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DOS Batch File
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1993-02-17
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39KB
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873 lines
@echo off
echo README File for Great Naval Battles: North Atlantic 1939-1943
echo IBM Version 1.2
echo February 17, 1993
echo
echo Any information included under GNB Version 1.2 precludes any and all
echo previous references. I would also like to thank all of the people on
echo Compuserve, GEnie and Prodigy who sent me notes, and the people who
echo called or wrote letters, for their contribution to the game.
echo
echo This document is broken up into four sections: 1. All of the bug
echo fixes for GNB Version 1.2; 2. All of the features and bug fixes
echo made to GNB Version 1.1; 3. Answers to many commonly asked
echo questions about the game; 4. The GNB Version 1.0 Notes. Note:
echo Information in the first and second sections may supercede statements
echo made in the fourth section.
echo
echo WARNING!!!
echo ----------
echo Great Naval Battles Version 1.2 requires 724K of EMS instead of the
echo 700K recommended in the User's Guide. To correct this problem, change
echo the following line in your CONFIG.SYS file:
echo
echo DEVICE=C:\DOS\EMM386.EXE 724
pause
echo ---
echo
echo
echo
echo 1. Version 1.2 Bug Fixes
echo ========================
echo
echo Most of the Version 1.2 changes are more subtle in nature. The major
echo improvements are as follows:
echo
echo TF Ops - You can no longer "Shadow" a ship that you cannot see.
echo
echo Gunnery - We have worked out the bugs related to running out of ammo,
echo guns on local control, damaged directors, and damaged guns. The
echo turret no longer tracks if you lose the gun's barbette.
echo
echo Torpedo - You can no longer get an unlimited supply of torpedoes if
echo you lose one of your mounts.
echo
echo Air Ops - Spotting planes no longer use a carrier staging area
echo graphic.
echo
echo Damage Control - We have found and fixed the "Empty Box" bug. This is
pause
echo when a section gets damaged and turns into an empty damage box. Also,
echo the computer AI will now consider flooding damage as more important
echo to fix than fire damage and the computer now does a better job of
echo counterflooding a ship.
echo
echo Tactical AI - We have been tweaking with the AI to make the computer
echo fight a better battle. The ships will initially try to maintain a
echo formation at the beginning of a battle instead of individually
echo maneuvering. The target selection system has been improved to select
echo a more appropriate target.
echo
echo Replay - We have found and fixed a few more problems relating to
echo replaying battles. The system shows the correct amount of damage now,
echo it runs faster, and counterflooding boxes now clear when the water is
echo pumped out.
echo
echo Barents Sea Operation - There are no longer any tankers.
echo
echo "P" Class Pocket Battleship - The game has a [2x3] main gun system
echo instead of a [3x2] system. (Super Ships)
echo
echo Atlanta Class Cruiser - All of this class has only 12 guns. (America)
echo
pause
echo Fletcher Class Destroyer - The torpedo tube graphic in the Damage
echo Control screen shows only four tubes instead of five. (America)
echo
echo Arming Distances for ship-based Torpedoes:
echo Type Range Arming Distance
echo ==== ====== ===============
echo British
echo Mk I 15,000 1,580
echo 20,000 1,350
echo Mk IV 8,000 1,760
echo 10,000 1,580
echo 13,500 1,130
echo Mk VII 16,000 1,490
echo Mk X 3,280 2,120
echo 8,750 1,620
echo 13,120 1,310
echo German
echo GVIIaT1 6,500 1,980
echo American
echo Mk VIII 5,000 2,030
echo 7,000 1,850
echo
echo
pause
echo
echo
echo 2. Version 1.1 Features and Bug Fixes
echo =====================================
echo January 19, 1993
echo
echo Added Commands
echo --------------
echo [ESC](in combat) = If your game ever freezes up, hitting this key will
echo make the game move again. (This is VERY VERY rare.)
echo
echo Alt-A = Resets your mouse driver, if your mouse stops working during
echo the game.
echo
echo Alt-R(in replay) = Turns the messages on and off.
echo
echo Alt-Q(in replay) = Quits the replay.
echo
echo General
echo -------
echo If the game goes back to DOS after playing the Introduction instead
echo of running the game, try running GNBNA386.EXE.
