rock or ice to hide from active sonar. Lie still and use your passive sonar to detect the enemy. Attack while stationary and watch the result of your attack - don' t move unless you are fired on; you' ll give yourself away and you may miss the A good firing position is one which strikes a balance between escaping enemy detec- tion and being close enough to minimize the chances of the enemy avoiding your torpedo. If the enemy has no towed sonar array, then it is always best to attack from behind. chance to carry out a follow-up attack. It is important to select an appropriate weapon system and fire at an optimum time. Don't waste torpedoes on short-range shots when rockets would be better. flit (I II (''' l'(' r; 1If.( If your opponent detects you, a close-range maneuvering battle could take place. I have always tried to avoid these, since they are usually very hard work and any slight mistake will leave you dead. One of my colleagues described sub vs . sub dogfights as being like a 'knife fight in a telephone booth'. lIidd('1I EII(,IIIi(' . .; Enemies who are hiding from passive sonar by lying 'dead in the water' may be scared into moving by firing a homing torpedo ' blindly' in their general direction. Avoid 'going active' yourself; this will almost certainly result in the enemy launching a torpedo at you. If you get into a maneuvering battle, try to get into your opponent's'six-o-clock' (immediately behind) and match speed and maneuvers exactly. Don' t forget to keep your wits about you; another suh could easily move into your 'six' while you are pursuing your target. "II' H 0' PU; \ 0 I H T \ C TIC ~ Defensive Tactics Defensive tactics are last resort measures which are carried out to prevent your sub from being destroyed. netllruillg Fin' Firing a homing torpedo down the bearing of a running enemy torpedo will often find a target. Even if it does not, it will delay the enemy sub's follow-up attack while they attempt to outmaneuver your torpedo. I I I I U,'iillg } 'ollr Strellgth ... If you are piloting a deep sea sub, dive out of the enemy's range; you ca n turn around and shoot him from below. If you are piloting a really fast fighter, turn around and speed off in the opposite direction to the enemy. Every sub has unique features which you could use to your advantage; it' s up to you to exploit them. Turning very tight in the water generates a pocket of turbulence which can confuse the active sonar of homing torpedoes. This pocket of turbulent water is known among fighter sub cr ews as a ' knuckle'. I"!'HO'I\(; 'Of H Defensive Tactics Defensive tactics are last resort measures which are carried out to prevent your sub from being destroyed. lIip:" ."lfJ""t1 ... il'" 1I till" II I' " After cr eating a ' knuckle' or dropping a decoy or noisema ker, you should turn away from the torpedo. 11.'iillp: /)('t'oy ... tllUl S"i ... "IIHlJ.,'r ... These should only be used as a last r esort countermeasure and are most effective if r eleased approximately 1 to 2 seconds before torpedo impact. Torpedo evasion t echnique 1. An enemy acti ve homing has acqujred your submarine. It is less than fi ve seconds _ '\ f.om impact. "" ...... - , , , , . 2. T he torpedo It'acks your sub until you release a decoy. The torpedo then aC{lwres the decoy and homes onto that instead . 3. You turn away from the tOl' pedo, taking care t hat it ca nnot r e-acqujre you if it does not detonate when it reaches the decoy.
I" PH 0' I \ (; "0 I H T \ C TI C ~ Avoiding Detection Avoiding detection is more important than any other consideration. If the enemy sees you before you see them, the chances are that you will lose the fight. Thermal layers are the boundaries which are set up by ocean currents between the sunlight-heated surface water and the cooler deep water. When sonar first came into use, submarine cr ews discovered that if they dived deep enough , ship-based sonar suddenl y r eached a point where it could not det ect them at all. The submarine had disappear ed from sonar beneath a thetmal layer. Because sound travels slower in dense cold water , the sonar signal was being r eflect ed back up to the lowet' density warm wat er , Submarines have been using the ocean's thermal layer s to hide from sonar ever since , Thermal layer s are displayed on your fighter sub's 3-D cockpit display as a grid of either r ed or gr een. A r ed grid denotes a thet'mallayer from lower to higher temperature water , a gr een grid is a thermal layer from higher to lower temperature water. If you position your sub so that ther e is a thermal layer between you and the enemy, neither sub will be able to see each other. This is an excellent defensive tactic, In general , it is bes t to stay close to the thermalla yer s a t all times and st ealthil y attack the enemy before they get the ch ance t o r eturn fire , opposite sides of a Thermal Layel' are invisible to each other Avoiding Detection Avoiding detection is more important than any other consideration. If the enemy sees you before you see them, the chances are that you will lose the fight. I.,yi III-f '/)('(1(/ ill lilt' H (11('1" This must only be carried out if the enemy is uncertain of your exact position. Remaining motionless reduces your passive sonar emissions to zero, forcing the enemy to 'go active' and give away their position to you . This allows you to lock and launch a torpedo at them. Cavitation noise is the sound made by air bubbles forming as a result of water boiling at the tips of a sub's propeller/impeller blades. It can r eveal your submarine's position to the enemy even if they are using only passive sonar. The propulsion units of modern fighter subs are designed to minimize Summary You don' t need to r emember ever y detail of the tacti cs outlined above, but a broad under standing of them could give you the edge which leads to victory in battles. Even if you gain nothing else from this article, remember this:- your 'six-o-clock' is your most vulnerable zone. I kill ed more fighter subs by shooting them in the back than any other way. If you want to survive out ther e, you've got to r emember to 'check six'. cavitation, but will still cavitate when running at shallow depths and high RPM. Old subs are most susceptible to cavitation due to their high RPM 'open' props. To suppress your cavitation noise you must either r educe your sp eed or dive to the higher press ure deep water. ( Sl BS .)F TIlE \\.)HI,I) Subs of heWD Since our first Sub review of May 2041, we have established ourselves as the leader in gathering information on modern sub-surface weapon systems. - , All the entries in this review are both in prolluction and freely available througho t the world. Subs which are only availp,ble to go ernmen large corporations are not included. Last year aw several nology has not The emphasis these new systems come advanced signifi- days seems to be on into service including cantly, however, upgrading and irn- one completely new with only one major proving existing weapon: the PBRS new type coming equipment rather (Particle Beam onto the world than developing Rocket System). market over the completely new Submarine tech- last two years. submarines. !'il B!'i OF TilE \\OH!.!) Enterprise Class -Sub Carrier- PRICE $2360 million IN-SERVICE DATE 2039 DISPLACEMENT 60,000 tons (unloaded) LENGTH 742 ft PROPULSION Fusion nuclear powered with conventional screw drive MAX. SPEED 35 kts MAX. DIVING DEPTH 4500 ft ARMAMENT 10 fightet subs 20 crui se missiles 4 torpedo tubes DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Active and passive sonar Sidescan sonar Surface radar Surface RWR QV-82 airborne drones Mk96 underwater drones I : ~ Z m m ::a en cc CC C U LLI Z Sf BS CtF TilE \\CtHI , lt Tsunami Class -Sub Carrier- PRICE $2170 million IN-SERVICE DATE 2042 DISPLACEMENT 55,000 tons (unloaded) LENGTH 649 ft PROPULSION Fusion Nuclear power ed with electro-magnetic/due ted impeller drive MAX. SPEED 37 kts MAX. DIVING DEPTH 4300 ft ARMAMENT 8 fighter subs 10 cruise missiles 6 torpedo tubes DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Active and passive sonar Sidescan sonar Surface radar Surface RWR QV-82 airborne drones Mk96 underwater drones Sl BS OF TilE \\OHLD Tornado Class -Heavy Fighter Sub- PRICE $62 million IN-SERVICE DATE 2050 DISPLACEMENT 220 tons LENGTH 86 ft PROPULSION Fusion nuclear powered with electromagnetic/ducted impeller drive MAX. SPEED 80 kts MAX. DIVING DEPTH 4600 ft ARMAMENT 4 torpedo tubes Particle Beam Rocket System Mine-laying capability DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Active and passive sonar Sidescan sonar I;) Z m en en LLI Z a: ICC :E a:I = en a: LLI I- :c c.::s ~ ( B ~ OF TilE \\Olt!,!) Lightning Class -Light Fighter Sub- PRICE $38 million IN-SERVICE DATE 2043 DISPLACEMENT 120 tons LENGTH 65 ft PROPULSION Fusion