Notfallmappe - Sim-Deck
Transcription
Notfallmappe - Sim-Deck
Notfallmappe The Landlubbers Survival Guide to Dangerous WatersTM v0.6 An act of copy and paste taken from and done for the DW-Community by Smaragdadler in 2005 e.v. Notfallmappe The Landlubbers Survival Guide to Dangerous WatersTM v0.6 Do you like pushing strange red buttons - just to find out what happens? Do you enjoy staring for hours at sonar screens? Do you get a chill every time you raise the periscope? Can you hold patience? You are a brooder, shy of easy ways? You prepare any action with extreme thoroughness - but when the dice has fallen, you act fast - as if led by an internal clock? If you answer YES to all of these questions - then you are hardcore enough to really enjoy Dangerous Waters! Like most things in life, the more effort you put into it - the greater the rewards... Version 0.6 07/03/2005 Introduction This is the Notfallmappe - The Landlubbers Survival Guide to Dangerous WatersTM. ‚Notfallmappe’ is German language and means something like „emergency portfolio collected at a push - in case of need“. This file is intented as a beginners-guide for the Submarine/AntiSubmarine Warfare naval simulation Dangerous WatersTM (DW) from Sonalyst Combat SimulationsTM. At the moment this guide is still pretty unfinished. Dangerous WatersTM is a complex >game< and it’s not easy to get into. I for myself have no expierence with real naval combat or Submarine Simulations. I live in Thuringia, that’s a German state in the middle of Europe, pretty far away from any shore. So I am a bloody „Landlubber“. To get myself into this game, I started to lurk on the battlefront and subsim forums, collecting as much information as possible. Most of the infos in this document I have from there, so almost nothing here comes from my own mind. Some stuff may even be totaly wrong, because I have not grasped it right. And there are of curse loths of spilling mysthakes... All I have done, is to bring in some sketchy order in all of this... (at least I tried). I for myself am fascinated by submarines, so this is the ‚Schwerpunkt’ in my data collecting process – and this can be also seen in this guide. But there are now also other guides: A big tip is the Orion Warrior Training and Operating Procedures-Guide by OneShot. This will be a good help for all of you, who prefer more to hunt subs from the air than driving them. You can also visit a Internet-Forum especialy dedicated to insider tips for playing Dangerous Waters: The DW-Tips&Tricks Vault, administered by OneShot: http://www.orionwarrior.com/forum/index.php. Here you can even find a special section dedicated to my Landlubber Guide. Now, I still think that it would be a good idea to make my collected knowledge accessible for other newbies. Please don’t be angry if you recognize, that something may be taken from one of your own posts on the forums - and I have not given credits to you. When I started this work, I have not thought about making it public some day, so all I have is a file with lots of information, but I don’t know from where I have taken it exactly and what’s the name (pseudonym) from the person who posted it. Let me just say thank to all of you, who have contributed without knowing. If it helps more people to get into and make use of this simulation, all is achieved. Big special thanks to *MaHuJa* for pointing out inconsistencies; to *Molon Labe* for adding tips; to *OneShot* for providing Forum support and to *Subguru* for making it all avaliable online. This is the sixth version I give out, but I am planning to continue it. If you find some bad error or want to contribute with more good tips, you can send me an e-mail to [email protected]. Please don’t send me mails with questions, better post it on the forums and send me the answers. Thank you. Michael „Smaragdadler“ Wolff Please kids, muddle this stuff at home - don’t try things you read here anywhere out there! No garantie for correctness in any kind. No money in any form should be charged for this guide. Any commercial use is strictly prohibited!!! "Commercial use" may cover things like: Putting it on a magazine CD, selling it on any kind of media, offering it on pages where you have to install a dialer to get it, etc. If you do it nonetheless - be cursed with seven long years of sexual misfortune - : !"&: How to learn Dangerous Waters efficiently? 0.) Watch the movies on Disk Two. Read the manual and have it always at hand. If you don’t have the deluxe version, you should print out at least the part about the platform you want to learn at the moment from the manual.pdf file. It can be found in the manual folder in your Dangerous Waters directory. But of course you have the deluxe version, don’t you... The problem for newbies is, that the manual will – for the most part - only tell you‚ where to find a certain button and what happens if you push it. It won’t tell you, why you would want to push a certain button in the first place... Guess, what is intented to help you out... ... 1.) If you have no particular platform-fetish, you could start out with the MH-60R-Helicopter, the easiest and the smallest platform in DW. If you have problems with SONAR and ACCOUSTIC stuff, just pass over it quickly. Read Appendix A: „Things I Learned as a Complete DW Newbie“ in the Appendices of this survival guide. 2.) When you have it in hand, take the P-3C Orion-Plane, for several reasons: - it is the second aircraft - no TMA, a bit familiar. Same thing about the ACCOUSTICS. Get it well in hand, and redo the helo over and over again if needed. Alternative: Stay away from the Orion at first, unless you have someone with you to help. Unlike the Helo - you are flying around all the time with at least 154kts, except for hitting pause - there is no way to just stop, think and listen. You have to think in advance mostly because when its time to act you have to act. So while the stations itself are easy, it may have edges for starters, unless they are sure of themselves in all the basics. Better do a sub after the helo ... No matter at which point you decide to learn the P-3C Orion, be shure to get your hands on the Orion Warrior Training and Operating Procedures by OneShot. It covers this part of the simulation in an excellent way and parts of it should also be a big help when handling the MH-60R-Helicopter. Even for people, who are only interested in submarines - reading is a MUST, because knowing how your „enemy“ operates is never a bad idea... You can find this manual at www.orionwarrior.com or at www.subguru.com. 3.) This is an important moment in the learning process. Select the SSN 21 Seawolf-submarine. This is your first sub. The clearest to learn too. It happens that the Ami-SONAR is better than the Russian, to learn the basics. This time, there is TMA. Let it go (means switch on the autocrew). Just learn how to move a sub and blablabla. Read Appendix B. 4.) Read twice or even thrice the manual's SONAR chapter. Then applie it to the SSN 21. Can you monitor this sonar stuff now? 5.) This part may take a long time, so you can also go directly to part 6) and go back to 5) at the end of the learning. As you wich. First, read the manual's TMA part, over and over. Yes, this is important, do not pass over it. Now, say hello to the Editor and create a mission with a Yacht in a barrier tactic, crossing your Seawolfs course. Play it, and put sonar on auto. Stay at the TMA and go to the Fire Control Suite at the end to coordinate a strike at the same time. TMA is very close to weapon control... 6.) Take an SSN 688(i)-sub and see the difference during the same step (do not have to read the manual now) 7.) Take an Akula-sub, and pass a bit of time on Russian Sonar. This one is a bit harder to learn, but you will most certainly prefer it in battle. 8.) Take a Kilo diesel-submarine. Learn the differences beween Kilos and Akulas and pass quickly to 9). 9.) Take a breath, than redo that training you created again with all four subs. Test your weapons now. 10.) Change a bit the mission, so that you can now fly with a helo, then a P3. Do it again with aircrafts; and NORMALY, the sonar is OK. Blast the Yacht. Experiment with the Quick Mission Generator. It will give you random encounters each time. The quick missions are OK for a little practice, but not too challenging. If you want more sophisticated missions - use the Editor! Its awesome! 11.) Do a bit of rest. 12.) This the final stage...the Oliver Hazard Perry (FFG 7) class surface ship. Learn it station by station in a logical order. 