echo
pause
echo The game should now set up with all SoundBlasters, SBPros, and
echo Thunderboards. Just reconfigure the game using the SOUND.EXE program.
echo
echo We have improved the mouse sampling rate.
echo
echo The sound system has undergone some improvement:
echo Sound effects now occur at "X2" speed as well as "NORMAL" speed.
echo Secondary Guns are now softer.
echo Other ship fire is now softer.
echo Your ship being hit now has #1 priority with no clipping.
echo
echo The Game will now allow you to reinstall the game if you haven't
echo deleted the old game and subdirectories.
echo
echo Scenarios
echo ---------
echo The Hipper is no longer a Bismarck class ship in the Jutland II
echo scenario.
echo
echo Campaign
echo --------
echo Abstract naval actions no longer throw ships immediately into repair.
echo Damaged ships end up in Liverpool/Kiel and are left in the port area.
pause
echo
echo The "Gap Patrol Pool" should work properly.
echo
echo The Graf Spee is no longer "ABROAD" in the South Atlantic.
echo
echo Task Forces do not go up into Newfoundland anymore.
echo
echo In tactical combats during the campaign, you will always get a prompt
echo to leave a battle every hour. However, there is a possibility that
echo you cannot escape.
echo
echo We no longer sink unseaworthy ships after a combat.
echo
echo All ships surviving a combat will have one of each of the following
echo even if all of them were destroyed during the combat: Steering Gear,
echo Boiler, Engine, Rudder, Shaft, and matching Propeller.
echo
echo Tankers no longer have aircraft.
echo
echo Air attack circles should now reflect the actual ranges of the
echo attacking planes.
echo
echo The AI player now repairs damaged ships on Escort Duty. It no longer
pause
echo sends damaged ships to sea as escorts.
echo
echo The Convoy Escort has changed slightly. If you don't have enough
echo escort ships, you will start losing ships to U-Boat attacks.
echo
echo The "Join" command now works properly and the error message now
echo works.
echo
echo Ship Aircraft losses are now replaced when repairing in port.
echo
echo Aircraft no longer multiply when making air strikes.
echo
echo You can no longer make multiple CV TFs.
echo
echo Aircraft replacement should now work properly.
echo
echo Convoys will now add CVs and CAs. You should be able to get 1CV, 1BB,
echo 1CA, and 2DDs into a convoy.
echo
echo Base aircraft should be a little more effective (especially if you
echo are the German player.)
echo
echo The "IN USE" display in repair has been eliminated.
pause
echo
echo The British TF AI has been improved.
echo
echo Damaged ships from strategic air strikes are no longer automatically
echo dumped into repair.
echo
echo Destroyers should lose 40 percent more efficiency than Battleships
echo during the same time, and Cruisers should lose 10 percent more than
echo Battleships.
echo
echo Weather conditions will effect the loss of efficiency more.
echo
echo Only one TF will be allowed to "SHADOW" another TF.
echo
echo Larger TFs should be easier to spot.
echo
echo Freshly constructed ships now start at 75 percent efficiency. [To
echo simulate the lack of preparedness of the ship and crew]
echo
echo Single ship British TFs should no longer be created and disbanded in
echo Ulster during the Campaign game.
echo
echo The German DD Thiele no longer produces oil. [Fuel goes up, not down]
pause
echo
echo The "TF Display" option from "Reports" should work properly under all
echo circumstances.
echo
echo The "CRUISE" button on the "TF Orders" should work all of the time.
echo
echo Combat General
echo --------------
echo "Form" and "Shadow" should both work as described in the manual.
echo
echo Ships no longer give DDs #1 priority in an attack over all other
echo ships.
echo
echo Ships no longer "Vanish" in the Binoc view.
echo
echo The computer will now carry out torpedo attacks in the "AUTO TORP"
echo mode.
echo
echo The game no longer slows down when two ships are on top of each other.
echo
echo Carrier planes now launch their torpedoes at the proper range and
echo from the proper angles.
echo
pause
echo AI controlled ships maneuver a lot better, and no longer want to run
echo away all of the time.
echo
echo Ships on a automatic torpedo run no longer have a wildly swinging
echo bearing pointer on the compass gauge in the Navigation Station.
