This manual is divided into sections. Each section contains its
own Table of Contents.
Section 1: Install Guide 1-1
Section 2: Welcome/Getting Started 1-2
Section 3: Main Menu 3-1
Section 4: Multiplayer 4-1
Section 5: Training 5-1
Section 6: Navigation Station 6-1
Section 7: FFG Stations 7-1
Section 8: MH-60R Stations 8-1
Section 9: P-3C Orion Stations 9-1
Section 10: Kilo Stations 10-1
Section 11: Akula Stations 11-1
Section 12: Seawolf Stations 12-1
Section 13: 688(I) Stations 13-1
Appendices
Appendix A: Acronyms A-1
Appendix B: Terms B-1
Appendix C: Submarine Max and Mins C-1
Appendix D: In-Game Sensors D-1
Appendix E: Credits E-1
i
LICENSE
This License does not provide you with title to or ownership of the software
program “Sonalysts Combat Simulations – Dangerous Waters”, (the
“Software”) but only a right of limited use of the Software, and ownership of
the media on which a copy of the Software is reproduced. The Software,
including its source code, is, and shall remain, the property of Sonalysts, Inc.
You may make one copy of the Software solely for back-up purposes,
provided that you reproduce all proprietary notices (e.g., copyright, trade
secret, trademark) in the same form as in the original and retain possession
of such back-up copy. The term "copy" as used in this License means any
reproduction of the Software, in whole or in part, in any form whatsoever,
including without limitation, print-outs on any legible material, duplication in
memory devices of any type, and handwritten or oral duplication or
reproduction. The manual may not be copied, photographed, reproduced,
translated, or reduced to any electrical medium or machine-readable form,
in whole or in part, without prior written consent from Sonalysts. All rights
not specifically granted in this Agreement are reserved by Sonalysts.
You shall not, in any way, modify, enhance, decode, or reverse engineer the
Software. User-created scenarios may be distributed free of charge, but shall
not be sold, licensed, or included as part of any package or product that is
sold or licensed, without the prior written consent of Sonalysts. You may not
rent or lease the Software or related materials.
You may permanently transfer the Software and related written materials if
you retain no copies, and the transferee agrees to be bound by the terms of
this License. Such a transfer terminates your License to use the Software and
related materials.
LIMITED WARRANTY
Sonalysts and Battlefront.com warrant to the original purchaser that the
media on which the Software is recorded is free from defects in workmanship
and material under normal use and service for 90 days from the date of
delivery of the Software. This warranty does not cover material that has been
lost, stolen, copied, or damaged by accident, misuse, neglect, or
unauthorized modification.
Sonalysts’ and Battlefront.com’s entire liability and your exclusive remedy
shall be, at Battlefront.com’s option, either return of the price paid, or
replacement of the media which does not meet the limited warranty described
above. The media must be returned to Battlefront.com with a copy of your
purchase receipt. Any replacement Software media shall be subject to this
same limited warranty for the remainder of the original warranty period, or
thirty days, whichever is longer.
LIMITATION OF LIABILITY
SONALYSTS AND BATTLEFRONT.COM MAKE NO OTHER WARRANTY OR
REPRESENTATION, EXPRESS, IMPLIED, OR ANY WARRANTY ARISING FROM
A COURSE OF DEALING, TRADE USAGE, OR TRADE PRACTICE WITH
RESPECT TO THE SOFTWARE OR RELATED MATERIALS, THEIR QUALITY,
PERFORMANCE, MERCHANTABILITY, NON-INFRINGEMENT, OR FITNESS FOR
A PARTICULAR PURPOSE. AS A RESULT, THE SOFTWARE AND RELATED
ii
MATERIALS ARE LICENSED “AS IS.” IN NO EVENT WILL SONALYSTS OR
BATTLEFRONT.COM BE LIABLE FOR ANY SPECIAL, INCIDENTAL, OR
CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR
MALFUNCTION OF THE SOFTWARE AND RELATED MATERIALS. SOME
STATES DO NOT ALLOW LIMITATION AS TO HOW LONG AN IMPLIED
WARRANTY LASTS AND/OR EXCLUSIONS OR LIMITATION OF INCIDENTAL OR
CONSEQUENTIAL DAMAGES SO THE ABOVE LIMITATIONS AND/OR
EXCLUSION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES
YOU SPECIFIC RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH
VARY FROM STATE TO STATE.
iii
iv
SECTION 1
INSTALLATION GUIDE
Section 1: Installation Guide
1-1
1: INSTALLATION GUIDE
S
YSTEM REQUIREMENTS
MINIMUM SPECIFICATIONS
Windows 98SE/ME/2000/XP
550Mhz processor
128 MB RAM
Eight-speed CD-ROM drive
Direct 3D compliant Video Card with 32MB RAM, (with DirectX 9.0b
compatible drivers)
Sound Card with DirectX 9.0b compatible drivers
Desktop Resolution of 800x600 @ 16-bit color depth
590MB hard-drive space for installation
Internet or LAN connection required for multiplayer
RECOMMENDED SYSTEM
The following upgrades from the minimum specifications are
recommended:
1GHz+ processor
256 MB RAM
Direct 3D compliant Video Card with 64MB RAM, (with DirectX 9.0b
compatible drivers)
1GB hard-drive space for installation
TO INSTALL S.C.S. – DANGEROUS WATERS
1. Insert S.C.S. - Dangerous Waters CD disk #1 in your CD-ROM drive.
When the install wizard appears, click INSTALL.
