This product has been rated by the Entertainment Software Rating Board. For information about the ESRB rating, or to comment about the appropriateness of the
rating, please contact the ESRB at 1-800-771-3772.
SILENT
HUNTER
1WAR BETWEEN THE WAVES
WAR BENEATH THE WAVES
The December 7, 1941 attack on Pearl Harbor damaged or destroyed nineteen
capital ships of the U.S. Navy’s Pacific Fleet. This left the aged and outgunned
forces of the Asiatic Fleet as the first line of defense against the oncoming might of
the Japanese Navy. One force that emerged from the attacks on Pearl Harbor and
Cavite, virtually unscathed and ready to carry the war to the enemy, were the submariners of the Fleet Scouting Force. The 51 submarines of the Asiatic and Pacific
fleets were ordered to “...
J
APAN
. Y
OU WILL SINK OR DESTROY ENEMY SHIPPING WHEREVER ENCOUNTERED
Authorized to sink any vessel bearing the “Rising Sun” of Japan, the untried
men of the Pacific submarine forces quickly became hunters of the largest
prey around. Now, you too can stalk the tankers and freighters that carry the
lifeblood of the empire, the destroyers, cruisers and carriers that are the
weapons of war. You can become a Silent Hunter.
EXECUTE UNRESTRICTED AIR AND SUBMARINE WARFARE AGAINST
.”
SILENT
HUNTER
2WAR BETWEEN THE WAVES: What Comes with this Game
by William P. “Bud” Gruner, who commanded SS 305, the U.S.S. Skateon her
third, fourth and fifth war patrols. Appendix A is entitled “The U.S.S. Skate and
the Fifth Fleet.” Appendix B provides a brief overview of submarine tactics.
Appendix C describes the formulas for calculating a manual firing solution.
Using the Mouse
In this manual, the term “click” means to move the mouse pointer over the
desired area of the screen and press either the left or right mouse button.
The mouse pointer changes shape depending on the type of action which can
be taken. “Left-click” or “right-click” means to move the mouse pointer to
the desired position and press the appropriate button.
Left-clicking is used to change stations aboard the submarine, set controls,
fire weapons, and alter preferences. Left-clicking handles most of the controls in S
the current mission can be ended.
ILENTHUNTER
. Right-clicking opens the Abort Mission box where
What Comes with This Game
The game box should contain this user’s manual, a S
a data card. This user’s manual explains game controls and contains historical
information about submarine warfare in the Pacific Theater during World War II.
To install the game, please refer to the data card.
This manual contains a description of how to use all of the controls that this
simulation provides to realistically reproduce the feeling of hunting and being
hunted by the ships of the Imperial Japanese Navy. It also contains several
appendices which provide more insights into the reality of submarine warfare
ILENTHUNTER
CD-ROM, and
STARTING THE GAME
After the opening animation, two choices are offered for playing S
a Single Missionor the Career Menu. In addition, there are options to view an
interview with William P. “Bud” Gruner, who commanded the U.S.S. Skate;
take a multimedia tour of the U.S.S. Pampanito ; or Exit to DOS.
ILENTHUNTER
,
SILENT
HUNTER
3STARTING THE GAME: Single Mission
SILENT
HUNTER
4STARTING THE GAME: Single Mission
Single Missions
Choosing Single Mission presents an option to perform one of five different
kinds of authentic missions that U.S. submarines undertook during WWII.
In addition to seeking out and destroying enemy warships and cargo ships,
U.S. submarines performed other valuable services such as rescuing
downed pilots. All of the types of missions except for the Historic Mission
selection are generated randomly, and can be customized prior to play.
These missions will begin with some form of contact notification regarding
the enemy, either a radar contact, a hydrophone bearing, or a lookout
report. The mission ends when the submarine is out of contact with all
enemy ships. This might be because the submarine has sunk all the enemy
ships, has disengaged or been outrun by the enemy, or has been destroyed.