13.) PLAY. How to play Dangerous Waters efficiently? Try to get a job where you get paid for reading books or guarding places nobody is interested in - like mortuaries. Install DW on your notebook. Can you imagine the satisfaction to be able to play all the missions hardcore-style in full real time and each time you look on the Game Time Indicator reminds you on earned money?! Get it running and boosted up Where to find, what version is running: The version you are playing is shown on the bottom of the splash screen if you start the program. For Dangerous Waters Version 1.1 it reads: Version 101 Build 0357. How to avoid lag: It should be said that most of the game's stuttering comes from the simulation engine, not from 3d engine. Such stuttering occurs with high time-compression. If you have low FPS even at 1x, you have most probably problems with graphics (or your computer is altogether slow). Shadows and 3d clouds is the biggest FPS eaters, giving no important effect for sub captain. You can switch it of in the second page of the 3d option screen. On the other hand, landing P3 without shadow looks really obsolete. How to avoid screen flickering: The Devs know this bug, so far only workarounds and in some rare cases solutions exist. It seems to be dependant on which processes are running on your system when you start the game - chat programs, media players (MusicMatch causes problems from what I hear), and some other applications that run in the system tray. What worked: - Desktop to 16bit and play DW in Windowed Mode (which is highly recommend especially on long missions) - Check programs in the background, some seem to be the reason for that. How to adjust the volume of sound: It´s possible to adjust the volume of the active ping in the ini file. You can also adjust the sound of the ships in the map view with the "3D Sound" slider in the Options->Sound screen. Specially the trawler and the fishing boats are very loud when you klick them in the map view. This should have no effect on the volume of 2D sounds such as Crew Reports, Button clicks, Weapon launches, etc. Kegetys’-DW-Fonts Mod: Replaces the fru_small_rX and fru_plain_rX fonts with smaller versions, which allows more text to fit on the screen, allowing more lines to be displayed in the history window and making the navmap contacts clearer. The new fonts also appear to be rendered much faster by the game which should give a performance boost for all menus, mission editor, classify contact dialog, etc. Get it here: http://koti.mbnet.fi/kegetys/dw/ Mines: Sub mines are emiting sound when traveling (that's OK) but unfortunately they don't stop emiting after they stop. This is easy to fix using thrusts database: In thrust database create separate noise profile for mobile mines with Data0C value = 72, in object dialog assin this new thrust for mobile mines and set their passive sonar SL = 0. After this they would have NL of 72 when running and stop emiting sound after stop. HyperLobby: The HyperLobby client has now support for Dangerous Waters. Check: http://hyperfighter.sk/index.php Skimming Around Why the map colors on the navigation screen is not in sync with depth: You're seeing a feature that was discussed a bit in a thread at the Battlefront-boards sometime before release. Essentially the parts that are "lightened" on top of the "depth map" are (at least supposedly) acoustically dampened, or otherwise makes sonar harder to use. Try pressing [shift+i] in the game. It should affect your view a bit (it should also show any ice in the area). Inertia and Sub aground driving: If you hit or command "right full rudder" or "left full rudder," sub changes course as expected. But, when you either set rudder to midship either through the control room "steering mechanism" or through "orders menu" the sub does not steady on course. It keeps turning. It's called inertia, ... and it's as designed. That is part of the advanced physics model. Submarines and ships weight more than a few thousand tons. A FFG displaces rouglhy 5000 ton of water.. at 25 knots, turning the wheel to max ... It will turn, eventually, but the same goes for going amidships. Their is so much momentum (or inertia) build up in the 5000 ton heep of iron, it'll go and go and go and go and go and go untill its either on a straight line again (which will take an icredible amount of time) or untill the helmsman decides to stop the turn by applying counter rudder. So you will have to compensate a full right rudder with some left rudder to get the platform stop turning. The rudder 'slices through' a lot of water...and once you start turning, momentum keeps you this way...even if it gets amidships. In high speed manoeuvres it will probably be even more obvious. Keep in mind also the rudder needs a few seconds to go back amidships. The [']-key sets the rudder amidships. This is much faster than going to other screens and menus and might just save your behind. A way out is : a) to just order the course you want, and the AI-crew will take steps to put you there [albeit with a lower turn rate] or b) turn yourself manually but with lower rudder settings c) set the rudder amidships before your targeted heading or d) use opposite rudder as necessary. Hard rudder turns also have the tendency to slow down boats. In submarines a full rudder command in high speed will also affect your depth, as the sub leans gently and then easily start to go deeper - you will corkscrew down. This means you could potentially cause the boat to exceed depth limits if you are not careful! Or think about swallow water enviroment with just 5m under the Keel. You need to watch the depth under keel. At high speed as the sub corkscrews down there is no manual correction available apparantly, other than excessive digital control. The crew does not give any warnings. They may not warn you for approaching the bottom, but the Diving Officer will warn you about crush depth. With alarm in his voice, even. (Explain it yourself this way: Joke on. ...if you run aground, you lose your command and ruin your career. Your diving officer is quite happy with this idea, ever since that time you chewed him out in the wardroom. Or maybe it's because you don't ventilate the boat enough. Whichever, the guy hates you. But if you go too deep and implode, everyone dies. So he's gonna tell you about that, and smartly. Joke off) How to bottom a Submarine correctly: If you set your depth to exactly bottom or only a meter or so below it, your sub will settle down, but eventually float back upward. Now, if you bottom your sub, THEN set your depth to something like thirty or forty meters below bottom, your sub stays on the bottom. Make sure you bottom the sub BEFORE giving some massively deep order to keep it there, lest the thing sinks like a cinder block and you wreck something. The problem is that the subs trim slightly positive. I guess you could call it a good thing. Better than sitting motionless for a while and ending up at crush depth. So, when your set depth and your actual depth are the same, and you're not moving, your dive planes can’t hold you down and you ever so slowly rise. By issuing a depth lower than what you're at, the boat continuously tries to trim itself down to that depth by making itself negatively bouyant. And since the bottom happens to be in the way of your set depth, you just kinda stick there. Currents: In real life, currents get weaker near land. You can't have current going into the ground (except tide). You can have such in DW. On the other hand, you can have currents witch can drag you to shalow place. But DW's current simulation is Ok. Mission authors must just make reasonable conditions. Kilo ship control panel: You may think that the ship control panel is forward facing in the KILO, but it is not. It is on the port side. Do the Kilos in DW ever need to surface or run on diesel engines? Battery charge level is simulated in DW for both player and AI diesel subs. Whenever you run the diesels the snorkel must be raised. FFG’s Port and Starboard APUs: Note, along with radical rudder and speed action, by right clicking on throttle controls you can individually control throttle and pitch. You right click the throttle lever and they move independently. So if you want to reverse quick from flank just right click pitch lever and yank it backwards. What angle to set them at to go what direction? Point them in the direction you want to go. Not the direction of what you think the thrust should be. Maybe it’s a bit of a bug and will be fixed in a patch. Not shure through... Helo flying and Dipping Sonar (Hydrophone)-Search: One of the most important things to remember, when flying the Helo, and Dipping, is that the speed shown on the Taskbar, or at the Pilot's Station, is Relative Speed...NOT Ground (actual) Speed. This is very important when giving Speed Change orders. Although you may be hovering (ground speed = ~0), your relative speed may be 15 knots, as a result of the wind speed. If you want to move off at 5 knots .... DO NOT add 5 knots to your indicated speed, as that will be interpreted as 20 knots. Irrespective of whatever speed is displayed, set your speed for the ACTUAL speed you want to fly at. DO NOT add or subtract from your indicated speed. When it comes to wind speed, the relative speed of the Helo can be a little misleading. Relative Speed on the Helo, is considered in the Fore and Aft plane only ... NOT lateral. So, .. if you had a 10 knot wind blowing FROM 270 degrees, ... and you were hovering with your heading at 000 degrees, your relative speed will now indicate 0 knots. This is technically incorrect, as the Helo still has a Relative Speed, but in the lateral plane. It's not a major issue, if you set your speed for 0 knots, no matter which way you are heading ... your ground speed will always be 0 knots. You will experience some drift, .. but it's in no way close to any indicated speed on the taskbar or pilot station. If the Dipping Sonar is in the Water, the safest speed that you can fly at, without ripping the Dipping Sonar off, is ~30 knots. However, it is recommended not go above 25 knots. Use of the Dipping Sonar, i.e. monitoring for contacts, is good up to 8 knots, as any faster than that, and the Sonar will 'wash out', and you will lose contact information. 