nuclear powered with electromagnetic/ d ucted impeller drive MAX. SPEED 100 kts MAX. DIVING DEPTH 2000 ft ARMAMENT 2 torpedo tubes DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Active and passive sonar Sidescan sonar ~ l B ~ OF TIlE \\OHLJ) Typhoon Class -Heavy Fighter Sub- PRICE $45 million IN-SERVICE DATE 2048 DISPLACEMENT 210 tons LENGTH 92 ft PROPULSION Fusion nuclear power ed with electromagnetic/ducted impeller dl'ive MAX. SPEED 85 kts MAX. DIVING DEPTH 4200 ft ARMAMENT 4 torpedo tubes Mine-laying capability DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Active and passive sonar Sidescan sonar ." Z m en en LLI Z ~ I B ~ OF TilE \\OJ(I,U Hurricane Class -Light Fighter Sub- PRICE $36 million IN-SERVICE DATE 2044 DISPLACEMENT 140 tons LENGTH 69 ft PROPULSION Fusion nuclear powered with electromagnetic/ducted impeller drive MAX. SPEED 90 kts MAX. DIVING DEPTH 1800 ft ARMAMENT 3 torpedo tubes DEFENSE & SENSOR SYSTEMS Noisemaker s Decoys Active and passive sonar Sidescan sonar Sl BS C)F TilE "C)HI , I) Trieste Class -Ultra-Deep Sub- PRICE $230 million IN-SERVICE DATE 2042 DISPLACEMENT 1,400 tons LENGTH 251 ft PROPULSION Gas turbine/electric powered with ducted impeller drive MAX. SPEED 30 kts MAX. DIVING DEPTH 12500 ft ARMAMENT 2 torpedo tubes DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Active and passive sonar Sidescan sonar -- -- Sl BS OF TilE \\OHLI) Whirlwind Class -Ultra-Deep Sub- PRICE $198 million IN-SERVICE DATE 2039 DISPLACEMENT 1,200 tons LENGTH 287 ft PROPULSION Gas turbine/electric powered with conventional scr ew drive MAX. SPEED 20 kts MAX. DIVING DEPTH 11000 ft ARMAMENT 4 torpedo tubes DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Active and passive sonar Sidescan sonar ~ ( B ~ CF TIlE \\CHI , I Powers Class -Reconnaissance Sub- PRICE $31 million IN-SERVICE DATE 2047 DISPLACEMENT 400 tons LENGTH 160 ft PROPULSION Gas turbine/electric power ed with ducted impeller drive MAX. SPEED 40 kts MAX. DIVING DEPTH 5500 ft ARMAMENT None DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Active and passive sonar Sidescan sonar Surface radar Surface RWR 21 -- z m en -- ~ I B ~ OF TilE \\OH!.!) Thunderbolt Class -Reconnaissance Sub- PRICE $29 million IN-SERVICE DATE 2045 DISPLACEMENT 330 tons LENGTH 147 ft PROPULSION Gas turbine/electri c powered with ducted impeller drive MAX. SPEED MAX. DIVING DEPTH 5200 ft ARMAMENT None DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Sidescan sonar Active and passive sonar Surface radar Surface RWR Mk96 underwater drones cn= 40kts ~ I B ~ OF TilE \\OHLI) Endurance Class -Refueller Sub- PRICE $285 million IN-SERVICE DATE 2040 DISPLACEMENT 12,000 tons LENGTH 566 ft PROPULSION Gas turbine/electric powered with conventional scr ew drive MAX. SPEED 25 kts MAX. DIVING DEPTH 1500 ft ARMAMENT None DEFENSE & SENSOR SYSTEMS Active and passive sonar -- en LI.I Z a:: c :is m = en -- ~ I B ~ OF TilE \\OHL!) Type 17 -Refueller Sub- PRICE $341 million IN-SERVICE DATE 2043 DISPLACEMENT 10,000 tons LENGTH 510 ft PROPULSION Gas turbine/electric power ed with conventional scr ew drive :! I MAX. SPEED 28 kts MAX. DIVING DEPTH 1200 ft ARMAMENT None DEFENSE & SENSOR SYSTEMS Active and passive sonar Sf BS OF TilE \\OH!,!) Fury Class -Troop Carrier Sub- PRICE $27 million IN-SERVICE DATE 2046 DISPLACEMENT 150 tons LENGTH 101 ft PROPULSION Gas turbine/electric power ed with conventional screw drive MAX. SPEED 25 kts MAX. DIVING DEPTH 4500 ft ARMAMENT 30 troops DEFENSE & SENSOR SYSTEMS Active and passive sonar .J - _ .l -- Z m en -- ~ l B ~ OF TilE "OHLH Jumbo Class -Transport Sub- PRICE $314 million IN-SERVICE DATE 2037 DISPLACEMENT 32,000 tons LENGTH 652 ft PROPULSION Gas turbine/electric power ed with con ventional scr ew drive MAX. SPEED 20 kts MAX. DIVING DEPTH 3000 ft ARMAMENT None DEFENSE & SENSOR SYSTEMS Active and passive sonar Sl BS OF TilE \\Olttl) Type 25 -Transport Sub- PRICE $331 million IN-SERVICE DATE 2044 DISPLACEMENT 38,000 tons LENGTH 705 ft PROPULSION Gas turbine/electric powered with conventional screw drive MAX. SPEED 26 kt MAX. DIVING DEPTH 2800 ft ARMAMENT None DEFENSE & SENSOR SYSTEMS Active and passive sonar ., - - , cc:n -a-a m :::am :a:- n .... -- :z m en --I .... - en -en ~ l B ~ OF TilE \\OHLU Revenge Class -Heavy Missile Sub- PRICE $1549 million IN-SERVICE DATE 2038 DISPLACEMENT 15,000 tons LENGTH 574 ft PROPULSION Fusion nuclear powered with ducted impeller drive MAX. SPEED 40 kts MAX. DIVING DEPTH 3500 ft ARMAMENT 6 torpedo tubes 24 ballistic missiles DEFENSE & SENSOR SYSTEMS Noisemakers Decoys Active and passive sonar Sidescan sonar ~ I B ~ C_F TilE \\C_HI , I_ Tempest Class -Heavy Missile Sub- PRICE $1384 million IN-SERVICE DATE 2034 DISPLACEMENT 18,000 tons LENGTH 610 ft PROPULSION Fusion nuclear power ed with ducted impeller drive MAX. SPEED 35 kts MAX. DIVING DEPTH 3300 ft ARMAMENT 4 torpedo tubes 28 ballistic missiles DEFENSE & SENSOR SYSTEMS Noisemaker s Decoys Acti ve and passive sonar Sidescan sonar en- en - .... r- - mn en c m s:
::a z m en ~ l B ~ OF TilE \\OHLU _ w s e y a s t Mk96 Torpedo The Mk96 is the most widely used torpedo in the world and is capable of h-avelling in excess of 100 kts _ The sta ndard Mk96 is fitted with an active sonar seeker head but may be modified to accept passive sonal- or thermal homing heads_ M704 Rocket The M704 rocket is more effective than a torpedo at short range because, even though it is unguided , it is very fast. The M704 may be fired f,-om standard diameter torpedo tubes_ Mk90 Anti-Torpedo Torpedo The Mk90 is a small wal-head torpedo which is very fast and maneuverable_ It is optimised to destt-oy p e o m n s hostile tOl-pedoes, but may be used to inflict minor damage on subs _ Mk97 Cluster- Rocket Torpedo The Mk97 is a standard torpedo with an armor- piercing warhead which contains multiple short range l"Ockets _ This allows it to destroy even the thickest skinned submal"ines_ UGM-167 Cruise Missile The UGM-167 has been in use for over 10 years and is still the world's principal long-range surface attack missile_ It is launched from a submarine, surfaces, then deploys wings and cruises at high speed and low level to the target. It is suitable fOl- use against any ship or land-based installation_ : ~ u UIM-194 Sur/ace- to-Air Missile Helij ets and heli coptel-s equipped with dipping sonar can pre ent a signifi cant threa t to submarines_ The UIM-194 allows an underwater sub to des troy any ail-borne threat. Particle Beam Rocket System (PBRS) The PBRS s hort range charged particle pul se/rocket weapon wa s developed t o allow s ubmarines to s trike unde rwater tal-ge ts with the a ccu racy and fir epower of airborne weapons_ It function s by tr a nsmitting an extremely hi gh e ne rgy pul se whi c h vaporizes a cylinder of wate r t o the target. An armor- pi er cing roc ke t i s then ins t an taneous l y fir ed a t Ma ch 2 thl"Ough th is tube_ Sensor Systems Active Sonar Active sonar is a sound transmission and analysis device which uses sound echoes to visualise the underwater world. Passive Sonar Passive sonar is a sound analysis device which is used to track under- water obj ects from their noise signature. Side-Scan Active Sonar Side-scan active sonar is short-ranged active sonar which enables a submarine to sense nearby subsea terrain. Periscope Fibre-optic video peri- scopes have replaced optical periscopes in all but the oldest submarines. The risk of detection by enemy surface radar is gr eatly reduced with the fibt'e-optic periscope. Sl BS 4.'" TilE \\4.HI , I. Satellite Imaging Infra-red data on ocean currents, salinity, etc. gather ed by satellites can sometimes detect sub- marines at shallow depths. Magnetic Anomaly Detector (MAD) MAD devices are used to locate older steel-hulled vessels by detecting the effect they have on the earth's magneti c field. Surface Radar Radar is a radio wave transmission and analysis device. It may be used to detect airborne enemies when you are submer ged at periscope depth. Swface Radnr Warning Receiver (RWR) A RWR is a radar analysis device. It may be used to detect enemy radar emissions when you are submerged at periscope depth. QV-82 Airborne Drone The QV -82 is a pilotless vertical take - off/ ; ~ I landing aircraft used for r econnaissance. Mk96 Undenvater Drone The underwater drone ver sion of the ubiquitous Mk96 torpedo is equipped with multiple r econnaissance sensors in place of the warhead. Defense Systems Noisemaker The noisemaker is a small bubble-generating device which can temporarily blind a hostile active sonar homing torpedo. Decoy Decoys are larger than noi semaker s, but ar e more effective since they actually imitate the sonar r eflection of your sub, attracting enemy active sonar homing torpedoes. Surface VHF Radio Ver y High Frequency radio: used for long- range communication when the sub is surfaced . ELF Radio Extremely Low Freq- uency radio: used to r eceive long-range transmissions when the sub is submer ged. ~ l B ~ OF TilE \\nHLI) Communication Systems Blue-Green Laser Satellites may use this to r elay messages if the submarine's position is known. Subs operating together underwater can also use this at close range to inter - communicate. Acoustic Phone Thi s h as been in use for over a century. It operates b y trans- mitting audible sounds at close range, but i s seldom u sed today due to the risk of enemy det ection.