At this point a scoring screen appears which correlates the level of realism
and the number of enemy vessels damaged or sunk and presents the score.
Left-clicking on the Exit button returns you to the Single Mission menu.
The Historical Mission menu automatically defaults to the top mission on
the menu, so go ahead and make any realism changes prior to selecting the
mission to be played.
Convoy Encounter
During WWII U.S. submarines sank nearly 5,000,000 tons of Japanese merchant shipping, accounting for over 1100 confirmed sinkings. This was the
most likely type of encounter during the war.
Warship Encounter
This mission consists of intercepting and attacking an Imperial Japanese
Navy task force. Aircraft carriers were the highest priority target for the
submarine force, followed by battleships and escort carriers.
Patrol Encounter
Encounter a Japanese anti-submarine (ASW) patrol searching for U.S. submarines.
Lifeguard Duty
Over 500 aviators owe their lives to the men of the Silent Service. Submarines
were frequently positioned to recover downed pilots at the scene of surface
engagements, such as Midway, or during large air strikes. A downed aviator
can only survive a limited time in the water, and the submarine’s task is to
effect a rescue before the sea claims him or the enemy captures him.
Historic Mission
This option presents the opportunity to test your skills against those of historic submariners in encounters that defined what it meant to be a member
of the Silent Service. The available missions are listed in the menu, with
the appropriate briefing listed below the mission menu.
Mission Customization
After a mission type has been selected, several mission variables may be
chosen. Each type of mission has some of the following options available.
Date
The date affects the location of the encounter, the number and type of ships
encountered, and the equipment available to both sides. For more information regarding the types of equipment available for any given month of the
war, see the “S
Crew Quality
Crew quality affects the ability of the crew to operate the submarine. Reload
time, dive time, lookout sighting distances, and other factors are all determined by the crew quality setting. The crew can range from green to elite.
ILENTHUNTER
Weapons Data” table on page 50.
SILENT
HUNTER
5STARTING THE GAME: Mission Customization
Convoy Size
The size of the encountered convoy, small, medium, or large.
SILENT
HUNTER
6STARTING THE GAME: Mission Customization
Time of Day
Select whether to begin the mission at Dawn, during the Daytime, at Dusk
or during the Night. Submarines equipped with radar could operate on the
surface at night much more readily than could earlier submarines.
Weather
The weather affects the speed of ships and the amount of visibility. Heavy
seas affect the submarine’s stability near the surface, while fog can be a
commander’s best friend.
Warship Type
Capital ships travelled in a main body of vessels, usually with an interior
screen of cruisers and an exterior screen of destroyers. Select between carrier, battleship, cruiser, and light cruiser task forces.
Escort Size/Patrol Threat
These options determine the number and probability of encountering some
form of patrol vessel or escort.
Enemy Quality
This setting determines how tough the enemy is. Gun and depth charge
attack accuracy, lookout sighting distance, and overall coordination of attack
are controlled by this setting. Enemy crews can be green, veteran, or elite.
Air Cover/Threat
Task forces and occasionally convoys were supplied with air cover. Other missions run the risk of encountering an aerial patrol. These settings determine
the number and probability of encountering some form of air cover.
Realism
The level of realism experienced while playing S
fied for both single missions and careers. This is done using the Realism
screen, which is available from all Single Mission screens and when the
submarine is in port during campaign games. With all Realism settings
selected, the simulation is as close to real as is possible!
Overall settings
At the top of the Realism menu are three buttons: Novice, Intermediate, and
Expert. These buttons are quick ways to select specific sets of play conditions.
Novice level lowers the combat and sailing model levels to novice, and turns
off all realism settings except the vulnerability of the submarine.
ILENTHUNTER
can be modi-
SILENT
HUNTER
7STARTING THE GAME: Realism
SILENT
HUNTER
8STARTING THE GAME: Realism
Intermediate level lowers the combat level and sailing models to “Intermediate,”
and turns off the Dud Torpedo, Realistic Reloads, Limited Depth Data, and
Realistic Charts settings.
