|AÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» |Aº |6Fun 'n Games |AºÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ ^1Submarine |AÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͺ |6Fun 'n Games |Aº |AÈÍÍÍÍÍÍÍÍÍÍÍÍÍͼÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÈÍÍÍÍÍÍÍÍÍÍÍÍÍͼ ^Cby ^CMatt Kaufman ^1SUBMARINE^0 is a game which simulates the actions of a United States attack submarine. You, the player, are in control of the submarine while the computer controls the opposing ships and submarines. The game play takes part in a 500nm x 500nm area. At the center, two land masses approach each other and form a canal. Your mission is to keep the canal free from enemy ships. Your submarine has complete radar and sonar systems, short and long range torpedoes, defensive systems, and extensive navigational capabilities. The game is based on a turn system. At the end of each turn, the weapons systems and the enemy ships will be updated. Unlike the enemy, however, the submarine is updated constantly. While playing the game, you can make use of the entire turn time, or you can select a command, ADVANCE, to automatically end the turn and update the game for the entire time. The game is a lot like hide and seek. You will see a target one minute, and then it will disappear. The submarine will keep projecting where it thinks that target should be and will give you that information. Keep in mind that the enemy is doing the same thing. They will be looking for you, and with information they gather, they will try to intercept you. The value Lost Time indicates how much time has passed since you last received a definite fix on a target's position. There are many variables which will need to be taken into account for you to make decisions during play. For this reason there are three windows on your screen in which you will find information about the Submarine's status. Data in the windows is color coded on monitors which support color or grey scales (ie: Navigation and Radar information each have different colors). The first of these windows, the large window at the top of the screen, is called the Main Window. The Main Window's format never changes. Its purpose is to give you an overview of the ship's status. Below the Main window you will find the Options Window. This window will change in accordance with the commands you select (IE. if you select a navigation command it will show you all of the information relevant to navigation). There are seven completely different windows which will appear in the Options Window. The third window, which will only appear on EGA and VGA systems, is the Map Window. It contains a map of your surroundings along with a list of all the targets being tracked. If there are any targets which are close enough to appear on the map, then they will show up as arrows (indication the target's heading) or numbers. The numbers will appear if you are using a monochrome system, otherwise the arrows will be present. The color of the arrows match the color of information about that ship so that you can distinguish between targets. If you do not have an EGA or VGA system, you can select the MAP command under the main menu. It will give you a similar map in the Options Window. On the very first line of the screen you can find four things. The first is the number of points you have accumulated. The next piece of information is the time that has elapsed during play. (Note: this time and all other times given in SUBMARINE are decimal times - IE. 1.5min is equal to 1 minute and 30 seconds) After this you will find the amount of time you have left in your turn. Finally there will be a short message telling you about the program's status. The menu system is similar to a simple Lotus 1-2-3 (tm) type menu. It is located at the bottom of your screen in the Menu Window. You can move the cursor, or the highlight, using the arrow keys. Like Lotus (tm) menus, a short description of each command will be displayed on the second line of the Menu Window. The information displayed here will change as you move the cursor, in order to match the highlighted selection. When you have placed the cursor on the item which you would like to select press the return key and that item will be selected. Instead of using the cursor keys and the return key, you can simply press the first letter of the item which you want to select (make sure your CAPS LOCK is toggled off). To cancel a selection and go back to the main menu you can press the ESCape key. Online help is available on every command in SUBMARINE. Just place the cursor over the command you need help on and hit the 'H' key. At times you will need to enter a value. When this situation arises the Menu Window will change its appearance and you will be prompted to enter a value. A default value is always provided based on your previous actions. To select the default value, simply press the Enter key. You may also press the 'M' key to automatically select the maximum value when one is available (ie. speed, depth and radar range). Pressing ESCape at anytime, while