2. The Dangerous Waters Setup Wizard appears. Click NEXT to proceed
to the next step. (You can click CANCEL at any point to exit the Setup
Wizard.)
3. The Choose Destination Location window appears. Click NEXT to
install the game to the default location or select BROWSE to select and
alternative location, then click NEXT.
4. The Setup Type window appears. You must select FULL or TYPICAL
before you can proceed. Click NEXT.
5. The Select Program Folder window appears. Click NEXT to install the
game to the default Program File location or click BROWSE to select
an alternate location, then click NEXT.
Section 1: Installation Guide
1-2
6. The Start Copying Files Window appears providing you with an
opportunity to review your selections for type and locations before
starting the copy process. To change your selections, click BACK. Click
NEXT to continue.
7. A progress bar appears indicting that the files are being copied to your
hard drive. Partway through this process you are prompted to insert
disk #2. Remove disk #1, insert disk #2 then click OK.
8. Near the completion of the copy process you are prompted to insert
disk # 1 again. Remove disk #2, insert disk#1 then click OK.
9. You are prompted to add an icon to the desktop. Click YES or NO as
desired.
10. The Adobe Acrobat Reader information window appears. Click YES.
11. You are prompted to install Voice Command Recognition software.
Click YES or NO as desired.
12. You are prompted to install DirectX 9 if it is not installed. You must
install DirectX 9 to run S.C.S. – Dangerous Waters. You are informed if
DirectX 9 is already installed. Click OK.
13. The Initial Skill Level selection window appears. You must select
Novice or Advanced settings as described in the wizard to continue.
Click NEXT.
14. The InstallShield Wizard Complete window appears. Click FINISH.
Section 1: Installation Guide
1-3
Section 1: Installation Guide
1-4
SECTION 2
WELCOME
GETTING STARTED
Section 2: Welcome / Getting Started
2-1
2: WELCOME/GETTING STARTED .............................................................2-3
System Menu........................................................ 2-16
PLAYING FROM THE NAVIGATION STATION........................ 2-17
Section 2: Welcome / Getting Started
2-2
2: WELCOME/GETTING STARTED
Now you can command a surface, subsurface or air platform all in one
game! S.C.S. - Dangerous Waters allows you to engage the enemy below
as the commander of an Oliver Hazard Perry Class Guided Missile Fast
Frigate, its MH-60R multi-mission helicopter or a P-3C Orion ASW/ASUW
aircraft. Prowl the ocean depths in a U.S. Seawolf or Improved Los Angeles
Class Nuclear Submarine or seek out enemy targets in a Russian Akula I
Improved or Akula II Nuclear Submarine or an ultra quiet Russian or
Chinese Kilo diesel sub!
Play the campaign from either the Blue (U.S. or U.S. and Russian alliance)
or Red vantage point (Chinese or Chinese and Russian alliance).
Multiplayer missions pit you against players commanding the most capable
submarines at sea or a deadly submarine hunter.
Multiplayer Multi-Station mode allows you to man a specific station aboard
a ship, plane or sub with other players taking the role of other
crewmembers on the same platform! See the Multiplayer section of this
manual.
As the Commander of your platform you can relinquish control of various
stations to your Autocrew or man all stations yourself. Give orders to your
crew via voice commands, use the handy menu commands from the Task
Bar or mouse commands in the Navigation Station. The Task Bar allows
you to perform many maneuvering tasks from any station.
Create your own missions in S.C.S. - Dangerous Waters powerful Mission
Editor. Information from the United States Naval Institute is available on all
military ships and planes modeled in the game.
CONTROLLABLE PLATFORMS
Controllable platforms include sub classes from three countries and U.S.
Navy ASW surface and air platforms. The following classes are controllable
in S.C.S. - Dangerous Waters.
U.S. PLATFORMS
Oliver Hazard Perry (FFG-7) Class
Small, sleek and fast, Oliver Hazard Perry class guided missile frigates
(FFGs) are uniquely capable warships, commonly referred to as a "Fleet
work horse," to protect shipping, with particular emphasis as an AntiSubmarine Warfare (ASW) combatant. This ship class was designed to be
cost efficient and therefore lacks a true multi-mission capability.
Nonetheless, these frigates are a tough ship capable of withstanding
considerable damage as demonstrated by the USS Stark surviving a hit by
two Exocet cruise missiles and the survival of USS Samuel B. Roberts after
suffering a mine detonation. A significant combat upgrade for these ships
came about from embarking multi-mission helicopters to extend the combat
reach in terms of both weapons and sensor capabilities. This surface
Section 2: Welcome / Getting Started
2-3
combatant is capable of engaging and destroying targets on land, in the air,
and on the sea; remaining at sea for extended periods of time, and
continuing to operate in very rough sea conditions.