Expert level implements every possible realism setting, duplicating live conditions during WWII as closely as possible. The combat level is set to
“Advanced” and the submarine maneuvers realistically.
Other Realism Settings
There are options other than the three preset levels. Ten settings can be
toggled on or off and each of these settings has the effect of reducing the
realism by a certain percentage when turned off. The Combat Level and
Sailing Model settings have more than two levels and each of these levels
also change the overall Difficulty Rating.
Limited Fuel
The Limited Fuel setting has a small effect on Single Mission games, but is
a serious consideration for the Campaign Game. Refueling can only be performed by a submarine tender or at a base. Turning this setting off reduces
the realism factor by 10%.
Limited Battery
With Limited Battery turned off, the submarine never needs to surface to recharge the batteries. Turning this setting off reduces the realism factor by 30%.
Limited Ammo
The submarines simulated by S
rounds for the deck gun and twelve to twenty-eight torpedoes. When
turned off, there is an unlimited supply of both types of munitions. Turning
this setting off reduces the realism factor by 50%.
ILENTHUNTER
normally carried one hundred
Limited Visibility
With this option on, only ships actually visible to the crew will appear on
the map screen at the Charts station. If the submarine is submerged with
the periscope lowered, only the most recent observed contact will be shown
on the map. With this setting off, all ships will be shown on the map.
Turning this setting off reduces the realism factor by 30%.
Dud Torpedoes
From the beginning of the war until late in 1943, a series of problems with
the torpedoes caused a significant number of them to fail. With this setting
off, torpedoes are always reliable, but realism drops by 15%. For more
details of the torpedo problems, see the “Torpedoes” section on page 50.
Realistic Reloads
The Realistic Reloads setting toggles the torpedo tube reload time between
two minutes and a more realistic time that is also affected by crew quality.
Turning this setting off reduces the realism factor by 10%.
Limited Depth Data
With Limited Depth Data toggled on, the Depth Gauge indicates only how
deep the submarine has gone. There is no information available other than
the chart about how deep the waters are in that particular part of the ocean.
When toggled off, an additional gauge appears at the Gauges station entitled
“Depth Under Keel.” This indicates how deep the local waters are. Turning
this setting off reduces the realism factor by 5%.
Vulnerable Boat
Toggling Vulnerable Boat off eliminates the chance of the submarine taking damage, and correspondingly, reduces the Realism level by 80%.
Realistic Charts
The Realistic Charts setting controls the information that can be viewed at
the Charts station. With this setting toggled on, the chart shows only the
position of ships relative to the submarine, further modified by the Limited
Visibility setting. With this setting off, the Charts station shows torpedo
wakes and shell splashes as well. Turning this setting off reduces the realism factor by 10%.
Run Aground
With this setting turned off, the submarine can run aground without sustaining damage. This setting alters the Difficulty Rating by 5%.
Combat Level
Changing the Combat Level setting affects the accuracy and lethality of
both side’s weapons. The amount of information displayed on the map at
the Charts station, such as torpedoes, sonar pings, and gun hits, also
decreases at the advanced levels. The Realism rating is reduced 15% for
each level below Expert; from Expert to Advanced, to Intermediate and
finally Novice.
SILENT
HUNTER
9STARTING THE GAME: Realism
SILENT
HUNTER
10 STARTING THE GAME: Submarine Class Selection
Sailing Model
The Sailing Model controls the maneuverability of the submarine, affecting
dive time, maximum speed in heavy seas, turn rate and the likelihood of the
submarine running aground. Realism drops by 10% for each reduction in
level; from Realistic to Intermediate and from Intermediate to Novice.
Difficulty Rating
The Difficulty Rating is based on the effects of changing the realism settings
above. The mission score for completed missions is modified by the level of
realism chosen. The higher the realism setting, the higher the potential score.
