SCS - Dangerous Waters - Manual - PC
SCS - Dangerous Waters - Manual - PC
SCS - Dangerous Waters - Manual - PC
Dangerous Waters
User Manual
docs.com
http://www.replacement
The software and documentation are 2004 Sonalysts, Inc. All rights
reserved. Sonalysts and Sonalysts Combat Simulations Dangerous
Waters are trademarks or registered trademarks of Sonalysts, Inc. The
Naval Institute Guide to Combat Fleets of the World 2002 by the U.S.
Naval Institute, Annapolis, Maryland, All rights reserved and the Naval
Institute Guide to World Naval Weapons Systems 1997 by the U.S. Naval
Institute, Annapolis, Maryland, All rights reserved are trademarks of the
U.S. Naval Institute and may be registered in certain countries. All other
trademarks are the property of their respective owners.
MANUAL SECTIONS
This manual is divided into sections. Each section contains its
own Table of Contents.
1-1
1-2
3-1
Section 4: Multiplayer
4-1
Section 5: Training
5-1
6-1
7-1
8-1
9-1
10-1
11-1
12-1
13-1
Appendices
Appendix A: Acronyms
A-1
Appendix B: Terms
B-1
C-1
D-1
Appendix E: Credits
E-1
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.coms entire liability and your exclusive remedy
shall be, at Battlefront.coms 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
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1-1
1: INSTALLATION GUIDE
S YSTEM R EQUIREMENTS
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
R E C O M M E N D E D S Y S TE M
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
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.
1-2
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.
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.
1-3
1-4
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2-1
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.
C ONTROLLABLE
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. P L A TF OR M S
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
2-3
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.
2-4
R U S S I A N P L ATF O R M S
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 grandfathers World War II diesel submarine!
C H I NE S E P L A TF OR M S (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 Peoples Liberation
Army Navy (PLANs) 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!
2-5
H OW
TO USE THIS
M ANUAL
2-6
A SSU M PT I O N S
I N M A N U AL
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.
2-7
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.
9 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.
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
2-9
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)
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 FFGs
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,
2-10
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
G AMEPLAY O VERVI EW
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!
G A M E PL AY
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 platforms 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 platforms
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
harms 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
4. Read the brief then select the weapon icon button at the bottom of the
screen.
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
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
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.
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 stations
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 platforms Autocrew functionality is
explained more fully at the end of each platforms 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.
C O M M O N S T A TI O N S
AND
G A M E E L E M E N TS
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 popSection 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.
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
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).
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
2-15
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
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
N A VI G AT I O N S T A TI O N
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 Bars 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.
2-17
2-18
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3-1
3-2
3: MAIN MENU
From S.C.S. - Dangerous Waters Main Menu you can set your player
name, select single, campaign, multiplayer or quick missions, and access
the Mission Editor to create or edit your own scenarios. From here you can
also access the games options where you adjust game, sound and 3D
settings, view or reassign hot key designations, and set multiplayer options.
The Main Menu also provides access to your current Play log and the U.S.
Naval Institute information on the ships and weapons available in S.C.S. Dangerous Waters.
Choose Player
Name
Main Menu
M ISSIONS
Click Missions on the Main Menu to view the Missions screen. From here
Single or Saved missions are selected. The components of the Missions
screen are seen below.
3-3
S EL EC T I NG
M I S S IO N
3-4
Weapon Loadout Screen accessed via the weapon icon button at the
bottom of the Mission Brief screen.
All missions have at least one controllable platform. If the mission designer
has added more than one controllable platform to a mission each
controllable platform can be selected in the Controllable Platform Selector
drop-down.
Controllable Platform Selector
The mission designer decides which of the seven possible controllable
platform classes are controllable in a mission. In some missions the
designer permits some controllable platforms to offer the player a choice of
a specific named hull to command for the task. Asterisks, numbers and
color all indicate additional choices as described below.
Color implications: When the text and drop-down arrow are grey the
platform listed and shown in the graphic is the only type of controllable
platform in the mission. When the Controllable Platform Selector drop-down
arrow is green and the text is not greyed, additional controllable platforms
can be selected.
Asterisks: When an asterisk precedes the Controllable Platform Selector
option, additional options are available as described below:
*Controllable Surface: The Specific Hull Selector is enabled and
allows for the selection of any Oliver Hazard Perry class hull modeled
in the game.
*Controllable Sub: The Specific Hull Selector is enabled and allows
for the selection of any submarine hull regardless of sub class or
3-5
Controllable Air platforms have been added to the mission and can be
selected in the Controllable Platform Selector or b) two or more air
platforms of the same type have been added to the mission and can be
selected in the Controllable Platform Selector. Each will have a
different location and possibly different loadouts and/or tasking.
When a number follows Controllable Sub, more than one Sub can be
Mission Brief
The Mission Brief Screen appears when you click OK in the Missions
Screen. The Mission Brief screen provides the complete tasking brief and
an opportunity to change your weapons loadout. This tasking is also
available during gameplay in the Task Bars Message History window
accessed by clicking the green square history button.
1. Click the Weapons Loadout icon button at the bottom of the Mission
Brief screen to review or alter your platforms loadout to better suit your
mission needs. See Weapons Loadout below.
3-6
Weapon Loadout
Depending on the mission tasking you may need to alter your default
weapons loadout. The Weapons Loadout screen is accessed via the
Weapons Loadout icon button in the Mission Brief screen. Here you can
change the weapons loaded in the tubes or the bomb bay or wing pylons,
change the number or type of stored weapons and sonobuoys, and adjust
the loadout of your countermeasures (CMs).
9 Note: The weapons available for each sub class vary. For instance
only one hull (Improved Kilo Hull # 368) of the Chinese Kilos can
carry the Klub Missile series. Only the weapons available on the
specific sub class appear in the drop-down-lists.
3-7
Information Window
1. Click a location button at the left side of the screen. Select the desired
weapon location. The loadout for a tube or pylon/bomb bay is
represented by a numbered, colored circle or square on a wire frame
representation of the platform. Each number represents a specific
tube/pylon location. The name of the weapon loaded in each location is
seen in a drop-down list associated with each tube or pylon number.
The color of a circle or square on the wire frame coincides with the
color assigned to represent each specific weapon.
3-8
The P-3 Bomb Bay has four separate locations and each must be
loaded out individually. Select Bomb Bay in the left side button menu
then click one of the four semi-circles below the plane graphic to select
the loadout for that bomb bay location.
3-9
a specific type currently loaded in tubes is visible along with the current
number of weapons of that type in the racks. While some platforms
show both tube and rack loaded items on the same Stores screen, only
rack stowed items can be changed here.
2. Click the right or left facing arrows associated with each item type to
increase or decrease the number of that item stowed.
The slash-separated numbers at the bottom of the Rack Stowed (or
designated Deep (400 feet) or Shallow (90 feet). You can select
sonobuoys of each preset type for your loadout. BT probes have no
depth preset.
Decrease the quantity of this item stowed
Item Type
3. Make the desired changes to all loadout screens before clicking OK.
BClick OK to implement your changes and return to the Mission
Brief screen.
BClick CANCEL to ignore any changes you made on any of the
screens and return to the Mission Brief screen.
9 Note: The changed loadout is attached to your player name and
becomes that platforms default loadout for all subsequent missions
you play with the current player name until you change the loadout
again.
3-10
C AMPAIGN
Click Campaign in the Main Menu to access the Campaign Selection
screen. From here you select the campaign mission to play and the
platform to command in the mission.
RUSSIAN REBELLION
Struggling with their newfound democracy and being steered by elected
leadership that can ill afford new military initiatives, the Russian Navy is all
but forgotten. The crews and officers do their best to maintain their
cherished vessels but without the necessary resources their conditions
steadily deteriorate. Further, the Russian government is taking steps that
are increasingly authoritarian. In the Russian Far East, the military
responds by staging a mutiny of massive proportions. The Pacific Fleet in
Vladivostok and Petropavlovsk is seized by the newly formed Russian
Rebels. Moscow responds with the mobilization of the Northern fleet from
Murmansk to put down the rebellion and to regain control of the heart of
their Pacific Fleet forces and ports. U.S. intelligence gives an ominous
warning that ballistic missile submarines are among the captured assets
and cannot be found in recent satellite imagery. The U.S. immediately takes
the initiative in this matter of global security and deploys a naval task force
to the Sea of Okhotsk. However, Russian leadership maintains that the
insurgency is an internal matter subject to Russian sovereignty and warns
the U.S. that any direct involvement in the conflict will be considered an act
of aggression. The U.S. government disregards the warning and directs
Navy officials to proceed through International waters to the eastern shores
of Russia. The full mobilization of the U.S. and Russian navies in this
volatile region provides opportunities for rival countries to renew hostilities
and alter the established balance of power. The military forces of China,
Japan, India, and Taiwan are put on full alert as they brace for war.
The Russian Rebellion is portrayed by Moscow as a lawless act by
desperate men resistant to change. However U.S. surveillance and
reconnaissance soon discovers that this rebellion is not so easily explained.
Foreign merchant ships and naval vessels are detected moving covertly
amongst the Rebels and pre-planned alliances are indicated. Perhaps the
intentions of the Rebel forces are not as malevolent as they first appeared.
Russian leadership is consistently quiet when questioned by the U.S. and
maintains the threat that U.S. forces will be attacked if they interfere in what
the Russians insist is an internal conflict. Meanwhile, Chinese forces are
mobilizing. PLAN officials claim that the PRC is merely defending itself from
the potentially devastating and potent force of both Russian government
forces and rogue military assets controlled by the Rebels. However, the
sudden build-up of substantial Chinese forces in the Taiwan Strait
intimidates the Taiwanese and they initiate defensive war plans. The
eastern world is on the brink of war, and the outcome is perilously
uncertain.
3-11
C A M P A I G N O R G A N IZ AT I O N
In S.C.S. Dangerous Waters you have the choice to participate in the
campaign from multiple perspectives. You can control forces from the U.S.,
the Russian Loyalists, the Russian Rebels or the Chinese side, depending
on the mission tasking and objectives. Your decisions have an impact not
only on the direction of the conflict but may also dictate the alliances
between countries. Those alliances will remain persistent for multiple
missions or the entire campaign. However, in many instances the preexisting alliances will be decided dynamically from the start of the
campaign, and you must unravel the story behind the Russian conflict and
determine the true intentions of each side. Make the wrong decision and the
enemy forces you chose to destroy earlier in the campaign will no longer be
available to defend you once the true alliances are revealed.
To begin the Campaign:
4. Select the first (or next available) mission in the Mission Selection
window and read the description and tasking.
5. When you have the option to select a platform to play in a mission, the
text and down arrow seen in the Controllable Platform Selector is
green. Click the green arrow and select a different platform. Tasking for
the selected platform appears in the tasking window.
9 Note: To proceed to the next mission, you must successfully
complete all the current missions critical goals. Critical and noncritical goals are listed in the Mission Status screen during gameplay.
The Mission Status screen is accessible from the System Menu.
Press [ESC] or left click on the Nav Map to deselect any objects then
right-click on the Nav Map to access the Nav Map Menu then select
System Menu
3-12
M ULTIPLAYER
Up to thirty players can go head to head via Internet or a local network
connection. Create alliances and play against other alliances or the A.I.
Multi-Station mode permits you and other players to man stations within the
same platform and play as a team. For in-depth information, see Section 4:
Multiplayer in this manual.
Q UICK M ISSION
Quick Mission provides you the opportunity to create a dynamic mission
based on a few basic parameters that you select. Select any controllable
platform to command in the mission, a basic mission type, a level of
difficulty and general world location and quickly create a dynamic mission.
The type of mission depends on the platform you have chosen to
command.
T O P L AY
QUICK MISSION
1. From the Controllable Platform drop-down list select the platform you
want to command.
4. Click a Mission Location option to select a region of the world for the
mission.
R E PL AY I N G
QUICK MISSION
If you find a Quick Mission that you really enjoyed playing you can play it
again or share it with your friends.
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2. Click on the Seed number of the desired mission and make note of the
seed number and all of the parameters (Controllable platform, Mission
type, Difficulty and Region.)
M ISSION E DITOR
The Mission Editor is a powerful tool for creating and editing missions. This
is the same tool used by the developers to create all missions in S.C.S. Dangerous Waters. The Mission Editors functionality is described in full in a
separate PDF file located on CD # 1 of your S.C.S. Dangerous Waters
CDs in the Manual folder.
P LAYER S L OG
S.C.S. Dangerous Waters maintains a log for all player names you create.
The log allows you to access the debrief report of missions attempted by
the player name currently selected.
Missions are grouped by category represented by the text buttons at the left
of the screen: Campaign or Single.
Multiplayer and Quick Mission results are included with the Single
Missions.
The most recently played mission is found at the bottom of the list.
When a mission is played multiple times, the game saves a) the
highest scoring result for that mission and b) the results for the most
recently played mission (if not the highest). So, for a given mission, you
can have at most two entries in the log when that mission is played
more than once.
1. At the left of the screen click the desired text button to select the type
of missions you want to view. A list of all mission titles of that type
undertaken by your current player name is displayed. It may be
necessary to scroll down to see all mission titles.
2. Click a missions title to see the results of that mission. The information
displayed is the same as that displayed on the Mission Debrief screen
at the conclusion of that mission. Slightly different information appears
depending on the Mission Type.
3-14
O PTIONS
Selecting Options from the Main Menu displays the Options Menu. The text
buttons at the left of the screen make up the Options Menu and indicate the
type of options that are available. Click the name of the Options page you
wish to view. Some types of options have multiple pages.
9 Note: The options that are selected when you leave a game or
mission remain selected in subsequent missions until you change
them again.
G A M E O PT I O NS
On the Game page you set Game and Nav Map zoom and scroll options.
Some game options can be considered cheats, others set levels of
environmental reality. A check mark in the square preceding an option
indicates that option is ON or selected.
Show Dead Platforms: When ON, all platforms that are 100% damaged
display in their actual locations on the Nav Map and their actual identity is
displayed in the DDI and 3D View. Should the contact be killed by a
platform other than Ownship, the contact symbol displays on the Nav Map
whether you have detected it or not.
If you have detected the contact, the contacts symbol remains on the map
moving at the course and speed designated in the TMA or reported solution
even after the actual ship or object is destroyed. This can result in seeing
two symbols and two 3D models for the same contact when this option is
on.
For example, assume you command a sub and have a contact designated
S01. You have a TMA solution on S01 that places it on bearing 235 at a
range of 4000 yards but the contact is actually on bearing 239 at a range of
5000 yards. Additionally, you have classified S01 as a Krivak class frigate
when it is actually a fishing boat. When you click S01 on the Nav Map the
3D model of a Krivak appears in 3D view.
Now suppose that you fire a torpedo at S01 using your TMA solution.
Because your solution is close to the actual location of the contact the
torpedo picks up the actual contact and destroys it. If you are attached to
the torpedo you will see it go right through your TMA solution in 3D because
it is not in the actual location of the contact. The torpedo proceeds on to the
actual location of the contact and kills it. A symbol for the contact
immediately appears at the actual location of the platform on the Nav Map
and the model of the dead fishing boat appears in the 3D View if you select
the symbol. Your S01 solution symbol and the Krivak model remain on the
map until you go to the TMA station, select S01 and drop it.
If Show Dead Platforms is OFF, you never see in 3D what you have killed.
Based on the sound of explosions and the loss of a signal on a given
bearing you may assume that you have killed something. If you want to
know for sure what you have killed without turning on this feature, go to the
Mission Status screen and scroll down to the Kills section.
3-15
Be aware that if your missile or torpedo does not produce 100% damage,
you will not see the wounded platform. You see explosion debris in 3D if
you are attached to the weapon symbol on the Nav Map. If you can see the
contact from the bridge binoculars, Gun Camera, the Sub periscope, the P3 or MH-60 Pilots station or the P-3s IR Camera you will see the damaged
platform.
Show Truth: When ON, accurate NTDS symbols display for each object in
the mission on the Nav Map at the true location of the entity. When a
symbol is selected in Truth mode, the 3D object assigned to the class
appears in the 3D View and accurate information about the contact is seen
in the Data Display Indicator (DDI). When Show Truth is ON and a symbol
is selected on the Nav Map, the information in the DDI contains no solution
data and the actual name and class of the platform, its true course and
speed and its level of damage are displayed.
When Truth is ON, no Contact IDs are seen in the submarines Fire Control
drop-down lists. You can only engage Truth contacts from the Nav Map
using the Contact Menus Engage With command or by shooting a
Snapshot at the contact from a subs Fire Control Target Display. Truth
contacts can always be engaged by the FFG, P-3C and MH-60R.
9 Note: When Show Truth is ON and Show Link is OFF, no track
numbers appear on the Nav Map. When both Show Truth and Show
Link are ON, the four-digit numbers seen on the Nav Map do not
match the track numbers assigned by OS sensors or the Link that
are seen when only Show Link Data is ON. In the FFG if you assign
contacts to the Target Queue and then turn Truth ON, the targets in
the Queue are cleared. If you assign Truth track numbers to the
Target Queue then turn Show Truth OFF, the Target Queue is also
cleared. Any tracks that have been assigned to a launcher or tube in
one Truth mode are removed when you toggle the state of the Truth
mode.
Truth is OFF by default and must be enabled here or by using the keyboard
command or the Nav Map Menu. The default keyboard command is shown.
BPress [Ctrl] + [Shift] + [T] to toggle the display of truth on the
Navigation Map.
BFrom the Nav Map Menu, select Layers>Show Truth. Select
Layers>Hide Truth to turn truth OFF again.
9 Note: A host in a multiplayer game can turn OFF the Show Truth
capability so no players in the game can use it. See
Multiplayer/Multiplayer Options. In a Multi-Station game the host is
forced to set the truth mode for all players. Every player plays with
the same Truth setting. The Host can still toggle the Truth mode and
this toggles the Truth mode for all players regardless of side. The
host should not do this unless all players approve.
Show Allies: When ON, the true location of Ownside platforms appear at
their actual locations on the Nav Map. Accurate information appears in the
3-16
DDI when the contact is selected. The track numbers that appear for Allies
(your Link participants) are different when Show Allies is ON than they are
when Show Allies is OFF.
Show Link Data: When ON, friendly platforms appear on the Nav Map as
blue symbols of the correct platform type and class. The Link provides a
means for transmitting encrypted data between ships and/or aircraft on
Ownside.
When Show Link Data is ON in S.C.S. Dangerous Waters the location of
all participants in the Link network as well as their contacts appear on the
Nav Map in the form of an NTDS contact symbol. See Navigation
Station/2D Navigation Map for further information on track numbers for Link
participants and their contacts.
Clicking on a Link contact symbol on the Nav Map displays information in
the DDI and the 3D view that is as accurate as the last report. The last
known position of the contact is represented on the 2D Nav. Link data are
reported on a time delay so the locations may not be exact but they are
locations with a high level of confidence. Link information is updated on the
Nav Map as long as the option is ON. When OFF the Link continues to
report but the updates are not seen until you turn the option back ON.
If the Show Link Data option is ON when you leave a mission, it is also ON
at the start of the next mission. Show Link Data is ON by default.
9 Note: Link submarines are not seen in your Link data unless they
are at comms depth with their radio mast extended. If you are
commanding a submarine, you must go to comms depth and deploy
the floating wire or raise the radio antenna to receive the Link data. If
you are commanding a sub, you will only see another sub in a
mission if that sub is at comms depth with his radio mast extended at
the same time you are at comms depth with your radio mast
extended.
BFrom the Nav Map press [Shift] + [Ctrl] + [A] to toggle the display
of Link Data for allied platforms and land sites or select
Layers>Show Link Data (or Hide Link Data) from the Nav Map
Menu.
9 Note: Link contacts do not display in TMA drop-down lists. Some
land sites are designated during mission design as Auto Detect.
These show up on the Nav Map as Source: Link but with no specific
Link source designated.
Weapon Quick Launch: When ON, the time it takes to unload and load
submarine weapons and countermeasures and FFG torpedoes is reduced
as follows:
Weapon unload/load time drops from 16 18 minutes (depending on
20 seconds.
3-17
seconds.
Countermeasure load time drops from 3 minutes to 8 seconds.
FFG Torpedo reload time is reduced from 30 minutes to 30 seconds.
3-18
you give a specific engine order, your actual speed may vary. Note that the
speed readout on the Task Bar shows forward speed through water, not
speed over the ground. If you've ordered an exact speed, your indicated
speed may be higher if you are driving into a current, or lower if you are
riding with a trailing current. There is no way to determine the direction of
currents. Novice players may wish to turn this option OFF.
Enable Waveriding: When ON, the 3D platforms ride the waves
realistically based on the sea state set when the mission was created.
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.
3D O P TI O NS
These two pages of options allow for setting screen resolution, 3D effects
and testing options. Changes you make can be viewed in the 3D Window.
The following two items bear additional explanation.
BSelect Disable 3D on the second page of options to completely
disable 3D in a mission. The Host in a multiplayer game can
choose to disable 3D for all players or allow them to make their
own choice. See Multiplayer/Multiplayer Options.
BSelect Windowed to run S.C.S. Dangerous Waters in a smaller
window. This is especially useful when reading on-line
documentation.
Tip: If you experience banding or pixilated graphics in your 3D view, try
turning off any anti-aliasing settings you may have adjusted in the DirectX
panel on your computer.
C R E W O P TI O NS
Each controllable platform has several Autocrew options. Each can be
tuned on or off before game start at the option screen. During gameplay,
use the Autocrew slider button, in the upper left of any station that has an
Autocrew, to toggle the state of that Autocrew without returning to the
Options screen. You can also access the Options screen from the System
Menu during gameplay by pressing [Esc] (default hot key.)
Clicking Defaults (Novice) turns ON all Autocrew options.
Clicking Defaults (Advanced) turns OFF all Autocrew options.
Each type of platform has a unique set of Autocrew pages. Click the desired
platform type at the top of the screen to access that platforms options.
When ON (check-marked) Autocrew perform specific game tasks as
follows:
Sub
Use Radar Autocrew: When ON, Radar Autocrew marks and updates
all Radar contacts as long as the Radar is on.
3-19
Air
Use Acoustic Autocrew: When ON, Acoustic Autocrew switches
between channels, clears channels as needed to support Directional
mode, and places buoys in Directional mode. Acoustic Autocrew does
not place buoys in Active mode. In Directional mode he marks and
classifies contacts.
Use ESM Autocrew: When ON, Autocrew marks ESM contacts but
does not classify them. (MAD contacts are marked automatically when
the MAD sensor is ON. While MAD shares the station with ESM, it is
not tied to the ESM Autocrew.)
Use Radar Autocrew: When ON, Radar Autocrew marks contacts and
sends position updates to the Nav Map as long as the Radar is ON.
3-20
Helo
Use ATO Autocrew: When ON, ATO Autocrew enters Penguin missile
and torpedo presets appropriate for the contact. You must select the
weapon to be dropped or launched. You cannot enter presets other
than runout bearing when the Autocrew is on.
Use SENSO Acoustic Autocrew: When ON, Acoustic Autocrew
switches between sonobuoys, places buoys in Directional mode, and
clears channels as needed to support Directional mode. Acoustic
Autocrew does not place buoys in Active mode.
Use SENSO Dipping Sonar: When ON, Autocrew marks contacts in
Passive Mode. Autocrew does not mark Active contacts nor classify
contacts in passive mode.
Use SENSO ESM Autocrew: When ON Autocrew marks ESM
contacts but does not classify them. (MAD contacts are marked
automatically when the MAD sensor is ON. While MAD shares the
station with ESM, it is not tied to the ESM Autocrew.)
Use SENSO Radar Autocrew: When ON, Radar Autocrew marks
contacts and sends position updates to the Nav Map as long as the
Radar is on.
Use Countermeasure Autocrew: When ON, the Countermeasure
Autocrew takes evasive maneuvers and launches chaff and flares
when a missile is locked on your Ownship aircraft.
Surface
Use Acoustic Autocrew: When ON, Acoustic Autocrew switches
between hot sonobuoys, places buoys in Directional mode in Gram
windows A - D (see note below), clears channels as needed to support
Directional mode and marks and classifies Directional contacts.
Acoustic Autocrew does not place buoys in Active mode, classify
contacts in Omni mode or switch receiver modes (Ship, Air or Air/Ship
modes.)
9 Note: On the FFG, only display windows (gram displays) A D can
be set to Active or Directional Mode. If your helo is not aloft and you
or your Acoustic Autocrew want to mark Directional contacts, the
player must set the Receiver mode to SHIP/SHIP. To view Helo
sonobuoy data in Gram windows A D you must SYNC with the
Helo in ASTAC and set Link mode to ACOUSTIC and display
windows A D must be set to AIR/SHIP.
3-21
S OU N D O P TI O N S
From the Sound options page you can enable voice commands as well as
in-game sound and music options. A list of available English voice
commands is found in VoiceCommands.doc located on both of the S.C.S.
Dangerous Waters CDs in the Manual directory.
Enabled Only: This option is used in conjunction with Voice
Commands. When Enabled Only is ON and 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
BPress and hold the speech key while issuing a valid voice
commands. By default the speech key is [W].
Always On: This option is used in conjunction Voice Commands.
When Always On is selected, the designated speech key is ignored
and the speech engine is always listening to what you say.
BIssue a valid voice command as desired at any point during
gameplay.
3-22
volume of the 3D sound when inside the FFG Bridge and other areas in
the game.
C O N TR OL S O PT I O NS
The Controls pages display the current hot key assignments for the Sub,
Surface, and Air platforms as well as 2D Map, 3D View and General game
functions. This manual assumes the default key assignments are in effect
but you can change key assignments as desired.
Explanation of Controls
While most of the keyboard hot-key options are fairly self-explanatory a few
require further explanation. These are covered below:
General Controls: These are controls that are not specific to the Nav Map
or any specific controllable platform.
Escape Menu: System Menu. [Esc] is the default hot key. The
manual refers to this menu as the System Menu in all places.
Mission Status: Mission Status screen provides information about the
current game during gameplay (player name, controllable platforms,
current status of goal completion.). Mission Status is accessed via the
System Menu during gameplay.
Keyboard Course/Speed /Depth or Altitude Change: These options
provide a means for entering an exact number in the Task Bars
Course, Speed, and Depth (Alt) fields rather than clicking on the digits.
Press the keyboard combination for the desired option. When the digits
in that field change color quickly enter the desired digits via the
keyboard.
Map Controls: These options control Navigation Map functionality.
Hide/Show Entity Truth: Shows the true identity and location for all
platforms in the game. See Options>Game>Show Truth
Terminate Action: This refers to canceling the creation of a Map
Object (such as a navigation mark, range circle, or waypoint insertion)
prior to the placement of the object. When one of those options is
selected the cursor changes shape until the action is completed.
Terminate Action causes the cursor to return to normal.
Add Manual Solution: A manual solution places a yellow NTDS
Symbol indicating an Unknown Category/Unknown ID on the Map at
the location of the cursor. For more information on how to use a
Manual Contact see Navigation Station/2D Navigation Map/Nav Map
Menu/Add Manual Solution.
Promote to Link: Select this option to provide the link participants with
your position report and assessment of the selected contact. This is
most useful in Multiplayer games although you may want to use it in
single player games if you want the Link participants to attack a contact
you designate as hostile. See Navigation Station/2D Navigation
Map/Contact Menu/Promoting a Contact to Link.
3D Options: These controls refer to the 3D view on the Navigation Station.
Section 3: Main Menu
3-23
1. Double-click the text of the option you want to change. The option is
highlighted and the text changes color.
3. Click YES to swap the two key assignments. Click NO to maintain the
current hot key settings.
2. From the Controls page click AIR/HELO to select it. A check mark
indicates the option is selected.
3. Double click a line option in the list then move the joystick control as
desired to associate that movement with the selected option. Items with
no hot key assignment are options that relate to a Joystick only.
M U L T I PL A Y E R O P TI O N S
Multiplayer options are only available to the host in a multiplayer game
during the setup for a multiplayer game. Options you set here are enabled
when you host a Multiplayer game. If you join a Multiplayer game any
options you set here are disabled. When you host you can also set these
options from the Gameroom. Multiplayer Options are explained in full in the
Multiplayer section of this manual. See Multiplayer/Multiplayer Options.
S A VI N G O PT I O N C H A N GE S
To save options changes: Click OK to apply all changes made on any
page. The Options Menu closes.
To exit the Options Menu without enabling any changes: Click
CANCEL. The Options Menu closes.
R E S T OR I N G D EF AU L T S ET TI N GS
Default settings can be restored by option type. (Game, 3D, Crew, Sound,
Controls and Multiplayer.)
3-24
BSelect the desired type of option then click Defaults at the bottom
of the page to set that type of options to the default settings
shipped with the game. Each option type has a separate Defaults
button. Some Options have Novice and Advanced Settings. See
Novice and Advanced Defaults below.
There are six pages of Controls options. (General, Map, 3D, Sub, Air/Helo,
Surface) The defaults can be restored to each page individually. Likewise,
the multiple pages of Crew options can be set by individual platform. Crew
Options defaults have both Novice or Advanced settings. See below.
N O VIC E
AND
A DV A N C E D D EF AU L TS
The first time you run S.C.S. Dangerous Waters you will notice that some
Game and Crew options are turned on or off at game startup depending on
whether you selected Novice or Advanced settings during game installation.
BTo switch from one setting to the other or to restore the original
settings if you have altered them select Defaults (Novice) or
Defaults (Advanced) as desired from each page that contains
those options.
If a page has only one Defaults button, the default options are the same for
both novice and advanced players.
9 Note: This manual assumes Advanced CREW options and Novice
GAME options are selected. If you have selected other Options
settings, your game experience will be slightly different than
described in this manual.
Advanced Defaults
Game options: Turns ON Show Link Data, Enable Tool Tips,
Novice Defaults
Game options: Turns ON Show Dead Platforms, Show Link Data,
USNI R EFERENCE
Data from the U.S. Naval Institute (USNI) was used as the source for the
information in the in-game USNI Reference browser, and for the
performance parameters used in the game databases. Any deviations from
USNI data for gameplay purposes are noted in the browser entries.
3-25
U SI N G
TH E
B R OW S E R
2. Click the desired country and platform name or the desired weapon
type and the weapon name about which you want to learn more. The
browser shows the text entry by default.
4. Press the right and left arrow keys to page through the text, photo or
3D entries of a given type for the selected country or weapon type
Close Browser
3-26
P L A TF OR M -S P E C I F I C
I NF OR M AT I O N
E XIT
To exit the Main Menu:
BClick EXIT. An S.C.S. - Dangerous Waters message box appears
asking you to confirm that you want to leave the game.
BClick OK to exit to Windows.
BClick CANCEL to return to the Main Menu.
Tip: Press the spacebar or click the screen to bypass the credits.
3-27
3-28
6(&7,21
08/7,3/$<(5
Section 4: Multiplayer
4-1
4: MULTIPLAYER ........................................................................................4-3
TO HOST A MULTIPLAYER GAME ...........................................................4-3
Gameroom (Multiplayer Host Options).................... 4-3
TO JOIN A MULTIPLAYER GAME ............................................................4-4
LOBBY ............................................................................ 4-5
GAMEROOM (MULTIPLAYER JOIN OPTIONS) ....................... 4-6
MULTI-STATION MODE .........................................................................4-7
MULTI-STATION MODE (HOST OPTIONS)............................ 4-7
MULTI-STATION MODE (JOIN OPTIONS) ............................. 4-9
MULTIPLAYER OPTIONS ..................................................................... 4-10
MULTIPLAYER DEFAULT SETTINGS .................................. 4-12
To set Novice Settings: ......................................... 4-12
To set Advanced Defaults:.................................... 4-12
CHAT.............................................................................................. 4-12
GAMEPLAY DIFFERENCES IN MULTIPLAYER........................................... 4-13
PROMOTING CONTACTS TO THE LINK ............................... 4-14
To Promote a Contact to the Link ......................... 4-14
MH-60R MULTIPLAYER GAMEPLAY DIFFERENCES............ 4-14
FFG MULTIPLAYER GAMEPLAY DIFFERENCES .................. 4-15
ASTAC Station Differences................................... 4-15
Navigation Station Difference ............................... 4-16
Weapons Coordinator/Target Queue.................... 4-16
SUBMARINE MULTIPLAYER GAMEPLAY DIFFERENCES ........ 4-16
MULTI-STATION DIFFERENCES ........................................ 4-17
MULTIPLAYER WARNING AND ERROR MESSAGES ................................. 4-17
Section 4: Multiplayer
4-2
4: MULTIPLAYER
S.C.S. - Dangerous Waters allows you to host or join multiplayer games on
a local area network or over the Internet. New in S.C.S. Dangerous
Waters is Multi-Station mode. In a Multi-station game a team of players are
assigned stations on a single platform each taking one or several stations to
man as desired.
A multi-manned platform can play against the AI (Artificial Intelligence) or
against other multi-manned platforms in a multiplayer Multi-Station game.
See Multiplayer/Multi-Station Mode for instructions on setting up a
multiplayer game in Multi-Station mode.
T O H OST
M ULTIPLAYER G AME
As Host you select the mission, players and options available to all players.
You decide if the session is a regular Multiplayer game or a Multi-Station
game by selecting (or deselecting) the Host Multi-Station game option at
the bottom of the Configuration screen. See Multiplayer/Multi-Station Mode
later in this section. Multiplayer mode is covered here.
Section 4: Multiplayer
4-3
7. When all desired players have joined and indicate they are ready to
start, click PLAY.
T O J OIN
M ULTIPLAYER G AME
This section covers joining a multiplayer game. Steps for joining a MultiStation game appear later in this chapter. See Multiplayer/Multi-Station
Mode/Multi-Station (Join Options).
4-4
L OB B Y
The Lobby screen is divided into three sections or windows:
The SESSION window displays the names of any hosted sessions. The
highlighted name is the selected session.
The letters MS appear after the Session Name when the session is a
Multi-Station game.
The letter Y appears after a session name under the padlock icon if a
of the scenario the host computer notifies you and offers to send it
to you. Click OK in the message box to transfer the scenario and
enter the Gameroom. If you click CANCEL in this message box
you enter the Gameroom but the only available option is Cancel.
9 Note: The scenario transferred by the Host is sent to your Incoming
directory. The incoming file does not overwrite a mission by the
same name that exists in your Scenario directory. If the Host
changes the mission and sends it again, this new (changed) file will
overwrite the version in the Incoming directory.
Section 4: Multiplayer
4-5
Join
Connected Players
G A M E R O O M (M U L TI PL AY E R J OI N O PT I ON S )
Once the Host has selected a mission, the options at the left of the
Gameroom screen are selectable.
9 Note: If the host has not selected a scenario before you enter the
Gameroom and subsequently selects a mission that you dont have
or that is different from your version, you are notified via an error
message that the host can send you the scenario. Click OK to
continue. This scenario is placed in the Incoming directory, not in the
Scenario directory.
Section 4: Multiplayer
4-6
Be aware that the host controls which options may be set, must be
set or cannot be set. If the host disallows Show Truth, you will not
be able to see truth even if you have Show Truth enabled in your
game options. See Multiplayer/Multiplayer Options later in this
section.
7. Click READY to notify the host you are ready to play. If you need to unready to adjust your loadout, click READY again to return to the
Gameroom. Clicking Cancel takes you back to the Lobby.
M U L T I -S T AT I O N M O DE (H OS T O PT IO N S )
The Host in a multiplayer game decides if the mission is to be played in
Multi-Station mode. The host is forced to decide if all players play with Truth
on or OFF. Players do not have a choice and the host must pick one mode
or the other.
Section 4: Multiplayer
4-7
6. The Mission Menu now lists mission titles as before but the number of
Platforms in a mission now appears instead of the number of Players.
Select a mission and a platform from the Controllable Platform
Selector. Click OK to return to the Gameroom.
Each platform in the mission can be selected as a Multi-station
Multi-Station game are forced to play with the same Truth setting to
avoid confusion. The host determines if Truth is ON or OFF for all
players.
9 Note: In Multi-Station mode it is important not to force the player to
have Autocrew ON. The player could be left with nothing to do at his
station since some Autocrew functions lock out any player interaction
at the station. It is recommended that you force the players to have
all Autocrew Options OFF for Multi-Station games or leave him with
the possibility of turning Autocrew ON or OFF as desired.
Section 4: Multiplayer
4-8
9. To deny game access to a specific player, select the player name and
click REFUSE PLAYER.
M U L T I -S T AT I O N M O DE (J OI N O PT I O NS )
There is no way to tell if a game is a Multi-Station game from the Lobby or
when you initially enter the Gameroom. Multi-Station games are identifiable
from the Mission Selection screen. In Multi-Station mode the number of
Platforms is listed in the column in front of the mission name instead of the
number of Players. Additionally a platform already selected by one player is
still selectable by other players. No player names are attached to a
platform.
different platform and wait for other players to join your platforms
team. If no one else joins your team you must assign all stations to
yourself.
you are prevented from accessing the Assign Stations screen until
he has completed his selections.
You can select a station assigned to another player on your
platform and move that station into the unassigned side by clicking
the right-facing arrow. All stations must be assigned before the
Host can start the game. The Host can only change station
assignments for the platform he is on.
Section 4: Multiplayer
4-9
5. Click OPTIONS then Multiplayer Options to see which options the host
has set. Set any options he has allowed. See Multiplayer/Multiplayer
Options.
7. Click READY to notify the host that you are ready to play. The Host will
notify you via chat if all stations on your platform are not assigned.
Click READY again to return to the Gameroom. Be aware that clicking
Cancel returns you to the Lobby. Click ASSIGN STATIONS and
ensure that all stations are assigned to someone on your team, and
then click READY again.
4-10
Controlled by Host:
Settings:
Checked
Checked
No check
Note: The joining player can only view what the host is setting in the
Multiplayer Options screen. Joiners must visit the Options Game, Crew or
3D pages to set any allowable options. In the Gameroom click Options
then the type of Options you wish to view.
Host controls the option in this row
does not appear in the Navigation Station for any player in the game
Section 4: Multiplayer
4-11
With menus no player in the game can use the Nav Maps right-click
Engage With menus to engage contacts. Because the Engage With
menus do most of the work for you and prevent you from firing at
contacts that are out of range, many consider it a cheat. To level the
playing field, it can be disallowed in Multiplayer and Multi-station
games.
Disable Multiplayer Options during Game option. When this is
M U L T IPL A Y E R D EF AU L T S E TT I N GS
The host can set default options if he so chooses. Joining players cannot
set Multiplayer defaults.
C HAT
The Chat feature is available in the Gameroom and during gameplay.
To chat in the Gameroom:
1. Type a message in the Chat Box at the bottom of the screen then
press [Enter] or click SEND.
4-12
Chat Box
In-Game Chat:
G AMEPLAY D IFFERENCES
IN
M ULTIPLAYER
4-13
players, the Host must back out of Gameroom to the Connections station
and click OK to start a new session. Original players will have to join that
new session along with any new players.
Exiting/Client player exits: If a player exits a game before the host, that
player is out of the game session, and can only be accepted back if the host
starts a new game session.
P R O M OT I N G C O N T AC TS
T O TH E
L I NK
While AI driven Link participants always share their Link data with you,
player controlled platforms that are part of your Ownside Link must
specifically promote a contact to the Link before you can see it. You must
do the same before they can see your contacts. A submarine player has an
additional handicap in that he must be at comms depth with his radio mast
raised before his own location can be seen by other Link participants and
before he can promote a contact to the link.
3. When your contact symbol reflects its category (ship, air, sub, land)
and ID (hostile, unknown, neutral etc.) and a solution, select it and from
the right-click Contact Menu select Promote To Link.
The contact symbol along with the track number assigned by your
MH-60R M U L T I PL AY E R G A ME PL AY D IFF ER E NC E S
When Ownship is the MH-60R and you are the deployed helo of a FFG
manned by another player in a Multiplayer or Multi-Station game, some
sharing of control may be requested by the FFG (SHIP). You will notice
lights flashing on the LINK Panel of the ATO station.
LINK / NAV CONTROL: The FFG can request control of the helo from you
in order to enter waypoints for you to follow. At any point you can take back
Nav Control by clicking HELO in the ATO Station.
Section 4: Multiplayer
4-14
When the SHIP requests Nav Control, the SHIP and HELO lights on
the LINK Nav Control panel both flash until you switch the toggle to
SHIP mode giving the SHIP waypoint control.
When the SHIP has control and has placed waypoints for you to follow
(Flight, Buoy, or Weapon) you cannot add waypoints of your own. You
can still order course, altitude and speed changes that will deviate from
the flight path entered by the FFG.
BTo return to the flight path and waypoints entered by the FFG,
select FOLLOW WAYPOINTS from the Orders or Ownship Menus
Navigate option.
You can still drop buoys and torpedoes before you reach the assigned
drop point (which may annoy the FFG player since you have a limited
number of these items.) If the FFG has ordered weapon or buoy drop
waypoints and you elect to drop all torpedoes or buoys of the
requested type before the appropriate waypoint is reached, the
waypoint is removed from the Nav Map and the Geoplot of both the
Helo and the FFG.
If you are flying the Helo with a joystick, you still have control as usual.
FFG M U L T I PL AY E R G AM E PL AY D I F F E R E NC E S
In Multiplayer or Multi-Station games you may encounter occasions when
your MH-60R Helo is deployed at mission start and manned by another
player or a team of players. This results in some differences in the ASTAC
station relative to Helo Control, Link Mode and Helo Recovery,
Section 4: Multiplayer
4-15
SHIP. In Single player you automatically are granted ship control of the
Helo. In a Multiplayer game, however, control of the Helo is not guaranteed.
You must wait for the player in the ATO Station on the MH-60R to agree to
this request and switch his NAV CONTROL switch to the SHIP position.
The Helo player does not have to relinquish control if he doesnt want to. If
he does not move the switch, you cannot place any waypoints for him to
follow. Additionally, the Helo player can take back Nav Control of his
platform at any point. He does not have to request permission to take back
Nav Control. He just flips the switch.
LINK MODE: Once SYNC is established you can choose to receive Radar
or Acoustic data from your deployed Helo. You do not need his permission
to view Acoustic data. Acoustic is selected by default and can be processed
at your Acoustic Station even if the player in the Helo is not processing
sonobuoy data. While you can set the mode to Radar, if the player in the
helicopter has his radar off, you are not receiving helo radar data until the
Helo player turns his Radar ON. You must coordinate with the player in the
helicopter to turn on the radar via chat or some other means of
communication if he has not observed the blinking lights in ATO. Helo
Radar contacts are automatically processed and marked as FFG local
contacts as long as REMRO is ON.
HELO RECOVERY: If another player or team of players mans your
deployed Helo, the RECOVER button in HELO STATUS is disabled for that
Helo. The Helo player must select Navigate>Return to Base from the
Ownship or Orders Menu or land manually with a joystick if he wants to
return to the flight deck.
S U B M AR I NE M U L TI PL A Y ER G AM E PL AY D I F F E R E NC E S
In Multiplayer or Multi-station games submarines have a few differences
related to the Link. Submarines are frequently out of communication with
the rest of Ownside. At the start of a mission no one in your Link knows
where you are and you do not know where your Link participants are
Section 4: Multiplayer
4-16
located until you come to communications depth (comms depth) and raise
your radio antenna.
While you can stream your floating wire and download the location of all
surface and air Link participants and their contacts, they will not see you
unless you come to comms depth and raise your radio antenna. See
Appendix C: Submarine Max & Mins for comms depth information for all
controllable submarine classes. Other Ownside submarines in the mission
are not seen in your Link data unless they are at comms depth with their
radio antenna extended at the same time you are receiving Link data. You
must be at comms depth with your radio mast extended to promote a
contact to the Link.
M U L T I -S T AT I O N
DI F F E R E NC E S
M ULTIPLAYER W ARNING
AND
E RROR M ESSAGES
Section 4: Multiplayer
4-17
4-18
different than the same file on the hosts computer. A chat message is also
sent to all connected players to inform them of this discrepancy. This
message will only appear if the clients S.C.S. - Dangerous Waters is
running a different language than the host and the scenario is different.
REMEDY: The client can copy the hosts scenario file or the game can be
continued as normal. The host can decide whether this is a trusted client
using a different language scenario file.
MESSAGE: Error: Your game dropped multiplayer messages!
EXPLANATION: This message appears as an incoming Chat message in
the rare event that your computer is running too slow to keep up with
incoming multiplayer messages. When this occurs the state of entities in the
game may appear different on different computers and ships could head off
in different directions.
REMEDY: Ensure that no other programs are running at the same time as
S.C.S. - Dangerous Waters. Also, ensure that no other programs are
sharing the Internet connection or slowing it down for some reason.
Section 4: Multiplayer
4-19
Section 4: Multiplayer
4-20
6(&7,21
75$,1,1*
Section 5: Training
5-1
5: TRAINING ..............................................................................................5-3
SONAR SCHOOL .................................................................................5-3
SONAR ........................................................................... 5-3
Passive Sonar
5-3
Active Sonar
5-3
High Frequency Active Sonar
5-4
ACOUSTIC SIGNALS ......................................................... 5-5
Signal Strength
5-5
Noise
5-5
Broadband Signals
5-5
Narrowband Signals
5-6
UNDERWATER SOUND PROPAGATION ................................ 5-6
Thermal Layers
5-7
Sound Speed Profile (SSP)
5-7
Generating a Sound Speed Profile (SSP)
5-8
Utilizing Thermal Layers
5-9
SONAR SYSTEMS ............................................................ 5-9
Towed Arrays
5-10
Surface Ship Hull Sonar
5-10
Submarine Spherical/Cylindrical Bow Arrays
5-10
Submarine Hull/Conformal Arrays
5-10
Submarine Flank Arrays
5-11
Sonobuoys
5-11
Sonobuoys in S.C.S. - Dangerous Waters
5-13
Sonobuoy Data Display Windows (Grams)
5-14
Dipping Sonar
5-19
CAVITATION IN SUBMARINES ........................................... 5-19
TMA BASICS ................................................................................... 5-20
WHAT IS TMA?.............................................................. 5-20
HOW DOES TMA W ORK? .............................................. 5-20
TMA TOOLS ................................................................. 5-23
Submarines TMA Tools
5-23
FFG TMA Tools
5-23
The TMA Display Board (Subs)
5-24
The TMA Plot (FFG)
5-25
Merging and Dropping Contacts
5-25
The TMA Ruler
5-26
TMA Dot Stack (Subs only)
5-28
Trial Solution Area
5-28
Entering a Firing Solution
5-28
Lines of Bearing (LOBs)
5-29
Contact ID Naming Conventions
5-30
TMA ON UUV SENSOR CONTACTS ................................ 5-31
Section 5: Training
5-2
5: TRAINING
This section contains information needed to successfully complete some
S.C.S. - Dangerous Waters game tasks. To effectively use the various
stations you encounter in the game it is helpful to have some background
and general information about why you need various stations and what
happens there.
S ONAR S CHOOL
Subs, ships and aircraft all use Sound Navigation And Ranging (Sonar) to
detect submarines, although sonar also detects surface ships in the area.
All controllable platforms in Dangerous Waters have some form of sonar
capability. These are described later in this section.
S O N AR
A sonar array is an interconnected group of hydrophones or transducers
that focus either the transmission or reception of sound. There are two
types of sonar: passive and active. Each has an important place in antisubmarine warfare.
Passive Sonar
A passive sonar system can only listen. A hydrophone (sensor) or a set of
hydrophones is positioned to receive sounds produced by sources in the
water. Its major purpose in this game is to detect and help classify
submarines and ships. Depending on environmental conditions passive
sonar can detect contacts several miles away; however, you can only
determine the direction, or bearing, of the contact. The distance, or range,
to the contact is not immediately known. It is helpful to know the range to
successfully target the contact.
By tracking a contact over time with passive sonar you can fairly accurately
determine a contacts bearing, range, course, and speed by using a
process called Target Motion Analysis (TMA). See Training/TMA Basics.
Active Sonar
An active sonar system transmits a high-energy acoustic signal or ping.
Any object in the area reflects the transmitted signal and the sonar sensors
pick up the returning echo. The time from the initial transmission to the
reception of the echo accurately reveals the range to the contact and the
direction of the returning echo indicates the bearing.
Active sonar quickly provides range information but the active transmission
can also be received by enemy ships and used to locate the transmitting
sensor. Because of this risk submarines should use active sonar only as a
last resort for determining a targets range. Using TMA on passive sonar
contacts is a safer approach to localization when time permits.
Section 5: Training
5-3
Section 5: Training
5-4
A C OU S T I C S I G N AL S
Passive sonar is used to detect and determine the location of the sources of
acoustic energy, or sound, in the water. The ocean has numerous sources
of acoustic energy including seismic events, biologics such as whales and
shrimp, and waves, as well as noise generated by ships and submarines.
The sound that is ever present in the water and doesnt appear to come
from a specific contact is known as background or ambient noise. Ships,
subs and other acoustic contacts emit energy, or signals, that stand out
against this backdrop of ambient noise when processed by a sonar system.
Detection ranges for sonar arrays are influenced by the strength of the
signal being detected and the amount of background noise interference
between the contact and the sensor. This is called the Signal To Noise
Ratio (SNR). Directional sonar increases SNR by focusing the sonar beam
into a smaller area pointed at the target.
Signal Strength
The amount of noise a contact generates is known as its signal strength.
Depending on the sonar display, a signal appears as a line, a spike, or a
dot. Thick lines, tall spikes and larger, darker dots indicate stronger signals.
The signal strength generated by a contact is influenced by the type of
contact it is (loud merchant ship or quiet diesel sub), its range and its
speed.
In general loud, fast contacts generate a strong signal while quiet contacts
generate a faint signal. Distant contacts can be faint while close contacts
are stronger. However, a faint signal doesnt always mean a distant contact.
It could be a quiet submarine close by traveling at a slow rate of speed
while a strong signal could be a merchant ship at a greater distance
traveling at a high rate of speed.
Noise
The amount of noise detected by your sonar sensors is influenced by the
speed of your Ownship as well as several environmental factors. The noise
generated by Ownships movement through the water increases as your
speed increases. The more noise you generate the less your sensors can
detect. It is possible that all signals can be lost in the noise if you travel fast
enough.
The wave action of a high sea state also generates background noise that
can influence signal detection. Thermal layers, discussed later in this
section, can significantly reduce the ability of signals to travel through the
water.
Broadband Signals
Sonar systems detect acoustic signals in the broadband and narrowband
frequency ranges. Contacts of interest emit both broadband and
narrowband signals.
Section 5: Training
5-5
Narrowband Signals
Passive narrowband (PNB) sources emit energy at a distinct frequency. A
narrowband acoustic source is typically generated by a specific piece of
equipment on a ship such as a pump or a motor. Because it is possible to
detect a contact at a longer range by searching for a distinct frequency it is
sometimes helpful to start the search for contacts in narrowband sonar. The
increased detections are possible because narrowband focuses the sonar
in frequency, rejecting ambient noise that is outside the frequency band of
the target signature.
Additionally, the specific frequencies emitted by a contact are unique and
readily identifiable; therefore, narrowband frequencies can be used to
classify contacts. The specific frequencies associated with a ship are known
as its sonar signature, sometimes called its sound profile. Sonar systems
access a library of known sonar signatures or profiles to aid in the
classification process.
Contacts can be classified in each submarines Sonar Narrowband Station,
and in the Acoustic Station on the FFG, P-3C and the MH-60R platforms.
The MH-60s dipping sonar in passive mode can also be used to classify
contacts.
Tip: Use Narrowband sonar for detection and classification of contacts.
U N D E R W A TE R S OU N D P R O P A G AT I O N
Sound travels in waves of alternating high and low pressure created when a
vibrating object disturbs the air or water around it. While sound in air
generally travels in a straight line until it is reflected or simply fades away,
sound in water tends to bend depending on conditions in the water it is
traversing.
The speed of sound in the ocean is related to temperature, salinity, and
depth. Salinity usually does not change for a given ocean area. Increasing
depth or increasing temperature tends to increase the speed of sound.
Temperature may increase or decrease with depth near the surface,
depending upon atmospheric conditions, but eventually begins to decrease
until a depth of about 3000 feet, where it becomes nearly constant
(isothermal). While the temperature is decreasing with depth, the speed of
sound will also decrease unless the change in temperature is very small.
But at deep depths, the speed of sound increases with depth.
Section 5: Training
5-6
In the ocean, acoustic energy travels along paths that are determined by
changes in the speed of sound through the water. Sound waves are
refracted (bent) away from a region where the speed of sound is increasing.
Thermal Layers
Sometimes conditions in the ocean give rise to an effect known as the
layer. As the surface of the ocean cools late in the day, a region of
increasing temperature near the surface creates a layer where the
temperature increases with depth. At the layer depth the normal cooling
with increased depth resumes, so that the layer depth is the depth with the
greatest temperature. Sound energy bends away from the layer, so that a
contact is much harder to detect if it is on the opposite side of the layer
depth from the sonar array. Very little sound energy passes through this
layer depth, especially at higher frequencies.
Bottom Limited
In a bottom limited ocean environment, the water depth is not great enough
for the isothermal region to be present. Instead, the temperature decreases
with depth all the way to the bottom. This means that sound waves are bent
toward the bottom, and any sound detected beyond direct path range will
have one or more bottom bounces, losing energy with each bottom bounce.
In addition, background noise is high since the surface noise bounces off
the shallow ocean floor and propagates for some distance.
9 Note: If a mission designer designates the area as bottom limited
there will be no layer in the mission regardless of the depth of the
ocean in the area. Surface Duct is the default environment for usergenerated missions in the S.C.S. - Dangerous Waters Mission
Editor.
Surface Duct
Sound speed increases down to the thermal layer in a surface duct, then
decreases to the bottom. While detection ranges are roughly the same
Section 5: Training
5-7
above and below the layer, detection ranges are cut roughly in half across
the layer.
Convergence Zone
In some deep ocean environments, the bending of sound energy results in
rings around a sound source where the sound rays are focused, so that the
propagation loss is reduced by large amounts. These areas are called
convergence zones (CZ), and when present, occur at intervals of 20 to 35
nm depending upon surface temperature. The CZ width is typically 5 to 10
% of the CZ range. Between the convergence zones, bottom paths usually
prevail, so that contact is not maintained for any but the loudest contacts.
This results in a characteristic condition where a contact will be held at a
high SNR while in the CZ and then lost for 30 minutes or more before
appearing as a direct path contact or possibly not being detected until it
has passed the closest point of approach and is again in the CZ as an
opening contact.
Window (gram) in the Acoustic Station once you tune to the channel
receiving data from the BT sonobuoy. The depth of the layer appears in
the top line of the display following the LAYER label.
Tip: To determine the channel number for a specific sonobuoy, visit the
Nav Map. The channel number for a buoy is noted beside its NTDS symbol
on the Nav Map and is shown in the DDI when a buoy symbol is selected.
Below is a view of a Sound Speed Profile from a BT sonobuoy launched by
a MH-60R and processed by the FFG with the location of the layer
identified. In S.C.S. Dangerous Waters the SSP depth data displays in feet
Section 5: Training
5-8
on the horizontal (X) axis. In the subs, depth data displays on the vertical
axis in feet.
Layer Readout in feet
To Launch an XBT from a Sub: XBTs are launched from the Sonar Suites
SSP Station.
The Sound Speed Profile displays in graph and table form at the SSP
station.
S O N AR S Y S TE M S
Every controllable platform has at least one sonar or sonobuoy system.
Trackers available on the FFGs and submarine sonar systems work
directly with the Target Motion Analysis and Fire Control systems to help
assure accurate localization and targeting data.
Sonobuoy systems both in passive and active mode are used to determine
the location of subsurface contacts using a process called triangulation.
Tip: To determine the location of a contact in S.C.S. - Dangerous Water,
view the intersection of the lines of bearing from three sonobuoys on the
Nav Map. The intersection fairly accurately pinpoints the location of the
contact. The depth of the contact is still unknown.
Section 5: Training
5-9
Towed Arrays
A towed array is a linear array dragged behind a ship or sub. It is a passive
sonar system used by both submarines and surface ships.