MH-60R Multi-mission Helicopter
The MH-60R is an advanced multi-mission helicopter equipped with state of
the art electronics and sonar including Multi-Mode Radar, Electronic
Support Measures, and AQS-22 airborne low frequency dipping sonar
(ALFS). Its Penguin missiles can engage surface combatants and its
Hellfire missiles make it a threat to small surface craft and land targets
alike! With its dipping sonar and the latest in sonobuoy processing the MH60R can quickly detect, localize and attack enemy submarines with Mk 46
or Mk 50 torpedoes!
Its up to date sensors and its mission specific weapon loadouts make this
an excellent combat asset that greatly expands the range of its host surface
combatant.
The MH-60 R is a controllable platform and is embarked on the Perry class
(FFG-7) and other U.S. ships in S.C.S. -Dangerous Waters.
P3-C Orion
While its primary mission was originally anti-submarine warfare (ASW) and
maritime patrol, the four-engine turboprop P-3C Orion has increasingly
become a multi-mission platform as evidenced by its invaluable support of
Operation Iraqi Freedom where it provided battlefield surveillance! Utilizing
its long-range and the ability to remain on station for long periods of time,
the P-3C patrolled the battlespace and provided instantaneous reports to
troops on the ground.
Mission roles for the P-3C in addition to ASW now include anti-surface
warfare (ASUW), carrier battle group support, over-the-horizon (OTH)
surveillance and targeting, interdiction operations, and littoral warfare. To
assist in its anti-surface role, new equipment has been installed including
imaging radar and electro-optic sensors. ASW equipment in the P-3C
includes magnetic anomaly detection (MAD) and sonobuoys including
directional frequency and ranging (DIFAR) capability.
The P-3C can carry a variety of weapons depending on its assigned
mission. Weapons include Mk 46 and Mk 50 torpedoes, and SLAM-ER and
Maverick missiles for strike warfare. Mines can also be carried.
Seawolf (SSN 21) Class
Countering the threat of the ultra-quiet non-nuclear subs acquired by third
world countries is now a primary mission of U.S. nuclear attack submarines.
This state-of-the-art U.S. attack submarine is the quietest nuclear powered
submarine currently deployed by any country. With its superior stealth, a
tactical speed higher than any other U.S. submarine, and its hardened sail,
Seawolf stands ready to tackle missions as varied as the insertion of
Special Forces to attacking threats under the polar ice cap. Her Tomahawk
missiles make her a threat to inland targets up to 1,400 nm away and her
Mk 48 ADCAP torpedoes are lethal to subs and ships alike.
Section 2: Welcome / Getting Started
2-4
Los Angeles Improved (SSN 688(I)) Class
The “backbone of the fleet”, the 688(I) class sub is one of the quietest
submarines in operation today and is armed with state-of-the-art weaponry
including Tomahawk land attack missiles and Mk 48 ADCAP torpedoes. Its
hardened sail and bow planes make it available for missions under the ice.
688(I) class subs are available in sufficient numbers to ensure availability
for missions around the world.
RUSSIAN PLATFORMS
Kilo SS & Kilo Improved SS Classes
Dubbed “The Black Hole” by NATO personnel for its uncanny ability to
disappear, the ultra quiet Kilo and its crew stand poised to protect littoral
water from intrusion by enemy submarines and surface ships. Its six
torpedo tubes can be loaded out with the latest in Russian wire-guided and
wake homing torpedoes as well as anti-sub, anti-ship and land attack
missiles making it a deadly opponent. With its anechoic hull coating, two
120-cell batteries providing 9.700 kw/hr and an air regeneration system
providing enough breathable atmosphere for 260 hours of operations with a
full crew, this is not your grandfather’s World War II diesel submarine!
Akula 1 Improved SSN & Akula II SSN Classes
Russia’s counterpart to the U.S. Los Angeles Class, the Improved Akula-I
Class submarine is nearly as quiet as the 688(I). With six additional tubes
external to the pressure hull, it is capable of carrying additional weapons or
decoys.
Quieter than the Akula I Improved the Akula II is the quietest nuclear
powered Russian submarine in existence. At low speed it is reported to be
as quiet or quieter than the United States Improved Los Angeles class
submarine. Also armed with six additional external tubes for weapons or
countermeasures, the Akula-II is a formidable opponent.
CHINESE PLATFORMS (PROC)
Kilo SS & Kilo Improved SS Classes
Uniquely suited for operations in the South China and East China Seas, five
Russian built Kilo submarines significantly enhance the People’s Liberation
Army Navy (PLAN’s) attack submarine fleet. One of the quietest
submarines in operation when operating on battery, it is capable of
detecting an enemy sub at a range far greater than the range at which it
can be detected itself. This extremely capable sub with its loadout of antisub and anti-surface torpedoes and Russian built missiles stands ready to
confront hostile naval forces and deny them access to sea lanes, and costal
and naval facilities!