Realism and Japanese Anti-Submarine Warfare
The realism setting determines the effectiveness of Japanese anti-submarine warfare (ASW). Throughout most of WWII, the Japanese Navy believed
that no submarine could dive below 200 feet and survive, so most of their
ASW efforts were expended at depths between 50 and 150 feet. In deep
water, U.S. fleet submarines could dive routinely below 200 feet and so
were able to survive repeated depth charge attacks.
In S
ILENTHUNTER
beyond 100%. This reflects Japanese ASW efforts that take into account the
full capabilities of U.S. submarines.
, the Combat Level setting can be used to increase realism
Submarine Class Selection
The type of submarine used can be selected for any of the single mission scenarios from a range of vessels available at that date. For Historic Missions, the
type of submarine used in the actual encounter is preselected. Each type of
submarine is displayed with statistical details by left-clicking on the list of
classes. Left-clicking on the Descriptionbutton toggles to a brief description.
Confirm the choice of a particular class by left-clicking on the Select button.
For more details about the submarine classes available in S
the “Submarines” section on page 40.
ILENTHUNTER
see
Victory or Defeat
The scenario continues until the submarine is destroyed or all enemy vessels
are beyond contact range. This can be because they have been sunk, they
have outrun the submarine, or the submarine has evaded all pursuit.
At this point a scoring screen appears which correlates the level or realism
and the number of enemy vessels damaged or sunk and presents the score.
Left-clicking on the Exit button returns you to the Single Mission menu.
THE CAREER MENU
The Career Menu is where the campaign game begins. Starting at any point
in the war, a series of war patrols are performed that can then be compared
to those of some of the greatest submariners ever.
Starting a Career
Enter the name of the submarine’s commander and select a starting month
and year for this career. Up to twenty different careers can be accommodated by the career roster; if all twenty positions have been used, a new
career must be entered over an older career.
The date chosen determines what classes of equipment are available to the
commander. This includes submarine classes, and features such as radar,
improved torpedoes, and radar detectors.
Best Careers
This option displays the top careers to date.
Main Menu
This button returns to the Main Menu.
SILENT
HUNTER
11 THE CAREER MENU: Continue a Career
SILENT
HUNTER
12 THE CAREER MENU: Base Menu Options
Continue a Career
This button opens a menu where a saved career may be continued,
reviewed, or deleted. The Career Roster lists the names that have been
entered for the careers in progress. To continue to play a particular career,
left-click on it to highlight it and left-click on the Select button or double
left-click to resume that career.
The View button displays the progress of a highlighted career. The Delete
button deletes the highlighted career.
After selecting a career, the Base Menu appears.
Start War Patrol
This option begins a war patrol. The submarine will be assigned a patrol
area in which to operate. Any changes to the realism settings must be
done now, while still in port. See the “Realism” section on page 6 for
more information.
Prior to departure initial instructions are issued for any particular missions
the submarine is to undertake. While on the mission, occasional radio messages will update the commander of enemy activity in the area.
Ending a War Patrol
A war patrol continues until:
♦
The submarine is destroyed.
♦
The submarine is damaged beyond the ability of the crew to repair it.
♦
The submarine runs out of supplies (fuel and /or ammunition).
♦
The submarine is ordered back to base at the end of the patrol.
Depending on the success of the war patrol, the commander may be
rewarded. Success is measured in a variety of ways, and reassignment is
possible in cases of poor performance.
Tonnage
The primary yardstick of success for a submariner during WWII was ships
sent to the bottom, whether merchant or military. The tonnage sunk figure
does not include ships that were damaged but did not actually sink.
Base Menu Options
The campaign aspects of S
Menu — campaigns are made up of a series of war patrols. While at
base several activities are possible:
♦
Start a war patrol.
♦
View the top scores for commanders in that campaign.
♦
Examine the record of the active commander.
♦
Visit the Officer’s Club for news and rumors.
♦
Save the active career.
♦
Return to the Main Menu.
