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Online since 1997

SUBSIM TACTICS & TIPS


Dangerous Waters

For patches, mods, & missions: Downloads  

Running on Vista

FYI, I went ahead and purchased and downloaded Dangerous Waters and it works fine on Vista 32.  It's a very challenging game.  I end up having to work fast and smart, less I get blown up myself...LOL.  

Thanks again,
Gary

 


Troubleshooting

Ask Thomasew

Hey Tom,

Is your 6800 a 128MB or 256MB? I am still trying to find the cause of my performance problems in SC and now the DW Demo. Everything is fine and fluid on the old machine, but the new mega machine for some reason cannot do these sims!! Sloppy cursor, screws on subs turn for a second, stop then turn. This is very frustrating!!!

Hi Stretch
It's a Gainward 6800 Ultra w/256 Mb, ... smile What is your AGP Aperture size set to .. ? Have you tried disabling 'Fast Writes' on your card .. ? Fast Writes can be found in the .. AGP Settings .. on the Nvidia Control Panel.
cheers, Tom


 

Tom

I have 1 minor request for a future version or patch (or maybe this is already covered in the full release?). Would it be possible to either add a button/joy axis command for the RPM lever in the UH-60? Or maybe add an option where the collective axis endstops/gain can be adjusted?  When on 95-105% RPM the collective setting for hover lines up exactly with the side of the detent on my Thrustmaster throttle, so it keeps creeping up into the full detent position and causes me to climb. This is a real pain when trying to sonar dip or hover next to the freighter =)  Aside from that one minor niggle the demo is perfect, I wasn't expecting a fully fledged helo flight model so I wasn't disappointed... but I was expecting a much more 'arcadey' flight model so I was quite pleasantly surprised by what you've achieved with the helo.

Hi Suvs
Use DXTweak2 to set an exponential curve for your throttle ... it works great. You can also set your Throttle to be effective only to the detent point, ... and give no output beyond that. DXInput will still work correctly, .. and give the full range of values required.
Get it here: 
http://www.wingmanteam.com/latest_software/gadgets.htm

It's about half way down the page. DXTweak2 works for ANY joystick or controller, ... don't be put off by the fact, ... that the site is a support site for Logitech.
cheers, Tom

 

Tom!
Have Soundblaster Audigy LS with last Driver released. But just like Sub Command i am losing the sound effects of weapons and Ships and Planes in external Views. The internal Views give me the engine noises 'but not external. Any idea why?

I'm using the Audigy ZS, with drivers ... 5.12.0001.0444 ... and don't experience any sound drop out at all. Try setting your Sound Acceleration to Standard in DXDiag, .. and see if that helps.
cheers, Tom

 

 

Problem:  Getting an error message now when try to open game from Desktop. Message reads: "Failed to initialize graphics display."

Solution: You need updated graphics card drivers. Read all below.

 

Problem: The game locks up and/or freezes.

Solution: It is absolutely essential that you have the very latest drivers for your sound and graphics card. It does not matter if your computer is brand new, go to the website of the company that makes your sound and graphics card and install the latest drivers. The Subsim Forums have a lot of posts that start off "The #%*&$ game locks up
!
L" and end with "You're right, the new drivers fixed it, thanksJ". 

If new drivers don't cure lockups, try decreasing your accelerations or disabling the 3D sound in the game options. One player stated, "I found what on at least my Win2k machine what was locking the game up. I like a number of others have a SoundBlaster Live!Value card. I tried lowering the acceleration, that did not solve the problem. What worked was to turn off 3D sound in the games Options panel. I still hear all the sounds, but of course they are not in 3D."

 

Sound Blaster Live? Get the new drivers here: Creative.Com

"I was having some nasty lock-ups that were making the game unplayable. After reading about other people's similar woes in here, I finally went and got the latest drivers for my Soundblaster Live Platinum card, and that was the ticket. No more total lock ups."

"I had the same problem, which was solved by updating my Sound Blaster Live! drivers. No more CTDs. If you have a SB Live!, this is definitely the first thing to try. "

"I'm using a Live Value and did find the latest drivers at the Creative.Com site. I also slowed my DirectX audio acceleration down one notch and that seems to correct the problem. Awesome sim! I expect I'll wear out the CPU and my keyboard before I stop enjoying this one."

"My problem was my sound drivers. I thought I had the newest ones but they were version 4.06. The latest drivers for SB live is version 4.11. Upgrading them fixed the lockup problems."

"I have a sblive and had lockup problems too. Run dxdiag and check your soundcard drivers to see if they are 4.08 or ABOVE as spelled out in the small white install guide you get with the game. I thought my drivers were current but they were not."

 

BE SURE to check Subsim Downloads for the latest patch for Dangerous Waters

 

 

TACTICS

The latest in a long line of excellent Sonalysts nuke subsims, Dangerous Waters brings features combat on both side of the waves.

TimmyG00's Top Secret Tactics

FFG : ASW

Towed Array Sonar quick-tip: Resolution of ambiguous bearings is simple. As in a sub, you will turn the ship. You must then watch the contact's trace on the Broadband display; if it moves UP, resolve the bearing of the contact in the direction of your turn. If it moves DOWN, resolve the bearing of the contact in the direction opposite your turn.