echo
echo You can no longer get a Beaufort Scale of 11 in a combat.
echo
echo The rudder works properly after a tight turn.
echo
echo Sunken ships can no longer take Additional hits.
echo
echo Air Operations
echo --------------
echo The Air Ops station has been changed. Now, the button starts by saying
echo "READY". When you click the button, the timer will start for readying
echo the plane(s) for launch and the button will say, "ARMING". Once the
echo plane(s) are ready, the button changes to "LAUNCH" and the rest of
echo the Air Ops station works as the manual. This allows you to choose
echo when and if you want to launch these vulnerable and highly explosive
echo planes, or keep them where they are safe. The readying time has also
echo been increased to 30 minutes, and once a seaplane has been launched,
echo there is a chance that it will be lost when you try to recover it
pause
echo (based on the weather.)
echo
echo Spotting planes effect ranging and holding a targets as well as
echo reducing ship minuses due to multiple ship fire.
echo
echo The computer will now use seaplanes in combat.
echo
echo Damage Station
echo --------------
echo Fires are now more deadly.
echo
echo We now use a fire extinguisher icon when a damage control party is
echo fighting a fire.
echo
echo The order in which flooded compartments are picked by AI to be pumped
echo is now more intelligent.
echo
echo The situation where a ship that gets hit below the waterline by
echo either a shell or a torpedo will actually be damaged on the other
echo side has been fixed.
echo
echo Ships should now recover speed after being repaired in combat.
echo
pause
echo We have reduced the number of rudder and propeller hits from
echo shellfire.
echo
echo Gunnery Stations
echo ----------------
echo Secondary Guns work properly now.
echo
echo The hit percentage Number now has more factors included in the number.
echo
echo Small caliber shells no longer do too much damage.
echo
echo Center stability will now affect gunfire. Smaller ships will not be as
echo stable a gun platform and therefore will not be as accurate.
echo
echo The range number should no longer jump by 2-3000 yds. at a time.
echo
echo The computer will now turn off the front guns if you switch from
echo "BSIDE" to "AFT" and select a target.
echo
echo Torpedo Station
echo ---------------
echo Torpedoes will no longer only travel to the short range, even if set
echo at medium or long range.
pause
echo
echo DDs no longer have unlimited torpedoes.
echo
echo Torpedoes no longer go off at a right angle at 300kts.
echo
echo Replay
echo ------
echo Replay should now load and save properly. However, your old replay
echo files may or may not work.
echo
echo The replay should now accurately display the shell hits and damage.
echo Note: some of the displays do not work because storing all of the
echo data on the ship would slow down the game, so we selectively record
echo only things that we thought were important. For instance, this means
echo that we don't track damage control parties.
echo
echo
echo
echo
echo 3. Answers to Commonly Asked Questions
echo ======================================
echo Why isn't the German Carrier, Graf Zeppelin, in Super Ships?
echo ------------------------------------------------------------
pause
echo There are a lot of reasons that we did not add the Graf Zeppelin
echo to the game: 1) Due to Goering's dislike and mistrust of the German
echo navy, a naval arm of the Luftwaffe was never developed. In fact,
echo Goering did his best to delay design work on naval versions of combat
echo planes during the war. The Graf Zeppelin might have been finished,
echo but she wouldn't have had planes or pilots. 2) Only one carrier was
echo being built. Even if she was functional, she couldn't have done much
echo alone. 3) Carrier operations weren't as important in the North
echo Atlantic. The visibility was poor and the weather was bad. 4) Carrier
echo operations are a minor part of the game. We thought that people would
echo enjoy improvements in the game more than adding a German carrier and
echo add all of the extra stuff to make carrier vs. carrier operations
echo work.
echo
echo Why were Hull and Wilhelmshaven removed?
echo ----------------------------------------
echo The Computer plotting and AI got confused when these ports were
echo added. We increased other port facilities to compensate for the
echo missing ports.
echo
echo Can a ship be captured?
echo -----------------------
echo No.
pause
echo
echo What is the Scuttle button used for?