entering a value, will send you back to the main menu. The following is a list of all the commands which can be selected in SUBMARINE, and a complete description of each. The commands will be in uppercase and nested commands will be preceded by the first command you select. Example: COMMAND WEAPONS: Release-Noise-Maker To select this command you would first select WEAPONS from the main menu. Then from the WEAPONS menu you would select RELEASE-NOISE-MAKER. ^CCOMMAND SPEED: Normal-Speed NORMAL-SPEED will make SUBMARINE run in real time. This means that one second of play is equal to one second of real time. Real time play should only be used by experienced players who are familiar with all of the commands. Once game play starts, the speed cannot be changed without starting over. ^CCOMMAND SPEED: Slow-Speed SLOW-SPEED will make SUBMARINE run slower than real time. This means that one second of play is equal to two second of real time. Slow play should be used by intermediate or beginning players who are not yet completely familiar with all of the commands. Once game play starts, the speed cannot be changed without starting over. ^CCOMMAND SPEED: X-Slow-Speed X-SLOW-SPEED will make SUBMARINE run very slowly. One second of play will be equal to four seconds of real time. X-slow play should be used by beginning players who are not familiar with the commands. Once game play starts, the speed cannot be changed without starting over. ^CCOMMAND ADAVANCE When selected, ADVANCE, will update the enemy and all weapons systems for the entire Turn Time. It is possible to change the Turn Time using the OPTION CHANGE-TURN-TIME command. ADVANCE, regardless of the Turn Time, will be selected for you when a torpedo is within 5 seconds of your submarine. Once ADVANCE is selected, several screens may appear in the options window which will give general information about the game's progress. ^CCOMMAND NAVIGATION NAVIGATION is one of the most important commands in SUBMARINE. Once selected, another menu will appear with various commands dealing with navigation. They include EVADE, GOTO-POINT, MANUAL, PURSUE, SUPPLY-SHIP, and TRAIL-TARGET. The Options Window will also display all information available about navigation. ^CCOMMAND NAVIGATION: Evade-Target EVADE-TARGET will automatically set the submarine's course, and continually update it, so that you will be on a heading directly away from a selected target. You can specify any depth and speed at which to evade the target. This is useful if you have suffered significant damage and wish to move out of the weapon's range of a target. ^CCOMMAND NAVIGATION: Goto-Point GOTO-POINT allows you to designate a point, on the 500nm x 500nm map, for the navigation systems to head to. Depth and speed can be selected manually using this command. Once you are within one nautical mile of the desired point, your speed will be reduced to one knot. ^CCOMMAND NAVIGATION: Manual MANUAL lets you specify any desired course, depth or speed. If you are pursuing, evading or trailing a target which is no longer being tracked, the navigation systems will revert to manual. ^CCOMMAND NAVIGATION: Pursue-Target PURSUE-TARGET will automatically set the submarine's course, and continually update it, so that you will be on a heading directly to a selected target. You can specify any depth and speed at which to pursue the target. This command is useful if you wish to enter a battle with a specific target. Once you are within one nautical mile of the target, you will automatically slow down. ^CCOMMAND NAVIGATION: Supply-Ship SUPPLY-SHIP will set your course to the nearest supply point. Depth and speed can be set manually. Once you are within one nautical mile of the point, your sub will slow down and surface automatically. Be careful when you are surfacing to make sure that there are no hostile targets within weapons range which could fire on you. ^CCOMMAND NAVIGATION: Trail-Target TRAIL-TARGET allows you to specify a target and a distance to trail behind it at. Your speed and course will automatically be adjusted to maintain the specified distance, but your depth can be set manually. ^CCOMMAND OTHER OTHER allows you to issue commands that do not directly effect the operation of the ship. The commands available are ABOUT, CHANGE-TURN-TIME, QUIT, VIEW- HIGH-SCORES, RETRIEVE-GAME, and SAVE-GAME. The options window will remain the same when you select the OTHER command. ^CCOMMAND OTHER: About ABOUT will display the version of SUBMARINE and other program information in the Options Window. When using this help file, the save game files, and the retrieve game files, they must be of the same version as SUBMARINE. The information in the Options Window will remain there until you select another command which needs this window. ^CCOMMAND OTHER: Change-Turn-Time CHANGE-TURN-TIME allows you to change the Turn Time. The Turn Time is the amount of time you are allowed to enter commands and the time for which the enemy and all weapon systems are updated when you select the ADVANCE command or you run out of time. You cannot change the turn time