Hull Sonar: I have not yet found a reason to use Single-Beam or Omni modes while using Active Sonar. Omni-Rotational is the mode of choice when prosecuting submerged contacts.

Helo Ops: NEVER-NEVER-NEVER put the FFG CIWS System in FULL AUTO when conducting Helo take-offs and landings… the CIWS system will shoot down the Helo. Instead, if you are expecting threat missiles and MUST launch or recover a helo, set the CIWS system to AUTO.

Engaging submerged targets with the MH-60: In single-player missions, you can send an embarked AI Helo to attack an enemy sub without being concerned that the sub will surface and shoot your helo down with a SAM, even though the AI helo will hover right over the target datum when it drops its weapon. The AI subs’ loadout does not include the shoulder-fired SAMs. However, in Multiplayer missions, you’d better bring a friend along to fly your helo for you. A human pilot in the MH-60 will more likely be smart enough to stay out of the enemy sub’s SAM range when he launches a torpedo.

Torpedoes: Your torpedoes (Mk 46 and Mk 50) have a short range compared to heavyweight torpedoes (MK 48 and UGST) that carry more fuel. If you try to get within range of an enemy submarine in order to use your torpedoes for a kill, you may find yourself regretting that decision while trying to evade your enemy’s torpedoes or missiles. Instead, use your torpedoes as a "scare-off" weapon to force an enemy sub to break off an attack or approach; they can also be used when a submarine is detected at close range (for example, a Kilo, which is hard to detect passively and might sneak up on you, or in poor acoustic conditions). One other use for your torpedoes would be in weather conditions that would not permit helo operations.

Your primary means of engaging a submerged target should be the MH-60 helicopter. It adds range to your sensors and your weapons, and it’s a faster way to put "steel on target".

EMCON: For a surface vessel, your ship is very quiet to begin with, and while it is not "stealthy", it can be difficult to classify, under the right conditions. One of these conditions is that your ship is at EMCON. EMCON stands for Emission Control, and refers to the securing of any electronic emissions (RF Comms, Radar, Sonar). If visibility is good and you do not expect any surface or air threats, secure (turn off) your surface and air radars. Also, if you believe that the tactical conditions permit, you should limit your usage of active sonar as much as possible. If you begin a mission by pinging away on active sonar, you will have already given away your presence as an ASW threat to your prey, even if he can only see one narrowband line from your ship. This reduces or cancels whatever degree of surprise that you may have had.

SSMs: The FFG’s Surface-to-Surface missiles will not hit a surfaced submarine. However, the ASMs from the P-3 and MH-60 WILL hit a surfaced submarine (more on this later).

FFG : ASUW, Gunnery, and Self Defense

CIWS: Remember that the CIWS system has a no-fire zone at the bow of the ship. If you are expecting threat missiles from ahead of ownship, approach your target from an angle that will allow the CIWS to engage incoming missiles.

EMCON: The same tips from above apply for EMCON when engaging surface contacts.

.50-Caliber Ops: The .50 Caliber machine gun is only effective against small craft. No matter how long you pump rounds into that Supertanker, it will not show damage or be damaged. Don’t even try.

KILO : ASW

There is not much to say about the Kilo with regard to ASW operations. The Kilo, with no towed array, is not likely to detect the most modern threat submarines. The best advice for the Kilo driver is to keep a couple of USET-80 or TEST-71M torpedoes at the ready for a Snapshot if inbound torpedoes are reported. Some Kilo models do carry the SS-N-15 Starfish standoff missile/torpedo; this weapon would most likely be used by the Kilo driver who has learned about an enemy sub’s location via the Link, and is tasked to use his Starfish against the target.

The Kilo’s best protection against submerged threats is its STEALTH. As a modern diesel-electric submarine, the Kilo is quieter at typical patrol speeds than any of the other playable submarines in SCS-Dangerous Waters. Cavitation or snorkeling (to recharge batteries) means all bets are off, and you will lose your stealth advantage during those times.

A couple of good general rules to maintain stealth in the Kilo are:

- DON’T CAVITATE.

- If your sonar displays are washed out, you are probably going too fast for stealth. Slow down.

 

KILO : ASUW and Anti-shipping

For reasons described above, the Kilo is most useful against surface shipping. Since this is true, it becomes necessary to use all sensors available, including the periscope and ESM, in order to conduct successful attacks.

As previously described, the Kilo’s stealth advantage is negated by higher speeds; also, the Kilo’s top submerged speed is about 20 knots. Therefore, it can be quite difficult to gain an attack position if you’re already starting behind your target(s). In some missions, this cannot be helped. When possible, however, you will want to gain an attack position ahead or abeam of your target.

The average maximum range for the Kilo’s various torpedoes is 20km, with top speeds of only 40 to 50 knots. For fast or potentially-fast targets, it’s a good idea to launch torpedoes from well within their range radius, to avoid the possibility that the target will be able to get outside the weapon’s effective range.

 

P-3C and MH-60 ASW

MH-60: Watch your dipping sonar’s scope (deployed distance) when operating over shallow waters. It could be damaged by hitting the bottom.