5 knots is better... However, the only time when you would NEED to be moving, whilst Dipping, is when you are actually closing with the contact ... in other words: to close the range, but, this would be fine-tuning. You can close much faster at 20 - 25 knots, and even faster, if you increase your altitude so that the Dipping Sonar clears the water, and set your speed up to 80 knots. If you have the Dipping Sonar out of the water, your maximum safe speed is ~90 knots, but, again ... it is not recommended to go above 80 knots. A Helo can drift in any direction ... changing your heading will make absolutely no difference to your actual ground speed. Whilst your 'indicated' speed may change ... your actual ground speed is totally dependent on the speed you set. So, if you are hovering with your Dipping Sonar in the water, ... having set a speed of 0 knots, ... then it doesn't matter which way the wind is blowing, ... or what your heading is, ... the Dipping Sonar will always 'drift' through the water at the same speed. Sensor 101 First - Keep in mind that the 3D display on the NAV map station doesnt show the real world, it is ONLY displaying what your sensors are reporting to you. If you would like to see where the enemy "actually" is then you have to enable "Show Truth" (which is the biggest gamey cheat of them all, of course, so be careful). If you want to be more hardcore - switch off 3D at all. With Show Truth off the only places where you see the "REAL WORLD" would be: - FFG: Bridge, Lookout, Machine Gun Station Helo: Pilot/ATO Station P-3: Pilot/IRDS Station Subs: Sail (when surfaced), Periscope What do you get from the different stations/sensors to solve solutions: Passive Sonar broadband -> bearing, type Passive Sonar narrowband -> bearing, class, type Medium Frequency Active Sonar -> bearing, distance Active Intercept -> bearing, (signal strengh – assume strong (red) is more nearby), type Sound Speed Profile (SSP) -> layers (of sound density) search, can help estimate of depth DEMON -> speed, category (as well as passive broadband it relies on) RADAR -> bearing and distance Visual/Periscope -> bearing, distance, course TMA -> course, speed, *range* ESM -> bearing, class Radio -> recieve messages (may contain hints of any kind) and link data (whole solutions). Passive Sonar: Broadband (BB) d e t e c t s the noise of the contact. Narrowband (NB) analyzes that noise in to distinct tonals (the sounds of reactor pumps and electrical hum of the generators) at various frequencies; this is used to c l a s s i f y the contact. But narrowband can also be used for longe range detection of very low frequencys. The Narrowband Station is the station where you will detect a distant contact first; for submarines it will probably be the only station that you detect the contact. As such, you will be spending more time here than at any other station. Many new players make the mistake of believing that the classification displayed at the NB station is in fact the class of the contact. In actuality, the class displayed is the first profile in the library that closely matches the profile you are listening to--or perhaps a profile that is overlapping the signal you are interested in. Be sure to scroll through the list to learn what other classes the contact may be, or if overlaps are interfering, to check the sonar profiles document. In most cases, you will not be able to obtain a positive classification. You will have to make a judgement call to guess the most reasonable choice of the options that the filter gives you. Use info from other sensors, info from the briefing, target behavior, and signal strength to guide your decsion. For example, a very weak 50hz signal that is less than 10nm away in good sonar conditions is probably a non-US submarine; nothing else is so quiet at that range. On the other hand, that same weak 50hz signal may only be a fishing boat if it is 30nm away or more. DEMON: If you have the TPK (Turns Per Knot) value which is different for each class, (in other words if you have ID'd the target) you can tell the speed with demon. Set the TPK value, 'select' the first bar, and read the speed. As a guess you can try 7 for subs and 8 for warships - most use those values. Large Warships and Carriers (the swimming airfields) have TPK 6 and the Kilo-diesel sub uses 10. Active Sonar / Active Intercept: The first is to e m i t, the second to d e t e c t a source emitting - the famous *ping* - you know from the movies. Don't use active sonar if you are in a submarine, because this gives away your position and the enemy may immediately fire at you! Should only be used when the enemy knows where you are and giving away your position doesn’t matter. Also Akula and Kilo skippers may use it to get an exact range on a target for their SUBROCs. Oh .. of course .. any sonar is limited by platform speed. Active sonar too. In subs it is usually usable in 10kts. At 5kts all sonar sensors give perfect data (except if you're draging towed array on the floor). It may allso depend on the floor type: mud, sand, rock,... Try to give an angle to your bow, up or down depending on the type of floor. (rock down - because good reflection, mud up - because bad reflection). If you are in an SSN and are hunting a Kilo, active sonar may be your best bet. Your enemy will almost certainly detect you first if you rely on passive detection, and you will be too close to escape his weapons. Wakehomers cannot be decoyed! Periscope: The best sensor, but you've got to be able to work the Stadimeter. You press Mark on the periscope itself to set a bearing. Then hit Photo to snap a picture. Then drop the scope (to get rid of radar target presenting) and switch to the stadimeter thingy. You rotate the picture of the ship to guess at angle on bow. You split the picture of the ship pulling the side with the highest mast down to where the top of the mast is at the waterline of the other half of the picture. Put that together with the type of ship, and when you hit Mark, you get Range, bearing, and course of target together. Edit: Radar detection of masts such as the periscope is not modeled in the current (1.01) build of DW. But better get used to dropping the periscope early on. Better than having to abandon a bad habit later + it makes you look soooo pro. TMA: The TMA is where you put it together. You've got to know how Merge works. That's how you take data from different sensors and combine it to one target track. So Merge is how you combine your Sierra target data with the data you just got from the periscope. And you've got to be able to work the "ruler" in the TMA view to estimate range, and course. And oh yeah, you also have to work the Demon Display to get Speed of target. Go to the Classify Contact Screen from Map view to get target info.... the "turns per knot" or TPK - that's the key to making the Demon Display working. But the TMA is the key to it all. That's where all the data comes together and you create your estimate of where the target is and where its going. So, yeah, you've got to be able to work a bunch of arcane technology to pull data out of sensors and put it together in the TMA, but if you do all that - you can track a target ... mostly from sonar, with the occaiasional periscope peak to confirm it. Sensor 201 Read „The Blue Book of Submarine Operations“. It was written for for 688I Hunter-Killer, the prequel of Sub Command (the predecessor of Dangerous Waters) and contains good advices about submarine sensors and lots of other stuff. The best tactical guide for Sub Command - and for DW by extension - is the TACMAN by Tim Grab. All can be found at www.subguru.com. S.O.N.A.R. General Tips: The bow sonar only picks up higher frequency ranges, so detecting subs and warships with this will be difficult. It is much harder to detect contacts, but is probably more realistic and more challenging which is fine. There are no numbers on the Akula bearing Indicators for the inner arrays. You must refer to the numbers on the outer edge of the display. 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. Ownship’s speed can affect your ability to detect contacts in Narrowband. When the entire signal line is near the top of the display this indicates that background noise is very high. This usually happens when your speed is over 5 kts for hull array contacts or over 15 kts for towed array contacts. Decrease your speed to reduce water flow over the array. Straight lines indicate a consistent signal. Curved or wavy vertical lines represent distortions or variations in the signal. 