to less time than has already passed. When inbound torpedoes are present the maximum value for the Turn Time is 30 seconds. If the Turn Time happens to be greater than thirty seconds, then it is automatically lowered to thirty seconds. You will need to remember to adjust the Turn Time back to what you had previously set after the battle has been resolved. ^CCOMMAND OTHER: Quit QUIT simply lets you quit the game and exit to DOS. If you wish to save your game, you must do so before selecting the QUIT command. ^CCOMMAND OTHER: View-High-Scores VIEW-HIGH-SCORES displays the top eight scores in the Options Window. Along with the scores, you can see general information about the game during which the score was earned. If you have a high score, it will be recorded when the game ends. ^CCOMMAND OTHER: Retrieve-Game RETRIEVE-GAME allows you to retrieve one of nine games which have been saved on disk, in the current directory. The saved games must have been saved using the same version of SUBMARINE. If there is an error in the save game file, the program may be corrupted and forced to abort. ^CCOMMAND OTHER: Save-Game SAVE-GAME allows you to save the game you are currently playing. You can save up to nine different games. If there is not enough disk space, or any other I/O error occurs, then you will be informed and the save game operation will abort. ^CCOMMAND PAUSE PAUSE stops the game temporarily. You can hit any key after you select PAUSE to resume normal play. In every menu, except NAVIGATION, you can select 'P', even though the command does not appear, to pause the game. ^CCOMMAND RADAR/SONAR RADAR/SONAR displays all information pertinent to the Radar and Sonar systems in the options window. You will also be presented with another menu with commands that affect Radar and Sonar operation. They are EVALUATE, FLASH-RADAR (SONAR), OVERALL-STATUS, RADAR, SONAR. ^CCOMMAND RADAR/SONAR: Evaluate EVALUATE allows you to see all information known about any one of the targets you are tracking. If a large amount of time has passed since you had direct radar or sonar contact with the specified target, you may be unable to see all of the information. Remember that when you do not have direct contact, the values displayed are only approximations. ^CCOMMAND RADAR/SONAR: Flash-Radar FLASH-RADAR allows you to momentarily set the radar system to it's maximum power. By doing so, you can locate targets without exposing yourself to any long-term detection. The command on the screen will automatically change to FLASH-SONAR when your submarine dives below fifteen feet. ^CCOMMAND RADAR/SONAR: Flash-Sonar SONAR allows you to momentarily set the sonar system to it's maximum power. By doing so, you can locate targets without exposing yourself to any long-term detection. The command on the screen will automatically change to FLASH-RADAR when your submarine ascends to less than fifteen feet. ^CCOMMAND RADAR/SONAR: Overall-Status OVERALL-STATUS will display all the information about the radar and sonar systems in the Options Window. This command should be used if you are currently evaluating a target and wish to see the general information about the radar and sonar systems instead of the EVALUATE information. ^CCOMMAND RADAR/SONAR: Radar RADAR lets you select the power at which you wish the radar system to operate. If the submarine is damaged you may not be able to set the power to 100%. To see the effect that your change made, look at your submarine's radar range which is displayed in the Options Window. If you choose to set the radar to it's maximum, the computer will automatically increase or decrease power to match the systems capacity. ^CCOMMAND RADAR/SONAR: Sonar SONAR lets you select the power at which you wish the sonar system to operate. If the submarine is damaged you may not be able to set the power to 100%. To see the effect that your change made, look at your submarine's sonar range which is displayed in the Options Window. If you choose to set the radar to it's maximum, the computer will automatically increase or decrease power to match the systems capacity. ^CCOMMAND SUBMARINE SUBMARINE displays all of the information about the submarine's damage and supply status. This is useful to get an overall view of how much damage has been inflicted and which systems need repairing. It is a good idea to use this command periodically to keep an eye on the number of missiles and noise makers you have on board. ^CCOMMAND TARGETS TARGETS displays a list of all targets being tracked in the Options Window. Remember that when a target has not been in direct radar or sonar contact for a long period of time, the values displayed are only approximations. ^CCOMMAND WEAPONS WEAPONS allows you to fire at your enemy and operate defensive systems to confuse inbound torpedoes. The Options Window will display all important information that you will need to make decisions concerning the weapon's system. Commands specific to the weapons system will also appear in the menu window. They are LONG-RANGE-LAUNCH, RELEASE-NOISE-MAKER, SHORT-RANGE-LAUNCH, and