MH-60: If you’ve ordered zero speed (hover) and you never seem to get below a certain (very low) speed, you are being affected by wind. Change your heading in 10-degree increments until you get to the desired speed.

Both: When deploying sonobuoys, you must bear in mind the laws of physics. A sonobuoy launched at high speed and altitude will travel further from the launch point than one that was launched from slower speed and lower altitude. This must be taken into account when planning and deploying a buoy field.

These same physics principles apply to any object that you drop from an aircraft, like mines and torpedoes.

Both: The maximum range on each gram display at the acoustics station is 12,000 yards or 6nm. As a practical matter, most buoys will not detect the quietest modern subs at that range. Therefore, you'll want to lay your "buoy field" with less spacing between buoys than 12nm (twice the radius of a buoy's theoretical maximum detection range); 9nm should be the maximum separation between your buoys (less would be better, but you only have so many buoys per flight before you'd have to land and reload), and still might not even detect a submerged Kilo with that sort of overlap. However, it will give you the best chance of detecting your target.

Your Nav Map drawing tools are very helpful in planning a buoy field. Place position markers and measure 9nm or less between each one; you will be able to see these markers at the ATO and TACCO stations, and can place your buoy drop waypoints close to those markers.

Both: If you are playing a single-player scenario, you can fly all day over a target submarine and not worry about SAMs from the sub; the AI subs do not have SAMs in their loadout. If, however, you are playing a multiplayer scenario, and you have some information as to the location of the enemy sub (range/bearing or bearing only), you will want to make an effort to stay out of the enemy sub’s SAM range (3.5nm). Sneaky sub drivers (and those who care nothing for realism) might try to bait you into flying down their bearing by surfacing briefly and running the radar. Do NOT fall for this unrealistic tactic. Instead, try "skirting" the bearing and dropping buoys on either side of the bearing line.

Both: The Mk 46 and Mk 50 torpedoes have sufficient range for you to launch them from a "standoff" range that will keep you out of the sub’s SAM range. Don’t get cocky.

P-3C and MH-60 Strike and ASuW

Both: In order to launch Hellfire or AGM-65 Maverick missiles, you must be "pointed" at the target.

MH-60: When conducting strikes in an area protected by SAM sites, you must first determine the location of the SAM site(s) so that you can avoid them. If you’re flying the MH-60, you will hover in two different spots, observing the ESM bearing of the SAM site’s radar emission each time. Place a line of position marks along the ESM bearing. Where the two lines of chart marks intersect is the location of the SAM site; each site has an effective radius of approximately 3.5nm.


Furia's FFG Hunting Guide

As a lead beta tester, I have been testing intensively the FFG and the helo. I can tell you the things I have learned about the platform and how to make the most use of it.

First thing to do when mission starts is deploy a BT buoy If sea condition and mission warrants make sure you have the Towed array deployed. If the helo is going to be needed I update its alert status to the needed one or even launch it. Load a SM-2 on the rail and if not friendly aircraft nearby place the CIWS in AUTO.

------ 2 ------

Avoid using the active sonar unless you want to refine a contact position solution or there is a reason for this. AI subs fire on Active sonar bearing easily most of the time. However I use active as well to detect surface platforms while I maintain ENCOM. Works nice :-) and you can fire an SM-2 on a target generated by active sonar. I keep a 1/3 or 2/3 speed most for the time with 60+ change of heading every 5 minutes if I am playing cat and mouse with subs and from time to time a 180ª

Sometimes I make a sprint run to confuse any TMA plotting they may have on me. I know how the subs TMA plot works so I chrono my maneuvering to screw its solution to the max. ;) I make some buoy releases considering the thermal layer depth and spacing the buoys evenly but avoiding to place them close to known neutral surface contacts.

As soon as I have a possible submerged contact bearing I will make a radical course change to resolve ambiguity and to mess up its TMA solution (It surely got me plotted by then) If I have the helo airborne I let it take care of the contact while I clear datum.

If no helo then I launch a full salvo of 3 torpedoes on it and reverse course 180 degrees and go flank speed for 4-5 minutes and after that I take a course to open range with target. Just before this salvo I use the active sonar to have the best fire solution for the torps.

If the enemy fires on me I deploy the Nixie and depending on the range to the contact initiate evasion maneuvering (evasion tactics are highly classified). One important thing to remember on a missile rich environment is that the Flares and Chaff are not automatically reloaded so if the AI deploy many of them you better visit Bridge and manually reload them.

If the frigate is among other more capable allied warships it is really useful to promote all enemy missile and aircraft contacts to LINK. This way you can have help from the other ships downing all vampires. I always load 40 SM-2. The Harpoon on this game is not as useful as the SM-2. The enemy destroy it too easily while the SM-2 gets a better impact rate and can be used against airplanes and surface ships so easy choice and most effective. The only good point about using a Harpoon is that against a Human player you can make the missile proceed towards the enemy vessel from a different bearing that your own thus confusing the human adversary although since he will already have detected you at the same time anyway, this is not a failsafe tactic.

I use to maintain ENCOM unless there is enemy radar active. Enemy AI have no trouble to sort out neutral targets from warships so expect a enemy salvo in short time after being painted by radar. Better be able to return it and keep him busy as well.