Section 2: Welcome / Getting Started
2-5
HOW TO USE THIS MANUAL
This manual is divided into the following sections. (A separate Mission
Editor manual is found in electronic format on S.C.S. – Dangerous Waters
CD 1 in the Manual folder.
Install Guide: Provides minimum and suggested system requirements and
step-by-step instructions for installing S.C.S. – Dangerous Waters.
Welcome/Getting Started: This is the section you are reading now. This
section defines terms as used in the manual and outlines game settings
assumed in the manual. If your settings do not match those assumed, your
experience will be different than those described in here. This
provides a very brief overview of the game, how to get started and an
overview of game elements that are common across all controllable
platforms. You are also directed to the location of full explanations for game
elements when appropriate.
Main Menu: Main Menu options with the exception of Mission Editor and
Multiplayer are described in full here. Mission Editor is fully explained in a
separate manual included on your game CDs. Multiplayer is described in its
own section in this manual.
Multiplayer: How to host or join a multiplayer game is explained. Playing
the game in Multi-Station mode is also described. In Multi-Station mode
several players work together within a single platform, with each person
manning a specific station or suite of stations.
Training: This section provides background needed to effectively use sonar
sensors and the TMA station.
Sonar School: An introduction to sound transmission and sonar terms
and concepts. A description of how to use the Sonobuoy Display
windows (Grams) is found here.
TMA Basics: The principles of Target Motion Analysis (TMA) and how
it works to create a firing solution are covered here.
Navigation Station: The game starts in the Navigation Station regardless
of the platform you are commanding. The Navigation Station functions
virtually the same regardless of Ownship selection. The basics of
Navigation Station functionality are covered here. All other stations are
covered separately according to platform.
FFG Stations: Explains all FFG stations and functionality.
MH-60R Stations: Explains all MH-60R stations and functionality
P-3C Orion Stations: Explains all P-3C Orion stations and functionality
Kilo Stations: Explains all Kilo stations and functionality.
Akula Stations: Explains all Akula stations and functionality.
section also
Section 2: Welcome / Getting Started
2-6
Seawolf Stations: Explains all Seawolf (SSN 21 Class) stations and
functionality.
688(I) Stations: Explains all 688(I) stations and functionality
Appendix A: Acronyms
Appendix B: Terms
Appendix C: Submarine Max and Mins
Appendix D: Ownship Sensor Names
Appendix E: Credits: A list of the people who created and contributed to
the production of S.C.S. – Dangerous Waters
Mission Editor: S.C.S. – Dangerous Waters ships with the robust Mission
Editor used to create the campaign and all missions in the game. The S.C.S – Dangerous Waters Mission Editor User Manual is provided in electronic
(pdf) format in the Manual Directory on S.C.S – Dangerous Waters CD #1.
ASSUMPTIONS IN MANUAL
This section defines terms as used in the manual. The writer assumes
specific Options settings are selected in the Options>Game and Crew
screens. If different Game and Crew options are selected, the descriptions
seen here may not match your experience.
Specific Options Settings
You were forced to select Advanced or Novice Settings when you installed
S.C.S. – Dangerous Waters. While learning the game neither mode is
perfect. This manual assumes the specific settings for Game and Crew
Options as noted below.
Crew Options Settings
This manual describes what the player must do to use each station;
therefore, it assumes all Autocrew are off. If you have turned on any of your
Autocrew your experience will not be what is described within this manual.
From the Main Menu click Options then Crew. Click the square in
front of the type of platform you are commanding to select the
Autocrew options for that Platform. Click Defaults (Advanced).
This turns off all Autocrew for that platform.
Note: There is no Autocrew option for Auto Pilot for the P-3C and the
MH-60R. Because flying is never your primary tasking in air
platforms, Auto Pilot is on by default. When you fly the P-3C or MH60R with a joystick you must switch the Auto Pilot to OFF; however,
the Auto Pilot continues to work until you move the joystick. As soon
as you leave that station to attend to your tasking on other screens,
the Auto Pilot reverts to ON. Turn it OFF again when you return to
the Pilot Station. See Main Menu/Options/Crew for information on
Autocrew for each platform.
Section 2: Welcome / Getting Started
2-7
Game Options Settings
While many game options can be considered cheats, some reflect realistic
settings. Selecting Novice Game setting can enhance your enjoyment of the
game while learning, by speeding up weapon and aircraft launch times and
reducing the time needed to repair damage.
If you selected Advanced settings at install or have tweaked any of your
Game Options settings we recommend clicking Defaults (Novice) in the
lower left of the Options>Game screen.
The manual assumes the following settings are selected in Options>Game
screen.
Show Dead Platforms ON: When ON destroyed platforms appear in 3D
and on the Nav Map whether you have detected the platform or not. This
feature is a cheat but provides you with feedback that you really have hit
your target when you have no way of knowing otherwise. While you are
learning the game, this feedback is reassuring that you are doing things
correctly. The dead platform is a Truth object. It represents the actual
identity of the platform and its actual location on the Nav Map and in the 3D
view when the symbol is selected. Its symbol is greyed on the Nav Map to
indicate it has been destroyed. You will continue to see the wire frame or
solution representations as detected by your own sensors as well. (See
Navigation Station/2D Navigational Map for in-depth information on the Nav
Map and its symbols.)