TOKUDA KABUSHIKI KAISHA PRESENT Over 55,000 acres of floating exhibition space, filled with the latest submarine and seafloor craft. Over 10,000 exhibitors with more vessels and more facilities than any other exhibition. Easy access to Tokyo ai rlspaceport. Tokyo hotels only 5 minutes by magrail. Exhibition open 24 hrs until June 1st, fighter sub demonstration day in Tokyo Harbour on May 25th. See the world's most powerful vessels under one roof! I 'I)EH\\ \TEH \\ \HF\HE . The Pioneers The first underwater vessels were open- ended barrels lowered from ships by a rope, these became known as 'diving bells '. T he principle of the diving bell is simple: an empty cup forced into a bowl of water upside down will not fill , air is trapped inside the cup. The diving bell was basically a huge cupful of air which could be breathed for a limited period of time by an underwater explorer. As eady as 320 BC, Alexander the Great descended into the sea in a diving bell to observe underwater life. The diving bell is not a true submarine, however , because it can only travel up and down, like an elevator. The first submarine was an tmderwater boat built in 1620 for the English King James I by Dutchman Cornelius van Drebbel. The submarine was made from grease- oaked leather stretched onto a wooden frame. Twelve oars protruded through watertight holes in the leather , and twelve oarsmen sat inside to pl'Ovide propulsive power. But no matter how hard the oarsmen rowed, Drebbel's submarine could not dive and only managed to plunge down to about fifteen feet. One and a half centuries later , David Bushness in the USA designed a submarine for attacking British ships. This tiny craft, named Turtle, had two man-powered propellers, one for going forwards or backwards and one for ascending or descending. On September 6th 1776, Turtle came very close to sinking the British man- of-war Eagle, but failed to attach an explosive device due to the tough, metal- sheathed hull of the Eagle. The Turtle continued trying to sink British ships, but was eventually destroyed. Another American, Robert Fulton, designed a submarine in 1800 for Napoleon. This vessel was the first submarine to carry the name Nautilus. It had many of the features found on modern submarines including water ballast tanks (used to dive and surface) and a conning tower (for the captain to navigate the sub when on the surface). It generated considerahle interest among the French military, especially when Fulton sank an old French schooner as a demon- stration. Napoleon's admirals were not impressed however ; they felt that the submarine was an ungentlemanly weapon and persuaded Napoleon to stick to using surface warships. One of Napoleon's officer's wrote ' This type of warfare carries with it an objection: those who tmdertake it, and also (\I)EI(\\ \TEI( \\ \I(F\I(E _ those against whom it is launched , will all perish. And this cannot be called a gallant death. ' Fulton approached the British and American govelnments, but interest was limited due to the per ception of the submarine as an ' underhand' weapon. He went on to design the first commercially successful paddle steamer, but never forgot his submarines. He spent all of his paddle stearnel pl"Ofits on building an 80 foot armored submarine called Mute, but died before she could be launched. During the American Civil War , the Confederate forces built an experimental submarine; the CSS Hunley. This little man-powered sub was capable of true underwater travel , but drowned several cr ews in training including Captain H.L. Hunley himself. Finally, the Confederate forces decided to take the Hunley into action and on February 17th 1864, the brand new Federal steam sloop USS Housatonic was attacked. The weapon used by the Hunley was a nose spar filled with 90 pounds of explosives. This was jabbed into the side of the Housatonic, a huge explosion followed and the enemy ship immediately started sinking. Unfortunately the Hunley and her crew were dragged down with the sinking Housatonic. In 1888, the first submersible torpedo boat, Gymnote was launched in France. This vessel was powered by a combination of a petrol engine when on the surface and batteries when underwater. The French soon found that the petrol engine was not ideal for submarine operations because it gave off poisonous vapors and was inefficient in operation. In contrast, the batteries were ideal for submarine use; allowing the submarine to run underwater for extended periods of time. As well as an advanced propulsion system, Gymnote was armed with the latest in sub weapon technology; the torpedo. Designed by Robert Whitehead in 1868, the torpedo carried an explosive warhead on a steady course at a predetermined depth, making it deadly when used against surface ships. In 1904, the French launched the Aigrette which was the first sub to be powered by a r evolutionary new engine designed in Germany by Rudolf Diesel. The Diesel engine burned oil without a spark, which meant that it did not give off the poisonous vapors of the petrol engine and was far more effi cient. However the early Diesel engines wer e unreliable, and the French continued to use the steam engine in most of their early submarines. As the Diesel engine was improved it did gradually appear in service and was eventually used to power German sub- marines in 1912. I \BEH\\ \TEH \\ \HF\HE World War I At the outbreak of World War I , the submarine was still very much in its infancy. T he types of submarine operated by differ ent countries varied widely and more than half of all the submarines in the world were still the inefficient, dangerous petrol-engined variety. Without a doubt , the most formidable submarines of World Wal o I wer e the German Unterseeboote (undersea boats), known to the Allies as 'U -boa ts ' . It should be noted that submarines are known to sailors as ' boats' and never as 'ships'. The first success for the U-boat came with the sinking of a British cruiser on September 5, 1914. Shortly after this, on September 22, a single U-boat sank three armored cruiser s in less than a quarter of an hour. These events proved that the The crew of a World War 1 Royal Navy submarine preparing to dive. submarine was truly a force to be r eckoned with. From now on , all cruiser s were forced to operate with a destroyer escort to detect and deter U-boats. Allied ships were soon fitted with ' bulges' : light casings filled with air and water compartments to absorb the impact of torpedoes. U-boats started to make their presence felt by targeting Britain's food supply. The British fishing fleet was attacked in the North Sea, but it was in the Atlantic that the U-boats did most damage. The convoys carrying supplies from America to Britain soon started to suffer heavy losses . One of the most tragic events of World War I was the sinking of the British passenger liner Lusitania by a U-boat , resulting in the loss of 1, 198 passengers and crew. British submarines did not have as many targets as the U-boats, but still managed to inflict heavy I '\ I) E H \\ \ T E H \\ \ H F \ H E losses. Patrols in the North Sea sank German fishing vessels and V-boats wer e tracked down by British hunter-killer subs. During one raid in the Mediterranean, the t en year old British submarine B-ll penetrated five rows of mines and sank the Turkish battleship Messoudieh . In 1916, Allied destroyers wer e fitted with the ' hydrophone', a device for finding the position of a V-boat from the noise made by its propellers. This device is still in use today, as ' passive sonar' . At the same time as receiving the hydrophone, Allied destroyer s wer e issued with the first depth charges . A depth charge is basically a drum of explosive fitted with a h ydrostatic valve to detonate it at a pre- set depth. The conditions for the crews of World War I submarines wer e primitive when compared to the surface ships. The lack of proper Instead of concentrating ventilation led to a build- on improving existing up of condensation which V-boats, Germany was not only made food working on several new mouldy and bedding wet designs at once; from but also caused electrical huge 'V-cruiser s' to system faults . The early small , quick-build ' UB- diesel engines wer e dirty boa ts ' . Although this and unreliable and led to technologically engine room cr ews would advanced subs, it also soon be cover ed in grime meant that less boats when working. The low could be produced. The power output from the German navy was denied batteries used in these submarines when they subs meant that their most needed them. As the underwater endurance Allied armies advanced was limited and they through Europe, the spent most of their time V-boats lost their bases r unning under diesel on the French coast power , on the surface. and their effectiveness dropped dramatically.