TARGET- SELECT. ^CCOMMAND WEAPONS: Long-Range-Launch LONG-RANGE-LAUNCH allows you to fire a long range torpedo at any target within range. Long range torpedoes are rocket propelled and give off a great deal of noise when launched so they will reveal your position to the enemy. These torpedoes have relatively low destructive power. Like other systems, the capacity of the long range torpedo system must be at least 80% to operate properly. ^CCOMMAND WEAPONS: Release-Noise-Maker RELEASE-NOISE-MAKER allows you to release a noise maker from the submarine. Noise makers will detour inbound torpedoes by reproducing noise similar to the sub's. The farther you travel away from the noise maker, the better chance it has of detouring an inbound torpedo. This command releases one, which will last for about ten minutes. Like other systems, the capacity of the noise maker system must be at least 80% to operate properly. ^CCOMMAND WEAPONS: Short-Range-Launch SHORT-RANGE-LAUNCH allows you fire a short range torpedo at any target within range. These torpedoes are very quiet and will not reveal your position to the enemy. They also have a huge explosive power compared to long rage torpedoes, but of course their range is limited. Like other systems, the capacity of the short range torpedo system must be at least 80% to operate properly. ^CCOMMAND WEAPONS: Target-Select TARGET-SELECT allows you to get offensive weapons information about a specific target. Once selected, information about the range and accuracy of your weapons will be displayed in the options window. General information about the specified target will also be displayed. Remember that when a target has not been in direct radar or sonar contact for a long period of time, the values displayed are only approximations. ^CCOMMAND MAP MAP will display a small map of the playing area in the Options Window. This command is only used when the game is being played on non EGA or non VGA systems. The map will show you where targets and supply points are, if they are within about 30 miles of your submarine. General information about all targets, even if they do not reside on the map, will also be displayed. ^CExtra Notes on SUBMARINE: Navigation System: If you are using some sort of navigation based on a target and you don't see that target for over two hours, navigation will automatically revert to manual. Maximum speed and depth are computed based on damage to the hull and engine. If you are hit by an inbound torpedo, your maximum speed and maximum depth will change. Maximum speed can vary, although damage may not be present. This is because the submarine's maximum speed can only be attained over a short period of time. After that, the engine must cool down. Be very careful not to exceed maximum depth. If your hull is damaged, you may sink uncontrollably. Points: Points are awarded for evading inbound torpedoes, 50 points, and for sinking enemy ships, 100 points. For each minute that a target is in the canal zone you lose 2 points. At the start of the game you have 100 points. Radar/Sonar System: The radar system works as long as the you are less than 15 feet in depth, any deeper and the sonar system will take over. The enemy ships talk to each other, so if one ship sees you, they all know where you are. Also, you will be able to see some targets farther away than other targets. This is because some targets will make more "noise" because of their actions or size. If you make contact with a target, but then don't see it for over two hours, the computer will cease to project it's position. Your sonar range will go down in proportion to how fast you are going and how deep you are. Certain things will automatically make you visible to the enemy and the enemy visible to you. They include launching a long range torpedo, releasing a noise maker, and being struck by an opposing missile. Weapons System: The accuracy of your weapons is based on the amount of time that passes between the time you fire and the time that you got your last position fix on the target. Once a torpedo is launched, its accuracy will not change because the torpedo contains only the sonar information from when it was launched. Submarine: Damage inflicted on your submarine is automatically fixed over time. If, however, the overall capacity ever goes below 20% then you will sink. Damage to the hull can cause uncontrollable depth control, which you will be informed about in the General Information screen. The life support system, when damaged, has reserves of 20 minutes. Once these reserves are gone, the crew will die unless the sub is at the surface. The following is an example of each of the screens which can appear in the Options Window. Below the screens is a short description of each element. ^CMain Screen ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Navigation Weaponry ³ ³ Dest Hd: 0ø Dest Spd: 0.0kts 20 S-R Torpedoes Status: StandBy ³ ³ Dest Dep: 0' Distance: 0.00nm 25 L-R Torpedoes Status: StandBy ³ ³ Pos: 250.00, 250.00 15 Noise Maker: StandBy ³ ³ Mode: Manual 0ø at 0.0kts at 0.0' ³ ³ Radar/Sonar Ship-Status Supplies ³ ³ Radar: 25% Targets: 0 Alert: Green Distance: 17.03nm ³ ³ Sonar: 25% Torpedoes: 0 Capacity: 100% Head-To: 140ø ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Dest Hd: The heading which the sub is turning to Dest Dep: The depth which the sub is either diving or ascending to Dest Spd: The speed which the sub is either accelerating or slowing to Distance: The distance between the sub and the navigation target Pos: The sub's current position the 500x500nm map Mode: The current navigation mode Radar: The percentage which the radar system is operating at Sonar: The percentage which the sonar system is operating at Targets: The number of ships which are being tracked or projected Torpedoes: The number of inbound torpedoes being tracked or projected (xx) S-R Torpedoes: The number of short range torpedoes on board (xx) L-R Torpedoes: The number of long range torpedoes on board S-R Status: The status of the short range torpedo system (Damaged / StandBy) L-R Status: The status of the long range torpedo system (Damaged / StandBy) (xx) Noise Maker: The number of noise makers on board Noise Maker: The status of the noise maker system (Damaged / StandBy) Alert: The current alert status of the sub (Green - No activity) (Yellow) - Targets in the immediate vicinity (Red - Inbound torpedoes detected) Capacity: The overall capacity of the submarine Supplies Distance: The distance to the nearest supply point Head-To: The heading to the nearest supply point. ^CNavigation Screen ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Curr Hd: 0ø Curr Spd: 0.0kts Curr Dep: 0' Pos: 250.00, 250.00 ³ ³ Dest Hd: 0ø Dest Spd: 0.0kts Dest Dep: 0' Dst: ³ ³ Maximum Speed: 21.0kts Maximum Turn Speed: 17.0kts Maximum Depth: 1200' ³ ³ Mode: Manual 0ø at 0.0kts at 0.0' Supplies: 17.03nm HdTo: 140ø ³ ³ ³ ³ Tgt #2 Name: Vshakov Type: Battle Damage: 0% Last Seen: 0 ³ ³ Distance: 31.04nm Heading: 153ø Speed: 16kts Direction to: 224ø ³ ³ Radar: 100% Sonar: 100% Total Emissions: 58 Position: 228.92, 227.21 ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Curr Hd: The heading which the sub is currently traveling at Dest Hd: The heading which the sub is turning to Curr Spd: The current speed which the sub is traveling at Dest Spd: The speed which the sub is either accelerating or slowing to Curr Dep: The depth at which the sub is currently at Dest Dep: The depth which the sub is either diving or ascending to Pos: The sub's current position the 500x500nm map Dst: The position which the sub is traveling towards Maximum Speed: The maximum speed which can be attained Maximum Turn Speed: The most effective turning speed Maximum Depth: The maximum depth which can be achieved without damage Mode: The current navigation mode Supplies: The distance to the nearest supply point HdTo: the heading to the nearest supply point (The following is displayed if there is a navigation target) Tgt # The target number and it's approximate heading (arrow) Name: The name of the target Type: The type of the target Damage: The amount of damage which the target has Last Seen: The amount of time since the last direct radar/sonar contact Distance: The distance between the sub and the target Heading: The target's heading Speed: The target's speed Direction to: The heading which would be selected to pursue this target Radar: The operating power of the target's radar Sonar: The operating power of the target's radar Total Emissions: The amount of noise the target is making Position: The target's position on the 500x500nm map Special note about the target information: The information displayed in this section of the window is based on the most recent sighting of the target. Therefore some of the information may become inaccurate as time passes. If any of the information is replaced by 'N/A', that is because this information can no longer be estimated. ^CRadar/Sonar Screen ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Radar Targets ³ ³ Power: 25% Actual Ships: 0 MinDistance: 0.00nm ³ ³ Capacity: 100% Projected Ships: 0 MinDistance: 0.00nm ³ ³ Range: 10nm Torpedoes: 0 MinDistance: 0sec ³ ³ Sonar Submarine possible position: 231, 252 ³ ³ Power: 25% Total Emissions: 47 ³ ³ Capacity: 100% Target Radar Range: 34nm ³ ³ Range: 5nm Target Sonar Range: 9nm ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Radar/Power: The power at which the radar system is operating Radar/Capacity: The capacity of the radar system Radar/Range: The average range which the radar system has (All information under the Sonar heading is the same except it is about the sonar system) Actual Ships: The number of ships which are actually on either radar or sonar MinDIstance: The distance of the closest actual target Projected Ships: The number of targets which the computer is projecting MinDistance: The distance of the closest projected target Torpedoes: The number of inbound torpedoes being tracked MinDistance: The distance (in time) of the closest inbound torpedo Submarine...: The position of a hostile submarine if it has been reported Total Emissions: The amount of noise which you are currently making