Show Truth OFF: When ON, symbols for all objects in the mission display
on the Nav Map, whether you have detected them or not. Each symbol
appears in the contact’s true location and reflects its accurate category and
alliance ID.
Show Allies OFF: When ON this is the equivalent of Show Truth for Allies.
The true locations and platform data for Ownside/friendly platforms appear
on the Nav Map.
Show Link Data ON: Commanders of the FFG, MH-60R and the P-3C will
see the Nav Map (and Geoplot) NTDS symbols for Link participants and all
contacts currently held by Link participants. Submerged subs will not see
Link data on the map at game start. Subs see Link data only when at
comms depth with the radio antenna extended or when the floating wire is
streamed and Ownship is shallow and traveling slow enough to receive
data. Once your sub is out of radio contact Link data are no longer updated.
See Navigation Station/2D Navigational Map section for in-depth
information on the Nav Map, its symbols and Link information.)
Weapon Quick Launch is ON: When OFF weapon reloads reflect realistic
times. When ON weapon reload and launch time units are in seconds
instead of minutes.
Aircraft Quick Launch ON: When OFF the time it takes to launch the
FFG’s helicopter reflects a realistic time interval. When ON, aircraft launch
time units are in seconds instead of minutes. (It takes a full hour to launch
your helo when it is not in Alert 30 if this feature is OFF.)
Section 2: Welcome / Getting Started
2-8
Quick Damage Repair ON: When OFF damaged equipment repairs reflect
realistic times. When ON, repair time takes seconds instead of minutes.
Enable Wind OFF: When ON, any Wind Region defined in the mission by
the mission creator affects your Ownship aircraft or FFG navigation. Wind
speed and direction are noted in the Task Bar for aircraft and the FFG. See
Note below.
Enable Currents OFF: Any water region defined for a mission can
influence Ownship sub and ship navigation. There is no way to determine
the direction of currents. See Note Below.
Note: The wind and currents function basically the same. Wind
affects aircraft and surface ships and currents affect subs and ships.
When enabled, crosswinds or currents push Ownship off course.
Opposing winds or currents slow Ownship, while trailing winds or
currents speed it up. If you order an exact speed via the Task Bar,
your crew takes wind and currents into account in maintaining your
ordered speed, but if you give a specific engine order, your actual
speed may vary. Be aware that the speed readout on the Task Bar
shows forward speed through air or water, not speed over the
ground. If you've ordered an exact speed, your indicated speed may
be higher if you're driving into a wind or current, or lower if you're
riding with a trailing wind or current.
Enable Waveriding ON: When OFF, objects in the water in a high sea
state will not follow waves, but will stay straight and level. This may cause
models to submerge or float above the waves in 3D. This option should only
be disabled to lighten CPU load for performance reasons. For further
information on the Game options see Main Menu/Options/Game.
Default Keyboard Controls Settings
This manual assumes the default keyboard control settings are in effect. If
you have changed your hot key assignments in the Options>Controls page,
the keyboard commands listed in the manual will not be accurate. Click
Defaults at the bottom of the Options>Controls page to return any settings
you have changed to those shipped with the game.
Terms defined
In this manual the following terms are used as defined below:
General Terms
Click: Single left mouse button click
Right-click: Single right mouse button click
Platform Terms
Platform: Any ship, sub or aircraft
Controllable Platform: A ship, sub or aircraft that can be player
controlled in the game.
Ownship: Refers to the current controllable platform regardless of
category. (Controllable aircraft are also referred to as Ownship.)
Section 2: Welcome / Getting Started
2-9
Ownside: All platforms assigned to your side by the mission creator.
688(I): Any controllable U.S. Improved Los Angeles class nuclear
submarine.
Akula: Any controllable Akula I Improved or Akula II class nuclear
submarine. All Akula game interfaces are the same. Their weapons,
top speed and noise levels differ.
FFG-7 or FFG: Any controllable U.S. Oliver Hazard Perry (FFG-7)
class surface ship.
Kilo: Any controllable Kilo Project 877 or Kilo 636 class (Russian or
Chinese) diesel submarine. All Kilo station interfaces are the same.
Their weapons, top speed and noise levels differ.
MH-60R or Helo: Any controllable U.S. MH-60R helicopter. The FFG’s
embarked MH-60R helo is also referred to as Helo even when it is not
player controlled.
P-3C or P-3: Any controllable U.S. P-3C Orion Update III AIM airplane.
Seawolf: Any controllable U.S. Seawolf (SSN 21) class nuclear
submarine.
VAB: Variable Action Button. Button text and functionality changes
when clicked. The FFG stations contain several VAB panels. The
Seawolf Button Matrix panels are variable action buttons.
In-Game Terms
Category: Refers to a type of platform for example surface,
subsurface, airplane (air) and helicopter (Helo.) Also refers to
stationary (land), weapon (torpedo), missile, and mine.