A German Navy 'U-139' class U-Cruiser running unde r diesel power Oft the surJace. I 'I)EH\\ \TEH \\ \HF\HE When Germany surr- endered in 1918, U-boats had sunk more than 5,000 Allied ships. Although 199 U-boats had been lost , the Gel'man Navy still had 138 left. Even in these pioneet'ing days of inefficient powel' sources and cramped conditions, the submarine had pl"Oved to be a formidable huntel". 'U-35' , an early Type VlI U-Boat , ntnlling on the surface. Post-World War I By the end of World War I, the submarine had acquired a bad reputation among the general public. T he sinking of mer chant shipping was seen as morally wrong and popular sentiment was for banning submarines altogether. In 1922, America , Britain and Japan signed the London Naval Treaty agreeing not to perform unrestricted submarine warfare on mer chant ships. In the meantime , Germany was being forced to limit its armed forces to t'elatively low levels. German submarine research continued , however. In 1935, the US launched the first of an advanced new type of submarine, the ' P' class. This boat had a lightweight diesel engine and a high-performance batter y. This made the . : ~ a 'P' class faster and more maneuverable than other comparable submarines . An air conditioning sys tem took car e of the condensation problems which plagued ea rlier submarines and a Torpedo Data Computet (TDC) made torpedoes much more accurate. In 1937, Germany launched a very powerful submarine; the type VII U-boat. The type VII had a submerged displacement of 871 tons, a maximum speed of 17 kts surfaced and 8 kts submer ged and was armed with l \I)EH\\ \TEH \\ \HF\HE 14 torpedoes. The cr ew of 44 could stay at sea for 20 days , allowing the type VII to operate deep into the Atlantic from bases in France. Sonar was deemed useful enough to be fitted to destroyer s, but early models suffered by being short-ranged and easily confused . One of the main advances in post-World War I naval technology was SONAR (SOund Navigation And Ranging). This was a device which used sound to find the position of submarines, tt'ansmitting a loud 'ping' and listening for the echo. A Germ.an. Navy Type VII V-Boat in drydock. World War II By 1939, submarines were starting to evolve into very sophisticated fighting machines. M st World War II ubmarines had a diesel engine for use on the surface, with an electric motor for use while submerged. The batteries which powered the electric motor wer e charged from the diesel engine while the sub was on the surface. The batteries allowed the sub to travel for about an hour when submerged at maximum speed. Because of the inefficiency of early batteries, all World War II subs had a higher maximum speed when surfaced than when submerged. The maximum diving depth of most World War II subs was around 400 feet. In most conditions this would allow the submarine to dive below the cold water layer. Cold water , being denser , reflected the probing sonar waves of enemy sub hunter s. Early in the war, torpedoes were powered by a steam turbine. Unfortunately, the fuel burnt to produce this steam left a trail of bubbles in the wake of the torpedo, ' pointing' back to the firing submarine. Later in the war, electric torpedoes like the American Mk18 of 1944 put an end to this problem. t ")EI(" \TEI(" \I(F\I(E The War in the Atlantic At the beginning of World War II the Germans had 56 submarines to Britain ~ 57. But while the German V-boats had thousands of freighters as targets, the British submarines could not attack German food supplies which arrived by rail, not sea. G erma[)y picked up where it had left off in 1918. The Atlantic was soon littered with the wreckage of Allied merchant ships, and the Allies started desperately searching for ways to counter the ever present German threat. Destroyer escorts offered some protection to the cruisers, but the first year of the Atlantic war belonged to the U-boat. Sonar was used on Allied destroyers, but was not very effective due to its limited range. The T ype IX U- Boat 'U-383 , t akenjrom an attacking RAF 'Sunderland' flyill g boat . I :\ I) E It \\ \ T E It \\ \ It F \ It E V-boatcorrunanders The introduction of radar destroyers were not as perfected the tactic of onto Allied destroyers in easy to hit as the operating several late 1940 was the first merchant ships, so submarines together , in real step toward defeating Allied shipping losses groups known as ' wolf the V-boats, allowing the inunediately started packs' . These generally Allies to catch them on to decline. operated at night and by the surface. When the During World War II, sharing information on V-boats dived to escape, British submarines the position of Allied ships the short-ranged Allied joined forces with the V-boats could engage sonar could pinpoint the refugee submarines from many merchantmen as V-boat and an effective all over Europe and they passed by. As many depth charge attack could ventured as far as as twenty V-boats could be carried out. Iceland and Norway in be in a single ' wolf pack' . To counter the Allied search of V-boats. Learning from their sonar, V-boats sometimes Norwegian freighter s earlier mistakes, the used Pillenwerfer, (pill carrying iron ore for Germans concentrated thrower) which consisted Germany were raided by resources on building of a perforated canister Allied subs but German one class of V-boat, the containing a chemical dive bombers and mines type VII. These subs saw rrrixt ure. WhenPillen- hampered operations in extensive service initially werfer was released, it these waters. in coastal waters , but as would react with the The most successful raids the pressure from Allied water and generate a by British subs were in coastal escorts and air huge cloud of fine the Mediterranean Sea. patrols increased they bubbles to confuse German and Italian ships were forced to search for Allied sonar. bound for Mrica were at targets further into the By 1941, the most sea for just one or two Atlantic. Shore-based experienced V-boat crews days, and would travel in anti-sub aircraft from had been killed and the small convoys at high both Britain and the V-boats were ordered to speed. Even with these VSA could not reach the change tactics. They were odds stacked against mid-Atlantic and this told to hit the destroyers them, British submarines region soon became first , and pick off accounted for 450/0 of all known among Allied the merchant shipping German ships lost in the merchant crews as ' The when this threat had Mediterranean. Black Gap'. been eliminated. The I \I)EI(\\ \TEI( \\ \I(I-'\I(E A Hoyal Navy'/" Class submarine. Fifty three of these submarines fonned I.he backbone of the Hoyal Navy submarine.fleet during World War II. Throughout the war, midget submarines wel'e used extensively by the British, Italians and Germans. "Midgets" were used to raid coastal shipping, and a notable success was the damaging of the buge Gel'man battleship Tirpitz at ABen Fjord in Norway by the British midget subs. A typical midget sub was the 15 ton Gemlan Seehund class with 2 torpedoes, 2 CI'ew, a maximwn speed of 6 kts and a range of just 500 miles. In January 1945, several of these midget subs wer e operating vel'y close to the British shore, just off Margate and in the Thames Estuary. Meanwhile in the Atlantic, the shipyards of Britain, Canada and the USA were producing ships faster than the U-boats could sink them. The introduction of the centimetric wave l'adal' on Alli ed COI' vettes in May 1941 gave the Allies the ability to detect the periscope of a U-boat from a gr eat di stance. Within a couple of years, Allied anti-sub aircraft were using radar to detect U-boats and were even Cal'fying out attacks at night. The U-boats tarted using a new weapon in 1943; the acoustic homing torpedo. This weapon accounted for several Alli ed ships, lmtil the Allies l'ealised what was happening and bought ' Kangol' petrol- driven hammel'S and fitted them to floats, towing them behind theil' ships. The strongel' acoustic signal from the hammer attracted the Genna" Navy 'Seehull.d' midget subs (t their base ill. occupied Europe. I :! (\I)EH\\ \TEH \\ \HF\HE torpedo and it detonated harmlessly, far away from its intended target. The Allies were still