FFG-7: The FFG-7 utilizes the AN/SQR-19 Tactical Towed Array Sonar
System (TACTASS) for broadband and narrowband detection and tracking.
In the case of the FFG-7 the array is towed a mile behind the ship, thus, the
ship does not interfere with the arrays ability to search any part of the
environment (masking.) TACTASS provides full 360 detection.
Subs: The number of towed arrays and their capabilities vary from sub to
sub.
Towed arrays are for both broadband and narrowband detection and
tracking in the subs. They are used at low to medium speeds and optimized
for lower frequencies.
Because a sub masks a certain amount of the environment from a submounted or towed array no individual sub-mounted sensor provides full
360 detection. Together the subs arrays provide omni-directional detection
capabilities
9 Note: No towed array is modeled for Kilos in Dangerous Waters.
Section 5: Training
5-10
Sonobuoys
Sonobuoys are part of an acoustic system used by naval forces to detect,
localize and classify hostile submarines. Some sonobuoys are used to
determine specialized information regarding environmental conditions in an
area of interest.
Sonobuoys can be dropped into the ocean by ASW aircraft and also over
the side (OTS) by ships. The sonobuoy deploys a floating transmission unit
and its hydrophone array descends to a preset depth on a cable.
9 Note: The sonobuoy cylinder is discarded when the contents are
deployed and drops to the bottom. In the game the 3D sonobuoy
object is depicted as a floating cylinder in the water making it easier
to find the 3D object in 3D View.
When the sonobuoy's submerged sensors detect acoustic energy in the
water the information is sent up the cable to the buoy's radio transmitter.
The monitoring platform receives the transmitted data and it is processed,
analyzed and recorded for further analysis or replay.
In the game sonobuoys dropped by any controllable platform have a life
span of two hours and can be scuttled by the player at any time while the
receiver is tuned to the transmitting channel.
Sonobuoys can be active, passive or special purpose. Within those types
several modes may be available. All three types are modeled in S.C.S. Dangerous Waters.
9 Note: In S.C.S. - Dangerous Waters when a contact detected by a
buoy in passive mode is marked, a white line appears on the Nav
Map and extends from the buoy along the line of bearing where the
contact is detected. Contacts marked in passive mode result in LOB
ending with a symbol for and unknown category/unknown alliance at
Section 5: Training
5-11
Passive Sonobuoys
Passive sonobuoys deploy hydrophones that listen for sound energy
created by ships and submarines and report bearing and/or target signature
information about the sound source. A passive sonobuoy buoy can have
directional or omni-directional hydrophones or both.
Omni-directional hydrophones detect and relay information about a
specific frequency band. They cannot determine the bearing to the
contact; they only indicate that something is out there. Generally, omnidirectional sonobuoys have a short detection range, so that detection
indicates a nearby submarine.
Directional hydrophones provide a bearing to detected sound energy
but not a range.
By dropping a pattern of directional sonobuoys the location of the
sound source can be identified by a process called triangulation. In
S.C.S. - Dangerous Waters the intersection of three or more sonobuoy
LOBs can indicate the location of the sound source. The U.S. Navy's
DIFAR, LOFAR and VLAD sonobuoys are examples of passive
sonobuoys. All three are modeled in the game although LOFAR are not
carried by the controllable platforms. DICASS can operate in Omni and
Directional passive modes as well as in Active mode.
In S.C.S. Dangerous Waters when a buoy is hot (detecting and
transmitting information) the Nav Map symbol for the buoy has a red dot in
the center.
Tip: Passive buoys should be used for the initial detection and classification
of submarine contacts. This keeps the target sub in the dark as to the
presence of the deploying aircraft.
Active Sonobuoys
Active buoys emit an acoustic ping into the water. By examining the return
echo the exact range of the target can be established. Some active buoys
return both bearing and range, some only range. Ships and aircraft in S.C.S
- Dangerous Waters carry the DICASS sonobuoy. As modeled, it returns
both range and bearing to the contact.
Active sonobuoys are typically used a) to determine the location of a
submarine contact when the ASW aircraft is in attack mode, b) when
localization information is needed quickly, c) when environmental conditions
make it difficult for passive buoys to collect the necessary data and/or d)
when the contact is extremely quiet.
Section 5: Training
5-12
The U.S. Navys DICASS Sonobuoy has an active mode and is modeled in
Dangerous Waters. Additionally DICASS has both Omni and Directional
passive modes.
90 feet
Deep:
400 feet
Section 5: Training
5-13
BT (Bathythermograph) Sonobuoy
Sensor: Thermistor temperature probe.
Primary Use: Determining the location of thermal layers.
Tip: As modeled in S.C.S. - Dangerous Waters, VLAD sonobuoys have a
longer passive detection range than other sonobuoys modeled in the game.
DICASS buoys have the shortest passive detection range but also have
active sonar capability. Use VLADs to make initial detections and DIFAR to
narrow the search. When you are certain there is a contact of interest in a
specific area, use a DICASS buoy in active mode to pinpoint the target.
Section 5: Training
5-14
a red center. Buoy symbols disappear from the Nav Map and Geoplot
when they have timed out.
The FFG Acoustic Station Display Windows are seen here. Their Variable
Action Buttons are digital and contained within the Display Window. The
Sonobuoy Display Windows for the P-3C are similar but have green text. In
the MH-60R Acoustic Station, the text labels are the same but the push
buttons that control the functionality are outside the display window next to
the label.
BIn the MH-60 click the button next to the desired text.
BIn the FFG and P-3 click the text of the desired digital button.
In the FFG buttons rimmed in grey are disabled.
In the P-3C buttons with no rim are disabled.
Omni Mode
5-15
Directional Mode
Active Mode
Track Number
Section 5: Training
5-16
Cursor Location:
Omni Mode: Seconds; Frequency
Directional Mode: Degrees; Frequency
Active Mode: Degrees; Yards
BT: Sound Speed in Meters per second
X /Y Axis
Omni Mode: Y: Time in seconds; X: Frequency
Directional Mode: Y: Degrees; X: Frequency
Active Mode: X: Degrees; Y: Yards
BT: X: Sound Speed (not labeled); Y: Depth
5-17
The CLASS name of the selected library profile appears in place of the
cursor data in the top line of the display.
The frequencies that make up the selected Library profile are represented
by V-shaped Profile Frequency Indicators above the waterfall at the location
of the frequencies that make up the sound profile of the ship or weapon
named in the selected profile.
BFilter OFF: Click the left or right facing arrows to click through all of
the profiles in the database.
BFilter ON: Click the left or facing arrows to view the profiles that
most closely match the detected profile. When four or more lines
(Omni mode) or dots (Directional mode) are visible, the list is
narrowed to one or a very few options.
Section 5: Training
5-18
Omni Mode: When the profile frequency indicators line up closely with the
signals in the waterfall it is a good indication that the contact might be that
of the class indicated in the top row.
Contacts cannot be marked in OMNI mode. No information is available on
the contacts location, only that it is out there and an educated guess as to
what it is. If you have marked many contacts on the Nav Map, you may not
immediately know to which contact you should apply the classification
determined in the Omni Mode Library.
BWhen a good match between the detected profile and the library
profile is found, take note of the class or weapon name in the top
line and use that information to classify the contact using the rightclick Contact Menu from the Nav Map when you have determined
the contact to which the classification belongs.
Directional Mode: Dots indicate frequencies detected on a specific
bearing. When at least four dots are present on a specific bearing, click on
a dot to select the contact on that bearing. The name of a class in the
LIBRARY appears on the top row. There may be other classes that are
similar to the detected frequency profile in the Library profiles available for
viewing.
1.
2.
Click the left and right-facing arrow buttons to cycle through the
available classes in the profile library.
3.
Click on a dot in the display then click MARK to apply the selected
class to the contact. The classification then appears in the DDI when
the track is selected on the Nav Map or Geoplot.
Dipping Sonar
Dipping sonar is a hydrophone lowered on a cable into the water from a
helicopter. A hydraulic winch is used to raise and lower the sensor to
varying depths. The helicopter can hover over a specific area of interest
keeping a passive or active sensor at a relatively precise location. The
helicopter must maintain a low altitude and speed to ensure that the sensor
reaches the desired depth and that the sensor is not damaged or lost. (An
altitude of fifty feet and a speed of zero are recommended.) See MH-60R
Stations/Dipping Sonar Station for complete instructions on using this
feature in S.C.S. - Dangerous Waters.
C A VI T A TI O N
IN
S U B M AR I NE S
5-19
fact that the ship's propellers are cavitating. When near the surface, lower
your speed to reduce the possibility of cavitation.
TMA B ASICS
This section provides an overview of the principles behind Target Motion
Analysis (TMA). It explains what it is, a bit about how it works and what you
do with the information gathered in TMA. The FFG-7 and all submarines in
S.C.S. - Dangerous Waters have TMA capabilities. Information on how to
use TMA within a specific platform is found in that platforms Stations
section in the TMA sub-section.
9 Note: To use the TMA station effectively a basic understanding of
the TMA functionality found here is imperative.
WH AT I S
TMA?
At the TMA station, bearing returns from your ships sensors are
manipulated and analyzed to determine a contacts bearing, range, course
and speed. This information, called a target solution, a firing solution or
simply the solution, is necessary to accurately target a contact with your
ships weapons.
The contact designation number for each contact detected and marked by
you or your Autocrew appears in a drop-down list at the TMA station.
Selecting a contact designation from the list displays a history of the
reported lines of bearing (LOB) to that contact on the TMA Board (Subs) or
TMA DRT Plot (FFG).
H O W D O E S TMA W O R K ?
Target Motion Analysis is a process by which a contacts course and range
are estimated using timed bearing readings and an estimate of the targets
speed. At the TMA Station you examine available sensor data on a contact
and develop possible or trial solutions.
While the examples shown here refer to submarines, the principles are the
same for surface ships.
Suppose your ship is stationary and one of your passive sonar sensors is
tracking an unknown contact. If at two-minute intervals you could draw a
line from your ship along the bearing at which the contact is detected, it
would look something like the diagram below.
Section 5: Training
5-20
When using passive sonar, the exact range of the contact is not known.
Several solutions for the target might match this bearing fan. For example,
the contact could be close to you moving at 5 kts or twice as far from you
and moving at 10 kts. If you know the speed at which the contact is
traveling, its range and course can be estimated.
Section 5: Training
5-21
A new factor influences the bearing rate (change in bearing over time)
when your ship is moving as well. However, the principle remains the same.
A concept that many commanders find helpful is that of lead and lag
courses (legs) for Ownship. A lead course is one where Ownships course
and the targets course are on the same side of the line of bearing. With a
lag course, the targets course and Ownships course are on opposite
sides of the line of bearing. In the drawing below, Ownship has a lead
course on possible solution A and a lag course on possible solution B.
Point C where the lines of bearing cross indicates the maximum range for
lead course contact A and a minimum range for lag course contact B.
As you can see in the drawing, you cannot initially be sure whether you are
leading or lagging a contact. You can determine this after you turn your ship
to a course on the opposite side of the line of bearing.
Section 5: Training
5-22
TMA T O OL S
The TMA tools are the same in all classes of controllable submarines in
SCS-Dangerous Waters. The FFGs TMA tools are visually and functionally
different but the principles of TMA remain the same. The tools are
described here.
5-23
TMA Ruler
Ownship Symbol
Bearing Lines
When a contact is selected from the track selection drop-down list, the most
recent sensor information for that contact is displayed on the TMA Board.
The information consists of a line of bearing extending from a point
representing Ownships position at the time of the report. If a tracker is
assigned to the contact, every two minutes the latest line of bearing is
added to the board. Over time these lines provide a history of bearing
changes that provides valuable information.
Dragging and positioning the ruler across the lines of bearing allows you to
test out possible solutions. The dot stack in the subs provides a visual cue
as to the accuracy of your trial solution. The oldest bearing lines are deleted
Section 5: Training
5-24
after a set amount of time. (In the subs right-click on the TMA board to set
the level of time history desired: 10, 20, 60 minutes or 4 hours) The tools
used on the TMA board and the specifics of this process are described
below. Learning TMA is not easy. If necessary, pause the game while you
attempt to develop an accurate solution.
5-25
as you watch. When FGG contacts are split they revert to their original track
numbers.
speed: the longer the ruler, the faster the estimated speed.
The distance of the ruler from the Ownship marker represents the
arrays update every two minutes while radar and continuous active
sonar update with every sweep or ping.) The tick mark at the end of the
ruler represents the initial or oldest information.
The estimated current bearing of the contact is a point just ahead of the
Section 5: Training
5-26
Grab Handle
T+4,
Arrowhead/Course Indicator
Speed Strip Ruler showing returns sent every two minutes from a sonar
tracker.
FFGs Ruler:
The FFG has a separate ruler for each unique speed. Click or right-click the
digits in the SPD field of the trial solution area or click the up and down
arrow to the left of the SPD label to select a speed ruler with tick marks
representing the selected speed. FFGs Ruler functionality is described
below
The ruler appears on the plot only when a contact is selected in the
orientation.
Click on an end of the ruler to rotate the ruler on the axis of the other
end.
If a range greater than that of the viewable range is entered into the
RNG field the ruler disappears from the TMA Plot. Enter a smaller
range or reselect the contact from the dropdown list.
A tiny circle indicates the probable location of the contact at this time,
given the speed, range, course and time at the last reported LOB.
Section 5: Training
5-27
Section 5: Training
5-28
White
Hull/Flank/Conformal array:
Blue
Purple
Active sonar:
Green
Periscope or ESM:
Red
Yellow
White
Green
White
Green
Towed Array:
Purple
Sonobuoy, passive:
White
Sonobuoy, active:
White
EW:
Red
Lookout:
Red
Radar
Yellow
5-29
Section 5: Training
5-30
TMA
ON
UUV S E NS O R C O NT AC TS
Section 5: Training
5-31
Section 5: Training
5-32
6(&7,21
1$9,*$7,2167$7,21
6-1
6: NAVIGATION STATION
6-3
2D NAVIGATION MAP ........................................................................6-4
NAV MAP LEGEND
6-4
6-5
NTDS SYMBOLS
Colors ..................................................................... 6-5
Alliance IDs............................................................. 6-5
Symbol Shape ........................................................ 6-6
6-7
OWNSHIP AND LINK PARTICIPANT PLATFORM IDS
CONTACT DESIGNATIONS (CONTACT/TRACK IDS)
6-7
Contact IDs When OS is a FFG, P-3C or MH-60R . 6-8
Contact IDs When OS is a Submarine.................... 6-8
AI Link Participant Contact IDs ............................... 6-9
6-10
OWNSHIP CONTACTS WITH LINES OF BEARING (LOB)
CONTACTS WITH NO LINE OF BEARING
6-11
6-13
CONTACT CLASSIFICATION
6-14
NAV MAP MENU
6-17
CONTACT MENU
Promoting a Contact to the Link............................ 6-20
6-22
OWNSHIP MENU
DIGITAL DATA INDICATOR (DDI)....................................................... 6-23
3D VIEW ........................................................................................ 6-25
W IRE FRAMES
6-25
6-25
3D MODELS
CONFIDENCE INDICATOR
6-26
6-26
3D VIEW CONTROLS
6-27
DISABLING AND HIDING 3D
PLAYING FROM THE NAV .................................................................. 6-27
6-27
ATTACKING TARGETS FROM NAV
Using the Contact Menu: ...................................... 6-28
Using the Orders or Ownship Menu...................... 6-28
6-28
OWNSHIP W AYPOINTS
To Place a Waypoint on the Nav Map................... 6-29
To Add a Single Waypoint .................................... 6-29
To Add a Waypoint Loop ...................................... 6-29
Some Restrictions................................................. 6-30
Applying Waypoint Properties............................... 6-30
6-30
VOICE COMMANDS
Using Voice Commands ....................................... 6-31
6-2
6: NAVIGATION STATION
All missions begin in the Navigation Station. The components of the
Navigation Station are the same across platforms and are explained here.
For descriptions and functionality of the rest of a platforms stations, see the
desired platforms Stations section. Information about any Navigation
Station menu or feature that is unique to a specific platform is found within
that platforms abbreviated Navigation Station section.
The Navigation Station, the Nav for short, consists of the 2D Navigation
Map (Nav Map), the 3D View, and the Digital Data Indicator (DDI). It is
from here that you view water depth contours, nearby land features, and all
contacts you have marked with your sensors, and set or change the
classification for the contacts you have detected. When Show Link Data is
on, contacts reported by Ownside Link participants in the mission are also
visible on the map.
Many aspects of the game can be played from the Nav by utilizing your
Autocrew, the Nav Map, Ownship and Contact Menus, the Task Bars
Orders Menu and voice commands. See Playing From the Nav later in this
section.
DDI
2D Navigation Map
3D View
NTDS symbols
6-3
2D N AVIGATION M AP
The 2D Navigation Map (Nav Map) represents the 600 by 600 (nm) battle
space. Not all of the battle space is visible. You must scroll up or down to
view the hidden portions. Be aware that some contacts could be hidden
behind the 3D window or above or below the visible area.
BClick and drag in the Nav Map to view the hidden area.
BUse the arrow keys to scroll the map in the direction indicated by
the arrow.
BPress [=] or [-] to zoom on the keyboard to zoom in and out on the
Nav Map.
BPress [CTRL] and click a map location to zoom in on that spot.
BPress [CTRL] and right-click the map to zoom out.
BUse the mouse wheel to zoom in and out.
BFor a full list of Nav Map related keyboard commands during
gameplay, press [ESC] to display the System Menu, then select
Options. From the Options Menu click Controls then select the
Map checkbox to see the Map page.
The Nav Map displays Naval Tactical Data System (NTDS) symbols for
Ownship and detected contacts and a Map Legend is located in the lower
left corner. When a NTDS symbol is selected on the map, the Digital Data
Indicator (DDI) overlays the upper left corner of the map with information
about the selected contact. See Navigation Station/Digital Data Indicator
(DDI).
The 3D View and view controls appear in the upper right corner of the
station. See Navigation Station/3D View.
Clicking on a Nav Map NTDS symbol selects it. Clicking on the Nav Map
deselects any selected symbol. Right-clicking on the map when nothing is
selected displays the Nav Map Menu, which provides a means for filtering
the symbols and user-placed map objects that appear on the map as well
as a means for adding navigational aids and information to the map. Rightclicking on the selected Ownship symbol (a blue circle with cross bars in the
center) reveals the Ownship Menu; right-clicking on a selected contact
symbol displays the Contact Menu. The Ownship and Contact Menus are
nearly identical across platforms and the common menu options are
covered in this section. Any menu item that is platform specific is covered in
the specific platforms Navigation Stations section.
N A V M AP L E GE N D
The lower left corner of the map provides the following information:
Latitude and Longitude: At the location of the cursor.
6-4
1 nm.)
Ice Coverage: As a percentage when ice is present at that map
location.
BPress [SHIFT] and X to toggle the display of the latitude and
longitude, depth and when visible, the Ice coverage info.
BPress [SHIFT] and Z to toggle the display of the range scale.
NTDS S Y MB OL S
Ownship and contacts are displayed on the 2D Map as Naval Tactical
Display System (NTDS) symbols. These symbols use shape and color to
convey a platforms category (surface, sub surface, helo, airplane etc) and
its alliance ID (friendly, hostile, neutral etc), referred to simply as ID in the
game.
Colors
S.C.S. Dangerous Waters uses the following colors to denote side
alliances.
Color:
ID:
Blue
Ownside/Friendly/Assumed Friendly
Orange
Allied
Red
Hostile/Assumed Hostile
Yellow
Unknown
Green
Neutral
Alliance IDs
S.C.S. Dangerous Waters uses the following definitions when assigning
alliances to contacts in missions.
Friendly
Assumed Friendly
6-5
Hostile
Assumed Hostile
Neutral
Unknown
Symbol Shape
The shape of a symbol provides important information concerning the
contacts category or type. Symbols for ships, submarines, airplanes and
missiles have a different symbol shape depending on its alliance. Some
symbols are the same shape regardless of alliance. In those cases, you
must rely on the color of the symbol to determine the alliance of the contact.
See Colors above.
Symbol
Object
Symbol
Object
Ownship
Missile, Ownside/
Friendly
Unknown
Missile, Hostile,
Unknown
Submarine,
Ownside/Friendly
Torpedo
Submarine, Hostile
Helicopter
Submarine,
Unknown
Mine
Submarine, Neutral
Land-based Object
Aircraft, Ownside/
Friendly
Downed Pilot
Aircraft, Hostile
Explosion
Aircraft, Unknown
Special Forces
Team
Aircraft, Neutral
UUV (Unmanned
Underwater)
Surface Ship,
Ownside/ Friendly
DSRV (Deep
Submergence
Rescue Vehicle)
Surface Ship,
Hostile
Biologic
6-6
Surface Ship,
Unknown
Sonobuoy]
Surface Ship,
Neutral]
O W NS H I P
AND
L I NK P AR TI C I P A N T P L AT F O R M ID S
two numbers will vary depending on the number of players in the game
and the order in which your platform is loaded into the game. Each
Ownship platform ID is unique and separated by 300 digits. The first
Ownship loaded in the game is always 1001. All players in multiplayer
game, regardless of side, are part of this numbering system. You only
see Platform (Track) IDs for platforms in your Ownside Link when
Show Link Data is ON. Submarines only see Link data when at comms
depth with the radio antenna extended or the floating wire deployed.
In a Multi-Station multiplayer game all players on the same platform
C O N T AC T D E S I G N A TI O NS (C O N T AC T /T R AC K ID S )
When a contact is designated or marked by an Ownship (OS) sensor it is
given an alphanumeric or a four-digit Contact ID used to identify the
Section 6: Navigation Station
6-7
contact on the Nav Map, TMA station, Fire Control and other stations in the
game. The form of the designation, called a Contact ID (also Track ID or
track number) depends on the type of controllable platform you are
commanding. The format used by submarines in the game differs from the
format used by the surface and air platforms.
9 Note: The numbering system described below assumes Show Link
is ON and Show Truth is OFF. When both are ON, only Truth track
numbers display and are different from those you see when Show
Truth is OFF.
6-8
the data. The numbers indicate the order in which the contact was marked
by that sensor.
S for Sonar (passive, active, UUV)
R for Radar
V for visual/periscope
E for ESM
M for contacts merged in TMA
The first sonar contact detected by a submarine Ownship is S01 the second
is S02 etc. The first ESM contact is E01 etc. A submarine can mark a total
of 298 contacts within this numbering system.
Submarines in Multiplayer Mode: As with the surface and air platforms,
your submarine Ownship Platform ID is determined by the order in which
your controllable platform is processed when the game loads. This is
described in Navigation Station/2D Navigation Map/Ownship and Link
Participant Platform IDs. During gameplay you see alphanumeric contacts
as described above. However behind the scenes, all tracks marked by your
submarine Ownship are also assigned a four-digit track number following
the track numbering scheme used by the FFG and controllable aircraft.
When you promote one of your contacts to the Link, it is the four-digit track
number that is seen by other players in your Link. When you select the
promoted contact on the Nav map, the four-digit number seen by the other
Link participants on their Nav Maps appears in parentheses in the
Promoted field in the DDI following the time at which the contact was
promoted. See Navigation Station/2D Navigation Map/Contact
Menu/Promoting a Contact to the Link.
6-9
Link participant is selected on the Nav Map. The track number of the AI
Link participant that reported the contact follows in parentheses.
Tip: To easily differentiate between OS contacts and Link Contacts on the
Nav Map, select Layers>Hide Link Data from the right-click Nav Map Menu.
Only Ownship detected contacts are now visible on the map. You can also
press [Tab] to move the selection cursor between symbols on the Nav Map.
Check the Contact field at the top of the DDI and the Source field at the
bottom of the DDI to determine the track number and source of the report.
O W NSH I P C O N T AC T S
WI TH
L I N E S OF B E A R I N G (LOB)
6-10
C O N T AC T S
WI TH
NO LINE OF BEARING
Depending on which platform you are commanding you may see many
contacts that have no lines of bearing. Contact symbols that appear on the
Nav Map with no lines of bearing indicate that you, your Autocrew or
members of your Link have determined and entered a solution for the
contact.
A solution is your best guess as to the location (bearing and range), speed
and heading of the contact. For the FFG and the subs, a solution for some
Ownship-detected contacts are created and entered in the TMA station.
See Training/TMA Basics or the FFG Stations/FFG TMA Station or the TMA
Station portion of the manual in the appropriate subs Stations section. In
the game context, a solution is where you think the contact is. Truth is
where the contact is in actuality. Show Allies displays the Truth location for
all Ownside platforms. Show Truth shows the actual location, speed and
course of every contact in the game. Solutions are represented on the Nav
Map by NTDS symbols that have no line of bearing. Some symbols appear
at the proper location (range and bearing from the detecting sensor) but no
speed or course is known. These contacts retain a line of bearing until a
solution is entered. Aircraft in the game have no means for entering a
solution. Place a manual solution at the suspected location and classify it.
There is no way to assign a speed or course to a manual solution in the P3C or helo in S.C.S. Dangerous Waters.
When Show Link Data is ON, the participants in your Link network provide
fairly accurate solution information for their own location as well as the
location of any contacts they are detecting. These solutions appear on the
Nav Map with no lines of bearing. The solution for a Link reported contact is
usually fairly accurate as long as the contact is regularly updated.
9 Note: This manual assumes that Show Link Data is ON and Show
Allies and Show Truth are OFF. Link participants appear as Truth
objects on the Nav Map when Show Allies and Show Truth are on.
Track numbers in use for truth objects differ from those assigned by
Link participants and Ownship sensors when Show Truth is OFF
during gameplay.
6-11
6-12
When you select the NTDS symbol for your FFG Ownship or your deployed
Helo, the DDI contains no Solution area. Instead the actual (true) class,
course, speed, and % of damage appears in the DDI when they are
selected. The actual altitude of your helo is also displayed. Your ships
systems report your ships exact location and that of your helicopter even
when the helicopter is over the horizon; however, you lose Sync with the
helo when it is over the horizon. (See FFG Stations/ASTAC Station for
more information on Helo Sync.)
P-3C and MH-60R: All surface and air contacts that are visually detected
and contacts marked with radar appear as solutions on the Nav Map. When
radar Autocrew is ON, radar contacts are updated every two minutes.
Sonobuoy and ESM contacts appear on the Nav Map at a default range at
the end of a Line of Bearing. In the P-3C contacts marked with the IR
camera also appear at the end of a line of bearing at the range reported by
the camera. (See Navigation Station/2D Navigation Map/NTDS Symbols.)
There is no TMA Station in the P-3C or MH-60R thus, there is no way to
create a solution for LOB contacts. If the map becomes too crowded select
the contact and right-click on it to display the Contact Menu. Select Drop
Track from the Contact Menu to remove the contact and its LOB from the
Nav Map. If the reporting sensor is still creating reports, the symbol will
return on the next report.
You can also select Add Manual Solution from the Nav Map Menu then
click the spot along the bearing line where you think the contact is located.
The manual solution can be classified but it will not move on the map like a
TMA solution since there is no way to enter the course and speed for the
solution. Manual solutions can be targeted.
Link Contacts: Link reported contacts never have a line of bearing. They
always appear on the Nav Map as a solution, usually a fairly accurate one.
Link participants continue to report contacts and update their solutions even
if Link data is hidden as long as the reporting platform has not been
destroyed. These contacts reappear when Show Link Data is selected
again.
C O N T AC T C L A S S I F I C A TI O N
Classification is the process of determining the category of the contact
(surface ship, submarine, air etc.), its specific named class and its alliance
ID (Friendly, Hostile, Neutral etc.) Additionally you can assign a level of
confidence to indicate how certain you are in the classification you have
assigned (Low, Med, or High).
The symbol for a contact changes shape once it is categorized. In some
cases the shape of the symbol indicates its ID as well as its category. (See
Navigation Station/2D Nav Map/NTDS Symbols earlier in this section). You
can assign a category, ID or a level of confidence individually to a selected
contact from the Contact Menus Category/ID option or select a specific
class and ID from the Contact Menus Classify Contact option described
below.
6-13
N A V M AP M E NU
Right-clicking on the 2D Map surface when nothing is selected displays the
Nav Map Menu. The Nav Map Menu contains a variety of tools that allow
you to customize the Nav Map interface by adding markers and labels and
filtering which symbols, text or other map aids display there. The Nav Map
Menu items are described below.
Filters: Displays a submenu of filters to toggle the display of specific map
objects.
ID: Displays a submenu of options relating to the ID (presumed
alliance) of a contact.
Show/Hide Threats: Toggles the display of all contacts designated
Threat.
Show/Hide Allies: Toggles the display of all contacts designated as
Ownside Allies.
Show/Hide Neutrals: Toggles the display of all contacts designated
Neutral.
Show/Hide Unknowns: Toggles the display of all contacts
designated Unknown.
Tip: 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 or more of the alliance IDs.
Hide/Show Tags: Toggles the display of the nametags of all platforms
and weapons next to the appropriate symbol. The nametag that
displays is that of your classification for each contact, which may or
may not be correct. Link designations have a high probability of
accuracy.
Hide/Show Tracks: Toggles the display of all alphanumeric and fourdigit contact IDs.
Hide/Show Marks: Toggles the display of all markers you have placed
on the map. See Drawing Tools below.
Section 6: Navigation Station
6-14
Hide/Show Area Circles: Toggles the display of any area circles you
have placed on the map. See Drawing Tools below.
Hide/Show Lines: Toggles the displays of any lines that appear on the
Nav Map. Lines cannot be entered by the user during game play but
may have been added by the scenario developer in Mission Editor.
Hide/Show Labels: Toggles the display of any labels you have placed
on the map. See Drawing Tools below.
Layers: Displays a submenu of options used to toggle the display of
several GAME Options.
Show/Hide Link Data: Link Data is visible by default. Selecting this
option toggles the display of the NTDS symbols representing contacts
detected by Link participants and Link participants themselves. When
Hide Link Data is selected, all contacts detected by participating
members of the Link do not display on the Nav Map. If Hide Allies is
also selected, Link participants disappear as well. As modeled in
S.C.S. - Dangerous Waters the Link is secure, two-way, real-time data
transmission between Ownsides ships, aircraft, subs and satellites.
This sharing of information results in fairly accurate position, ID,
Category and classification of any contacts detected by Link
participants.
Submarines are not on the link until they are at comms depth with an
appropriate communications mast deployed to receive or send Link
data.
9 Note: In Single Player S.C.S. Dangerous Waters missions, Link
participants report all contacts to Ownship. However, Ownship
contacts are not automatically reported to the Link. If you want to
notify the A.I. platforms in the Link of a specific contact that you hold,
you must right-click on the contact and select Promote to Link from
the Contact Menu. Be aware that if you promote the contact as
hostile, Link participants may attack it whether you want them to or
not. In Multiplayer games, players on Ownside do not automatically
share contacts with other members of the Link. Each player on the
same side must promote his own contacts to the Link before other
players in his Link can see them. AI Link participants still share their
contacts automatically. When separate players man the FFG and its
deployed Helo, the FFG REMRO marks contacts detected by the
deployed Helo as FFG contacts when REMRO is ON. See FFG
Stations/ASTAC Station and FFG Stations/Weapons Coordinator
Station.
Show/Hide Truth: Truth is hidden by default. Select Show Truth to
display the true location and identity of all platforms and objects in the
game on the Nav Map and in the 3D View. See Main
Menu/Option/Game/Show Truth. Be aware that turning Truth ON and
OFF clears the Target Queue on the FFG and removes any assigned
targets from the launchers. Track numbers that display when Show
Section 6: Navigation Station
6-15
selected.
6-16
be selected in the TMA station and given a course and speed. Once
these are entered in the TMA station, the contact moves on the
designated course and speed.
System Menu: Select this option to display the System Menu. The System
Menu is not a submenu but a separate menu. By default, pressing [Esc]
also brings up the System Menu. The game is paused when the System
Menu is selected. The following options are available:
Resume: Select this option to leave the System Menu and resume
gameplay.
Options: Displays the Options Menu.
USNI Reference: Displays the USNI Browser.
Mission Status: Displays the Mission Status screen giving you access
to your captain name, mission name, score, elapsed time, the mission
goals and a list of platforms you have destroyed up to this point in the
game.
Save: Displays the Save Dialog then returns you 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.
C O N T AC T M ENU
Once a contact appears on the map, select it by clicking on its symbol then
right-click on the selected contact to display the Contact Menu. From this
menu you can assign a classification to the contact as well as attack it or
find information about it as described below.
9 Note: Some options only appear when a specific type of platform is
Ownship.
Engage With: Displays a menu of weapons appropriate to engage the
selected target. What appears in this menu depends on current weapons
loaded on Ownship. If only weapons inappropriate for the target remain, the
Engage With option does not appear. This option also is not available under
the following conditions:
When the contact is designated as Friendly or allied (blue or
orange symbol),
When the category of the selected contact is unknown.
When no weapon appropriate for the selected contact is currently
6-17
are not met for launch. These are described in the Stations section
for the appropriate platform.
Spec Ops: (Submarine Ownship only) Displays a submenu of Special
Operations options. The DSRV and/or Special Forces Unit is added to a
subs loadout during mission creation and cannot be added from the
weapons loadout screen. These options are greyed out if the conditions
described below are not met.
Deploy DSRV: Select this option to Deploy the Deep Submergence
Rescue Vehicle to travel to the selected contact. The DSRV is a mini
submarine used to rescue crewmen from downed submarines. This
option is only selectable when the following conditions are met:
The DSRV is present on the subs hull. (The DSRV is only
Deploy Special Forces: This menu is greyed out until speed and
depth requirements are met. It is available only in the Contact Menu for
surface ships and landbased (Category: Stationary) targets such as
buildings or the floating Oil Rig, and only under these conditions:
Ownship has Special Forces aboard. (Special Forces are only
less.
Designate Category/ID: Displays a submenu of options that permit you to
change how the selected contact looks on the Nav Map and in 3D view.
This menu option does not display for Ownside tracks when Show Allies is
on or for any track when Show Truth is on. See Main
Menu/Option/Game/Show Truth.
Platform Category: Select the desired option to assign that platform
type to the selected contact: Surface, Submarine, Air, Helo, Unknown,
Stationary, Mine, Weapon (torpedo) or Missile. The contacts symbol
changes shape to that of the designated platform type.
ID: Select the desired option to assign that alliance ID to the contact:
Friendly, Assumed Friendly, Hostile, Assumed Hostile, Neutral or
Unknown. The contacts symbol changes color to that of the
designated ID and the selected option appears in the ID field in the DDI
when the contact is selected. See NTDS Symbols /Colors.
Confidence: Select the desired option to assign the level that best
describes how confident you are in the accuracy of your classification.
(Low, Medium or High.)
Classify Contact: Selecting this option displays the Classification Dialog.
This option does not display for allies or when Show Truth is on. See Main
Menu/Option/Game/Show Truth.
Section 6: Navigation Station
6-18
Once you have a good idea of a contacts class use the Classification
Dialog to assign that classification to the contact and designate a level of
confidence in your assessment.
1. From the class list, select the desired class name. To narrow your
search, use the Sort By: drop-down to eliminate all platform types but
the type for which you want to search: Submarines, Surface Ships,
Aircraft and Helo.
2. Click the desired class name to assign that class name to the contact.
Information and a photo of the selected class appear on the right side
of the dialog box.
6. When you click OK your classification is applied to the contact and the
contacts symbol appears as that of the specified platform type.
7. When you click a classified contact in the Nav Map, a 3D model of that
platform class appears in the 3D view. The 3D view displays whatever
class you have assigned, whether the classification is correct or not.
Drop Track: Select this option to remove the NTDS symbol of any contact
detected by your OS sensors from the Nav Map and from the TMA contact
list. If you drop a Link track the Link will report it again if it is still able to
report. If the track is assigned to a launcher when the track is dropped, the
launcher returns to its unassigned state. If a track is assigned to a weapon
in a torpedo tube or pylon when the track is dropped, the weapon remains
assigned to a default runout bearing or the bearing of the dropped target
depending on the platform.
Promote to Link: Select this option to provide the Link participants with
your solution assessment and classification of the selected contact. See
Promoting a Contact to the Link below. (If you are commanding a
submarine, this option only appears in the Contact Menu when you are at
comms depth for your submarine and have the radio antenna raised.) This
option only appears for contacts marked by OS sensors and Manual
Solutions. You cannot promote a Link contact or Link participant.
Show/Hide History: Select this option to toggle the display of the contacts
dot trail on the map indicating the movement of this contact as you have
tracked it with your sensors.
Platform Reference: Displays the USNI Reference entry for the selected
contact as classified by you. If you classify the contact as a Kirov, the entry
for Kirov appears, even if the contact is really a cruise ship. If you have not
classified a contact, no information appears.
Section 6: Navigation Station
6-19
promote a contact. Link data can be downloaded via the floating wire
but cannot be uploaded (promoted) through the wire. (Comms depth
Section 6: Navigation Station
6-20
varies by sub class. Check Appendix C: Submarine Max & Mins for a
listing of comms depth for each controllable class.)
Each controllable platform in a Multiplayer game has its own set of Ownship
contact ID numbers. Up to 298 tracks detected and marked by each
Ownships sensors are assigned Contact IDs based on Ownships ID.
(Platform 1001 assigns track numbers 1002 1299. Platform 1301 assigns
track numbers 1302-1599; Platform 1601 assigns track numbers 1602
1899 etc.)
The AI Link participants and the contacts they report use a separate set of
track numbers which all begin with 0. When you promote a track to the Link,
the track number that appears on the Nav Maps of other player-controlled
Link participants is the same number you see on your Nav Map if you are
commanding a P-3, MH-60R helicopter or a FFG. If you are commanding a
sub, the track numbers you see on the Nav Map for your Ownship contacts
have three digit-alphanumeric assignments. The track is promoted with its
four-digit number that is assigned behind the scenes every time you mark a
contact. These numbers follow the same format as the surface and air
contacts. The numbers are sequential based on your platform ID. All Link
participants see the same four-digit number for your promoted contact. The
promoted contact number appears in parentheses after the time of
promotion in the Promoted field in the DDI when you select that contact.
See Navigation Station/2D Navigation Map/ Contact Designations
(Contact/Track IDs)/Contact IDs When Ownship is a Submarine.
Multi-Station Mode: Any member of the crew on a Multi-Station platform
can promote a contact to the Link. All players on the same platform share
the same Platform ID.
9 Note: The Link is modeled for all countries with controllable platforms
in S.C.S. - Dangerous Waters. Any controllable platforms in a
multiplayer mission that are assigned the same side during mission
creation are part of that sides Link. If a mission is created that
assigns Chinese, Russian and U.S. controllable platforms to the
same side, all of those platforms are part of the same Link in that
mission.
To Promote a Contact
3. Select the contact you want to share with the Link, then right-click on it
to display the Contact Menu.
6-21
O W NSH I P M E NU
Right-clicking on the selected Ownship symbol on the Nav Map displays a
set of options specific to Ownship. Ownship and Orders Menu options are
nearly identical and vary by platform type.
The Orders/Ownship Menu options that are unique are covered in each
platforms Stations section in the Task Bar/Orders Menu portion of the
manual. The Ownship Menu has several options that require the use of the
Nav Map and are not available in the Orders Menu. The following Ownship
Menu items are the same from platform to platform.
Navigate: The following menu items appear only in the Ownship Menu, in
all platforms.
Enter Waypoints (Enter Fly-to Waypoints): Select this option and
click the Nav Map to add waypoints to the map. Continue to click to
add new waypoints. Right-click the Nav Map or press [End] to stop
Section 6: Navigation Station
6-22
6-23
6-24
Age: Displays the amount of time that has passed since the last report from
the Source sensor.
Source(s): Displays sensor input for this contact. When the source is a Link
participant, the track ID of the detecting platform appears in parenthesis.
9 Note: When Show Truth is on, the DDI displays the selected
contacts actual name, class, course, speed, altitude/depth and
percentage damage.
3D V IEW
The 3D View contains a 3D representation of the contact currently hooked
(selected) on the 2D Nav Map. What appears in the 3D View depends on
how far along you are in the contact classification process.
W I R E F R AM E S
Contacts detected by some of Ownship sensors display on the 3D View as
wire frames of varying shapes when the contact symbol is selected in the
Nav Map.
Sphere: Until a contact is assigned a category or class it appears as a wireframe ball an Area of Uncertainty (AOU) in the 3D view. This indicates
only that something has been detected in this area.
Generic Sub, Ship, or Aircraft: When you designate a category for the
selected contact using the Contact Menus Designate Category/ID
>Category or Classify Contact option, a generic model of the selected
platform type is seen in the 3D View.
Box Corners: When you assign an alliance ID to a contact using the
Contact Menus Designate Category/ID >ID or Classify Contact option, box
corners of the color representing the assigned alliance surround the model.
3D M O DE L S
Until a specific classification has been assigned to a contact, no specific 3D
model can be displayed. As soon as a contact is classified as a specific
class of ship or aircraft, the 3D View displays the 3D model in use for the
specified class. Contacts reported by the AI Link participants usually include
a classification; therefore these contacts usually display a 3D model of a
specific class when a Link contact is selected. Ownship and Link
participants never appear as wire frames.
For solutions created in the FFG or submarine TMA station, the location of
the Nav Map symbol and the 3D object coincides with the location of your
TMA solution. That location is only as accurate as your TMA assessment.
Be aware that if your classification (or the classification provided by your
Autocrew) is incorrect, the model shown will be of the incorrect assignment.
If the Link participant classifies a contact as one category or class and you
classify it as another, both 3D models will be present in the 3D view for that
6-25
C O NF I DE NC E I N D I C AT OR
Above the 3D model is a Confidence Indicator denoting the level of
confidence placed in the assigned classification and/or solution information.
The color of the chevrons and associated text indicate the level of
confidence you have in your classification or categorization of the contact.
For contacts you classify yourself the default confidence level is LOW.
Frequently the Link participants report a high level of confidence in their
assessment.
BTo change the Confidence Indicator, select the contact then rightclick to display the Contact Menu. Select Designate
Category/ID>Confidence or select Classify Contact and select
the desired level of confidence (Low, Medium or High)
9 Note: When Show Truth is on, the Confidence Indicators are not
shown. Ownship never displays a confidence Indicator.
3D V I E W C ON TR OL S
The position of the 3D View and the 2D Map can be switched to provide a
larger 3D view.
BPress [Ctrl] + [M] to swap the position of the 2D Map and the 3D
view.
Or click the swap window button next to the up arrow in the upper right
corner of the Navigation Station.
Use these keys adjust the 3D view.
BClick the 3D model and drag the mouse to rotate the angle of your
view.
BPress [Ctrl] and click and drag or use the mouse wheel to zoom in
and out.
6-26
DISABLING
AND
H I D I N G 3D
Some game purists may prefer to disable the Nav Map 3D View completely.
This is done prior to game start on the Options>3D page. You can also hide
3D from within the game without disabling it completely. A 3D view is
always visible from the Pilot Station in the aircraft, the FFG Bridge and
Machine Gun View, and from the Sail Bridge and the Periscope Stations in
the submarines.
BPress [Ctrl]+ [A] to hide the small window. Since 2D and 3D can be
swapped, whichever view is in the small window is hidden.
BOr click the up arrow in upper right of the Navigation Station to
hide the small window. The arrow changes to a down arrow. Click
the small down arrow to display the small window again.
P LAYING F ROM
THE
N AV
With all of your Autocrew activated and Show Link Data selected it is
possible to play many aspects of the game from the Navigation Station.
Using a combination of voice and menu commands you can navigate, track,
classify and attack enemy ships, launch Special Forces (subs only), and
read your message traffic. You must still visit the other stations to perform
some tasks.
A TT AC KI N G T AR GE TS
FR O M
N AV
6-27
option is unavailable.
If the parameters for firing a weapon have not been met, the menu
O W NSH I P W A Y P O I NT S
Sometimes it is nice to ensure that your platform steers the desired course
without your constant attention. Placing waypoints on the map automatically
activates the Auto helmsman or Autopilot. In the subs and the FFG this is
not a crewman that you turn on and off, he is automatically on as soon as
waypoints are entered. The Auto Pilot in the P-3C and MH-60R is a
selectable option and performs as described in the P-3C Stations/Pilot
6-28
6-29
Some Restrictions
Waypoints cannot be added or moved over land or water too shallow
to the previous or next waypoint crosses land or water too shallow for a
ship or submarine.
V O IC E C OM M A N DS
There are a variety of voice commands available during gameplay if you
installed the speech recognition software when you installed S.C.S. Dangerous Waters. Voice commands behave similarly to their available
keyboard or menu option counterparts and can only be used where the
keyboard or orders command is appropriate (e.g., they are ignored when
dialogs are visible). Voice commands are only recognized 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.
6-30
ignored and the speech engine is always listening to what you say.
6-31
6-32
6(&7,21
))*67$7,216
7-1
7: FFG STATIONS.......................................................................................7-5
FFG TASK BAR ...................................................................................7-5
STATIONS MENU ............................................................. 7-5
ORDERS MENU ............................................................... 7-6
DAMAGE REPORT W INDOW .............................................. 7-8
HISTORY W INDOW ........................................................... 7-9
MANEUVER SHORTCUTS AND GAME READOUTS .................. 7-9
TIME COMPRESSION SCALE .............................................. 7-9
FFG BRIDGE [F1] ............................................................................ 7-10
SHIP HANDLING ............................................................. 7-10
FLIGHT CONDITIONS ...................................................... 7-11
TOW /COUNTERMEASURES.............................................. 7-13
BRIDGE W INGS/BINOCULARS .......................................... 7-14
FFG ACOUSTIC STATION [F2]........................................................... 7-15
FFG SONOBUOY DATA DISPLAY W INDOWS ..................... 7-16
Sonobuoy Modes .................................................. 7-17
FFG ASTAC STATION [F3].............................................................. 7-18
GEOPLOT ..................................................................... 7-18
ASTAC VAB PANEL ..................................................... 7-19
Digital Display Indicator (DDI) Area ...................... 7-19
Helo Control.......................................................... 7-20
Link Mode ............................................................. 7-21
Helo Fly To Commands ........................................ 7-21
LINK STATUS....................................................... 7-22
Launching a Helicopter ......................................... 7-24
Recovering a Helicopter........................................ 7-25
OTS BUOY ........................................................... 7-25
Activating and Scuttling Buoys.............................. 7-26
Display Settings .................................................... 7-27
FFG HULL SONAR STATION [F4]........................................................ 7-27
HULL SONAR DISPLAY W INDOW ...................................... 7-28
Active Mode: Single Beam/Omni Modes............... 7-28
Active Mode: High Frequency............................... 7-28
Passive Mode Display........................................... 7-29
HULL SONAR DDI.......................................................... 7-29
HULL SONAR MAIN VAB PANEL (ACTIVE MODE) .............. 7-30
SONAR MODE SELECTION VAB PANEL............................ 7-31
Sonar Mode Selection VABs: Active Options........ 7-32
Sonar Mode Selection VABs: Passive Options..... 7-33
PASSIVE MODE MAIN VAB PANEL................................... 7-33
FFG NAVIGATION STATION [F5] ....................................................... 7-33
FFG OWNSHIP/ORDERS MENUS ..................................... 7-33
FFG CONTACT MENU .................................................... 7-34
FFG TOWED ARRAY STATION [F6] .................................................... 7-35
TOWED ARRAY STATION NAVIGATION BUTTONS ............... 7-36
FFG TOWED ARRAY: BROADBAND ................................. 7-36
FFG-7 Broadband Tag Summary ......................... 7-38
Section: 7 FFG Stations
7-2
7-3
7-4
7: FFG STATIONS
The Oliver Hazard Perry (FFG 7) class surface ship is modeled in S.C.S.
Dangerous Waters. Referred to simply as the FFG in this manual, its
stations are described and explained in this section.
9 Note: The default view when entering a mission is the Navigation
Station. The Navigation Station with its 2D Nav Map and 3D view
functions the same on every controllable platform and is covered
only once in the manual. See Navigation Station. Some Nav Station
information unique to the FFG is contained in the abbreviated FFG
Navigation Station section later in this section.
FFG T ASK B AR
The task bar is similar for all platforms but there are a few features unique
to the FFG. The FFG Task Bar menus, windows, readouts and maneuver
shortcuts are described here.
Stations Menu
Wind Speed/Direction
Damage Report
Orders Menu
Course Shortcut
Speed Shortcut
S T AT I O NS M E NU
Click the Stations Menu button to expand the Station selection menu.
Select an icon to jump to that station.
Bridge [F1]
ASTAC [F3]
Nav [F5]
Electronic Warfare [F7]
TMA [F9]
Torpedo Control [F11]
Acoustic [F2]
Active [F4]
Towed Array [F6]
Weapons Coordinator [F8]
Weapons Control [F10]
Machine Gun [F12]
7-5
O R D E R S M E NU
The Orders Menu and the Ownship Menu contain the same options. To
reveal the Ownship Menu click on the Ownship NTDS symbol on the Nav
Map, the right-click on the selected symbol. These menu options are
described below:
Navigate: Displays a submenu of navigation options.
Order Rudder: Displays a submenu of rudder commands. In addition
to the numbered commands the following selections set these rudder
positions.
Standard (Left /Right): Orders 15 Degrees
Full (Left/Right): Orders 20 degrees
Hard (Left/Right): Orders rudder to max (right or left) position.
Change Speed: Displays a submenu of engine order options.
Selecting an option sets a preordained number of engine revolutions.
The resultant ship speed will depend on seastate, wind and current.
In a calm sea with wind and currents turned off, these settings result in
the following speeds:
Engines Ahead Flank: 29 knots
Engines Ahead Full: 20 knots
Engines Ahead Standard: 15 knots
Engines Ahead 2/3: 10 knots
Engines Ahead 1/3: 5 knots
Engines All Stop: zero knots
Engines Back1/3: 3 knots
Engines Back 2/3: Reverse speed of 5 knots
Engines Back Full: Reverse speed of 10 knots
9 Note: Backing up when the Towed Array is deployed cuts the array.
Autocrew: Displays a submenu of all FFG Autocrew. A checkmark
indicates the option is ON. Select the object to toggle its state.
Auto-Countermeasures: When ON chaff and flare countermeasures
are launched when appropriate. This slider button for this for this
Autocrew is located in the Bridge Station.
Acoustic/Sonobuoys: When ON, the Autocrew sets sonobuoys to
directional mode and marks contacts in the FFGs Acoustic Station.
EW: When ON, the Autocrew marks contacts in the Electronic Warfare
Station. Autocrew does not classify EW contacts. You must do that
yourself.
7-6
7-7
D A M A GE R E P OR T W I N D OW
The Damage Report Window lists damage that occurs at any station. Some
damage is repaired over time. When damage is repaired a message
appears here. An audible voice message may also be heard. Each entry
lists the time in the mission when the damage occurred, the type of damage
and an estimate of time until the damage is repaired or an indication that
the damage cannot be repaired. If damage is severe it cannot be repaired
during the course of a mission.
BClick the wrench button in the Task Bar to open/close the window.
7-8
H I S T OR Y W I ND O W
Displays the type of history selected by buttons to the left of the window.
History Selection Buttons: A lit button indicates the currently selected
History type. If there is a new message in any other history type, that types
selection button flashes until that button is selected.
Crew Report History: Lists all orders as acknowledged by crewmembers.
Radio Traffic History: Lists all radio messages received. The original
mission tasking is also seen here.
Multiplayer Chat History: Displays a history of multiplayer chat messages.
M A N E U V ER
SH OR TC U T S A N D
G A M E R E AD OU TS
WIND: Readout of Wind Speed and Direction. Values other than zero
appear here only when the mission designer has created a Wind
Region in the current mission and Enable Wind is selected in
Options>Game prior to the start of the mission.
KEEL: Readout of depth below the keel.
SPEED: In knots. Maneuver Shortcut--Click or right-click digits to
change speed to the value entered.
COURSE: In degrees. Maneuver Shortcut--Click or right-click digits to
change course to the value entered.
9 Note: Be aware that wind and currents affect Ownship course and
speed. It may not be possible to achieve the ordered course or
speed if the wind and currents are strong. Wind and currents can be
turned off/on in the Options>Game page prior to mission start.
TIME: Displays the time of day in the mission based on a 24-hour
clock. When the game is paused, the time display is replaced by the
word PAUSED.
BPress [P] to pause the game. Press [P] again to resume the game.
BClick the numbers in the Time display to pause the game. Click
PAUSED in the time display to restart the game.
T I M E C OM PR ES SI O N S C AL E
In addition to real time, S.C.S. - Dangerous Waters supports four levels of
time compression. The time scale displays in the far right of the Task Bar. A
stack of colored bars represents the level of time compression.
At real time, a single green bar is displayed.
At twice real time a lime (yellow/green) bar appears above the green
bar.
At four times real time a yellow bar is added to the stack.
At eight times real time an orange bar is added.
7-9
S H I P H A N DL I NG
The ships course and speed are controlled from this portion of the bridge
console.
To Flight Controls
Course Indicator
Rudder Indicator
APU Controls
Ordered Course
Throttle Controls
Ordered Speed
To TOW/Countermeasures
7-10
Port and Starboard APUs: The Auxiliary Power Units (APUs) are small
electric propellers used for fine steering control when making a pier landing
or getting underway. Each unit can be individually raised, lowered, and
energized by the mechanical rotary switches and the propellers can be
oriented in any azimuth by means of the direction dials. An APU is lowered
as needed and the directional dial is used to aim the propeller in the desired
direction. The arrow on the directional dial points in the direction of thrust.
To use APUs:
4. Energize the desired unit. (The motor cannot be turned on until the
motor is lowered.) Raising the motor turns it off.
F L I GH T C O N DI TI O N S
The Flight Conditions portion of the Bridge Console is accessed by clicking
the transition button at the left edge of the Ship Handling console or on the
right side of the console when on the Port Bridge Wing. The Course
Indicator, Port APU and Rudder Indicator remain visible when viewing the
Flight Controls.
7-11
To Ship Handling
7-12
Tip: The helicopter LAUNCH command is not available until Green Deck is
set. Likewise the helo will not land until Green Deck is set.
T O W /C OU N TE R M E A S U R E S
The Tow and Countermeasures Console consists of the Tow Panel and the
Countermeasure Panel. Access to the Starboard Bridge Wings is found at
the far right of the Countermeasure Panel. The throttle portion of the Ship
Handling Console remains visible.
To Ship Handling
Tow Panel
Countermeasure Panel
To Starboard Wing
7-13
B R I D GE W I N G S /B I N O C U L AR S
A visual scan of the 3D environment is possible from the port and starboard
bridge wings. When a contact of interest is located, binoculars provide a
closer examination. The binoculars are accessed from either the Port or
Starboard Bridge Wings.
3D View
7-14
BClick the Free Look button in the upper right of the screen to return
to Bridge Wing Free Look view.
BClick the Transitions button at the edge of the screen to return to
the bridge view.
appears beside the buoy icon and displays in the Data Display
Indicator (DDI) when a buoy symbol is selected.
Selected Receiver Mode
Channel Selector
7-15
FFG S O N OB U O Y D A T A D I S P L A Y W I N D OW S
In S.C.S - Dangerous Waters the Sonobuoy Data Display Window (Gram
display) functionality is identical within platforms with sonobuoy capability.
Information on Sonobuoy Data Display Windows and Frequency Alerts is
found in Training/Sonar School/Sonar Systems/Sonobuoy Display Windows
(Grams). Information specific to the FFGs Acoustic Station is contained in
this section.
7-16
When AIR is selected, all eight channels are reserved to process buoy
data sent via Link by your deployed helo. If your helo is not deployed, if
you do not have SYNC with the deployed helo, or if the deployed helos
LINK STATUS is set to RADAR, text messages appear in the windows.
When SHIP is selected, all eight channels are reserved to process
process incoming data from the deployed helo, and channels E - H are
used for buoy data within range of the FFG's receiver. Mode labels
appear at the top of each bank of displays to show in which mode each
bank is set.