Confidence: Listed as Low, Medium or High, this refers to how
confident you are that your classification of the contact is accurate.
This is user assigned for contacts detected by Ownship sensors and
Link assigned for Link contacts.
Contact: Anything detected visually or by one of your ship’s sensors. A
contact is sometimes referred to as a track. A contact, or track, should
not be confused with a tracker.
Gram: Any of the small, rectangular display windows found in the FFG-
7, MH-60R or P-3C platforms that display narrowband and SSP data
transmitted from sonobuoys.
Hook: To select a track symbol on the Nav Map or a Geoplot screen.
Clicking on a track symbol “hooks” or selects it.
ID: When seen alone, this word refers to the presumed alliance of a
Link: A network of platforms (ships and aircraft) that provide position
reports and sensor contact information via secure two-way UHF or HF
radio transmissions. This assumes satellite transmission so the entire
battlespace is covered if there are Link platforms in all corners of the
battlespace.
Section 2: Welcome / Getting Started
2-10
Link Participant: All platforms (and land bases) reporting in your
current Link network. A Link is also modeled for Chinese and Russian
subs when they are Ownship.
Link Contact: A contact reported by a Link Participant.
Tag: A number automatically assigned by the FFG towed array to
detected frequencies. These numbers are internal to the Towed Array
and are not the same as a Track number (Track ID). (Show Tags in the
Nav Map refers to the assigned name of a platform.)
Track: Anything detected visually or by one of your ship’s sensors. A
track is sometimes referred to as a contact. A contact, or track should
not be confused with a tracker.
Track ID: Each sub interface and the FFG interface refers to
designated contacts with slightly different words. In this manual any
reference to an alphanumeric designation, a Contact ID, or a Track ID
refers to designations assigned when a contact is detected. This is a
letter with a number appended when commanding a sub (e.g. S01,
E01, R01, V01) or a four-digit number when controlling the FFG or
aircraft. Link participants report four-digit Track IDs. All controllable
platforms also have a Track, or Platform, ID.
Tracker: A device used to automatically follow a sonar signal to which
it is assigned. When a tracker is assigned to a sonar contact, called a
track, periodic updates on the contact’s bearing are sent to TMA. A
tracker is not a track, but it ‘tracks’ a track.
GAMEPLAY OVERVIEW
This section contains important information for the player who likes to jump
right in and start playing. If you only read one section of the manual, start
here!
GAMEPLAY
Mission tasking varies depending on the platform you are commanding.
Whether you are tasked to find and destroy an enemy target, drop off
Special Forces, engage or avoid an enemy platform, or track an ultra quiet
submarine, you must be familiar with your platform’s capabilities, sensors
and weapons systems in order to best accomplish the assigned task. The
stations for each platform are covered individually later in this manual.
Regardless of the type of platform you control (submarine, surface ship,
helicopter or maritime patrol plane) your goal is to use that platform’s
various sensors to detect and identify targets. Using the tools at your
disposal, you must classify the contact to determine whether it is a neutral,
enemy or friendly ship, sub or aircraft, or a pod of whales. If you are tasked
with destroying the contact you must determine its location and if
appropriate its course, and engage the target with an appropriate weapon.
Depending on the type of platform you choose to control, your sensors can
include active and passive sonar, sonobuoys or dipping sonar, Electronic
Support Measures (ESM or EW), a periscope or binoculars, Magnetic
Section 2: Welcome / Getting Started
2-11
Anomaly Detector (MAD), or Radar, and Link data from other friendly
platforms in your area.
In every mission you are assigned at least one task considered critical. A
critical task must be completed to ensure a satisfactory mission outcome.
These tasks are laid out in the mission brief or assigned in messages
during gameplay and identified as Critical Goals in Mission Status and in
Mission Debrief. Some tasks are secondary in importance. These are
identified as non-critical goals.
You must complete assigned tasks while keeping your platform out of
harm’s way. You can man all stations yourself or, if desired, you can use
the Autocrew to assist you with detecting, classifying and targeting
contacts, but bear in mind they are not infallible.
Getting Started
1. Create a player name from the Sonalysts Combat Simulation –
Dangerous Waters Main Menu screen.
2. Click Missions.
3. Select a Single Mission Title and a controllable platform. Click OK.
See Main Menu/Missions/Platform Selection Window for
information on selecting a controllable platform.
4. Read the brief then select the weapon icon button at the bottom of the
screen.
5. From the Weapons Loadout screen ensure that your loadout is
appropriate for the mission tasking. If not, change it. Click OK
6. Click OK in the Brief screen to load the mission. The Mission opens in
the Navigation Station.
See Navigation Station for a full explanation of Nav Station
functionality. Information on the NTDS Symbols is contained there
along with other information important to gameplay.
7. Once in the mission, press the function keys to view all the stations or
use the pop-up Stations Menu on the far left of the Task Bar. (All
submarines in S.C.S. – Dangerous Waters carry shoulder launched
Surface to Air Missiles. The SAM launcher is accessed from the Sail
[F9] only when the sub is surfaced. The SAM Launcher screen is
unavailable when the sub is submerged.)