having problems with their sonar systems. They were fmding that a slight disturbance in the sea would dl' amatically reduce the effectiveness of their sonar. This meant that, due to the waves to the side and r ear of a destroyer, sonar was only effective when the destroyer was facing a V-boat . The Allies decided to put sonar onto buoys, floating still in the water, in 1944. This device would radio the position of submer ged vessels back to Allied destroyers or anti-sub aircraft. Depth charges could then be placed with deadly accuracy. The sonar buoy came to be known as the 'sonobuoy' and is still in use today. In 1944, Allied radar forced V- boats to start using a device called a Schnorkel. This allowed them to run their diesel engines while submerged at periscope depth. The Schnorkel was basically a pipe, similar to the 'Snorkel ' used by divers, but with the addition of a valve to close off the pipe when it went under the water. Towald the end of the war, V-boats we I'e fitted with the formidable Schnee-Orgel10-tube torpedo launcher , which sent a heavy batter y of torpedoes at the target. This was highly effective when it was used , but the system did not come into widespread use before the end of the war . The ultimate V-boat was the type XXI, which implemented all the lessons learned from early V-boats. The improvements included a streamlined hull , improved battery power output, a Schnorkel and a rapid-reloading system for the torpedoes. V2511 , the first type XXI V-boat, was launched in 1945, one week before the German surrender . It went on to evade several sub hunting vessels and made an undetected dununy attack on a British cruiser before surrendering. The history books wer e closed for the V-boat, but the type XXI heavily influenced the design of all future submarines. The Type (XC V-Boat 'V505' being boarded by a party from the VSS Guada.lcall.(/.l. This subm.arine is now all. pll.blic display in Ch.icago. I '\I)EH\\ \TEH \\ \HF\HE The Pacific War The Japanese attack on Pearl Harbor, Hawaii on December 7, 1941 marned the oulbreak of the war in the Pacific. The submarine was to be one of the most important weapons of this war. I t was involved right at the start when the J apanese sent five midget submarines to Pearl Harbor , to attack any survivors of the air raid. Even though they managed to penetrate some harbor defenses, all five midgets wer e destroyed and no more US ships wer e attacked. The Japanese had more than just midget subs, however . The main Japanese submarines wer e known to the Allies as ' I-boats', and their design was heavily influenced by the German U-cruiser s of World War I. The Japanese even built a submarine which displaced 5000 tons and could operate 3 seaplanes from its deck. Heavily armored, it was not a practical vessel because it was slow to dive and clumsy to handle. While Japanese submarines did manage to sink a number of US carrier s they wer e not used as effectively as the German submarines in the Atlantic. The Japanese tended to use their subs defensively, keeping them close to surface vessels and never fully exploiting their offensive potential. The Americans wer e learning from the Atlantic war, and US Navy submarines in the Pacific borrowed German tactics. US subs experimented with ' wolf packs' and eventually settled on using three boat ' wolf packs' . As well as simply attacking ships, American subs also shadowed the main Japanese battle fleets, reporting their movements to other US forces. When US submarines attacked a Japanese convoy, they would target the larger cargo vessels first and dive to escape the inevitable depth charges which followed . This was the same tactic as that used by the U-boats during the first years of the Atlantic war. It was ver y effective against the J apanese supply lines. In 1941 the first Gato class submarine was launched . The Gato class was the basis for all other US fleet subs built during World War II. This meant that American shipyards wer e able to concentrate on refining this design throughout the Wal". The Gato class subs wer e 50% biggel" than their Bdtish equivalent, the ' T' class, because the US submarines had to be lar ger for long Pacific patrols. The Gato class had a submer ged displacement of 2415 tons, a maximum I \I)EH\\ \TEH \\ \HF\HE The Japanese I-Boat '1-17' during its launching ceremony at Yokosuka on the 19th July 1939. speed of 20 kts surfaced fitted to US submarines had developed the steam and 10 kts submerged and had a maximum range of powered Mk14 torpedo was armed with 24 just over 9 miles, allowing with a magnetic proximity torpedoes. The crew of 80 it to be used well beyond detonator, designed to could stay at sea for 60 visual range during day or explode beneath a ship days before the Gato night. The Japanese and break its keel. In needed to be refuelled. forces did not install service, however, the November 1942 saw the radar until July 1944, but Mk14 was found to be introduction of surface by then it was too late. highly unreliable. radar into US Navy The Pacific war was not Eventually, in 1943, it was submarines. Radar without problems for found that torpedoes supplemented the existing American submarines. which were striking the sonar and visual sighting The main problem was not sides of enemy vessels at techniques, allowing a sub with their excellent Gato angles were detonating, to track enemy shipping class subs, but with their while those hitting from afar. The first radar torpedoes. The US Navy 'straight on' were not. I ;) I 'I)EI(\\ \TEI( \\ \I(F\HE The US Navy investigated midget subs into Kaiten would change course. and found a design flaw one man suicide subs. After 3 hours of high with the contact exploder , This machine was not speed pursuit she did. which was actually being successful against US Archerfish cut in ahead damaged when the shipping because it of Shinano, dived and torpedo hit the target lacked long-range fired 6 torpedoes. Ever y vessel , preventing the detection gear and had a torpedo struck home but torpedo from detonating. ver y low performance. the huge Shinano still Once this design fault had The design of the Kaiten took seven hours to sink. been corrected , the Mk14 could not be improved Shinano was bot h the was found to be highly for the simple r eason largest warship ever sunk effective. The Mk14 was that its cr ew could not by a submarine and the used throughout the r est r eturn to say what had youngest ; downed before of the war and was even gone wrong. a single aircraft had used by many sub Toward the end of 1944, flown from her deck. captains in preference to the USS Archerfish was Per sistent attacks by US the electric (but slower ) on pat rol just off Tokyo submarines, minelaying Mk18 of 1944. Bay. For 29 days she aircraft and fast carrier In 1944, the US Navy in found nothing, t hen one attack forces eventually the Pacific was order ed to night in Novemher an wiped out the J apanese destroy Japan's war- enormous r adar contact naval air arm. Once making capability. Now, appear ed on her scr eens. Japanese fightel' cover when US submarines Ar cherfi sh gave chase. had been eliminated , US sighted a convoy they The r adar contact turned bomber s could attack the tar geted the destroyer's out to be the last hope of remnants of the Japanese first. As well as cargo the Japanese Fleet Ail' fleet , but even with its vessels, US Navy subs Arm, the 59,000 ton armed for ces in tattel'S, began to sink some of the super carrier Shinano. the Japanese kept on most powerful ships in She had j ust been fighting. The nuclea r the Japanese Navy, launched and was on her bombs unleashed on including the 30,000 ton way to be fitted with Hiroshima and Nagasaki aircraft carriel' Shokaku, catapults and planes. on 6th and 9th of August in June 1944. Ar ched"ish was moving 1945 malked the end of Desperate at the failure much slower than the World War II and the of their submarines, the Japanese carrier , but hel' beginning of a new era . J apanese modified their Captain hoped Shinano I :\ I) E It \\ \ T E It \\ \ It F \ It E THE FIRST POST-WAR SUBMARINES During the post-war In 1948 the US initiated The post-war movement years, Germany and the Greater Underwater towards streamlined hulls Japan were prevented Propulsive Power (GUPPY) started to make program. This updated submarines capable of from producing current US Navy sub- higher speeds when military hardware. marines with the latest submerged than when This left the USA, developments from such surfaced. All that was France, Britain and vessels as the type XXI needed now was a power the USSR as the only U-boat. The GUPPY source which could be modifications kept the used underwater for nations developing diesels of the 40's in ser- extended periods of time. new submarines. vice for the next 30 years.