I have developed some search patterns as well as some effective torpedo evasive maneuvering but this I will keep them for me to use the first time I have the chance to have an MP against you :-) (Cannot wait for the next Otto Krestchmer Cup using an FFG).

For the helicopter what I do is to make a search on the widest or most external area of the search zone using VLAD and DIFAR. Always have radar ON unless there is enemy warships nearby. I want to know if the sub is coming to surface to fire o me.

I travel fast while deploying buoys and always have the MAD sensor extended in case I get lucky. Once I get the first bearings on the Nav map I follow the bearing with the MAD sensor and if there is no lucky I make a triangle of DIFAR buoys surrounding the suspected location of the sub. Once I have a more or less idea about where it is I dip my sonar and go active. This gives me its exact location. Now I have to act fast. If human opponent I will immediately release a torp even with dipping sonar in water, just to keep enemy busy. While I am on water with sonar submerged I am very vulnerable to its SAM and once he hears the PING he may consider killing me easily so I would drop a torp just after marking its active sonar position and I will clear datum. If the other buoys tell me the sum is in the move to avoid my first torp, thus busy, I will position myself in front of him and drop a second torp on him this time head on.


Thomasew's Safe Speeds with which to operate the Dipping Sonar (Hydrophone)

If the Dipping Sonar is in the Water, .. the safest speed that you can fly at, .. without ripping the Dipping Sonar off, ... is ~30 knots. However, ... I recommend you not go above 25 knots.

Use of the Dipping Sonar, .. i.e. monitoring for contacts, .. is good up to 8 knots, .. as any faster than that, .. and the Sonar will 'wash out', .. and you will lose contact information. 5 knots is better ... . However, the only time when you would NEED to be moving, .. whilst Dipping, .. is when you are actually closing with the contact ... in other words .. to close the range, .. but, this would be fine-tuning. You can close much faster at 20 - 25 knots, .. and even faster, if you increase your altitude so that the Dipping Sonar clears the water, .. and set your speed up to 80 knots.

If you have the Dipping Sonar out of the water, ... your maximum safe speed is ~90 knots, .. but, again ... I would recommend you not go above 80 knots. One of the most important things to remember, .. when flying the Helo, ... and Dipping, ... is that the speed shown on the Taskbar, .. or at the Pilot's Station, ... is Relative Speed ... NOT Ground (actual) Speed.

This is very important when giving Speed Change orders. Although you may be hovering (ground speed = ~0), .. your relative speed may be 15 knots, .. as a result of the wind speed. If you want to move off at 5 knots .... DO NOT add 5 knots to your indicated speed, .. as that will be interpreted as 20 knots. Irrespective of whatever speed is displayed, ... set your speed for the ACTUAL speed you want to fly at. DO NOT add or subtract from your indicated speed.

When it comes to wind speed, ... the relative speed of the Helo can be a little misleading. Relative Speed on the Helo, .. is considered in the Fore and Aft plane only ... NOT lateral. So, .. if you had a 10 knot wind blowing FROM 270 degrees, ... and you were hovering with your heading at 000 degrees, .. your relative speed will now indicate 0 knots. This is technically incorrect, .. as the Helo still has a Relative Speed, ... but in the lateral plane. It's not a major issue, .. if you set your speed for 0 knots, ... no matter which way you are heading ... your ground speed will always be 0 knots. You will experience some drift, .. but it's in no way close to any indicated speed on the taskbar or pilot station.

Couple of tips for the Demo:-

The Mission takes place in Shallow Water, .. thus your 'Deep' buoys will be useless. They operate at 400 feet, .. and in the Demo Mission they will end up in the Mud. So, .. at the Loadout screen, .. chuck out all the Deep Buoys, .. and stock up on the Shallow Ones. At the same time, .. throw out all the BT Buoys, .. for the same reason above ... you won't be needing them.

The default 'Dipping' height is 50 feet ... shortcut key=Shift+2. If you use the default height, .. you only need to stream the hydrophone out to 150 feet. That'll give you 100 feet in the water, .. which is sufficient for operating in Shallow waters. If you prefer to hover higher (there will be instances when you will WANT to do that, .. but not in the demo) .... then adjust the hydrophone cable length accordingly.

Be very careful about hovering low e.g. 50 feet, ... and then moving off at high speed. The Helo will drop in altitude as it moves forward, ... and the greater the increase in speed, ... the greater the tilt of the rotor, .. which will cause the Helo to lose altitude abruptly .... and you'll probably end up ... swimming with da fishes.

1st Update: DICASS buoys need 3 Grams to use them in ACTIVE Mode (pinging). If all your Grams are currently tuned to other buoys, ... in addition to the DICASS buoy, ... then use the GRAM CONTROL selection buttons and the FREQUENCY SELECT wheels ... to re-tune those Grams to Channel 00. This will clear any data from the Gram. As soon as you have 2 non-assigned Grams, .. then click the MODE switch on the DICASS buoy, ... the first click will put the DICASS into Directional Mode (uses 2 Grams), .. and a subsequent click of the MODE switch, .. will put the DICASS into Active Mode (using 3 Grams). Although the DICASS is now in Active Mode, ... you still need to start pinging, .. by pressing the XMIT button on the lower left of the controlling Gram. The XMIT will ONLY appear, .. once the DICASS buoy has been put into Active Mode.