See the Task Bar section of the Stations Menu for the platform you
are controlling for full information about Task Bar functionality in
that platform.
8. Learning how the stations work is your first order of business. See the
Station Section of this manual appropriate for the platform you are
commanding.
9. Detect, mark, track and or destroy contacts or complete other tasks as
directed in the Mission Brief.
Section 2: Welcome / Getting Started
2-12
10. Press [Esc] then select Mission Status to check your progress in
completing the mission goals.
11. When Mission Goals are complete, press [Esc] and select End Mission.
(To save the mission to complete at a different time select Save or
Save as.)
12. In the Mission Debrief Screen review the complete and incomplete
goals or click REPLAY to see a replay of the mission just completed as
seen from the Nav Map.
13. Click OK to return to the Main Menu. The debrief results for all
missions played by the current Player Name are available in the
Players Log.
Autocrew
Each platform has several Autocrew to assist you. The manual assumes
that all Autocrew are off for the purpose of explaining each station’s
functionality. However while you are learning one station it may be useful to
turn ON the Autocrew for other stations. See Main Menu/Options/Crew for a
brief description of all Autocrew. Each platform’s Autocrew functionality is
explained more fully at the end of each platform’s Stations section.
Damage
On occasion Ownship may incur damage from weapon impact, running
aground, collision or some other means. Depending on the platform, you
may receive a voice message or a text report may appear in the crew
message area.
Whenever damage occurs a ship system may be temporarily or
permanently out of commission depending on the extent of the damage and
the location. The Damage slider in the upper right corner of the station
slides out to reveal a wrench indicating that some portion of that station is
damaged and no longer functioning. A wrench icon replaces the regular
cursor over a button, gauge, switch etc if that portion of the system is
damaged and currently unusable.
Further information is found in the Damage report window in the Task Bar.
Unless instructed on a remedial course of action to repair the damage, for
instance come to Periscope Depth and ventilate, there is nothing you can
do to speed the damage recovery process short of turning on Quick
Damage Repair at game start. If damage can be repaired it occurs
automatically over time. Enabling Quick Damage Repair reduces the
amount of time required to complete the repair.
COMMON STATIONS AND GAME ELEMENTS
Some game stations, elements and functionality are the same regardless of
the platform you choose to command. A brief overview is found below.
Task Bar
The Task Bar is available at the bottom of all stations in the game and
provides a pop-up Stations Menu for switching to other stations and a pop-
Section 2: Welcome / Getting Started
2-13
up Orders Menu for issuing common commands. The Task Bar also
provides a means for performing basic maneuvers and viewing a history of
damage reports, crew reports, radio messages and multiplayer chat
messages. Maneuvering shortcuts and a means for accelerating time in the
game are also available in the Task Bar.
Since subs, ships and aircraft have different stations and modes of
maneuvering, the pop-up Stations and Orders Menus and Maneuvering
Shortcuts are slightly different for each type of platform. The layout of the
Task Bar is the same regardless of platform.
See the Stations section for the desired platform for a description of its Task
Bar elements.
Navigation Station (Brief Overview)
The Navigation station is made up of three distinct areas: the 2D Navigation
Map (Nav Map), the 3D View, and the Digital Data Indicator (DDI). The
position of the Nav Map and the 3D View can be swapped or hidden by
using the controls in the upper right corner of the station. For a full
description of all aspects of the Navigation Station see the Navigation Station section of this manual.
2D Navigation Map
The game opens at the Navigation Station, or the Nav. Here you see the
Nav Map, a 2D map of the battle space. (You must scroll to see the entire
space.)
NTDS Symbols: Once a contact is detected by one of your sensors or the
Link it appears as a Naval Tactical Display System (NTDS) symbol on the
Nav Map and it is assigned a track number used by the ships’ systems
when targeting that contact. Since all sensors report a detected contact and
the Link reports contacts, in some cases two or more symbols may overlay
one another if all reporting sensors agree as to the location. Press [Tab] to
move between the contacts and view the DDI information for each
individual contact. (See Navigation Station/2D Navigation Map/NTDS
Symbols and Navigation Station/2D Navigation Map/Contact Designations
for information on the map symbols and track numbering system used in
S.C.S. – Dangerous Waters.)
Link Data: If you are commanding the FFG or one of the aircraft in the
mission you will initially see Ownship and then all members of your Link and
within a few seconds will also see all contacts reported by the Link. If you
are commanding a submerged submarine you see only the Ownship
symbol. Because you are not in contact with the Link when submerged you
see no Link contacts. To see Link participants and their reported contacts,
come to communications depth and extend the radio mast or stream the
floating wire from the Radio/ESM station. Each sensor that detects a
contact creates a contact symbol on the Nav Map and a contact ID for the
detection, therefore multiple symbols will be present for a contact held by
more than one sensor. In the subs and the FFG contacts detected by some
of Ownship sensors can be merged in TMA to better localize the contact
Section 2: Welcome / Getting Started
2-14
and clean up the map. (See Appendix C: Submarine Max and Mins for a
listing of Comms Depth for all subs.)