Tip: In Air/Ship mode, data received by the ship cannot be processed in
Directional or Active mode. If the helo is not sending data, leave Receiver
Mode set to SHIP to keep Channels A-D available for Active and Directional
processing of transmissions received by the FFG.
The FFG carries four types of sonobuoys: DICASS (active, directional, and
omni modes), DIFAR (directional and omni modes), VLAD (directional and
omni modes) and BT (bathythermograph) sonobuoy. It can also tune to
LOFAR buoys placed by the mission designer. Buoys are described in
greater detail in Training/Sonar School/Sonar/Sonobuoys.
Sonobuoy Modes
Sonobuoys have different sensor detecting and reporting capabilities.
Depending on the buoy, up to three modes are available. By default each
sonobuoy is set to Omni mode. Clicking the MODE button in the Data
Display Window cycles through the available modes. Some modes require
supporting displays as noted below. If the required extra displays are not
set to channel 00, the mode cannot be switched. (Turn Acoustic Autocrew
off before attempting to switch channels to 00 or he will change them back.)
Omni mode (Passive) returns received non-directional frequency data.
Omni mode is useful for classifying the source of a signal and alerting you
to the fact that there is something out there. All sonobuoys (except BTs)
default to Omni mode, which requires one channel.
Directional mode (Passive) returns received frequencies and bearings and
requires two channels. The selected channel must be set to Directional
mode in Data Display Windows A D. There must be one empty window
available in either bank of windows to handle supporting data. (One window
Section: 7 FFG Stations
7-17
DDI Area
VAB Panel
ASTAC Station
G E OPL O T
The Geoplot in ASTAC is used to plot waypoints for the helicopters flight
path, and for sonobuoy and weapon drop locations. Ownship, the deployed
Section: 7 FFG Stations
7-18
helicopter and all contacts detected by Ownship, the helo and Link
participants can be seen on the Geoplot.
Changing Geoplot Range: The range scale in the Geoplot can be
adjusted to 5, 10, 20, 40, 80 or 120 nautical miles.
B[Ctrl] + Left-click in Geoplot zooms in. [Ctrl] + Right-click in Geoplot
zooms out.
BMouse wheel forward in Geoplot to zoom in. Mouse wheel
backward in Geoplot to zoom out.
BClick DISPLAY SETTINGS in VAB Panel and click desired range
setting. Click BACK to return to previous VAB Panel.
ASTAC VAB P AN EL
The VAB Panel consists of the upper DDI Area where specific information
about a contact hooked in the Geoplot is available and the lower Variable
Action Buttons (VABs), which are used to direct helicopter operations.
9 Note: Green text indicates a selected button.
7-19
ASTAC DDI
Select SHIP to
Control Helo via
Fly To
Commands
Mode of Data
Reported by
Deployed Helo
Helo Fly To
Commands are
only available
when Helo
Control is set to
SHIP
Helo is Synched
with ship and
sending data
Click to view
status of
embarked
helicopters
Click to display
Over The Side
Buoy Launch
Panel
Click to set
range in
Geoplot display.
Helo Control
Helo Control options are only available when a helicopter is airborne and
the helicopter symbol is selected on the ASTAC Geoplot. By default the
helicopters AI pilot is in control when the helo is launched. Control of the
helicopter must be transferred to the ship before the ASTAC can set
waypoints or order sonobuoy or weapon drops.
BTo SYNC the Helo and Ownship, click the helicopter symbol for
Ownships deployed helo on the Geoplot.
SHIP: Click to transfer control of the airborne helicopter to the ship
(ASTAC). When SHIP has control, Helo Fly To Commands are enabled
and flight, weapon and sonobuoy waypoints can be placed for the helo
to follow. The button flashes for a few seconds then lights steadily
when control is transferred to SHIP.
HELO: Click to transfer control of the airborne helicopter from the ship
to the helicopter AI. The button flashes for a few seconds then lights
steadily indicating that HELO control has been passed to the Helo AI.
Section: 7 FFG Stations
7-20
Link Mode
When the helicopter is synched with Ownship, data can be passed from the
helicopters radar or deployed sonobuoys. Link Mode options are not
available unless the ship and helo are synched and your OS Helo symbol is
selected in the Geoplot.
ACOUSTIC: Click to receive sonobuoy data from the deployed
helicopter. (Sonobuoys must be in the water and within reporting range
of the helicopter for data to be passed.) Returning acoustic data from
helo-dropped sonobuoys are displayed in the Sonobuoy Data Display
Windows (Grams) in the FFGs Acoustic Station. [F2]
RADAR: In a single player game, your deployed helo is in EMCON
(Emissions Control) until you order the Helo to radiate. Click RADAR to
order your deployed helo to begin radiating and begin receiving the
Helos radar data.
To process the Helos radar data, go to the Weapons Coordinator
7-21
LINK STATUS
NO SYNC / SYNC: When an OS Helo is in-flight, click the helicopter
symbol on the Geoplot to initiate SYNC. When synchronized, data from
the helicopter is transferred to the ship. This light is only lit when the
helo symbol is selected in the Geoplot.
When Helo Control is set to SHIP, the Helo symbol must be selected
on the ASTAC Geoplot for the Link Mode and Helo Fly To Points to be
enabled. If any other contact is selected, those options are unavailable
until the Helo symbol is again selected on the Geoplot.
Section: 7 FFG Stations
7-22
Labels and areas of the Helo Status Panel are described below:
HELO 1/HELO 2: Click to view the Helo Status Panel for the selected
helicopter.
Location of Helicopter: Below the helo buttons is seen the current
location of the selected helicopter. (Hangar, On Deck, In Flight, Over
Horizon, Down etc.)
SYNC / NO SYNC: A helo can only be assigned waypoints, transfer
data, or be recovered if SYNC is established. Sync is two-way
communication between the helo and the ship.
LOADOUT: Click the desired mission type to select weapons
appropriate for the mission: ASW (Anti-submarine Mission) ASUW
(Anti-surface Mission) STRIKE (Land attack mission.) When the Helo is
in-flight, the number of weapons assigned to waypoints follows the
number of weapons remaining. See FFG Navigation Station/Contact
7-23
button for the in-flight aircraft is disabled until after the other helo is
airborne.
Launching a Helicopter
From the Bridge Stations Flight Conditions panel:
7-24
3. When the helo completes the countdown, the helo will launch
automatically if GREEN DECK is set.
4. The Flight Deck must be set to Green Deck before a helicopter can be
launched or recovered. Set Green Deck from the Bridge Flight
Conditions panel or from the Orders Menu or with a voice command.
Alternately, you can leave the flight deck in Red Deck status and click
5. This will take the Helo to Alert 5 status (on deck, blades spinning,
ready to launch within 5 minutes. Then when you want to launch, set
Green Deck and click LAUNCH.
Tips: Check the Wind Envelope and the ships pitch and roll from the Bridge
Station to ensure that safe flight conditions exist. Launching when Flight
Conditions are unfavorable could result in a crash of the helicopter.
Plan ahead! If you do not have Aircraft Quick Launch enabled, it takes an
hour to get one helo airborne when no alert status is set. Set both the
helicopters to Alert 30 at mission start. (You may want to set one helo to
Alert 30 and one to Alert 15.)
Recovering a Helicopter
Once a helo is airborne the LAUNCH button becomes the RECOVER
button.
BClick RECOVER to order an In-flight helo to land on Ownship.
If you have ordered your other helo to Alert 15, Alert 5 or Launch
until you cancel the RECOVER order. Click the flashing RECOVER
button to cancel the order.
In a Multiplayer game you cannot use the RECOVER button to retrieve
OTS BUOY
The FFG-7 carries four types of Over The Side (OTS) sonobuoys. Click
OTS BUOY to access Over The Side Sonobuoy Launch Panel.
7-25
To Launch OTS
Sonobuoys:
Buoys available. Numbers
decrement as stores are
depleted. S: Shallow, D:
Deep.
7-26
Display Settings
Click DISPLAY SETTINGS to access a panel of Geoplot display range
settings.
Numbered buttons: Click the number of the desired display range.
CENTER OS button: Click to center the Ownship symbol in the center
of the Geoplot.
CENTER HOOK button: Click to center the symbol currently selected
in the Geoplot.
Bearing-Range Cursor
Hull Sonar DDI
7-27
H U L L S O N AR D IS PL AY W I ND O W
The mode and transmission type selected in the Mode Selection VAB Panel
determines what appears in the Hull Sonar Display window. The format
varies as described below:
5. Click a contact on the display or click and drag the square cursor in the
Sonar Display Window to center the box on a contact.
6. Click MARK to send a single bearing and range report to the Nav Map
and the TMA Station.
7-28
4. Click MARK to send the bearing data to the Nav Map and TMA Station.
5. Click MODE to return to the Mode Selection VAB Panel.
6. Click ACTIVE to return to the Active Mode Selection Panel.
9 Note: In heavy seas, you may notice gaps in noise in the Passive
Display. These occur when the bow sonar breaks the surface of the
water.
H U L L S O N AR DDI
The Hull Sonar DDI area of the VAB Panel provides the following
information.
Mode: Current sonar mode and transmission interval (when
applicable).
Crsr Track: Displays the track number of any marked contact at the
bearing-range cursor location.
Brg: Relative bearing at the location of the cursor.
Rng: Range (in yards) at the location of the cursor.
ATT Track: Shows the Automated Target Tracker number when the
ATT is assigned to a contact. See Assign ATT below. (Track number
appears here on the next sensor return.)
Brg: Relative bearing to the contact to which the ATT is assigned.
Rng: Range (in yards) to the contact to which the ATT is assigned.
When High Frequency is selected, only cursor bearing is reported in
the DDI. When the contact is marked, the range to the contact is
displayed in the (cursor) Rng field.
When Passive Mode is selected only cursor bearing is available in the
7-29
H U L L S O N AR M A I N VAB P A N E L (A C TI VE M O DE )
By default Active Mode Single Beam/Single Ping is selected in main VAB
panel. Beam centering options are only available when Single Beam mode
is selected. All other button options seen here are also available for Omni
and Omni Rotational modes.
Current
Transmission
Mode and
interval
Hull Sonar
DDI Area
Mode
Selection
Single Beam
Options
Mark
Selected
Contact
Transmit in
selected
mode.
View or
change
current Hull
Sonar
Display
Window
Range
Scale
Assign (or
Unassign)
ATT
Tracker to
selected
contact
When
green,
active sonar
is in
standby.
7-30
S O N AR M O DE S E L E C TI O N VAB P A NE L
Selecting MODE In the Main VAB panel displays the SONAR Mode
Selection VAB Panel used to select the desired sonar mode - Active or
Passive - and the transmission intervals for Active Mode. Different VABs
are activated depending on whether Active or Passive mode is selected.
7-31
Active Selected
Click To Select
Passive Mode
Transmission
intervals
Active Modes
To Main VAB
Panel
7-32
P A S S I VE M OD E M AI N VAB P AN EL
The only functionality in passive mode is the ability to mark contacts. When
Passive is selected in the Sonar Mode Selection Panel, click BACK to
access the Passive Mode Main VAB Panel. These two buttons are enabled.
MODE: Click MODE to access the Mode Selection VAB Panel.
MARK: Click MARK to send a bearing report on the selected contact to
the Nav Map and TMA and assign a track number to the contact.
FFG O W N S H I P /O R DE R S
M E NU S
To access the Ownship Menu, click the Ownship NTDS symbol on the Nav
Map to select it, then right-click on the selected symbol. The majority of the
FFGs Ownship Menu items are identical to those in the Task Bar Orders
Menu. See FFG Stations/FFG Task Bar/Orders Menu for a description of
those menu items. The rest of the Ownship Options require the use of the
Nav Map. With the exception of the option below, Ownship Menu options
are the same from platform to platform and are described in Navigation
Station/2D Navigation Map/Ownship Menu.
Fire Tube [X]: This option appears in the Ownship Menu only when a
target is assigned to a tube and the tube is readied to fire in the Torpedo
Control Station. When all that is left to do is fire the tube, this option is
available. Select the option to fire the weapon in the tube at the preselected contact.
9 Note: In the Torpedo Control Station, you are not prevented from
assigning a torpedo to a target that is out of range of the torpedo.
This option fires the weapon as assigned and preset in the Torpedo
Control Station.
7-33
FFG C O N T AC T M E NU
The Contact Menu appears whenever you right-click on a contacts NTDS
symbol on the Nav Map. Most menu items are the same from platform to
platform however there are several options that are unique to the FFG. The
following Contact Menu options are available when you are commanding
the FFG in S.C.S. - Dangerous Waters.
Engage With: These menu options are available when you select and rightclick on a valid contact symbol. The contact must be categorized as a
surface, sub, air or land contact (it can not have the unknown category
symbol) before any Engage With options are available. This option is not
available if the contact is a member of Ownside. Depending on what is
currently available in the FFGs weapons loadout and what is within range
of the weapon, the following may appear:
MK 13: Harpoon: The Harpoon targets surface ships and has a
standoff range of 5 nautical miles. If the selected contact is closer than
5 nautical miles, the Harpoon option is greyed out. The Harpoons
maximum range is modeled as 70 nautical miles.
MK 13: SM-2: While primarily a surface to air missile, the SM-2 can
also be fired at surface contacts. A maximum range of 81 nautical
miles is modeled for this weapon.
76mm Gun: The gun can target surface and land contacts within 10
nautical miles of Ownship.
Tube [X]: MK 50 Torpedo: This weapon can target submarines and
surface ships within 7 nautical miles of Ownship.
Tube [X]: MK 46 Torpedo: This weapon can target submarines and
surface ships within 6 nautical miles of Ownship.
9 Note: Torpedo options are greyed if the selected contact exceeds
the range of the torpedo. A specific tube is unavailable if it is empty
or that bank of tubes is currently reloading in the Torpedo Control
Station.
Helo1 and/or Helo 2: When the FFGs embarked helicopters are inflight they can be ordered to attack contacts using the Engage With
menu. Be aware that your deployed helo will not attack contacts he has
identified as friendly or neutral even if you order him to do so using this
Engage With command. These options are not available in a
multiplayer game when a player mans your deployed helo.
Hellfire Strike: This missile can target land contacts within range
of the in-flight helicopter. (It cannot target surface ships.) When
this option is selected the in-flight helo flies to and engages the
selected target. The helicopter carries a pod containing 4 Hellfire
missiles when a STRIKE is assigned as the loadout in HELO
STATUS.
Penguin: This missile can target surface ships within range of the
in-flight helicopter. When this option is selected the in-flight helo
Section: 7 FFG Stations
7-34
flies to and engages the selected target. The helicopter carries one
Penguin missile in addition to two MK 50 Torpedoes when ASUW
is assigned as the loadout in HELO STATUS.
MK 50 Torpedo or MK 48 ASW Torpedoes: The MK 50 can
target subs and surface ships within range of the in-flight
helicopter. The torpedo is set to circle search. The FFGs AI driven
helo also carries one MK 48 AWS torpedo that can only target
submarines. When this option is selected the in-flight helo flies to
and engages the selected target. The helicopter carries two MK 50
torpedoes and one MK 48 ASW torpedo when ASW is assigned as
the loadout in HELO STATUS.
9 Note: the only way to launch the FFGs embarked helicopters
missiles is with this command. Only the MK 48s carried by the AI
driven helo are restricted to submarine targets. All other MK 48
Torpedoes can target surface ships as well as submarines. Hellfire
missiles launched by player controlled MH-60s can target surface
ships as well as land targets. Only the Hellfires on the AI driven helo
are restricted to Strike only.
OS Helicopter Contact Menu Options: When you click on the NTDS
symbol of your deployed MH-60R helicopter the following options are
available,
Data Link: These options are shortcuts to the ASTAC Helo Control
Options. See FFG ASTAC Station for full information on these options.
Link Control: Select Ship or Helo control. The selected option
determines who has flight path control over the deployed helo.
When SHIP has control, you can place flight, weapon and
sonobuoy waypoints for the helo to follow in from the ASTACT
station.
Link Data: Select Radar or Acoustic. This sets the type of data to
receive from the deployed helicopter.
Recover: Click to order the selected helo back to the ship. The Helo
disregards any subsequent orders until you cancel the Recover order.
BTo rescind the Recover order, select the ASTAC Station then click
HELO STATUS. Click the flashing RECOVER button to cancel the
Recover order.
7-35
the great distance, the ship itself does not mask any part of the
environment, thus the FFGs towed array provides 360 detection.
9 Note: Be aware that Ownship always appears as a contact on the
FFGs towed array. In S.C.S. - Dangerous Waters TACTASS
provides 360 detection even if the array is not fully deployed. The
array is always modeled as level even when it appears to droop in
the 3D View.
The towed array (TA) automatically tags frequencies and assigns a
number to them. These numbered tags represent every frequency that the
TA is currently detecting and information about each tag appears in the Tag
Summary window in the upper left of the screen when in Broadband mode.
The rest of the FFGs systems (the Nav and the TMA Station) know nothing
about a tag or the contact it represents until it is marked by you or the
Autocrew or assigned an Automatic Tag Follower (ATF) to track its
movements. Once marked, the contact is assigned a track number.
9 Note: Remember: the four-digit track number generated when a
contact is marked in the towed array and used by the Nav Map, TMA
and other stations is not the same as the two-digit tag number
associated with the marked frequency in the Towed Array Station.
The Towed Array Station provides access to three display modes for the
purpose of marking, tracking, and classifying tags of interest: Broadband,
LOFAR and Single Beam.
T O W E D A R R A Y S T A TI O N N AV I G AT IO N B U TT O NS
Common to all display modes at the FFGs Towed Array Station are the
Navigation buttons below the Towed Array Variable Action Button (VAB)
Panel.
BROADBAND: Click to select BROADBAND display mode.
LOFAR SEARCH: Click to select LORAF SEARCH display mode.
SINGLE BEAM: Click to select SINGLE BEAM display mode.
FFG T O W E D A R R AY : B R O A DB A N D
The FFGs Broadband display mode consists of six areas: the Tag
Summary in the upper left corner, the circular Whiz-wheel, the Waterfall
Display, the DDI Area, the VAB Panel and the Towed Array Navigation
Panel. In broadband mode frequencies are detected, marked, Automatic
Tag Followers (ATF) (trackers) are assigned, and ambiguous bearings are
resolved.
Until the towed array is deployed, no contacts appear in the waterfall.
Towed array contacts do not appear immediately when you deploy the
array. If the towed array is not already deployed at the beginning of the
mission, you can stream it from the Bridge in the Tow and Countermeasure
Panel or via the Orders or Ownship Menus Sensors>Towed Array option.
7-36
Because of the physics of the towed array construction, the actual contact
and an ambiguous contact, a mirror image of each actual contact, is
reported to the system. The actual and ambiguous contact bearings shown
in the Tag Summary are in relative bearing. Relative bearing assumes
ship's heading is at 000. Because of the arrays conical beams, the two
bearings, one to starboard and one to port, will be equally spaced from the
ship/TA heading (mirrored). The bearings are always measured clockwise.
So, the starboard bearing will fall between 000 and180, and the port
bearing will always be between 180 and 360.
Resolving which contact is the actual contact and which is the mirrored
contact is part of your task in the Broadband mode. Unresolved bearings
are reported as port and starboard bearings simultaneously (for example
270 (port), and 090 (starboard)) in the tag summary. To determine which
bearing is the actual contact, maneuver the ship. If Ownship turns to the
right, the signal from a contact on the starboard (right) side of the towed
array moves up the waterfall display (for Ownship turns to the left the signal
moves in the opposite direction.) When you determine which is the actual
bearing to the contact, resolve the bearing to remove the ambiguous
reading. (See RESOLVE in the VAB panel description below.)
A symbol for both the actual and ambiguous contacts appears on the Nav
Map until the contact is resolved. Once resolved, only the contact located in
the position as resolved (Port or Starboard) appears on the Nav Map. On
the TMA plot the lines of bearing remain on the plot as drawn for both
contacts, (If both have been previously viewed in TMA) but the Contact ID
for the ambiguous contact is removed from the track selection dropdown
list. If you decide you resolved incorrectly and select the contact in the Tag
Summary and resolve it as the opposite location, the previously removed
contact is returned to the Nav Map and the now ambiguous contact is
removed. The previously deleted Track ID is returned to the TMA Track
selection list (at the bottom) and the ambiguous Track ID is removed.
Tag Summary
Whiz-wheel
VAB Panel
Waterfall Display
DDI Area
Navigation Buttons
7-37
Whiz-Wheel
The circular whiz-wheel helps the operator visualize the towed array
heading and the beams on which signals are being received. The inner
loops represent the 22 beams of the towed array. A signal at relatively short
range is likely to overlap more than one beam.
7-38
The outer bearing circle rotates to show the true heading of the towed
array. The heading at the 12 oclock position is the arrays heading. This will
be close to Ownships heading once Ownship is on a steady course but
since the array is towed a mile behind the ship, the arrays heading is
affected by currents and will rarely be exactly the same as Ownships
heading.
When a contact is selected in either the Tag Summary or the waterfall
display the triangular cursor moves to indicate the beam detecting the
contact.
Summary. One number indicates the actual bearing to the contact and
the other the bearing to the ambiguous contact. Contacts marked by
Ownship sensors are assigned four-digit track numbers. Both of the
assigned four-digit track numbers appear in the Tag Summary in the
TRACK column. The two consecutive numbers alternate in the track
column until the contact ambiguity is resolved.
7-39
1. Click the tag summary of the desired frequency tag or click on the tag
marker (short line) associated with the desired contact trace in the
waterfall display to select it.
2. Click ASSIGN ATF. An asterisk appears next to the tag number in the
Tag Summary and the assigned track numbers flash beside the tag
marker in the waterfall. The two numbers are the track numbers for the
real and ambiguous bearings associated with that detection. These
track numbers are seen on the Nav Map next to the unknown/unknown
symbols generated at the end of magenta colored lines of bearing. The
track numbers associated with the marked contact also flash in the
TRACK field in the Tag Summary.
3. If all eight ATFs are already assigned, the oldest assigned ATF is
dropped to free the follower for a new assignment.
4. To un-assign an ATF, click the track number in the waterfall and drag
the number out of the waterfall.
7-40
Classify the contact and look up the USNI information for that ship
class. Make a mental note of the TPK information listed in the text
file.
2.
3.
Place the cursor on the desired contact line in the Waterfall. The
system automatically determines the required frequency
information and places it in the FRQ field in the DEMON DDI.
4.
Click TPK + and TPK - until the TPK number noted in USNI for the
class appears in the TPK field.
5.
When the number is entered the number listed in the SPD field in
the DEMON DDI is the approximate speed of the contact, given
Section: 7 FFG Stations
7-41
that your classification is correct and you have selected the correct
contact in the waterfall. Enter that speed in speed entry at the TMA
Station for the appropriate contact.
DEMON
DDI
Speed
Select
the
desired
contact
line
Click to
enter the
TPK
information
found in
the USNI
Browser
for the
contact
class.
Click to
close
DEMON
Processing
Controls
LOFAR S E AR C H S U M M A R Y
Frequency signals on any of the 22 beams of the FFGs towed array are
seen in the LOFAR Search Summary. The display is mostly informational.
Frequencies that are associated with a contact are assigned a single tag
number. The only interaction is changing the time scale for the display and
the selection of a beam to view in Single Beam All Band display mode.
7-42
LOFAR DDI
7-43
Changing time averaging changes the update rate, but does not
S I N GL E B E A M A L L B A N D D I S PL A Y
The Single Beam display mode is used to match received frequencies to
sound frequency profiles of known classes found in the Frequency Profile
Library. This is useful for classifying contacts.
The beam data seen in Single Beam is selected in the LOFAR Search
Screen either by double-clicking on the desired beam or selecting the beam
then clicking SINGLE BEAM.
In the Single Beam display, frequency data from a single beam appears in
three separate waterfalls. The x-axis in each waterfall is frequency,
increasing from 0-399hz in the top waterfall, to 400-799hz in the middle
display, and 800-1199hz in the bottom waterfall display.
The y-axis is time, with most recent data at the bottom, scrolling up as it
ages. This display shows 90 seconds of data with 1-second updates. The
frequency under the single vertical cursor displays in the DDI in the Cursor
Freq field.
The tag number associated with frequencies deemed to be from the same
contact appear above the trace lines in the waterfall next to a frequency
marker and a tag marker.
The frequency marker is a small block that is an indication of the strength of
the signal. A detection with a strong signal to noise ratio has a larger
marker. The marker may appear even when a trace line is not visible in
Single Beam. The trace may be visible in LOFAR because of the longer
time averaging. Sometimes tag numbers appear over each other when two
similar frequencies are detected on the same beam.
Frequency Profile Library and Controls
Single Beam DDI
7-44
1. Click on a contact (frequency line) to select it. The vertical cursor line
appears below the contact in the waterfall display.
2. Click MARK to assign a track number to the selected contact and send
data to the Nav Map and the TMA station.
3. Click FILTER to weed out all but the profiles that most closely match
the currently detected frequencies. Carets at the bottom of a display
window represent the frequencies that make up the sound profile of the
selected class.
4. Click in the Library list then press up and down keyboard arrow keys to
scroll through the list of profiles. Note the location of the carets in the
display window as each profile is selected.
7-45
5. Compare the location of the carets with the trace lines of the detected
contact. When the carets line up exactly with the detected frequencies
in the display windows, it is likely that the detected contact is of the
class selected in the profile library. (Beware that some classes have
very similar profiles so the process is not 100% foolproof.)
6. Click on a trace line to select it. A short line cursor appears under the
trace indicating it is selected.
7. Click APPLY to assign the class of the currently selected profile to the
selected contact. The class name appears in the DDI when the contact
is selected on the Nav Map. The appropriate 3D model is also used in
the 3D view whenever the contact is selected.
Profile Controls
Profile Library
7-46
EW Scope
EW DDI
EW VAB Panel
EW S C O PE
Each sweep of the EW antenna displays on the EW Scope any detected
radar emissions on the bearing indicated. Contacts are seen as narrow
wedges of orange varying in size and intensity depending on the strength of
the contact. The triangular cursor is used to select a contact for further
examination and classification on the VAB Panel.
TO Mark a Contact in EW
1. Click on a contact in the scope to select it.
Section: 7 FFG Stations
7-47
2. Click MARK to assign a track ID to the contact and send bearing data
to the Nav Map and TMA stations.
3. Click the class name in the list to select it. The APPLY CLASS button is
activated.
To Classify a Contact
1. Click on a contact in the scope to select it.
2. Click CLASSIFY.
3. Click one of the alliance designations listed. (Be aware that designating
a contact as HOSTILE or UAH (Unknown Assumed Hostile) can result
in attacks on the platform by Ownsides Link participants.) See EW
VAB Panel/Classify below.
7-48
EW DDI
Information relative to the selected contact appears in the EW DDI.
Crsr Brg: Bearing at the location of the cursor
Track: Track number of the selected contact. Track numbers are
assigned when a contact is marked.
ID: Displays the (alliance) classification selected via the CLASSIFY
VAB below.
IFF: Identification Friend or Foe. This field displays Friendly, Civilian or
None.
Class: Displays the class name designated with the APPLY CLASS
button.
Emitter: Displays the name of the detected emitter. (The USNI
browser lists sensors in use by most platform classes.)
EW VAB P AN EL
MARK: Click to mark the contact selected in the Scope. This assigns a
track number and sends bearing information to the Nav Map and the
TMA station.
APPLY CLASS: Click to apply the class name selected in the Known
Class list to the contact selected in the Scope. This button is not active
unless a name is selected in the list.
CLASSIFY: Click to designate an alliance ID to the selected contact.
(This button is not available if Show Truth is ON.)
PENDING: Default classification. Equates to Unknown.
UAH: Click to designate the selected contact as Unknown
Assumed Hostile.
UAF: Click to designate the selected contact as Unknown
Assumed Friendly.
HOSTILE: Click to designate the selected contact as Hostile.
FRIENDLY: Click to designate the selected contact as Friendly.
NEUTRAL: Click to designate the selected contact as Neutral.
RETURN: Click to return to the EW VAB Panel.
KNOWN CLASSES: Lists all classes known to use the detected
emitter. Select a name in the list and click the enabled APPLY CLASS
button to assign that class designation to the selected contact.
7-49
Station. Here the surface search and air search radars are activated and
processed data is viewed.
Geoplot
DDI
Target Queue
W E AP O N S C OO R D I N AT O R G E OP L O T D I S P L AY
The Weapons Coordinators Geoplot functions a bit differently than other
FFG Geoplots. The view can be zoomed but it cannot be panned. It is
always centered on either Ownship or its deployed helo. (The helo can only
be centered if sync has been established and OS has control of the helo.)
9 Note: While the Air (ADT) and Surface Search (SDT) radars are
turned on and off here, you never see the actual raw radar returns.
Only the processed returns are visible on the Weapons Coordinator
Geoplot. The sweeps are used to indicate a) that a particular radar is
ON and b) the nominal range of the activated radar.
All contacts detected by OS sensors as well as Link contacts (when Show
Link Data is selected) appear on the Weapons Coordinator Geoplot. When
OS is synced (linked) with its in-flight helicopter, the helo can be set to send
its radar data to the FFG where the information is processed and detections
are marked as FFG contacts. The type of data the helicopter sends is set in
LINK MODE in the ASTAC Station. See REMRO below.
To change the range scale in the display use one of the following methods:
BClick DISPLAY SETTINGS then click one of the range buttons in
the range VAB Panel
BWith the cursor in the Geoplot roll the mouse wheel up to zoom in
or back to zoom out.
BWith the cursor in the Geoplot press [CTRL] then click the display
to zoom in or right-click to zoom out.
7-50
R A D AR O PER A TI O N
The Air Search and Surface Search radar scopes are not modeled as
player interfaces in S.C.S. Dangerous Waters, but the radars are turned
on and off by the Weapons Coordinator. Contacts processed by the radars
when they are on are automatically reported to the Nav Map and all
Geoplots. In S.C.S. Dangerous Waters radar reports are sent to TMA to
allow for merging with passive contacts. (This cleans up the Nav Map.) The
FFGs air and surface search radars are off by default. Orange text on a
button indicates that radar is OFF.
BClick ADT (Air Search) and/or SDT (Surface Search) to toggle the
state of the specific radar. (Green indicates the radar is ON.)
If Show Link is ON, the symbols representing the Link reported
REMRO
The REMRO (Remote Radar Operator) button is not active unless an
Ownship helo is aloft, sync has been established, OS has Helo Control and
the helo has been set to send radar data to the ship as described below:
To enable REMRO
3. IN LINK MODE click RADAR. This orders your Deployed Helo to begin
radiating.
7-51
9 Note: Radar sends an update to the Geoplot and Nav Map every two
minutes as long as the radar detects the contact.
P L AC I N G C O N T AC T S
I N TH E
TARGET QUEUE
1. Select a contact in the Geoplot. (If you are having difficulty selecting a
contact see the TIP below.) When the selected contact is a valid target
the ENGAGE button is activated. (The button is greyed when a nonvalid contact is selected, for example OS helicopter and sonobuoys.)
contact. (You are not prevented from firing on a contact that has a
hold. This is used in Multiplayer Multi-Station mode to notify the
Weapons Control player to check with the Weapons Coordinator
before engaging the contact.)
BREAK ALL to remove all contacts from the Target Queue.
W E AP O N S C O OR D I NA TO R DDI
The following information is available in the DDI on a contact selected in the
Weapons Coordinator Geoplot:
Section: 7 FFG Stations
7-52
W E A P O N S C O OR D I NA TO R VAB P A NE L
The weapons coordinator activates the RADAR and manipulates and
selects contacts in the Geoplot for placement in the Target Queue. The
following buttons are used to place contacts in the Target Queue or remove
them from the queue. A target in this queue is easily targeted in the
Weapons Control Station.
7-53
Geoplot Controls
CENTER OWNSHIP: Click to center Ownship in the Geoplot. (Ownship
is always centered unless the OS helicopter is centered.)
CENTER HELO: Click to center Ownships helo in the Geoplot. The
helo can only be centered when Sync is established from the ASTAC
station.
DISPLAY SETTINGS: Click to display the Geoplot range selection
buttons.
Range Buttons: Click to set the effective radar range for the
selected radar (10, 20, 40, 80, or 160 nautical miles.) (The surface
radar (SDT) has a maximum range of 40 nm.)
BACK: Click to return to the previous VAB Panel.
Radar Controls
Each of the Radars is represented by an individual single-sweep. The
length of the sweep represents its nominal range. Ownships air and
surface search radars emanate from the OS symbol. REMROs single-line
sweep emanates from the helicopter symbol.
ADT: Click to turn ON/OFF the air search radar (AN/SPS-49.)
SDT: Click to turn ON/OFF the surface search radar (AN/SPS-55.) The
maximum range of the surface radar is 40 nautical miles.
REMRO: (Remote Radar Operator) Click to view the sweep and from
your in-flight helicopter. This option is only available when the helo is
aloft and SYNC is established in the ASTAC Station. The in-flight
helicopter must be set to RADAR in the Link Mode section of the
ASTAC VAB Panel.
Green text on these buttons indicates the radar is ON. Contacts
CLASSIFY
The Classify function in the Weapons Coordinator Station is used to classify
a contact selected in the Geoplot. Only contacts detected by Ownships
7-54
7-55
TMA Plot
Speed Ruler
Tearing Edge Trial Solution Area
Lines of Bearing
Ruler well
T H E TMA P L O T
The TMA Plot in the FFG is modeled after a Dead Reckoning Tracer (DRT.)
It plots bearing and range returns (when available) of contacts detected and
marked by Ownships sensors. Unlike the digital TMA displays in the
submarines, the FFG in S.C.S. Dangerous Waters does it the old
fashioned way, on paper. A speed ruler is used to determine the most likely
speed, course and range of the contact.
A contact must be selected in the TRACK drop-down list on the Track
Report Update tablet and at least one line of bearing must be visible on the
TMA Plot before a speed ruler is visible. A contact must be marked by one
of Ownships sensors before it appears in the track list.
9 Note: Normally visual and radar contacts would not be marked on
the TMA plot; however, in S.C.S. - Dangerous Waters the track
numbers for all contacts marked by your FFG sensors appear in the
TMA list to facilitate merging tracks and cleaning up the 3D View.
Link participants and Link contacts do not appear in the TMA track
list.)
Automatic Updates: When a contact is assigned a tracker (an ATF in the
Towed array or the ATT in Hull active sonar) update reports are sent to
TMA every two minutes. When the Towed Array and EW Autocrew are on,
Section: 7 FFG Stations
7-56
updates are also sent to the TMA station. Contacts marked by the FFG
Lookout and radar (when it is on) are also updated every two minutes.
Manual Updates: Since there are a limited number of trackers that can be
assigned to contacts in the FFG, you may want to manually re-mark
contacts that have not been assigned trackers. If a two-minute interval has
not passed before you re-mark a given contact, a new line will not appear
on the TMA plot for that contact. Be sure to wait a full two minutes. Note the
time on the most recent LOB when deciding when to re-mark a contact.
Viewing Updates: While tracks that have been assigned trackers or are
updated by Autocrew are always being updated, the newly reported LOBS
are only added to the plot when the track is reselected. If a track is selected
in the dropdown list its updates appear as you watch.
Course Direction
Indicator arrows
1. Click on the center of the ruler and drag it to move the ruler to a new
location.
2. To move an end of a ruler, click and drag the desired end of the ruler.
7-57
5. Note the location of the tiny circular Current Position Indicator. Given
the course, range and speed indicated by the ruler position, and the
last sensor report, the tiny circle marks the probable current position of
the contact.
9 Note: The towed array picks up low flying aircraft. When the TMA
Autocrew is ON you may see ruler speeds in excess of 50 knots.
This is the Autocrews attempt to analyze the data from the detected
aircraft.
7-58
Solution
entered in
Track Update
Report for
the selected
contact.
Lines of Bearing
When a contacts track number is selected in the Track Update Report, the
bearing data for that contact appears on the TMA Plot as a line of bearing
or multiple lines of bearing. Depending on the sensor, reports update at
regular intervals. Towed Array passive sonar contacts update every two
minutes when an ATF tracker is assigned. Active Sonar has one tracker
(ATT) that, when assigned, sends a report every two minutes.
9 Note: In S.C.S. Dangerous Waters the FFGs radar, when ON,
reports a contact to the TMA Plot as a line of bearing ending with a
tiny x at the range of the contact. The Lookouts visual reports are
also reported to the TMA Plot. This allows you to merge visual and
radar contacts, which provide range information, with passive
7-59
Magenta
Active Sonar:
Green
White
Sonobuoy, Passive:
White
Sonobuoy, Active:
White
EW:
Red
Radar:
Yellow
Lookout:
Red
Each LOB is time stamped with the time in the mission at which it was
marked or reported. The time stamps appear on the TMA Plot beside
each LOB. It is sometimes difficult to view all the times when zoomed
out all the way.
When the contact is within the currently displayed range scale, lines of
bearing reported by active sonar, the lookout, and radar end with a tiny
x at the range reported.
BClick on a Line of Bearing to see the track number associated with
the bearing report.
BRight-click on a line to erase it. A faint remnant remains, as does
the time stamp.
Tearing Edge
When the Ownship Course and Speed Indicator light reaches the edge of
the paper it is necessary to tear off that sheet and reset the Ownship
marker to the center of a clean page.
BClick TEAR HERE to center the Ownship Course and Speed
Indicator on a clean piece of paper in the TMA Plot.
Be aware that tearing off the page removes the line of bearing
history for all contacts. After the sheet is torn, you will need to
remark manual contacts before they will again appear on the TMA
plot. Tracks that are assigned ATF and ATT trackers, screens with
activated Autocrew, and Lookout and Radar sensors will
automatically begin to send new reports after a two-minute
interval.
7-60
Ownship reaches the edge of the paper. If you zoom the display
such that the Ownship Course and Speed Indicator is off the paper
while Autocrew is on, he automatically tears the sheet.
Tip: If you have a good solution for a contact, be sure to enter it before
tearing off the sheet. Be aware that once entered a solution stays in effect
even after the sheet is torn off. Once the sheet is replaced, you can refine
the solution by changing the digits in the trial solution area and clicking
ENTER again.
TMA
ON
FFG C O NT A C TS
W I TH A
R E P OR TE D R A N GE
The sensors that provide range data, in addition to bearing information, are
the Hull sonar and sonobuoys in Active mode, the forward and aft Lookouts,
and Air Search and Surface Search Radars. Contacts marked by these
sensors appear on the TMA Plot as a bearing/range pair. What you see is a
bearing line ending with a tiny x at the detected range of the contact for
each report from these sensors.
If the targets bearing and range are known at two different times, as may
be the case with these sensors, the solution can be found by connecting
dots and creating a line with the ruler for course and speed.
A sonobuoy in active mode provides returns from the location of the buoy
rather than from Ownship on the TMA plot. Hull active sonar, Lookout and
Radar contacts, appear at the end of a line of bearing from the location of
the Ownship indicator light at the time of the report.
To determine a solution for contacts with a reported range
1. Identify and mark a contact with active sonar either at the Hull Sonar
Station or from returns from a DICASS buoy in active mode. (See FFG
Hull Sonar and FFG Acoustic Station sections of this manual for more
information on marking contacts in those stations.) Lookout and Radar
contacts are marked automatically. Find the track number of the
contact in the TRACKS dropdown in the Track Update Report tablet at
the TMA Station.
Only contacts detected by Ownships sensors appear in the list.
The track numbers for Link participants and Link Contacts do not
appear in the TMA list.
Active sonar returns from the hull sonar and sonobuoys appear on
7-61
3. The Lookout and Radar lines of bearing update automatically at twominute intervals. The Lookout also sends tiny x marks with no attached
line of bearing between the two-minute intervals.
4. Zoom the TMA Plot range if possible to get as clear a view as possible
of the x marked ends of the bearing lines. Because of the restrictions of
the FFG TMA plot, it is often not possible to zoom in and still see the
ends of the lines.
5. Click in the Speed field of the Track Update Report to change the
speed of the ruler until you find a ruler with tics that line up with the x
marks at the ends of the lines.
6. Position the tic edge of the ruler along the x marks at the ends of the
bearing lines such that the direction arrows are pointing in the direction
the contact is heading.
BClick the center of the ruler and drag it to move the entire ruler in
its current orientation.
BClick an end of the ruler to drag that end. Make sure the arrows on
the ruler are pointing in the direction of the most recent LOB.
7. Change the ruler speed as needed until you find one that best matches
the end points of the x marked lines of bearing. When you have the
best match, click ENTER under the folded corner of the Track Update
Report at the bottom right of the tablet to enter your solution.
The solution (consisting of the speed, course, range and bearing indicated
by the ruler and its position) is entered in the system and appears in the
upper right of the TMA Plot whenever the contact is selected.
On the Nav Map, the LOB for that contact is removed and the contact
symbol now moves on the course and at the speed dictated by the solution
you entered.
TMA
ON
FFG P A S S I V E S O N AR
A ND
EW
C O NT AC T S
A more complex situation arises when only the contacts bearing is known,
as is the case with passive sonar and EW reports. In the FFG up to eight
ATF trackers can be assigned to passive contacts in towed array. If your
EW Autocrew is on, EW contacts are reported to TMA automatically; if OFF,
you must mark the contacts and update them yourself. There are no
trackers of any kind for sonobuoys or hull passive sonar contacts.
Contacts detected by a sonobuoy in passive sonar mode are displayed
from the location of the sonobuoy on the TMA board and in the Nav Map
and Geoplots. Towed array contacts display from the location of the towed
array (approximately a mile behind of the ship.)
7-62
2. When you have several lines of bearing, determine if the Lookout has
reported the contact or if you have the same contact on active sonar or
radar, and merge them. This can be very useful if you have a good
range from active sonar and a good bearing history from EW or
passive sonar. When a contact is merged, both reporting sensors
update at about the same time when the merged contact is selected in
the TRACK list. Updates are only seen for the contact that is selected.
The FGG is noisy making it difficult to hide your location from a
sub, which is no doubt aware of your presence long before you are
aware of his. Because of that, using your active sonar is not the
disadvantage to you as it is to a sub that is trying to maintain
stealth.
3. Enter any known data in the trial solution data fields. If you have
additional data on the contacts range, or course, for example from an
intelligence message, enter it in the appropriate solution field. If you
have determined the contacts speed using DEMON, enter that speed
in the solution field.
4. Select a speed for the ruler and position the ruler to create possible
solutions for the LOB data you see. The current ruler position is
reflected in the BRG, RNG, CRS and SPD fields in the Trial Solution
Area in the Track Update Report.
5. If you are sure about one aspect of the solution (e.g. range) enter that
value directly into the Range field then lock the field. That keeps you
from dragging the ruler to a different range. To lock a field, click the
check box associated with the field.
6. When you think you have a plausible solution click ENTER at the
bottom right corner of the Track Update Report.
The solution is entered into the system. The system tracks the
7-63
consider the fact that the contact itself may have changed course
and/or speed. You my want to disregard the earlier lines of bearing
and concentrate on the most recent returns.
Tearing the sheet removes the data for all contacts. Reselecting a
contact does not return old data to the plot. You must mark
contacts again. If trackers are assigned, they will begin updating
again after a two-minute interval.
T R A C K U PD A TE R EP OR T
The fields of the Track Update Report sheet are described here:
TRACK: Displays the track number of contacts detected Ownships
EW, Towed Array, Active and Passive Sonar sensors and sonobuoys.
BRG: Displays the true bearing to the contact as of the last sensor
report.
RNG: The range (in yards) from Ownship based on the location of the
ruler on the most recent Line of Bearing.
CRS: The course of the track based on the direction of the Speed
Ruler.
SPD: Indicates the current speed in knots in use on the Speed Ruler.
Changing the digits in this field results in new speed ruler on the TMA
Plot. The speed indicated on the ruler is the speed that is entered into
the solution.
BClick the up and down arrows to the left of SPD to select a ruler
that indicates a higher or lower speed.
ENTER: Under the upturned corner of the Track Update Report sheet
click ENTER to enter the solution indicated by the placement of the
speed ruler.
T R A C K M E R G E R E P OR T
When different sensors detect the same contact it is sometimes helpful to
merge those contacts to help reduce clutter on the Nav Map and merge all
incoming data into one TMA solution. With information from more than one
sensor displayed together on the TMA Plot it is sometimes easier to
pinpoint the exact range.
The lower tablet provides the means for Merging, Splitting and Dropping
tracks by using the tabs described here. The components of the Track
Merge report are described here:
TRACK: Displays the track number of the Track selected in the upper
Track Update Report TRACK dropdown list.
Section: 7 FFG Stations
7-64
MERGE Dropdown: Displays all track numbers but the one listed in
the TRACK field. Select one of these tracks to merge with the track
listed in the TRACK field.
MERGE corner: Click this text that appears under the folded corner of
the page to complete the merge of the two tracks selected in the
TRACK field and the MERGE dropdown.
To Merge a Track
1. Click the MERGE tab in the lower tablet.
2. Select the primary track from the TRACK dropdown in the Track
Update Report sheet. This automatically places the primary track
number in both the Track update Report and the Merge Track Report
TRACK Fields.
3. Select a secondary track from the MERGE dropdown list to merge with
the primary track.
4. Click MERGE in the folded corner of the Merge Update Report sheet to
perform the merge. The track that was selected in the merge dropdown
no longer appears in the Track list. The returns from the reporting
sensors of both the primary and secondary tracks now list the track ID
number of the primary track.
T R A C K S P L I T R E P OR T
Occasionally you may have merged two contacts in error or desire to
split a merged contact back into two separate components.
3. Click SPLIT under the folded corner of the sheet to perform the split.
The merged track is split into its original components and their original
track numbers are restored.
T R A C K D R O P R E PO R T
Occasionally you may want to drop a contact that is of little interest or is
moving out of range.
To Drop a Track
1. Click the DROP tab in the lower tablet.
2. From the TRACK dropdown in the upper Track Update Report select
the Track number to be dropped. This places the track number in the
TRACK field in the lower Track Drop Report sheet.
3. Ensure that the track you want to drop is the one that appears in the
Track Field.
Section: 7 FFG Stations
7-65
4. Click DROP under the folded corner of the sheet to perform the drop.
The Track number is removed from the system. The track may
reappear if you or your Autocrew remark it.
R A N GE S C AL E
The control switch in the lower right of the station interface controls the
range that appears in the TMA Plot. Click the number of the desired scale.
Numbers indicate nautical miles. Because the TMA plot can only be
zoomed in on dead center, the ends of the lines of bearing are frequently
out of view when zoomed.
DDI
W E AP O N S C O N TR OL G E OPL O T
Ownship and all contacts inside the selected range scale including those
reported by Link participants and the Link participants themselves appear
on the Geoplot. Geoplot symbols may periodically jump or move when
updated by Link sources.
Section: 7 FFG Stations
7-66
BUse the mouse wheel or press [CTRL] plus left and right mouse
clicks to zoom in and out when the cursor is in the Geoplot.
BClick and drag in the Geoplot to pan the display. Be aware that
you can drag all selected contacts entirely out of the display and it
can be difficult to find them again.
When a contact is selected in the Geoplot, information on the contact is
seen in the DDI at the top of the VAB Panel. Cursor bearing and range is
displayed in the DDI whenever the mouse is in the Geoplot display.
W E AP O N S C O N TR OL DDI
The following information is available on a contact selected in the Geoplot.
Track: Track number of the contact.
Source: Name of the reporting sensor.
Brg: True bearing of contact as reported by sensor or as entered at the
TMA solution.
Rng: Range of contact as reported by the sensor or as entered in the TMA
solution.
Crs: Course of contact as determined by the reporting sensor or as entered
in the TMA solution.
Spd: Speed of the contact as determined by the reporting sensor or as
entered in the TMA solution.
M I S S I L E C O NTR OL P A NE L
Depending on the missile selection, different button modes appear. The
following button configuration is seen by default in Missile Control Mode:
7-67
DDI
Click to load an
SM-2 in the
launcher.
Displays Track
number of selected
SM-2 or gun target
when ASSIGN is
clicked.
Click to load a
Harpoon in the
launcher.
Select a
previously
created Harpoon
Plan.
Displays Track
number of selected
SM-2 target when
ASSIGN is clicked.
Weapons
Control Modes
Create a Harpoon
Plan
TARGET QUE: Lists all contacts designated as high priority targets by the
Weapons Coordinator. Targets can be selected directly from the Weapons
Control Geoplot and do not need to be in the Target Queue.
STORES: Lists the current number of SM-2 and Harpoon Missiles.
RAIL STATUS: Indicates the status of the missile launcher. Text in the
Status field changes according to which missile is selected. Status is
EMPTY until SM-2 or HARPOON is loaded.
9 Note: You cannot fire a Harpoon or SM-2 missile at a target that is
behind Ownship.
SM-2: Click to load an SM-2 missile. Several Variable Action Buttons
(VABs) appear during the launch procedure of an SM-2 missile. The
complete steps needed to successfully launch an SM-2 describe the
VABS that appear in the process.
7-68
2. In the RAIL STATUS area click SM-2. This initiates the loading and
warming process. Current progress status flashes in the RAIL STATUS
area ending with READY SM-2. The RETURN button is activated.
BClick RETURN to return the missile to stores. The missile can be
returned at any point before launch.
7-69
3. When ready to launch the missile click ASSIGN in the STIR STATUS
areas. This assigns that fire control radar to the target selected in the
Target Queue or the Geoplot. The ASSIGN button changes to
DEASSIGN. (While the SM-2 can be guided with both the STIR and the
CAS, the STIR cannot be used with the Gun, therefore assign the STIR
to an SM-2 first to leave the CAS available for the gun. You are
prevented from assigning an SM-2 to the CAS unless the STIR is
currently guiding an SM-2 in the air.) Click DEASSIGN to turn off the
fire control radar and de-assign the selected target.
9 Note: The fire control radar begins radiating as soon as the target is
assigned and can be picked up by enemy ESM. That announces you
have hostile intent.
4. Once a fire control radar is assigned to the target, the FIRE button is
activated. Click FIRE. The COMFIRM VAB appears. (If a radar is
assigned to the target before the missile is loaded, the fire button
enables as soon as the missile loads.) If the FIRE button never enables
when you have a target assigned, the target may have already been
destroyed.
6. The missile can be shut down once it is airborne. Click CWI in the STIR
STATUS area. This turns off the Continuous Wave Illumination (CWI)
and signals the missile to shutdown.
If you wish to launch another SM-2 missile while the STIR is
7-70
G U N C O NT R O L P A N E L
The Gun Control panel targets and fires the Mk 75 (76 mm) gun. When
Ownships course is such that the gun cannot physically engage the target,
nothing happens when FIRE is ordered. The steps involved in firing the gun
describe the areas and buttons found in the Gun Control VAB Panel.
9 Note: As modeled in S.C.S. Dangerous Waters, the gun has a
range of 10 nm (approximately 20,250 yards.)
3. Click ASSIGN in the CAS STATUS area to assign the target to the fire
control radar. The VAB changes to DEASSIGN. (The STIR can only be
used with the SM-2 missile.)
9 Note: If the CAS is currently guiding a missile, this button changes to
CWI (Continuous Wave Illumination.) Clicking CWI shuts down the
radar and causes the missile to self-destruct. When CWI is clicked or
when the missile reaches its target this VAB reverts to ASSIGN. If
the CAS was previously assigned to a contact, you may need to
DEASSIGN the previous contact to assign the desired contact.
4. Click HOLD FIRE to activate the SINGLE FIRE and RAPID FIRE
VABs.
BClick SINGLE FIRE to fire a single shot.
7-71
5. Follow the trajectory of the shot in the Camera view. Click the
CAMERA slider at the left of the screen to display the Camera view. (If
the selected contact does not appear in the camera, it is possible that
the contact is not where you think it is or that the contact has been
destroyed. Check the age of the contact in the Nav Map DDI. If it has
been some time since the contact was last updated this can indicate
that either the contact is out of sensor range, no tracker is assigned, or
the contact has been destroyed and has sunk, thus it cant be
updated.)
6. If the round misses the target, adjust the trajectory in the Manual
Correction area.
7. Click DEASSIGN to turn off the fire control radar and un-assign the
target from CAS when done firing.
MANUAL CORRECTION: If there is no wind and neither ship is moving,
the gun hits the target without correction. Such conditions are rare. Given
wind and ship movement, the trajectory may require manual adjustment.
1. Follow the shell trajectory and resulting splash in the camera view to
determine the need for adjustment.
7-72
Track number of
assigned contact.
APPLY button only
enables when the
selected contact is
within the Min and
Max range of the
missile.
Click to select
desired plan
number.
7-73
Plan Paddle
3. Click APPLY in the PLAN TARGET area. The assigned track number
appears below PLAN TARGET. This locks in the selected track as the
target for this plan. If APPLY is not clicked any changes made to the
presets are lost when a new plan or a different navigational button is
selected.
7-74
5. While you can click or right-click on the numerals in the PRESETS area
to adjust any of the settings it is easier to click the E, S or F squares in
the Plan Paddle on the Geoplot to adjust the enable, shutdown or
waypoint range. Moving the paddle automatically updates the numbers
in the Preset Panel. Be aware that the presets numbers constantly
update to reflect Ownships movement and the projected course and
speed of the target. The preset fields are described below.
6. To set a different target for this plan, select a different contact and
press APPLY. Manually move the Plan Paddle or click AUTO PRESET
again to move the paddle automatically to cover the new target.
7-75
CIWS P A NE L
The CIWS Panel is used to target and fire the 20-mm Mk 15 Phalanx
gatling Close-In Weapons System (CIWS). The Phalanx targets incoming
air contacts as assigned in manual mode or in one of two auto modes. The
CIWS tracks targets with its own independent radar system.
9 Note: When Show Truth is OFF, the contacts you see in the
Geoplots represent solutions. Solutions are your best guess as to the
location, course, and speed of the contact as provided by your OS
sensors, the Link or your own TMA assessment. If the solution data
for a contact is in error or is old, is possible that the contact you
select to target on the Geoplot or in the Target Queue is not at the
location seen in the solution or that the contact has been destroyed
since it was first reported. In this case, the fire control radar will not
acquire the selected target since it is not on the selected bearing.
Solutions are not automatically removed from the Nav Map, Geoplot
or TMA plot when they are destroyed. They proceed at the last
reported course and speed.
3. Click ACQUIRE and wait until the HOOKED bearing and the
ACQUIRED bearing match (or nearly match) indicating that the CIWS
is tracking the desired target.
Once you click ACQUIRE the radar remains locked on the
4. When the numbers match (or are within a few degrees), click ENGAGE
to begin firing.
The ENGAGE button is greyed if the selected contact is out of
the ship and cannot target contacts in front of the ship that are
within a no-fire zone (15 degrees either side of Ownships bow.)
The no-fire zone is represented on the Geoplot as a cone
containing wavy lines extending in front of the Ownship symbol. If
Section: 7 FFG Stations
7-76
you have acquired and are engaging a target that moves into the
no-fire zone, the gun ceases to fire. The radar continues to track
the target and the gun will begin firing again if the contact is still
within range when it emerges from the no-fire zone. Dashes
appear in the ACQUIRED field when the contact is in the no-fire
zone. The STATUS field continues to show ENGAGING during
this entire evolution, even when the CIWS is not firing.
Contacts within range of CIWS Radar: If the selected contact is
outside of the no-fire zone and within range of the CIWS radar but
not yet within range of the CIWS projectiles, clicking ENGAGE
assigns the radar to track the selected target and the CIWS begins
firing at the contact as soon as it is within range of the CIWS
projectiles. In this case, the STATUS field lists IDLE rather than
ENGAGING until the contact is under fire.
7-77
contacts are not returned to the queue when the mode is returned to
the original setting. You must re-enter the contacts. If a tube is
assigned to a specific track when the Truth mode is toggled or the
track is otherwise dropped either by the weapons coordinator or from
the Nav Map or TMA Station, the weapon remains assigned to the
bearing of the original track number.