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. If the contact that you have classified in Narrowband has not yet been assigned a Contact ID (S1, S2 etc), a contact ID symbol does not exist for that contact on the Nav map. You can not complete the contact classification process on the Nav map until the contact has been assigned a Contact ID. You can classify contacts in ESM, Stadimeter and Narrowband. The Classification dialog highlights the name of the class that was most recently classified by one of these sensors whenever you select that contact on the Nav map. 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. To stop the transmission of continuous active sonar pings on any of the submarines, click again on the TRANSMIT button Due to varying water temperatures at locations around the world, a distinct thermal layer is not always present. People complaining about the auto-crew picking up contacts that you can't see in the waterfall. Well they may not show up graphically, but if you scan the bearings, you will get a small signal-to-noise hit of 4 to 8 or so. This is a potential contact even though it doesn't come through on the speakers, doesn't show a line in ITA, and can't be classified in narrowband. S/N is shown in the Seawolf on the right numerical data display. The game models physics very carefully. In shallow water at low speeds your towed array can actually drag the bottom and cause the phenomenon above. Retract it some, gain speed, or change your depth. Sonalysts Game Sonar-Design Notes: The passive sonar modeling in Dangerous Waters was modified from 688I in aneffort to upgrade the sonar detection and classification performance. SubCommand models the individual variables in the passive sonar equation: Passive Sonar Signal Excess = Radiated Noise - Propagation Loss - Interfering Noise Recognition Differential 1. Radiated Noise is the initial source level of the signal that emanates from the contact. Broadband radiated noise varies with speed, narrowband radiated noise does not. 2. Propagation Loss is the amount of loss the source signal sustains as it travels from the contact to the sonar. Dangerous Waters calculates proploss on the fly, accounting for the loss due to interaction of the signal with the acoustic boundaries (surface, bottom, and thermal layer) and the attenuation loss of the signal as a function of range. 3. Interfering Noise is a combination of background noise (sea state, rain, shipping density) and self noise (noise emanating from the detecting ship) that is a function of own ship speed. 4. Recognition Differential is how well a sonar system can differentiate a signal from the background noise. Dangerous Waters models separate sonar Recognition Differentials depending on sonar type and model. All these variables are modeled in Dangerous Waters to determine whether or not to display a signal on a sonar screen, and how brightly to display the signal. Broadband radiated noise varies by platform class, and is adjusted for target speed. Broadband radiated noise values are modeled for representative frequencies in the 2 kHZ - 4kHZ range. Narrowband radiated noise is modeled by assigning a narrowband profile to each appropriate platform - 5 discrete narrowband frequencies. The 5 discrete narrowband lines range in frequency from 50 Hz - to 2 kHZ. All U.S. built ships will have a 60 HZ lines because the U.S. uses 60 cycle electrical equipment. The rest of the world uses 50 cycle electrical equipment, so their narrowband profile will have a 50 HZ line. Low frequency signals propagate through water with much less loss than do high frequency signals. Therefore, in most cases the best/initial detection sensor will be the detection of narrowband lines on the towed array. The window at the top of the Narrowband Station allows the user to perform a narrowband search. Even though a signal is not visually apparent in the search window, moving the cursor through all the bearings may discover a narrowband contact line that will then be displayed in the middle window. This occurs because the sonar system is able to pull a signal out of the noise. This is the systems Recognition Differential. This is the reason why an auto Sonarman will report a contact that the player does not visually see on the Broadband screen. The lower frequency lines will be detected first as the range between ships closes, and the brightness of the lines will depend on the calculated Signal Excess. The Broadband Station will generally detect after detection has been made on the Narrowband Station. Towed arrayed broadband will detect first over the spherical and cylindrical arrays because of it's lower frequency band and better recognition differential. However, spherical and cylindrical array detections eliminate the problem with the ambiguous towed array detection. The environmental inputs for each mission have a major effect on the sonar detection performance. The inputs are environmental profile type (surface duct, convergence zone, bottom limited), bottom type (rock, mud, sand), and sea state (0-5). The depth of the water is also a major factor. These inputs are available in the mission editor. General hints for sonar: For SONAR searches the slower you move - the better since it makes your hydrophones less "washed out" and it makes your submarine harder to detect. But the down side (sometimes this is an upside) is that your towed array will droop down and possibly drag on the ocean floor - it can also droop below the thermal layer and allow you to search both sides at the same time. Sometimes putting a little speed on is a good thing since when used on conjunction while some course changes, it will allow you to get a better solution on a target and if you change speed every two minutes, it confuses the auto TMA on other player subs. Additionaly it allows you to straighten out your TA after a turn that much more quickly. The bearings it gives when bent are usually bogus. Traditionally, a submarine’s ability to avoid detection is defined in terms of its acoustic signature. There are many sources contributing to a submarine’s acoustic signature. Machinery and other propulsion-related vibrations enter the water through the hull and radiate in all directions. The propeller resonates when turning, and cavitation (noise generated by bubbles collapsing) can develop. Additionally, the turbulent flow of water around the ship can excite the hull itself. Each type of noise has a unique pattern, which can differ with speed, depth, and water conditions. Quieting technologies continue to improve and are increasingly available to backfit older submarines. Hull coatings, improved propeller design, and quieted propulsion plant equipment reduce the submarine’s overall noise levels, especially at high speeds. Different Noise Sources: There are a wide variety of noise sources present in the underwater environment, but the main, consistent contribution comes from only a few types. Ambient noise, unlike other sources, does not come from a particular direction or source. The noise level is the same everywhere in the local area. The most obvious contribution to the ambient noise is the action occurring on the surface of the ocean. The greater the size of the waves, the greater the ambient noise contribution. The waves are driven by the winds, so there is a direct correspondence between the steady wind speed and the sea state. The greater the wind speed or sea state, obviously the greater the ambient noise contribution. The frequency of the noise from sea state tends to be greater than 300 Hz. The second main contribution to ambient noise comes from shipping in general. In regions where there are many transiting ships, the ambient noise will be increased substantially. This noise, in contrast to the noise from sea state, will be at low frequency (< 300 Hz). The third possible ambient noise source is biologics, meaning sea-life. These are as widely varied as they are unpredictable. One common source is snapping shrimp. Others include whales and dolphins. Self-noise comes from the noise from the platform the sonar is on or from the flow of water across the receiving array itself. This self-noise has a minimum value which is present regardless of the speed that the array is traveling through the water, and the self noise will increase due to flow noise and the increase in noise from the platform which carries it. Self noise has a frequency and speed dependence. Flow noise would be similar to white or pink noise, i.e. a very wide band of frequencies at equal levels, rather than specific frequency components. Cavitation noise is produced from the motion of turning propellers on surface vessels, submarines or a torpedoes. Cavitation is the formation of partial vacuums in a flowing liquid as a result of the separation of its parts. When these partial vacuums bubbles collapse, they produce cavitation noise, which sounds like a pulsed note and can be heard at considerable ranges, depending on the size of the propeller and the speed of rotation. A torpedo produces a very high pitched and fast rotation noise. Distinctive propeller blade