3D View
The Navigation Station also contains a 3D window, or 3D View, for viewing
a 3D model of a selected or ‘hooked’ contact. Until a contact is classified it
appears only as a wire frame object or Area of Uncertainty (AOU) in the 3D
View. Once you classify the contact (or it has been classified by the Link or
the Autocrew) it then appears in the 3D view as a 3D model of that class.
Because contacts can be detected both by the Link and by your own
sensors it is likely that in some cases two 3D objects will appear close
together in the 3D View. See Navigation Station/3D View for more
information.
DDI
Known information on a selected contact is available in the Digital Data
Indicator (DDI) area of the screen. Complete information on the DDI is
found in Navigation Station/Digital Data Indicator (DDI).
Classify Contact Dialog
Once you have detected a contact it is important to determine its class and
alliance to ensure that you do not target friendly or neutral platforms. By
using the libraries available in various stations on all controllable platforms
you can determine the classification of unknown contacts.
Once you have determined the class of a contact and have a guess as to its
alliance you can designate the contact’s classification from the Nav Map
using the Classify Contact … dialog.
On the Nav Map click the desired contact then right-click on the
contact to display the Contact Menu. Select Classify Contact…
You must determine the correct classification to enter by using information
gathered at other stations. The stations utilized to determine the
classification of a contact differ between platform types. See Navigation Station/2D Navigation Station/Contact Menu/Classify Contact As… for
complete information on using this feature.
Voice Commands
If you installed the speech recognition software (Microsoft's Speech
Recognition Engine 5.1) when you installed S.C.S. – Dangerous Waters
there are a variety of voice commands available during gameplay for each
controllable platform. The document Voice Commands.doc resides on the
S.C.S. – Dangerous Waters CD and contains a list of voice commands
recognized by the game.
Voice commands that correspond to keyboard commands can only be
used when the keyboard command is appropriate (e.g., they are
ignored when dialogs are visible.)
Voice commands that correspond to the Task Bar’s Orders Menu
commands can be used from any station.
Section 2: Welcome / Getting Started
2-15
Voice Commands that correspond to a Nav Map right-click menu only
work when on the Nav Map.
Voice commands are only recognized during gameplay and not when
out-of-game screens such as the Options Menu are accessed during
gameplay.
You can train your speech engine by visiting the speech control panel
accessed via the Speech icon in the Windows 98, Windows 2000, Windows
ME or Windows XP control panel. You can also improve the accuracy of the
speech engine by adjusting the accuracy vs. performance slider in the
speech control panel.
Note: The speech recognition software is not compatible with
Windows 95. If you attempt to install the game on a Windows 95
platform, the option to install the speech recognition software is not
seen.
To utilize voice commands in the game:
1. In the Main Menu select Options>Sound.
2. Under the Speech heading select Enabled and, if desired, Always On.
Always On is only available when Enabled is checked. Both
Options are greyed if you do not have the Speech Engine
installed.
3. When only Enabled is selected on the Options>Sound page press and
hold the speech key while issuing a valid voice command. By default
the speech key is [W].
When the designated speech key is pressed during gameplay,
voice recognition is listening and the speech engine interprets
anything you say. When this key is released, voice recognition is
not listening and it ignores anything you say.
4. When Always On is selected on the Options>Sound page issue a valid
voice command as desired at any point during gameplay.
When the Always On option is checked, the designated speech
key is ignored and the speech engine is always listening to what
you say.
System Menu
The System Menu is available from any in-game station regardless of
platform by pressing [Esc] during gameplay or by selecting System Menu
from the Nav Map Menu. (Click the Nav Map to deselect any contacts then
right-click on the Nav Map surface to display the Nav Map Menu.)
The following options are available:
Resume: Leave the System Menu and resume gameplay.
Options: Displays the Options Menu.
USNI Reference: Displays the USNI Browser
Section 2: Welcome / Getting Started
2-16
Mission Status: Displays the Mission Status screen giving you access
to your player name, the mission name, score, elapsed time, the
mission goals and a list of platforms destroyed up to this point in the
game.
Save: Displays the Save Dialog then returns to the game.
Save and Exit: Displays the Save Dialog then exits the mission.
End Mission: Exits the mission without providing an opportunity to
save the mission.
PLAYING FROM THE NAVIGATION STATION
With all Autocrew turned on it is possible to play some aspects of the game
from the Nav Station. Each platform has some elements that require your
presence at specific stations, but with careful planning, and the use of the
Task Bar’s Orders Menu and Maneuver shortcuts, Voice commands and
the Ownship and Contact right-click menus it is possible to attack hostile
platforms and perform a variety of tasks from the Navigation station. See
Navigation Station/Playing From the Nav.
Section 2: Welcome / Getting Started
2-17
Section 2: Welcome / Getting Started
2-18
SECTION 3
MAIN MENU
Section 3: Main Menu
3-1
3: MAIN MENU .........................................................................................3-3
CHOOSE PLAYER NAME ......................................................................3-3