Pilot_76
01-17-16, 08:10 AM
Hi all. Below is a fictional "SH6" manual that I truly like to read one day. Not the whole manual is depicted but only parts that I'd like to see implemented in a future game. Some sections are present or just mentioned.
SH6-Silent Hunter VI Gold Edition v 2.0
Quick Reference Guide
1.0 General and foreword.
1.1 Ubisoft and Sonalyst's partnership.
1.5 Multi-Monitor setup
2.0 Campaign Modes:
WWII Historical Campaign:
-Selecting Historical Campaign puts the player in charge of a submarine with the exact weapons, equipment and historical events dated to the WWII year he or she chooses. Dud torpedoes, radar failures etc. are currently modeled as accurate as possible. You cannot choose a Los Angeles Fast Attack class in 1945! Also Japan and Germany will surrender at their respective actual dates. The war is over by 1945. You may choose between 1939-1945 (US 1941-onwards)
WWII Alternative Campaign:
-Here the Axis and Japanese forces may surrender...or not! The Allies might loose the war by the end of 1945 if the game chooses. Pearl Harbor is attacked before 1941! Anything might happen to change the real timeline. The game will decide as the war progresses and the player will receive the news as the game unfolds into a terrible or successful fate every nation might become at the end of the war. Alliances are formed or broken. Japan might become an ally with the Americans and these who knows even Germany! The player is free to choose if alliances are made and the year the war may end. The end of the war is reached by 1950 automatically. Checking the box under "Player influence" will have the War Engine influence the war with the player results. Good tonnage sinking numbers will increase the chances of success of the war and vice-versa. if you prefer to let the War Engine decide for you leave the box unchecked.
Historical Cold War:
-By 1946 until 1990 the World saw the US and its allies against the USSR block. This campaign simulates infiltration, exfiltration, recon and many other types of missions for either side. This era also starts the "Arctic race". You might receive missions to explore the North Pole or to command and test new subs. The player is free to choose the year he starts a career between 1946-1990. Remember to choose the year wisely if a particular submarine is desired to be commanded. Ohio class, Gato, Balao, Guppys, Fast Attacks, Foxtrot, Kilos, Akulas and other models are listed in the Appendix under Models/year section.
Alternative Cold War:
-Same as Alternative WWII but in the Cold War. A war might be declared between any nation and might last for years thus speeding up research and development for new weapons and submarines. For intance, if the War Engine sets a war in 1965 between US and USSR it may last for almost 20 years! The Seawolf class might be launched in 1985. Or maybe the war will last only a month who knows. Anything can happen. USSR and the US as allies against China and United Kingdom? Taiwan and Japan against South Korea? All possible. The War Engine dictates the fate of the World.
New Order:
-Starting from 2016 until 2045 this campaign is all about new technologies. Drones, new sensors, new subs (Virginia and Borei classes by 2016) are all depicted and new strategies and tactics are employed. The player also has the option to be in command of fictional new classes of submarines starting from 2030. The Obama, Trump, Clinton and Putin classes each have their respective roles in this era. Please consult Section 9-1 for more information.
Custom Era Campaign:
-It is an Alternative campaign but the player has a lot more control over the War Engine and other options. For instance the player may choose a war between two nations starting in a specific day or within a specific year. Classes of submarines can be added or removed. Imagine if the USSR did not have the Foxtrot class during the Cold War. The US launched the Los Angeles class in 1965. Japan had won WWII with a fleet of I-400s. USSR without the Typhoon class? Dive into Japanese waters in 1941 with a Virginia class? Go head to head with a Gato against an Akula? The player decides.
In Section 2.4 listed are all options for each Campaign mode. Notice that not all options are available depending on the Campaign chosen. Only the Custom Era Campaign has all options available.
3.0 Career Selection
-Choosing a Career in SH6 is vey simple. You may upload your picture and also a patch from your fleet. Next you select the year (1939-2045) and then the crew. SH6 has a database of names from many navies or you can insert your own. The player can choose between realistic career where a lifetime is simulated or have the option of being in command from 1939 to 2045 until the player dies in action or retires.
4.1 Crew Management
-This section is to setup your crew before leaving port. The player has total freedom in naming their crews, assigning ranks and even creating their background story. In the advanced tab each crew member can be edited and their respective 3D appearance as well.
5.0 Navigation
5.2 SINS, Dead reckoning, Coastal Navigation
5.3 Real Navigation versus SH Navigation
5.4 Celestial Navigation
5.5 Using the Sextant tool
-When on deck on any submarine or at the Conn tower press on the Sextant icon to bring up the virtual sextant. The view is just like looking through the binocular views but with the addition of markings for star sighting on the right side. Just point at any star or other celestial body and click the left mouse button to write down its height for proper calculations. Check on Section 9 the height above water for each submarine and hotspots for star sightings. Each submarine has a different height from the deck for taking sights. Depending on the level of realism for CELNAV in the options menu you may have to write down every information when taking sights or leave it in AUTO so the Navigator will assist you or do all the hard work.