ILENTHUNTER
are managed from the Base
Score
The score takes into account ships damaged or sunk, the overall mission
difficulty, and the difficulty based on realism level. The score for damaged
ships is based on the amount of damage done. The higher the realism level,
the higher the score.
Promotion, Medals, and Awards
While referred to on board as “Captain,” officers commanding submarines
were all Lieutenant Commanders or Commanders; all officers of higher
rank either moved to a different command or were assigned shore duty. For
this reason, submarine commanders in S
in order to remain historically accurate. Reassignment for inadequate performance is always possible.
ILENTHUNTER
will not be promoted
SILENT
HUNTER
13 THE CAREER MENU: Base Menu Options
Medals are awarded based on the results of a particularly productive war
patrol. The medals that are possible, in order of precedence are:
♦
Medal of Honor
♦
Distinguished Service Medal
♦
Navy Cross
♦
Silver Star
♦
Bronze Star
Submarine crews may also earn either a Presidential Unit Citation or a Unit
Citation if the overall record of the submarine is good and it has an exemplary war patrol.
View Career
The career of the active submarine commander can be viewed using this
option. In addition to the name of the commander’s submarine and the
base he is assigned to, useful information is shown including the number of
ships sunk, the total tonnage sunk, and any medals or commendations the
commander or submarine have been awarded.
SILENT
HUNTER
14 CONTROLS: The Smart Mouse Pointer
CONTROLS
The Smart Mouse Pointer
The submarine is managed using controls and displays at several stations
around the submarine which are accessed via the control room. Move the
mouse pointer until it changes from an arrow to the name of the station and
left-click to change the view. Each station is represented by one or more
screens. Moving the mouse pointer over the controls and gauges at each
station is the fastest way to determine which are controls and which are displays because the mouse pointer changes from an arrow to a reticule with a
word above it, such as SET, SELECT, or FIRE.
♦
Settings on dials are changed by moving the reticule to the desired
position on the dial and left-clicking.
♦
Buttons are pressed by moving the mouse pointer over the button and
left-clicking.
Using the Function Keys (F1 - F10)
The stations listed below can also be reached using the corresponding
function keys:
FUNCTION KEYSTATION
F1 ................................... Control Room
F2.................................... Up Scope/Periscope
F6.................................... Torpedo Data Computer
F7.................................... Gauges
F8.................................... Status
F9.................................... Radar
F10.................................. Logbook
Alt F4.............................. Deckgun
Setting the Detail Level
Once a mission or war patrol has begun, pressing Alt-D opens the Detail
Level box. Graphic features that enhance the appearance but may hinder
play of S
wakes can be toggled on or off using this box. In addition, visibility range
can be increased in increments of one mile using this control. Left-clicking
in the upper left corner returns to play.
ILENTHUNTER
such as clouds, waves, land texture, ship and torpedo
SILENT
HUNTER
15 CONTROLS: Control Buttons
SILENT
HUNTER
16 CONTROLS: Control Buttons
Control Buttons
At each station there are buttons at the bottom of the screen for changing
certain game settings, stations or accessing features.
The rate at which time passes can be changed by left-
clicking this button, from 1x to 256x. At 1x time passes at
the normal rate. This button appears on all stations. The + key increases
compression, while the – key decreases time compression. The Enter key
returns the time rate to 1x. Note: During encounters with enemy ships,
the maximum rate of time compression is 16x. While torpedoes are active the
maximum rate is 8x.
This common button is used to return to the Control
Room from almost any station on the submarine. The
control room button is available on the Gauges, Status, Captain’s Quarters,
Periscope, Charts and TDC station screens.
This button brings up the first of three
parts of the Torpedo Data Computer (TDC)
for use at the periscope or the Target Bearing Transmitter (TBT). This button
appears on the periscope screen and the TBT screen. At the Status Station, the
Torpedo button toggles the view to the Torpedo Room station where the torpedo tubes are reloaded displayed combat and the status of torpedo reloading
can be found. The button is replaced with the Status button while the Torpedo
room is visible. See the Status Station section on page 38 for more information.