broadband cavitation noise can render a submarine detectable by passive sonar systems. Generally, the level of noise from a ship increases with ship size and speed. The loudest noise from normal ship operation comes from cavitation of the propeller, which adds 10-15 dBA to the noise level of regular operation. Passive accoustic sources fall into two main categories: broadband and narrowband sources. Broadband sources create acoustic energy over a wide range of frequencies, similar to a thermal source in electro-optics. Typical broadband sources are noise from either the propeller/shaft, flow noise and some propulsion systems. Noise from the propeller and shaft is generally at low frequency, meaning less than 1000 Hz. The rate of rotation can amplitude modulate the noise, and this propeller blade rate tonal noise can be detected and demodulated to measure the shaft or propeller blade rate. BB contacts show not individual frequency lines, but the whole spectrum, so here's is where I would expect to see things like flow noise as subs go faster. Narrowband sources radiate within a small band about a particular frequencies, or class of frequencies. Typical sources are the various pieces of machinery found in every ship, including example, pumps, motors, electrical generation equipment and propulsion systems. NB contacts show the individual frequency lines generated by specific equipment on board a vessel, e.g. a generator set spinning at 50 Hz. These lines may be independant of speed, i.e. a running generator is a running generator, no matter how fast the sub is running. When specifying narrowband sources, it is important to also specify the frequency at which it occurs. For the main playable subs, you should typically be able to pick up a "quiet" enemy contact from 10-15 nautical miles. Run deep and slow especially if you are picking up radar/sonar contacts. More tips for being good with Passiv Sonar: If there is surface ice, being in a sub and under nice thick ice makes it very difficult for threats to get you. Avoid shallows if you can. All common sense stuff really. The thermal layer has a HUGE effect on detection range, something to always keep in mind. In deeper water where you have a thermocline to work with, keep the layer between you and your contact. If you're stalking another sub, this can be difficult. Usually, if you lose contact with your prey, he has changed depth. Now you know which side of the layer he's on. If you're stalking a surface vessel, it's alot easier. I'm not sure of the exact math, but from what I know, being under the layer reduces a surface vessel's detection range by almost half. The OHP towed array can, at low speeds, reach at least ~1200 feet, looking for you UNDER the layer, so there is nothing more important than knowing your enemy. The layer does not work as a magical boundary the way it did in 688I Hunter-Killer. Exactly how the layer and sound-speed profile effect detection ranges is a topic worthy of its own. But the most important lesson is this: sound bends toward the lowest sound speed in the SSP and away from the higest sound speed. Sound from a source above the layer could very well reach a sensor below the layer, if the lowest sound speed is also below the layer.... The first detection for any contact, is usually a 50hz or 60hz line in narrowband, using the towed array. (Only sensor seeing this far down, hull sees nothing below 100hz, sphere ~1000hz) You can make out the flooding of tubes, opening of doors and firing of weapons on the sonar displays. That's if you are lucky enough to be looking at your sonar display at that moment. Currently, a player only receives TIW (Torpedo in the Water) reports when the sonar crew detects a torpedo actually IN the water, but the associated launch transients are not reported. Classification using sonar is done by one of two methods: 1.) Matching narrowband lines to the ship types. 2.) Listening to the sound on broadband. Biologicals stand out here. This is a recognition thing for the rest, and would give only type for the most part. (warship, torpedo, ssn, ss, bio, etc.) Takes some experience though. Also if the contact is close enought an accurate range will appear in the contact WAA label. Hitting RAP LOC will update your TMA picture with that range. Being contacts often not that close, the other (and usual) way is to struggle to gain a master contact (contact with 2+ arrays, i.e. Sphere Array+Towed Array or Towed Array+UUV) witch will allow for quick and good TMA solution in regards of the range factor. The WAA and the RAPLOC functions are only available on the Seawolf class SSN. TA detects lower frequencies (rule: the bigger the size of the sensor, the longer wavelengths that means lower frequencies it detects and they travel further than high freq. waves). So in the beginning you detect only low frequency components of a contact with the TA. Then you simply have to get closer and use sphere or hull sensor to detect the high freq. components too and only then can you classify that vessel 100%. It can get annoying, tracking a contact for a whole mission and not getting in close enough to figure out if it's a ship or a sub. The list of possible classes is in alphabetical order. You need to go through the list and find the one whose signature matches up the best with the contact’s signature. In short, the more freq. components you detect, the less possible choices the sonar database will give. And, if you're still unsure between say two of them, check demon to see the number of prop blades and compare it in the USNI reference. There's a lot of simple guessing at work here, unless you want to go real close to that contact to see what it is - but by then you could have a torp up your... Classifying with Russian narrowband sonar: The only way to classify a target with superb accuracy is to close in. But usually you should be aware of what types of vessels are around in the mission area so you won't need a 100% classification. A few vessels have pretty much the same frequency characteristics, so take an educated guess, check your ESM mast if it's radiating or ID it with the periscope to be 100% sure. Also, check DEMON for the number of blades. How to detect Air contacts in submarines: You can detect helos in DW on sonar when you're in a sub. It was a relatively late addition to the sim to help balance out the MP gameplay a bit. But how do you know it's a helo? Well, Pretty much the only way to ascertain if it is a helo is to put the BB cursor on top the return and listen for the BB sound on your speakers/headphones (maybe turn them up a bit, if need be). You can also use your ESM antenna... Submarines TA Sonar: The Towed Array is your best sonar-sensor. The only downside to the towed array is that it might scrape the bottom. The LA Class has currently (in game) two TB-16 TA's which are not different in their capabilities. The Seawolf however has two different TA's, TB-16 (Port) and TB-29 (Starboard). TB-29 is thinner and able to detect lower Frequencies over longer distances then the TB-16. TB-29 washes out earlier then the TB-16 too. Don't exceed 11knots, on higher speed the Russia's Pelamida-Towed Array is unable to pick anything. In 3 minutes interval change course 30 degree left or right - there is blind area in front of your ship. A towed array will only tell you in what direction a noise comes from. It won't be able to "see" contacts directly in front of your submarine due to the screws making too much noise. Same goes for directly behind the array since the hydrophones have a "blind spot" there. The range of a towed array is measured by a lot of variables, weather, seastate, salinity, own ship noise, how the sound travels underwater, temperature and so on and so on. So its quite hard to say what range is to be taken. When a hydrophone picks up a signal, the bearing in which you pick up the signal is ambigious, meaning, if you detect something in 090°, it might well be in 270° since the hydrophone is a cylindrical microphone and omnidirectional except for its front and rear. Surface-Towed Array units are usually alone at see, sailing under radio-silence and travelling at very low speeds to mask their appearance. They have a satcom link with the other vessel(s) as to not allow an enemy to "see" them using ESM. The major thing to remember for using a towed array is to change your course in line with the update times for TMA of 2 minutes. I might suggest changing course every six. After you make your 45 degree course change, watch the sonar screen. You'll notice the bearing lines for the "false" or ambigious contact will move and the true contact will stay put. From that, you'll get a decent TMA reading. Granted it won't be assigned a Master designation until another sensor picks it up, but you'll get decent enough information for a firing solution. Another thing to consider when deploying the towed array is tactics! Read the briefing before the battle as to guess what you are looking for. Also, pay attention to the SVP! If you have a distinct layer, stream one fully so that it will go below it, and have the other stream short to