5.6 Online courses and information on Celestial Navigation.
5.7 Printing the maps
-For those hardcore skippers SH6 has the option of printing the maps for real navigation. On the navigation screen resize the map to the intended region to cover then click on "Generate PDF". Pause the game and under the folder SH6/docs/maps you may print the map which is in pdf format. Optionally you can select what to print on the map such as lighthouses, Country names etc.
5.8 Google Earth plug-in
-Google Earth can be used as a second screen when playing with multi-monitor support. This plug-in displays on GE your submarine position in real-time. The folder SH6/tools/GE has plotters, protractors plug-ins to mimic map tools in case you want to plot your navigation mainly on GE.
6.0 Walking around your submarine
-In SH6 you can walk in every section of your submarine. That is achieved by using the keyboard or just by clicking in the direction intended with the mouse arrow. If in a hurry press the F1-F12 keys to instantly jump into the section desired. See the crew in their duty routines, eating in the mess hall, even fighting fire when on a fire-drill or for real. You can also check the crew quarters and witness the "hot bunk" shift end. To talk to any crew just point the mouse and left click. Some crew might inform on crew morale or any other pertinent information. For slower machines to increase performance leave the 3D Crew OFF.
7.3 Crew Resources
7.4 Assigning Watches
7.6 Menu of the Day
-This screen shows what the cook has come up with to serve starving crew members for the day. The menu may vary so at the end of the patrol (especially if on WWII subs) the food quality will decrease so will the crew morale. It also displays the whole food reserve and an estimate in percentage and in days the food will last. Keep an eye here to prevent food shortage. If food becomes an issue for any reason (poisoning, rotten) you may designate a fishing party to try to fish anything depending which sea you are. This is only available for certain submarines. There is a 20% chance of catching something. This fishing process takes 60 minutes of in-game time to complete. Time-compression is allowed until 32x. If for any reason you are detected time compression will revert to 1x.
8.0 Tactics
8.1 TMA
8.2 Hydrophone only intercept.
8.3 Radar Navigation and interception.
8.4 Sonar
8.5 Ekelund range.
8.6 Quick mental Ekelund method for range estimate.
8.7 How to set up a course to intercept the target.
8.9 Online courses and resources for Radar Navigation and Moving Board.
8.9.1 Using the in-game Moving board.
SH6-Silent Hunter VI Gold Edition v 2.0
Quick Reference Guide
1.0 General and foreword.
1.1 Ubisoft and Sonalyst's partnership.
1.5 Multi-Monitor setup
2.0 Campaign Modes:
WWII Historical Campaign:
-Selecting Historical Campaign puts the player in charge of a submarine with the exact weapons, equipment and historical events dated to the WWII year he or she chooses. Dud torpedoes, radar failures etc. are currently modeled as accurate as possible. You cannot choose a Los Angeles Fast Attack class in 1945! Also Japan and Germany will surrender at their respective actual dates. The war is over by 1945. You may choose between 1939-1945 (US 1941-onwards)
WWII Alternative Campaign:
-Here the Axis and Japanese forces may surrender...or not! The Allies might loose the war by the end of 1945 if the game chooses. Pearl Harbor is attacked before 1941! Anything might happen to change the real timeline. The game will decide as the war progresses and the player will receive the news as the game unfolds into a terrible or successful fate every nation might become at the end of the war. Alliances are formed or broken. Japan might become an ally with the Americans and these who knows even Germany! The player is free to choose if alliances are made and the year the war may end. The end of the war is reached by 1950 automatically. Checking the box under "Player influence" will have the War Engine influence the war with the player results. Good tonnage sinking numbers will increase the chances of success of the war and vice-versa. if you prefer to let the War Engine decide for you leave the box unchecked.
Historical Cold War:
-By 1946 until 1990 the World saw the US and its allies against the USSR block. This campaign simulates infiltration, exfiltration, recon and many other types of missions for either side. This era also starts the "Arctic race". You might receive missions to explore the North Pole or to command and test new subs. The player is free to choose the year he starts a career between 1946-1990. Remember to choose the year wisely if a particular submarine is desired to be commanded. Ohio class, Gato, Balao, Guppys, Fast Attacks, Foxtrot, Kilos, Akulas and other models are listed in the Appendix under Models/year section.
Alternative Cold War:
-Same as Alternative WWII but in the Cold War. A war might be declared between any nation and might last for years thus speeding up research and development for new weapons and submarines. For intance, if the War Engine sets a war in 1965 between US and USSR it may last for almost 20 years! The Seawolf class might be launched in 1985. Or maybe the war will last only a month who knows. Anything can happen. USSR and the US as allies against China and United Kingdom? Taiwan and Japan against South Korea? All possible. The War Engine dictates the fate of the World.