echo ------------------------------------
echo It sinks the ship. I think the question should have been: WHY
echo would you want to scuttle a ship? I don't know. If you want to get
echo rid of a ship, this does it. There is no NEED to scuttle a ship.
echo
echo Why is there no distinction between the CAs?
echo --------------------------------------------
echo We don't have German Light Cruisers, and the British "Light"
echo Cruisers were sometimes bigger than their Heavy Cruisers. We didn't
echo think it was necessary to make that distinction. In the Pacific game,
echo we will have Light, Heavy and Light AA categories.
echo
echo What is the "Captain's View"?
echo -----------------------------
echo All of the Stations comprise the Captain's View. At one time we
echo had a consolidated screen, but we took some of the information and
echo moved it to the Fleet Screen making a consolidated screen seem too
echo redundant.
echo
echo Why did I get a "Fire Spreads" message on my undamaged ship?
echo ------------------------------------------------------------
pause
echo Even though a shell does not penetrate the ship, it can still
echo damage and set fire to structures on the ship, like secondaries.
echo
echo Where are the troop convoys mentioned in the manual?
echo ----------------------------------------------------
echo Originally, we wanted to have separate Merchants, Oilers, and
echo Troop Transports (the graphics were even done.) However, space
echo limitations forced us to not add these ships and turn all convoys
echo into Generic Convoys.
echo
echo How do you use your Base planes for Recon, Patrol?
echo --------------------------------------------------
echo You don't. The computer automatically sends out your search
echo planes for you. The only planes you control are the attack planes.
echo
echo Why aren't there fire and near miss graphics in overhead view of the
echo game?
echo --------------------------------------------------------------------
echo Although done, there was not enough memory to fit these elements
echo into the game.
echo
echo Why are my ship graphics not as good as the ones on the box?
echo ------------------------------------------------------------
pause
echo I have heard this question a couple of times and have concluded
echo that the people who have this problem are running the non-EMS version
echo of the game. The non-EMS version of the game uses a separate smaller
echo (and much less detailed) version of all of the ships (PS. the game
echo runs much slower.) If the version number does not have an E after
echo it, you are NOT running the EMS version of the game. Refer to the
echo User's Guide to get the EMS to work. Also, the slower the machine,
echo the less 3D graphics the computer displays. This is done for speed.
echo
echo What is "SHADOW" and how does it work?
echo --------------------------------------
echo Unfortunately, there are actually three different types of
echo "SHADOW" in the game. One is in the Admiralty view, second is the in
echo the Fleet view and the last is in the Air Ops Station. They are not
echo related. "SHADOW" in Admiralty means, "Set this TF to follow the
echo enemy TF, so that you can keep an eye on it instead of fighting it."
echo In the Fleet view it means, "Mirror the actions of the enemy ship,
echo based upon the offset that you chose with the marker." In the Air Ops
echo Station it means, "Follow the selected enemy ship and feed gunnery
echo information to our ship." There are no restrictions on the use of
echo "SHADOW" in either of the combat stations, but there are restrictions
echo in the Admiralty view. The Germans and British convoys cannot
echo "SHADOW". You also must be as fast or faster than the enemy TF to
pause
echo "SHADOW" it.
echo
echo How does the ship's gunnery system work and what does the hit percent mean?
echo ---------------------------------------------------------------------------
echo The hit percentage number presented on the main gunnery screen
echo seems to have caused some confusion because of its inaccuracy. The
echo usual following comment is "Why can't the number be an accurate
echo estimate of the guns chance to hit the target?" The following
echo discussion will attempt to address this question by giving some
echo insight into the game's gunnery system.
echo
echo The current number is calculated by using the most significant
echo factors and really gives a relative guide to gunnery accuracy, 1
echo percent obviously being a poorer shot than 15 percent. The actual
echo percentage is quite accurate in the middle range bands but breaks
echo down at extreme long or close ranges. The lower the number the more
echo the player must search for ways to improve his positive gunnery
echo factors and minimize his negative factors. (list of these factors
echo is included later)
echo
echo The problem stems from the use of a simulation system for the
echo gunnery rather than the more traditional wargame approach. In the
echo traditional system the firing ships salvo is modified by the
pause
echo appropriate factors and the result is a number of hits or the chance
echo of a single hit. This approach is used in games with turns covering
echo perhaps 15 seconds to a minute and produces good statistical results.