Torpedo Control Display
Intercept Cursor
Representation of Ownship
Computer Intercept Data and Recommendations
T OR P E D O C O NT R O L D IS PL AY
The Display consists of the following parts:
Compass: The outer circle is a compass that rotates to indicate Ownship
course at the 12:00 position.
Target Track Numbers/Lines: Surface and subsurface tracks overlay the
compass as single lines accompanied by a track number. If no tracks are
listed in the TARGET QUEUE no tracks or lines appear on the Compass.
Intercept Cursor: The triangular cursor moves along the outer edge of the
circle and jumps to the computer intercept bearing of the target selected in
the TARGET QUEUE. The cursor turns a bright orange when Ownship's
course approaches the course recommended in the Course To Steer
readout and the gyro is set to the recommended setting. This indicates that
optimal launch conditions exist.
Ownship: The hull shape at center of the display represents Ownship. The
bow of the ship points to Ownship course on the compass.
Gyro Offsets: Lines radiating inward from the outer circle represent gyro
settings for the port and starboard launchers, and are labeled as either P or
S (for Port or Starboard) followed by the gyro offset.
Section: 7 FFG Stations
7-78
T OR P E D O C O NT R O L P A NE L
Torpedoes and tubes are selected, presets entered and the weapons are
launched from the Torpedo Control Panel. The panel consists of these
areas, buttons and settings:
Targets entered by
the Weapons
Coordinator
Selected Target
Torpedo Presets
READY/RELOAD
VAB
SHOOT
Port SVTT/ STRBD SVTT: The Port SVTT and Starboard SVTT buttons list
the weapon currently loaded in the tube. Presets are remembered
individually for each tube.
Section: 7 FFG Stations
7-79
Selecting an empty tube begins the half hour reloading process; during
this time the button flashes Reload Time MM:SS and the other tubes
for that side go inactive. (When Weapon Quick Launch is selected in
the Options/Game screen, reload time units are reduced from minutes
to seconds.)
Clicking the Reload button again with greater than 15 minutes
remaining cancels the reload and re-activates the other tubes; under
15 minutes the process cannot be halted.
The weapon to be loaded is not selectable; Mk-50 torpedoes are
7-80
Mode: Sets Active or Passive mode for the selected Torpedo. Click the
button to toggle mode.
Dep: Sets the maximum depth for the torpedo run. (In feet)
Ceil: Sets the minimum depth (ceiling) for the torpedo run. (In feet)
Spd: Sets torpedo run speed in knots. Speed cannot be set higher
than the maximum speed of the weapon.
Floor: Sets the depth below which the weapon will not go.
F IR IN G
T O R P E DO
Targets are selected for engagement and placed in the Target Queue at the
Weapons Coordinator station. Surface and submarine targets added there
are available for selection in the Torpedo Control Station.
1. Select a track number from the target cue. Solution data fills in all fields
in the solution area. The triangular Intercept Cursor snaps to the
projected intercept point on the Torpedo Control Display. The computer
generated intercept bearing and range appear at the bottom of the
display window along with the recommended presets in the Computed
Intercept and Recommendations area of the Torpedo Display Window.
The Intercept cursor turns a bright orange when the ships course
2. In the Presets Area of the Torpedo Control Panel, enter the gyro and
RTE (Run To Enable) settings shown in the Recommendation area on
the Display window.
5. Click READY. The button flashes until the SHOOT button is enabled.
READY becomes CANCEL. The presets are locked on the current
settings for the selected torpedo.
7-81
4. Set the desired settings in the preset area taking into account the
recommendations at the bottom of the Torpedo Display. You may need
to alter course to ensure a successful shot.
5. Click READY. The presets for the weapon in the selected tube are
assigned and locked.
1. Click an empty tube to select it. The RELOAD button replaces the
READY button. (The weapon to be loaded is not selectable; Mk-50
torpedoes are automatically chosen first until they are depleted.)
2. Click RELOAD to begin the reload process. The time remaining counts
down in the empty tube location. And other tubes in the tube bank on
that side of the ship are unavailable.
BClicking the RELOAD button with greater than 15 minutes
remaining cancels the reload and re-activates the other tubes.
BWhen time remaining is under 15 minutes the process cannot be
halted.
7-82
From this location it is possible to see the aft portion of the ship not visible
from the bridge wings. Machine Gun and Binocular Views are also available
on both the port and starboard sides of the ship via the appropriate view
buttons.
Machine Gun
View
Port/Starboard
View Selector
Free Look
View (default)
Binoculars
BThe highlighted state indicates the current view. Click a dark state
to select that view.
M AC H I NE G U N V I E W
The starboard machine gun is seen by default when the Machine Gun view
is selected. Click the dark side of the ship profile next to the view control
buttons in lower left of the screen to switch to the other side of the ship. The
compass above the gun depicts the true bearing at the gun sight.
Port/Starboard Selector
View buttons
7-83
2. Position the gunsight on the target. When the target is in the center of
the gun sight the reticule becomes a black circle.
When the gun overheats there is a short cool down period before the
gun can be fired again.
The gun automatically loads a new magazine when 100 shots have
been fired.
The maximum range for this gun as modeled in S.C.S. Dangerous
B I N OC U L AR S
The binoculars work nearly the same here as in the Bridge Wings; however,
from this station it is possible to switch directly to the view on the opposite
side of the ship.
BClick the Binocular Icon to access binocular view.
BClick the arrows at the upper left and right of the screen to switch
between the port and starboard views.
BClick and drag in the binocular view to pan and adjust the vertical
view.
BClick the + and buttons next to the Zoom display to change zoom
level.
BClick LLTV or VISUAL to switch between modes. The default is
Visual. Low-light Level TV (LLTV) is available for night scenarios.
FFG A UTOCREW
Below is a recap of all FFG Autocrew functionality. Remember that your
Autocrew is not 100% infallible. Some crewmen are better than others and
in some cases you may be better at a task than he is. In some stations the
Autocrew does everything for you. At other stations you still have tasks to
perform even when the Autocrew is on. These are noted below.
7-84
Your Task: You can still launch CMs yourself and reload the tubes even
when the Bridge Countermeasure Autocrew is on.
FFG A C OU S TI C A U TO C R E W
When the Receiver Mode is set to SHIP and buoys are in the water, the
FFGs Acoustic Autocrew sets hot buoys to Directional mode and marks
contacts. He can only mark contacts in Directional Mode. He cannot change
the Receiver Mode. On the FFG, buoys can be set to Directional mode only
in Display Windows (Grams) A - D.
Your Task: You must place buoys in the water so the Autocrew has
something to process. Since the Acoustic stations defaults to AIR/SHIP
Receiver Mode and the AIR mode occupies Grams A D, the Autocrew
cannot mark anything until you first set the Receiver Mode to SHIP.
(Contacts can only be marked in Directional and Active mode.) Omni mode
is used only for detecting and classifying contacts. (You must set DICASS
buoys to Active mode yourself. See Training/Sonar School/Sonobuoys and
FFG Stations/Acoustic Station for information on the display window
requirements for setting buoys to Directional and Active modes.)
FFG EW A U T OC R E W
The EW Autocrew marks contacts but does not classify. You are prevented
from doing anything in the EW station when the EW Autocrew is on.
Your Task: You must turn EW Autocrew off to perform any tasks in the EW
station. It is your task to classify contacts by identifying the probable contact
from the list of classes known to carry the detected emitter. See FFG
Stations/FFG EW Station for information on classifying contacts in EW.
FFG L O O K OU T
The FFG Lookout is always ON. You cannot turn OFF this feature. The
lookout reports all visual contacts providing the relative bearing to the
contact and an estimated range. If the contact is close enough he may also
provide a fairly accurate classification. In S.C.S. Dangerous Waters FFG
lookout reports are sent to the TMA Station to facilitate merging with
passive contacts. This helps clean up the 3D View on the Nav Map.
7-85
FFG T O R P E D O C O N TR OL A U T OC R E W
When ON the Torpedo Control Autocrew enters presets appropriate for the
selected contact.
Your Task: Select the target to attack and the tube to be fired. For Manual
shots you must set both the bearing and the gyro setting. All other presets
are set by the Autocrew and cannot be changed. You may need to alter
Ownships course to ensure a successful shot. You must also ready the
tube, locking in the presets for the selected weapon, and fire it.
FFG T O W E D A R R AY A U TOC R E W
Towed Array Autocrew marks contacts, assigns ATF Trackers and resolves
bearings in broadband; he also cycles through LOFAR data and classifies
contacts in Single Beam. The FFG Towed array always detects Ownship
because the array is dragged so far behind the ship. In order to conserve
trackers and minimize unnecessary clutter Autocrew does not assign a
tracker to the OS detection.
He will not mark or assign an ATF to the towed arrays detection of
Ownship. When Towed Array Autocrew is ON, you can select a beam in
LOFAR for him to examine in Single Beam mode but he may not classify it.
He rotates through all contacts on his own schedule.
Your Task: When the Towed Array Autocrew is ON you need do nothing
more at the Towed Array Station. However, since your Autocrew is not the
speediest, you can mark contacts and assign ATFs yourself. At a later time
the Autocrew may reassign your ATFs to another contact if the array is
detecting many contacts. Be aware that the Autocrew is not the best or the
quickest at classification. The Profile Filter is always ON and disabled when
Autocrew is ON. You can select any class in an available profile list and
apply it yourself.
7-86
6(&7,21
0+567$7,216
8-1
8: MH-60R STATIONS..........................................................................8-4
MH-60R TASK BAR ......................................................................8-4
STATIONS MENU ....................................................... 8-4
ORDERS MENU ......................................................... 8-4
DAMAGE REPORT W INDOW ........................................ 8-7
HISTORY W INDOW ..................................................... 8-7
MANEUVER SHORTCUTS AND GAME READOUTS ........... 8-7
TIME COMPRESSION SCALE ........................................ 8-8
MH-60R: PILOT STATION [F1] .......................................................8-8
MH-60R PILOT STATION FUNCTIONALITY .................... 8-9
PILOTING THE MH-60R WITH A JOYSTICK .................. 8-13
Programming a Joystick.................................. 8-13
Using a Joystick.............................................. 8-14
MH-60R: ATO STATION [F2] .................................................... 8-14
SONOBUOY LAUNCH DISPLAYS ................................. 8-17
To Launch a Sonobuoy................................... 8-18
To Place a Sonobuoy Drop Waypoint............. 8-18
WEAPONS LAUNCH DISPLAY ..................................... 8-19
To Launch a Penguin Missile.......................... 8-19
To Launch a Hellfire........................................ 8-20
To Launch a Torpedo...................................... 8-21
To Place a Torpedo Drop Waypoint:............... 8-22
MH-60R W EAPON PRESETS .................................... 8-23
Hellfire Missile Presets.................................... 8-23
Penguin Missile Presets.................................. 8-23
Torpedo Presets ............................................. 8-24
MH-60R: ACOUSTIC STATION [F3] ............................................. 8-25
ACOUSTIC DATA DISPLAY W INDOWS ......................... 8-25
To Enter a Frequency Alert............................. 8-26
To View Sonobuoy Data ................................. 8-26
Types of Sonobuoy DATA .............................. 8-27
Display Window Requirements by Mode ........ 8-27
Omni Mode Frequency Data........................... 8-27
Classifying a Contact with the Profile Library.. 8-28
Directional Mode Data .................................... 8-29
Active Mode Data ........................................... 8-29
MH-60R: RADAR STATION [F4].................................................. 8-31
DETECTING AND MARKING RADAR CONTACTS ............ 8-31
MH-60R NAVIGATION STATION [F5] .......................................... 8-31
OWNSHIP/ORDERS MENUS....................................... 8-31
CONTACT MENU ...................................................... 8-32
MH-60R MAD/ESM STATION [F6] ........................................... 8-32
MH-60R MAD DISTORTION RECORDER ................... 8-33
Using MAD/SAD Effectively ............................ 8-33
MH-60R ESM PANEL ............................................. 8-34
To Mark a Contact at the ESM Console.......... 8-34
Classifying a Contact at the ESM Console ..... 8-35
Section 8: MH-60R Stations
8-2
8-3
8: MH-60R STATIONS
In S.C.S. - Dangerous Waters the MH-60R multi-mission helicopter can be
deployed on ASW, ASUW and Strike missions. The MH-60R stations as
modeled are described in this section.
9 Note: The default view when entering a mission is the Navigation
Station. The Navigation Station functions the same on every
controllable platform and is covered only once in the manual. See
Navigation Station. Some Nav Station information unique to the MH60R is contained in MH-60R Navigation Station later in this section.
MH-60R T ASK B AR
The MH-60Rs Task Bar is similar to all task bars but also has wind and
altitude readouts and shortcuts described below.
Stations Menu
Altitude Shortcut
Damage Report
Orders Menu
Course Shortcut
Wind Speed/Direction
Speed Shortcut
S T AT I O NS M E NU
Click the Stations Menu button to expand the selection menu. Select an
icon to jump to that station. Selected station icons are white.
Pilot [F1]
Acoustic [F3]
[F2] ATO
[F4] RADAR
[F6] MAD/ESM
O R D E R S M E NU
The Orders Menu provides a means for quickly issuing a variety of
commands. The commands available for the MH-60R are explained below.
8-4
cannot open it again. You must wait until you take off and land
again.
BTo take off again after landing: Enter an altitude that is
approximately 100 feet higher than the surface on which you have
landed. Then order a forward speed and a course. (There is a
delay of 3 minutes before you can take off again after landing. If
Aircraft Quick Launch is ON, this delay is reduced to 20 seconds.
A timer appears on the Nav Map displaying the amount of time
remaining until launch is possible.)
Speed: Displays a submenu of options that allow you to quickly set OS
speed to:
High: 127 knots, Medium: 67 knots, Low: 37 knots or Hover: 0
knots. (Wind conditions affect the indicated air speed seen in the
Speed shortcut in the Task Bar.)
Altitude: Displays a submenu of options that allow you to quickly set
OS altitude to High: 8499 feet, Medium: 3,999 ft, Low: 498 ft or Dip: 50
ft, the best altitude for using the dipping sonar.
Autocrew: Displays a submenu of Autocrew options available in the MH60R. A checkmark indicates the Autocrew is ON. Autocrew can also be
turned ON/OFF using the Autocrew slider button in the upper left of every
station that has Autocrew functionality. Complete information on MH-60R
Autocrew is found at the end of this chapter.
Auto-Countermeasures: When ON, Auto-Countermeasures Autocrew
launches Chaff and Flares when a missile is locked on Ownship and
takes evasive maneuvers.
ATO: When ON, ATO Autocrew enters presets for torpedoes.
Acoustic/Sonobuoys: When ON, Acoustic (Sonobuoy) Autocrew sets
buoys to Directional mode and marks contacts. When he is ON, you
are prevented from changing channel numbers. (He will change them
right back.)
8-5
8-6
D A M A GE R E P OR T W I N D OW
The Damage Report Window lists damage that occurs at any station. Some
damage is repaired over time. When damage is repaired a message
appears here. An audible voice message may also be heard. Each entry
lists the time in the mission when the damage occurred, the type of damage
and an estimate of time until the damage is repaired or an indication that
the damage cannot be repaired. If damage is severe it cannot be repaired
during the course of a mission.
BClick the wrench button in the Task Bar to open/close the window.
H I S T OR Y W I ND O W
The History Window displays the type of history selected by the History
Selection buttons to the left of the window. The window scrolls as
necessary. The oldest history appears at the top of the window.
History Selection Buttons: A lit button indicates the currently selected
History type. If there is a new message in any other window, that windows
selection button flashes until that button is selected.
Crew Report History: Lists all orders as acknowledged by crewmembers.
Radio Traffic History: Lists all radio messages received.
Multiplayer Chat History: Displays a history of multiplayer chat messages.
M A N E U V E R S H OR TC U T S
AND
G A M E R E AD OU TS
Digits and buttons are green by default. Selected buttons are white and
maneuver shortcut digits change to white while changes are entered.
BTo change course, speed or altitude with a Maneuver Shortcut,
click digits to reflect the desired number. Left click to increment a
digit, right-click to decrement it.
ALT: Shows current altitude. Click digits to change altitude.
WIND: Displays the current wind speed in knots and direction in this
format: Wind Speed Direction.
Section 8: MH-60R Stations
8-7
SPEED: Displays relative speed through the air in knots. Click digits to
order a change in Ownship speed. The speed you order is speed over
the ground. If your ordered speed is 20 knots and you are flying into a
20-knot headwind, this readout displays 040 knots. If you are flying with
a 20 knot tailwind, it will read 000.
COURSE: Shows current course in degrees. Click digits to change
course.
TIME: Displays the time of day in the mission based on a 24-hour
clock. When the game is paused, the time display is replaced by the
word PAUSED.
BPress [P] to pause the game. Press [P] again to resume the game.
BClick the numbers in the Time display to pause the game. Click
PAUSED in the time display to restart the game.
T I M E C OM PR ES SI O N S C AL E
In addition to real time, S.C.S. - Dangerous Waters supports four levels of
time compression. The time scale displays in the far right of the Task Bar. A
stack of colored bars represents the level of time compression.
At real time, a single green bar is displayed.
At twice real time a lime (yellow/green) bar appears above the green
bar.
At four times real time a yellow bar is added to the stack.
At eight times real time an orange bar is added.
At up to sixteen times real time (depending on system capability) a red
8-8
Course Indicator/Selector
Warning Indicators
DDI Area
Auto Pilot
HUD View
Geoplot Display
MH-60R P I L O T S T A TI O N F U N C T IO N AL I T Y
The buttons, switches, gauges, and other functionality of the MH-60R Pilot
Station starting at the left of the screen are described below:
Countermeasure Autocrew: The Pilot Station Countermeasure Autocrew
controls several matters involving Ownship safety. The Autocrew icon in the
upper left corner of the Pilot Station is linked to the AUTO/MANUAL switch
in the Countermeasure Launch panel. Autocrew is turned on by either
method.
BClick the Autocrew slider to toggle the state of the Pilot Station
Countermeasure Autocrew. When Autocrew is ON, the Autocrew
Section 8: MH-60R Stations
8-9
icon in the upper left displays the crewman silhouette and the
Countermeasure Launch panel switch is set to AUTO.
9 Note: Autocrew and Auto Pilot perform different functions. Auto Pilot
is described later in this section.
The Autocrew works to ensure Ownship safety by:
Automatically launching chaff and flares when a missile is locked on
8-10
ROTOR: Lit when retreating blade stall is imminent. This light will
normally appear only when driving with the joystick at a very high
speed. Do what you can to slow down.
MAD: Lit when the Magnetic Anomaly Detector (MAD) senses a
contact.
Speed Indicator: The needle indicates the current speed in knots. Change
speed in the Task Bar with the Speed shortcut or use Orders Menu
commands. Speed can also be changed with a joystick.
Vertical Speed Indicator: Indicates the current rate of rise in knots. Use
full throttle to climb faster, less throttle to climb more slowly.
Course Indicator/Selector: The 12:00 position indicates the current
course. The red arrow indicates the ordered course. A digital readout of the
actual course appears below the Course Indicator/Selector.
BClick on the desired heading to set Ownship on that course.
Fuel Gauge: Indicates current level of fuel.
Horizon Indicator: Provides the pilot with a visual indication of the aircrafts
orientation relative to the horizon.
Altimeter: The Altimeter provides a visual representation of current and
changing altitude. The digital readout indicates the attitude in thousands of
feet. The longer hand indicates hundreds of feet (one sweep of the dial
represents a thousand feet.) The shorter hand indicates thousands of feet
(one sweep of the dial represents 10,000 feet.) The digits count off one unit
per thousand feet of vertical elevation. Clockwise movement indicates
upward movement. Counterclockwise movement indicates downward
movement.
AUTO PILOT: The MH-60R Auto Pilot keeps the helicopter aloft and on
course. He follows the last ordered course, speed and altitude and follows
waypoints as described below.
BClick ENABLE to turn on the Auto Pilot. Auto Pilot is on by default
at game start and whenever a different station is selected.
BWhen using a joystick, click DISABLE to move the switch to that
position then move the joystick to take control of the aircraft. If no
joystick is in use, switching the setting to DISABLE has no effect.
When ENABLED the Auto Pilot follows the last ordered speed, altitude,
and course
Auto Pilot follows assigned waypoints unless a change of course is
8-11
Pilot does not follow waypoints until Follow Waypoints is selected from
the Orders Menus Navigate option.
If Auto Pilot is DISABLED and the Aircraft is in a dive when Auto Pilot
joystick upon re-entering the Pilot Station to DISABLE the Auto Pilot.
If Auto Pilot is ENABLED and the helicopter is over land and hovering,
altitude of zero (0) causes the helicopter to level off at a safe altitude
regardless of speed.
If a joystick is not installed, setting the Auto Pilot to DISABLE has no
effect. If a joystick is in use, you must set the switch to DISABLE every
time you enter the Pilot Station; however, the Auto Pilot does not truly
disengage until you subsequently move the joystick.
If using a joystick it is possible to land the Helo if over land or at a
8-12
Map.
Flight waypoints are followed only when Auto Pilot is ENABLED. If a
course change is entered, the Auto Pilot follows the last ordered course
and no longer follows the waypoints. To resume following waypoints,
select the Orders Menus Navigate> Follow Waypoints option.
P IL OT I N G
TH E
MH-60R
W ITH A
J OYS T IC K
The MH-60R can be piloted with a joystick whenever the Pilot Station is
selected. The joystick must be programmed to work with S.C.S. Dangerous Waters prior to gameplay as described below.
Programming a Joystick
1. Ensure that the joystick is attached to the computer and any associated
software is installed. Follow the joystick manufacturers instructions for
installation of any software and for connecting the joystick to the
computer.
8-13
5. Double click a line option in the list then move the joystick control as
desired to associate that movement with the selected option. Items with
no keyboard commands are commands that apply to a joystick only.
No keyboard equivalents exist.
Using a Joystick
Keep in mind the following points when flying the Helo using a joystick:
The joystick must first be programmed as described above to work with
remains on even when set to DISABE until you first move the joystick.
The Auto Pilot is ENABLED automatically when a different station is
selected and he maintains the last ordered course, speed and altitude.
When returning to the Pilot Station from any other station, the Auto
Pilot must again be DISABLED. You then take control of the aircraft by
moving the joystick.
Three views are available: Cockpit View, HUD View and Chase View.
8-14
Link Controls
Warning Lights
Waypoints Panel
Autocrew: When ON the ATO Autocrew sets Penguin missile and torpedo
presets. You must select the weapon to be launched and assign a target or
runout bearing but you cannot enter other presets if ATO Autocrew is ON.
Autocrew makes no entries for Hellfire missiles.
DDI: The ATO and Pilot Station share the same Geoplot Display. The
Digital Display Indicator (DDI) occupies the upper portion of the Geoplot.
The DDI provides information on the track selected in the Geoplot Display.
Geoplot Display: The Geoplot Display shows NTDS symbols for all
detected tracks as well as Link participants and Link detected contacts.
Clicking on a track hooks or selects it. Known data about the selected
contact appears in the DDI in the upper portion of the display. Use the
mouse wheel to zoom in and out or use the Zoom controls in the DDI.
PLACE WAYPOINTS: The Waypoint Panel provides the means for adding
fly-to points and weapon and sonobuoy drop waypoints.
BClick the FLY TO button to place a flight waypoint. Assigning a
sonobuoy or weapon waypoint requires a few more steps. See To
Place a Sonobuoy Drop Waypoint and To Place A Weapon
Drop Waypoint below.
A tiny letter appears next to the waypoint on the Geoplot to
8-15
the SHIP has navigation control, you can still drop buoys and
torpedoes before you reach the SHIP assigned drop point (which
may annoy the FFG player since you have a limited number of
torpedoes.)
If you change course, deviating from the SHIP entered waypoints,
8-16
S O N OB U OY L AU NC H D IS PL A Y S
From this display you can launch sonobuoys immediately or through the
use of waypoints. The Sonobuoy Launch Display and the placement of
Sonobuoy Waypoints are covered here.
# of Buoys Loaded (# of buoys assigned to waypoints follows in parenthesis)
Select
Sonobuoy
Launch
Panel
Select
Buoy
type/depth
Launch
Selected
Buoy
8-17
To Launch a Sonobuoy
1. At the top of the Weapon and Sonobuoy Launch Display, click the
button above the SONOBUOY label to display the Sonobuoy options.
2. At the right or left side of the Sonobuoy Launch Display click the button
next to the type of sonobuoy to be launched. (Deep sets buoy depth at
400 ft, shallow sets buoy depth at 90 feet.) The Stores column
indicates the number of buoys of each type currently aboard the
aircraft. Numbers in parenthesis refers to the number of buoys of that
type currently assigned to a sonobuoy waypoint.
1. Click the button to the right of the Launch label at the lower right of the
Launch Display.
3. The Launch button flashes until the buoy drops. The STORES count is
updated once the buoy is away.
1. At the top of the Weapon and Sonobuoy Launch Display, click the
button above the Sonobuoy label to display the Sonobuoy Options.
2. At the right or left side of the Weapon and Sonobuoy Launch Display
click the button next to the type of sonobuoy to be launched at the
waypoint. (Deep sets buoy depth at 400 ft, shallow sets buoy depth at
90 feet.)
3. In the Waypoint panel under the Geoplot click the SONOBUOY button.
A waypoint with the letter (B) beside it appears on the Geoplot display
after Ownship or after a selected waypoint. The type of buoy selected
in the Sonobuoy Launch Display is assigned to drop at that location.
9 Note: The number of buoys of a given type currently assigned to a
waypoint appears in parenthesis after the stores number. The
parenthetical number is updated appropriately when the buoy is
deployed or when the waypoint is deleted before the buoy is
deployed.
8-18
desired location there. Since land is not visible on the Geoplot, moving the
buoy drop points on the Nav Map helps you insure that you are not
dropping a buoy over land.
W E AP O N S L AU NC H D I S PL A Y
The MH-60R in S.C.S. Dangerous Waters can carry Penguin and Hellfire
missiles. Penguins can target surface ships but not land targets. Hellfire
missiles can target both surface sips and land targets but has a much
shorter range than the Penguin.
Weapon
on
selected
pylon
Select
Weapons
Launch
Display
Presets
Pylon
Selectors
Assign
selected
Target or
Runout
Bearing
Click to
launch
weapon
on
selected
pylon
1. At the top of the Weapon and Sonobuoy Launch Display, click the
button above the WEAPON label to display the Weapon Launch
Display and the Weapon Presets options.
2. Click the button next to LFT OUTBD (left outboard pylon). Missiles can
only be loaded on the left outboard pylon in S.C.S. Dangerous
Waters.
3. Click a valid contact in the Geoplot. The track number of the selected
contact appears in the Target field.
8-19
6. Click the button to the right of LAUNCH LFT OBRD in the lower right of
the Weapon Launch Display.
To jettison the weapon without launching, click the button to the right of
Runout Brg field and the ASSIGN button. Enter the desired bearing or
select a valid contact and click ASSIGN.
To Launch a Hellfire
In S.C.S - Dangerous Waters the MH-60R carries a four-missile pod of
Hellfires. Only one missile can be fired at a time and each missile is
targeted separately as it becomes available. The MH-60R is loaded out with
a Penguin by default. You must change the loadout at the Weapon Loadout
screen accessed from the Brief Screen prior to game start. Once you have
loaded Hellfires, it becomes your default loadout for subsequent games
until you change it at the Weapon Loadout screen. You are provided with
an opportunity to change your loadout when you return to base or land on
an available landing site during gameplay.
1. At the top of the Weapons and Sonobuoy Launch Display, click the
button above the WEAPON label to display the Weapon Launch
Display and the Weapon Presets options.
2. Click the button next to LFT OUTBD (left outboard pylon). Missiles can
be loaded only on the left outboard pylon in S.C.S. Dangerous
Waters.
3. The two legs of the detection cone appear in front of the Ownship
symbol on the Geoplot. The legs of the cone represent the max range
of the missile. Valid surface and land contacts within the confines of the
cone can be successfully selected and assigned to the next available
Hellfire.
4. Select the desired contact on the Geoplot and click the ASSIGN button.
When a valid target is assigned, its track number appears in the
Assigned Tgt field in the upper portion of the presets area. If the target
is within the detection cone the LFT OBRD label below the LAUNCH
button flashes indicating the weapon is locked on and can be fired. If it
is not flashing, maneuver such that the target is within the detection
cone. When the assigned target enters the cone, the LFT OBRD button
begins to flash.
9 Note: The Hellfire cannot be assigned to an aircraft, sonobuoy or
submarine symbol. If a symbol for one of these is selected, the text
No Assigned Tgt appears in the upper presets area and the launch
button never enables even if the contact is within the cone.
5. Click the LAUNCH button. Once the weapon has launched, the number
of next available Hellfire appears at the top of the Presets area
followed in the next row by No Assigned Tgt appears.
8-20
6. Select the same or a new contact and click ASSIGN to assign the next
available weapon to the target.
When a weapon is assigned to a target that is not inside the cone, the
remaining weapons.
Tip: While you are not prevented from assigning a weapon to a valid target
that is attached to a line of bearing, be aware that in most cases the symbol
at the end of the LOB is at a default range, not the location of the actual
contact. If you want to target a contact on a line of bearing, maneuver to
send the torpedo or missile down the line of bearing, not across it.
To Launch a Torpedo
The MK-46 and MK-50 are lightweight torpedoes and as such are meant to
target submarines. They are not frequently sent out on long-range searches
or used against surface ships, but used to prosecute a known subsurface
contact at short range. However, you are not prevented from assigning a
torpedo to any valid subsurface or surface contact.
Tip: Given the relatively short range of the Mk-46 and Mk-50 torpedoes (6
nm and 7 nm as modeled in S.C.S. - Dangerous Waters), the best strategy
is to localize a subsurface contact as precisely as possible before dropping
a torpedo in close proximity to the suspected location. Be sure to reset the
Run To Enable (RTE) distance to an appropriate distance given your
understanding of the contacts location. Be aware that if you are close
enough to an enemy surface ship to reach it with your torpedoes, you are
undoubtedly within range of its missiles. You are much better off targeting a
surface ship with your missiles. In S.C.S. - Dangerous Waters, these
torpedoes can be set to runout on a specific bearing or to target specific
contacts.
1. At the top of the Weapon and Sonobuoy Launch Display, click the
button above the WEAPON label to display the Weapon Launch
Display and weapon PRESET options.
2. Click the button next to RGT INBD, LFT INBD and Left OUTBD (right
inboard, left inboard and left outboard pylons) to determine which
pylons are assigned torpedoes. Torpedoes can be loaded out on all
three weapons pylons in S.C.S. Dangerous Waters.
8-21
the bottom of the presets. Click or right click the digits in the
Runout Brg field to set the desired bearing for the weapon to follow
when it hits the water. Click ASSIGN.
BSpecific Target: Select a contact in the Geoplot. Click ASSIGN.
The Runout Brg label is replaced with the Target label. The track
number of the assigned target appears in the Target field. (You are
not able to assign a torpedo to an invalid target. If such a target is
selected, the Runout Brg label appears instead of the Target label.
You must enter the desired bearing as described above. Invalid
targets are sonobuoys, air contacts, Ownship and your base ship.
button.
3. Click the ASSIGN button in the lower right to assign that weapon to the
weapon waypoint. (Click CANCEL to leave the Assign to Waypoint
area without assigning the waypoint.)
A tiny square waypoint is inserted on the Geoplot at the end of a
8-22
4. The Weapon Presets area appears showing the presets for the
weapon on the selected pylon. When a weapon waypoint is placed, the
ASSIGN button is activated automatically and the default settings are
assigned including a runout bearing of 000. To change the default
bearing or other presets, click ASSIGN to toggle the button to its OFF
state. Click or right-click the digits in the presets area to set the weapon
presets as desired.
5. If you have clicked ASSIGN to change the presets and runout bearing,
click ASSIGN again to assign the weapon with these new presets to
the waypoint. (The ASSIGN button is ON when the button is solid
green with black letters. The weapon does not drop unless assigned to
the waypoint.)
Tip: Zoom the view to better locate the waypoint. Because of the small
confines of the Geoplot it is sometimes easier to drag the waypoint on the
Nav Map. Using the Nav Map to place weapon waypoints helps insure that
the drop point is over water and not over land. Land is not visible in the
Geoplot.
9 Note: If all torpedoes are already assigned to a target or bearing, no
waypoint can be placed. Unassigning a torpedo on a pylon frees it to
be assigned to a waypoint. If a torpedo is launched manually before
arriving at a weapon drop point, the waypoint is deleted. The
assigned presets remain with the weapon even if the waypoint is
deleted. You will need to unassign the weapon to create a new
waypoint if all torpedoes are currently assigned.
MH-60R W E A P O N P R E S E T S
The presets for weapons available to the MH-60R in S.C.S. Dangerous
Waters are seen below. Presets appear in the center of the Weapon
Launch Panel in the ATO station.
8-23
Torpedo Presets
The MH-60R in S.C.S Dangerous Waters can carry Mk 46 and Mk 50
torpedoes.
Mk 46: Maximum range of 6 nm (12,000 yards); maximum speed of 45
knots; maximum depth of 1500 feet (457 meters).
Mk 50: Maximum range of 7 nm (14,177 yards); maximum speed of 55
knots; maximum depth of 3,600 feet (1,100 meters).
Both torpedoes have the following presets in the MH-60R. Click/right-click
to adjust the settings.
Acoustics: Sets Active or Passive search mode. Click to toggle
between these two sonar mode options.
Search Pattern: Sets Search pattern to Snake or Circle: Click to
toggle between these two search pattern options.
Floor: Set the depth below which the weapon will not go.
Ceiling: Set the depth above which the weapon will not go.
Depth: Set the depth at which the weapon travels.
Speed: Set the speed at which the weapon travels.
Target / Runout Brg: One of these labels appears depending on what
is or is not selected in the Geoplot.
Target: Assigns the torpedo to a specific target and lists its target
track number in this field. This option automatically sends the
Section 8: MH-60R Stations
8-24
A C OU S T I C D AT A D I S P L AY W I ND O W S
If hot buoys are detected at mission start, the four Acoustic Data Display
Windows, also called grams, are tuned to transmitting channels, even if
Acoustic Autocrew is not on. These will all be set to Omni mode if the
Acoustic Autocrew is not on.
If Acoustic Autocrew is not on at mission start and buoys are subsequently
dropped and begin transmitting (are hot), you must tune the display
windows to the desired channel yourself. The parts of the Acoustic Display
are described below.
Section 8: MH-60R Stations
8-25
9 Note: The MH-60R can process 16 buoys at once. Because of ingame screen space restraints only four data display windows are
visible in this acoustic station in S.C.S. Dangerous Waters.
2. At the Acoustic Station [F3], select one of the four Acoustic Data
Display Windows labeled with Roman numerals by clicking the
associated button in the GRAM CONTROL panel.
8-26
bearing and frequency data the other Omni (frequency only) data.
Bearings can be marked in Directional mode and appear on the Nav
Map at a default range.
Active mode requires three windows. One is used to transmit and
receive data the other two appear blank and indicate they are
supporting the active mode channel. Contacts can be marked but the
sound profile library is not available. Both bearing and range data are
reported to the Nav Map when Active contacts are marked.
BT/SSP mode provides the depth of the thermal layer in that location.
8-27
useful for comparing the detected sound profile to a library of known sound
profiles. Click the button to the right of the LIBRARY label to access the
Sound Profile Library.
Time Scale (sec)
Frequency Scale
1. Click the Library button to display the Profile Library Controls and data.
The LIBRARY button label becomes BACK and the Filter button and
arrow buttons become active.
Click Arrow Buttons to cycle through Profile List
Exit Library
2. Click the FILTER button on the left to reduce the number of profiles in
the list to those that most closely match the profile of the detected
contact.
4. Click the right and left arrow buttons to cycle through the profile list until
the Profile Frequency Indicators line up with the detected frequency
profile.
5. Find the same contact on the Nav Map and enter the classification
determined here using the contacts right-click Contact Menu.
9 Note: The Profile Library is more useful in Directional mode since
contacts can be marked and the selected classification is applied to
the selected contact at that time. In Directional mode the Frequency
Indicators line up with the dots on the selected bearing. Click on a
Section 8: MH-60R Stations
8-28
dot to select the frequencies on that bearing then click MARK. When
the marks line up with the dots and you are satisfied with the
selected classification, click MARK.
Bearing/Range Cursor
Frequency Scale
2. Click MARK to send the bearing data to the Nav Map. The contact
symbol appears at a default range on the bearing marked. The
assigned track number appears in the crew report and following the
Channel number in the top row of the display window.
2. Set two other display windows to Channel 00 (no buoy data). These
are needed to support a buoy in active mode.
3. In the DICASS buoy gram, click the MODE button to cycle modes until
ACTIVE is selected. The selected mode is seen in the top line of the
display window following the buoy name. The two blank grams now
Section 8: MH-60R Stations
8-29
show information indicating they are supporting the Gram set to Active
mode.
7. After two or more minutes, mark the contact again to update the
contact position on the Nav Map.
8-30
D E T E C TI N G
AND
M AR K I N G R A D AR C O NT AC TS
3. If desired, enable range rings in the upper left of the console and select
the scale of the rings.
Alliance appears on the Nav Map at the end of a yellow line of bearing
at the range and bearing where it was detected. When a contact is
initially marked a contact number is assigned. Its position is updated on
the Nav Map with subsequent marks. See the Navigation Station
chapter of this manual for a complete description of track numbering in
S.C.S. Dangerous Waters.
9 Note: If Radar Autocrew is ON you are prevented from moving the
cursor or marking contacts.
O W NS H I P /O R D E R S M ENU S
Right-click on the Ownship symbol on the Nav Map to display the Ownship
menu. The majority of the functionality contained in the Ownship Menu is
also contained in the Orders Menu. These are described in MH-60R
Stations/ Task Bar/Orders Menu earlier in this chapter. The rest of the
Ownship Options require the use of the Nav Map. These are the same from
platform to platform. See Navigation Station/2D Navigation Map/Ownship
Menu.
Navigate:
Return To Base: When your MH-60R is deployed from a FFG in the
mission, this option appears in the Ownship Menu. The platform ID for
your FFG base is followed by (Base) on the Nav Map. Selecting this
Section 8: MH-60R Stations
8-31
C O N T AC T M ENU
The Contact Menu appears whenever you right-click on a contacts NTDS
symbol on the Nav Map. Most Contact Menu options are the same from
platform to platform. See Navigation Station/2D Nav Map/Contact Menu.
However there are several options that are unique to the MH-60R. The
following Contact Menu options are available when you are commanding
the MH-60R in S.C.S. - Dangerous Waters.
Land On: Available only on contacts that have a helicopter landing pad
defined by the mission creators. Select this option to order Ownship to land
on the selected contact. To take off again, order an altitude 100 feet greater
that that of the surface you are on. Current altitude is seen in the ALT field
of the task bar. This is altitude above sea level.
Engage With: The weapons appropriate for the target are enabled as seen
below.
[X] Pylon: Missiles can only be loaded on the Port Outboard (PO) pylon.
Mk 46 or Mk 50 Torpedo: When selected, a torpedo or mine is
dropped with the default presets if you have not changed presets for
the selected weapon at the ATO Weapons Display.
Penguin Missile: Available only when a Penguin missile is loaded out.
Selecting this option launches the Penguin missile at the selected
contact. If the target is out of range (22 nautical miles) the missile fails.
You are not prevented from firing the missile at targets behind you but
if you do the missile will likely acquire something else.
Hellfire Missiles: This option is only available when the Hellfire pod is
loaded at the Weapons Loadout Station. The option is greyed out if the
launch parameters for the missile are not met. The selected contact
must be within a 30-degree cone that extends 4.3 nautical miles in front
of Ownship. The option is enabled and can be selected when the target
is within the detection cone. Four missiles are loaded in the pod. Each
is fired separately.
8-32
Alert Light
MH-60R MAD D IS T OR TI O N R EC OR D E R
Large metal objects, like submarines, create disturbances in the earths
magnetic field and these disturbances or anomalies, can be detected from
above. The data from the Magnetic Anomaly Detector (MAD) and
Submarine Anomaly Detector (SAD) are recorded in the top panel of this
station. Distortions detected by these sensors provide a strong indication
that a submarine is in the area. The MAD/SAD plot provides information
only. There is no interaction.
1. Press [F2] to access the ATO station then click DEPLOY in the MAD
panel to lower the MAD sensor or from the Task Bars Orders Menu
select SENSO>Mad Sensor>Stream.
8-33
500 feet directly beneath the helicopter. It also marks surface contacts
in the immediate area.
The thermal layer does not mask a submarine from the MAD sensor.
MH-60R ESM P A NE L
The ESM sensor detects radio and radar transmissions from other ships
and aircraft. These detections display as red wedges of varying size and
intensity on the ESM scope. The position of the wedge indicates the
bearing on which the transmission is detected. The ESM Panel consists of
the following components.
Signal Strength Indicator: The light scale indicates the strength of the
selected detection. Green lights indicating low signal strength, yellow a
signal of medium strength, and red in the outer positions indicate a strong
signal. A strong signal usually indicates a contact at close range.
BEARING: This field displays the exact bearing at the location of the
cursor.
EMITTER: Displays the name of the detected emitter for the contact
selected in the ESM Scope.
KNOWN CLASSES: A list of ship or air classes known to use an emitter of
the detected type appears here.
8-34
5. Once the ESM sensor has marked a contact, a track number appears
in front of the emitter name in the Emitter field each time that contact is
selected in the ESM scope.
3. With the class name selected, click MARK. The selected class name is
assigned to the selected contact and on the Nav Map the 3D model for
that class name appears when the NTDS symbol for the contact is
selected on the Nav Map.
3. In the Dipping Sonar Station [F7] click ACTIVE or PASSIVE at the top
of the screen to select the desired mode.
Tip: You may want to launch a BT to determine the depth of the layer in the
area to help determine how much of the cable to deploy.
8-35
9 Note: In actuality the dipping sonar cable is over 2,000 feet long. For
game play purposes the max length has been shortened in S.C.S.
Dangerous Waters.
2. Click the button indicating the desired range scale at the right of the
console.
Selection Cursor
8-36
2. Click and drag the cursor along the Narrowband Bearing Search in the
lower window and center the cursor over the contact.
4. Click the MARK button to mark the contact. The default classification
that appears under the Classification label is assigned to the contact.
3. When you find a likely match, click MARK to update the Class assigned
to the contact. (Select the contact on the Nav Map to see the current
classification.)
8-37
Seconds
Frequency range
MH-60R A UTOCREW
The MH-60R has six Autocrew functions. An Autocrew slider in the upper
left corner of a station indicates that an Autocrew function is available.
When an Autocrew is ON, a silhouette of the crewman is visible on the
Autocrew slider. The MH-60R also has an Auto Pilot. This Auto Pilot
function is not associated with an Autocrew slider button but is covered
here.
BClick the text on an Autocrew slider to toggle its state or select
Autocrew from the Orders Menu then the appropriate crewmember
to toggle its state. A checkmark in front of the menu item indicates
the Autocrew is ON. Autocrew can also be selected in the Options
Screen. During gameplay press [Esc] then select Options>Crew.
MH-60R A C OU S TI C A U T OC R E W
When ON, the MH-60R Acoustic Autocrew sets hot sonobuoys to
Directional mode and marks contacts. He can only mark contacts in
Directional mode. He also assigns classification, but he is not speedy.
Your Task: You must set DICASS buoys to ACTIVE Mode and mark active
contacts yourself. You will need to turn Autocrew OFF to complete this task.
When you set windows to channel 00 in anticipation of supporting a
DICASS buoy in Active mode, the Autocrew may tune the empty channels
to something else if he is on. You can also classify contacts in passive
mode more quickly and in some cases more accurately than your Autocrew.
8-38
MH-60R ATO A U TO C R E W
When ON, ATO Autocrew enters Penguin missile and torpedo presets
appropriate for the assigned target or assigned bearing. Presets are greyed
with the exception of the Target/Runout Bearing and the ASSIGN button
Your Task: For torpedoes and the Penguin missile you must click the
desired target in the Geoplot or enter the desired runout bearing and click
ASSIGN. The Autocrew makes no inputs for Hellfire missiles. You must
make all target selections and click ASSIGN when the target is within the
Hellfire target cone. You must launch all missiles and torpedoes yourself.
Torpedoes can be assigned to a weapon drop point. The weapon must be
assigned to a valid target (track number) and the ASSIGN button must be
clicked before the Autocrew can make appropriate enable range settings.
When the selected target is assigned and the preset label remains Runout
Brg, this indicates the target is invalid for the weapon. Invalid targets are
aircraft, sonobuoys, your base ship, and land targets.
MH-60R A U T O P I L O T
The Auto Pilot is not the same as other Autocrew functions. There is no
Autocrew slider associated with this function. Auto Pilot can be turned OFF
only at the Pilot Station when a joystick is in use. It is always ON when you
are not at the Pilot Station. The Auto Pilot keeps the helicopter aloft and
follows your last orders or waypoints while you attend to tasks at other
stations.
You must manually set the Auto Pilot switch to DISABLE then subsequently
move the joystick to take joystick control of the aircraft. If you set Auto Pilot
to DISABLE upon entering the Pilot Station, but the joystick is not moved,
the Auto Pilot is still on until you move the joystick. The Auto Pilot is set to
ENABLE automatically whenever you leave the Pilot Station and must be
disabled again each time you return to the Pilot Station. Setting the switch
to DISABLE when no joystick is installed has no effect. For a full listing of
the MH-60R Auto Pilot functionality see MH-60R Stations/MH-60R Pilot
Station/MH-60 Pilot Station Functionality then Auto Pilot. See also MH-60R
Stations/Pilot Station/Piloting the MH-60R With a Joystick.
8-39
MH-60R D I P PI N G S O N AR A U T OC R E W
When ON, the Dipping Sonar Autocrew marks contacts in passive mode.
He does not classify contacts and has no role in active sonar.
Your Task: You must deploy the Dipping Sonar, set the mode to Active or
Passive, and classify contacts in Passive mode. You must also change the
displayed frequency range as desired. Dipping Sonar Autocrew has no
function in Active mode.
MH-60R ESM A U TO C R E W
When ON, the ESM Autocrew marks contacts but does not classify them.
Your Task: You are prevented from doing anything in the ESM console
when the ESM Autocrew is on. You must turn ESM Autocrew off to perform
any tasks in the ESM station. It is your task to classify contacts by
identifying the probable contact from the list of classes known to carry the
detected emitter. See MH-60R Stations/MAD/ESM Station/ESM for
information on classifying contacts in the ESM Display. You are not
prevented from turning the MAD sensor ON or OFF.
MH-60R R AD A R A U T OC R E W
When ON, Radar Autocrew periodically marks all contacts on the radar
screen. This updates the bearing and range data for each radar-detected
contact and marks any new contacts as they appear.
Your Task: The cursor cannot be manipulated manually and the Mark
button is disabled when the Radar Autocrew is ON. If you want to mark
contacts yourself you must turn the Autocrew off using the slider or the
Orders Menus Autocrew>Radar option.
8-40
6(&7,21
3&25,2167$7,216
9-1
9-2
9-3
P-3C T ASK B AR
The P-3C Task Bar has several unique elements as described below.
Stations Menu
Altitude Shortcut
Damage Report
Orders Menu
Course Shortcut
Wind Speed/Direction
Speed Shortcut
S T AT I O NS M E NU
Click the Stations Menu button to expand the selection menu. Select an
icon to jump to that station or use the associated Hot Key. The default Hot
Keys are seen here.
Pilot [F1]
Radar [F3]
[F2] Acoustic
[F4] MAD/ESM
[F6] TACCO
9-4
P-3C O R D E R S M E NU
The Orders menu provides a means for quickly issuing a variety of
commands from any station. The commands available for the P-3C are
explained below.
Navigate:
Return to Base: Select this option to order the plane to return to the
launching airport and land. If the mission creator added the P-3C as a
standalone platform, this option does not appear. When this option is
selected the Auto Pilot steers the aircraft back to the base airport and
lands it. The plane maneuvers to approximately 6 nautical miles
beyond the airport then turns to make its approach. Once OS lands,
the Weapon Loadout Screen appears allowing you to reload or change
the weapons currently loaded. There is a delay of 3 minutes before you
can take off again after landing. If Aircraft Quick Launch is ON, this
delay is reduced to 20 seconds. A timer appears on the Nav Map
displaying the amount of time remaining until launch is possible. Your
controls are disabled until the time to launch has been achieved. (If you
are playing with a joystick, fly the plane to your base and land it
manually.)
Be warned that once you close the Weapon Loadout window you
cannot open it again. You must wait until you take off and land
again.
BTo take off again after landing: Enter a speed of 200 kts and wait.
Once you are airborne order a new course and altitude and change
speed as desired.
Speed: Displays a submenu of options that allow you to quickly set OS
speed to High: 364 kts, Med: 263 kts or Low: 154 kts.
Altitude: Displays a submenu of options that allow you to quickly set
OS altitude to High: 28,989 ft, Medium: 13,598 ft, Low: 677 feet or the
appropriate altitude for a MAD search: ~300 feet.
Autocrew: Displays a submenu of P-3C Autocrew options. Select an option
to toggle its state. A checkmark indicates the Autocrew member is ON. (A
complete description of P-3C Autocrew functionality is found at the end of
this section.)
Auto-Countermeasures: Activated in the Pilot station
Countermeasure Launch Panel. When ON the Autocrew launches
chaff and flares and takes evasive maneuvers when a missile is locked
on OS.
Acoustic/Sonobuoys: When ON Acoustic Autocrew sets gram
displays to available appropriate channels, sets directional mode and
marks contacts.
Radar: When ON Radar Autocrew marks any contacts that appear
consistently.
9-5
D A M A GE R E P OR T W I N D OW
The Damage Report Window lists damage that occurs at any station. Some
damage is repaired over time. When damage is repaired a message
appears here. An audible voice message may also be heard. Each entry
lists the time in the mission when the damage occurred, the type of damage
and an estimate of time until the damage is repaired or an indication that
the damage cannot be repaired. If damage is severe it cannot be repaired
during the course of a mission.
BClick the wrench button in the Task Bar to open/close the window.
H I S T OR Y W I ND O W
The History Window displays the type of history selected by the History
Selection buttons to the left of the window. The window scrolls as
necessary, with the oldest history appearing at the top of the window.
9-6
M A N E U V ER
SH OR TC U T S A N D
G A M E R E AD OU TS
Digits and buttons are orange by default. Selected buttons are yellow and
maneuver shortcut digits change to yellow while changes are entered.
BTo change course, speed or altitude with a Maneuver Shortcut, click
digits to enter the desired number. Click to increment a digit, rightclick to decrease its value.
ALT: Shows/changes current altitude.
WIND: Displays the current wind speed in knots and direction in this
format: Wind SpeedDirection (No user interaction.)
SPEED: Shows relative speed through the air in knots. Click digits to
change OS speed.
COURSE: Shows/changes current course in degrees.
TIME: Displays the time of day in the mission based on a 24-hour
clock. When the game is paused, the time display is replaced by the
word PAUSED.
BPress [P] to pause the game. Press [P] again to resume the game.
BClick the numbers in the Time display to pause the game. Click
PAUSED in the time display to restart the game.
T I M E C OM PR ES SI O N S C AL E
In addition to real time, S.C.S. - Dangerous Waters supports four levels of
time compression. The time scale displays in the far right of the Task Bar. A
stack of colored bars represents the level of time compression.
At real time, a single green bar is displayed.
At twice real time a lime (yellow/green) bar appears above the green
bar.
At four times real time a yellow bar is added to the stack.
At eight times real time an orange bar is added.
At up to sixteen times real time (depending on system capability) a red
9-7
P-3C P I L O T S T A TI O N F U NC TI O N AL I T Y
The P-3C Pilot Station is made up of the following areas. While the course,
speed and altitude can be changed from any station via the Task Bar
maneuvering shortcuts, course and speed can be adjusted using the
Throttle and Course Indicator/Selector gauge.
CM Autocrew Slider
CM Panel
DDI
Warning Lights
Auto Pilot
HUD Display
Course Indicator/Selector
Geoplot
9-8
Station except when you are controlling the P-3C with a joystick. If no
joystick is in use, setting Auto Pilot to OFF has no effect.
Auto Pilot switch is ON:
When Auto Pilot is ON he follows course waypoints and maintains
ordered speed and altitude. You can change ordered speed and
altitude without canceling waypoint following.
Changes in ordered course cancel his waypoint following, and
altitude.
The Auto Pilot terrain-follows at all times, attempting to maintain
course, speed, and level off at the current alt. If you have placed
the plane in a steep dive or other extreme maneuver, turning the
Auto Pilot back on may not be enough to save you.
The Auto Pilot automatically switches to ON when a station other
than the Pilot Station is selected. You must reset Auto Pilot to OFF
each time you return to the Pilot Station to fly with the joystick.
Warning Lights: The following warning lights illuminate as indicated below.
Gear: Lit when landing gear is down.
Bomb Bay: Lit when Bomb Bay doors are open.
MAD: Lit when the Magnetic Anomaly Detector (MAD) senses a
contact.
Collision: Lit when a collision with land or water is imminent. Change
altitude.
Stall: Lit when an aircraft stall is imminent. Level out and increase
speed.
Landing Gear Lever: Once the plane is airborne, the landing gear should
be retracted. The Auto Pilot does not perform this duty.
BClick on UP to raise the gear.
9-9
9-10
P IL OT I N G
TH E
P-3C
W ITH A
J O Y S TI C K
The P-3C can be piloted with a joystick whenever the Pilot Station is
selected. The joystick must be programmed to work with S.C.S. Dangerous Waters prior to gameplay as described below.
9-11
5. Double click a line option in the list then move the joystick control as
desired to associate that movement with the selected option. Items with
no keyboard commands are applicable a joystick only. There is no
keyboard equivalent.
6. Continue until all listed options have been associated with a joystick
movement.
Using a Joystick
Keep in mind the following when flying an aircraft using a joystick.
The joystick must first be programmed as described above to work with
move the joystick. When the switch is clicked to the OFF position the
Auto Pilot is still enabled until you move the joystick. If no joystick is
installed, setting the Auto Pilot to OFF has no effect.
The Auto Pilot turns on automatically when a station other than the
Pilot Station is selected and maintains the last ordered course speed
and altitude.
Any existing waypoints are no longer followed once the Auto Pilot is
Click [V] repeatedly to cycle through the views or click the HUD button
repeatedly in the upper right of the screen to change the view.
9-12
Display Selectors
Channel Selector
9-13
P-3C R ADAR
STATI ON
[F3]
The Radar Station displays radar returns on surface and air contacts.
Contacts marked on the Radar appear on the Nav Map at the detected
range and bearing.
Radar Scope
Bearing-Range Cursor
Power On
M AR K I N G C O NT AC TS
O N TH E
R A D AR S C O PE
9-14
6. Click MARK. The contact appears on the Nav Map at the detected
range and bearing.
MAD/SAD
Large metal objects like ships and in particular, submarines create
disturbances in the earths magnetic field and these disturbances or
anomalies, can be detected from above. The data from the P-3s Magnetic
Anomaly Detector (MAD) and Submarine Anomaly Detector (SAD) appear
on a plot located on the right side of the MAD/ESM Console. Distortions
detected by these sensors provide a strong indication that a submarine is in
the area. The MAD/SAD plot on the right side of the MAD/ESM Console
provides information only. There is no user interaction.
BClick ON next to the POWER switch below the MAD/SAD plot.
When the MAD/SAD Plot is activated, the pens draw down the
9-15
ESM
The ESM sensor detects radio and radar transmissions from other ships
and aircraft. These detections display as orange wedges of varying size
and intensity on the ESM Scope. The position of the wedge indicates the
bearing on which the transmission is detected.
ESM Detections (Contacts)
Detected Emitter
SIGNAL STRENGTH: The light scale indicates the strength of the selected
detection. The lights move from the center outward with the inner green
lights indicating low signal strength. The outer red lights signal a strong
signal. A strong signal usually indicates a contact at close range.