Using MAD. Firstly, .. although the MAD sensor is streamed, ... it is not automatically ON. You need to turn the MAD on from the MAD/ESM station. The autocrew does not need to be on for them to report MAD/SAD detections. The only time you will need to turn the Autocrew on, at the MAD/ESM station, .. is for ESM detections.

Although every situation could be different, ... a good MAD/SAD search altitude would be ~250 to 300 Feet. Speed is not critical, ... but, keep it below ~80 knots.

Merging Contacts. You cannot 'Merge' contacts on the Helo. Lines of intersection, from your buoy detections, .. are the way to triangulate a solution. You will need to 'manually' update i.e. MARK ... the contacts from time to time ... in order that the Nav Map can display a new intersection point.

 

 


Voice Commands Doc -  all the sub, frigate, helo, and Orion voice commands in one document

 

 

TO LAUNCH SPECIAL FORCES TEAM

Special Forces are launched from the Nav map at a specific surface or land target. Ownship speed must be at 3 kts or less and you must be at periscope depth or less.

Right-click the desired target to display the Contact menu. If Ownship is at periscope depth and has a speed of 3 kts or less, the Deploy Special Forces option is available in the Contact menu’s Engage With menu option.

Select DEPLOY SPECIAL FORCES. Your Executive Officer notifies you when the team is away. NOTE:

The Deploy Special Forces menu option only appears when all of the following parameters are met. The SF team is still on board; Ownship is traveling at 3 kts or less; Ownship is at periscope depth or less; you are viewing the Contact menu for a surface platform, or land site. (Special Forces cannot be deployed against air or submarine platforms.)

TO RETRIEVE SPECIAL FORCES TEAM

When you are directed to retrieve a Special Forces team, maneuver the ship to the ordered location at the specified time and maintain the speed as designated in your tasking message.

While mission-specific instructions may vary, generally your speed must be 3 kts or less and you must be at periscope depth or less.

• To locate your team, you may need to use your radar and your periscope and maneuver as close as possible to the raft.

• When you are within the time, speed and location parameters specified in your tasking message.

 

 

Sonar

The bow sonar only picks up higher frequency ranges, so detecting subs and warships with this will be difficult. Even though this was mentioned in the old 688i game, it would appear they 'relaxed' the parameters to where it would pick up anything. Based on that I thought something was wrong in the new game. I went back and created a mission with a speedboat instead of a warship and presto, the bow array did indeed pick it up. User error, as usual. It is much harder to detect contacts, but is probably more realistic and more challenging which is fine.
 

There are no numbers on the Akula bearing Indicators for the inner arrays. You must refer to the numbers on the outer edge of the display.

Be aware that when you turn Ownship your towed array does not begin to turn until it reaches the point in the ocean where the ship began its turn. As a result, Ownship appears as a contact on the towed array during turns.

Ownship’s speed can affect your ability to detect contacts in Narrowband. When the entire signal line is near the top of the display this indicates that background noise is very high. This usually happens when your speed is over 5 kts for hull array contacts or over 15 kts for towed array contacts. Decrease your speed to reduce water flow over the array.

Straight lines indicate a consistent signal. Curved or wavy vertical lines represent distortions or variations in the signal.

If the signal is weak you may have to click more than once to designate the contact and assign the tracker.

You cannot assign a tracker while the game is paused.

If the contact that you have classified in Narrowband has not yet been assigned a Contact ID (S1, S2 etc), a contact ID symbol does not exist for that contact on the Nav map. You can not complete the contact classification process on the Nav map until the contact has been assigned a Contact ID.

You can classify contacts in ESM, Stadimeter and Narrowband. The Classification dialog highlights the name of the class that was most recently classified by one of these sensors whenever you select that contact on the Nav map.

Turns per knot for military and civilian ships are found in USNI Reference. Click CIVILIAN in the Country column then the name of the ship type to find TPK information on Civilian ships.

To stop the transmission of continuous active sonar pings on any of the submarines, click again on the TRANSMIT button

Due to varying water temperatures at locations around the world, a distinct thermal layer is not always present.

People complaining about the auto-crew picking up contacts that you can't see in the waterfall. Well they may not show up graphically, but if you scan the bearings, you will get a small signal-to-noise hit of 4 to 8 or so.  This is a potential contact even though it doesn't come through on the speakers, doesn't show a line in ITA, and can't be classified in narrowband.  S/N is shown in the Seawolf on the right numerical data display, can't remember off hand if/where it is on the Akula or 688i. by Paul Tobia

"I was playing "Iran the Straits" last night and things were going fine when all of a sudden my towed array started showing bright background noise as if I were moving at high speed, which I wasn't. The bow sonar didn't display this noise. In the narrowband sensors, it kept pulsing between high-noise and low-noise readings but eventually settled on high-noise." The game models physics very carefully. In shallow water at low speeds your towed array can actually drag the bottom and cause the phenomenon above. Retract it some, gain speed, or change your depth.