echo The problem with this system when applied to a real time simulation
echo is mostly connected with shell flight time. At extreme range a shell
echo takes over 60 seconds to reach its target. The target ship can travel
echo considerable distance in that time and this is usually factored into
echo wargames by crew quality and other judgement type variables. In a
echo simulation the player takes the role of the ships commanding officer
echo and should have the ability to react to enemy gunnery in the same way
echo that real naval officers did. The other problem often caused by the
echo wargame approach is that it must use special rules to calculate
echo whether a salvo will hit other ships in the area of the target ship.
echo
echo The solution used in GNBNA was to simulate the mechanisms
echo actually used and allow the player the greatest possible influence on
echo the factors which affect gunnery. The process of firing main guns at
echo distances up to 20 miles starts with estimating several factors about
echo the target ship: its speed, course and range. The ship is equipped
echo with various types of equipment to determine these factors. These
echo estimates are fed into a simple computer along with details of the
echo ships speed and course and a firing solution is prepared. This is
echo translated into specific gun elevations and directions. The usual
pause
echo process included several spotting salvos of only one gun per turret
echo staggered over time to provide more data on range.
echo
echo GNBNA calculates the same estimated numbers by using the quality
echo of the individual ships equipment and applying random factors
echo appropriate to the level of information the firing ship would have.
echo The result of all of these calculations is the location of the enemy
echo ship when the shells will get there (remember shell flight times can
echo be up to a minute). The salvo is then fired at that location, the
echo salvo will scatter depending upon the range and individual shell
echo manufacturing differences, the result is an impact area along the
echo path of the shells. The first few salvos at long range will probably
echo be off-target but the gunnery system will adjust and refine its
echo estimates. The chances of hitting the target ship is therefore mostly
echo based on this estimating process. However, if the target changes
echo course/speed he may not be at the predicted position. The shells
echo scatter during flight and are individually plotted on the ocean and
echo then this position is compared to ALL ships to see if they are hit.
echo
echo The simulation of the gunnery process allows for detailed
echo implementation of factors affecting gunnery and produce realistic
echo results. The factors affecting gunnery are discussed below. The
echo problem of the hit percentage number can now be seen, the computer
pause
echo cannot predict the actions of the enemy ship and therefore cannot
echo give more than a approximate chance of hitting.
echo
echo Gunnery factors.
echo
echo 1. Enemy course/speed change.
echo
echo The enemy course/speed change will really only be significant at
echo longer ranges because of the shell flight time factors discussed
echo above.
echo
echo 2. Number of spotting salvo's fired at same ship.
echo
echo The spotting salvo's give much better feedback to the estimating
echo process than do other salvo types and therefore produce an accurate
echo firing solution quicker, however they also scatter shells over a much
echo greater area and reduce the chances of any single shell impacting the
echo target ship. It is best to switch to Full fire once the shells are
echo landing closely around the target ship.
echo
echo 3. Number of non-spotting salvo's fired at same ship.
echo
echo Non-spotting salvo's are more difficult to estimate and therefore
pause
echo will reduce the accuracy of the firing solution after several have
echo been fired, therefore once shells stop falling around the target ship
echo switch back to spotting.
echo
echo 4. Number of shells in salvo.
echo
echo The number of shells fired with an accurate firing solution
echo determines the number of hits that are possible, ships with more guns
echo will probably get more hits, a simple factor but often overlooked.
echo
echo 5. Number of ships firing at same target.
echo
echo If more than one ship is firing at the same target, this will degrade
echo the accuracy of all the firing ships. The gunnery officers cannot
echo determine which shells are from which ships and therefore produce
echo less accurate estimates. If the ship has a spotting plane in the air
echo and a working radio, the ship being shadowed by the plane will be
echo targeted without the multiple ship penalty.
echo
echo 6. Firing ship under fire.
echo
echo If the firing ship is under fire, it will not be able to fire as well
echo because the gunnery officers may not be able to spot splashes etc.
pause
echo because of obscuring water-spouts thrown up by enemy gunnery.
echo
echo 7. Director quality.