EMITTER: The name of the detected emitter for the contact selected in the
ESM Scope. Once a contact is marked its track number appears in front of
the emitter name.
KNOWN CLASSES: A list of ship and air classes known to use an emitter
of the detected type appears here.
9-16
number appears in front of the emitter name in the Emitter field when
the contact is selected in ESM.
1. Click a contact in the ESM display. When a class name or a list of class
names appears in the Known Classes window, click on a name in the
list.
2. Scroll the list if necessary to find a contact that fits any other
information you have on selected contact.
3. Select the desired Class name, then click MARK. The class name in
the list is assigned to the contact track ID.
4. You still need to apply an alliance ID to the contact from the Contact
Menu on the Nav Map. If you determine that the classification you have
applied is in error, you can always change it from the Contact Menus
Classify Contact dialog.
O W NS H I P /O R D E R S M ENU S
Click on the Ownship symbol on the Nav Map to select it then right-click on
the selected symbol to display the Ownship Menu. The majority of the
functionality contained in the Ownship Menu is also contained in the Orders
Menu. See P-3C Stations/P-3C Task Bar/P-3C Orders Menu earlier in this
section. The rest of the Ownship Options require the use of the Nav Map.
These are the same from platform to platform. See Navigation Station/2D
Navigation Map/Ownship Menu.
C O N T AC T M ENU
The Contact Menu appears whenever you select then right-click on a
contacts NTDS symbol on the Nav Map. Most menu items are the same
from platform to platform, however, there are several options that are
unique to the P-3. The following Contact Menu options are available when
you are commanding the P-3C in S.C.S. - Dangerous Waters.
9-17
Engage With:
Bomb Bay Pylon [X]: [Weapon Name] Only torpedoes and mines can be
loaded here.
Pylon [X]: [Weapon Name] Mines and missiles can be loaded here.
Torpedoes and Mines: When selected, a torpedo or mine is dropped
with the default presets if you have not changed presets for the
selected weapon at the TACCO station.
AGM-65 Maverick Missiles: (Available only for surface ship and land
contacts.) The range of the AGM-65 Maverick Missile as modeled in
S.C.S. Dangerous Waters is 50 nm. The nose of the plane must be
aimed at the target (within a 30 degree cone) and the plane must be
within 50 nautical miles of the contact before this menu option is
enabled.
SLAM-ER: (Available only for land targets.) A range of 155 nautical
miles is modeled for the SLAM-ER in S.C.S. Dangerous Waters.
While waypoints can be assigned to the missile in the TACCO Station,
when fired via the right-click Contact Menu, the missile flies on a
straight course to the target. This option is only available from the
Contact Menu when the target is within range of the missile.
2D N A V M AP L I NE S
OF
BEARING
9-18
TACCO W E AP O N S C O NT R O L C O N S O L E
The default view of the TACCO station is of the Weapons Control Console.
DDI
9-19
9-20
Dropping a Torpedo
A torpedo can be assigned to run at a specific bearing once it enters the
water or to a head for a specific surface or subsurface contact. Torpedoes
can only be loaded out in the Bomb Bay in S.C.S. Dangerous Waters.
To Assign a Torpedo to a Runout Bearing:
2. Click the toggle switch under the WEAPONS LOADOUT window to the
BOMB BAY position. Determine the pylon location for the torpedo you
want to drop.
3. In the STATION SELECT area click the number of the Bomb Bay
location containing the desired torpedo. If the Bomb Bay doors are
open you are alerted if a weapon in a lower pylon blocks the selected
weapon. Select the even numbered (lower) pylons first. The presets for
the weapon appear in the PRESETS window.
4. In the Runout Brg field click/right-click digits to enter the bearing for
the weapon to follow after it enters the water.
5. Click ASSIGN. (The ASSIGN button is solidly lit with black letters when
ON.) This assigns the weapon to the bearing and presets entered. The
system remembers the assignment even if you select a different pylon.)
To change the presets after you have assigned them, click ASSIGN
again to unassign it, change the presets as desired, then click ASSIGN
again.
6. If the Bomb Bay doors are open and the pylon is not blocked by
another weapon, the green KILL READY light is lit and the FIRE button
is enabled. Click FIRE to drop the torpedo.
2. The Target label appears in the Presets area followed by the track
number of the selected contact.
9 Note: You cannot assign a torpedo to an invalid target (Ownship, air,
land or sonobuoy symbol, or the symbol for unknown). When such a
contact is selected in the Geoplot, Runout Brg replaces Target in
the preset list, showing a default bearing of 000. Change the bearing
as desired or select a valid target. (Once you have entered a bearing
for a weapon on a given pylon, the system remembers that bearing
for that pylon until you change it again.) If you are fairly sure that you
know where a subsurface contact is located based on a sonobuoy
returns, place a manual solution on the Nav Map and designate it as
9-21
3. Click ASSIGN. The ASSIGN button is solidly lit (green with black
letters) when ON. This assigns the weapon to the selected target with
the presets as entered. The system remembers the assignment even if
you select a different pylon. (To change the assigned target after it has
been assigned, click the enabled ASSIGN button to deselect it, click a
different target in the Geoplot and click ASSIGN again.)
5. Click OPEN next to the BOMB BAY toggle switch below the Presets.
The bomb bay doors must be open before the KILL READY light is
enabled. If a weapon in the lower pylon blocks the selected weapon,
the green KILL READY light does not enable.
6. When the KILL READY light is green, click the FIRE button. The small
circle extending in front of the P-3C symbol on the Geoplot indicates
the approximate location where the torpedo will hit the water if the
weapon is dropped at the current time.
Tip: The default Run to Enable (RTE) for torpedoes in the P-3 is set to 0.
This means that the weapon begins its search pattern as soon as it hits the
water. The snake search pattern is centered on the bearing entered or the
target selected, however, if the weapon detects a contact while it is turning
to center on a specific bearing or target, it will home on the first contact it
detects. To give the weapon a chance to center on a specific bearing or
target before it enables, set the RTE to at least 500 yards.
Dropping a Mine
Mines can be loaded on the wings as well as in the bomb bay.
1. In the STATION SELECT area click the number of the pylon location of
the desired mine.
4. If the mine is located in the bomb bay, click the BOMB BAY switch to
OPEN.
5. When the KILL READY light is illuminated, click FIRE. The small circle
extending in front of the P-3C symbol on the Geoplot indicates the
approximate location where the mine will hit the water if the weapon is
dropped at the current time.
Tip: While you are not prevented from assigning a weapon to a valid target
that is attached to a line of bearing, be aware that in most cases the symbol
at the end of the LOB is at a default range, not the location of the actual
Section 9: P-3C Orion Stations
9-22
contact. (Contacts marked with the IR Camera appear at the actual range of
the contact is marked.) If you want to target a contact on a line of bearing,
maneuver to send the torpedo down the line of bearing, not across it.
2. The legs of the cone extend 50 nautical miles, the maximum range of
the weapon.
Launching a SLAM-ER
In S.C.S.- Dangerous Waters A Standoff Land Attack Missile Expanded
Response (SLAM-ER) can only be assigned to a land target from either the
TACCO Station or the Nav Map. When the missile is assigned to a land
target in the TACCO Station, the last weapon waypoint is affixed to the
target symbol. Waypoints cannot be affixed to ships and planes. A land
Section 9: P-3C Orion Stations
9-23
1. Zoom out as far as possible to see the location of the X on the Geoplot.
The Geoplot has maximum range of 128 kyds (63 nm) when zoomed
out. The missile can strike targets not visible in the Geoplot when
Ownship is visible.
2. If the desired target is not visible, center the view on Ownship in the
Geoplot, go to the Nav Map to determine the location of Ownship
relative to the Land Target (X), then return to the Geoplot and click and
drag the view in the direction of the target until you can see the X.
TIP: To check if the desired target is within range of the missile, check the
range to the target on the Nav Map. Right-click on the target then select
Engage With from the Contact Menu. If the SLAM-ER option is not greyed
out, the target is within the 155 nautical mile range of the missile. If the
SLAM-ER is greyed out in the Engage With menu, the contact is out of
range. The Engage With option assumes a straight-line flight path and
assumes the current location of OS, which changes quickly given your
speed. Be aware that while the contact may be in range given a straight
flight path, it may be out of range if waypoints are dragged to increase the
flight path at the TACCO Station. You are not prevented from assigning the
missile to a contact that is out of range from the TACCO Station.
6. The KILL READY light is always lit. Click FIRE to launch the missile.
9-24
3. The Runout Brg field appears in the Presets area showing the default
bearing of 000. The ASSIGN button is already activated. You must
click the activated ASSIGN button to de-activate it if you want to set the
runout bearing to anything other than the default 000. Be sure to click
ASSIGN again to enter your presets into the system. If the bomb bay
doors are open the KILL READY light is lit and the weapon will drop
when the waypoint is reached.
TIP: Click the OS symbol then press [R] and drag the cursor toward the
target. A readout of the range (R) and bearing (B) to the contact appear
near the bottom of the Geoplot. Use those numbers to help determine the
Runout Bearing for the torpedo and the desired Run to Enable.
9-25
3. Select the desired depth for the Mine. If the Bomb Bay doors are open,
the KILL READY light is lit and the mine will drop when the waypoint is
reached.
Tip: The Bomb Bay doors must be open before a Bomb Bay weapon can
be dropped at a waypoint. If the KILL READY light is not green, check to be
sure the Bomb Bay Doors are open. Also ensure the ASSIGN button is
activated.
TACCO S O N OB U OY C O N S O L E
The TACCO Sonobuoy Console is reached by clicking the Transition Button
in the lower left of the TACCO Weapons Console.
9-26
DDI
9-27
the selected tube in the TUBE SELECT area in the Internal Launch
Tube window.
Stores Area: The area below the TYPE field displays a running
inventory of available sonobuoy stores.
2. Click in the TYPE field below the buttons to select the type of buoy to
load in the selected tube. Continue to click until the desired buoy name
appears in the field. (The text in the selected tubes buoy field flashes
until the buoy is loaded.)
9-28
1. From the TACCO Sonobuoy Console, click the name of the desired
type of buoy from the External Launch Tube Window.
3. Click on the waypoint and drag it to the desired location. You may need
to zoom in to see it.
4. You cannot change the type of buoy assigned to a drop point once it
has been entered. You must delete the buoy waypoint and insert a new
one with the correct type of buoy assigned. (Click the waypoint to
select it, and then press [Delete] to delete the waypoint.)
6. To add a drop point after the last drop point, select the last drop point
and click SONOBUOY. The type of buoy to be dropped at a specific
waypoint appears in the DDI when the waypoint is selected in the
Geoplot.
9 Note: If you are in the TACCO Weapons Console when you click the
SONOBUOY button, the view automatically switches to the TACCO
Sonobuoy Console and whatever sonobuoy is currently selected in
the External Launch Tube window is assigned to the waypoint.
P-3C W E A P O N P R E S E T S
The presets for the weapons carried by the P-3C in S.C.S. Dangerous
Waters are described below by type of weapon.
Torpedoes
MK 46 and Mk 50
These are lightweight torpedoes primarily used for subsurface targets.
Mk 46: Maximum range of 6 nm (12,000 yards); maximum speed of 45
knots; maximum depth of 1500 feet (457 meters).
Mk 50: Maximum range of 7 nm (14,177 yards); maximum speed of 55
knots; maximum depth of 3,600 feet (1,100 meters).
9-29
Depth: Set the depth (in feet) at which the weapon travels.
Speed: Set the speed (in knots) at which the weapon travels
Ceiling: Set the depth (in feet) above which the weapon does not
travel.
Floor: Set the depth (in feet) below which the weapon does not travel.
Search: Set the search options for the weapon as seen below.
Active/Passive: Click to toggle between these two sonar mode
options.
Snake/Circle: Click to toggle between these two search pattern
options.
ASSIGN: Click to assign the selected weapon to the selected target or
bearing. You can then change the presets as desired but the weapon
remembers what target or bearing was assigned and targets that
location when dropped. Click ASSIGN again to remove the
assignment.
When enabled, the ASSIGN button is solid green with black
9-30
Mines
1000 lb, 2000 lb
As modeled in S.C.S. Dangerous Waters these mines can be set for the
following depths.
Surface: Sets Mine depth to just below the surface.
Shallow: Sets Mine depth to 25 meters (~82 feet)
Deep: Sets Mine Depth to 133 Meters (~436 feet)
Bottom: Sets mine to rest on the sea bottom.
Missiles
SLAM-ER (Stand Off Land Attack Missile- Expanded Response)
As modeled in S.C.S. Dangerous Waters the SLAM-ER can be assigned
to land targets only. Three waypoints are provided for the weapon to follow
in the TACCO Geoplot and defined in the Presets area. If the exact
coordinates of the target are known, enter them directly into the bottom
DESTRUCT field. (Otherwise click and drag a waypoint to move it to the
desired location.)
Fly to (Lat/Lon): There are two flight path waypoints. Click on each of
them and drag them to the desired location. The numbers in the
Lat/Lon fields update to reflect the current longitude and latitude of the
selected waypoint.
Destruct (Lat/Lon): The last waypoint represents the target location. If
the missile misses the target it will destruct shortly after it passes this
location.
AGM-65 Maverick
The AGM-65 Maverick is an IR-guided missile. As modeled in S.C.S.
Dangerous Waters the AGM-65 Maverick can attack surface and land
contacts within a 30-degree cone fifty miles ahead of Ownship. The missile
has only one preset.
ASSIGN: Select a valid contact in the detection cone then click
ASSIGN. The KILL READY light illuminates to indicate missile lock-on.
If the target moves out of the detection cone prior to missile launch, the
KILL READY light is disabled. ASSIGN is solid green with black letters
when it is activated. You can assign a target to the missile when it is
not in the cone and when it enters the cone, the KILL READY light
illuminates and the weapon can be fired.
9-31
9-32
AUTO TRACK: Click to quickly pan to and lock the camera on the
track number selected in the TRACKS List. When Auto Track is ON
you cannot click and drag the view.
TRACKS: Lists tracks detected by Ownship sensors and Link
participants.
ZOOM: Controls the camera zoom. Click + to zoom in and to zoom
out.
CAM: TRUE BEARING/AZIMUTH: The true bearing and azimuth of
the current camera view.
IMAGING: This area contains controls for processing contacts.
PHOTO: Click to complete any photography goals. Photos are not
available to the player but button click is logged to determine goal
completion for missions where reconnaissance photos are a
requirement.
MARK: Click to mark the contact that appears in the reticule. The
contact information is sent to the Nav Map and appears at the end of a
magenta colored Line of Bearing at the range and bearing at the
moment it was marked.
P-3C A UTOCREW
Below is a recap of all P-3C Autocrew functionality. Remember that your
Autocrew is not 100% infallible. Some crewmen are better than others and
in some cases you may be better at a task than he is. In some stations the
Autocrew does everything for you. At other stations you still have tasks to
perform even when the Autocrew is on. These are noted below.
BClick the AUTOCREW slider button in the upper left corner of a
station to activate the Autocrew for that station. (Not all stations have
an Autocrew function.) The Autocrew is ON when the crew silhouette
is visible. Click again to toggle the state of that Autocrew.
A C OU S T I C A U T OC R E W
The P-3s Acoustic Autocrew sets hot buoys to Directional mode and marks
contacts. He can only mark contacts in Directional Mode. If you change a
channel, he may change it back. Acoustic Autocrew also classifies contacts
using the Acoustic Profile Library but he is not speedy.
Your Task: You must set DICASS buoys to ACTIVE mode and mark active
contacts yourself. You may need to turn Autocrew OFF to complete this
task.
AUTO PILOT
This option is not the same as other Autocrew functions. There is no
Autocrew slider associated with this function. Auto Pilot can be turned OFF
only at the Pilot Station. Once set to OFF, the Auto Pilot continues to
function until you move the joystick. The Auto Pilot is always ON when you
are not at the Pilot Station. Auto Pilot keeps the plane aloft and follows your
Section 9: P-3C Orion Stations
9-33
last orders or waypoints while you attend to tasks at other stations. When
you fly the P-3C with a joystick you must reset Auto Pilot to OFF each time
you enter the Pilot Station. If no joystick is in use, manually setting Auto
Pilot to OFF has no effect. See P-3C Stations/P-3C Pilot Station/Piloting the
P-3C With a Joystick. For a full listing of Auto Pilot functionality see P-3C
Stations/P-3C Pilot Station/P-3C Pilot Station Functionality then Auto Pilot
Switch.
C OU N TE R M E A S U R E A U TOC R E W
When ON the Countermeasure Autocrew launches chaff and flares and
takes evasive maneuvers when a missile is locked on Ownship. This
Autocrew function is set in the Pilot Station.
In addition to the Autocrew slider, you can also activate this function at the
Pilot Station by setting the toggle switch to AUTO in the Countermeasure
Launch Panel. You can change the setting from any station by selecting
Auto-Countermeasures from the Orders Menus Autocrew option in the
Task Bar.
Your Task: You can still launch CMs and maneuver the aircraft when this
Autocrew is on. If the Autocrew has taken evasive maneuvers when
waypoints are assigned, you must select Navigate>Follow Waypoints from
the Orders or Ownship Menus to reassign OS to the designated waypoints.
ESM A U T OC R E W
The ESM Autocrew marks contacts detected by the ESM sensor but does
not classify them.
Your Task: You are prevented from doing anything in the ESM station
when the ESM Autocrew is on. You must turn ESM Autocrew off to perform
any tasks in the ESM station. It is your task to classify contacts by
identifying the probable class of the contact from the list of classes known
to carry the detected emitter. See P-3C Stations/MADP-3C ESM
Station/ESM for information on classifying contacts in the ESM Display.
R A D AR A U TO C R E W
When ON, the Autocrew marks all contacts and continually updates the
contacts as long as the radar is on. The cursor cannot be manipulated
manually when the Radar Autocrew is on.
Your Task: The cursor cannot be manipulated manually and the Mark
button is disabled when the Radar Autocrew is on. If you want to mark
contacts yourself you must turn the Autocrew OFF. (Use the Autocrew
slider or the Orders Menus Autocrew option.)
TACCO A U T OC R E W
When ON, TACCO Autocrew assigns torpedo presets appropriate for a
track you select in the Geoplot and ASSIGN to a torpedo in the Presets
area. All torpedo presets with the exception of the Runout Brg/Target field
and the ASSIGN button are greyed.
Section 9: P-3C Orion Stations
9-34
Your Task: When the TACCO Autocrew is on, the weapon is automatically
assigned the default presets. You must change the Runout bearing and
click ASSIGN to assign the Presets to the weapon.
When a waypoint is assigned while TACCO Autocrew is ON, the default
presets are already assigned to the weapon. To change the default Presets
and/or the default runout bearing, click the green ASSIGN button to toggle
the state of the button. Click/right-click the digits in the Runout Brg field to
set the desired bearing or select a valid contact on the Geoplot then click
ASSIGN again. TACCO Autocrew sets all presets when a torpedo is
assigned to a specific target. The Autocrew makes no inputs for missiles or
mines. You must make all target selections and enter presets for missiles. If
the selected contact is beyond the range of the weapon, the Run to Enable
is set to the maximum range of the weapon and the RTE digits do not
update as you fly.
9-35
9-36
6(&7,21
.,/267$7,216
10-1
10-3
K ILO T ASK B AR
The Task Bar for all submarines functions the same. Differences are
cosmetic. The Kilo Task Bar appears below.
Stations Menu
Damage Report
Orders Menu
Course Shortcut
Depth Shortcut
Speed Shortcut
K IL O S T A TI O NS M E NU
Click the Stations Menu button to expand the selection menu. Select an
icon to jump to that station.
Ship Control [F1]
Radar [F3]
Radio-ESM [F4]
Nav [F5]
TMA [F7]
10-4
K IL O O R DE R S M E NU
Navigate: Select various navigation orders. While most are self-explanatory
a few require further information as seen below:
Set Depth: Displays the following submenu.
Go to PD: Orders Ownship (OS) to Periscope Depth (19 meters)
Go Shallow: Orders your ship to 29 meters.
Go Deep: Orders your ship to 254 meters.
Go to Snorkel Depth: Orders a depth of 17 meters
Change Speed: Displays a submenu of engine order shortcuts. Given no
strong currents in the area, selecting one of the following commands results
in the indicated speed if OS is submerged and running on the on battery:
All Ahead Flank: Maximum submerged (battery) speed for the
platform (Kilo 877:17 knots; Improved Kilo 636: 20 knots.)
All Ahead Full: 17 knots
Ahead Standard: 15 knots.
Ahead 2/3: 10 knots.
Ahead 1/3: 5 knots.
All Stop: Orders OD to a full stop.
Back 1/3: 4 knots in reverse.
Back 2/3: 8 knots in reverse.
All Back Full: O 12 knots in a reverse
All Back Emergency: 16 knots in reverse.
9 Note: Ordered speeds are lower if surfaced and using the diesels to
charge the battery.
Masts and Antennas: Raise masts individually or lower all at once. Raising
the masts while submerged can damage them if OS speed exceeds 8-10
knots. See Appendix C: Submarine Max & Mins for information on safe
speeds for extending each mast while submerged. The Snorkel Mast option
is only available when at snorkel depth (17 meters) or shallower.
Diesel: When the snorkel mast is raised these options are enabled. These
turn off automatically if the sub exceeds snorkel depth.
Port Engine Start (or Off): Select to start (or shut down) the port diesel
engine.
Starboard Engine Start (or Off): Select to start (or shut down) the
starboard diesel engine.
Autocrew: Displays a submenu of Autocrew options. Selecting an option
toggles its state. A checkmark indicates that the Autocrew is ON. See Kilo
Stations/Kilo Autocrew for a full description of Autocrew functionality.
Section 10: Kilo Stations
10-5
Fire Tube: This menu option only appears when there is a weapon loaded
and ready to shoot. Weapons are loaded in the Fire Control Launch Panel
and presets determined in the Fire Control Target Display.
Arrays/Wires: Displays one submenu (A towed array is not modeled for the
Kilos)
Floating Wire: Displays a submenu allowing you to stream or retrieve
the wire or stop its deployment at its current length.
Countermeasures: Launch either active or passive decoys. From the
Orders Menu a depth of shallow (30 meters) or deep (244 meters) can be
selected.
D A M A GE R E P OR T W I N D OW
Lists damage to any station. The text scrolls as necessary. When a station
has damage, the damage indicator in the upper right of a station slides out
to reveal a wrench. When the wrench is present on a screen, check the
Damage Report Window for more specific information on the time required
to repair the damage or notification that the damage cannot be repaired. Be
aware that parts or all of a station will not work when damage has occurred.
BClick the wrench button in the Task Bar to open/close the window.
H I S T OR Y W I ND O W
Displays the type of history selected by buttons to the left of the window.
The newest report appears at the bottom of the scrolling list.
History Selection Buttons: A lit button indicates the currently selected
History type. If there is a new message in any other window, that windows
selection button flashes until that button is selected.
Crew Report History: Lists all orders as acknowledged by crewmembers.
Radio Traffic History: Lists all radio messages received.
Multiplayer Chat History: Displays a history of multiplayer chat messages.
M A N E U V E R S H OR TC U T S
AND
G A M E R E AD OU TS
10-6
T I M E C OM PR ES SI O N S C AL E
In addition to real time, S.C.S. - Dangerous Waters supports four levels of
time compression. The time scale displays in the far right of the Task Bar. A
stack of colored bars represents the level of time compression.
At real time, a single green bar is displayed.
At twice real time a lime (yellow/green) bar appears above the green
bar.
At four times real time a yellow bar is added to the stack.
At eight times real time an orange bar is added.
At up to sixteen times real time (depending on system capability) a red
10-7
TRIM: Indicates the trim angle of the sub measured from a horizontal axis.
A positive trim angle (to the right of zero) indicates the ship has a bow-up
attitude. A negative trim angle (to the indicates a bow-down attitude.
COURSE: Provides a means for viewing current and ordered course and
for quickly ordering a new course.
BClick on the dial to order the sub to that heading. The grey needle
indicates ordered course, the red needle the current course until
ordered course is achieved.
RUDDER: Provides a means for viewing and changing rudder position.
BClick the desired number in the Rudder Indicator to order a rudder
change.
BClick zero in the Rudder Indicator or click in the Course Indicator
to reset the rudder.
9 Note: The sub will eventually turn in a circle if you do not reset the
rudder to zero or order a specific course.
HIGH PRESSURE AIR: This panel contains the HP Air charge controls and
charge readout.
% HP AIR: Indicates the charge level in the high-pressure air banks.
CHARGE: Initiates a charge of the high-pressure air banks. The charge can
be increased by only 10% when the sub is submerged. You must snorkel to
fully charge the banks. A minimum charge level of 50% is necessary to
successfully launch weapons.
BClick the Charge button to commence charging the air banks. A
red light surrounding the button indicates the charge is in progress.
Click again to secure the charge.
EMERGENCY BLOW: When it is imperative to reach the surface quickly,
initiate an emergency blow of the ballast tanks. Be aware that conducting
an emergency blow and leaving the valves open the entire time reduces the
compressed air charge to zero. It is possible to close the valves after a few
seconds and let momentum take the sub to the surface. This retains a
portion of the charge.
BClick either of the Emergency Blow valves to initiate the blow.
Click again to close the valves.
BOW and STERN PLANES: Indicates current bow and stern plane
positions. No player interaction is possible. Your crew controls the bow and
stern planes automatically when you change depth.
SNORKEL: Raises and lowers the snorkel mast. The mast can only be
raised when at snorkel depth (17 meters) or shallower. The mast retracts
automatically if the sub reaches a depth that is deeper than snorkel depth.
BClick RAISE to raise the snorkel mast. Click LOWER to retract it.
DIESEL ENGINES: The diesel engines must be running to charge the
batteries and are used to power the sub when on the surface or at snorkel
Section 10: Kilo Stations
10-8
S N OR K EL I N G
AND
C H AR GI N G
TH E
B AT TE R I E S
When the Kilo is submerged, it runs with an electric motor powered by two
banks of batteries, 120 cells each. On the surface it runs on diesel powered
engines. The diesel-powered engines not only drive the sub on the surface,
they also are used to charge the batteries.
Snorkeling is necessary not only to charge the battery but also to take in
fresh air for the crew and for charging the high-pressure air banks. Unlike
nuclear powered subs, diesel subs cannot produce their own oxygen. It is
important to keep an eye on the battery charge level to ensure that charge
levels are sufficient to complete the mission. Traveling at high speeds under
the water drains the battery quickly.
9 Note: When on battery power and traveling at slow speeds, the Kilo
is almost undetectable; however, the snorkeling process creates a
great deal of noise that is more easily detected by sonar.
To Snorkel and Charge Batteries:
Until the sub is at snorkeling depth or shallower, it is not possible to raise
the snorkel mast. The diesel engines cannot be started unless the snorkel
mast is raised.
1. Enter a depth of 17 meters in the Task Bar shortcut field or from the
Orders Menu select Navigate>Set Depth>Go to Snorkel Depth.
3. In the Diesel Engine Panel click START on the Port and/or Starboard
switch. When the engine turns over the switch moves to the ON
position.
10-9
4. When snorkeling and both diesels are started, the ordered speed
determines if one, both or neither battery is being charged. How long it
takes to charge the battery depends on how fast you are going.
Ordered speed of 0: Neither diesel needed to drive the sub. Both
C H A R G I N G H I GH -P R E S S U R E A IR
High-pressure air is required to launch torpedoes and perform an
emergency blow. A minimum charge of 50% should be maintained to
successfully launch weapons. The sub should be snorkeling to charge the
air banks fully and quickly.
1. Enter a depth of 17 meters in the Task Bar shortcut field or from the
Orders Menu select Navigate>Set Depth>Go to Snorkel Depth.
that act as remote sensors. Information about UUV sensors and their use is
covered in Kilo Fire Control Suite/Deploying and Wire-Guiding UUVs.
Broadband
Narrowband
DEMON
Active Sonar
Active Intercept
Sound Speed Profile (SSP)
K IL O B R O AD B AN D S O N AR S T A TI O N
The Kilo Broadband Sonar station displays input from the cylindrical and
conformal arrays. These inputs are used to detect and track submarines
and surface ships. Here trackers can be assigned to contacts and they are
given an alphanumeric Contact Designation or ID. Contact IDs for all sonar
contacts begin with the letter S. Trackers provide the TMA station with
updates on the contacts bearing at two-minute time intervals.
9 Note: 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.
Bearing Indicator
Stern Cursor
Click inside a specific circular band to select that array. The outer edge of
that band brightens and enlarges slightly indicating that the band and array
are selected and the name of the selected array appears in the Array
window.
The 360-degree Bearing Indicator rims the outer edge of the Circular
Display. A narrow jagged ring near the inner edge of each band indicates
background noise on that sensor. Contacts on the arrays appear as spikes
emerging from the background noise at a specific bearing and extending
toward outer edge of the band; the stronger the signal, the taller the spike.
On the SSAZ Display, a thin line extending from the center to the outer
edge represents Ownship. The line ends with an arrow indicating the
direction Ownships stern is pointing.
Each sensor display has its own cursor. A cursor appears as a short line
extending into the array from each arrays outer edge. Click inside the array
to move the cursor to that location on that arrays bearing indicator or click
the cursor and drag it to a new location. The cursor is used to identify the
contact you want to mark.
Ship speed greatly interferes with the ability of the Kilo sensors to detect
and display contacts. Excessive speed results in the inability to detect any
contacts at all. Only background noise is visible and that appears as a thick,
jagged band at the outer edges of each array.
AUDIO Switch: Click the AUDIO switch to ON to hear broadband audio
returns when a contact is selected.
MARK: Select a contact on the display and click MARK to assign a contact
ID to the contact and send the bearing information to TMA and the Nav and
Fire Control maps. The contact ID assigned to the marked contact appears
in the window above the MARK Button.
Section 10: Kilo Stations 10-12
1. Select the sonar array you want to view in the broadband display. Click
inside the desired circle to select it. The outer circle represents the
Cylindrical Array; the inner circle represents the Conformal array.
K IL O N AR R OW B A ND S O N AR S T A TI O N
Each ship class has a unique sound frequency signature. The Narrowband
function is used to help classify sonar contacts by comparing the frequency
signature of the selected contact against a database of known frequency
signatures. The ships computer narrows the search by presenting only
those signatures that have similarities to the signature of the selected
contact.
Selected Array
Selection Overlay
Selected profile
Selection
Overlay
Signature
(profile)
components
for class
selected in the
Classification
Window
BClick on any contact line or dot on the circular display to center the
Selection Overlay at that location.
See Kilo Stations/Kilo Sonar suite/Kilo Narrowband Station/To Mark a
Contact and Assign a Tracker and To Classify a Contact.
The labeled areas and buttons of the Kilo Narrowband Station are
described below.
FREQUENCY SCALE: Frequency scale on the FRAZ display runs from the
center to the outer edge where the center is zero and the outer edge is
whatever scale is selected on the Frequency Scale selector. The default
frequency range is zero to 2000.
BClick the desired number to switch to that frequency range in the
FRAZ display.
ARRAY: The array buttons represent the cylindrical array in the bow and
the conformal array on midsection of the sub.
BClick the desired button to select that array. The selected button is
depressed and lit and the name of the selected array appears in
the ARRAY window. Data from the selected array appear in the
FRAZ display.
CURSOR FREQUENCY: This readout displays the frequency at the
location where the mouse is clicked
BClick the FRAZ display to see the frequency at that cursor location
in the Cursor Frequency window.
CURSOR BEARING: Displays the bearing at the center of the Selection
Overlay.
CLASSIFICATION: The names of ship classes with sound frequency
profiles similar to that of the selected contacts sound signature are
presented one at a time in this window. When a class name is selected
here, its sound profile is displayed on the outer wedges of the Selection
Overlay when a contact is selected on the circular display. See Selection
Overlay below.
BClick the right and left facing arrows to move forward and
backward through the list of available profiles in the Classification
Section 10: Kilo Stations 10-15
2. Click on one of the selected contacts frequency lines (or dots) inside
the wedge to select it.
3. Click Mark or ASSIGN. You may have to click several times if the
signal is weak.
1. Click on a frequency dot or line and compare the frequency lines of the
selected contact in the center wedge to that of the profile in the outer
wedges.
4. Click the left and right facing arrows on either side of the Classification
window to view any other profiles that the ships computer has selected
from the profile database.
5. When you decide which profile most closely matches that of the
selected contact, leave that class name in the Classification window
and click MARK. The contact is marked and the classification showing
in the window is assigned to the contact. You will still need to assign an
ID and a level of confidence to the contact from the right-click Contact
Menu on the Nav Map.
K IL O DEMON S O N A R S T A TI O N
DEMON is an acronym for Demodulated Noise. The DEMON function is
used primarily to determine the contacts speed. This is important
information when establishing an accurate firing solution and once
determined here the value can be entered in the speed field in your TMA
solution.
The main component of the DEMON Station is the DEMON Waterfall
Display. The waterfall display separates the selected signal into
demodulated components. On the display, the horizontal axis represents
frequency and the vertical axis represents time. When a contact is selected
its signal appears as parallel vertical lines in the waterfall. The lines
represent sound generated by the contacts propeller blades.
Select the first line
3. Select the contact you want to analyze by clicking the button below the
desired contact ID in the Tracker display. (Sonar trackers must be
assigned to contacts in Broadband before their frequency data are
available in DEMON.)
9 Note: If the game is paused, no lines appear in the waterfall display.
4. If necessary, adjust the frequency scale to better view the signal. If the
lines in the display seem to blur together adjust the FREQUENCY
SCALE until the lines are distinct. To adjust the scale, click the desired
number in the FREQUENCY SCALE panel at the right.
5. Click and drag the cursor over the line farthest left.
6. If you have not already done so, look up the class information for the
class of the selected contact in the USNI Reference Browser.
BPress [ESC] and select USNI Reference. Find the suspected or
determined country and class name of the selected contact and
look for the TPK number in the Text file. Press [ESC] again to
return to the DEMON display.
7. Click the + or - buttons in the Turns Per Knot panel to enter the turns
per knot as noted in the USNI Reference file. The speed of the target
appears in the Speed readout below the waterfall.
8. When you have determined the speed of the contact, enter that speed
in the TMA display for the same contact ID.
1. Select the contact you want to analyze by clicking the button below the
desired contact ID in the Tracker display. (Sonar trackers must be
assigned to contacts in Broadband before their frequency data are
available in DEMON.)
The first line on the left indicates the shaft rotation speed. The other
2. If necessary, adjust the frequency scale until the lines display clearly
and individually on the waterfall.
K IL O A C T I VE S O NA R S T AT I O N
Active sonar should be used only when absolutely necessary since it
provides the enemy with a wealth of information. S.C.S. - Dangerous
Waters models both medium and high frequency active sonar for all classes
of Kilos.
2. At the top of the Periscope screen click the transition button to move to
the High Frequency Sonar Display.
Transition button to High-Frequency Active Sonar Display
K IL O A C T I VE I NT ERC E PT S O N AR S T A TI O N
The Active Intercept Display alerts you to when another ship, sub, dipping
sonar or sonobuoy is transmitting an active sonar ping. It provides the
bearing of the transmitting entity as well as the frequency of the detected
emission, the age of the last signal and the strength of the signal. Knowing
the signal strength can assist you in determining the relative proximity of the
active sonar source.
When Active Intercept detects an active sonar ping, a line is seen on the
active intercept display on the bearing of the contact.
FREQUENCY (HZ): Displays the frequency of the intercepted signal.
(Active Sonar Frequency ranges can be found in the USNI Browser in the
SENSORS entry.)
BEARING: Displays the bearing of the intercepted signal.
IINTERVAL (SEC): Displays the time interval (in seconds) between the last
two intercepted signals.
AGE (SEC): Displays the time in seconds since the last intercepted signal.
MARK: Assigns a Contact ID to the selected signal and sends the bearing
information to TMA and the Fire Control and Nav Maps. Each time a
previously marked contact is marked again the current bearing of that
contact is sent to TMA.
BTo select a signal, click on the signal line in the Active Intercept
Display. The cursor moves to select the signal on that bearing.
BWhen the signal is selected, click MARK.
ACTIVE INTERCEPT DISPLAY: A line or wedge emanating from the
center of the circular display to its outer edge indicates the bearing of an
intercepted signal. A thicker wedge indicates a strong contact.
K IL O SSP S O N AR S T A TI O N
The Sound Speed Profile (SSP) Station displays the speed at which sound
is transmitted at various water depths in the area around Ownship. Ocean
water typically forms distinct layers of density that can profoundly affect
sonar transmissions. Warmer, less dense water forms the upper surface
ductbelow this, temperatures fall off sharply and density increases. The
effect of this process is sound generated in one layer doesnt tend to
transmit easily to the other layer, and vice versa. At the beginning of any
mission, always check the depth at which the surface duct separates from
the lower thermal. (See Training/Sonar School/Underwater Sound
Propagation for more information on thermal layers.)
The Sound Speed Profile is created from information returned from an
Expendable Bathythermograph (XBT) probe. When launched, the probe
reports depth and sound speed information in both graph and table form.
BClick the XBT button. The previous results are cleared from the
display and the tablet when a new XBT is launched.
Updated information does not appear instantly on the screen. The XBT
K IL O UUV S O N AR
In S.C.S. - Dangerous Waters all submarines are given Unmanned
Underwater Vehicles (UUVs). These UUVs act as remote sonar sensors.
Merging TMA bearing information provided by a remote sensor with data
from your ship sensors can provide a fairly accurate assessment of the
range to the contact. UUVs are particularly useful when navigating minefield
and can be operated in Passive or Active mode.
The UUV itself appears as a contact in the Broadband and Narrowband
Displays but UUV sonar returns are not viewed in the Sonar Suite. UUV
sonar contacts display on the Nav and Fire Control maps and in TMA.
UUVs are launched from the Fire Control Station and are wire-guided like
torpedoes from there. See Kilo Stations/Kilo Fire Control Suite/Deploying
and Wire-Guiding UUVs for complete information.
M AR K I N G
C ON T AC TS W I TH R A D AR
1. Ensure that you are at radar depth (17 meters) or shallower and
moving at 8 knots or less if the sail is submerged. (The sail may broach
if you order a depth shallower than 17 meters.)
2. Click RAISE in the lower right of the station to raise the mast. The
READY light glows when the radar mast is extended and radiating.
3. Set Range Scale as desired and turn on Range Rings in the upper right
of the station if desired.
5. Click MARK to send the contacts bearing and range to TMA and the
Nav Map.
Section 10: Kilo Stations 10-23
E L E C TR O NI C S U PP OR T M E AS U R E S (ESM)
The ESM mast is designed for the passive detection of radar emissions.
This sensor detects any platform in your area that is employing radar.
Because you must have the ESM mast exposed, you make your ship
vulnerable to detection when using ESM.
The ESM sensor provides a bearing to detected contacts. The ships
computer analyses the detected transmission and compares it to those in
its database thus providing the class of the transmitting platform.
2. Click the ESM ANTENNA switch to the ON position to raise the mast.
When the triangular cursor appears in the ESM Display, the ESM is in
detection mode. Contacts appear as lines emanating from the center of
the display on a specific bearing.
4. Take note of the intensity of the contact on the ESM Display and the
number of ESM Signal Strength Indicator lights that are lit. A strong
signal can indicate that the contact is relatively close. (Green indicates
a weaker signal, red a strong one.)
R A D I O R O OM
The lower portion of the Radio/ESM console represents the Radio Room.
Here messages containing important intelligence and tasking information
are received and contact positions are downloaded from any platforms in
the area that are part of your Link network. (The link is modeled for all
controllable platforms in S.C.S. Dangerous Waters. Any platforms on
Ownside are part of your Link.)
When your submarine starts a mission submerged, you see no Link data on
the Nav Map even though Show Link Data is on by default. To determine if
there are Ownside platforms (members of the Link) in your area you must
come to communications depth (comms depth) and follow the steps below.
When Link information is downloaded any surface and air Link participants
and any contacts they have detected appear on the Nav Map. You may
never see the symbol for any submerged Link participant that is in the
mission.
1. Select either the floating wire antenna or the radio antenna mast to
receive the message.
Radio Mast: Take the ship to 19 meters and set ship speed to 8 knots
or less when the sail is submerged to avoid damaging the mast when it
Section 10: Kilo Stations 10-25
is raised. When the depth and speed prerequisites are met, click
RAISE under Radio Antenna to extend the radio mast.
Streaming Wire: You do not have to come to comms depth but it helps
to be fairly near the surface. Set ships speed to 18 knots or less to
avoid damaging the wire. Slower speeds allow the wire to float up more
quickly. If speed exceeds 5 knots, the wire may never reach the
surface of the water. Make sure the wire is streamed to at least half of
its length in order to ensure message reception. In the Streaming Wire
panel click STREAM. The readout below the switch indicates the length
of the wire that is currently deployed. Click STOP when the desired
length has been deployed.
3. Look at the Nav Map if you are waiting for Link Data to determine when
the information has been downloaded.
Single player mode: If another Ownside platform in the mission is
both must be at comms depth with the radio mast extended at the
same time before you will see each other. If you have your radio
mast extended and he has his floating wire out, he will see you but
you will not see him. The radio mast is needed to transmit position
data.
4. After the desired information has been received, click LOWER to lower
the Radio Mast or RETRIEVE to retrieve the streaming wire.
9 Note: Radio message text also appears in the Radio History Window
on the Task Bar. When a new message is received, the radio history
selection button (the green square) on the Task Bar flashes until the
button is selected. You can raise and lower the radio mast from the
Task Bars Orders Menu from any screen provided you are at a safe
depth and speed.
1. Come to comms depth (19 meters) and raise the radio antenna.
2. From the Nav Map, select the contact you want to promote. From its
Contact Menu (right-click menu) classify the contact as surface or
subsurface if known and apply any alliance or class information that
you have to the contact.
4. From the Contact Menu select Promote to Link. In the DDI a new field
appears labeled Promoted. This field displays the time in the mission
at which you promoted the contact to the Link.
The contacts symbol appears on the Nav Map of any players in a
multiplayer game that are part of Ownside and have access to the Link.
A 4-digit track ID is assigned based on your Platform ID. This 4-digit
number is seen in parentheses following the time of promotion in the
Promoted field. In single player games, AI platforms attack contacts
that you have promoted as hostile. The AI investigates contacts
promoted as Unknown. See Navigation Station/2D Navigation
Map/Contact Menu/Promoting a Contact to Link for more information.
9 Note: If the only other player in your Link is a submarine, you must
both be at comms depth with your Radio Masts extended in order to
share data across the link.
K IL O O W N S H I P /O R DE R S M E NU S
Click the Ownship NTDS symbol on the Nav Map to select it, then right-click
on the selected symbol to display the Ownship Menu. The majority of the
functionality contained in the Ownship Menu is also contained in the Orders
Menu. These are described in Kilo Stations/ Task Bar/Orders Menu earlier
in this section. The rest of the Ownship options require the use of the Nav
Map. These are the same across platforms and are described in Navigation
Section 10: Kilo Stations 10-27
K IL O C O N T AC T M E NU
The Contact Menu appears whenever you right-click on a selected contacts
NTDS symbol. Most Contact Menu items are the same across platforms
and these are covered in Navigation Station/2D Navigation Map/Contact
Menu. Several options are unique to the subs in S.C.S. Dangerous
Waters.
Engage With: The weapons you see in the Engage With option are
described in the Kilo Stations/Kilo Fire Control Suite/ Kilo Tactical Weapons
and Kilo Strategic Weapons portions of this section. Only weapons
appropriate to the selected target are available. Others are greyed out.
Spec Ops: This option is only visible when the mission designer has
included the Deep Submergence Rescue Vehicle or a Special Forces team
in the mission. It displays a submenu of Special Operations. Follow tasking
messages in the mission for specifics on deploying the special ops units in
the game. (The Kilo is given the Russian DSRV for gameplay purposes.)
Deploy DSRV: Select this option to Deploy the Deep Submergence
Rescue Vehicle to travel to the selected contact. This option is only
selectable when the following conditions are met:
The DSRV is present on the subs hull. (The DSRV is only
Deploy Special Forces: This menu is greyed out until speed and
depth requirements are met. It is available only in the Contact Menu
only under these conditions:
The selected contact is a surface ship or landbased target
knots or less.
by clicking one of the navigation buttons at the bottom right of the Kilos Fire
Control Stations. Target Display is seen as default at game start.
Launch Panel
Target Display
Weapons Inventory
K IL O F I R E C ON TR OL T AR GE T D I S PL AY
The Kilo Target Display consists of the Fire Control map, the Target
Selection List, the Tube Selection Panel and the Map Control Panel. These
areas are described here. See Kilo Stations/Kilo Fire Control Suite/Basic
Launch Procedures for information on how to use the displays and panels
to launch weapons, mines and countermeasures.
Fire Control Map
are only available if you have first downloaded Link data. Link contact
positions are not updated once you lose radio contact. See Kilo
Stations/Kilo ESM/Radio Station.
9 Note: If Show Truth is ON, no Contact IDs appear in the Target
Selection List. Only Snapshots (bearing only) can be assigned to a
weapon.
Link Contacts: Link contact IDs and Link participant IDs appear in the
Target Selection list when Show Link Data is ON.
K IL O F I R E C ON TR OL L AU NC H P A NE L
From the Launch Panel weapons selected in the Target Display are
launched. Prior to launching a weapon the tube must be flooded, the
pressure equalized and the muzzle door opened. Once these steps have
been completed, the weapon can be fired. Once the launch procedure is
initiated for a tube, the name of the weapon in the window is greyed out and
the weapon cannot be changed until the launch procedure is halted and the
steps reversed.
5. Click FIRE to lift the cover; click again to fire the weapon.
9 Note: If you have not yet assigned a target to the tube, the FIRE
button is disabled and the tube number does not illuminate. Once a
target is assigned in the Target Display the tube number illuminates
and the FIRE button is enabled.
muzzle doors must be closed and the tube re-pressurized and drained
allowing a different weapon to be loaded.
BClick the buttons in the reverse order (M then E then F) to prepare
the tube for reload. The button flashes and goes dark indicating
the next button can be clicked. Reload the tube as described
below.
2. Click FIRE to open the cover, and click again to fire the
countermeasure.
T AR G ET I N G S E A C O N T AC TS
1. To assign a contact to a tube, select the desired Contact ID from the
Target Selection List or click a contact symbol on the Fire Control map
to automatically select it in the list.
To send a weapon down a specific line of bearing, select Snapshot
3. Click P below a tube number to display the presets for the weapon. For
information on all presets see Kilo Stations/Kilo Fire Control Suite/Kilo
Weapon Presets.
If your Fire Control Auto Crewman is on, he enters the presets for
you.
For a Snapshot, enter the desired LOB along with other desired
presets.
4. When presets are entered click the Launch Panel icon and initiate the
launch procedure for the desired tube. See Kilo Stations/Kilo Fire
Control Suite/Kilo Fire Control Launch Panel/Basic Launch Procedures.
A TT AC KI N G L A ND T AR GE TS
Only the Chinese Improved Kilo Hull 368 is capable of firing the 3M-14E
Klub Land Attack Missile. To attack a land target from Fire Control, the
latitude and longitude coordinates of the site must be fed into the fire control
system and a series of waypoints defined for the missile to follow. The
coordinates are usually defined in a tasking message.
3. Click DEFINE TARGET WAYPOINTS then click the Fire Control map
to place four weapon waypoints. The number next to the last waypoint
indicates the tube number.
BClick a waypoint to enter exact coordinates in the Latitude and
Longitude presets or click and drag the waypoint to the desired
location. Watch the latitude and longitude readout in the lower left
corner of the Fire Control map as you drag the waypoint to
determine its current location.
The outermost waypoint should be placed at the exact latitude and
4. Set the destruct range for the missile. This is the range at which the
missile will self-destruct if it has not encountered a target.
5. Initiate the launch procedure for the tube in the Launch Panel.
9 Note: Land sites with Link Contact IDs can be targeted from the Nav
screen using the Contact Menus Engage With command.
LAYING
MINEFIELD
1. Check your tasking or determine the exact latitude and longitude for
each mine to be placed.
2. Determine which tube will fire the mine destined for each specific
location. From the Launch Panel, load the desired tubes with mines.
3. In the Target Display Panel select each tube individually and place a
waypoint for that mine to follow. Click P then click DEFINE TARGET
WAYPOINT and click the Fire Control map to place the waypoint.
4. Select the waypoint and drag it to the desired location using the lat/long
readout at the bottom of the Fire Control map. You can also enter the
desired latitude and longitude in the waypoint presets.
The waypoint presets appear below the Define Target Waypoint button
5. After firing the mine, reload the tube with a new mine or weapon.
D E PL OY I N G
AN D
W I R E -G U I DI N G UUV S
1. Set Ownship speed to 4 knots or less. Do not launch the UUV until that
speed has been achieved.
2. To launch a UUV to a depth other than Ownship depth, first select the
tube containing the UUV in the Target Display and click P to display its
presets.
3. Click the checkmark to deselect Use OS Depth and display the Depth
preset. Click a digit to increment its value. Right-click to decrease the
value.
4. Select the desired tube in the Launch Panel and initiate the launch
procedure as for a torpedo. (Only tubes 5 and 6 can launch UUVs
since they require wire guidance.)
5. From the Target Display click W below the tube that fired the UUV to
display the wire guide controls.
If a UUV is in a tube it can be launched from the Orders or Ownship
Menus using the Fire Tube command without visiting the Fire Control
Station. It will be launched at Ownships depth.
Section 10: Kilo Stations 10-36
2. Click the Ordered Course arrows to adjust the course of the UUV.
Passive sonar mode is on by default when a UUV is launched but
active sonar mode can be enabled at any time as long as the wire
is still attached and the 30-minute battery is functioning. Be aware
that capable ships and subs in the area can detect UUV active
sonar. However, active sonar may be necessary when traversing a
minefield. Follow these steps to enable UUV active sonar.
UUV Returns
Sonar returns from the UUV are automatically assigned a Contact ID and
can be found in the TMA SELECTED TRACK drop-down list and on the
Nav and Fire Control maps. UUV sonar returns do not show up on any of
the screens of the Sonar Suite although the UUV itself displays as a contact
in Broadband and Narrowband Sonar. Depending on its course, the UUV
may provide returns on Ownship.
A contact detected by a UUV in passive mode appears on the Nav Map
K IL O W E A P ON I N VE N T OR Y S T AT I O N
The Weapon Inventory simply displays the current type and number of
weapons on board your sub. No interaction is possible. The total of
available weapons is updated as weapons and countermeasures are
dispensed.
K IL O T AC T IC AL W E A P O NS
Kilos in S.C.S. - Dangerous Waters have been assigned weapons capable
of targeting surface ships, submarines and land targets. The Kilos also
carry a shoulder SAM launcher for targeting helicopters and low flying
maritime patrol aircraft. Available weapons are described briefly below. The
Kilo loadouts vary by country and Hulls.
passive acoustic modes and can wake home. It has a warhead of 205 kg
(452 lb), can travel at speeds up to 40 knots, and has a maximum range of
20 km (10.8 nm.)
SA-N-5 Grail SAM (All Kilo 877 hulls): The shoulder-launched version of
this weapon is modeled in S.C.S. - Dangerous Waters. The Grail has a
maximum speed of 972 knots (1,800 km/h), can reach a maximum altitude
of 7,800 ft (2,377 m) and has a maximum range 4.4 km (2.4 nm). (Press
[F9] when the Kilo is surfaced to access the SAM launcher.)
Klub-S Series: Carried by the Chinese Improved Kilo Hull 368 only. These
weapons are also seen in the game as the SS-N-27 series missiles carried
by the Russian Akulas.
9 Note: to successfully launch any of the Klub weapons Ownship
depth must be at 100 meters or less and speed must be at 6 knots or
less.
3M-54E ASCM: This missile resembles the American TASM. It has a
range of 220 km (119 nm), is low flying and has a warhead of 200 kg.
(Equivalent to SS-N-27 ASM.)
91RE1 ASW: In S.C.S. - Dangerous Waters this antisubmarine
weapon drops a Type 40 torpedo that enables as soon as it enters the
water. The missile has a range of 19 nm; the torpedo has a maximum
speed of 65 knots, a range of 13 km (7 nm) and a 150 kg warhead.
(Equivalent to SS-N-27 ASW.)
3M-14E LAM (Land Attack Missile): This weapon resembles the
American Tomahawk. It has a ballistic trajectory and a range of 162 nm
and carries a 400 kg warhead. This weapon is added for gameplay. It
is not known if the land attack version of this weapon has been
exported to China. (Equivalent to SS-N-27 LAM.)
K IL O S TR A TE G IC W E A P ON S
Mines
Mobile Mine: The Kilos mobile mine is a modified version of the 53-65K
torpedo. Launched via a 53 cm torpedo tube it can travel up to 18.5 km (10
nm) after leaving the ship. The mobile mine is effective in depths from 4
150 meters and has a 450 kg warhead.
K IL O C OU N TE R M E ASU RES
Countermeasures are defensive weapons used to prevent an enemys
torpedo from destroying your sub. The Kilo carries Active and Passive
torpedo decoys that can be launched from the Fire Control Launch Panel,
or via the Ownship or Orders Menus Countermeasure option.
Passive Decoy: Used against passive homing torpedoes, this decoy emits
sound (noise) across a broad spectrum of frequencies in an attempt to
deceive the torpedo into homing in on the decoy.
K IL O W E A P ON P R E S E T S
Presets are instructions that tell a weapon or UUV what to do. All presets
are presented here alphabetically by weapon type. Not all weapons are
available on every Kilo. See Kilo Stations/Kilo Fire Control Suite/Kilo
Tactical Weapons for information on which weapons are carried on each
class of Kilo.
Mine Presets
Mobile Mine
Mines display the following presets:
Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then
click the Fire Control map to place a single waypoint.
Latitude/Longitude: Click the waypoint to display presets for setting
the precise latitude and longitude for the waypoint. These coordinates
define the final destination of the mine. Click the digits in the preset
panel to set the desired value. You can also click a waypoint and drag
it to the desired location. Watch the Latitude/Longitude readout in the
lower left of the Fire Control map when dragging a waypoint to
determine the waypoints current location.
Missile-Torpedo Presets
SS-N-15 Starfish and 91RE1 ASW Missile
Snapshot Bearing (deg): The weapon is fired on the bearing entered
here. This preset only appears if Snapshot is assigned to the tube
from the Target drop-down list.
Run To Enable: Sets the distance (in meters) at which the missile
drops its torpedo payload. The torpedo falls to the water and enables at
once.
Torpedo Presets
53-65K, (53-65KE), SET-53ME, Test-71, (Test-71ME, Test-71MENK), USET-80
The following presets are available for torpedoes:
Snapshot Bearing (deg): The weapon is fired on the bearing entered
here. (This preset only appears if Snapshot is assigned to the tube
from the Target drop-down list.)
Depth: Set the depth at which the weapon travels.
Ceiling: Set the depth above which the weapon does not travel.
Floor: Set the depth below which the weapon does not travel.
Acoustic: Chose Active or Passive sonar mode. Active mode
transmits active pings and follows the returns. In passive mode the
weapon does a passive sonar search.
UUV Presets
Use OS Depth: Set the depth at which the UUV travels to that of
Ownship. Use Os Depth is selected by default. Deselect the option to
display the Depth option.
Depth: Enter the desired depth for the UUV to travel. Click a digit to
increment the value. Right-click to decrease the value.
K IL O TMA S TA TI O N C OM P O NE N TS
As with all TMA stations in controllable submarines, the Kilos TMA station
is composed or several distinct areas: The TMA board, the View Controls
and Cursor Readouts, the Track Selection Area, Trial Solution Area and the
Solution Area. These areas are described briefly below. See Training/TMA
Basics for additional information about these areas.
TMA Board
White
Blue
Active sonar:
Green
Active Intercept:
Yellow
Periscope or ESM:
Red
Radar:
Yellow
White
Green
Ruler Handle
Course Direction Arrowhead
speed: the longer the ruler, the faster the estimated speed.