stay above it. Make course and speed changes to help out the TMA. More than likely, you won't find a sub going over 15 knots unless they get spooked. That leads to a skimmer classification. With maximum cable scope and slow speed, you may be able to exploit a tactical sound channel (this would be better with a realistic amount of cable - 5000 feet is what it actually has, so you can get it pretty deep. You can also rupture modules that way!). Use a little less cable to drop the array below the sonic layer depth, or shorten it right up to put it in the surface duct. Or any combination thereof. Don't forget that the bigger the distance between Ownship and TA the better the TMA. How to drop a contac in sonar? That depends on if you have auto TMA set. Also, try to "drag" the tracker ID to the right of the CRT to drop it. Towed Array on FCC Perry: First, as you likely know, the Perry's array is passive sonar detection only and shows half the signal, because the other half is mirrored. You also might know, that the top of the waterfall is the array's front, and the bottom is the rear. Simple ehough. Now, if you turn the array (by turning the ship, obviously), your contact is going to move up or down the array. This is regardless of it being the real or ambiguous, as, like I mentioned, the waterfall is oriented to the array, and not to north like on a sub. So, what likely gives the headache, is how to tell real from fake when the signal always moves? Well, like I said, the display orients to the array. And, like a sub, you turn the ship, and thus the array, to resolve. Now, a simple thing is, if you turn towards an object, the object gets closer to the front of you, and if you turn away, the object gets closer to the back, correct? So, if you turn the array, and the target starts creeping downward, you are turning away from the true contact. If the contact starts creeping upwards, you are turning towards it. So, to make it simple: Turn to resolve. Contact goes up, resolve in the direction of the turn. Contact goes down, resolve opposite the turn. There is an exception if you actually cross its bearing line - by then it *was* the same as the turn, but it *is* not. Resolving bearing ambiguity in FFG again: What is the problem? Marking contact ambigious or detecting witch one is ambigious. The later one is of course same as on sub. Marking is done like this: FFG will never show two contacts. Broadband waterwall shows bearing from 0 to 180, not whole circle like on subs. Contact candidates are automatically listed in upper list but pay attention that some weaker contacts only appear in the lofar/single... (Don't ask me why this is the case). Before the contact is resolved, you can see both starboard-side and port-side track bearing. If you mark contact (either from broadband or candidate list) both starboard and port contacts will be added to nav-map. With contact selected, click resolve (in broadband window) and select correct side. The 'wrong' side contact will be removed from map and in the contact list in broadband only one (correct) bearing will be shown. FFG towed array is really cool pease of hardware. It shows depth of the array and the automatic list of contacts is great. Again: The broadband waterfall displays only one side of the towed array. That said, resolving bearing ambiguity is pretty simple: When turning the frigate in any direction, if the contact moves "up" on the display, then the correct contact is located in the direction of your turn (i.e, turn left => contact runs upwards => the correct contact is on your port side.) If it moves down, it's on the opposite side of your turn. Dead easy. Be aware though, contact displays will briefly move down before going up, et vice-versa... The towed array tends to follow your trail quite accurately. (Too accurately?) Therefore, when your stern is moved right as you turn left, (or vice versa) and the TA follows through this. Tips for Active Sonar: Do you remember? Better not use active sonar if you are in a submarine!!! The whole point about a submarine is to hide. Active sonar is like switching on a flashlight in pitch black dark. Your night-vision goggles is the passive sonar! In the game, the strength of the sound return is not analogous to the visual return, in other words, the level of sound is not adjusted to the strength of the contact, whereas the visual return is. One thing to consider now, is that Target Aspect plays a more important role in Active Sonar detection. In other words, if you are directly astern (behind) of a target, and you „Ping“ it, ... you are going to get a small visual return. (although the audio return may sound loud). Conversely, a target that is broadside on to you, will give a stronger visual return (and the same audio return as before). If Active Sonar is used against you: Once you're within the max range (10nm vs the OHP) aspect means a lot more than range for how visible you are. After that, sonar conditions mean a lot too. If the contact is distant it will not show up on the display. Sometimes several pings will make it show up sometimes it will not show up unless its closer. Autocrew does not mark or update active sonar cons. You have do it manualy. Only on FFG there is automatic active contact follower, so you don't have to update (1 contact only). You still have to mark. If the ping kills your ears, there is a possibility to change the volume in the dangerouswaters.ini... The nice thing about the Russian circular Active Sonar displays in Kilo and Akula, is that they display the position of the target better than the Ami-Subs. P-3C Orion IR-Camera: You can use the IR camera to see very shallow (close to breachign the surface) subs, but to see them that way you have to find the needle in the haystack and have to be uncomfortably close (within SAM range) ... Helo directed from the FFG: Do you have 'show link data' on? All the helos sensors except radar appear through link data when running the OHP. Sonobuoys Sonobuoy modes: Sonobuoys have three modes: Omni-Directional Scans in all directions and displays that info on a waterfall display. This tells you something is there and what it is. Directional displays directional Narrowband information on what the buoy is hearing. This tells you what it is and what direction its at. Active pings the water and displays bearing and range of a contact. (Only available on DICASS buoys) Unfortunately. The AI subs get very nervous when DICASS bouys start pinging away and will often fail to carry out their task. Works great if you want them to hide, but not if you want them to attack. Merging Contacts on the Helo: You cannot 'Merge' contacts on the Helo. Lines of intersection, from your buoy detections, are the way to triangulate a solution. You will need to 'manually' update i.e. „MARK“ the contacts from time to time, in order that the Nav Map can display a new intersection point. Good Tip: Track contacts by putting marks (pressing enter) on the intersection, and then doubleclicking them to mark them with the time at which they were detected. How to „Mark“ contacts with buoys: Sonobuoys 'always' have to be updated manually. In other words, you have to 're-Mark' the contacts, for them to be updated on the Nav Map. When your bouy is in directional mode, you will have to line up the bearing cursor on a fequency dot. Make sure your lined up with botht the bearing, and the frequency. That should work. You must have a free gram to use it. If you have an empty gram, click MODE and you'll see a completely different screen, while the normal Omni mode will move to the free gram. You line up your cursor (a horizontal line) through the dots that represent the narrow band contact and then you can click "Mark". You should click "Mark" periodically if not playing on Auto. It doesn't have a tracker. You can clear a gram by dialling it to Freq. 00. Which one to use: Sonobuoys can have up to three modes: 1.) Omni-Directional Scans in all directions and displays that info on a waterfall display. This tells you something is there and what it is. 2.) Directional displays directional Narrowband information on what the buoy is hearing. This tells you what it is and what direction its at. 3.) Active pings the water and displays bearing and range of a contact. (Only available on DICASS buoys) You need to hit the mode button on the gram (the upper right button) to switch between omni, directional and active mode. Also, you MUST have at least one free gram to be able to switch to directional, and two free to switch to active. Set the channel on the gram to 00 to free them up. VLAD (= Vertical Line Array DIFAR) will likely have the best detection ranges for a passive buoy when compared to the DIFAR (= Directional Frequency Analysis and Recording) and DICASS. VLAD is far superior to the DIFAR or DICASS in picking up subs quicker and further in in deep water environments. With a quiet sub like the Kilo, active DICASS and MAD may be your only usable sensors on a well versed submerged Kilo skipper. Real world VLAD is used in high noise areas such as shipping lanes and has a better processor and hydrophone layout than a