echo
echo The director quality is an abstraction of the firing ships gunnery
echo estimating/control system and governs the speed at which an accurate
echo solution is gained.
echo
echo 8. Firing ship rudder position/listing.
echo
echo The sharper the firing ship turns, the more impact it has on the
echo gunnery systems (usually mounted high on the ship and therefore
echo affected by listing/turning).
echo
echo 9. Radar.
echo
echo Radar became available during the period of the game and allowed much
echo quicker estimating, thereby reducing the estimating process
echo considerably.
echo
echo What does a spotting plane do?
echo ------------------------------
echo A spotting plane does a variety of things in regards to gunfire:
pause
echo It speeds up the target refinement process, it increases the time
echo that the guns can remain firing without getting out of sync, and it
echo negates the "number of ships firing at the same target" penalty.
echo
echo How do "NRRW" and "WIDE" work?
echo ------------------------------
echo "NRRW" makes a tight spread of shells that can be useful at close
echo ranges, if you have a good range on a target. "WIDE" makes a wide
echo spread that can be useful at very long ranges and can be used to hit
echo multiple ships if the ships are close together.
echo
echo Does the computer use "NRRW" or "WIDE"?
echo ---------------------------------------
echo Yes, it does. However, it only does it when it is absolutely sure
echo that the setting will work better than "FULL".
echo
echo Why does the Main Gun stop firing when the Fore or Aft Ammo runs out?
echo ---------------------------------------------------------------------
echo Due to the way that targeting is determined, the computer cannot
echo fire a Broadside with one of the sides out of ammo. If you switch to
echo FORE or AFT and then pick a target, the guns will fire again.
echo
echo How do you use the Torpedo Station?
pause
echo -----------------------------------
echo Torpedoes can be fired from this screen using two methods. First,
echo you can look at where you want to fire the torpedoes, guess the point
echo where you wish to fire, and then set the direction using the
echo PORT/SRBD and FA(firing angle) settings, set the number, the spread
echo size and the running time(if it has multiple ranges) of the
echo torpedoes, and then fire. Or you can use the Targeting computer to
echo give you an estimate of the proper firing angle to the target you
echo have selected, and then set the FA, torpedoes and fire.
echo
echo Is there a minimum range for torpedoes?
echo ---------------------------------------
echo Yes. It is about 1000 yds. or 80 seconds running time.
echo
echo What do the convoy names mean?
echo ------------------------------
echo Name Route Name meaning
echo
echo HX USAUK Homeward Bound from Halifax
echo OB UKUSA Outward Bound from USA
echo HG MEDUK Homeward Bound from Gibraltar
echo OG UKMED Outward Bound to Gibraltar
echo PQ UKUSSR No meaning
pause
echo QP USSRUK, No Meaning
echo SL AFRICAUK, Homeward bound from Sierra Leone
echo OS UKAFRICA, Outward bound to Sierra Leone
echo
echo How does scoring work?
echo In the combats:
echo Greater than 500 is a DRAW
echo 500-1999 is a TACTICAL VICTORY
echo 2000-4999 is a MAJOR VICTORY
echo 5000 or Greater is a DECISIVE VICTORY
echo
echo The points for each ship are generated by the number and type of
echo guns, armor, radar, fire control, engines, etc. Damage points are
echo determined by the systems that have been destroyed during the combat.
echo If a ship is destroyed, you get all of the points.
echo
echo In the campaigns/operations:
echo BRITISH POINTS / GERMAN POINTS
echo Greater than 1:1 is a DECISIVE GERMAN VICTORY
echo 1:1 to 3:1 is a MARGINAL GERMAN VICTORY
echo 4:1 to 7:1 is a MARGINAL BRITISH VICTORY
echo 8:1 or Greater is a DECISIVE BRITISH VICTORY
echo
pause
echo The British get 10 points for every non-scattered convoy that arrives
echo at its destination. The Germans get 120 points for each merchant that
echo is sunk. And both sides get their combat points.
echo
echo Changes to Scoring system from v1.0: Merchants are now worth 20
echo percent more points to the Germans, and corrections to the ship point
echo calculations result in new values to all ships.