The distance of the ruler from the Ownship marker represents the
arrays update every two minutes while radar and continuous active
sonar update with every sweep or ping.) The mark at the end of the
ruler represents the initial or oldest information.
Section 10: Kilo Stations 10-44
The estimated current bearing of the contact is a point just ahead of the
SPLIT: Click button to split the merged (M) contact selected in the
SELECTED TRACK drop-down list into its two original contact
components.
DROP: Click to permanently drops the contact selected in the Selected
Merge: Click to merge the contact selected in the Selected Track dropdown list with the contact selected in the Merge Track drop-down list.
MERGED TRACK: This dropdown lists all contacts except the contact
selected in the SELECTED TRACK drop-down list.
display zeros until you have clicked ENTER SOLUTION in the TMA
Solution Input Area.
BTo change the solution in use by the system for the selected
contact, alter the ruler to the desired position on the TMA board or
enter numbers directly into the trial solution area fields, then click
the ENTER SOLUTION button again.
TMA
ON
R A DA R , A C TI VE S O N AR , V ISU AL C O N T AC T S
the bearing line indicates the targets range at time the contact was
marked.
3. Adjust the view on the TMA Board to get a clear view of the ruler and
the range triangle.
BMove the ruler to the location of the range triangle, click the red
button at the center of the display control arrows to center the ruler
in the TMA Board, and then click the zoom buttons to better adjust
the view. If you lose site of the ruler, zoom all the way out or click
the red center on ruler button again.
4. Drag the arrowhead or tail of the ruler to adjust the tick marks along the
bearing lines until the dots line up in the dot stack indicating a good
solution.
5. Click the ENTER SOLUTION button to send the trial solution to the Fire
Control system.
TMA
ON
P AS SI V E S O N AR
AND
ESM
C O NT A C TS
the ruler to see it at that speed. You can also set the speed to 10
knots or more temporarily. This will expand the ruler and reveal the
handle.
that value directly into the Range field then lock the field. That
keeps you from dragging the ruler to a different range.
BTo lock a field, click the red button associated with the field. Lock
buttons are located to the right of each trial solution label. These
buttons are lit when the field is locked.
Trial Solution Area
Lock field
4. Adjust the ruler on the display until the tick marks align well with the
contact bearing lines and the dots appear to line up along the
centerline of the dot stack.
BClick the handle in the middle of the ruler to drag the entire ruler.
BClick and drag on either end of the ruler to move just that end or to
adjust the length of the ruler.
5. When a good match between the tick marks, the bearing lines and the
dot stack has been achieved, click ENTER SOLUTION to send this
information to the Fire Control system. The system tracks the
estimated position of the contact based on this system solution and
uses that estimated location when targeting the contact.
The entered system solution displays in the SOLUTION panel at
the lower right of the TMA station. To update the contacts system
Section 10: Kilo Stations 10-49
consider the fact that the contact itself may have changed course
and/or speed (a contact zig.) Attempt to achieve a better fit of the
ruler by disregarding some of the earlier bearing lines and looking
only at recent bearings.
1. Click the SELECTED TRACK drop-down and select the one of the
contacts to be merged.
TMA
ON
UUV S E NS O R C O NT AC TS
To Stadimeter Station
D ET EC TI N G C O N T AC T S
WITH THE
P ER ISC O PE
2. Click on the right side of the RAISE switch to raise the periscope.
3. Rotate the periscope to look for contacts. Click the grey arrows on the
left and right periscope handles, or click and drag in the periscope view
to rotate the periscope 360.
4. Make use of the periscopes ESM sensor as you rotate the scope. This
sensor can alert you to the presence of a contact before you can see it
in the periscope view. The ESM indicator light flashes when a radar
emitter is detected. The intensity of the associated sound is an
indication of the strength of the signal.
5. Zoom and adjust your view. Center the view on the contact of interest.
Zoom in and adjust the elevation as needed.
Section 10: Kilo Stations 10-51
BClick the upper half of the Zoom crank to zoom in. Click the lower
half of the crank to zoom out.
BClick the upper half of the Elevation crank to lower the elevation.
Click the lower half to raise it.
7. Center the contact in the middle of the periscope view. Align the
horizontal line with the waterline before you take the picture. Click the
PHOTO button to send a photo of the contact to the Stadimeter.
K IL O S T A DI M E T E R S T A TI O N
The Stadimeter Station is accessible only from the Periscope Station by
clicking the Stadimeter icon button. The Stadimeter is used to manipulate a
photo of a contact taken through the periscope to determine the contacts
range. The Stadimeter can also be used to compare the photo to the ships
database of ship silhouettes to determine its class and course.
Click and drag to manipulate photo
Class of Silhouette
To Periscope Station
contact are can be selected one at a time and their silhouettes viewed
and rotated in the Silhouette Window.
3. Click the right and left facing arrows on either side of the COUNTRY
and CLASSIFICATION fields to display ship silhouettes for classes of
Section 10: Kilo Stations 10-52
6. If the contact has a port aspect, add the number in the AOB window to
the reciprocal. If the contact has a starboard aspect, subtract the
number in the AOB window from the reciprocal.
7. If the resulting number is greater than zero and less than 360, this
number is a good approximation of the course of the contact.
If the number is greater that 360, subtract 360. The resulting number
3. Rotate the silhouette model by clicking the A.O.B. arrows. Click the
Zoom buttons to alter the size of the silhouette in the window. When a
match is determined, leave the selected name in the
CLASSIFICATION field.
4. Click the side of the photo containing the contacts highest mast and
drag that side of the photo such that the top of the highest mast is even
with the waterline on the other half of the photo. The estimated range
to the ship is displayed in the Range readout.
5. Click MARK. This sends the contacts bearing and range to TMA and
the Nav Map.
The class name showing in the Stadimeter CLASSIFICATION field
Free Look
Binoculars
Free Look: The default view in the Sail Bridge provides a 360q naked-eye
view of the area. Click and drag to pan the view.
Binoculars: Zoom to 8X by clicking the thumb wheel at the top of the
screen. Click and drag to pan the view. VISUAL mode is selected by
default. LLTV mode is available for night vision.
SAM Launcher: The Kilos carry either an SA-N-5 Grail Launcher or an SAN-8 Gremlin SAM launcher to attack helicopters and low flying airplanes.
The SAM launcher view provides a first-person shooter aspect to engage
aircraft within range:
SA-N-5 Grail: Max Range: 4.4 km (2.4 nm); Max Altitude: 7,800 ft (2,377 m)
SA-N-8 Gremlin: Max Range: 4.7 km (2.5 nm); Max Altitude: 11,500 ft
(3,505 m)
L AU NC H I N G S U R F AC E
TO
AIR MISSILES
9 Note: If you submerge the ship or heavy seas submerge the sail for
long periods of time, the view moves to the Nav Map. The Sail
Bridge is not accessible until the ship resurfaces.
K ILO A UTOCREW
The Kilo has five Autocrew who perform parts of or all tasks at given
stations. The Autocrew available on the Kilo are described below.
K IL O B R O AD B AN D /N AR R O W B A N D S O N AR A U T OC R E W
When ON, the Broadband/Narrowband Autocrew searches Narrowband for
contacts. Because they share trackers, contacts marked in Narrowband
also display in Broadband. He also assigns trackers, classifies all marked
contacts in Narrowband and assigns a Low, Medium, or High level of
confidence in his classification. The level of confidence displays in the
Navigation Stations DDI and above the 3D model when that contact is
selected.
Low level of Confidence: Crewman has narrowed the possible
classes to 4 or more and picks one at random.
Medium Level of Confidence: Crewman has narrowed the possible
classes to 2 or 3 and picks one at random.
High Level of Confidence: Crewman has narrowed the possible
classes to one.
When the Broadband/Narrowband Autocrew is ON you can still mark
contacts yourself and select different arrays and contacts for the crewman
to analyze.
On the Nav Map: Each contact marked by your Sonar Auto Crewman
K IL O S O N A R A C TI V E I NT ERC E PT A U T OC R E W
When ON this Autocrew marks all contacts detected in Active Intercept.
You have no additional responsibilities in this station when Active Intercept
Autocrew is on. The Autocrew does not prevent you from marking contacts.
R A D AR A U TOC R E W
You must raise and lower the radar mast. When ON, your Radar Auto
Crewman performs the following task as long as the radar is on:
Marks contacts and re-marks them every minute that the contact can
F I R E C O N TR OL A U T O C R E W M A N
When ON the Fire Control Autocrew performs the following duties:
Uses information sent from the TMA station to establish presets for the
and fire the weapon from the Fire Control Launch Panel or by using the
Contact Menus Engage With command from the Nav Map. Your Fire
Control Autocrew uses the contacts classification when determining
presets. If you classify a contact as a surface ship when in actuality it is
a submarine, your Auto Crewman enters presets appropriate for a
surface ship.
9 Note: When the Fire Control Autocrew is ON you can set only
Snapshot bearings and place waypoints in the presets. All other
presets are greyed out.
K IL O TMA A U TOC R E W
Accurate TMA takes time. Your TMA Auto Crewman requires data from
several sensors and/or a change in Ownships course to generate an
accurate firing solution. When ON, the TMA Autocrew performs the
following duties:
Uses information reported from all sensors to determine a firing
solution. This solution is his best estimate of the course, bearing, range
and speed of a contact.
Merges contacts that represent the same track reported by different
sensors.
Keeps track of the movement of each contact and updates the solution
on the Nav and Fire Control Maps with every new sensor input. The
solution is updated immediately with his best guess whenever a
contact is selected from the drop-down list in the TMA station.
Section 10: Kilo Stations 10-56
Once the Autocrew enters a solution for a contact, the contact then
6(&7,21
$.8/$67$7,216
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A KULA T ASK B AR
The Task Bar for all submarines functions the same. Differences are
cosmetic. The Akula Task Bar appears below.
Stations Menu
Damage Report
Orders Menu
Course Shortcut
OS Depth
Speed Shortcut
A K U L A S T A TI O NS M E N U
Click the Stations Menu button to expand the selection menu. Select an
icon to jump to that station or use the appropriate function key.
Ship Control [F1]
Radar [F3]
Radio-ESM [F4]
Nav [F5]
TMA [F7]
11-5
A K U L A O R DE R S M E NU
Navigate: Select various navigation orders.
Set Depth: Displays a menu orders of depth shortcuts
Surface: Orders a normal surfacing of the sub.
Go to PD: Orders OS to Periscope Depth (20 meters).
Go Shallow: Orders a depth of 51 meters.
Go Deep: Orders a depth of 442 meters.
Go to Snorkel Depth: Orders a depth of 18 meters.
Change Speed: Change Speed: Displays a submenu of engine order
shortcuts. Given no strong currents in the area, selecting one of the
following commands results in the indicated speed:
All Ahead Flank: Maximum speed for platform (Max submerged
speed: Akula-I Improved: 33 knots; Akula-II 35 knots)
All Ahead Full: 20 knots.
Ahead Standard: 15 knots.
Ahead 2/3: 10 knots.
Ahead 1/3: 5 knots.
All Stop: Orders OS to a full stop.
Back 1/3: 4 knots in reverse.
Back 2/3: 8 knots in reverse.
All Back Full: 12 knots in reverse.
All Back Emergency: 16 knots in reverse.
Arrays/Wires: Displays a submenu permitting you stream, retrieve or stop
the winch deploying the Towed Array and the Floating Wire.
Masts and Antennas: Raise masts individually or lower all at once. Raising
the masts while submerged can damage them if OS speed exceeds 8-10
knots. See Appendix C: Submarine Max & Mins for information on safe
speeds for extending each mast while submerged. The Snorkel Mast is only
available when at snorkel depth (18 meters) or shallower. Raising the mast
initiates ventilation. The ventilation process is secured from this menu or
from the Ship Control Station via the VENT button, automatically lowering
the mast.
Autocrew: Displays a submenu of Autocrew options. Selecting an option
toggles its state. A checkmark indicates that the Autocrew is ON. See Akula
Stations/Akula Autocrew for a full description of Autocrew functionality.
Fire Tube: This menu option only appears when there is a weapon loaded
in a tube and ready to shoot. Weapons are loaded in the Fire Control
Launch Panel and presets determined in the Fire Control Target Display.
11-6
D A M A GE R E P OR T W I N D OW
Lists damage to any station. The text scrolls as necessary. When a station
has damage, the damage indicator in the upper right of a station slides out
to reveal a wrench. When the wrench is present on a screen, check the
Damage Report Window for more specific information on the time required
to repair the damage or notification that the damage cannot be repaired. Be
aware that parts or all of a station will not work when damage has occurred.
BClick the wrench button in the Task Bar to open/close the window.
H I S T OR Y W I ND O W
Displays the type of history selected by buttons to the left of the window.
The newest report appears at the bottom of the scrolling list.
History Selection Buttons: A lit button indicates the currently selected
History type. If there is a new message in any other window, that windows
selection button flashes until that button is selected.
Crew Report History: Lists all orders as acknowledged by crewmembers.
Radio Traffic History: Lists all radio messages received.
Multiplayer Chat History: Displays a history of multiplayer chat messages.
M A N E U V E R S H OR TC U T S
AND
G A M E R E AD OU TS
11-7
BClick the numbers in the Time display to pause the game. Click
PAUSED in the time display to restart the game.
T I M E C OM PR ES SI O N S C AL E
In addition to real time, S.C.S. - Dangerous Waters supports four levels of
time compression. The time scale displays in the far right of the Task Bar. A
stack of colored bars represents the level of time compression.
At real time, a single green bar is displayed.
At twice real time a lime (yellow/green) bar appears above the green
bar.
At four times real time a yellow bar is added to the stack.
At eight times real time an orange bar is added.
At up to sixteen times real time (depending on system capability) a red
11-8
TOWED ARRAY: The Akula has one towed sonar array. The length of the
array currently deployed is displayed in the LENGTH readout. The Akulas
towed array is fully deployed at 304 meters (approximately 1000 feet).
BClick STREAM to deploy the towed array. Click OFF to stop
streaming. Click RETRIEVE to retrieve the towed array.
MBT VENTS: When on the surface, click OPEN to open the main ballast
tank vents and submerge the ship. The vents close automatically once the
ship is submerged and cannot be opened again until the ship has
resurfaced.
9 Note: The sub dives/surfaces automatically when an appropriate
depth change is ordered by means of the taskbar depth shortcut, the
ORDERED DEPTH window from the Ship Control Station, or by
means of an Orders Menu Navigate>Set Depth option. It is not
necessary to manually open the MBT Vents.
COURSE: On this Course Indicator, the red needle indicates current
course. The grey needle indicates ordered course.
BClick the desired heading on the Course Indicator to order that
course.
ENGINE ORDER: The Engine Order Telegraph orders engine speed. See
Akula Stations/Task Bar/Orders Menu for more information. Flank
(maximum) speed for the Improved Akula-I is modeled at 33 knots. Flank
Speed for the Akula-II is modeled at 35 knots.
BClick the desired option to order that Engine Speed.
DEPTH: Actual and ordered depth is shown here in meters.
BRight/left click the digits in the ORDERED field to order a new
depth.
SPEED: Actual and ordered speed is shown here in knots.
BRight/left click the digits in the ORDERED field to order a new
speed.
PLANES: The bow and stern planes and the rudder move automatically
when you change depth but you can control the Rudder if you so desire.
BClick the desired number in the Rudder Indicator to order a Rudder
change. The grey needle indicates the ordered rudder position.
Orange the actual position.
BClick 0 in the Rudder indicator or click in the Course indicator to
reset the rudder.
9 Note: The ship will eventually turn in a circle if you do not reset the
rudder to zero or order a specific course.
SOUNDING: This readout shows the depth under the keel in meters.
11-9
Broadband
Narrowband
DEMON
Active Sonar
Active Intercept
A K U L A B R O AD B AN D S O N AR S T A TI O N
The Broadband Sonar Station displays input from the cylindrical bow,
conformal and towed arrays. These inputs are used to detect and track
submarines and surface ships. Here trackers can be assigned to contacts
and they are given an alphanumeric Contact Designation or ID. Contact IDs
for all sonar contacts begin with the letter S. Trackers provide the TMA
station with updates on the contacts bearing at specified time intervals.
9 Note: UUV sonar contacts also have Sierra (S) designations, but
their data are not reported in the Sonar Suite. UUV returns are
available in TMA and on the Nav and Fire Control maps.
Selected Array
Cursor
toward the outer edge of the band; the stronger the signal, the taller the
spike.
Clicking inside a specific band selects that array. The outer edge of that
band brightens and enlarges slightly indicating that the band and the array it
displays are selected and the name of the selected array appears in the
Array window.
On the SSAZ Display, a thin line extending from the center to the outer
edge represents Ownship. The line ends with an arrow indicating the
direction Ownships stern is pointing.
Each sensor display has its own cursor. A cursor appears as a short line
extending into the array from each arrays outer edge. Click inside the array
to move the cursor to that location on that arrays bearing indicator or click
the cursor and drag it to a new location. The cursor is used to identify the
contact you want to mark.
Ship speed greatly interferes with the ability of the Akulas sensors to detect
and display contacts. Excessive speed results in the inability to detect any
contacts at all. Only background noise is visible and that appears as a thick,
jagged band at the outer edges of each array.
Assigning Trackers
1. Click inside the desired circle to select that array. Outer ring: Cylindrical
array, Middle ring: Towed array, Inner ring: Conformal array.
3. Click a spike extending toward the outer edge of the selected array.
4. Click TRACK ASSIGN to designate the target and assign a tracker. (If
the signal is faint, you may have to click more than once.)
A tracker letter is placed below the spike. Four trackers are available
deployed. If the towed array is not already deployed at mission start, stream
it from the Ship Control Station [F1] or from the Task Bars Orders Menu
using the Arrays/Wires option.
Because of the physics of the towed array construction, an ambiguous
contact, a mirror image of each true contact, appears on the display along
with the true contact. If you have a contact at a bearing on your bow array,
you can be fairly certain a contact at the same or nearly the same bearing
on your towed array display is on the contacts actual bearing.
If the contact is not visible on another array, changing the course of
Ownship allows you to determine which bearing is the actual and which is
its mirror image on the display. After you maneuver, one contact remains at
a consistent bearing and one appears to move in the display. The contacts
actual bearing is that of the contact that remains constant.
9 Note: 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.
TRACK ID: Displays the Track ID of the contact at the location of the cursor
if it has been assigned an ID or the ID of the tracker selected when Cycle
Contacts is clicked.
ASSIGN TRACK: When the cursor is on a contact in the selected array,
click this button to assign a tracker to the contact and send all sonar
information to TMA.
Sonar Navigation Slider: Click the appropriate icon to move the slider and
switch your view to that Sonar Station.
A K U L A N AR R OW B A ND S O NA R
Each ship class has a unique sound frequency signature. The Narrowband
function is used to classify sonar contacts by comparing the frequency
signature of the selected contact against a database of known frequency
signatures. The ships computer narrows your search by presenting only
those signatures that have similarities to the signature of the selected
contact.
Selection Overlay
The Selection Overlay wedge acts as a cursor for selecting and designating
contacts and for displaying the sound signature profiles of ships or weapons
with similar signatures. An imaginary line through the exact center of the
wedge is the precise bearing indicator and its position on the circular
display is seen in the OVERLAY BEARING window.
The Selection Overlay is divided into thee parts or wedges. The center
wedge is used to select contacts.
BClick on a signal dot or line to select it. Clicking on a contact or any
part of the FRAZ display centers the Selection Overlay on that
contact or position.
When a contact is selected, the outer wedges display the sound signature
for whatever ship class or weapon is selected in the Classification window.
When no contact is selected nothing appears in the outer wedges.
Selection Overlay
3. Click Mark. You may have to click several times if the signal is weak. A
tracker letter appears near the frequency line and the contacts
alphanumeric track ID appears in the Track ID window when the
frequency line is selected. The contact information is sent to the TMA
screen, Nav map and the Fire Control Station.
2. Adjust the Frequency Scale Dial to see distinct ranges more clearly.
3. Click the left and right facing arrows next to the CLASSIFICATION
window to select other ship profiles for comparison.
4. Click FILTER to narrow the search to the most likely profiles. (A red
ring around the filter button indicates it is on.) . When the filter is on,
only ships or weapons that have a profile similar to that of the selected
contact are available. All platforms and weapons in the game are
available for review if the filter is off.
5. Click MARK. Note the Track ID of the selected contact in the TRACK
ID window.
6. On the Nav Map, select the symbol of the Track ID that you just
identified in Narrowband. In the DDI the class name visible in the
Narrowband CLASSIFICATION window is now assigned to the contact
and the NTDS symbol on the map is appropriate for that category of
platform. You must still assign an ID (Friendly, Hostile, etc.)
BClick the FRAZ display to see the frequency at that location in the
display in the Cursor Frequency window.
OVERLAY BEARING: Displays the bearing at the end of an imaginary line
drawn through the exact center of the Selection Overlay.
TRACK ID: Selecting a frequency line that has been assigned a tracker
displays the alphanumeric designation for that contact in this window.
A K U L A DEMON S O N AR S TA T IO N
DEMON is an acronym for Demodulated Noise. The DEMON function is
used primarily to determine a contacts speed. This is important information
when establishing an accurate firing solution and once determined at the
DEMON Station the value can be entered in the speed field in the TMA trial
solution field.
The main component of the DEMON Station is the DEMON Waterfall
Display. The waterfall display separates the selected signal into
demodulated components. On the display, the horizontal axis represents
frequency and the vertical axis represents time. When a contact is selected
its signal appears as parallel vertical lines in the waterfall. The lines
represent sound generated by the contacts propellers.
Selected Tracker
4. Under DEMON DISPLAY click the round silver button associated with
the desired contact ID. A red ring around the button indicates that
button is selected.
9 Note: If the game is paused, no lines appear in the waterfall display.
5. If necessary, adjust the frequency to better view the signal. If the lines
in the display seem to blur together, switch to a lower frequency range.
If the lines run off the right edge of the display, increase the frequency
range. To adjust the frequency range, click the desired number on the
FREQ. SCALE Dial.
6. Determine the Turns Per Knot (TPK) for the known target. The TPK
information for all ships in the game can be found in the U.S. Naval
Institute Reference entry for the platform class.
9. When you have determined the speed of the contact, enter that speed
in the TMA field for the selected contact.
3. If necessary, adjust the frequency scale until the lines display clearly
and individually on the waterfall.
Use the following criteria to help categorize the selected contact:
Merchant Vessels/Tankers: Typically three or four blades; noisy;
often maintains predictable course.
Warships: Typically four or five-bladed propellers; quieter, smoother
sound than merchant ships; possibly unpredictable course changes.
Submarines: Five, six or seven-bladed propellers; very quiet when
submerged and at low speed; unpredictable course changes.
A K U L A A C T I VE S O NA R S T AT IO N
Active sonar should be used only when absolutely necessary since it
provides the enemy with a wealth of information. S.C.S. - Dangerous
Waters models medium and high frequency active sonar for all classes of
Akulas.
Bearing-Range Cursor
4. Click the HFAS Display to place a marker on the Nav Map for all
contacts detected by the sensor. No contact IDs are assigned to HFAS
contacts and no information is sent to TMA. The marks appear on the
Nav Map are useful for navigating a minefield.
9 Note: For information on using the HFAS Display for Under Ice
Operations see Akula Stations/Periscope-Stadimeter Stations/Akula
Ice Display.
A K U L A A C T I VE I NT ER C E P T S O N A R S T AT I O N
The circular Active Intercept Display alerts you to when another ship, sub,
dipping sonar or sonobuoy is transmitting an active sonar ping. It provides
the bearing of the transmitting entity as well as the frequency of the
detected emission, the age of the last signal and the strength of the signal.
Knowing the signal strength can assist you in determining the relative
proximity of the active sonar source.
When Active Intercept detects an active sonar ping, a line is seen on the
active intercept display on the bearing of the contact. The strength of the
signal is represented as a bank of colored lights directly below the display
that glow from green to red as the signal grows in strength.
In addition to the circular Active Intercept Display the Active Intercept
Station contains the following fields and buttons.
FREQUENCY (HZ): Displays the frequency of the intercepted signal.
(Active Sonar Frequencies for platforms and torpedoes as modeled in
S.C.S. Dangerous Waters can be found in the USNI Browser in the
SENSORS entry.)
BEARING (DEG): Displays the bearing of the intercepted signal.
INTERVAL (SEC): Displays the interval between the last two signals.
AGE (SEC): Displays the time in seconds since the last signal.
MARK: Assigned a Contact ID on the selected signal and sends the
bearing information to TMA. Each time MARK is clicked when the signal is
selected, the current bearing of that contact is sent to TMA, and the Nav
and Fire Control maps.
BClick the signal lines in the Active Intercept Display to select it,
then click MARK.
SIGNAL STRENGTH: Indicates the strength of the selected signal. Green
indicates a weaker signal, red a stronger one.
Active Intercept Display: A line from the center of the circular display to its
outer edge indicates the bearing of an intercepted signal. Thick lines
indicate strong contacts.
A K U L A SSP S O N AR S T AT I O N
The Sound Speed Profile (SSP) Station displays the speed at which sound
is transmitted at various water depths in the area around Ownship. Ocean
water typically forms distinct layers of density that can profoundly affect
sonar transmissions. Warmer, less dense water forms the upper surface
ductbelow this, temperatures fall off sharply and density increases. The
effect of this process is sound generated in one layer doesnt tend to
transmit easily to the other layer, and vice versa. At the beginning of any
mission, always check the depth at which the surface duct separates from
the lower thermal. (See Training/Sonar School/Underwater Sound
Propagation for more information on thermal layers.)
The Sound Speed Profile is created from information returned from an
Expendable Bathythermograph (XBT) probe. When launched, the probe
reports depth and sound speed information in both graph and table form.
BClick the XBT button. The previous results are cleared from the
display and the tablet when a new XBT is launched.
Updated information does not appear instantly on the screen. The XBT
A K U L A UUV S O N AR
In S.C.S. - Dangerous Waters all submarines are given Unmanned
Underwater Vehicles (UUVs). These UUVs act as remote sonar sensors.
Merging TMA bearing information provided by a remote sensor with data
from your ship sensors can provide a fairly accurate assessment of the
range to the contact. UUVs are particularly useful when navigating minefield
and can be operated in passive or active mode.
The UUV itself appears as a contact in the Broadband and Narrowband
Displays but UUV sonar returns are not viewed in the Sonar Suite. UUV
sonar contacts display on the Nav and Fire Control maps and in the TMA
station.
UUVs are launched from the Fire Control Station and are wire-guided like
torpedoes from there. See Akula Stations/Akula Fire Control
Suite/Deploying and Wire-Guiding UUVs for complete information.
M AR K I N G
C ON T AC TS W I TH R A D AR
1. Ensure that Ownship is at Radar Depth (19 meters) or less and moving
at 8 knots or less if the sail is submerged. (This is shallower than
periscope depth.)
2. Click RAISE in the lower right of the station to raise the mast. The
READY light glows when the radar mast is extended and radiating.
3. Set Range Scale as desired and turn on Range Rings in the upper right
of the station if desired.
5. Click MARK to send the contacts bearing and range to TMA and the
Nav Map.
9 Note: Radiating while the mast is submerged destroys the radar. Be
sure you are at 19 meters or less before raising the Radar mast.
E L E C TR O NI C S U PP OR T M E AS U R E S (ESM)
The ESM mast is designed for the passive detection of radar emissions.
This sensor detects any platform in your area that is employing radar.
Because you must have your ESM mast exposed, you make your ship
vulnerable to detection when using ESM.
The ESM sensor provides a bearing to detected contacts. The ships
computer analyzes the detected transmission and compares it to those in
its database thus providing the class of the transmitting platform.
2. Click the ESM ANTENNA switch to the RAISE position to raise the
mast. When the triangular cursor appears in the ESM Display, the ESM
is in detection mode. Contacts appear as lines emanating from the
center of the display on a specific bearing.
4. Take note of the intensity of the contact on the ESM Display and the
number of ESM Signal Strength Indicator lights that are lit. A strong
signal can indicate that the contact is relatively close. (Green indicates
a weaker signal, red a stronger one.)
R A D I O R O OM
The right side of the ESM-Radio console represents the Radio Room. Here
messages containing important intelligence and tasking information are
received and contact positions are downloaded from any platforms in the
area that are part of your Link network. (A Link network is modeled for all
controllable platforms in S.C.S. Dangerous Waters. Any platforms on your
current Ownside are part of your Link.)
When your submarine starts a mission submerged, you see no Link data on
the Nav Map even though Show Link Data is on by default. To determine if
there are Ownside platforms in your area follow the steps below. When Link
information is downloaded, any surface or air Link participants and any
contacts they have detected appear on the Nav Map. You may never see
the symbol for any submerged Link participant that is in the mission since
he must be at comms depth with his mast extended for you to see him.
detection. The floating wire receives messages far more slowly but you do
not need to expose a mast to receive messages.
1. Select either the floating wire antenna or the radio antenna mast to
receive the message.
Radio Mast: Take the ship to 20 meters or shallower and set ship
speed to 10 knots or less when the sail is submerged to avoid
damaging the mast when it is raised. When the depth and speed
prerequisites are met, click RAISE under Radio Antenna to extend the
radio mast.
Streaming Wire: You do not have to come to periscope depth but it
helps to be fairly near the surface. Set ships speed to 18 knots or less
to avoid damaging the wire. Slower speeds allow the wire to float up
more quickly. If speed exceeds 5 knots, the wire may never reach the
surface of the water. Make sure the wire is streamed to at least half of
its length in order to ensure message reception. In the Streaming Wire
panel click STREAM. The readout below the switch indicates the length
of the wire that is currently deployed. Click STOP when the desired
length has been deployed.
3. Look at the Nav Map if you are waiting for Link data to determine when
the information has been downloaded.
Single player mode: If another Ownside platform in the mission is
both must be at comms depth with the radio mast extended at the
same time before you will see each other. If you have your radio
mast extended and he has his floating wire out, he will see you but
you will not see him. The radio mast is needed to transmit position
data.
4. After the desired information has been received, click LOWER to lower
the Radio Mast or RETRIEVE to retrieve the streaming wire.
9 Note: Radio message text also appears in the Radio History Window
on the Task Bar. When a new message is received, the radio history
selection button (the green square) on the Task Bar flashes until the
button is selected. You can raise and lower the radio mast from the
Task Bars Orders Menu from any screen provided you are at a safe
depth and speed.
1. Come to Comms Depth (20 meters) and raise the radio antenna. Do
not exceed 10 knots while the sail is submerged or the mast will break.
2. From the Nav Map, select the contact you want to promote. From its
Contact Menu (right-click menu) classify the contact as surface or
subsurface if known and apply any alliance or class information that
you have to the contact.
4. From the Contact Menu select Promote to Link. In the DDI a new field
appears labeled Promoted. This field displays the time in the mission
at which you promoted the contact to the Link.
The contacts symbol appears on the Nav Map of any players in a
multiplayer game that are part of Ownside and have access to the Link.
A 4-digit track ID is assigned based on your Platform ID. This 4-digit
number is seen in parentheses following the time of promotion in the
Promoted field. In single player games, AI platforms attack contacts
that you have promoted as hostile. The AI investigates contacts
promoted as unknown. See Navigation Station/2D Navigation
Map/Contact Menu/Promoting a Contact to Link for full information on
promoting a contact to Link.
A K U L A O W N SH I P
AND
O R DE R S M E NU S
To access the Ownship Menu, click the Ownship NTDS symbol on the Nav
Map to select it, then right-click on the Ownship symbol. The majority of the
Akulas Ownship Menu items are identical to those in the Task Bar Orders
Menu. See Akula Stations/Akula Task Bar/Orders Menu. The rest of the
Ownship Options require the use of the Nav Map. These are the same from
platform to platform and are described in Navigation Station/2D Navigation
Map/Ownship Menu.
Fire Tube [X]: This option appears in the Ownship Menu only when a
target is assigned to a tube and the tube is readied to fire in the Fire Control
Station. When all that is left to do is fire the tube, this option is available.
Select it to fire the designated tube.
A K U L A C O N T AC T M E NU
The Contact Menu appears whenever you right-click on a selected contacts
NTDS symbol. Most menu items are the same from platform to platform and
these are covered in Navigation Station/2D Navigation Map/Contact Menu.
Engage With: The weapons that appear in the Akulas Engage With option
are found in Akula Stations/Akula Fire Control Suite/Akula Tactical
Weapons and the Akula Strategic Weapons. Only weapons appropriate to
the selected target are available. Others are greyed out.
Spec Ops: This option is only visible when the mission designer has
included the Deep Submergence Rescue Vehicle or a Special Forces team
in the mission. It displays a submenu of Special Operations. Follow tasking
messages in the mission for specifics on deploying the special ops units in
the game.
Deploy DSRV: Select this option to deploy the Deep Submergence
Rescue Vehicle to the selected contact. This option is only selectable
when the following conditions are met:
The DSRV is present on the Subs hull. (The DSRV is only
Deploy Special Forces: This menu is greyed out until speed and
depth requirements are met. It is available only in the Contact Menu
under these conditions:
The selected contact is a surface ship or landbased target
less.
Launch Panel
Target Display
Weapons Inventory
A K U L A F I R E C ON TR OL T AR GE T D I S P L A Y
The Akula Target Display consists of the Fire Control Map, the Target
Selection List, the Tube Selection Panel and the Map Control Panel. These
areas are described here.. See Akula Stations/Akula Fire Control Launch
Panel /Basic Launch Procedures for information on how to use the displays
and panels to launch weapons, mines and countermeasures.
ZOOM: Click + in the ZOOM controls (or press [CTRL] and click the
map) to zoom in on the clicked location. Click in the ZOOM controls
(or press [CTRL] and right-click) to zoom out.
WEAPON TRACKS: When this button is ON (lit) all waypoints
assigned to any land attack missile or mobile mine display on the map.
When this option is OFF only the waypoints for the weapon assigned to
the selected contact show on the map. Click to toggle the state of this
button.
CENTER ON OWNSHIP: When this button is ON (lit) the Ownship
symbol is centered in the Fire Control map when the map is zoomed.
Keyboard Controls: When the cursor is in the map, press [SHIFT] + X
to toggle the display of the Longitude and Latitude and depth display.
Select [SHIFT] + Z to toggle the display of the range scale.
Selection Panel. The six external tube selectors are numbered 1 through 6
and are located in the lower portion of the panel.
BSelect a contact ID from the Target Selection List.
BClick the number of the desired tube to assign the weapon in that
tube to the selected target. If the weapon in the selected tube is
not appropriate for the contact, it cannot be assigned to the tube.
9 Note: Certain weapons can only be used against submarines. You
are not able to assign a sub-only weapon to a target designated as a
surface contact. Until a contact is classified as surface or subsurface,
it cannot be assigned to any tube. You can shoot a snapshot down
the bearing to the contact.
A K U L A F I R E C ON TR OL L AU NC H P A NE L
From the Launch Panel weapons selected in the Target Display are
launched. Prior to launching a weapon the tube must be flooded, the
pressure equalized and the muzzle door opened. Once these steps have
been completed, the weapon can be fired. Once the launch procedure is
initiated for a tube, the name of the weapon in the window is greyed out and
the weapon cannot be changed until the launch procedure is halted and the
steps reversed.
Tube Number
5. Click FIRE to lift the cover; click again to fire the weapon. When the
tube is empty, the red interlock light to the left of the weapon name
window goes dark and the word EMPTY appears in the window.
9 Note: If you have not yet assigned a target to the tube, the FIRE
button is disabled and the tube number does not illuminate. Once a
target is assigned in the Target Display panel, the tube number
illuminates and the FIRE button is enabled.
3. Click FIRE to open the cover, and click again to fire the
countermeasure.
BIf the weapon name display reads EMPTY, click to load a weapon.
Repeated clicks cycle through available weapons.
If you click an empty tube and the weapon names do not cycle, the
muzzle door for that tube is still open. Click M to close the muzzle door
and wait until the tube is no longer flooded, and then reload the tube.
Remember that closing the muzzle door cuts the wire on torpedoes
and UUVs and they can no longer be wire-guided.
BTo change the weapon loaded in a tube click the weapon name
until the desired weapon name appears.
9 Note: The unload/load process takes approximately seventeen
minutes. Loading an empty tube takes 8.5 minutes. If the Fire
Control Quick Launch option is selected in the Options>Game
page the time it takes to unload then load a tube is cut to 40 seconds
and loading an empty tube takes 20 seconds.
The red interlock light to the left of the weapon name flashes until the
T AR G ET I N G S E A C O N T AC TS
1. To assign a contact to a tube, select the desired Contact ID from the
Target Selection List in the Target Display or click a contact symbol on
the Fire Control map to automatically select it in the list.
To send a weapon down a specific line of bearing, select Snapshot
Target Display/ Fire Control Target Selection List for instances that
prevent a contact from being assigned to a tube.
3. Click P below a tube number to display the presets for the weapon. For
information on all presets see Akula Stations/Akula Fire Control
Suite/Akula Weapon Presets.
If your Fire Control Autocrew is on, he enters the presets for you.
For a Snapshot, enter the desired LOB along with other desired
presets.
4. When presets are entered click the Launch Panel icon and initiate the
launch procedure for the desired tube. (See Akula Stations/Akula Fire
Control Launch Panel/Basic Launch Procedure.)
A TT AC KI N G L A ND T AR GE TS
In S.C.S. Dangerous Waters all Akulas can carry the SS-N-27 Land
Attack Missile (LAM) missile. To attack a land target from Fire Control, the
latitude and longitude coordinates of the site must be fed into the fire control
system and a series of waypoints defined for the missile to follow. The
coordinates are usually defined in a tasking message.
3. Click DEFINE TARGET WAYPOINTS then click the Fire Control map
to place four weapon waypoints. The number next to the last waypoint
indicates the tube number.
BClick a waypoint to enter exact coordinates in the Latitude and
Longitude presets or click and drag the waypoint to the desired
Section 11: Akula Stations 11-36
location. Watch the latitude and longitude readout in the lower left
corner of the Fire Control map as you drag the waypoint to
determine its current location.
The outermost waypoint should be placed at the exact latitude and
4. Set the destruct range for the missile. This is the range at which the
missile will self-destruct if it has not encountered a target.
5. Initiate the launch procedure for the tube in the Launch Panel.
9 Note: Land sites with Contact IDs can be targeted from the Nav Map
using the Contact Menus Engage With command.
LAYING
MINEFIELD
1. Check your tasking or determine the exact latitude and longitude for
each mine to be placed.
2. Determine which tube will fire the mine destined for each specific
location. From the Launch Panel, load the desired tubes with mines.
3. In the Target Display Panel select each tube individually and place a
waypoint for that mine to follow. Click P then click DEFINE TARGET
WAYPOINT and click the Fire Control map top place the waypoint.
4. Select the waypoint and drag it to the desired location using the lat/long
readout at the bottom of the Fire Control map. You can also enter the
desired latitude and longitude in the waypoint presets.
The waypoint presets appear below the Define Target Waypoint
5. After firing the mine, reload the tube with a new mine or weapon.
D E PL OY I N G
AN D
W I R E -G U I DI N G UUV S
1. Set Ownship speed to 4 knots or less. Do not launch the UUV until that
speed has been achieved.
Section 11: Akula Stations 11-37
2. To launch a UUV to a depth other than Ownship depth, first select the
tube containing the UUV in the Target Display and click P to display its
presets.
3. Click the checkmark to deselect Use OS Depth and display the Depth
preset. Click a digit to increment its value. Right-click to decrease the
value.
4. Select the desired tube in the Launch Panel and initiate the launch
procedure as for a torpedo.
If a UUV is in a tube it can be launched from the Orders or
Ownship Menus using the Fire Tube command without visiting the
Fire Control Station. It will be launched at Ownships depth.
1. From the Target Display select W below the tube that fired the UUV to
display the wire-guide controls.
2. Click the Ordered Course arrows to adjust the course of the UUV.
Passive sonar mode is on by default when a UUV is launched but
active sonar mode can be enabled at any time as long as the wire
is still attached and the 30-minute battery is functioning. Be aware
that capable ships and subs in the area can detect UUV active
sonar. However, active sonar may be necessary when traversing a
minefield. Follow these steps to enable UUV active sonar.
UUV Returns
Sonar returns from the UUV are automatically assigned a Contact ID and
can be found in the TMA Selected Track drop-down list and on the Nav and
Fire Control maps. UUV sonar returns do not show up on any of the
screens of the Sonar Suite although the UUV itself displays as a contact in
Broadband and Narrowband Sonar. Depending on its course, the UUV may
provide returns on Ownship.
A contact detected by a UUV in passive mode appears on the Nav Map
A K U L A W E A P ON I N VE NT O R Y S T A TI O N
The Weapon Inventory Station simply displays the current type and number
of weapons on board your sub. No interaction is possible. The total of
available weapons is updated as weapons and countermeasures are
dispensed.
A K U L A T AC T IC AL W E A PO N S
The Akula can be assigned weapons capable of targeting surface ships,
submarines and land targets. The Akulas also carry a shoulder SAM
launcher for targeting helicopters and low flying maritime patrol aircraft.
Available weapons are described briefly below.
SS-N-16 Stallion: This anti-submarine weapon flies as a missile on an
assigned course then drops a UMGT-1 Torpedo. In the game the torpedo
begins homing as soon as it hits the water. The missile has a range of 100
km (54 nm). The torpedo it drops has a range of 8 km (4.3 nm) and a
warhead of 100 kg. A torpedo with a maximum depth of 500 meters (1,640
ft) is modeled. It can also be used against surface targets.
9 Note: For successful in-game launch of the SS-N-16 Stallion missile,
Ownship depth must be between 50 and 350 meters and at a speed
of 6 knots or less.
53-65 K Torpedo: This wake homing torpedo works best against surface
ships, although it can also be used with limited success against
submarines. It has a maximum speed of 55 knots, a range of 19 km (10 nm)
and carries a 300 kg warhead. A maximum depth of 300 meters (657 feet)
is modeled.
53 cm Torpedo: Primarily an anti-submarine torpedo, it can also be used
against surface targets. This weapon has active/passive sonar and wire
guidance, a maximum range of 18.5 km (10 nm), a maximum speed of 40
knots and a warhead of 205 kg. It has a max depth of 1,500 feet (~457
meters.)
65 cm Torpedo: This multipurpose torpedo can be used against both
surface and sub-surface targets. It has an active and passive sonar
guidance system and a range of 50 km (27 nm.) It has a maximum speed of
50 knots and a 900 kg warhead. It has a maximum depth of 914 meters
(3,000 ft).
Gameplay Weapons
SS-N-27 Weapons: The three types of SS-N-27 weapons the Akula carries
in the game are based on the SS-NX-27 Novator Alfa (3M54/3M51E) class
of weapons. While it not known if the Russians have these weapons on
their own submarines, they are exporting versions to other countries for
submarine use.
For gameplay purposes the Akulas are given these additional weapons.
The SS-N-27 weapons are replacements for the SS-N-21 Sampson
missiles. The SS-N-21s have nuclear warheads and it is believed that they
have been removed from the fleet. It is reported that the SS-N-27 weapons
are compatible with the SS-N-21 launch system.
9 Note: For successful in-game launch of the SS-N-27 missiles,
Ownship must be at a depth of 100 meters or less and at a speed of
6 knots or less.
SS-N-27 ASM: This antiship weapon is based on the 3M51E missile
and resembles the American TASM. It has a range of 220 km (119
nm), is low flying and has a warhead of 200 kg.
SS-N-27 ASW: This antisubmarine weapon is based on the SS-N-X-27
Novator Alfa (3M54) missile designated 91RE1. In gameplay the
missile drops a Type 40 torpedo that enables as soon it hits the water.
The missile has a range of 35 km (19 nm); the torpedo has a maximum
speed of 65 knots, a range of 13 km (7 nm) and carries a 150 kg
warhead. The torpedo has a maximum depth of 600 meters.
SS-N-27 LAM: Based on the 3M14E land attack missile this weapon
also resembles the American Tomahawk. It has a ballistic trajectory
and a range of 300 km (162 nm) and carries a 400 kg warhead.
VA-111 Shkval: (NATO Nickname: Squall) This high-speed underwater
torpedo operates on the principles of supercavitation which allow it to reach
speeds of 200 knots. It has a range of 6 nm in the game and carries a 210
kg conventional warhead. For gameplay the weapon is modeled as a
straight running torpedo with a magnetic influence detonator. The weapon's
run to enable range (minimum range) is 2000 yards. The Shkval is not a
subtle weapon. Its use alerts all in the area to your presence. When using
this weapon the hope is it will reach its target before the target can respond.
It is known that the Russians have this weapon, it is not known if it is
actually carried by the Akulas.
S TR A TE GI C W E AP O N S
Mines:
Mobile Mine: The Akulas mobile mine is a modified version of the 53-65K
torpedo. Launched via a 53 cm torpedo tube it can travel up to 18.5 km (10
nm) after leaving the ship. The mobile mine is effective in depths from 4
150 meters and has a 450 kg warhead.
A K U L A C OU N TE R M E AS U R ES
Countermeasures are defensive weapons used to prevent an enemys
torpedo from destroying your sub. The Akula carries Active and Passive
torpedo decoys that can be launched from Fire Control Launch Panel, or via
the Ownship or Orders Menus Countermeasure option.
Passive Decoy: Used against passive homing torpedoes, this decoy emits
sound (noise) across a broad spectrum of frequencies in an attempt to
deceive the torpedo into homing in on the decoy.
Active Decoy: Used against active homing torpedoes this decoy is a
bubble generator that creates an area of bubbles in an attempt to provide a
false echo to the torpedo.
Decoy Depth: Decoys fired from the Fire Control Launch Panel are
launched at Ownship Depth. Countermeasures fired via the Ownship or
Orders Menus Countermeasure option can be set to either Shallow (30
meters) or Deep (244 meters.)
A K U L A W E A P ON P R E S E T S
Everything that can be launched from the Fire Control Station has at least
one preset. Presets are instructions that tell the weapon, countermeasure
or UUV what to do. All presets are presented here alphabetically by type.
BClick/right-click on the digits to increase or decrease the value.
Mine Presets
Mobile Mine
Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then
click the Fire Control map to place a single waypoint.
Latitude/Longitude: Click the waypoint to display presets for setting
the precise latitude and longitude for the waypoint. These coordinates
define the final destination of the mine. Click the digits in the preset
panel to set the desired value. You can also click a waypoint and drag
it to the desired location. The current location of the selected waypoint
appears in the Latitude/Longitude readout in the lower left of the Fire
Control map.
Missile-Torpedo Presets
SS-N-16 Stallion and SS-N-27 ASW
Snapshot Bearing (deg): The weapon is fired on the bearing entered
here. (This preset only appears if Snapshot is assigned to the tube
from the Target drop-down list.)
Run To Enable: Sets the point in yards at which the missile drops its
torpedo payload. The torpedo falls to the water and enables at once.
Run To Enable: Sets the distance the weapon travels before its
sensor enables. (The minimum RTE for this weapon is 2000 yards.)
Torpedo Presets
53-65K, 53 cm, 65 cm Torpedoes
Snapshot Bearing (deg): The weapon is fired on the bearing entered
here. (This preset only appears if Snapshot is assigned to the tube
from the Target drop-down list.)
Depth: Set the depth at which the weapon travels.
Ceiling: Set the depth above which the weapon does not travel.
Floor: Set the depth below which the weapon does not travel.
Acoustic: Click to chose Active or Passive sonar mode. Active mode
transmits active pings and follows the returns. In passive mode the
weapon does a passive sonar search.
9 Note: The 53-65K torpedo is a wake homing torpedo. It has no
Acoustic setting.
Run To Enable: Set the distance the weapon travels before it enables
and starts its active search. Enabling the weapon too soon can alert
the target in time to take evasive measures. Enabling too late can
mean the weapon runs past the target.
Speed: Set the speed at which the weapon travels.
UUV Presets
Use OS Depth: Set the depth at which the UUV travels to that of
Ownship. Use OD Depth is selected by default. Deselect the option to
display the Depth option.
Depth: Enter the desired depth for the UUV to travel. Click a digit to
increment the value. Right-click to decrease the value.
A K U L A TMA S TA TI O N C O M P O N E NT S
The Akulas TMA station is composed or several distinct areas: The TMA
Display, the view controls and readouts, the track selection area, trial
solution area and the solution area. These areas are described briefly
below. See Training/TMA Basics.
TMA Display
Cursor Readouts
View Controls
Solution Area
White
Blue
Towed array:
Purple
Active sonar:
Green
Active Intercept:
Yellow
Periscope or ESM:
Red
Section 11: Akula Stations 11-44
Radar:
Yellow
White
Green
Ruler Handle
Course Direction Arrowhead
Ownship
speed: the longer the ruler, the faster the estimated speed.
The distance of the ruler from the Ownship marker represents the
Each tick mark represents a specific interval of time. (Towed and Bow
arrays update every two minutes while radar and continuous active
sonar update with every sweep or ping.) The mark at the end of the
ruler represents the initial or oldest information.
The estimated current bearing of the contact is a point just ahead of the
represents the source of the data: S for Sonar, R for Radar, V for visual
(Periscope and Stadimeter), and E for ESM.
MERGE TRACK: This dropdown lists all contacts except the contact
selected in the SELECTED TRACK drop-down list.
MERGE: Click to merge the contact in the SELECTED TRACK dropdown list with the contact selected in the MERGE TRACK drop-down
list.
SPLIT: Click to split the merged (M) contact selected in the
SELECTED TRACK drop-down list into its two original contact
components.
DROP: Click to permanently drops the contact selected in the
DELECTED TRACK dropdown list
TMA
ON
R A DA R /A C T IV E S O N AR /V ISU AL C O NT AC TS
Contacts marked with active sonar, radar and the Stadimeter appear as a
bearing/range pair on the TMA Display. The bearing line ends with a tiny
triangle positioned at the range of the contact. If the targets bearing and
range are known at two different times, as is the case with active sonar and
radar, the solution can be found by connecting dots and drawing a line with
the ruler for course and speed.
A UUV in active mode provides returns from the location of the UUV in TMA
and on the Nav and Fire Control maps.
9 Note: Marking a contact with the periscope does not provide 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.
See Akula Stations/Periscope-Stadimeter Stations/Akula Stadimeter
Station. 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.
To determine a target solution for Active Sonar, Periscope or Radar
Contacts:
the bearing line indicates the targets range at time the contact was
marked.
3. Adjust the view on the TMA Display to get a clear view of the ruler and
the range triangle.
BMove the ruler to the location of the range triangle, click the red
button at the center of the display control arrows to center the ruler
in the TMA Display, and then click the zoom buttons to better
adjust the view. If you lose site of the ruler, zoom all the way out or
click the red center on ruler button again.
4. Drag the arrowhead or tail of the ruler to adjust the tick marks along the
bearing lines until the dots line up in the dot stack indicating a good
solution.
5. Click the ENTER SOLUTION button to send the trial solution to the Fire
Control system.
TMA
ON
P AS SI V E S O N AR
AND
ESM
C O NT A C TS
BPosition the end tick of the ruler on the oldest bearing line. (The
end tick is on the oldest bearing line when the bottom dot is on the
centerline of the dot stack.)
BClick CENTER ON RULER then click the zoom buttons to adjust
the view.
BIf you lose site of the ruler, zoom all the way out or click CENTER
ON RULER button again.
9 Note: The circular ruler handle is only visible when the ruler contains
more than one tick mark or a speed of greater than 1 knot (kt) is set
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
knots or more temporarily. This will expand the ruler and reveal the
handle.
that value directly into the Range field then lock the field. That
keeps you from dragging the ruler to a different range.
BTo lock a field, click the red button associated with the field. Lock
buttons are located to the right of each trial solution label. These
buttons are lit when the field is locked.
Trial Solution Area
Lock field
4. Adjust the ruler on the display until the tick marks align well with the
contact bearing lines and the dots appear to line up along the
centerline off the dot stack.
BClick the handle in the middle of the ruler to drag the entire ruler.
BClick and drag on either end of the ruler to move just that end or to
adjust the length of the ruler.
5. When a good match between the tick marks, the bearing lines and the
dot stack has been achieved, click ENTER SOLUTION to send this
information to the Fire Control system. The system tracks the
Section 11: Akula Stations 11-50
the lower right of the TMA station. To update the contacts system
solution, adjust the ruler or directly input information in the trial solution
fields and click ENTER SOLUTION again.
6. Changing Ownships course and/or speed can refine the TMA solution.
After steadying on the new course and/or speed, adjust the ruler to
achieve the best fit.
If one TMA solution does not fit the entire observed bearing data,
consider the fact that the contact itself may have changed course
and/or speed (a contact zig). Attempt to achieve a better fit of the
ruler by disregarding some of the earlier bearing lines and looking
only at recent bearings.
TMA
ON
UUV S E N S O R C O N T AC TS
TMA on UUV contacts is performed as for any other sonar contact in active
or passive mode.
Stadimeter Station
D ET EC TI N G C O N T AC T S
WITH THE
P ER ISC O PE
4. Make use of the periscopes ESM sensor as you rotate the scope. This
sensor can alert you to the presence of a contact before you can see it
in the periscope view. The ESM indicator lights illuminate from the
Section 11: Akula Stations 11-52
5. Zoom and adjust the view. Center the view on the contact of interest.
Zoom in and adjust the elevation as needed.
6. Click the upper half of the Zoom crank to zoom in. Click the lower half
of the crank to zoom out.
7. Click the upper half of the Elevation crank to lower the elevation. Click
the lower half to raise it
9. Center the contact in the middle of the periscope view. Align the
horizontal line with the waterline before you take the picture. Click the
PHOTO button to send a photo of the contact to the Stadimeter.
A K U L A S T A DI M E T E R S T AT I O N [F8]
The Stadimeter Station is accessible only from the Periscope station by
clicking the Stadimeter icon button. The Stadimeter is used to manipulate a
photo of a contact taken through the periscope to determine the contacts
range. The Stadimeter can also be used to compare the photo to the ships
database of ship silhouettes to determine its class and course.
Click and drag to manipulate photo Silhouette in 3-D window
Periscope Station
the names of those ship classes within the selected country that
are similar in length to the photographed contact. Each class name
can be selected individually and the 3D silhouette for that class
compared to the photo in the upper window.
3. Under COUNTRY click the right and left facing arrows to select a
different countrys platforms to view.
4. Under SHIP CLASS click the right and left facing arrows to cycle
through the names in the SHIP CLASSIFICATION window to display
the 3D silhouette for each available class. When a match is
determined, leave the selected name in the SHIP CLASSIFICATION
field.
5. Click the ZOOM arrows to match the size of the 3D silhouette with that
of the photographed contact.
8. If the contact has a port aspect, add the number in the AOB window to
the reciprocal. If the contact has a starboard aspect, subtract the
number in the AOB window from the reciprocal.
9. If the resulting number is greater than zero and less than 360, this
number is a good approximation of the course of the contact.
If the number is greater that 360, subtract 360. The resulting
1. Under COUNTRY click the right and left facing arrows to select the
desired countrys platform class names to view.
2. Under SHIP CLASS click the right and left facing arrows to cycle
through the names in the SHIP CLASSIFICATION window to display
the 3D silhouette for each available class.
3. Rotate the silhouette model by clicking the A.O.B. arrows. Click the
Zoom buttons to alter the size of the silhouette in the window. When a
match is determined, leave the selected name in the SHIP
CLASSIFICATION field.
4. Click the side of the photo containing the contacts highest mast and
drag that side of the photo such that the top of the highest mast is even
with the waterline on the other half of the photo. The estimated range
to the ship is displayed in the Range readout.
5. Click MARK. This sends the contacts bearing and range to TMA and
the Nav Map.
The class name showing in the Stadimeter CLASSIFICATION field
6. Click the Periscope icon button to return to the Periscope Station view.
A K U L A U ND ER I C E D IS PL AY [F8]
The Akulas Ice Display is only accessible from the Periscope station. In
S.C.S. - Dangerous Waters the Akulas are capable of operating and
surfacing when under the ice. In order to surface under the ice it is
necessary to locate an area of thin ice or open water called a polynya.