 

 

Sonar: Broadband

Broadband is the default sonar function. It is used to detect and track broadband frequency noise emanated from surface ships and submarines. Biologics such as whales and shrimp can also be detected in broadband.

 

Sonar: Narrowband

The Narrowband function is used to detect and track narrowband frequency noise emanated from surface ships and submarines. The Narrowband Station is also used to classify contacts. The sound signature of a selected contact is compared to a library of known sound signatures. Only sources with similar signatures are presented to help determine the most likely sound source.

 

Sonar: DEMON

DEMON is an acronym for Demodulated Noise (DEMON). The DEMON Station is used to determine the contact’s speed. Here you can also determine the number of blades on the contact’s propeller, which can help you classify the contact.

 

Sonar: Active

In Active Sonar, a ping or a series of pings is transmitted. The resulting echoes from an object are used to determine that object’s bearing and range.

 

Sonar: Active Intercept

The Active Intercept Display provides information on an entity that is transmitting active sonar pings. It gives information on the transmitting entity’s bearing, the interval between pings, the age of the last signal, and the signal strength. Knowing the signal strength might also assist you in determining the relative proximity of the active sonar source.

 

Sonar: SSP

The Sound Speed Profile (SSP) displays the speed at which sound is transmitted at various depths in the ocean at your current location. Water tends to form distinct layers of density. These layers affect sonar transmissions. Knowing the location of the layer in your area is important since the layer can affect your ability to detect enemy ships and subs and also helps you hide from them.

 

Sonalysts Game Design Notes:

The passive sonar modeling in Dangerous Waters was modified from 688I in an
effort to upgrade the sonar detection and classification performance. Sub
Command models the individual variables in the passive sonar equation:

Passive Sonar Signal Excess = Radiated Noise - Propagation Loss - Interfering Noise - Recognition Differential


1. Radiated Noise is the initial source level of the signal that emanates
from the contact. Broadband radiated noise varies with speed, narrowband
radiated noise does not.

2. Propagation Loss is the amount of loss the source signal sustains as it
travels from the contact to the sonar. Dangerous Waters calculates proploss on
the fly, accounting for the loss due to interaction of the signal with the
acoustic boundaries (surface, bottom, and thermal layer) and the
attenuation loss of the signal as a function of range.

3. Interfering Noise is a combination of background noise (sea state, rain,
shipping density) and self noise (noise emanating from the detecting ship)
that is a function of own ship speed..

4. Recognition Differential is how well a sonar system can differentiate a
signal from the background noise. Dangerous Waters models separate sonar
Recognition Differentials depending on sonar type and model.

All these variables are modeled in Dangerous Waters to determine whether or not
to display a signal on a sonar screen, and how brightly to display the signal.

Broadband radiated noise varies by platform class, and is adjusted for
target speed. Broadband radiated noise values are modeled for
representative frequencies in the 2 kHZ - 4kHZ range.

Narrowband radiated  noise is modeled by assigning a narrowband profile to each
appropriate platform - 5 discrete narrowband frequencies. The 5 discrete narrowband
lines range in frequency from 50 Hz - to - 2 kHZ. All U.S. built ships
will have a 60 HZ lines because the U.S. uses 60 cycle electrical
equipment. The rest of the world uses 50 cycle electrical equipment, so
their narrowband profile will have a 50 HZ line.

Low frequency signals propagate through water with much less loss than do
high frequency signals. Therefore, in most cases the best/initial
detection sensor will be the detection of narrowband lines on the towed
array. The window at the top of the Narrowband Station allows the user to
perform a narrowband search. Even though a signal is not visually apparent
in the search window, moving the cursor through all the bearings may
discover a narrowband contact line that will then be displayed in the
middle window. This occurs because the sonar system is able to pull a
signal out of the noise. This is the systems Recognition
Differential. This is the reason why an auto Sonarman will report a
contact that the player does not visually see on the Broadband screen.

The lower frequency lines will be detected first as the range between ships
closes, and the brightness of the lines will depend on the calculated
Signal Excess. The Broadband Station will generally detect after detection
has been made on the Narrowband Station. Towed arrayed broadband will
detect first over the spherical and cylindrical arrays because of it's
lower frequency band and better recognition differential. However,
spherical and cylindrical array detections eliminate the problem with the
ambiguous towed array detection.

The environmental inputs for each mission have a major effect on the sonar
detection performance. The inputs are environmental profile type (surface
duct, convergence zone, bottom limited), bottom type (rock, mud, sand), and
sea state (0-5). The depth of the water is also a major factor. These
inputs are available in the mission editor.
 

 

 

Torpedoes

  • A torpedo or a UUV can no longer be wire-guided once the muzzle door of the tube that fired it has been closed. Closing the muzzle door cuts the guidance wire.

     

 

Target Motion Analysis (TMA)

  • When you start a mission check to see if the array is deployed. If it is not, streaming the array should be the first thing you do. The mission designer determines if the array is already streamed when the mission starts.
     
  • When the TMA Auto Crewman is ON you cannot adjust solutions at the TMA Station If you attempt to move the TMA Ruler or make entries in the Trial Solution Fields, your TMA Auto Crewman moves them back to the settings he entered.
     