echo
echo
echo
echo
echo 4. IBM Version 1.0 Notes
echo =========================
echo September 22, 1992
echo
echo Enclosed are the final notes listing changes and new features for
echo the game:
echo
echo 1) This is NOT a Windows game! If you use Windows, we recommend that
echo you run this game from outside of Windows. If you still want to run
echo this game, set your .PIF file for 100 percent usage and make sure you
echo have SMARTDRV.SYS loaded. It would also help to have at least 4 Meg
echo of RAM on a 386/40 or a 486/33. We make NO guarantees that this game
pause
echo will run under Windows.
echo Note: SMARTDRV.SYS will help the speed of this game even without
echo Windows.)
echo
echo 2) There are two memory profiles for this game, the EMS and NOEMS
echo versions. This program auto-senses which version is appropriate for
echo your machine. If the program cannot sense your EMS or thinks you have
echo EMS when you don't, you can override the program by typing GNBNA EMS
echo [Enter] for the EMS version or GNBNA NOEMS [Enter] for the NOEMS
echo version.
echo
echo 3) If you wish, you can avoid the introduction by typing GNBNA386
echo [Enter] instead of GNBNA.
echo
echo 4) Some of the ships don't exactly match the manual. The following
echo differences have been made to the game
echo
echo a) There is only one ship type for each class. Therefore, any
echo aberrations listed in the manual are not in the game. For
echo instance, the Tirpitz will have no torpedoes, but the Gneisenau
echo will have torpedoes.
echo
echo b) There is only one Carrier type in the game. It has a speed of
pause
echo 30 knots, can hold 12 airplanes, is 660 ft. long, and has no main
echo or secondary guns.
echo
echo c) The number of airplanes may not match the number of planes
echo listed in the manual. This is due to inconsistencies between the
echo number of possible airplanes vs. the number of operational
echo airplanes.
echo
echo d) All of the ship lengths in the game are in 30 foot increments,
echo so they may not match the manual.
echo
echo e) The improved Z class German destroyer has 5, not 4 guns. The
echo foreward turret has 2 guns.
echo
echo f) There is an armor listing for secondaries on the Hood. Since
echo there are no secondaries, this is an error.
echo
echo g) We are not using casemate guns in the game. They had poor
echo angles of fire, were highly slow and inaccurate, and could not be
echo used in rough weather. The British during the war removed most of
echo the casemate guns on the few ships that still had them.
echo
echo h) The Hipper class secondary guns have not been included in the
pause
echo game. This is because they were, in reality, AA guns and did not
echo carry the proper ammo or have the proper fire control to shoot at
echo ships.
echo
echo i) The Nelson class battleship does not have the two foreward
echo below waterline torpedo tubes. They were only used once and were
echo an abysmal failure. (Battleships cannot be maneuvered like a
echo submarine.)
echo
echo j) The Renown class battlecruiser does not have secondaries for
echo the same reason as the Hipper class.
echo
echo k) We removed the "E" class cruiser. There were only 2 ships, and
echo they were old and not very useful in ship combat. (Plus, the
echo British have plenty of ships.)
echo
echo 5) Certain menu options are unavailable to the German player during
echo the campaign. All menus options that involve Convoys and Patrols
echo cannot be selected.
echo
echo 6) The ports, "Hull" and "Wilhelmshaven" from the map on the back of
echo the manual are not used by the game.
echo
pause
echo 7) Patrol and Escort Pool ships may only be added to or removed from
echo Scapa Flow and there is no delay in adding to or removing ships.
echo
echo 8) If a ship is released from Escort or Patrol duty due to damage or
echo effectiveness, they will appear in Liverpool.
echo
echo 9) "Refuelling" Task Forces will not rearm Task Forces. You must
echo "Disband" a TF at a base in order to rearm a ship.
echo
echo 10) You will recover one point of effectiveness of every ship in port
echo with an effectiveness of 70 percent or better per day. This will not
echo repair damage, but will get your ships and crews up to fighting trim.
echo
echo 11) "Repair" fixes damaged ships and ships with effectivenesses of
echo under 100 percent. The number refers to the number of days until the
echo ship is repaired.
echo
echo 12) Repairs will take a minimum of 20 days.
echo
echo 14) All repair and effectiveness gains occur once a day.