I '\I)E((\\ \TEH \\ \(('\HE The End of the Cold War The 1980 saw the last period of accelerated development of the nuclear submarine, which slowed down when the Cold War came to an end in 1990. In 1981 the US launched the 560 foot USS Ohio. Carrying 24 Trident ballistic missiles, each with 12 150 kiloton nuclear warheads, Ohio class subs wer e over 3 times as powerful as their predecessors, the Benjamin Franklin class. Ohio class subs had a submerged displacement of 18,750 tons and a maximum speed of 20 kts on the surface and 30 kts submerged . It was armed with 24 Trident ballistic nuclear missiles and 4 torpedo tubes. Ohio had an endurance of 9 years, but the 155 cr ew generally stayed at sea for no more than about 70 days at a time. Ohio was not the only 560 foot submarine at sea in the 1980's, however. On 23rd September 1980, a sub was launched at Severodvinsk in the USSR which was large even by today' s The Royal Navy nuclear powered attack sub HMS 'Collquer.or', accompanied by thefrigate HMS The 'Conqueror' became thefirst lIuclear sub to sink an enemy vessel in action when it sallk the Argelltine 'General Belgrano' in 1982. standards. Tipping the scales at 26,500 tons and carrying 20 multiple nuclear warhead ballistic missiles, the Typhoon class was talked about in hushed tones around the offices of the Pentagon during the early 80's. The Typhoon class also became the inspiration for a book, The Hunt for Red October , in which writer Tom Clancy foresees the silent drive units which we take for .1 H granted today. As well as the heaviest submarine of the 20th century, the Russians also built the fastest ; the Alfa class. With a titanium alloy hull and nuclear power , the 260 foot Alfa was capable of a maximum submerged speed of 45 kts. As well as travelling fast , Alfa could also dive to 2,500 feet , over twice as deep as most subs of the time. ( \I)EH\\ \TEH \\ \HF\HE THE 21 ST CENTURY LD-12 loading rooots in the docking bay oj a modern submarille ca.rrier. B y the end of the 20th century, Russian submarine technology was at least 10 years ahead of the USA. Submarines had been using active sonar absorbing surface coatings since the earl y 1980's, but the search was on for a way of propelling a submarine without a noisy exposed propeller. Russian scientists concentrated their research efforts on developing a practical electromagnetic drive. An electromagneti c drive fWIctions by taking in water , charging it with negative ions and then accelerating the charged wate r by using a circular electromagne t array. Tlus high speed water is then passed out of an exhaust , propelling the submarine forward. An electromagne tic drive has no moving parts; it is silent in ope ration. The prototype electro- magnetic ' Sile nt Drive' Ulut was given its first sea trial in 2002, on a modified Russian Alfa class nuclear sub. The Alfa escaped passive sonar de tection at ranges as close as 200m but had one problem; the silent drive used power at an alarming rate and the Alfa could go no faster than 25kts. Even though the electro- magne tic drive degraded - .) . ) - pe rformance , the Russian navy went ahead with production of an operational sil ent drive sub, the Akula III class of 2004 . When the Russo-American technology sharing agreement of 2005 was signed, silent drive r esearch data was immediately made available to US scientists. Work started in the USA on finding a way of improving the powe r output from an electromagneti c drive. US scientists spent two years modifying magne t po wer outputs and finding alte rnative ways of introducing negati ve ions into wate r , but to no avail. The breakthrough came when Eddy Sowleski , a tal ented ae ro propulsion engineer , proposed the ElectroMagne tic-Ducted Impeller (EMDI) dri ve. The prototype EMDI dri ve c onsis t e d of a s tandard el ectro- magnetic dri ve e xhaus ting through a I \I)EH\\ \TEH \\ \HF\HE tube containing a 32-blade fan. Whil e the EMDI drive was not totall y sil e nt , t est s proved that it was t e rrifically powerful. The design was r e fined and soon it was r ead y to be given its fir st sea trial. The attack sub USS Minneapolis-Saint Paul was chosen to be fitted with the prototype EMDI d'l"ive. This sub promptly set up a new world submarine speed r ecord of 59 kts on May 31st 2008, during the first EMDI sea trial. The first production EMDI sub, the 19, 800 ton Nevada class of 2007 was also the first EMDI sub to be fitted with a variable pitch fan. By stopping the fan and rotating its blades to align with the flow through the impeller, the Nevada could run in total silence at speeds up to 21 kts. Unde r full EMDI power, Nevada could run safely at up to 57 kts. The First Advanced Technology Submarines ~ s silent drive subs J-i.hecame more wide- spread, pioneering engineers at Legendre Sous-Marins (LSM) in France began work on a new concept in submarines. They realised that, as well as being stealthy, a submarine needs to be fast and maneuverable. They established that the main cause of drag on a submarine was turbulence close to the surface of the hull . To get rid of this, the new sub would be coated with a very rough skin, the texture of which was inspired by the skin of sharks. With very large dive planes for increased maneuverability, power from a lightweight fusion r eactor linked to a standard EMDI drive and all-composite structure, the new sub promised unrivalled performance. Construction began on a prototype to test these new theories. To further emphasise the advanced design of this sub, LSM named it Nautilus. The Nautilus was launched at Chel"bourg on January 21 , 2014, exactly 60 years after the USA launched their nuclear Nautilus. The new sub was as much of a revelation as its 1954 nuclear namesake and went on to raise the tmderwatel' speed record to 63 kts. More importantly, its advanced design allowed it to outmaneuver any torpedo then in existence. The design of the Nautilus was used as the basis for the Requin Tigre class of 2017 which was produced in very large numbers and sold by LSM to, among other s, Russia and America. I '\I)EH\\ \TEH \\ \HF\HE Corporate Wars A number of inter- success could be achieved national companies DurIIt6 1M early through the use of force. established underwater """of J,, Even though corporate prospecting teams ee,.,.",.,aIae wars were forbidden by to gather seafloor goHrrtlINrdI o/.1Ie international law , secr et manganese and it was II1Of'Id tNre wars went on, especially not long before these be ...... lo0d0pt in the poorer regions of companies started to a MOre aolerGld the world where payoffs undertake full-scale auiIade IOIMrd or the threat of a run underwater mining. each oIIactr. "tar on the currency had Seafloor mining com- belu1Hla f:...,.,rie. more influence. plexes such as the tU bece1lllnt1 rore and after alae .".rW In 2024, the Chinese Australian Neptune wer e upre .. ,. 01 alae government passed a built, housing over 300 workers, 1800 feet under 90i baubae .. ruling that all the sea. During the late bepra 10 ftourith. corporate wars should b e r egi ster ed , allowing 2010's, the advances in companies to legall y underwater mining submarines to strike a battl e in China's techniques were leading pipeline owned by the t e rritorial waters. to some companies Chinese state-owned The Chinese stated reaping huge benefits for conglomerate Norinco in that the r esolution relatively little outlay. the South China Sea. would "protect inn- This slowly led to the The situation degraded ocent civilians by under sea mining into a confli ct , but at the forcing corporations companies becoming end of it all ConDyn to follow government more economically owned the right to mine guidelines" , but the powedul than any others an extra 80,000 square economic pressure on the planet. miles of territory. put on China by In 2021 , a di spute over The progress of thi s ConDyn International mining telTitory led conflict was followed and SubAm Inc helped ConDyn International to closely by other mining in pushing the use its security fleet of compani es. The r esult resolution through . two Requin Tigre class proved that economic ;) I I '\I)I-:H\\ \TEH \\ \HF\HE The Chinese r esolution of business life. They are tyrannical multi-nationals. was condemned by many less violent than the The establishment of the of the world's govern- national wars of the 20th Mer cenaries Union in ments, but over the next century because civilian July 2026 r edressed the year sever e economic casualties and collateral balance and ensured that pressure from several damage is rare. Mter all, any company had access oil-producing a company which has been to an effective defense multinational s forced bled to death in a war is force. Mer cenary pilots these countries to follow useless to the victor. China 's lead. now make up over 60% By 2026, the smaller of the world's corporate Corporate wars soon companies wer e suffering defense sub cr ews.