New Order:
-Starting from 2016 until 2045 this campaign is all about new technologies. Drones, new sensors, new subs (Virginia and Borei classes by 2016) are all depicted and new strategies and tactics are employed. The player also has the option to be in command of fictional new classes of submarines starting from 2030. The Obama, Trump, Clinton and Putin classes each have their respective roles in this era. Please consult Section 9-1 for more information.
Custom Era Campaign:
-It is an Alternative campaign but the player has a lot more control over the War Engine and other options. For instance the player may choose a war between two nations starting in a specific day or within a specific year. Classes of submarines can be added or removed. Imagine if the USSR did not have the Foxtrot class during the Cold War. The US launched the Los Angeles class in 1965. Japan had won WWII with a fleet of I-400s. USSR without the Typhoon class? Dive into Japanese waters in 1941 with a Virginia class? Go head to head with a Gato against an Akula? The player decides.
In Section 2.4 listed are all options for each Campaign mode. Notice that not all options are available depending on the Campaign chosen. Only the Custom Era Campaign has all options available.
3.0 Career Selection
-Choosing a Career in SH6 is vey simple. You may upload your picture and also a patch from your fleet. Next you select the year (1939-2045) and then the crew. SH6 has a database of names from many navies or you can insert your own. The player can choose between realistic career where a lifetime is simulated or have the option of being in command from 1939 to 2045 until the player dies in action or retires.
4.1 Crew Management
-This section is to setup your crew before leaving port. The player has total freedom in naming their crews, assigning ranks and even creating their background story. In the advanced tab each crew member can be edited and their respective 3D appearance as well.
5.0 Navigation
5.2 SINS, Dead reckoning, Coastal Navigation
5.3 Real Navigation versus SH Navigation
5.4 Celestial Navigation
5.5 Using the Sextant tool
-When on deck on any submarine or at the Conn tower press on the Sextant icon to bring up the virtual sextant. The view is just like looking through the binocular views but with the addition of markings for star sighting on the right side. Just point at any star or other celestial body and click the left mouse button to write down its height for proper calculations. Check on Section 9 the height above water for each submarine and hotspots for star sightings. Each submarine has a different height from the deck for taking sights. Depending on the level of realism for CELNAV in the options menu you may have to write down every information when taking sights or leave it in AUTO so the Navigator will assist you or do all the hard work.
5.6 Online courses and information on Celestial Navigation.
5.7 Printing the maps
-For those hardcore skippers SH6 has the option of printing the maps for real navigation. On the navigation screen resize the map to the intended region to cover then click on "Generate PDF". Pause the game and under the folder SH6/docs/maps you may print the map which is in pdf format. Optionally you can select what to print on the map such as lighthouses, Country names etc.
5.8 Google Earth plug-in
-Google Earth can be used as a second screen when playing with multi-monitor support. This plug-in displays on GE your submarine position in real-time. The folder SH6/tools/GE has plotters, protractors plug-ins to mimic map tools in case you want to plot your navigation mainly on GE.
6.0 Walking around your submarine
-In SH6 you can walk in every section of your submarine. That is achieved by using the keyboard or just by clicking in the direction intended with the mouse arrow. If in a hurry press the F1-F12 keys to instantly jump into the section desired. See the crew in their duty routines, eating in the mess hall, even fighting fire when on a fire-drill or for real. You can also check the crew quarters and witness the "hot bunk" shift end. To talk to any crew just point the mouse and left click. Some crew might inform on crew morale or any other pertinent information. For slower machines to increase performance leave the 3D Crew OFF.
7.3 Crew Resources
7.4 Assigning Watches
7.6 Menu of the Day
-This screen shows what the cook has come up with to serve starving crew members for the day. The menu may vary so at the end of the patrol (especially if on WWII subs) the food quality will decrease so will the crew morale. It also displays the whole food reserve and an estimate in percentage and in days the food will last. Keep an eye here to prevent food shortage. If food becomes an issue for any reason (poisoning, rotten) you may designate a fishing party to try to fish anything depending which sea you are. This is only available for certain submarines. There is a 20% chance of catching something. This fishing process takes 60 minutes of in-game time to complete. Time-compression is allowed until 32x. If for any reason you are detected time compression will revert to 1x.
8.0 Tactics
8.1 TMA
8.2 Hydrophone only intercept.
8.3 Radar Navigation and interception.
8.4 Sonar
8.5 Ekelund range.
8.6 Quick mental Ekelund method for range estimate.
8.7 How to set up a course to intercept the target.
8.9 Online courses and resources for Radar Navigation and Moving Board.
8.9.1 Using the in-game Moving board.