echo
echo 15) The magnification numbers in the lower left of the Flag Bridge and
echo Tactical View screens refer to the number of miles vertically(V:) and
pause
echo horizontally(H:) displayed.
echo
echo 16) If a German TF is being "SHADOWED", it cannot engage convoys.
echo
echo 17) The wind speed will affect the maximum speed of a ship in tactical
echo combat. The gauge will not change, but you will not be able to speed
echo up past a certain speed.
echo
echo 18) The "Ship" switch in the "Circle" menu turns on the active ship's
echo range circles. If you switch to another ship, it still only shows the
echo circles from the previous ship.
echo
echo 19) When fighting merchant convoys. Even though the convoy list might
echo show as many as 20 merchant ships, the combat will only have from
echo seven to ten merchant ships.
echo
echo 20) On the Flag Bridge and the Tactical Map, the colors on the screen
echo mean different things:
echo Blue - German ships/planes.
echo Red - British ships/planes.
echo Lt. Cyan - Hvy. Caliber (11"-16") shell splashes.
echo Cyan - Med. Caliber (8") shell splashes.
echo Lt. Magenta - Lt. Caliber shell splashes.
pause
echo Lt. Grey - Torpedoes.
echo Dk. Grey - Smoke.
echo Lt. Blue - Returning German planes.
echo Lt. Red - Returning British planes.
echo Yellow Flashing Icon - Ship has been hit.
echo
echo 21) Torpedoes travel for 80 seconds before they arm.
echo
echo 22) The German torpedo chart on p. 74 on the manual is missing the
echo following: GVIIaT1 (Long) 15300/30.
echo
echo 23) When selecting ships in the campaign game, click in the ship name.
echo
echo 24) On p.29, West of Newfoundland is actually East. (OK, you got us.
echo The combat doesn't actually happen on land.)
echo
echo 25) On p.30, West of Montevideo is actually East. (OK, we were having
echo problems with east and west that day.)
echo
echo 26) The Status Report shows the undamaged version of each ship.
echo
echo 27) If the German player runs out of capital ships during a campaign
echo game, the game will end and the player will only get one-half of the
pause
echo points he actually earned during the campaign.
echo
echo 28) If you have Scout or Attack planes in the air, you must recall
echo them before the end of combat or you will lose them.
echo
echo 29) There are four new scenarios not documented by the manual:
echo
echo Denmark Straits with Cruisers - This is the Denmark Straits battle
echo with the Norfolk and Suffolk added in the battle.
echo (The British get an added punch, maybe)
echo
echo Best Tradition of the Service - Coming out of a fog bank, the
echo Glowworm has accidentally stumbled across the Hipper.
echo 9:57AM Beaufort Scale: 8 Range: 1000yds.
echo (This is a quick one folks)
echo
echo Convoy HX-106 - This is a hypothetical battle of the Sharnhorst
echo and Gneisenau ecountering a convoy escorted by the Ramilles and
echo two "E" class destroyers. 10:30AM Beaufort Scale: 3 (Try out
echo your convoy killing tactics or practice defending convoys)
echo
echo Old vs. New - Another hypothetical battle pitting the Sharnhorst
echo and Gneisenau against the Renown and three "H" class destroyers.
pause
echo 12:30AM Beaufort Scale: 8
echo (Coordination between the big ship and the destroyers is crutial)
echo
echo
echo
echo Additional Testers:
echo Don McClure
echo Matt Vella
echo
echo
echo Final Notes:
echo
echo If the game should crash for any reason, REBOOT the machine.
echo The sound driver doesn't clean up after itself if the game crashes.
echo
echo We have included a text file called TUTORIAL with the game. The
echo tutorial goes step-by-step through playing the "Gunnery Practice"
echo scenario and the "Operation Rheinubung" campaign games.
echo
echo We hope you enjoy playing this game as much as we had making it.
echo As we work on the scenarios and the scenario builder, we will
echo continue to work on improving the system. If you have any comments or
echo suggestions, write to me, Ken Humphries c/o Strategic Simulations,
pause
echo Inc., 675 Almanor Ave., Suite 201, Sunnyvale, CA 94086. Watch out for
echo those torpedoes...
echo
echo
echo ---Ken
echo
echo
echo