Surfacing or attempting to surface in ice that is too thick can cause damage
to your ship.
The Akulas High Frequency Display utilizes an upward looking High
Frequency Acoustic Sensor and a Signal Strength Indicator to help
determine ice thickness. When the display is set to Upward Looking mode,
red indicates ice and black indicates no ice. The display is never a solid red
when ice is present but has a mottled look displaying various shades of red.
The darker areas are locations of thinner ice. The representation of ice at
the center of the display indicates the ice directly over Ownship.
The row of colored lights beneath the display window is the Signal Strength
Indicator. The strength of the signal returning from your acoustic sensor
indicates the thickness of the ice directly above Ownship. Signal strength is
represented as a color indicating ice thickness as shown below.
1. Use your ships Ice Thickness display to locate a polynya in the ice as
described above.
2. At a slow speed (1 2 knots) position the sub under the polynya then
bring the sub to a complete stop.
Free Look
Binoculars
Free Look: The default view in the Sail Bridge provides a 360q naked-eye
view of the area. Click and drag to pan the view.
Binoculars: Zoom to 16X by clicking the thumb wheel at the top of the
screen. Click and drag to pan the view. VISUAL mode is selected by
default. LLTV mode is available for night vision.
SAM Launcher: The Akulas carry SA-N-8 Gremlin surface-to-air missiles.
A shoulder mounted SAM launcher is modeled in S.C.S. - Dangerous
Waters and can be used to attack helicopters and low flying airplanes. The
SAM launcher view provides a first-person shooter aspect to engage
aircraft within range:
SA-N-8 Gremlin: Max Range: 4.7 km (2.5 nm); Max Altitude: 11,500 ft
(3,505 m)
L AU NC H I N G S U R F AC E
TO
AIR MISSILES
9 Note: If you submerge the ship or heavy seas submerge the sail for
long periods of time, the view moves to the Nav Map. The Sail
Bridge is not accessible until the ship resurfaces.
A KULA A UTOCREW
The Akula has five Stations with Autocrew assistants. This section
describes what each crew does as well as what they dont do.
A K U L A B R O AD B AN D /N AR R OW B A N D A U T OC R E W
When ON, the Broadband/Narrowband Sonar Autocrew searches
Narrowband for contacts. Because they share trackers, contacts marked in
Narrowband also display in Broadband. He also assigns trackers, classifies
all marked contacts in Narrowband and assigns a Low, Medium, or High
level of confidence in his classification. The level of confidence displays in
the Navigation Stations DDI and above the 3D model when that contact is
selected.
Low level of Confidence: Crewman has narrowed the possible
classes to 4 or more and picks one at random
Medium Level of Confidence: Crewman has narrowed the possible
classes to 2 or 3 and picks one at random
High Level of Confidence: Crewman has narrowed the possible
classes to one
When this Autocrew is ON you can still mark contacts yourself and select
different arrays and contacts for the crewman to analyze.
On the Nav Map: Each contact marked by your Sonar Autocrew
specific class, but he cannot determine its alliance. You must do that
yourself on the Nav Map.
BOn the Nav Map, click the contact to select it, then right-click the
contacts symbol to display the Contact Menu.
BSelect Designate Category/ID>ID and drag your cursor to select
the presumed alliance ID for the contact.
A K U L A S O N A R A C TI V E I N TE R C E PT A U T OC R E W
When ON this Autocrew marks all contacts detected in Active Intercept.
You have no additional responsibilities in this station when Active Intercept
Autocrew is on.
R A D AR A U TOC R E W
You must raise and lower the radar mast. When ON, your Radar Autocrew
performs the following task as long as the radar is on:
Marks contacts and re-marks them every minute that the contact can
A K U L A F I R E C ON TR OL A U T OC R E W
When ON, the Fire Control Autocrew performs the following duties:
Uses information sent from the TMA station to establish presets for the
and fire the weapon from the Fire Control Launch Panel or by using the
Contact Menus Engage With command from the Nav. Your Fire
Control Auto Crewman uses the contacts classification when
determining presets. If you classify a contact as a surface ship when in
actuality it is a submarine, the Autocrew enters presets appropriate for
a surface ship.
9 Note: When the Fire Control Autocrew is ON you can set only
Snapshot bearings and place waypoints in the presets. All other
presets are greyed out.
From the stations of the Fire Control Suite [F6] weapons are selected,
contacts are targeted, weapons are launched and countermeasures are
deployed.
A K U L A TMA A U TOC R EW
Accurate TMA takes time. Your TMA Auto Crewman requires data from
several sensors and/or a change in Ownships course to generate an
accurate firing solution. When ON, the TMA Autocrew performs the
following duties.
BClick the AUTOCREW slider button in the upper left corner of the
screen to toggle the state of the TMA Autocrew. Autocrew is ON
when the silhouette is visible
solution. This solution is his best estimate of the course, bearing, range
and speed of a contact.
Merges contacts that represent the same track reported by different
sensors.
Keeps track of the movement of each contact and updates the solution
on the Nav and Fire Control Maps with every new sensor input. The
solution is updated immediately with his best guess whenever a
contact is selected from the drop-down list in the TMA station.
Once the crewman enters a solution for a contact, the contact then
6(&7,21
6($:2/)67$7,216
Seawolf Stations
12-1
12-2
Seawolf Stations
12-3
Seawolf Stations
12-4
S EAWOLF T ASK B AR
The Task Bar for all submarines function the same. The differences are
cosmetic. The Seawolfs Task Bar appears below.
Stations Menu
Depth Shortcut
Damage Report
Orders Menu
Course Shortcut
Speed Shortcut
S E AW OL F S T A TI O NS M ENU
Click the Stations Menu button to expand the selection menu. Select an
icon to jump to that station or use the appropriate function key. Selected
menu items are orange.
Ship Control [F1]
Radar [F3]
Nav [F5]
TMA [F7]
Periscope-Stadimeter
[F8]
Seawolf Stations
12-5
S E AW OL F O R D E R S M E NU
Navigate: Select various navigation orders for Ownship (OS.)
Left Full Rudder: Sets OS on a hard turn to port.
Right Full Rudder: Sets OS on a hard turn to starboard
Rudder Amidships: Sets the rudder back in the zero position.
Set Depth:
Go to PD: Brings OS to Periscope Depth (61 feet). If seas are
high you may need to adjust the depth.
Go Shallow: Orders depth of 195 ft.
Go Deep: Orders depth of 1,671 ft.
Go to Snorkel Depth: Orders a depth of 54 feet.
Change Speed: Displays a submenu of engine order shortcuts. Given no
strong currents in the area, selecting one of the following commands results
in the indicated speed:
All Ahead Flank: Maximum speed for platform (40 knots.)
All Ahead Full: 20 knots.
Ahead Standard: 15 knots.
Ahead 2/3: 10 knots.
Ahead 1/3: 5 knots.
All Stop: Orders OS to a full stop.
Back 1/3: 4 knots in a reverse.
Back 2/3: 8 knots in a reverse.
All Back Full: 12 knots in reverse.
All Back Emergency: 16 knots in reverse.
Arrays Wires: Displays a submenu permitting you to stream, retrieve or
stop the winch deploying the Port and Starboard Towed Arrays and the
Floating Wire.
Masts and Antennas: Raise masts individually or lower all at once. Raising
the masts while submerged can damage them if OS speed exceeds 8-10
knots. See Appendix C: Submarine Max & Mins for information on safe
speeds for extending each mast while submerged. The Snorkel Mast option
is only available when at snorkel depth (54 feet) or shallower. Raising the
mast initiates ventilation. The ventilation process is secured from this menu
or from the Ship Control Station via the VENTILATE button, automatically
lowering the mast.
Autocrew: Displays a submenu of Autocrew options. Selecting an option
toggles its state. A checkmark indicates that the Autocrew is ON. See
Seawolf Stations
12-6
D A M A GE R E P OR T W I N D OW
Lists damage to any station. The text scrolls as necessary. When a station
has damage, the damage indicator in the upper right of a station slides out
to reveal a wrench. When the wrench is present on a screen, check the
Damage Report Window for more specific information on the time required
to repair the damage or notification that the damage cannot be repaired. Be
aware that parts or all of a station will not work when damage has occurred.
BClick the wrench button in the Task Bar to open/close the window.
H I S T OR Y W I ND O W
Displays the type of history selected by buttons to the left of the window.
The newest report appears at the bottom of the scrolling list.
History Selection Buttons: A lit button indicates the currently selected
History type. If there is a new message in any other window, that windows
selection button flashes until that button is selected.
Crew Report History: Lists all orders as acknowledged by crewmembers
Radio Traffic History: Lists all radio messages received.
Multiplayer Chat History: Displays a history of multiplayer chat messages.
M A N E U V E R S H OR TC U T S
AND
G A M E R E AD OU TS
12-7
T I M E C OM PR ES SI O N S C AL E
In addition to real time, S.C.S. - Dangerous Waters supports four levels of
time compression. The time scale displays in the far right of the Task Bar. A
stack of colored bars represents the level of time compression.
At real time, a single green bar is displayed.
At twice real time a lime (yellow/green) bar appears above the green
bar.
At four times real time a yellow bar is added to the stack.
At eight times real time an orange bar is added.
At up to sixteen times real time (depending on system capability) a red
Seawolf Stations
12-8
Course Indicator
Rudder Control
Button text changes to facilitate this feature. The only exception is the
Emergency Blow button. That button text is green when a blow is in
progress and orange when it is OFF. The text does not change.
An orange outline around a box or feature indicates no user input is
possible. The two exceptions to this are the Rudder and Course
Indicators.
Orange text on a button indicates that ship system is OFF or closed.
Green text indicates that the system is ON or functioning.
In the Engine Order Telegraph the selected button is green.
Seawolf Stations
12-9
trim angle.
When operating under the ice a profile of the ice thickness above
Ownship appears across the top of the Trim Display. Any course
change immediately redraws the profile. The Ice Thickness Readout in
the lower left of the display reports the thickness of the ice directly
above the sail. If you change your course, the display instantly updates
to display the ice thickness on the new course See Seawolf
Stations/Seawolf Ship Control Station /Seawolf Ice Thickness
Display/Under Ice Operations below.
When the ship is traveling close to the bottom, an orange line indicates
S E AW OL F I C E T H I C K N E S S D IS PL A Y
The Seawolf Ice Thickness Indicator is located in the Ship Control Station
as part of the Trim display when ice is present. The line at the top of the
display indicates the presence of ice and a general depth. The Ice
Thickness readout in the lower left of the display indicates the Ice
Thickness directly above the sail.
In order to surface safely through the ice you must locate a polynya, an
open or thin area in the ice, and surface the ship there. Following proper
procedures the sub can break through relatively thin ice. The Ice Thickness
Indicator alerts you to ice that is too thick to break through. You must also
be aware of ice keels, large slabs of ice that project downwards for many
feet. With the High Frequency Active Sonar ice keels can be located and
marked.
Seawolf in S.C.S. Dangerous Waters cannot penetrate ice with a
thickness greater than 10 feet. Possible damage when attempting to
surface under ice following proper procedure is shown below:
0-4 feet thick:
No Damage to Ownship.
3. Position the sub under the polynya then bring the sub to a complete
stop.
Active
Narrowband
Active Intercept
DEMON
SSP
S E AW OL F B R OA D B A N D S O N AR S T AT I O N
The Broadband Sonar Station displays input from the spherical bow and
towed arrays. These inputs are used to detect and track submarines and
surface ships. Here trackers can be assigned to contacts and they are
given an alphanumeric contact ID. Contact IDs for all sonar contacts begin
with the letter S. Trackers provide the TMA station with updates on the
contacts bearing at specified time intervals.
9 Note: UUV sonar contacts also have 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.
3. Click Assign Tracker to designate the target and assign a tracker. (If
the signal is faint, you may have to click more than once.)
A tracker letter is placed above the contact line. Four trackers are
S01, S02, S03, etc. The Sierra number, also called a Contact ID or
Track ID, and all available data on the contact are automatically sent to
TMA and the Nav Map.
9 Note: 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.
S E AW OL F N A R R OW B A N D S O N AR
Each ship class has a unique sound frequency signature. The Narrowband
function is used to classify sonar contacts by comparing the frequency
signature of the selected contact against a database of known frequency
signatures.
The ships computer narrows your search by presenting only those
signatures that have similarities to the signature of the selected contact.
Narrowband Search Display Narrowband DDI Button Matrix
Crsr Brg: Displays the location of the cursor in the bearing indicator at
the top of the Narrowband Search Window.
Tracker: Displays the assigned tracker letter of the selected contact
when the Tracker Review button is clicked on the Button Matrix.
Contact: Displays the contact ID of the contact selected when the
Tracker Review button is clicked on the button Matrix.
SNR: (Signal to Noise Ratio) This field displays the SNR of the
selected contact. A high number indicates a strong signal.
Database Filter ON
Profile Selector
NONE.
3. Click the left and right facing profile selector arrows to cycle through
the available profiles.
5. When you find the profile that most closely matches the selected
contacts sound signature, leave that name selected in the Profile
Selector. Click BACK.
S E AW OL F DEMON S O N AR S T A TI O N
DEMON is an acronym for Demodulated Noise. The DEMON function is
used primarily to determine a contacts speed. This is important information
when establishing an accurate firing solution and once determined at the
DEMON Station the value can be entered in the speed field in the TMA trial
solution field.
The main component of the DEMON Station is the DEMON Waterfall
Display. The waterfall display separates the selected signal into
demodulated components. On the display, the horizontal axis represents
frequency and the vertical axis represents time. When a contact is selected
its signal appears as parallel vertical lines in the waterfall. The lines
represent sound generated by the contacts propeller blades.
Select the first line
4. Click TRACKER REVIEW until the Contact ID and tracker letter for the
contact you want to analyze appear in the DEMON Data Display. Lines
appear in the DEMON Waterfall Display
9 Note: If the game is paused, no lines appear in the waterfall display.
5. If necessary, adjust the frequency to better view the signal. If the lines
in the display seem to blur together, switch to a lower frequency range.
If the lines run off the right edge of the display, increase the frequency
range.
BTo adjust the frequency range, click FREQUENCY SCALE in the
button matrix. A panel with frequency options appears. Click the
desired scale. Click BACK.
6. Click above the line farthest left in the Waterfall display to select it. A
vertical line above the contact indicates the line is selected.
9. When you have determined the speed of the contact, enter that speed
in the TMA SPEED field for the selected contact on the TMA Station.
3. If necessary, adjust the frequency scale until the lines display clearly
and individually on the waterfall.
Use the following criteria to help categorize the selected contact:
Merchant Vessels/Tankers: Typically three or four blades; noisy;
often maintains predictable course.
Warships: Typically four or five-bladed propellers; quieter, smoother
sound than merchant ships; possibly unpredictable course changes.
Submarines: Five, six or seven-bladed propellers; very quiet when
submerged and at low speed; unpredictable course changes.
Fishing Vessels/Trawlers/Pleasure Craft: Three- or four-bladed
propellers; noisy; erratic courses and speeds, frequently stopping and
starting.
9 Note: 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.
S E AW OL F A C T I V E S ON AR S TA T I O N
Active sonar should be used only when absolutely necessary since it
provides the enemy with a wealth of information. S.C.S. - Dangerous
Waters models both medium and high frequency active sonar for the
Seawolf class submarines
7. The NTDS symbol for contacts marked with Active Sonar appear on
the Nav Map on the detected bearing and at the detected range at the
end of a green line of bearing (LOB)
You must click BACK to access the HFAS button matrix and the
MARK button.
3. Click MARK once. A marker is placed on the Nav Map for each contact
detected by the sensor
9 Note: It is not necessary to select contacts with the Bearing/Range
cursor to mark them or to click more than once.
S E AW OL F A C T I V E I NT E R C E PT S O N AR S T A TI O N
The Active Intercept function alerts you to the presence of active sonar
transmissions from another ship, sub, dipping sonar or sonobuoy in the
area. It provides the bearing of the transmitting entity as well as the
frequency of the detected emission, the age of the last signal and the
strength of the signal. Knowing the signal strength can assist you in
determining the relative proximity of the active sonar source.
When Active Intercept detects an active sonar ping, a line is seen on the
Active Intercept Display on the bearing of the contact. The strength of the
signal is represented as a continuum of colored lights directly below the
display that move from green to red as the signal grows in strength.
sent to the Nav Map and TMA. Each time that the signal is selected
and marked again the current bearing of that contact is sent to TMA.
S E AW OL F SSP S T A TI O N (S OU N D S P EE D P R O F I L E )
The Sound Speed Profile (SSP) Station displays the speed at which sound
is transmitted at various water depths in the area around Ownship. Ocean
water typically forms distinct layers of density that can profoundly affect
sonar transmissions. Warmer, less dense water forms the upper surface
ductbelow this, temperatures fall off sharply and density increases. The
effect of this process is sound generated in one layer doesnt tend to
transmit easily to the other layer, and vice versa. At the beginning of any
mission, always check the depth of the layer at your location. See
Training/Sonar School/Underwater Sound Propagation for more information
on thermal layers.
The Sound Speed Profile is created from information returned from an
Expendable Bathythermograph (XBT) probe. When launched, the probe
reports depth and sound speed information in both graph and table format
S E AW OL F UUV S O NA R
In S.C.S. - Dangerous Waters all submarines are given Unmanned
Underwater Vehicles (UUVs). These UUVs act as remote sonar sensors.
Merging TMA bearing information provided by a remote sensor with data
from your ship sensors can provide a fairly accurate assessment of the
range to the contact. UUVs are particularly useful when navigating a
minefield and can be operated in Passive or Active mode.
The UUV itself appears as a contact in the Broadband and Narrowband
Displays but UUV sonar returns are not viewed in the Sonar Suite. UUV
sonar contacts display on the Nav and Fire Control maps and in TMA.
Seawolf Stations 12-29
UUVs are launched from the Fire Control Station and are wire-guided like
torpedoes from there. See Seawolf Station/Seawolf Fire Control
Suite/Deploying and Wire-Guiding UUVs for complete information.
M AR K I N G
C ON T AC TS W I TH R A D AR
1. Ensure that Ownship is at Radar depth (51 feet) or less and moving at
8 knots or less if the sail is submerged.
2. Click RAISE in the RADAR MAST Panel in the upper right of the
station to raise the mast. The READY light glows continuously when
the radar mast is extended and radiating.
3. Click the desired button in the RANGE SCALE to set the radar sweep
to that range.
4. If range rings are desired on the Radar display, click the desired button
under RANGE RINGS to set the ring scale to that distance. Below the
Radar Display click RANGE RINGS to ON.
6. Click MARK to send the contacts bearing and range to TMA and the
Nav Map.
9 Note: Radiating while the mast is submerged destroys the radar.
S E AW OL F E L E C TR O NIC S U PP OR T M E A S U R E S (ESM)
The ESM mast is designed for the passive detection of radar emissions.
This sensor detects any platform in your area that is employing radar.
Because you must have the ESM mast is exposed, you make your ship
vulnerable to detection when using ESM.
The left half of the Radio-ESM Station contains the ESM Display and
controls. The ESM sensor provides a bearing to detected contacts. The
ships computer analyses the detected transmission and compares it to
those in its database thus providing the class of the transmitting platform.
2. Click the ESM ANTENNA switch to the RAISE position to raise the
mast. When the triangular cursor appears in the ESM Display, the ESM
is in detection mode. Contacts appear as a narrow wedge of lines
emanating from the center of the display on a specific bearing.
number and color of ESM Signal Strength Indicator lights that are lit. A
strong signal can indicate that the contact is relatively close. (Green
indicates a weaker signal, red a strong one.)
R A D I O R O OM
The right side of the Radio-ESM console represents the Radio Room. Here
messages containing important intelligence and tasking information are
received and contact positions are downloaded from any platforms in the
mission that are part of your Link network.
When your submarine starts a mission submerged, you see no Link data on
the Nav Map even though Show Link Data is on by default. To determine if
there are Ownside platforms (members of the Link) in your area you must
come to communications depth (comms depth) and follow the steps below.
When Link information is downloaded any surface and air Link participants
and any contacts they have detected appear on the Nav Map. You may
never see the symbol for any submerged Link participant that is in the
mission.
R EC E I VI N G R AD I O M E S S A GE S
AND
L I NK D A T A
1. Select either the floating wire antenna or the radio antenna mast to
receive the message.
Radio Mast: Take the ship to 59 ft and set ship speed to 10 knots or
less when the sail is submerged to avoid damaging the mast when it is
raised. In the Radio Antenna panel click RAISE to extend the Radio
Mast.
Streaming Wire: You do not have to come to comms depth but it helps
to be fairly near the surface. Set ships speed to 18 knots or less to
avoid damaging the wire. Slower speeds allow the wire to float up more
Seawolf Stations 12-32
quickly. If speed exceeds 5 knots, the wire may never reach the
surface of the water. Make sure the wire is streamed to at least half of
its length in order to ensure message reception. Click right-facing
double arrows to stream the floating wire. A progress bar indicates how
much of the wire is currently deployed. Click the square (Stop) button
to stop the winch. Click the left-facing arrows to retrieve the array.
3. Look on the Nav Map if you are waiting for Link data to determine when
the information has been downloaded.
Single player mode: If another Ownside platform in the mission is
both must be at comms depth with the radio mast extended at the
same time before you will see each other. If you have your radio
mast extended and he has his floating wire out, he will see you but
you will not see him. The radio mast is needed to transmit position
data.
4. After the desired information has been received, click LOWER to lower
the Radio Mast or RETRIEVE to retrieve the streaming wire.
9 Note: Radio message text also appears in the Radio History Window
on the Task Bar. When a new message is received, the radio history
selection button (the green square) on the Task Bar flashes until the
button is selected. You can raise and lower the radio mast from the
Task Bars Orders Menu from any screen provided you are at a safe
depth and speed.
P R O M OT I N G C O N T AC TS
T O TH E
L I NK
see your contacts. Other players must promote their contacts before you
are able to see them on the Nav Map. You are only able to see them when
Show Link Data is on.
Just as you must raise your radio antenna or float the wire to download Link
updates, you must also come to comms depth and raise the radio mast
before you can promote your contacts to the Link.
1. Come to comms depth (59 ft) and raise the radio antenna.
2. From the Nav Map, select the contact you want to promote. From its
Contact Menu (right-click menu) classify the contact as surface or
subsurface if known and apply any alliance or class information that
you have to the contact.
4. From the Contact Menu select Promote to Link. In the DDI a new field
appears labeled Promoted. This field displays the time in the mission
at which you promoted the contact to the Link.
The contacts symbol appears on the Nav Map of all players in a
multiplayer game that are part of Ownside and have access to the Link.
A 4-digit track ID is assigned based on your Platform ID. This 4-digit
number is seen in parentheses following the time of promotion in the
Promoted field. In single player games, AI platforms attack contacts
that you have promoted as hostile. The AI investigates contacts
promoted as Unknown. See Navigation Station/2D Navigation
Map/Contact Menu/Promoting a Contact to Link for full information on
promoting a contact to Link.
S E AW OL F O W NS H I P /O R D E R S M E NU S
To access the Ownship Menu, click the Ownship NTDS symbol on the Nav
Map to select it, then right-click on the Ownship symbol. The majority of the
Seawolfs Ownship Menu items are identical to those in the Task Bar
Orders Menu. See Seawolf Stations/Seawolf Task Bar/Orders Menu for a
description of those menu items. The rest of the Ownship Options require
the use of the Nav Map. These are the same from platform to platform. See
Seawolf Stations 12-34
S E AW OL F C O N T AC T M E NU
The Contact Menu appears whenever you right-click on a selected contacts
NTDS symbol. Most menu items are the same from platform to platform.
See Navigation Station/2D Navigation Map/Contact Menu. Several options
are unique to the subs in S.C.S. Dangerous Waters.
Engage With: The weapons you will see in the Engage With menu are
found in Seawolf Stations/Seawolf Fire Control Suite/Seawolf Tactical
Weapons and the Seawolf Strategic Weapons. Only weapons appropriate
to the selected target are available. Others are greyed out.
Spec Ops: This option is only visible when the mission designer has
included the Deep Submergence Rescue Vehicle or a Special Forces team
in the mission. It displays a submenu of Special Operations. Follow tasking
messages in the mission for specifics on deploying the special ops units in
the game.
Deploy DSRV: Select this option to Deploy the Deep Submergence
Rescue Vehicle (DSRV) to travel to the selected contact. This option is
only selectable when the following conditions are met:
The DSRV is present on the Subs hull. (The DSRV is only
Deploy Special Forces: This menu is greyed out until speed and
depth requirements are met. It is available only in the Contact Menu for
surface ships and landbased (Category: Stationary) targets such as
buildings or the floating Oil Rig, and only under these conditions:
The selected contact is a surface ship or a landbased target
less.
CM Launch Panel
Fire Control
Navigation Buttons
Target Display
Weapon Inventory
S E AW OL F T A R G E T D IS PL AY
Seawolfs Target Display consists of the Fire Control map, the Tube
Selection Panel and the Target Designation and Preset Panel. From the
Target Display the weapon in a specific tube is targeted at a specific
contact and weapon presets appropriate for the target are entered.
Fire Control Map
Target
Designation
and Presets
Panel
Tube Number
Target Window
Weapon Window
Weapon Waypoints: When ON, all waypoints assigned to any land attack
missile or mine display on the map. When this option is OFF only the
waypoints for the weapon in the selected tube show on the map.
Designate Target: This drop-down list contains all of the Track IDs
currently marked by Ownship and Link participant and Link contact Track
IDs if Show Link is ON. A Track ID selected in this list is available for
assignment to a specific tube as described below with the following
caveats.
Contact with a LOB: Contact IDs for contacts with a line of bearing
(no TMA solution) cannot be assigned to a tube. They can be targeted
with a snapshot. See Seawolf Stations/Fire Control Station/Seawolf
Target Display/Firing A Snapshot. Create a TMA solution for the
contact to make it available for tube assignment.
Unknown Category Contacts: Track IDs for contacts that have a
TMA solution but have not yet been classified as either a surface or
sub surface platform type cannot be assigned to a tube. A snapshot
can be assigned.
BSelect the contact in the Nav Map and from its right-click menu
designate it as surface or subsurface to make it assignable.
9 Note: No Contact IDs appear in the Designate Target list if Show
Truth is on or if you have not yet marked any contacts with one of
your sensors and no Link contacts have been downloaded.
Assign Target: Click this button to assign the contact selected in the
Designate Target drop-down list to the tube selected in the Tube Selection
Panel. The Contact ID appears in the Target Window for the selected tube.
9 Note: Certain weapons can only be used against specific types of
contacts. For example, you are not able to assign a sub-only weapon
to a target designated as a surface contact. Until a contact is
assigned a category (surface or subsurface), it cannot be assigned
to any tube. Assign a category from the Nav Map by right-clicking the
selected contacts symbol and selecting Designate
Category/ID>Platform Category.
The lower portion of the panel displays the presets for the weapon in the
selected tube. Presets vary depending on the weapon. See Seawolf
Stations/Fire Control Suite/Presets.
4. Presets for the weapon in the selected tube appear in the lower portion
of the Target Designation and Preset panel. Click or right-click on digits
as needed to adjust the settings. For information on preset settings see
Seawolf Stations/Seawolf Fire Control Suite/Seawolf Presets.
Firing A Snapshot
When a contact does not yet have a TMA solution or has not yet been
categorized as surface or subsurface, it can only be targeted with a
snapshot. A snapshot is simply a weapon fired down the line of bearing to
the contact. Since you have no range information you fire and hope that the
weapon will home on the contact.
1. In the Tube Selection Panel click the number of the tube containing the
desired weapon.
indicating the weapons search cone. Until a torpedo enables, it can be wireguided.
BClick the torpedos symbol on the Fire Control map.
The following Wire Guide Controls appear in the Preset area.
Heading: Click the right facing arrow to increment the weapons
ordered heading. Click the left facing arrow to decrease the ordered
heading.
Enable: Click to enable the weapon before it reaches the enable
distance set in the Run To Enable preset and start the weapon in
search mode
Pre-Enable: Click to return an enabled weapon to its pre-enabled state
without shutting the weapon down entirely. If you want to wire guide a
weapon that has already enabled and started its search, click this
option. The red enable cone disappears. Once the weapon detects a
contact and begins homing, it can no longer be pre-enabled. It can only
be shutdown.
Shutdown: Click to shut down the weapon entirely. The weapon
cannot be enabled again if this option is selected.
9 Note A torpedo is searching as long as it is snaking or circling (as
set in the presets). If the weapon heads on a straight path, it is
homing.
S E AW OL F L AU NC H P A NE L
The Launch Panel is composed of the Launcher Control Panel, the Tube
and Weapon Selection Panel and the Presets Panel.
Tube Status Bar
Presets Panel
Presets Panel
Adjacent to each Launcher Panel is a Preset Panel containing the presets
currently assigned to the weapon in the Launcher Control Panel. Presets
entered from the Target Display are viewed here and can be adjusted if
desired prior to weapon launch.
2. In the Launch Panel, click the number of the desired tube in the Tube
and Weapon Selection to select it. The tubes Launcher Controls
display in the Launch Panel. Adjust presets in the preset panel to the
right of the Launcher Control if desired.
9 Note: Only rectangular buttons are selectable at various stages in
the launch procedure. A green outline around a rectangular button
indicates it can be selected at this stage of the launch sequence.
Selected buttons flash until the indicated process is complete.
3. Click FLOOD. This button initiates the process that floods and
equalizes the tube. When the tube is flooded the FLOOD button text is
green. Reselecting this button at this point reverses the process.
4. Click MUZZLE DOOR to open the muzzle door. The button flashes
until the door is open. The SYSTEM READY buttons turns green and
the LAUNCH button is selectable.
1. Click MUZZLE DOOR to start the reverse the process. The button
flashes until both button and outline are orange.
2. FLOOD now appears with both green text and outline. Click FLOOD to
reverse this step and drain the tube.
1. In the Launch Panels Tube and Weapon Selection Panel, click the
name of the weapon in the tube you want to reload. (If the tube has
been fired, click Empty.) Repeated clicks cycle through all the weapons
available for loading in this tube.
2. Stop clicking when you see the name of the weapon or UUV you want
to load.
If you click an empty tube and the weapon names do not cycle, the
muzzle door for that tube is still open. Click MUZZLE DOOR of the
empty tube. This closes the muzzle door and automatically drains the
tube in preparation for reload. If the tube has not been fired, the
reverse steps must be done manually.
9 Note: Closing the muzzle door cuts the wire on the torpedo or UUV
launched from the tube. Wire guiding is no longer possible and you
no longer receive sonar reports from the UUV once the wire is cut.
Status Bar while the name of the weapon to be loaded appears in the Tube
and Weapon Selection Panel.
Once the original weapon is unloaded the name of the weapon being
loaded displays in the Tube Task Bar and the Target Assignment is cleared.
(You must reassign a target to the new weapon from the Target Display.)
The presets for the new weapon appear in the Presets Panel. The reload
process is not complete until the Weapon Stowed indicator stops blinking.
Tip: Be very careful where you click in the Tube and Weapon Selection
Panel. If you intend to select the tube number but click the weapon name
instead, you start a reload of that tube. A reload is time consuming!
A TT AC KI N G L A ND T AR GE TS
The Seawolf can carry Tomahawk Land Attack Missiles (TLAMs). To attack
a land target from Fire Control, the latitude and longitude coordinates of the
site must be fed into the fire control system and a series of waypoints
defined for the missile to follow. The coordinates are usually defined in a
tasking message.
2. From the Target Display Station click the number of a tube containing a
land attack missile. The DEFINE TARGET WAYPOINTS option
appears in the Presets Panel.
3. Click DEFINE TARGET WAYPOINTS then click the Fire Control map
to place four weapon waypoints. The number next to the last waypoint
indicates the tube number.
BClick a waypoint to enter exact coordinates in the Latitude and
Longitude presets or click and drag the waypoint to the desired
location. Watch the latitude and longitude readout in the lower left
corner of the Fire Control map as you drag the waypoint to
determine its current location.
The outermost waypoint should be placed at the exact latitude and
4. Set the destruct range for the missile. This is the range at which the
missile will self-destruct if it has not encountered a target.
5. Initiate the launch procedure for the tube in the Launch Panel.
9 Note: Land sites with Link Contact IDs can be targeted from the Nav
screen using the Contact Menus Engage With command.
LAYING
MINEFIELD
1. Check your tasking or determine the exact latitude and longitude for
each mine to be placed.
2. Determine which tube will fire the mine destined for each specific
location. From the Launch Panel, load the desired tubes with mines.
3. Set Waypoints for each mine to follow. In the Target Display Panel click
the tube number to select. Click DEFINE TARGET WAYPOINT in the
Preset Panel then click the Fire Control map to place the waypoint.
4. Select the waypoint and drag it to the desired location using the lat/long
readout at the bottom of the Fire Control map or enter the desired
latitude and longitude in the waypoint presets.
Tip: Once mines are loaded and presets are entered, you can fire the tube
from the Nav Map using the Ownship or Orders Menus. Map Markers can
be placed on the Nav Map indicating the mine location and a launch point
for the mine designated for that location. Using this method you can better
tell when to fire the tube. See Navigation Station/2D Map/Map Menu.
5. When all mines are ready to fire, launch the mines in the planned order
from the Launch Panel or with the Fire Tube command in the Orders
Menu.
6. After firing the mine, reload the tube with a new mine or weapon.
D E PL OY I N G
AN D
W I R E -G U I DI N G UUV S
1. Set Ownship speed to 4 knots or less. Do not launch the UUV until that
speed has been achieved.
2. In the Launch Panel click the number of a tube containing a UUV. The
UUV presets appear in the Launch Panel Presets Panel.
4. Select the desired tube in the Launch Panel and initiate the launch
procedure as for a torpedo.
If a UUV is in a tube it can be launched from the Orders or Ownship
Menus using the FIRE TUBE command without visiting the Fire Control
Station. It will be launched at Ownships depth.
active sonar mode can be enabled at any time as long as the wire is
still attached and the 30-minute battery is functioning. Be aware that
capable ships and subs in the area can detect UUV active sonar.
However, active sonar may be necessary when traversing a minefield.
Follow these steps to enable UUV active sonar.
UUV Returns
Sonar returns from the UUV are automatically assigned a Track ID and can
be found in the TMA Selected Track drop-down list and on the Nav and Fire
Control maps. UUV sonar returns do not show up on any of the screens of
the Sonar Suite although the UUV itself displays as a contact in Broadband
and Narrowband Sonar. Depending on its course, the UUV may provide
returns on Ownship.
A contact detected by a UUV in passive mode appears on the Nav Map
S E AW OL F C OU N TE R M E ASU R E L AU NC H P A NE L
Active and passive decoys are available in external and internal tubes. The
loadout in the Seawolfs external countermeasure tubes can only be
changed from Weapons Loadout Screen prior to starting a mission. Internal
tubes can be loaded during gameplay as long as countermeasures are
available.
The Seawolfs Countermeasure Launch Panel consists of The External
Tubes Launch Controls, the Internal Tubes Launch Controls, the Presets
Panel, the External Tube Presets Selector, and the Internal Tube Preset
and Countermeasure Selector.
External Tubes Launcher Controls
Presets Panel
Launching a Countermeasure:
1. In the Internal or External Tubes Presets Selector click the number of
the tube you want to fire. (The tube number above or below the
selected tube is also selected.) The presets for the selected tubes
appear in the Presets Panel.
S E AW OL F W E A PO N I N VE N T OR Y
The Weapons Inventory simply displays the current type and number of
weapons on board your sub. No interaction is possible. The numbers
decline as appropriate each time a weapon or countermeasure is
dispensed.
S E AW OL F T AC T IC A L W EA P O NS
The Seawolf Class submarines carry weapons capable of targeting surface
ships, submarines and land targets. For gameplay purposes the Seawolf
can also target helicopters and low-lying planes from the sail bridge with a
shoulder mounted SAM launcher when surfaced. Available weapons are
described briefly below.
Mk 48 Torpedo ADCAP (Advanced Capability): This weapon can be
used against both surface and submarine targets and can be wire-guided. It
has a maximum range of 27 nm, a maximum speed of 55 knots and a
maximum depth of 2,394 feet,
TLAM (Tomahawk Land Attack Missile): The Tomahawk is the standard
sub-launched strike weapon for use against land targets. It has a range of
approximately 1400 nm For successful launch of this weapon during
gameplay, Ownship depth must not exceed 150 feet and speed must not
exceed 6 knots.
Gameplay Weapons
TASM (Tomahawk Antiship Missile): For gameplay purposes TASMs
are assigned to the Seawolf and 688(I) class submarines. In actuality,
these weapons have been removed from the fleet and are being
converted to Tomahawk Land Attack Missiles. The TASM has a
warhead of 500 kg and a range of 250 nm. For successful launch of
this missile during gameplay, Ownship depth must not exceed 150 feet
and speed must not exceed 6 knots.
Harpoon: (Anti-Ship Missile): Seawolf and 688(I) class subs no
longer carry Harpoons. They are available for gameplay purposes in
the loadout screen but they are not loaded by default. The Harpoon
has a range of 70 nm. For successful launch of this missile during
gameplay, Ownship depth must not exceed 150 feet and speed must
not exceed 6 knots.
S E AW OL F S TR A TE G IC W E AP O N S
Mk 67 SLMM: The submarine-launched mobile mine is a modified Mk 37
torpedo whose warhead was replaced by a Mk 13 mine warhead. The
torpedos propulsion system is used to maneuver the mine to the
coordinates programmed into its guidance system. The SLMM has a 235 kg
warhead, a maximum speed of 26 knots and a maximum range of 11.5 nm
S E AW OL F C OU N TE R M E ASU R E S
Countermeasures are defensive weapons used to prevent an enemys
torpedo from destroying your sub. The Seawolf carries Active and Passive
torpedo decoys that can be launched from Fire Control Launch Panel, or via
the Ownship or Orders Menus Countermeasure option.
Passive Decoy: Used against passive homing torpedoes, this decoy emits
sound (noise) across a broad spectrum of frequencies in an attempt to
deceive the torpedo into homing in on the decoy.
Active Decoy: Used against active homing torpedoes this decoy is a
bubble generator that creates an area of bubbles in an attempt to provide a
false echo to the torpedo.
Decoy Depth: Decoys fired from the Fire Control Launch Panel are
launched at Ownship Depth. Countermeasures fired via the Ownship or
Orders Menus Countermeasures option can be launched at either a
Shallow (100 feet) or Deep (800 feet) depth.
S E AW OL F P R E S E T S
Everything that can be launched from the Fire Control Station has at least
one preset. Presets are instructions that tell the weapon or UUV or
countermeasure what to do. All presets are presented here alphabetically
by type.
BClick/right-click on the digits to increase or decrease the value.
Mine Presets
SLMM
Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then
click the Fire Control map to place a single waypoint.
Latitude/Longitude: Click the waypoint to display presets for setting
the precise latitude and longitude for the waypoint. These coordinates
define the final destination of the mine. Click the digits in the preset
panel to set the desired value. You can also click a waypoint and drag
it to the desired location. Watch the Latitude/Longitude readout in the
lower left of the Fire Control map when dragging a waypoint to
determine the waypoints current location.
Torpedo Presets
Mk 48 ADCAP
Snapshot Bearing (deg): The weapon is fired on the bearing entered
here. (This preset only appears if Snapshot is assigned to the tube
from the Target drop-down list.)
Search Pattern: Set the search pattern for the weapon (Circle or
Snake)
Ceiling: Set the depth above which the weapon does not travel.
Floor: Set the depth below which the weapon does not travel.
Depth: Set the depth at which the weapon travels.
Speed: Set the speed at which the weapon travels.
RTE (yds): (Run To Enable) Set the distance (in yards) the weapon
travels before it enables and starts its active search. Enabling the
weapon too soon can alert the target in time to take evasive measures.
Enabling too late can mean the weapon runs past the target.
Active: When Checked the weapon is launched in Active sonar mode.
Deselect to launch the weapon in Passive mode.
S E AW OL F TMA S T A TI O N C O M PO N E NT S
The Seawolfs TMA station is composed or several distinct areas: The TMA
Display, the view controls and readouts, the track selection area, trial
solution input area and the solution area. These areas are described briefly
below. See the Training Section on TMA for additional information about
these areas.
TMA Display
Cursor Readouts
Lock Button
Trial Solution Fields
White
Blue
Towed Array:
Purple
Active sonar:
Green
Active Intercept:
Yellow
Periscope or ESM:
Red
Radar:
Yellow
White
Green
Ruler Handle
TMA Ruler
Ownship
speed: the longer the ruler, the faster the estimated speed.
The distance of the ruler from the Ownship marker represents the
arrays update every two minutes while radar and continuous active
sonar update with every sweep or ping.) The mark at the end of the
ruler represents the initial or oldest information.
The estimated current bearing of the contact is a point just ahead of the
second instance of the word displays the sensor source of the contact
selected in the MERGE drop-down list. See TMA Button Matrix/Select
Tracks below.
Firing Solution: Also called the system solution, the values seen here
represent the current solution in use by the Fire Control system for the
selected contact. These fields display zeros until you have clicked ENTER
SOLN in the TMA Trial Solution Area.
BTo change the solution in use by the system for the selected
contact, alter the ruler to the desired position on the TMA Display
or enter numbers directly into the trial solution area fields, then
click the ENTER SOLN button again.
TMA
ON
R A DA R , A C TI VE S O N AR , V ISU AL C O N T AC T S
Contacts marked with active sonar, radar and the Stadimeter appear as a
bearing/range pair on the TMA Display. The bearing line ends with a tiny
triangle positioned at the range of the contact. If the targets bearing and
range are known at two different times, as is the case with active sonar and
radar, the solution can be found by connecting dots and drawing a line with
the ruler for course and speed.
A UUV in active mode provides returns from the location of the UUV in TMA
and on the Nav and Fire Control maps.
Seawolf Stations 12-55
the bearing line indicates the targets range at time the contact was
marked.
3. Adjust the view on the TMA Display to get a clear view of the ruler and
the range triangle.
BMove the ruler to the location of the range triangle, click CENTER
ON RULER then click the zoom buttons to better adjust the view. If
you lose site of the ruler, zoom all the way out or click the red
center on ruler button again.
4. Drag the arrowhead or tail of the ruler to adjust the tick marks along the
bearing lines until the dots line up in the dot stack indicating a good
solution.
5. Click ENTER SOLN to send the trial solution to the Fire Control
system.
TMA
ON
P AS SI V E S O N AR
AND
ESM
C O NT A C TS
default range of 10,000 yards on the most recent LOB with the
arrowhead facing Ownship (or the UUV sensor if it is a UUV contact)
with a default speed of 10 knots. These default values appear in the
trial solution fields directly to the right of the TMA Display.
9 Note: No contacts appear in the drop-down lists if no contacts have
been designated. Link contacts do not appear in the TMA track list.
If you are sure about one aspect of the solution (e.g. range) enter that
value directly into the Range field then lock the field. That keeps you
from dragging the ruler to a different range.
BTo lock a field, click the red button associated with the field. Lock
buttons are located to the right of each trial solution label. These
buttons are lit when the field is locked.
4. Adjust the ruler on the display until the tick marks align well with the
contact bearing lines and the dots appear to line up along the
centerline off the dot stack.
BClick the handle in the middle of the ruler to drag the entire ruler.
BClick and drag on either end of the ruler to move just that end or to
adjust the length of the ruler.
5. When a good match between the tick marks, the bearing lines and the
dot stack has been achieved, click ENTER SOLN to send this
information to the Fire Control system. The system tracks the
estimated position of the contact based on this system solution and
uses that estimated location when targeting the contact.
The entered system solution displays in the Firing Solution fields in the
TMA Data Display. To update the contacts system solution, adjust the
ruler or directly input information in the trial solution fields and click
ENTER SOLN again.
6. Changing Ownships course and/or speed can refine the TMA solution.
After steadying on the new course and/or speed, adjust the ruler to
achieve the best fit.
If one TMA solution does not fit the entire observed bearing data,
consider the fact that the contact itself may have changed course
and/or speed (a contact zig.). Attempt to achieve a better fit of the
ruler by disregarding some of the earlier bearing lines and looking only
at recent bearings.
1. Click SELECT TRACKS. From the SELECT drop-down list select one
of the contacts to be merged.
2. From the MERGE drop-down list select the track to be merged with the
contact selected in the SELECT drop-down list.
BTo drop the selected contact altogether, click the DROP button.
Dropping a contact cannot be undone.
9 Note: If the TMA Autocrew is activated you cannot move the TMA
ruler. Seawolf Autocrew/Seawolf TMA Autocrew
TMA
ON
UUV S E NS O R C O NT AC TS
View Controls
D ET EC TI N G C O N T AC T S
WITH THE
P ER ISC O PE
4. Make use of the periscopes ESM sensor as you rotate the scope. This
sensor can alert you to the presence of a contact before you can see it
in the periscope view. The ESM indicator lights illuminate from left to
right when a radar emitter is detected. (Green indicates a weak signal,
red a strong one.)
5. Zoom and adjust the view. Center the view on the contact of interest.
Zoom in and adjust the elevation as needed.
BClick the green + arrows on the right-side periscope grip to zoom
in. Click the green - arrow on the grip to zoom out.
BClick the upper half of the Elevation crank to lower the elevation.
Click the lower half to raise it.
7. Center the contact in the middle of the periscope view. Align the
horizontal line with the waterline before you take the picture. Click
PHOTO to send a photo of the contact to the Stadimeter.
S E AW OL F S T A DI M E TE R S T AT I O N
The Stadimeter Station is accessible only from the Periscope station by
clicking the Stadimeter icon button. The Stadimeter is used to manipulate a
photo of a contact taken through the periscope to determine the contacts
range. The Stadimeter can also be used to compare the photo to the ships
database of ship silhouettes to determine its class and course.
Stadimeter Window
To Periscope Station
3D Silhouette Window
3D Silhouette Controls
3. In the CLASS field the ships computer provides the names of ship
classes similar in length to the photographed ship. Click the left and
right facing arrows on either side of the Country and Class windows to
cycle through the filtered names. A 3D ship silhouette of the selected
class displays in the 3D silhouette for each available class in the 3D
SILHOUETTE WINDOW.
4. Click the ZOOM arrows to match the size of the 3D silhouette with that
of the photographed contact.
5. Rotate the silhouette by clicking the right and left facing arrow buttons
on either side of the AOB window until the aspect of the 3D model
matches that of the ship in the photo. Viewing the 3D object from a
similar angle to the ship in the photo helps you identify the correct
class. When the aspect matches the photo, a close approximation of
the contacts course appears in the in the COURSE window. Course is
a piece of information needed in developing a firing solution in TMA.
2. Rotate the silhouette model by clicking the AOB arrows. Click the
Zoom buttons to alter the size of the silhouette in the window. When a
ship class is matched to the photo, leave the selected class name in
the CLASS field.
3. Click the side of the photo containing the contacts highest mast and
drag that side of the photo such that the top of the highest mast is even
with the waterline on the other half of the photo. The estimated range
to the ship is displayed in the Range readout.
4. Click MARK. This sends the contacts bearing and range to TMA and
the Nav Map and assigns the class name showing in the CLASS
window to the contact. You must still assign an ID (Friendly, Hostile,
Neutral etc) to the contact using the contacts right-click Contact Menu
on the Nav Map.
9 Note: The photo must be manipulated to determine a range when
the contact is marked or no contact is created on the Nav Map or
TMA.
5. Click the Periscope icon button to return to the Periscope Station view.
Free Look
Binoculars
Free Look: The default view in the Sail Bridge provides a 360q naked-eye
view of the area. Click and drag to pan the view.
Binoculars: Zoom from 2X to 16X by clicking the right side of the thumb
wheel at the top of the screen. Click the left side to decrease zoom. Click
and drag to pan the view. VISUAL mode is selected by default. LLTV mode
is available for night vision.
SAM Launcher: The Seawolf in S.C.S. - Dangerous Waters carries FIM-92
Stinger Surface to Air Missiles. A shoulder mounted SAM launcher is
modeled and can be used to attack helicopters and low flying airplanes.
The SAM launcher view provides a first-person shooter aspect to engage
aircraft within range:
FIM-92 Stinger: Range: 4.3 nm (8,000 meters)
L AU NC H I N G S U R F AC E
TO
A I R M I SS IL E S
S EAWOLF A UTOCREW
This section describes the Autocrew features available on the Seawolf class
submarine during gameplay. In some cases when an Autocrew feature is
ON you are prevented from making any input to the station. Check the
descriptions below to determine what if any input is needed from you when
the Autocrew is ON at a given station. Stations that have an Autocrew have
an Autocrew slider button in the upper left corner of the station interface.
BClick the Autocrew slider button to toggle the state of that
Autocrew. The Autocrew is ON when the crew silhouette is
showing.
S E AW OL F B R OA D B A N D /N A R R OW B A N D A U T OC R E W
When ON, the Broadband-Narrowband Sonar Autocrew marks contacts in
Broadband and searches Narrowband for contacts. Because they share
trackers, contacts marked in Narrowband also display in Broadband.
Autocrew also assigns trackers, classifies all marked contacts in
Narrowband and assigns a Low, Medium, or High level of confidence in his
classification. The level of confidence displays in the Navigation Stations
DDI and above the 3D model when that contact is selected.
class, but he cannot determine its alliance (ID). You must do that
yourself on the Nav Map.
BOn the Nav Map, right-click the contacts symbol to display the
Contact Menu.
BSelect Designate Category/ID>ID and drag your cursor to select
the presumed alliance ID for the contact.
S E AW OL F S O N AR A C T IV E I N T E R C E P T A U T OC R E W
When ON, the Active Intercept Autocrew marks contacts. You are not
prevented from marking contacts but the Autocrew is likely to mark them
faster than you can.
S E AW OL F R A D AR A U T OC R EW
You must raise and lower the radar mast. When ON, your Radar Autocrew
performs the following task as long as the radar is on.
Marks contacts and re-marks them every minute that the contact can
S E AW OL F F I R E C O N TR OL A U T OC R E W
When ON, the Fire Control Autocrew performs the following duties:
Uses information sent from the TMA station to establish presets for the
and fire the weapon from the Fire Control Launch Panel or by using the
Contact Menus Engage With command from the Nav. Your Fire
Control Autocrew uses the contacts classification when determining
presets. If you classify a contact as a surface ship when in actuality it is
a submarine, you Autocrew enters presets appropriate for a surface
ship.
9 Note: When the Fire Control Autocrew is ON you can set only
Snapshot bearings and place waypoints in the presets. All other
presets are greyed out.
S E AW OL F TMA A U T O C R EW
Accurate TMA takes time. Your TMA Auto Crewman requires data from
several sensors and/or a change in Ownships course to generate an
accurate firing solution. When ON, the TMA Autocrew performs the duties
mentioned below.
BClick the AUTOCREW slider button in the upper left corner of the
TMA station to toggle the state of the TMA Autocrew. Autocrew is
ON when the silhouette is visible.
Uses information reported from all sensors to determine a firing
solution. This solution is his best estimate of the course, bearing, range
and speed of a contact.
Merges contacts that represent the same track reported by different
sensors.
Keeps track of the movement of each contact and updates the solution
on the Nav and Fire Control Maps with every new sensor input. The
solution is updated immediately with his best guess whenever a
contact is selected from the drop-down list in the TMA station.
Once the crewman enters a solution for a contact, the contact then
6(&7,21
,67$7,216
13-1
13-2
13-3
13-4
688(I) T ASK B AR
The Task Bar for all submarines functions the same. Differences are
cosmetic. The 688(I)s Task Bar appears below.
Stations Menu
Damage Report
Orders Menu
Course Shortcut
Depth Shortcut
Speed Shortcut
688(I) S T A TI O NS M E NU
Click the Stations Menu button to expand the selection menu. Select an
icon to jump to that station or use the appropriate function key. Selected
menu items are orange.
Ship Control [F1]
Radar [F3]
Radio-ESM [F4]
Nav [F5]
TMA [F7]
13-5
688(I) O R DE R S M E N U
Navigate: Displays a submenu of navigation shortcuts
Left Full Rudder: Sets OS on a hard turn to port.
Right Full Rudder: Sets OS on a hard turn to starboard
Rudder Amidships: Sets the rudder back in the zero position. If you
do not set the rudder back to zero the ship eventually turns in a circle.
Setting a specific course automatically resets the rudder once the
course change is completed.
Set Depth: Displays a submenu of shortcuts to specific depths.
Surface: Orders a normal surface of the ship. (Emergency surface
is only available from the Ship Control Station.)
Go to PD: Orders the ship to Periscope Depth (63 feet).
Depending on sea state you may need to order a shallower depth
to clear the scope.)
Go Shallow: Orders a depth of 147 ft.
Go Deep: Orders a depth of 1,254 ft.
Go to Snorkel Depth: Orders a depth of 56 ft.
Change Speed: Displays a submenu of engine order shortcuts. Given
no strong currents in the area, selecting one of the following
commands results in the indicated speed:
All Ahead Flank: Maximum speed for platform (35 knots)
All Ahead Full: 20 knots
Ahead Standard: 15 knots
Ahead 2/3: 10 knots
Ahead 1/3: 5 knots.
All Stop: Orders OS to a full stop.
Back 1/3: 4 knots in reverse
Back 2/3: 8 knots in reverse
All Back Full: 12 knots in reverse
All Back Emergency: 16 knots in reverse
Arrays/Wires: Displays a submenu permitting you stream, retrieve or stop
the winch deploying the Port and Starboard Towed Arrays and the Floating
Wire.
Masts and Antennas: Raise masts individually or lower all at once. Raising
the masts while submerged can damage them if OS speed exceeds 8-10
knots. See Appendix C: Submarine Max & Mins for information on safe
speeds for extending each mast while submerged. The Snorkel Mast option
Section 13: 688(I) Stations
13-6
is only available when at snorkel depth (56 feet) or shallower. Raising the
mast initiates ventilation. The process is secured from this menu or from the
Ship Control Station via the VENTILATE button, automatically lowering the
mast.
Autocrew: Displays a submenu of Autocrew options. Selecting an option
toggles its state. A checkmark indicates that the Autocrew is ON. See 688(I)
Stations/688(I) Autocrew for a full description of Autocrew functionality.
Fire Tube: This menu option only appears when there is a weapon loaded
and ready to shoot. Weapons are loaded in the Fire Control Launch Panel
and presets determined in the Fire Control Target Display.
Countermeasures: Launch either active or passive decoys. From the
Orders Menu a depth of shallow (100 feet) or deep (800 feet) can be
selected.
D A M A GE R E P OR T W I N D OW
The damage report window lists damage to any station. The text scrolls as
necessary. When a station has damage, the damage indicator in the upper
right of a station slides out to reveal a wrench. When the wrench is present
on a screen, check the Damage Report Window for more specific
information on the time required to repair the damage or notification that the
damage cannot be repaired. Be aware that parts or all of a station will not
work when damage has occurred.
BClick the wrench button in the Task Bar to open/close the window.
H I S T OR Y W I ND O W
Displays the type of history selected by buttons to the left of the window.
The newest report appears at the bottom of the scrolling list.
History Selection Buttons: A lit button indicates the currently selected
History type. If there is a new message in any other window, that windows
selection button flashes until that button is selected.
Crew Report History: Lists all orders as acknowledged by crewmembers
Radio Traffic History: Lists all radio messages received.
Multiplayer Chat History: Displays a history of multiplayer chat messages.
M A N E U V E R S H OR TC U T S
AND
G A M E R E AD OU TS
13-7
T I M E C OM PR ES SI O N S C AL E
In addition to real time, S.C.S. - Dangerous Waters supports four levels of
time compression. The time scale displays in the far right of the Task Bar. A
stack of colored bars represents the level of time compression.
At real time, a single green bar is displayed.
At twice real time a lime (yellow/green) bar appears above the green
bar.
At four times real time a yellow bar is added to the stack.
At eight times real time an orange bar is added.