  • Be aware that if you designate a contact as a surface ship when it is really a submarine, the Fire Control Auto Crewman enters presets appropriate for a surface ship. He uses your classification and the existing TMA firing solution to determine appropriate presets, even if your classification and firing solution are wrong.
     
  • An Unknown/Unknown contact does not have an Engage With option in its Contact menu. Until you designate the contact as surface or subsurface the game doesn’t know which type of weapons to place in the Engage With menu.
     
  • Unless the Show Truth cheat is on, the location of the 3D object coincides with the location of your TMA solution and is only as accurate as your TMA assessment!
     
  • UUV sonar contacts also have Sierra (S) designations, but their data is not reported in the Sonar Suite. UUV data is available in TMA and on the Nav and Fire Control maps.
     
  • When a sonar tracker is assigned to a contact, bearing updates are automatically sent to the TMA board. While radar, ESM, single-ping active sonar and visual contacts appear in the list, these contacts are not updated on the TMA board unless you physically mark them again. The history for these contacts may contain only one line. Your Auto-Radar Crewman, when activated, sends updates for radar contacts as long as the radar is on.
     
  • Marking a contact with the periscope does not give you an automatic range. But using the Stadimeter to manipulate a photo of the visual contact can provide you with a range that is fairly accurate. When visual or periscope contacts are referred to in this section, it is assumed that you have determined a range for the contact and marked it in the Stadimeter Station. The Periscope and Stadimeter Stations work hand in glove.
     
  • The ruler handle is only visible when the ruler contains more than one tick mark or speed is set to greater than 1 knot (kt) in the Speed field in the trial solution area. You must zoom way in on the ruler to see it at that speed. You can also set the speed to 10 kts or more temporarily. This will expand the ruler and reveal the handle.
     
  • Changing the digits in the Range and Bearing fields can only be accomplished by first locking the field. Adjusting these two values moves the ruler in ways you might not anticipate. These fields should only be locked if you know a bearing and range information from a separate source, for instance radar or active sonar.

 

TMA bearing lines are color coded to indicate its source.

  • Bow sonar array: White
  • Hull sonar array: Blue
  • Towed sonar arrays: Purple
  • Active sonar: Green
  • Periscope or ESM: Red
  • Radar: Yellow
  • UUV passive sonar White

     
  •  

    UUV active sonar Green

    The first letter of the contact ID represents the source of the data:

    • S for Sonar (passive, active, UUV)
    • R for Radar
    • V for visual/periscope
    • E for ESM
    • M for contacts merged in TMA
    • L for Link

       
    • If you have selected Novice settings at install or in the Options menu your experience may be different. Blue link contacts may appear and your Auto Crew marks contacts and performs TMA assessments for you so contacts other than Ownship may appear on the Nav map.

      Dangerous Waters uses the following colors to denote side alliances.

    • Color: Alliance:
    • Blue Ownside/Friendly
    • Orange Allied
    • Red Hostile
    • Yellow Unknown
    • Green Neutral
    •  

     

     

    Orders

    • The Fire Tube menu option is always visible if a UUV is loaded in a tube. UUVs do not require a target assignment so you need only fire the tube to launch it.

      Set Depth

      Surface: Orders your sub to the surface.

      Go to PD: Orders your sub to Periscope Depth.

      Go Shallow: Orders your ship to 100 feet/30 meters.

      Go Deep: Orders your ship to 800 feet/244 meters.
      Beware! If you are not in water that deep, you will slam your ship into the bottom.

      Masts and Antennas

      These menu options appear as long as the mast is still functioning.

      Raise/Lower ESM: Toggles the state of the ESM Mast (Electronic Support Measures). You must be at periscope depth or shallower and at speeds of 10 kts or less if the sail is submerged to avoid damaging the ESM Mast.

      Raise/Lower Radio: Toggles the state of the Radio Mast. You must be at periscope depth or shallower and at speeds of 10 kts or less if tour sail is submerged to avoid damaging the Radio Mast.

      Raise/Lower Periscope: Toggles the state of the Periscope. Raising the Periscope at a speed greater than 10 kts damages the mast if your sail submerged.

    Raise/Lower Radar: Toggles the state of the Radar mast. You must be at periscope depth or shallower and at a speed of 8 kts of less if your sail is submerged to avoid damaging the Radar Mast.

    Lower All: Quickly lowers all masts and antennas.

     

    Maneuver Shortcuts

    • Seawolf: Orange numbers indicate the current depth, course and speed. Digits are green while you click them.
    • 688(I): Green numbers indicate the current depth, course and speed. Digits are orange while you click them.
    • Akula: Red numbers indicate current depth, course and speed. Digits are white while you click them.
    • Depth is shown in feet on the U.S. subs and in meters on the Akulas.