Target Radar Range: The range of the enemy's radar based on your emissions Target Sonar Range: The range of the enemy's radar based on your emissions ^CRadar/Sonar Evaluate Target Screen ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Tgt #2 Name: Vshakov Type: Battle Damage: 0% Last Seen: 0 ³ ³ Distance: 31.04nm Heading: 153ø Speed: 16kts Direction to: 224ø ³ ³ Radar: 100% Sonar: 100% Total Emissions: 58 Position: 228.92, 227.21 ³ ³ ³ ³ S-R Torpedoes L-R Torpedoes S-R Range: 4nm ³ ³ Target Equipped Target Equipped L-R Range: 10nm ³ ³ ETIR: Too Far ETIR: Too Far Radar Range: 34nm ³ ³ %Accuracy: %Accuracy: Sonar Range: 1nm ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ (See the navigation screen for a description of the target information) S-R Torpedoes: It will read either 'Target Equipped' or 'Not Equipped' based on the type of ship which the enemy target is. ETIR: The estimated time in route for the S-R torpedoes %Accuracy: The accuracy of the target's S-R torpedoes (Information under the L-R Torpedoes heading is the same) S-R Range: The range of the enemy's short range torpedoes L-R Range: The range of the enemy's long range torpedoes Radar Range: The range of the enemy's radar systems Sonar Range: The range of the enemy's sonar systems ^CSubmarine Screen ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Supply Point (261, 237) Damage Control- S-R Torps: 100% ³ ³ Distance: 17.03nm Head-To: 140ø Engine: 100% L-R Torps: 100% ³ ³ S-R Torpedoes: 20 Hull: 100% Noise-Maker: 100% ³ ³ L-R Torpedoes: 25 Radar: 100% Sonar: 100% ³ ³ Noise Makers: 15 Life-Supprt: 100%, 20.0min reserves. ³ ³ Statistics ³ ³ Us Torpedoes Fired: 0 Hits: 0 Detoured: 0 Accuracy: 0% ³ ³ Them Torpedoes Fired: 0 Hits: 0 Detoured: 0 Accuracy: 0% ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Distance: The distance to the nearest supply point Head-To: The heading to the nearest supply point S-R Torpedoes: The number of short range missiles on board L-R Torpedoes: The number of long range missiles on board Noise Makers: The number of noise makers on board Engine: The capacity of the engine Hull: The capacity of the hull Radar: The capacity of the radar system Life Supprt: The capacity of the life support system and the amount of reserves S-R Torps: The capacity of the short range torpedo system L-R Torps: The capacity of the long range torpedo system Sonar: The capacity of the sonar system Torpedoes Fired: The number of torpedoes fired Hits: The number of hits which resulted from the torpedoes Detoured: The number of torpedoes detoured by noise makers Accuracy: The average accuracy of all torpedoes fired ^CTargets Screen ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Tgt: 1 Tp: Frigate Dst: 26.97 Hd: 77 Spd: 21 HdTo: 338 LostT: 0 ³ ³ Tgt: 2 Tp: Battle Dst: 32.90 Hd: 90 Spd: 18 HdTo: 322 LostT: 0 ³ ³ Tgt: 3 Tp: Battle Dst: 32.02 Hd: 88 Spd: 16 HdTo: 7 LostT: 0 ³ ³ Tgt: 4 Tp: Frigate Dst: 33.94 Hd: 124 Spd: 22 HdTo: 14 LostT: 0 ³ ³ ³ ³ ³ ³ ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Tgt: The number of the target Tp: The type of the target Dst: This distance between the sub and the target Hd: The heading of the target Spd: The speed of the target HdTo: The direction between the sub and the target LostT: The amount of time since the last direct radar/sonar contact Special note about the target information: The information displayed in this section of the window is based on the most recent sighting of the target. Therefore some of the information may become inaccurate as time passes. If any of the information is replaced by 'N/A', that is because this information can no longer be estimated. ^CWeapons Screen ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ 20 S-R Torpedoes 25 L-R Torpedoes 15 Noise Makers ³ ³ Range: 5nm at 70kts Range: 10nm at 350kts Capacity: 100% ³ ³ Capacity: 100% Capacity: 100% Status: StandBy ³ ³ Acc: StandBy Acc: StandBy Last: Not Deployed³ ³ ³ ³ No Weapon's Target ³ ³ ³ ³ ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ (xx) S-R Torpedoes: The number of short range torpedoes on board Range: The range of the short range torpedoes at the maximum speed Capacity: The capacity of the short range torpedoes Acc: the accuracy of the short range torpedoes or the status (All information under the L-R Torpedoes heading is the same except it is about the long range system) (xx) Noise Makers: The number of noise makers on board Capacity: The capacity of the noise maker system Status: The status of the noise maker system Last: The time at which the noise maker last deployed will run out There are several command line parameters which let you customize the screen for the game. They are... /c This forces the computer to use color. /m This forces the computer to use monochrome colors. /e This forces the computer to use the 43 line mode. /n This forces the computer to use the 25 line mode. /d This turns off the direct screen writes. /s This makes the computer check for snow on CGA systems. To run this program outside Big Blue Disk, type ^1Sub^0. DISK FILES THIS PROGRAM USES: ^FSUB.EXE ^FSUB.HLP ^FSUB.HSR