This button is found on the Bridge station and goes to
the Deck Gun station. For more information see the
“Deck Gun” section starting on page 36.
The Bathythermograph button is located
at the Gauges station. It replaces the
“Christmas tree” display, which indicates the usage of engines to charge batteries, with the bathythermograph. For more information see the “Thermal
Layers and the Bathythermograph” section starting on page 26. When the
bathythermograph is visible, the Bathythermograph button switches to a
button marked “Engines” which restores the Bathythermograph button and
the Christmas tree display.
The Wheel button changes the “controls” portion of any
screen to the Maneuver Controls subset. This button
appears on the periscope, the TBT station, and the Chart station.
The Bridge button returns to the Bridge view from
the TBT and Deck Gun stations.
Pressing this button opens the Ship Identification
Manual which is normally stored in the Captain’s
Quarters. It contains views of the ships that Naval Intelligence has determined are likely to be encountered. This option is available at the TBT,
Periscope stations, and the Captain’s Cabin. For more information see the
section on the Captain’s Cabin starting on page 17.
The Target Bearing Transmitter (TBT) button is located
on the Bridge and contains the same components as the
Torpedo Data Computer (TDC), divided into three sections to fit at the bottom of the screen. For more information see the section on the TBT
starting on page 35.
COMMANDING THE SUBMARINE
The control room is the nerve center of the submarine. All other stations
necessary to fight and maneuver the submarine are accessed from the control room. Other stations are reached from the Control Room by moving
the pointer until it changes to a word, for example Charts or Gauges. Leftclicking changes the view to that particular station. Note: On actual U.S.
submarines the periscope was accessible in the conning tower. It has been
placed in the Control Room in S
ILENTHUNTER
for ease of use.
SILENT
HUNTER
17 COMMANDING THE SUBMARINE: Captain’s Cabin
SILENT
HUNTER
18 COMMANDING THE SUBMARINE: Charts
Captain’s Cabin
Ship Identification Manual
The Ship Identification Manual on the captain’s bookshelf is a valuable tool in
prosecuting the war against the enemy and not our own shipping. The Ship
Identification Manual contains views of thirteen classes of enemy vessels at
various angles. The displacement, length and maximum speed in knots are
also listed. A copy of this manual is available on the bridge to be used with the
Target Bearing Transmitter (TBT) and at the periscope.
Charts
The Charts station is reached by pressing F5, or moving the pointer until it
reads Charts. The Charts station contains charts of the current patrol area,
showing important features such as depth information, enemy bases, shipping lanes, and ports of call. Visible enemy ships and reports of enemy
vessels are indicated on the chart for tracking purposes depending on the
realism level. Boxes that are available while viewing the charts allow for
maneuvering, setting way points along a course and general map controls.
At high levels of zoom the submarine is represented by a blue box trailing a
line away from its heading.
Sonar
At lower speeds the submarine’s sonar can detect other vessels. This is indicated on the map by a line along the relative bearing of the target. The line
is either gray, representing a set of low-speed screws, or orange, representing high-speed screws. High-speed screws are usually warships, while
low-speed screws can be either a merchant ship of some sort, or a warship
travelling at low speed.
Map Controls
Logbook
The Logbook can be viewed in the Captain’s
Cabin or by pressing F10. This is where the
crew’s victories are recorded as enemy shipping is harried across the Pacific.
Calendar
Left-clicking here shows more than the current date. Weather information, the phase of
the moon, and rising and setting times for the
sun and moon are also listed here.
Player Submarine
SILENT
HUNTER
19 COMMANDING THE SUBMARINE: Charts
SILENT
HUNTER
20 COMMANDING THE SUBMARINE: Charts
Time Controls
The local time is displayed above the Time Compression
control button, and at the bottom left at most other stations. Activating Time Compression allows the rate time passes to be changed
from 1x to 256x. At 1x time passes at the normal rate. The + key increases com-
pression, while the –key decreases time compression. The Enterkey returns
the time rate to 1x. Note:Because of the complexity of this simulation, some
features may not operate smoothly at high rates of time compression.