DIFAR, this makes it a tad more expensive, and - like the DICASS - in limited supply. The DIFAR is the general all purpose buoy, - in this ‚game’ you can leave it at home. With buoys tax dollars go to the bottom of the sea! Once the bouy has depleted its energy, its scuttled automatically to prevent damage to other ships as well as being captured by "foreign" entities. At the height of the Cold War it was not uncommon for russian or warsaw pact navies to roam around a NATO exercise area, to see if they could get their hands on one the bouys. You can load out as you see fit. The game has no tie to the economics of your buoy load (meaning you will not get called by the Admirial to explain why you used 100 VLAD and the other Squadrons only used 30 for the month...). This would mean VLADs for the longrange search, and once the position can be estimated DIFARs for short-range pinpointing. Its not that DIFARs don’t work fine. If you use the OHP solo and fly the helo you will notice that you cant select your buoy loadout. So you might choose to use them as there s a limited supply of buoys. The advantage of the passive DIFAR sonobuoy is that usually the submarine is unaware that it is being tracked. Although it lacks the precision of the active AN/SSQ-62 DICASS series sonobuoy, it is still the most widely selected sonobuoy sensor for all phases of an ASW mission: search, localization, tracking and attack. So DIFARs work fine just not the range of a VLAD. About - if not the same - range as a passive DICASS. Just no active. By Pinging a DICASS, you may unknowingly reveal another asset to the target (friendly sub in trail). Generally DICASS-Active would be for Quite Targets like Diesels with no other known subs searching or trailing the Target of Interest. DICASS active: With the DICASS active, you are only seeing one screen of acoustic data. The other two are occupied because the sonobuoy processor, in the game, needs those portions of the processor to, well, process the raw acoustic information to support displaying on the one gram - that's why those two lower windows say "supporting channel [whichever]". If that makes any sense. You have to look very hard for the active echo, as it can be tiny! The AI is smart enough to tell the sub to alter course based on active DICASS pinging. The AI subs get very nervous when DICASS bouys start pinging away and will often fail to carry out their task. Works great if you want them to hide, but not if you want them to attack. More about DICASS-Active's two supporting channel: The Grams have to process the data. The sonobuoy processor is using the computing power that is reserved for those Gram windows to analyze the data from the DICASS in active mode. Omni-mode (sound with no bearings, i.e. frequencies being heard) takes up one gram. You can monitor 16 buoys in Omni mode. Directional..., well now you need a gram to feed in the directional info as well as the omni info (takes two grams to do that). If using eight buoys in Directional mode, you use all 16 grams available. DICASS-Active, ... well not only are you getting Omni (one gram), and Directional (the second gram), you are getting Range (the third gram). Therefore use of a Directional-buoy in directional mode uses 2 grams. Use of an Active (DICASS) as active uses Three grams. This is fairly accurate of how the P-3C UII and UII.5's worked in real life. What exactly are Frequency Alerts for in the Sonobuoy screens? Frequency Alerts allow you set a 'warning' when a specific frequency is detected by one of your buoys. The buoy must be receiving data in one of the Grams, so, in the MH-60R-Helo you could have a maximum of 4 buoys that are being monitored. (There is a MH-60 Sonobuoy Channel mod: With this mod the MH-60R Sea Hawk will have sixteen sonobuoy channels instead of the default four – check www.subguru.com). However, say, if you were searching for a U.S. Sub, you could set one of the Freq. Alerts for 60 Hz. As soon as that Freq. is detected by one of the buoys in your Grams, the 'Gram Guy' will warn you by saying: "Frequency Alert" and a light will flash on the sonobuoy screen. Autocrew is NOT required to be On at the Acoustic Station. You can be at any station, and you will get the alerts. Platforms put out many different frequenies. It would be wise to set the frequencies to the lower reaches of the spectrum, as these sound waves carry further. This is also the reason for why it is a good idea, to scan for low frequency lines on the passive narrowband sonar station in a submarine, if dealing with longe range detection. Most platforms in DW generate noise in the form of 5 distinct Frequencies i.e. VLF .. LF .. MF .. HF .. VHF (very low, low, middle, high and very high). The frequencies range from 50Hz VLF to ~2000Hz VHF. The Lower Frequencies, as said above, are the first ones you will detect, as they move though water further than the higher frequencies. Having 5 Frequencies aids in Classification. All Russian Platforms have 50Hz as the VLF Freq. All U.S. Platforms have 60Hz as their VLF Freq. So, if you are searching for a particular Russian Sub, you could set one Frequency Alert for 50Hz, and, if you know the Sub's LF Frequency you could set the other Freq Alert for that LF Frequency. etc etc etc. However the lowist freq tonals are the most common and can be may diffrent platforms. I.e. if you set for just 50 and 125 you could end up chasing a fishing boat or something.... The buoys are senstive only up to 1200 hz thats why the alerts don't go any higher. But the Helo-dipping sonar can go higher. But you probably will not be leaving your dipping sonar in the water long enough to require alerts. Dipping sonar requires sitting stationary, and a stationary helo is a tempting SAM target. What are the Frequencies in the Sonar Profile for ? After you installed the Patch you will notice a new document in your Dangerous Waters /Manual installation folder called DW_SonarProfiles.doc. The frequencies therein are used for the Frequency Alarms available on the FFG, Helo and P-3. Due to the game limitations of the sonobuoys (they have a max range of 1200Hz) you will have to rely on the first four frequencies for any given plattform. The fifth frequency is neither displayable by the buoys nor are you able to dial it in on the alarms. However you might notice that frequency (if you are real close) on the Narrowband display. How to use Frequency Alerts: You have the Sonar Profiles that come with the v1.1 patch. Look for it in the manual-folder of your DW-directory after installing the patch. All depends on the target you are hunting for. For example if you are hunting for a Chinese Kilo you have the following frequencies: 50,125,340,1050,1502. Since you only have two frequency Alerts available I would try with 50 & 125 first as the lower frequencies will be the first you are going to detect. However if there is lots of traffic, especially Fishing Boats you will be screwed as they have the same first two frequencies. In that case you can set 125 & 340 or just 340 for example to avoid false alarms. It can drive you crazy when alot of shipping is around. Solution is, once you get a hit on 50hz, switch them to 320 and 340hz, that covers almost all bad guy subs except for the Victor which is 360. Most of Europe, including the UK, uses 50hz for domestic Mains and power generation. The main reason that Europe uses 50hz and the Americas 60Hz is down to Westinghouse having a virtual monopoly on generating equipment in the US in the early 1900s, and AEG having a monopoly in Germany... with most of Europe following AEG's 50hz system for convenience. Oh, and by the way... Please do not use DW's Sonar Profiles as a real-life-reference, they are not correct. They are correct for the game only. U.S. Navy is not only Navy that uses 60 Hz. So, this takes away a little depth from this first-class simulation, but if the Sonalyst-guys were to use the "actual" frequencies - then the big scary men in black suits, with black sunglasses, H&K-MP5s and tactical shotguns would come knocking down their doors. And if one of the stray shotgun blasts were to hit the coffee pot... well, it would add considerably more time, till the next patch gets out...horrible thought, isn’t it? Sonobuoy strategy: Bouys are typically spaced about 1.5X their average detection range. So, if the average detection range is 1000yds, you would space your buoys 1500yds apart. Real world ranges are rarely more than 2000yds...especially against a modern nuke. You won't find a diesel boat with buoys, on battery they are usually quieter than ambient noise. Best bet there is to use DICASS from a datum that's less than 5 min time late...go hammer and make him run to generate some noise...most diesel prosecutions are active so it helps to have at least 2 helos dipping and try to stay ahead of him. The buoys don't measure bearing with a high degree of accuracy, so all you are doing by getting a crossfix is creating an area of probablility in which the sub might be. The more buoys, the better, but two is fine. Remeber: VLAD has longest range and best direction detection. It should be used for getting the first contact. DIFAR is good for better target position, DICAS active mode for exact position, so you can drop weapons. Each buoy has a maximum detection radius of around 7 miles so imagine a 7 mile circle (or draw one, using the drawing tool on the nav-screen) and deploy them with the minimum of overlap (for quiet subs you may need overlap). 