became an accepted part at the hands of the THE DEVELOPMENT OF THE FIGHTER SUBMARINE In 2025 the first true gleaned from these was unsuitable for long fi ghter sub, the Eagle sensors was proj ected journeys . Modified was launched. It was within the two-cr ew transport ships wer e similar in appearance to cockpit using a 3-D soon in widespread use the Requin Tigr e class, proj ection system taken as a b ase for several but while the French sub straight out of a flight Eagle class fightels. was designed for simulator. During the Gulf War of government fOl'ces, Within a month of its 2028-29, however , all the Eagle was purely for launch , it had set an sub carrier ships in the corporate defense units. underwater speed r ecord r egion wer e targeted and This meant that Eagle of 68 kts and had the sunk in the first hour of weighed just 324 tons maneuverability to the war. Warfare had compared to the 1225 match. Eagle was soon grown too sophisticated ton Requin Tigr e. The being sold to mer cenary for surface vessels to Eagle was also fitted with pilots, and was even survive. The Eagle the latest sensor systems adopted by some continued to be used for to enable it to carry out government forces . short-range defense a complete engagement work, but it lacked the of the enemy with total Due to the cramped endurance to be used as st ealth. Information cockpit of the Eagle, it an effective weapon.
.) .) I :\HEI(\\ \TEI( \\ \I(F\I(E The First Sub Carriers S ubAm Inc, who had the largest under- water mining operation in the world, was finding that their sub carrier ships we I'e poor operating platforms for such a potentially effecti ve sabotage weapon. In 2032, they stalted work on a ver y ambitious proj ect; the construction of a submarine which would CatTY fighter subs into action. By 2038, the proj ect had taken SubAm to the bl'ink of bankruptcy but, just as the company was selling off their last mine, the or'ders began to flood in fOI' the new vessel. SubAm was catapulted to the forefront of sub manufacture, and has not looked back. Today, they offer a complete range of subs including the fastest pl"Oduction sub in the wodd. The launch of the first 60,000 ton Enterprise class sul) catTier took place on October 1 2039, heralding a new era in submarine warfare. Capable of carrying up to 6 Eagle class fighter subs, it could take them to trouble spots anywhet'e in the world and operate them indefinitely. As well as the fighter subs, Enterprise carried an al'senal of 20 cruise missiles, making it a complete offensive weapons system. Upgl'ades to the Enterprise class now allow it to opel'ate ten fighter submal'ines and even though the Tsunami class has stolen some sales from SubAm, the Enterprise is still the world's most popular submarine catTier . The Entel-prise has only one fault - the price tag of $2360 million puts it out of I'each of all but the ver y richest buyers.
EuroMil ... Tomorrow's .. *Weapons Today +: * ~ * * STRIKE FAST STRIKE HARD The Particle Beam Rocket System (PBRS) is the newest weapon in underwater warfare. The PBRS uses a high energy particle beam pulse to vaporise a cylinder of water, then fires Mach 2 armor-piercing rockets along this cylinder; neutralising any underwater threat. "MiJaro, as one of the largest companies in Italy, has been forced to operate Submarine Carrier s to protect our marine facilities against attack from hostile companies . Our two American built Enterprise class sub carriers are equipped with a wide variety of weapons to deter any aggressor. O\E \)\,
on board the I n the second of our ' One Day ' series, we look at a typical day in the life of Captain Roberto Deladra, a fighter sub pilot on the Enterprise class sub carrr, er Verona, operated by Milaro Inc. Our main armament consi st s of ten Italian- made Aquila class fighter subs, which are comfortable and handl e bea utifull y. I was one of a team of Italian pilots who evaluated the American Lightning class back in 2046 and even though the Ameri can sub is faster, I prefer the Aquila . The Vel"Ona normally patrols the ocean on its own. The Roma, our sister ship, will usually be at port while we al'e at sea, but she may be called to assist us in time of emergency. O!\E 1)\' Sub Carrier Verona A sonar visualisation of Verona at 3600 feet taken from Captain Deladra's Aquila. My day begins with the slept. Shifts run 14 hours spacious and comfortable gentle sound of classical on and 10 hours off and quarters to get some music, normally Vivaldi, are organized so that breakfast. The canteen is from my alarm, the lights Verona always has well equipped, but serves in my quarters slowly get qualified personnel at fish far too often. When I brighter and soon I am every battle station. am at sea, I prefer to stick awake. The time I get up Mter washing and to eating vege-meat with is governed by when I last dressing, I leave my pasta, rather than fish . When I come on dut y, I report to the bri efing room for updates on the tactical situation. How I spend the I:esl of the day is dete rmined by thi s briefing. If thet'e is no threat , I will either spend the time sorting out any cr ew problems in my rol e as an officer, or I might be sch eduled to take an Aquila out for a training mi ssion . Most of my non-combat time is spent in the crew room, wher e we have the finest entertain- ment systems available toda y. As well as holographic TV, we have the latest inte ractive video systems . The software from an Aquila simulator is linked to the intet'active video ()"' E I) \ , ONE DAY ... on board the Sub Carrier Verona Iholo TV, and this gets a lot of use from the pilots . If we are in a time of tension, I may have to crew one of two ' Ready Alert' subs, fu11y at' med and r eady to launch within 90 seconds of r eceiving the call. Strapped in for 5 hours at a time, the cosy cockpit of the Aquila is essential for Ready Alert duti es . If we are in a full scale battle, I will brief and fly missions with both corporate and mer cenary fight er crews . During battle ope rations over my last two year s with Milaro, I have claimed six enemy subs including two fight er subs. I come off duty after 14 houts of operations. I might ca tch a movi e in the cinema , go to the swimming pool or even go fOl" a walk around the 3 miles of corridor s on the Verona before r etiring to my quarter s and going to sleep . The pay as a Milaro fi ghter sub cr ewman i s pretty good. I earn as much as a senior executive, but of course I am frequently in very dangerous situations, so it is not unrea sonable to expect a decent salary. Mer cenary fi ghter s can earn even more, but it 's a tough life. For us, a conflict may last a week or two and we' ve never been involved in more than two a year. The freelance guys are almost always at war and I haven ' t met a mer e who's survived the business more than a couple of years . Overall , working as a fi ghter sub pilot is r ewarding, well paid and can be very demanding. I know that I could never r eturn to a desk job, but it doesn ' t matter . Even if my contract with Milaro is t erminated I know ther e's plenty of work available for me a s an experienced fighter sub pilot. " Our thanks to Captain Del adra and Milaro for their help in the preparation of this article. The Verona returns to its home port of Naples at the end of a 3 month cruise.