Zoom and Centering Buttons
The Zoom controls allow a bird’s-eye view of the submarine
and other ships at the highest levels of magnification.
Zoom in by left-clicking on the “+” button, which turns the pointer into a
frame. Drag the frame over the section of the map to be viewed. At this
point, pressing the “Z” key increases the level of zoom, represented by the
size of the frame shrinking. Pressing the “X” key will increase the size of the
frame, decreasing the amount of zoom. Left-clicking a second time engages
the zoom and changes the view. At zoom levels below a certain point, some
map features such as depth gradients are not visible.
Reported Contact
Way Point Selection
The Way Point Selection button allows navigational way-points
to be set or cleared. Left-clicking on the map establishes a
course for the submarine which is followed until cleared from this panel by
pressing the CLEARbutton, when the course is completed, or if the manual
helm is used to override it.
Navigation
The Navigation button opens a box showing the Engine
Room Telegraph, the Manual Helm, the Speed Gauge,
Course Indicator and the Depth Control. The two buttons at the bottom
return to the Map Controls or the Control Room. For more information on
these controls see the “Gauges Station” section on page 23.
Visible Ships
Moving the cursor to the edge of the screen allows the entire map screen to
be shifted in any direction. The Centering button returns the submarine to
the center of the screen.
Player Submarine
Radar
The Radar station contains two radar range finding panels. On the left is
the SJ surface radar, on the right is the SD aerial radar. Both types of
radar can be tuned using the range knob; the scope will show an approximate representation of the distance to the target object, the digital readout
below the knob gives more precise range information. Note: Neither will
function if the submarine is below 45 feet.
SILENT
HUNTER
21 COMMANDING THE SUBMARINE: Radar
SJ Radar
SJ surface search radar was installed on all submarines built after the war
started, and six of the older S-class submarines were refitted in 1943. Radar
made night surface-actions practical for submarines by generating accurate
range information.
SILENT
HUNTER
22 COMMANDING THE SUBMARINE: Torpedo Data Computer
The SJ radar represented in S
Plan-Position Indicator (PPI) and A-scope.
The PPI screen shows the direction the radar’s antenna is pointing with a
line that sweeps through 360 degrees. When a contact is made, the radar
produces a blip on the screen. Distance to the contact is indicated on the
digital readout below the central knob, and by the blip’s relative position on
the radar screen.
An A-scope contact doesn’t show the direction on the radar screen the way
the PPI does. The direction can be derived by the digital bearing readout on
the right side of the SJ console. A contact is represented as a spike in the
baseline reception, the size of the spike representing the size of the contact.
Contact range is indicated on the digital readout and by where the spike
appears on the screen. The farther to the left the spike appears, the closer
to the submarine the contact is.
The antenna can be aimed by switching from Rotate mode to Focus. This
allows the PPI scope to be aimed by left-clicking right on the scope screen
or by left-clicking the bearing knob. The A-scope is aimed using the bearing
knob on the SJ panel. The radar’s aim can be fine tuned by left-clicking on
the digital display above the knob to adjust the bearing of the antenna by
hundreds, tens, or single degrees. The SJ radar can be toggled on or off
using Alt-S. Left-clicking on the Range knob allows the radar coverage to
be fine tuned by aiming the radar at the bearing chosen.
ILENTHUNTER
can operate in two modes:
SD Radar
All submarines used in WWII were equipped with SD radar to prevent them
from being attacked by aircraft. The SD radar in S
scope variety, which reveals distance but not direction of aircraft detected
on the screen. A contact is represented as a spike in the baseline reception.
The SD radar can be toggled on or off using Alt-A.