       

     


    ------ 2 ------

     

    Attack strategy

    As an Akula Commander, I have discovered one of the best ways to deal with ADCAPs is not to get close. As long as I am not under ice, this technique has shown a 100% kill rate against a 688I or Seawolf class. I drop speed very slow, 2-3 knots and drink one cup of coffee and two cups of patience. As soon as I firm up a solution (changing depths and headings) I use the best standoff weapon I can find. The Stallion. It has taken as many as three for the Seawolf, but the range is beyond anything the Seawolf can deal. Ideally I fire one and get the others ready. Once the Seawolf begins to evade, her speed kicks up and even she can be heard at 32 knots. Then it is just a matter of time. Also while she is running blind there is ample time to sprint into other positions. What an incredible game.  -- Andy

    AKULA II tactics
    So far i have had 2 draws in testing and 3 kills in official combat against Seawolf Class subs in multi-player and haven't been killed yet. ASW Missile Tactics: shoot 3 missiles, there weak warheads, but will often get a kill, but 3 is best. if you know the exact location, separate the shots to 1 mile for every 5 miles of missile travel, bearing 000, 120, and 240 relative to the target. He is screwed and will die. if you have a lot of contacts in a small area, best tactic is 5 missiles at 1.5nm for every 5 miles one in the center, and at bearings of 045, 135, 225, 315.

    Shaval: the shaval isn't perfect, but it is extremely loud and will force an opponent into a quick defensive action, possibly saving seconds. I shot at one person at 9000yds, and killed him before he could even shoot. just select a depth that your opponent might be at, and shoot at +1 the bearing that he is at in his bearing rate and add 1 more to that, you'll get close at least. - Neil Mckown

     

     

    Evasion

    • The Seawolf has eight external countermeasure tubes. The CMs in the external tubes are fired first when this option is selected. You can set countermeasures to a specific depth from the Seawolf’s Fire Control Countermeasure Launch Panel.

     

     

    Miscellaneous

    • The changed loadout is attached to your player name and becomes your sub’s default loadout for all subsequent missions you play with that player name.
       
    • To proceed to the next mission, you must successfully complete all the mission’s critical goals. Critical and non-critical goals are listed in the Mission Status screen during gameplay. Press » during gameplay to access the Mission Status screen or select Mission Status from the System menu.

       
    •  When Sonar Auto Crewman is ON you can still assign trackers and mark contacts. In some cases you may be quicker than he is. You can also move the Narrowband Cursor to designate the search area for the Sonar Auto Crewman.

       
    • The Improved Akula-I and the Akula-II submarine stations look and function identically within the game. Both of these classes are referred to as simply ‘Akula’ in this manual.
       
    • If Show Truth is ON and contacts you expect to see do not appear on the Nav map check to see if you have inadvertently turned off the display of one of the alliances.
       
    • You can press e while your cursor is over the 2D Map to place a marker at the location of the cursor.
       
    • "I launch missiles sometimes at land based targets or ships, and they just explode in mid-flight. Why?" Could be an enemy ship/land platform shooting them down and or they have reached there limit and self destructed.

       

     

     


    Eric Fox's Akula Training Guide -  These missions are being designed to build upon knowledge obtained in the original three training missions that were released with the game Sub Command. The training missions will hopefully help the beginner and intermediate level captains pick up valuable knowledge and learn useful operational tactics. They are intended to provide a controlled environment to practice or evaluate specific tactics or equipment.

     

    Also see: Subsim Review Tactics & Tips for Sub Command



    nzm30's Cavitation Table

    1) This table was quickly checked at two ocean locations and gave the same results.
    2) The table shows depth and speed just before cavitation occurs, for example, the 688I cavities at a depth of 211 feet at 16 knots.
    3) One strange fact noticed with Seawolf and 688I while ascending. If you run a high speed and depth, but comfortably before the onset of cavitation and while keeping the same speed, ascend to a depth, planing to stop just before cavitation depth, you will get the message “cavitating”, “not cavitating”, several times on the way upwards. When you arrive at the planed depth you will not be cavitating. For example with Seawolf at 365 feet and 28 knots, change depth to 336 feet.
    4) The figures for Seawolf at 14 and 15 knots are a little strange.

               688I   Seawolf       Akula II and Improved
    Knots   (feet)      (feet)    (meters)
    9           74          -           23
    10         96          -           29
    11        117        82          36
    12        139        104        43
    13        157        126        49
    14        175        147        55
    15        193        147        61
    16        212        162        68
    18        248        191        80
    20        284        220        93
    22        321        249        106
    24        357        278        118
    26        393        307        131
    28        430        336        144
    30        466        365        157
     


     

     

    BUGS

    The most common "bug" is the player not reading the manual and understanding the simulation. Before you cry "bug!", read the manual carefully.

    • None at this time

     

     

    Sonalysts Combat Simulations

    Dangerous Waters

    Voice Recognition Commands and Syntax

    Key

    [ ] = words inside are optional (the command will be recognized whether

    these words are spoken as part of the phrase or not)

    n = any single digit number

    nn = any double digit number (note that some numbers will not be valid for

    certain commands)

    A full listing of the Voice Commands can be found on CD1 in the folder Manual

     

    Notes

    • Voice commands behave similarly to their keyboard counterparts and can only be used where a keyboard command is appropriate (e.g., they are ignored when dialogs are visible).
    • Voice commands are only recognized in-game (i.e., they are not recognized on the main menu, brief screen, etc.)
    • If commands are being recognized sporadically, training the speech engine generally helps improve accuracy. Visit the speech control panel accessed via the Speech icon in the Windows control panel.

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