CLASSIFICATION 2-G TRANSPORT SUB CAPTAINS (experience of Jumbo class transport subs preferable). CLASSIFICATION 77-M (or equivalent) DRILLING MAINTENANCE ENGINEERS CLASSIFICATION 59-S (3) GEOPHYSICISTS CLASSIFICATION 1-M HEAVY EQUIPMENT MAINTENANCE ENGINEERS Applications should be made to:- Atlantic Mining Corp. Undersea Division, Atlantic Tower, New York, NY, USA ATLANTIC 111111 Mining Corporation \C \ \,1 Worldwide underwater employment opportunities. Send now for FREE details. McKinley Mining Cor poration , Norfolk Virginia 804-328-7448- MKMC. Get out of the water! Sub Fighter Pilots wanted as tacticians/advisors for new me,cena r y Anti-Sub Outfit. We' ve just bought three ex- US Navy Boeing 777 Anti- Sub Warfare (ASW) j ets and we' r e r eady for action! Contact Deathwatch ASW, Tenerife on 0267-297302- DASW. ' I' Qualified Fighter Suh Instructors Required. Training syllabus includes general ops, combat maneuvers and operating high speed subs at depth. Experience in Tornado or Lightning class essential , experience in Typhoon, Hurricane, Bataan or Asrin class useful. Contact Ri chteur International on 0473-572921-RICH. Wanted: Fighter Suh Pilot for highly paid site defense work. We're not going to the mercs - they've ripped us off once too of Len. Contact Box No. 7535, c/o UnderCurrents. \\')'1-.1) Experienced, Transport Suh Pilot, captain on UST-23D commer cial subs, seeking other opportunities preferably in the corporate defence sector. Replies to Box No. 2730, c/o Under - Currents. Classification 2-E Reconnaissance Sub Pilot Classification 39-H Undersea Tractor Drivers Classification 35-K Computer Programmers Send details to:- Pacific Undersea Mining Corp. , The Queen Mary Building, Long Beach, Los Angeles, CA, USA 'JOICE !'IT!' \\ \\TEII Classification 'B' Sub Pilot, with over 8 , 000 hOll r s on Dragon class hi gh-s peed r econ s ubs and th e r eflexes of a fight e r sllb pi l ot. Seeking wOl'k in me rce nar y /commercia l defe nce Te l 0430-750309-KRIS. Sub P il o t Avail a bl e, A, C and W q ua l ifi ed, expe ri e nce of Ligh t ning cl ass fi ghte r s, 11 months co rpol' ate se rvi ce, looking for a way out of the 9 to 5 grind. Rep l ies to Box No. 2517, c/o Unde.'Currents.
CLASSIFICATION 24-M PIPELINE MAINTENANCE SPECIALISTS CLASSIFICATION 105-M SUBMARINE OVERHAUL CREW Details should be sent to:- North Sea Underwater Mining pic 10-15 longthorne Street, london, England, Europe ......... -.........
Underwater Mining pic BUBWAJA D Primary Controls SUBMARINE CONTROL GUIDE FOR IBM PC COMPATIBLES Mouse Controls Single plane maneuver mode on/off Mouse forward Mouse hackward Mouse left Pitch down Pitch up Roll/yaw left Keyboard Controls [!J Pitch down 0 Pitch up [B Roll/yaw left El Roll/yaw right Joystick Controls Joystick forward Joystick backward Joystick left Joystick right Fire button 1 Fire button 2 Pitch down Pitch up Roll/yaw left Roll/yaw right Fire selected weapon Select weapon Mouse right Rolllyaw right Left Mouse Button Fire selected weapon Right Mouse Button Select weapon Engine Controls G G [ShiftlG OJ [I] [shiftlG Increase throttle Decrease throttle Set throttle to maximum power Set throttle to 2/3 power Set throttle to 113 power Set throttle to minimum power ....... ~ P R O S E .. -_-...-. ~ ~ ~ ~ -------- A Dlvilion 01 Spectrum HoleByt. _ Inc. Copyright 1993 by MicroProse, all rights reserved. Ballast Tank Controls Flood ballast tanks Floodlblow ballast tanks to current depth Blow ballast tanks Sonar Systems Sonar mode - passive/active Target next sonar contact Weapon Systems I Backspace] I Spacebar ] @) Select weapon Fire selected weapon Release decoy Cockpit Displays Head-Up Display on/off Navigation Display mode - waypoint/map Display last waypoint Full-Screen Cockpit Displays ITl @ ~ @] @) 039500005 0194 Mission Map Damage Status Wingman Orders Object Viewer View Mision Orders Views Cockpit Views [IT] [ill or 0 o CD G CJ Cockpit view Full screen 3-D view Look left Look right Re-center cockpit view Move viewpoint up/down External Views o [ill (ill m m (ill Flypast view Chase v i e ~ Weapon view Tactical view Inverse tactical view Current contact view Game Controls IEl IShift]0 I Shift ]@J I Shift ]1Il lEse] llil Pause game Accelerated time on/off Quit/end game Activate ejection capsule Display in-game options screen Toggle terrain detail between wire-frame, plain or textured Auto Pilot TECHNICAL SUPPLEMENT FOR MICRO PROSE CD ROM TITLES TECHNICAL REQUIREMENTS All MicroProse CD ROM titles require the following: DOS 5.0 or higher, a hard drive, a CD ROM drive, the Microsoft CD ROM Extension (MSCDEX) version 2.1 or higher, 2 MB of Expanded RAM, and a VGA Graphics Card. Each product will call for different hardware configurations. Reference the box label for specific hardware details. Enhanced CD ROM titles such as F-14 Fleet Defender and BloodNet may require a Sound Blaster compatible sound card for certain game features. INSTALLATION The installation of MicroProse CD products is very simple. Just follow the instructions below, and you'll soon be playing one of the coolest games known to mankind. Turn on your computer, making sure that the Microsoft CD ROM Extension is loaded. Place the CD in the CD ROM drive. Make that drive the current drive. (Type the letter of that drive [usually OJ, followed by a colon, then press [Enter].) Type the word INSTALL and press [Enter]. Follow the on-screen instructions. Several MicroProse titles will copy files to your hard drive. These are only the files that are absolutely necessary to play the game and take up a minimum amount of hard disk space. Some MicroProse CD titles, such as World Circuit, will allow you to decide how many files you want the installation program to copy to your hard drive. Many MicroProse CD ROM products will temporarily use expanded memory and hard disk space to cache information. This "caching" process will take a few moments but will allow scenes to play much faster and will enhance your gaming experience. RUNNING THE GAMES After the installation is complete, the install program will instruct you how to start each game or game pack. Simply repeat those instructions each time you wish to replay the game. TECHNICAL ASSISTANCE For customer service and technical support, call MicroProse at 410-771-1151 between 9:00 a.m. and 5:00 p.m. Eastern Standard Time, Monday through Friday . 034800004 0894 ... --_ ..