ILENTHUNTER
is of the A-
TDC (Torpedo Data Computer)
The controls on the Torpedo Data Computer (TDC) were remarkably
sophisticated for the period. The firing officer input the estimated speed
and course of the target ship, and the TDC compared this information with
the sub’s course and bearing and fed this information to the gyroscope in
the torpedo. Once fired, the torpedo ran straight for roughly 20 yards, then
altered course based on the gyro setting to intercept the target vessel.
There are three ways to access the TDC:
♦
At the main TDC station in the control room (or by pressing F6).
♦
Using the TBT binocular mount on the Bridge.
♦
Through the periscope.
The main TDC station has the complete set of controls and indicators for
setting and firing torpedoes, however there is no way to take a bearing on
the target from the TDC itself. The Target Bearing Transmitter (TBT) and
periscope TDC controls are split into three partial screens which are
accessed using a control knob. The launch buttons are arrayed on the right
side of the TDC, forward tubes on top, aft tubes below.
SILENT
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23 COMMANDING THE SUBMARINE: Torpedo Data Computer
SILENT
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24 COMMANDING THE SUBMARINE: Gauges Station
Most torpedo attacks will be launched from the periscope in the control room or
the Target Bearing Transmitter on the bridge. See the “Using the Local TDC”
section on page 29 for information on using the TDC for making an attack.
Gauges Station
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station and consist of the depth gauge, the compass, the manual helm, the
engine-room telegraph and the speed gauge. This station can also be
reached from anywhere on the submarine by pressing F7. There are also
displays for the electric motors, battery charge status, as well as gauges
showing the amount of compressed air, the level of flooding, the amount of
oxygen remaining, the remaining diesel fuel and the dive angle. The buttons in the lower right corner open the Time Compression box, toggle the
Bathythermograph, or return to the Control Room.
Maneuvering the submarine was the job of the diving officer, under the
command of the captain or the executive officer. Most submerged
maneuvering was done by dead reckoning using navigational fixes taken
while on the surface. The sub’s speed and course were tracked on navigational charts, which were the only means of determining the submarine’s
, the primary maneuver controls are found at the Gauges
position. Strong ocean currents, inaccurate charts and long periods operating
submerged without fixes created the possibility of running aground, particularly in the shallow seas of the Solomon, Marshall, and Philippine Islands.
Manual Helm
The submarine can be turned to port or starboard by left-clicking on the
Manual Helm, or pressing the left- or right-arrow key on the keyboard.
The 0 setting indicates a straight ahead course, barring wind and current.
Turns of up to 35degrees may be made to port or starboard by left-clicking
over that number on the Helm. The submarine continues to turn until the
Helm is returned to the 0setting, either by left-clicking on the 0or by pressing the arrow key which is opposite the current direction of turn until the
Helm reads 0; in other words, if left rudder is being applied, press the right
arrow key until the helm returns to 0. Pressing the “H” key establishes the
current heading as the new course and returns the Manual Helm setting to 0.
Pressing the “V” key restores the view to directly ahead of the submarine.
Compass
The course of the submarine can also be controlled using the compass. The
white needle indicates current course while the red needle indicates the
desired course. Left-clicking on the compass lays in a course, and the helm
responds by gradually turning the ship onto that course. The manual helm
should be used for radical course changes, such as evasive maneuvers or
attack maneuvers. A course laid-in previously can be returned to by leftclicking on the Resume button or by left-clicking on the compass.
Diving Controls
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depth on the depth-gauge or using a convenient keyboard command. The
dive angle is displayed on the inclinometer. Below 65 feet, the periscope
automatically retracts. Diving and surfacing are controlled by the diving
officer at the captain’s direction.
Diving involves the release of gas from the ballast tanks to reduce the submarine’s buoyancy to a point where the weight of the vessel overcomes the
displacement of water. As the submarine becomes less buoyant, the dive is
controlled using the bow planes and the electric motors. Surfacing is the
opposite of diving; compressed air is forced into the ballast tanks to replace
water taken on when diving. This creates a positive buoyancy, causing the
submarine to rise slowly. The bow planes and motors are used to control
diving and surfacing is handled simply by setting the dive
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