At up to sixteen times real time (depending on system capability) a red
13-8
BClick the unlit CHARGE button to commence charging your highpressure air banks. The button is lit when a charge is in progress.
BClick the lit CHARGE button to secure the charge.
TOWED ARRAY: From this panel you select and deploy the desired towed
sonar array (Port or Starboard). The SCOPE field indicates the length or
percentage of the array currently streamed.
BClick PORT or STARBOARD to select that array to be streamed.
Only one towed array can be deployed at a time.
BClick STREAM to deploy the array.
BTo stop streaming or retrieving the array, click OFF.
BTo retrieve the towed array, click RETRIEVE.
COURSE: On this Course Indicator, the red needle indicates current
course. The black needle indicates ordered course
BClick the desired heading on the Course Indicator to order that
course.
HIGH FREQUENCY SONAR: The toggle switch activates the High
Frequency Active Sonar (HFAS), which is used to detect objects (e.g.,
mines, icebergs, submarines) at short range. The High Frequency Sonar
screen shows the location of any object near your submarines bow.
BClick ON to activate HFAS.
BTo designate targets (such as mines or icebergs), click on the
contact in the HFAS screen. A mark is placed on the Nav Map
indicating each return received by the HF sonar.
VENTILATE: Ventilation is only necessary when you need to recharge the
high-pressure air banks. See HP Air above. The ship must be at snorkel
depth (56 ft.) or shallower to ventilate.
BClick the unlit VENTILATE button to commence ventilating.
BClick the lit VENTILATE button to secure ventilating.
STERN/BOW/RUDDER: Your crew controls the bow and stern planes
automatically when you change depth but you can control the Rudder.
BClick the desired number in the Rudder Indicator to order a Rudder
change.
BClick zero in the Rudder Indicator or click in the Course Indicator
to reset the rudder.
9 Note: The ship will eventually turn in a circle if you do not reset the
rudder to zero or order a specific course.
ENGINE: This dial, known as an Engine Order Telegraph, orders engine
speed. Engine speeds translate to ship speeds as defined in 688(I) Ship
Stations/688(I)Task Bar/Orders Menu. Flank (maximum) speed modeled for
the 688(I) is 35 knots.
BClick the desired option to order that Engine Speed.
Section 13: 688(I) Stations
13-9
Broadband
Narrowband
DEMON
Active Intercept
Active Sonar
SSP
688(I) B R O AD B AN D S O N AR (PBB)
The Passive Broadband Sonar Station displays input from the spherical
bow and towed arrays. These inputs are used to detect and track
submarines and surface ships. Here trackers can be assigned to contacts
Section 13: 688(I) Stations 13-10
and they are given an alphanumeric Contact Designation or ID. Contact IDs
for all sonar contacts begin with the letter S. Trackers provide the TMA
station with updates on the contacts bearing at specified time intervals.
9 Note: UUV sonar contacts also have 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.
Broadband Waterfall Display
Bearing Indicator
Ship speed greatly interferes with the ability of the sensors to detect and
display contacts. Excessive speed results in the inability to detect any
contacts at all. Only background noise is visible.
S01, S02, S03, etc. The Sierra number, also called a Contact ID or
Track ID, and all available data on the contact are automatically sent to
TMA and the Nav Map.
a consistent bearing and one appears to move in the display. The contacts
true bearing is that of the contact that remains constant.
When numerous contacts are present or the contacts are close together,
this process can be very challenging!
9 Note: 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.
688(I) N AR R OW B A ND S O NA R (PNB)
Each ship class has a unique sound frequency signature. The Narrowband
function is used to classify sonar contacts by comparing the frequency
signature of the selected contact against a database of known frequency
signatures.
The ships computer narrows your search by presenting only those
signatures that have similarities to the signature of the selected contact.
Detected frequencies
of the selected contact to profiles in the ships profile database. Use the
PROFILE selector to cycle through the available signatures.
NARROWBAND SEARCH: Signals from the selected array display in an Ascan format on the Narrowband Search Display. A contacts signal displays
as a spike at the bearing where it is detected. The height of the spike
represents signal strength. High peaks indicate strong signal strength. Click
the peak of a contact to select the contact and display its profile in the
Narrowband waterfall display.
9 Note: Ownships speed can affect your ability to detect contacts in
Narrowband Search. When the entire signal line is near the top of
the display this indicates that background noise is very high. This
usually happens when ships speed is over 5 knots for hull array
contacts or over 15 knots for towed array contacts. Decrease your
speed to reduce water flow over the array.
The right side of the Narrowband station contains the following buttons and
functionality.
Sonar Navigation Buttons: Click the desired button to switch to that
station in the 688(I)s Sonar Suite.
FREQUENCY SCALE: Click the desired number to switch to that frequency
range in the waterfall display.
FREQUENCY: Click the desired line in the Narrowband Waterfall display.
The cursor moves to that location in the frequency indicator.
CURSOR POSITION: Click in Narrowband Search to display the precise
bearing at that location.
TRACK ID: The alphanumeric Track ID (also called Contact ID) displays in
the Track ID window when a tracker is designated in the Waterfall Display.
TRACKER REVIEW: Click to cycle through any Track IDs that are
assigned Trackers for the selected array. The cursor jumps to that contact
DESIGNATE TARGET: Click to assign a Target ID (Track ID) and tracker
to the contact line selected in the Narrowband Waterfall Display.
9 Note: 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.
PROFILE: The ships computer compares the sonar signature in the
Narrowband Waterfall display against those in its sound profile database.
Only those signatures that are similar to that of the selected contact are
presented for review when FILTER ON is selected.
BClick the PREV/NEXT rocker switch to view the signature profiles.
If FILTER ON is selected, only ships or weapons that have a
profile similar to that of the selected contact are available. All
platforms and weapons in the game are available for review if
FILTER OFF is selected.
CLASSIFICATION: This window displays the name of the class or weapon
selected with the PROFILE selector. The sound signature profile of the
class name selected here appears in the Ship Classification Display.
NORTH CENTER: Click to place bearing 000 at the center of the
Narrowband Search Display.
SOUTH CENTER: Click to place bearing 180 at the center of the
Narrowband Search Display.
SELECTED ARRAY: Click the appropriate button to display data from the
selected array in the Narrowband Search. The button in the bow of the sub
outline represents the Spherical array, the button in the middle in
represents the Hull array, and the aft button represents the Towed array.
9 Note: The towed array must be deployed before any towed array
signals can be detected.
5. When you decide which ships signature best matches that of the
selected contact, simply leave that class name selected in the
Classification window, and click Designate Target. The name showing
in the Classification field is assigned to the contact in the Nav Map.
688(I) DEMON S O N AR S TA T IO N
DEMON is an acronym for Demodulated Noise. The DEMON function is
used primarily to determine a contacts speed. This is important information
when establishing an accurate firing solution. Once contact speed is
determined at the DEMON Station the value can be entered in the speed
field in the TMA trial solution field for the appropriate contact.
The main component of the DEMON Station is the DEMON Waterfall
Display. The waterfall display separates the selected signal into
demodulated components. On the display, the horizontal axis represents
frequency and the vertical axis represents time. When a contact is selected
its signal appears as parallel vertical lines in the waterfall. The lines
represent sound generated by the contacts propeller blades.
Select the first line
5. If necessary, adjust the frequency to better view the signal. If the lines
in the display seem to blur together, switch to a lower frequency range.
If the lines run off the right edge of the display, increase the frequency
range. To adjust the frequency range, click the desired number in the
FREQUENCY SCALE switch.
6. Determine the Turns per Knot (TPK) for the contact by looking up the
U.S. Naval Institute Reference entry for the known platform class.
9. When you have determined the speed of the contact, enter that speed
in the TMA SPEED field for the selected contact on the TMA Station.
3. If necessary, adjust the frequency scale until the lines display clearly
and individually on the waterfall.
Use the following criteria to help categorize the selected contact:
Merchant Vessels/Tankers: Typically three or four blades; noisy;
often maintains predictable course.
Warships: Typically four or five-bladed propellers; quieter, smoother
sound than merchant ships; possibly unpredictable course changes.
Submarines: Five, six or seven-bladed propellers; very quiet when
submerged and at low speed; unpredictable course changes.
688(I) A C T I VE S O NA R S T AT IO N
Active sonar should be used only when absolutely necessary since it
provides the enemy with a wealth of information. S.C.S. - Dangerous
Waters models both medium and high frequency active sonar for the 688(I)
class submarines
Bearing-Range Cursor
1. Press [F1] or select the Ship Control Station from the pop-up Stations
Menu to move to the Ship Control Station.
The HFAS system is located in the center portion of the station. The
A C TI V E I N T E R C E P T S O N AR S T A TI O N
The Active Intercept function alerts you to the presence of active sonar
transmissions from another ship, sub, dipping sonar or sonobuoy in the
area. It provides the bearing of the transmitting entity as well as the
frequency of the detected emission, the age of the last signal and the
strength of the signal. Knowing the signal strength can assist you in
determining the relative proximity of the active sonar source.
When Active Intercept detects an active sonar ping, a line is seen on the
True Bearing Indicator display on the bearing of the contact. The strength of
the signal is represented as a continuum of colored lights directly below the
display that move from green to red as the signal grows in strength.
The 688(I)s Active Intercept Station is made up of the following
components:
TRUE BEARING INDICATOR: A line from the center of this circular display
to its outer edge indicates the bearing of an intercepted signal. Thicker lines
indicate a strong signal. A triangular cursor is used to select a signal on a
specific bearing.
SIGNAL STRENGTH: Indicates the strength of the selected signal. Green
indicates a weaker signal, red a stronger one. In general, assume the
source of a red signal is nearby.
FREQUENCY: Displays the frequency of the intercepted signal. (Active
Sonar Frequencies for platforms and torpedoes as modeled in S.C.S.
Dangerous Waters can be found in the USNI Browser in the SENSORS
entry.)
BEARING: Displays the precise bearing of the intercepted signal.
INTERVAL: Displays the interval between the last two signals.
AGE: Displays the time in seconds since the last signal.
MARK: When a contact is detected and visible on the Active Intercept
Display, clicking the Mark button assigns a Contact ID to the signal and
sends the bearing information to TMA. Each time that you click mark when
the signal is selected, the current bearing of that contact is sent to TMA.
BClick on a signal line in the True Bearing Indicator display. The
cursor moves to select that bearing. When the contacts signal is
selected, click MARK.
Section 13: 688(I) Stations 13-22
688(I) SSP S O N AR S TA T I O N
The Sound Speed Profile (SSP) Station displays the speed at which sound
is transmitted at various water depths in the area around Ownship. Ocean
water typically forms distinct layers of density that can profoundly affect
sonar transmissions. Warmer, less dense water forms the upper surface
ductbelow this, temperatures fall off sharply and density increases. The
effect of this process is sound generated in one layer doesnt tend to
transmit easily to the other layer, and vice versa. At the beginning of any
mission, always check the depth at which the surface duct separates from
the lower thermal. (See Training/Sonar School/Underwater Sound
Propagation for more information on thermal layers.)
The Sound Speed Profile is created from information returned from an
Expendable Bathythermograph (XBT) probe. When launched, the probe
reports depth and sound speed information in both graph and table form.
688(I) UUV S O N AR
In S.C.S. - Dangerous Waters all submarines are given Unmanned
Underwater Vehicles (UUVs). These UUVs act as remote sonar sensors.
Merging TMA bearing information provided by a remote sensor with data
from your ship sensors can provide a fairly accurate assessment of the
range to a contact. UUVs are particularly useful when navigating a minefield
and can be operated in Passive or Active mode.
The UUV itself appears as a contact in the Broadband and Narrowband
Displays but UUV sonar returns are not viewed in the Sonar Suite. UUV
sonar contacts display on the Nav and Fire Control maps and in TMA.
UUVs are launched from the Fire Control Station and are wire-guided like
torpedoes from there. See 688(I) Stations/688(I) Fire Control
Suite/Deploying and Wire-Guiding UUVs for complete information.
M AR K I N G
C ON T AC TS W I TH R A D AR
2. Click RAISE in the RADAR MAST Panel in the upper right of the
station to raise the mast. The RADAR READY light glows continuously
when the radar mast is extended and radiating.
3. Set RANGE SCALE as desired and set the RANGE RING toggle
switch to ON if range rings are desired on the radar display.
5. Click MARK to send the contacts bearing and range to TMA and the
Nav Map.
9 Note: Radiating while the radar is submerged destroys your radar.
R A D I O R O OM
The upper portion of the Radio-ESM console represents the Radio Room.
Here messages containing important intelligence and tasking information
are received and contact positions are downloaded from any platforms in
the mission that are part of your Link network.
When your submarine starts a mission submerged, you see no Link data on
the Nav Map even though Show Link Data is on by default. To determine if
there are Ownside platforms (members of the Link) in your area you must
come to communications depth (comms depth) and follow the steps below.
When Link information is downloaded, any surface and air Link participants
and any contacts they have detected appear on the Nav Map. You may
never see the symbol for any submerged Link participant that is in the
mission since he must be at comms depth with his mast extended at the
same time you are downloading data for you to see him
R EC E I VI N G R AD I O M E S S A GE S
AND
L I NK D A T A
1. Select either the floating wire antenna or the radio antenna mast to
receive the message.
Radio Mast: Take the ship to 63 ft and set ship speed to 10 knots or
less when the sail is submerged to avoid damaging the mast when it is
Section 13: 688(I) Stations 13-25
raised. In the Radio Antenna panel click RAISE to extend the Radio
Mast.
Streaming Wire: You do not have to come to Comms Depth but it
helps to be fairly near the surface. Set ships speed to 18 knots or less
to avoid damaging the wire. Slower speeds allow the wire to float up
more quickly. If speed exceeds 5 knots, the wire may never reach the
surface of the water. Make sure the wire is streamed to at least half of
its length in order to ensure message reception. In the Streaming Wire
panel click STREAM. The readout below the switch indicates the length
of the wire that is currently deployed. Click STOP when the desired
length has been deployed.
3. Look on the Nav Map if you are waiting for Link data to determine when
the information has been downloaded.
Single player mode: If another Ownside platform in the mission is
both must be at comms depth with the radio mast extended at the
same time before you will see each other. If you have your radio
mast extended and he has his floating wire out, he will see you but
you will not see him. The radio mast is needed to transmit position
data.
4. After the desired information has been received, click LOWER to lower
the Radio Mast or RETRIEVE to retrieve the streaming wire.
9 Note: Radio message text also appears in the Radio History Window
on the Task Bar. When a new message is received, the radio history
selection button (the green square) on the Task Bar flashes until the
button is selected. You can raise and lower the radio mast from the
Task Bars Orders Menu from any screen provided you are at a safe
depth and speed.
P R O M OT I N G C O N T AC TS
T O TH E
L I NK
are not automatically shared with the Link participants as theirs are shared
with you in single player games.)
During Multiplayer games, contacts detected by Ownside platforms
controlled by other players do not share data across the link automatically
as the AI. Ownside platforms do. Part of your task in Multiplayer games is to
promote your contacts to the Link so that other Ownside Link players can
see your contacts. Other players must promote their contacts before you
are able to see them on the Nav Map. You are only able to see them when
Show Link Data is on.
Just as you must raise your radio antenna or float the wire to download Link
updates, you must also come to comms depth and raise the radio mast
before you can to promote your contacts to the Link.
1. Come to comms depth (63 ft) and raise the radio antenna.
2. From the Nav Map, select the contact you want to promote. From its
Contact Menu (right-click menu) classify the contact as surface or
subsurface if known and apply any alliance or class information that
you have to the contact.
4. From the Contact Menu select Promote to Link. In the DDI a new field
appears labeled Promoted. This field displays the time in the mission
at which you promoted the contact to the Link.
The contacts symbol appears on the Nav Map of all players in a
multiplayer game that are part of Ownside and have access to the Link.
A 4-digit track ID is assigned based on your Platform ID. This 4-digit
number is seen in parentheses following the time of promotion in the
Promoted field. In single player games, AI platforms attack contacts
that you have promoted as hostile. The AI investigates contacts
promoted as Unknown. See Navigation Station/2D Navigation
Map/Contact Menu/Promoting a Contact to Link for full information on
promoting a contact to Link.
688(I) E L E C T R O NI C S U PP OR T M E A S U R E S (ESM)
The ESM mast is designed for the passive detection of radar emissions.
This sensor detects any platform in your area that is employing radar.
Because you must have the ESM mast exposed, you make your ship
vulnerable to detection when using ESM.
The ESM sensor provides a bearing to detected contacts. The ships
computer analyses the detected transmission and compares it to those in
its database and provides the class name of the transmitting platform.
2. Click the ESM ANTENNA switch to the RAISE position. When the
triangular cursor appears in the ESM Display, the ESM is in detection
mode. Contacts appear as lines emanating from the center of the
display on a specific bearing.
4. Take note of the intensity of the contact on the ESM Display and the
number of ESM Signal Strength Indicator lights that are lit. A strong
signal can indicate that the contact is relatively close. (Green indicates
a weaker signal, red a strong one.)
688(I) O W N S H I P /O R DE R S M E NU S
To access the Ownship Menu, click the Ownship NTDS symbol on the Nav
Map to select it, then right-click on the Ownship symbol. The majority of the
688(I)s Ownship Menu items are identical to those in the Task Bar Orders
Menu. See 688(I) Stations/688(I) Task Bar/Orders Menu for a description of
those menu items. The rest of the Ownship Options require the use of the
Nav Map. These are the same from platform to platform. See Navigation
Station/2D Navigation Map/Ownship Menu. The following item is seen only
on the submarines and the FFG in S.C.S. Dangerous Waters.
Section 13: 688(I) Stations 13-28
Fire Tube [X]: This option appears in the Ownship Menu only when a
target is assigned to a tube and the tube is readied to fire in the Fire Control
Station. When all that is left to do is fire the tube, this option is available.
Select it from the Orders Menu to fire the designated tube from any station.
688(I) C O N T AC T M E NU
The Contact Menu appears whenever you right-click on a selected contacts
NTDS symbol. Most menu items are the same from platform to platform.
See Navigation Station/2D Navigation Map/Contact Menu. Several options
are unique to the subs in S.C.S. Dangerous Waters.
Engage With: For information on the weapons that appear in the Engage
With menu See 688(I) Stations/688(I) Fire Control Suite/ 688(I) Tactical
Weapons and 688(I) Strategic Weapons. Only weapons appropriate to the
selected target are available. Others are greyed out. If the launch
parameters are not met for a specific weapon it is unavailable until Ownship
is at the appropriate depth and speed for launching the weapon.
Spec Ops: This option is only visible when the mission designer has
included the Deep Submergence Rescue Vehicle (DSRV) or a Special
Forces team in the mission. It displays a submenu of Special Operations.
Look for tasking messages in the mission for specifics on deploying the
special ops units during gameplay.
Deploy DSRV: Select this option to Deploy the Deep Submergence
Rescue Vehicle to travel to the selected contact. This option is only
selectable when the following conditions are met:
The DSRV is present on the Subs hull. (The DSRV is only
less.
The 688(I)s Fire Control Suite consists of three stations: the Target
Display, the Launch Panel and the Weapons Inventory. These stations are
reached by clicking one of the navigation buttons at the bottom right of the
688(I)s Fire Control Stations. Target Display is seen as default at game
start.
Weapons Inventory
Target Display
Launch Panel
688( I ) F I R E C O NTR OL T AR GE T D I S P L A Y
The 688(I) Target Display contains the Fire Control map, the Target
Selection List, the Tube Selection Panel and the Map Control Panel. These
areas are described briefly here. See 688(I) Stations/688(I) Fire Control
Suite/688(I) Launch Panel/Basic Launch Procedure for information on how
to use the displays and panels to launch weapons, mines and
countermeasures.
Fire Control Map
FC Navigation Buttons
Tube Selection Panel
Control DDI area. This solution data is constantly updated assuming the
course and speed designated when the solution was entered in TMA or
provided by the Link. This information is used by the Fire Control System to
predict the location of the target so the weapon can steer an intercept
course until it is close enough to detect the target and begin homing.
You are allowed to target Link contacts as well as Link participants from the
Fire Control Station, however the latter is not recommended. Link contacts
are only available if you have first downloaded Link data. Link contact
positions are not updated once you lose radio contact.
9 Note: If Show Truth is ON, no Contact IDs appear in the Target
Selection List. Only Snapshots (bearing only) can be assigned to a
weapon.
688(I) F I R E C ON TR OL L AU NC H P A NE L
From the Launch Panel weapons selected in the Target Display are
launched. Prior to launching a weapon the tube must be flooded, the
pressure equalized and the muzzle door opened. The weapon can now be
fired. Once the launch procedure is initiated for a tube, the name of the
weapon in the window is greyed out and the weapon cannot be changed
until the launch procedure is halted and the steps reversed.
Tube Number
5. Click FIRE to lift the cover; click again to fire the weapon. When the
tube is empty, the red interlock light to the left of the weapon name
window goes dark and the word EMPTY appears in the window.
9 Note: If you have not yet assigned a target to the tube, the FIRE
button is disabled and the tube number does not illuminate. Once a
target is assigned in the Target Display the tube number illuminates
and the FIRE button is enabled.
requires a charge of at least 50% in your air banks. See 688(I) Ship Control
for information on charging the air banks.
To Reverse the Launch Process Prior to Firing:
Until the weapon is actually fired, the launch process can be reversed. In
this situation the steps must be manually reversed, one step at a time. The
muzzle doors must be closed and the tube re-pressurized and drained
allowing a different weapon to be loaded.
BClick the buttons in the reverse order (M then E then F) to prepare
the tube for reload. The button flashes and goes dark indicating
the next button can be clicked. Reload the tube as described
below.
9 Note: This reverse process happens automatically when M is clicked
after a weapon has been fired.
4. Click FIRE once to lift the cover, then click again to fire the weapon.
2. Click FIRE to open the cover, and click again to fire the
countermeasure.
not cycle. Grey text means that the muzzle door for that tube is still
Section 13: 688(I) Stations 13-34
open. Click M to close the muzzle door and wait until the tube is no
longer flooded, and then reload the tube. Remember that closing the
muzzle door cuts the wire on torpedoes and UUVs and they can no
longer be wire-guided.
BTo change the weapon loaded in a tube click the weapon name
until the desired weapon name appears.
The red interlock light to the left of the weapon name flashes until the
T AR G ET I N G S E A C O N T AC TS
1. To assign a contact to a tube, select the desired Track ID from the
Target Selection List or click a contact symbol on the Fire Control map
to automatically select it in the list.
To send a weapon down a specific line of bearing, select Snapshot
3. Click P below a tube number to display the presets for the weapon. For
information on all presets see 688(I) Stations/688(I) Fire Control
Suite/688(I) Weapon Presets.
If your Fire Control Autocrew is on, he enters the presets for you.
For a Snapshot, enter the desired LOB along with other desired
presets.
4. When presets are entered click the Launch Panel icon and initiate the
launch procedure for the desired tube. See 688(I) Stations/688(I) Fire
Control Suite/688(I) Launch Panel/Basic Launch Procedure.
BClick W below the desired tube to wire guide the torpedo from that
tube. The W is only selectable if the tube has fired a torpedo that
can be wired guided.
Heading: Click the right facing arrow to increment the weapons
ordered heading. Click the left facing arrow to decrease the ordered
heading.
Enable: Click to enable the weapon before it reaches the enable
distance set in the Run To Enable preset and start the weapon in its
search mode.
Pre-Enable: Click to return an enabled weapon to its pre-enabled state
without shutting the weapon down entirely. If you want to wire guide a
weapon that has already enabled and started its search, click this
option. The red enable cone disappears. Once the weapon detects a
contact and begins homing, it can no longer be pre-enabled. It can only
be shutdown.
Shutdown: Click to shut down the weapon entirely. The weapon
cannot be enabled again if this option is selected.
9 Note A torpedo is searching as long as it is snaking or circling (as
set in the presets). If the weapon heads on a straight path, it is
homing.
A TT AC KI N G L A ND T AR GE TS
The 688(I)s can carry Tomahawk Land Attack Missiles (TLAMs). To attack
a land target from Fire Control, the latitude and longitude coordinates of the
site must be fed into the fire control system and a series of waypoints
defined for the missile to follow. The coordinates are usually defined in a
tasking message.
3. Click DEFINE TARGET WAYPOINTS then click the Fire Control map
to place four weapon waypoints. The number next to the last waypoint
indicates the tube number.
BClick a waypoint to enter exact coordinates in the Latitude and
Longitude presets or click and drag the waypoint to the desired
location. Watch the latitude and longitude readout in the lower left
corner of the Fire Control map as you drag the waypoint to
determine its current location.
The outermost waypoint should be placed at the exact latitude and
4. Set the destruct range for the missile. This is the range at which the
missile will self-destruct if it has not encountered a target.
5. Initiate the launch procedure for the tube in the Launch Panel.
9 Note: Land sites with Link Contact IDs can be targeted from the Nav
screen using the Contact Menus Engage With command.
LAYING
MINEFIELD
1. Check your tasking or determine the exact latitude and longitude for
each mine to be placed.
2. Determine which tube will fire the mine destined for each specific
location. From the Launch Panel, load the desired tubes with mines.
3. In the Target Display Panel select each tube individually and place a
waypoint for that mine to follow. Click P then click DEFINE TARGET
WAYPOINT and click the Fire Control map to place the waypoint.
4. Select the waypoint and drag it to the desired location using the lat/long
readout at the bottom of the Fire Control map. You can also enter the
desired latitude and longitude in the waypoint presets.
The waypoint presets appear below the Define Target Waypoint button
5. After firing the mine, reload the tube with a new mine or weapon.
D E PL OY I N G
AN D
W I R E -G U I DI N G UUV S
1. Set Ownship speed to 4 knots or less. Do not launch the UUV until that
speed has been achieved.
2. To launch a UUV to a depth other than Ownship depth, first select the
tube containing the UUV in the Target Display and click P to display its
presets.
3. Click the checkmark to deselect Use OS Depth and display the Depth
preset. Click a digit to increment its value. Right-click to decrease the
value.
4. Select the desired tube in the Launch Panel and initiate the launch
procedure as for a torpedo.
Menus using the Fire Tube command without visiting the Fire Control
Station. It will be launched at Ownships depth.
2. Click the Ordered Course arrows to adjust the course of the UUV.
Passive sonar mode is on by default when a UUV is launched but
active sonar mode can be enabled at any time as long as the wire is
still attached and the 30-minute battery is functioning. Be aware that
capable ships and subs in the area can detect UUV active sonar.
However, active sonar may be necessary when traversing a minefield.
Follow these steps to enable UUV active sonar.
UUV Returns
Sonar returns from the UUV are automatically assigned a Track ID and can
be found in the TMA Selected Track drop-down list and on the Nav and Fire
Control maps. UUV sonar returns do not show up on any of the screens of
the Sonar Suite although the UUV itself displays as a contact in Broadband
and Narrowband Sonar. Depending on its course, the UUV may provide
returns on Ownship.
A contact detected by a UUV in passive mode appears on the Nav Map
688(I) W E A P ON I N VE NT O R Y S T A TI O N
The Weapon Inventory Station simply displays the current type and number
of weapons on board your sub. No interaction is possible. The total of
available weapons is updated as weapons and countermeasures are
dispensed.
Section 13: 688(I) Stations 13-38
688(I) T AC T IC AL W E A PO N S
The 688(I) Class submarines carry weapons capable of targeting surface
ships, submarines and land targets. For gameplay purposes the 688(I)s can
also target helicopters and low-lying planes from the sail bridge with a
shoulder mounted SAM launcher when surfaced. Available weapons are
described briefly below.
Mk 48 Torpedo ADCAP (Advanced Capability): This weapon can be
used against both surface and submarine targets and can be wire-guided. It
has a maximum range of 27 nm, a maximum speed of 55 knots and a
maximum depth of 2,394 feet,
TLAM (Tomahawk Land Attack Missile): The Tomahawk is the standard
sub-launched strike weapon for use against land targets. It has a range of
approximately 1400 nm. For successful launch of this weapon during
gameplay, Ownship depth must not exceed 150 feet and speed must not
exceed 6 knots.
Gameplay Weapons:
TASM (Tomahawk Antiship Missile): For gameplay purposes TASMs
are assigned to the Seawolf and 688(I) class submarines. In actuality,
these weapons have been removed from the fleet and are being
converted to Tomahawk Land Attack Missiles. The TASM has a
warhead of 500 kg and a range of 250 nm. For successful launch of
this missile during gameplay, Ownship depth must not exceed 150 feet
and speed must not exceed 6 knots.
Harpoon: (Anti-Ship Missile): While the Seawolf and 688(I) class
subs no longer carry Harpoons, they maintain the ability to launch
them. They are available in the loadout screen but they are not loaded
by default. The Harpoon has a range of 70 nm For successful launch of
this missile during gameplay, Ownship depth must not exceed 150 feet
and speed must not exceed 6 knots.
688(I) S TR A TE G IC W EA P O NS
Mines:
Mk 67 SLMM: The submarine-launched mobile mine is a modified Mk 37
torpedo whose warhead was replaced by a Mk 13 mine warhead. The
torpedos propulsion system is used to maneuver the mine to the
coordinates programmed into its guidance system. The SLMM has a 235 kg
warhead, a maximum speed of 26 knots and a maximum range of 11.5 nm
688(I) C OU N TE R M E A S U R E S
Countermeasures are defensive weapons used to prevent an enemys
torpedo from destroying your sub. The 688(I) carries Active and Passive
torpedo decoys that can be launched from Fire Control Launch Panel, or via
the Ownship or Orders Menus Countermeasures option.
Passive Decoy: Used against passive homing torpedoes, this decoy emits
sound (noise) across a broad spectrum of frequencies in an attempt to
deceive the torpedo into homing in on the decoy.
Active Decoy: Used against active homing torpedoes this decoy is a
bubble generator that creates an area of bubbles in an attempt to provide a
false echo to the torpedo.
Decoy Depth: Decoys fired from the Fire Control Launch Panel are
launched at Ownship Depth. Countermeasures fired via the Ownship or
Orders Menus Countermeasures option can be set to either a Shallow (100
feet) or Deep (800 feet) depth.
688(I) P R E S E T S
With the exception of countermeasures, everything that can be launched
from the Fire Control Station has at least one preset. Presets are
instructions that tell the weapon or UUV what to do. All presets are
presented here alphabetically by type.
BClick or right-click on the digits to increase or decrease the value.
Destruct Range (nm): Sets the range at which the missile selfdestructs if a target is not encountered. Use this to avoid hitting neutral
and friendly ships in the area.
9 Note: Your ship must be at 150 feet or less and at 6 knots or less to
successfully launch one of these Land Attack Missiles.
Mine Presets
SLMM
Define Target Waypoints: Click DEFINE TARGET WAYPOINTS then
click the Fire Control map to place a single waypoint.
Latitude/Longitude: Click the waypoint to display presets for setting
the precise latitude and longitude for the waypoint. These coordinates
define the final destination of the mine. Click the digits in the preset
panel to set the desired value or click a waypoint and drag it to the
desired location. Watch the Latitude/Longitude readout in the lower left
of the Fire Control map when dragging a waypoint to determine the
waypoints current location.
Torpedo Presets
Mk 48 ADCAP
Snapshot Bearing (deg): The weapon is fired on the bearing entered
here. (This preset only appears if Snapshot is assigned to the tube
from the Target drop-down list.)
Depth: Set the depth at which the weapon travels.
Ceiling: Set the depth above which the weapon does not travel.
Floor: Set the depth below which the weapon does not travel.
Acoustics: Click to choose Active or Passive sonar mode.
Run To Enable (yds): Set the distance (in yards) the weapon travels
before it enables and starts its active search. Enabling the weapon too
soon can alert the target in time to take evasive measures. Enabling
too late can mean the weapon runs past the target.
Speed: Set the speed at which the weapon travels before it acquires a
target.
UUV Presets
Use OS Depth: Set the depth at which the UUV travels to that of
Ownship. Use OS Depth is selected by default. Deselect the option to
display the Depth option.
Depth: Enter the desired depth for the UUV to travel. Click a digit to
increment the value. Right-click to decrease the value.
688(I) TMA S TA TI O N C OM P O NE N TS
The 688(I)s TMA station is composed or several distinct areas: The TMA
Display, the view controls and readouts, the track selection area, trial
solution input area and the solution area. These areas are described briefly
below. See Training/TMA Basics for additional information about these
areas.
TMA Display
contacts reported by sensors that report only a bearing. The ruler is found
at the default range of 10,000 yards.
The ruler is found at the end of the LOB (the reported range) when it is
reported by active sonar, radar or the stadimeter. The color of the bearing
lines indicates the sensor that is detecting it.
Spherical (bow) array:
White
Blue
Towed array:
Purple
Active sonar:
Green
Active Intercept:
Yellow
Periscope or ESM:
Red
Radar:
Yellow
White
Green
Ownship
Ruler Handle
Course Direction Arrowhead
speed: the longer the ruler, the faster the estimated speed.
The distance of the ruler from the Ownship marker represents the
arrays update every two minutes while radar and continuous active
sonar update with every sweep or ping.) The mark at the end of the
ruler represents the initial or oldest information.
The estimated current bearing of the contact is a point just ahead of the
TMA
ON
R A DA R , A C TI VE S O N AR , V ISU AL C O N T AC T S
Contacts marked with active sonar, radar and the Stadimeter appear as a
bearing/range pair on the TMA Display. The bearing line ends with a tiny
triangle positioned at the range of the contact. If the targets bearing and
range are known at two different times, as is the case with active sonar and
radar, the solution can be found by connecting dots and drawing a line with
the ruler for course and speed.
A UUV in active mode provides returns from the location of the UUV in TMA
and on the Nav and Fire Control maps.
9 Note: Marking a contact with the periscope does not provide 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.
See 688(I) Stations/Periscope-Stadimeter Stations/688(I)Stadimeter
Station. 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.
To determine a target solution for Active Sonar, Periscope or Radar
Contacts:
the bearing line indicates the targets range at time the contact was
marked.
3. Adjust the view on the TMA Display to get a clear view of the ruler and
the range triangle.
BMove the ruler to the location of the range triangle, click the red
button at the center of the display control arrows to center the ruler
in the TMA Display, and then click the zoom buttons to better
adjust the view. If you lose site of the ruler, zoom all the way out or
click the red center on ruler button again.
4. Drag the arrowhead or tail of the ruler to adjust the tick marks along the
bearing lines until the dots line up in the dot stack indicating a good
solution.
5. Click the ENTER SOLUTION button to send the trial solution to the Fire
Control system.
TMA
ON
P AS SI V E S O N AR
AND
ESM
C O NT A C TS
9 Note: The circular ruler handle is only visible when the ruler contains
more than one tick mark or a speed of greater than 1 knot (kt) is set
in the Speed field in the trial solution area. You must zoom way in on
the ruler to see it at that speed. You also can set temporarily the
speed to 10 knots or more in the Speed field. This expands the ruler
and reveals the handle.
value directly into the Range field then lock the field. That keeps you
from dragging the ruler to a different range.
BTo lock a field, click the red button associated with the field. Lock
buttons are located to the right of each trial solution label. These
buttons are lit when the field is locked.
Trial Solution Fields
Click to enter the solution into the ships fire control system
4. Adjust the ruler on the display until the tick marks align well with the
contact bearing lines and the dots appear to line up along the
centerline off the dot stack.
BClick the handle in the middle of the ruler to drag the entire ruler.
BClick and drag on either end of the ruler to move just that end or to
adjust the length of the ruler.
5. When a good match between the tick marks, the bearing lines and the
dot stack has been achieved, click ENTER SOLUTION to send this
information to the Fire Control system. The system tracks the
estimated position of the contact based on this system solution and
uses that estimated location when targeting the contact.
The entered system solution displays in the TMA SOLUTION panel at
the lower right of the TMA station. To update the contacts system
solution, adjust the ruler or directly input information in the trial solution
fields and click ENTER SOLUTION again.
6. Changing Ownships course and/or speed can refine the TMA solution.
After steadying on the new course and/or speed, adjust the ruler to
achieve the best fit.
If one TMA solution does not fit the entire observed bearing data,
consider the fact that the contact itself may have changed course
and/or speed (a contact zig.). Attempt to achieve a better fit of the
ruler by disregarding some of the earlier bearing lines and looking only
at recent bearings.
Merging, Splitting and Dropping Contacts
If the same contact is tracked by more than one sensor (e.g., a contact
tracked by passive sonar and radar), the data can be merged into a
master contact. (Master contacts have alphanumeric designations that
begin with the letter M.) This can be very useful if you have a good range
from one sensor (radar or active sonar) and a good bearing history from
another (passive sonar).
TMA
ON
UUV S E NS O R C O NT AC TS
access to the Ice Thickness display useful for navigating ice fields and
surfacing under the ice.
The Stadimeter is only accessible from the Periscope Station.
BClick the Stadimeter icon button to the lower right of periscope
view to enter the Stadimeter station
BClick ice button at the lower left of the periscope view to move to
the Ice Thickness display.
Raise and Lower Periscope Mast
To Stadimeter Station
D ET EC TI N G C O N T AC T S
WITH THE
P ER ISC O PE
4. Make use of the periscopes ESM sensor as you rotate the scope. This
sensor can alert you to the presence of a contact before you can see it
in the periscope view. The ESM indicator lights illuminate from the
bottom up when a radar emitter is detected. (Green indicates a weak
signal, red a strong one.)
5. Zoom and adjust the view. Center the view on the contact of interest.
Zoom in and adjust the elevation as needed.
BClick the ZOOM and ELEV buttons as needed.
7. Center the contact in the middle of the periscope view. Align the
horizontal line with the waterline before you take the picture. Click the
PHOTO button to send a photo of the contact to the Stadimeter.
688(I) S T A DI M E T E R S TA T IO N
The Stadimeter Station is accessible only from the Periscope station by
clicking the Stadimeter icon button. The Stadimeter is used to manipulate a
photo of a contact taken through the periscope to determine the contacts
range, course and class.
Click and drag to manipulate photo
Silhouette seen in 3-D window
4. Click the ZOOM arrows to match the size of the 3D silhouette with that
of the photographed contact.
7. If the contact has a port aspect, add the number in the AOB window to
the reciprocal. If the contact has a starboard aspect, subtract the
number in the AOB window from the reciprocal.
8. If the resulting number is greater than zero and less than 360, this
number is a good approximation of the course of the contact.
If the number is greater that 360, subtract 360. The resulting number
2. Rotate the silhouette model by clicking the PORT and STRB arrows.
Click the Zoom buttons to alter the size of the silhouette in the window.
When a match is determined, leave the selected name in the SHIP
SILHOUETTE field.
3. Click the side of the photo containing the contacts highest mast and
drag that side of the photo such that the top of the highest mast is even
with the waterline on the other half of the photo or use the UP and
DOWN arrows in the IMAGE ADJUST panel; to manipulate the photo.
The estimated range to the ship is displayed in the Range readout.
4. Click MARK. This sends the contacts bearing and range to TMA and
the Nav Map.
The class name showing in the Stadimeter SHIP SILHOUETTE field
5. Click the Periscope icon button to return to the Periscope Station view.
688(I): I C E T H I C K N E S S D IS PL A Y [F8]
The 688(I)s Ice Thickness Display is only accessible from the Periscope
Station.
BClick the Ice Keel Icon Button below the Periscope view to access
the display. Click the Periscope reticule to return to the Periscope
station.
The 688(I) utilizes an upward looking television camera to assist in locating
suitable locations for surfacing when under the ice. Suitable areas appear
brighter while areas where the ice is very thick appear dark. Because the
TV relies on differences in brightness it is not helpful at night. The Signal
Strength Indicator uses colored lights to indicate the thickness of ice directly
over Ownship as follows.
2. At a slow speed (1 2 knots) position the sub under the polynya then
bring the sub to a complete stop.
Free Look
Binoculars
Free Look: The default view in the Sail Bridge provides a 360q naked-eye
view of the area. Click and drag to pan the view.
Binoculars: Zoom from 2X to 16X by clicking the right side of the thumb
wheel at the top of the screen. Click the left side to decrease zoom. Click
and drag to pan the view. VISUAL mode is selected by default. LLTV mode
is available for night vision.
SAM Launcher: The 688(I)s in S.C.S. - Dangerous Waters carry FIM-92
Stinger Surface-to-Air Missiles. A shoulder mounted SAM launcher is
modeled and can be used to attack helicopters and low flying airplanes.
The SAM launcher view provides a first-person shooter aspect to engage
aircraft within range:
FIM-92 Stinger: Range: 4.3 nm (8,000 meters)
L AU NC H I N G
SURFACE
TO
A IR M I S S I L E (SAM)
9 Note: If you submerge the ship or heavy seas submerge the sail for
long periods of time, the view moves to the Nav Map. The Sail
Bridge is not accessible until the ship resurfaces.
688(I) A UTOCREW
The 688(I) has five Autocrew available to assist with both the mundane and
the difficult aspects of gameplay. The 688(I)s Autocrew functions are
explained below.
688(I) B R O AD B AN D /N AR R OW B A N D S O NA R
A U T OC R E W
When ON, the Broadband/Narrowband Sonar Autocrew searches
Narrowband for contacts. Because they share trackers, contacts marked in
Narrowband also display in Broadband. Autocrew also assigns trackers,
classifies all marked contacts in Narrowband and assigns a Low, Medium,
or High level of confidence in his classification. The level of confidence
displays in the Navigation Stations DDI and above the 3D model when that
contact is selected.
Low level of Confidence: Crewman has narrowed the possible
classes to 4 or more and picks one at random
Medium Level of Confidence: Crewman has narrowed the possible
classes to 2 or 3 and picks one at random
High Level of Confidence: Crewman has narrowed the possible
classes to one
When this Autocrew is ON you can still mark contacts yourself and select
different arrays and contacts for the crewman to analyze.
On the Nav Map: Each contact marked by your Sonar Autocrew
class, but he cannot determine its alliance (ID). You must do that
yourself on the Nav Map.
BOn the Nav Map, click the contact to select it then right-click on the
contacts symbol to display the Contact Menu.
BSelect Designate Category/ID>ID and select the presumed
alliance ID for the contact.
688(I) S O N A R A C TI V E I N TE R C E PT A U T OC R E W
When ON this Autocrew marks all contacts detected in Active Intercept.
You have no additional responsibilities in this station when Active Intercept
Autocrew is on.
R A D AR A U TOC R E W
You must raise and lower the radar mast. When ON, your Radar Autocrew
performs the following task as long as the radar is on:
Marks contacts and re-marks them every minute that the contact can
688(I) F I R E C ON TR OL A U T OC R E W
When ON, the Fire Control Autocrew performs the following duties:
Uses information sent from the TMA station to establish presets for the
and fire the weapon from the Fire Control Launch Panel or by using the
Contact Menus Engage With command from the Nav Station. Your
Fire Control Autocrew uses the contacts classification when
determining presets. If you classify a contact as a surface ship when in
actuality it is a submarine, you Autocrew enters presets appropriate for
a surface ship.
BClick the Autocrew slider button at the upper left of the Target
Display to toggle the state of the Fire Control Autocrew. The
Autocrew is ON when the crew silhouette is visible.
9 Note: When the Fire Control Autocrew is ON you can set only
Snapshot bearings and place waypoints in the presets. All other
presets are greyed out.
solution. This solution is his best estimate of the course, bearing, range
and speed of a contact.
Merges contacts that represent the same track reported by different
sensors.
Keeps track of the movement of each contact and updates the solution
on the Nav and Fire Control Maps with every new sensor input. The
solution is updated immediately with his best guess whenever a
contact is selected from the drop-down list in the TMA station.
Once the crewman enters a solution for a contact, the contact then
$33(1',&(6
APPENDIX A: ACRONYMS
Acronym
Complete Term
Additional Info
ADT
ASTAC
ASUW
Anti-surface Warfare
(Helicopter role)
ASW
Anti-Submarine Warfare
In an ASW mission a
platform is tasked to
classify, localize, and
potentially attack a
suspected threat detected
by Ownships sensors or
by sources external to
Ownship.
ASWO
Anti-Sub Warfare
Officer
ATF
Appendix A: Acronyms
A-1
Acronym
Complete Term
Additional Info
ATO
ATT
Automated Target
Tracker
BT
Bathythermograph
Sonobuoy
CAS
Combined Antenna
System
CPA
Closest Point of
Approach
CWI
Continuous Wave
Illumination
CWIS
Close-In Weapons
System
DDI
DDI
DICASS
DIFAR
Directional Frequency
Analysis and Recording
LOFAR
Low-Frequency
Analysis and Recording
NTDS
OTS Buoy
Displays known or
suspected information
about a hooked platform
Sonobuoys launched by
FFG
Appendix A: Acronyms
A-2
Acronym
Complete Term
Additional Info
REMRO
RPM
SDT
Surface Detector
Tracker
SENSO
Sensor Operator
STIR
Separate Track
Illumination Radar
VAB
VLAD
Appendix A: Acronyms
A-3
Appendix A: Acronyms
A-4
APPENDIX B: TERMS
Term
Definition
Game Info
688(I)
Akula
Any controllable
Akula I Improved or
Akula 2 nuclear
submarine.
Category
Refers to a type of a
platform (e.g.,
surface, subsurface,
airplane (air) and
helicopter.)
Cavitation
Cavitation is noisy
and easily detected
by sonar.
Confidence
Listed as Low,
Medium or High This
is user assigned for
contacts detected by
Ownship sensors and
Link assigned for Link
contacts. The
designation appears
graphically above the
selected contact in
3D View and in the
DDI at the Navigation
Station.
Appendix B: Terms
B-1
Term
Definition
Game Info
Contact
Anything detected
visually or by one of
your ships sensors. A
contact is sometimes
referred to as a
Track.
Controllable Platform
FFG-7 or FFG
Geoplot
Gram
Hook
To select a track
symbol on the Nav
Map or Geoplot
screens.
Clicking on a track
symbol hooks or
selects it.
Ice Keel
Appendix B: Terms
B-2
Term
Definition
Game Info
ID
Contact ID or Track
ID refers to the
contacts track/ID
number.
Kilo
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.
Link Contact
A contact reported by
a Link Participant
Link Participant
Local Contact
A contact marked by
Ownship.
Appendix B: Terms
B-3
Term
Definition
MH-60R or MH-60 or
Helo
Ownship
Ownside
P-3C or P-3
Platform
Platform ID
Relative bearing
The direction
expressed as a
horizontal angle
normally measured
clockwise from the
forward point of the
longitudinal axis of
Ownship.
Game Info
Tracks marked by
each Ownship start
with the next number
following the Ownship
Platform ID up to 298
contacts per
Ownship.
Appendix B: Terms
B-4
Term
Definition
Seawolf
Game Info
Snapshot
Tag
A number assigned
by the FFG towed
array system to
detected frequencies.
Track
Anything detected
visually or by one of
your ships sensors. A
track is sometimes
referred to as a
contact
Track ID
An alphanumeric or
4-digit numeric
designation assigned
to a contact when it is
marked by an
Ownship Sensor or
reported by the Link.
Sometimes referred
to as a Contact ID.
When commanding a
sub, track IDs consist
of is a letter with a
number appended
(e.g. S01, E01, R01,
V01). When
commanding an
aircraft or the FFG,
Track IDs consist of a
4-digit designation
based on Ownships
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, periodic
updates on the
contacts bearing are
sent to TMA and/or
Nav Map
True bearing
The direction to an
object from a point,
expressed as a
horizontal angle
measured clockwise
from true north.
Appendix B: Terms
B-5
Appendix B: Terms
B-6
688(I)
Akulas
Sail
breaks
surface:
46 ft
Sail
Breaks
surface:
49 ft
Sail
breaks
surface:
18 - 17 m
Sail
breaks
surface:
15 m
Fully
Surfaced:
27 ft
Fully
surfaced:
32 feet
Fully
Surfaced:
9 meters
Fully
Surfaced:
7 m.
Max Operating
2
Depth modeled
1,968 ft
1,476 ft
520 m
300 m
(600m)
(450 m)
(1,707 ft)
(984 ft)
Periscope Depth
61 ft
63ft
20 m
19 m
10 kts
10 kts
10 kts
10 kts
51ft
54 ft
19 m
17 m
8 kts
8 kts
8 kts
8 kts
59 ft
63 ft
20 m
19 m
(Comms Depth)
10 kts
10 kts
10 kts
10 kts
58 ft
61 ft
19 m
18 m
10 kts
10 kts
10 kts
10 kts
54 feet
56 feet
19 m
17 m
10 knots
10 kts
10 kts
10 kts
Towed Array
breaks at speeds =
or >
40 kts
Does not
break at
Max
speed
Does not
break at
Max
speed
NA
Floating wire
breaks at speeds =
or >
18 kts
18 kts
18 kts
18 kts
Surfaced Depth
Radar Depth
Snorkel/Ventilation
Depth
4
Kilo
Seawolf
C-1
The Akulas and Kilos measure depth in meters. These depths are not as
precise as those measured in feet. The actual depth at which the mast or
sail breaks the surface may be somewhere in the distance between the
stated depth and one meter above the stated depth. This difference will be
very noticeable in heavy sea states.
2
Radiating while the radar mast is submerged destroys the Radar. Be sure
you are at Radar depth before raising the Radar Mast.
4
Backing up or extreme turns and depth changes may cut the towed array.
C-2
Sensor
Description
Seawolf SSN 21
BSY-2 Act
Seawolf SSN 21
WLQ-4
ESM Sensor
Seawolf SSN 21
BSY-2 PNB
Seawolf SSN 21
BSY-2 PBB
Seawolf SSN 21
WLR-9
Active Intercept
Seawolf SSN 21
TB-16
Seawolf SSN 21
TB-29
Seawolf SSN 21
BSY-2 WAA
Seawolf SSN 21
AN/BPS-16
Radar
688(I) SSN
Sensor
Description
688(I) SSN
BQQ-10 Act
688(I) SSN
BLQ-10
ESM Sensor
688(I) SSN
BQQ-10 PNB
688(I) SSN
BQQ-10 PBB
688(I) SSN
WLY-1
Active Intercept
688(I) SSN
Port TB-16
688(I) SSN
Stbd TB-16
688(I) SSN
AN/BPS-15
Radar
Akula SSN
Sensor
Description
Akula SSN
MGK-503 Act
Akula SSN
Bukhta
ESM Sensor
Akula SSN
MGK-503 PNB
Akula SSN
MGK-503 PBB
Akula SSN
Pelamida TA
Towed Array
Akula SSN
MRK-50
Radar
D-1
Kilo SS
Sensor
Description
Kilo SS
MGK-400 Act
Kilo SS
MRM-25EM
ESM Sensor
Kilo SS
MGK-400 PNB
Conformal Sonar
Kilo SS
MGK-400 PBB
Cylindrical Sonar
Kilo SS
MRK-50
Radar
MH-60R
Sensor
Description
MH-60R
AQS-22 Act
MH-60R
AQS-22 Pass
MH-60R
ALQ-210
ESM Sensor
MH-60R
AN/APS-147
Radar
Sensor
Description
SQS-56 Act
SLQ-32
ESM Sensor
SQS-56 PBB
SQR-19
Towed Array
AN/SPS-49
AN/SPS-55
P-3C Orion
Sensor
Description
P-3C Orion
ALR-66
ESM Sensor
P-3C Orion
AVX-1
Infrared Sensor
P-3C Orion
AN/APS-137
Radar
D-2
APPENDIX E: CREDITS
S ONALYSTS T EAM
Producer: Kim Castro
Associate Producer: James Carlson
Programmers: Renee Anderson, Keith Aubin, Dave Capizzano, James
Carlson, Rob Costello, Mel Davey, John Hazard, Michael Kolar, Cindy
Spellman, Tod Swain
Game Design: Keith Aubin, James Carlson, Michael Kolar, Tod Swain
Scenario Design: Keith Aubin, Christopher Beall, James Carlson, Kim
Castro, Chester Helms, Bill McConnell
Graphic Design And Animation: Michael Bailey, Brian Barnes, Teresa
Bonillo, Christopher Conway, Stephen Freitas, Michele Granville,
Christopher Ilvento, Kattie Konno-Leonffu, Jay Nilsen
Graphic Interns: Will Cook, Ben Insler, Rory Panagotopulos, David Strick
Original Music Composition: Curt Ramm
Sound Design: James Carlson, Robert Costello, Curt Ramm
Voice Talent: Keith Aubin, Michael Bailey, Robert Banker, Brian Barnes,
David Capizzano, Jamie Carlson, Kim Castro, Steve Cerilli, Simon Chan,
Robert Costello, Duncan Dickson, Stephen Featherston, Val Grozak,
Ronald Hayden, John Hazard, Jake Kahn, Michael Kolar, Robert Kurzawa,
Donald LaForce, Evgenia Neff, Edward Noyes, Curt Ramm, Kenneth
Richters, Floyd Rogers, Jonas Sanchez, Paul Santamaria, Ronit Smidt,
Brian Van Volkenburg, Seth Zowader
Additional Programmers: Christopher Cyr, Kyle Kolva, Michael Young
Research And Database: Sue McConnell
Documentation:
Writer: Sue McConnell
Editing and Support: Stephen Featherston, Stephen Freitas, Chester
Helms, Robert Price, Cindy Spellman
Subject Matter Experts: Robert Banker, Dave Bartholomew, Geary
Boulrice, Daniel Bowdler, David Coleman, Tony Cowden, Charles Dye,
Michael Giannelli, Lance Hamilton, Michael Hewitt, Dick Hodges, CC
Johnson, Terry Jones, Robert Kurzawa, Jeffrey Lemmon, Frederick Litty,
Bill McConnell, Jerome Provencher, Mark Tarantelli, Jack Wayne,
Raymond Woolrich
Legal And Contracts: Lawrence Clark, Lisa Estabrooks, Mirek Fal,
Suzanne Lemmon, A. Lisa Mackie, Evgenia Neff, Diane Rogoff, David
Samuelson, Greg Vymola, Lyle Watkinson
BETA Phase Project Management: Jodi Imms
Appendix E: Credits
E-1
B ATTLEFRONT T EAM
Martin van Balkom, Fernando J. Carrera Buil, Matt Faller, Steve Grammont,
Charles Moylan, Dan Olding
B ETA T ESTERS
Wyatt WWB Barnett, Marco Bergman, Rob jrcar Carpenter, Martin
Ramius Gibson, Tim TimmyG00 Grab, Tim CaptainX Graham, Craig
Harv Harvey, David Diemos King, Rob Mace Knight, Frank Smuook
Loethen, Bill "Subguru" Nichols, Dan Kwazydog Olding, Chris "little evil"
Orosz, Tim Rune Orosz, Willem Fish Peschier, Marc OKO Rannou,
John jsteed Steed, Neal Subsim Stevens, Raul Furia Ortiz de Urbina,
Bill Actor Valencia, Tom Thomasew Watt, Jonathan Ritual Watters
3 RD P ARTY S UPPORT
Hardware Testing: iBeta
Original Music Composition: Chad Kelly, Aberrant Sound
Marketing And Public Relations: Lone Star P.R.
S PECIAL T HANKS T O
The Sonalysts Partnership
TerrainBase: National Geophysical Data Center (NGDC) of the National
Oceanic and Atmospheric Administration (NOAA)
Gtopo30: Earth Resources Observation Systems (EROS) Data Center, of
the United States Geological Survey (USGS)
Walsh's Arctic and Antarctic Sea Ice Concentration Analyses: National
Snow and Ice Data Center (NSIDC), of the University of Colorado (Special
thanks to Diana Starr for all her help.)
Global Ecosystems: Earth Resources Observation Systems (EROS) Data
Center, of the United States Geological Survey (USGS)
U.S. Naval Institute:
Naval Institute Press: Frederick Rainbow, Editor
Combat Fleets Of The World: U.S. Naval Institute
World Naval Weapon Systems: Norman Friedman
U.S. Naval Institute Archive Photos: Susan Brook, Ronald
Chambers, Jennifer Till
(c) 2004 Sonalysts, Inc. All rights reserved.
Appendix E: Credits
E-2