14 miles can be done, if you need to search very large areas. The above is an example for a pattern based on the current mechanics (v1.1) of Dangerous Waters. This works best when you have to cover a lot of ground and not much traffic around. It works like this: Use VLAD-Deep as buoy, and drop the first line of 4 buoys (or more if needed), thats your base line. The spacing between the buoys is about 10nm and since each buoy detects stuff within 7.5nm around it, the detection envelopes of the buoys overlap. As a help measure draw a 7.5nm range circle around each buoy (VLAD-Deep, other vary in their detection ranges). The next barrier line will follow the base line with a 10nm separation between the baseline and barrier line 2. Again this means that the envelopes overlap a lot. To get better detection fixes and cover all the space, don’t put them in like a box, but instead set them off a bit (about half way between the buoys of the baseline). Barrier line 3 will be the same as the baseline again. There are two technical ways to place buoys, either manually or you use waypoints. Manually: Decide where your base line should be and how do you want it oriented. Place a marker ("ENTER") where you want to have the first buoy. Hit "R" - Range tool, then drag the line to the distance and direction for your next buoy. Left click then hit "ENTER" again to place another marker. Continue this till you have your baseline done. Use the Range tool ("R") to space the next line in the distance you want and do the same procedure as with the base line on the 2nd line, and so on and so on. Either fly manually or by using waypoints toward the first buoy and from there on along your buoy lines. Altitude should be 300ft and speed set to 154kts (effective 180kts mostly). This gives the buoys only a short time in the air and you should be able to place the where you want. Now all you have to do is drop them from the TACCO station whenever you are on (actually shortly before) one of your markers. Using Waypoints: Select the buoy type you want to use for the pattern. Click on the buoy waypoint 4 (or more) times to generate the wpts for your base line. Place them where you want your baseline. Make sure to have a straight line along your bearing of choice. Sit back and enjoy the show.Once you are done with your baseline use the same procedure to make up your 2nd line. Again use the "R" - range tool to space the buoys right. Remember you can always pick and drag waypoints by left clicking on them until the very last moment. The best thing to do is get your crossfix, and fly toward the point where the lines cross, deploying your MAD/SAD-sensor on the way there. You will almost certainly get a MAD hit near the c-fix, at which point you mark dip and ping away - that should give you a very good firing solution, and is how it's essentially done in real life. Use all of the sensors you have, that's why they're there. Are you continually updating the buoy datum? The moment you hit Mark for the buoy the contact starts aging, eventually the data will be too old to be useful. The MAD seems to be the best sensor to use after getting the sub "boxed" in with buoys. M.A.D./S.A.D. MAD sensors are used to detect the natural and manmade differences in the Earth's magnetic fields. Some of these differences are caused by the Earth's geological structures and sunspot activity. Other changes can be caused by the passing of large ferrous objects, such as ships, submarines or even aircraft through the Earth's magnetic field. MAD sensor operation is similar in principle to the metal detector used by a treasure hunter or the devices used by utility companies to find underground pipes. For ASW purposes, the ASW aircraft must almost be essentially overhead or very near the submarine's position to detect the change or anomaly. The detection range is normally related to the distance between the aircraft sensor ("MAD head") and the submarine. Naturally, the size of the submarine and its hull material composition normally determines the strength of the anomaly. Additionally, the direction travelled by both the aircraft and the submarine relative to the Earth's magnetic field is also a factor. Nevertheless, the close proximity required for magnetic anomaly detection makes the MAD system an excellent sensor for pinpointing a submarine's position prior to an air-launched torpedo attack. In order to detect an anomaly, the MAD head of the aircraft tries to align itself with the noise produced by the Earth's magnetic field. Through this alignment, the noise appears as a near-constant background noise value which enables the operator to recognize any contrasting submarine magnetic anomalies from the background noise. However, any rapid changes in aircraft direction or the operation of certain electronic equipment and electric motors can produce so much aircraft electro-magnetic noise that makes the detection of the submarine's magnetic signature virtually impossible. Special electronic circuitry is enabled to compensate and null out this aircraft magnetic noise. Additionally, the MAD head is placed the farthest distance away from all the interfering sources. That is why the P-3C Orion aircraft has its distinct tail stinger or "MAD boom". With continuing advances in both compensation and sensor technology, the detection ranges for MAD sensors may be enhanced for the search and localization phases of ASW missions. Currently all naval ASW aircraft use variations of the AN/ASQ-81 MAD system. A few P-3C aircraft use an advance MAD system, the AN/ASQ-208, that uses digital processing. How to use it: Firstly, .. although the MAD sensor is streamed, ... it is not automatically ON. You need to turn the MAD on from the MAD/ESM station. The autocrew does not need to be on for them to report MAD/SAD detections. The only time you will need to turn the Autocrew on, at the MAD/ESM station, is for ESM detections. Although every situation could be different, a good MAD/SAD search altitude would be ~250 to 300 Feet. Speed is not critical, but, keep it below ~80 knots. How to know where the sub is through the MAD sensor? Whenever there is a MAD/SAD detection, an 'Unknown Contact'-marker is placed on the Navigation Map. Now you have a Point of Reference for the detection. D.E.M.O.N. Only a tracker assigned in broadband will show on DEMON. Make sure that on the broadband there is an "A" or a "B" labeling the spike on the outer ring. DEMON on Kilo: In order for DEMON info to work on the Kilo you need to do a few things. First, mark your target on the bow array broadband. Next, assign a tracker to it. If you already assigned the target by giving a tracker first, or assigned it by narrowband, then you wont get DEMON info. But this can be fixed by re-marking and re-assigning the tracker in broad band. You can assign Trackers in the Conformal Array, but you can’t get DEMON info. Again: You can assign trackers in broadband or narrowband, but you an only get DEMON info for trackers assinged on the Cylindrical (bow) array in Broadband. And for the record, the manual does state that it must be a broadband contact. To get DEMON data, you need only to assign a tracker to a Broadband cylindrical array contact; marking it manually before assigning the tracker is not necessary.. R.A.D.A.R. As soon as you receive two Radar updates for the same sensor contact it is then officially a "target solution". The reason is that a Radar return provides Bearing and Range and so when you received that 2nd position for that contact you can then estimate Speed and Course when comparing it to the first position. As you gain more and more data the solution will become even more precise. This is assuming that you are in a sub and have your Auto TMA crewman enabled, since he's the one refining the solution for you and entering the Speed for you as well (causing the solutions to move on that entered course until the contact is dropped or expires on its own from lack of updates). Submarine radar should be used with caution and only when situation mandates its use. When you use radar you communicate your presence, your bearing, your proximity and who you are to all platforms in the area equipped with EW or ESM equipment. Now to use the radar of a sub, you must first of all go to Radar Depth (for exact number check Appendix C of the manual), or else the radar mast won't clear the water. If it doesn't, ALL the EM energy is reflected back into the mast and fries the electronics. Keep the sea state in mind when using the radar as well. If a wave washes over the radar when it is radiating, the radar will be destroyed. Then...: 1.) Raise your Radar mast. 2.) Turn your range rings on. 3.) Set the range of your scale and the range of your rings. The greater the Scale Range then the less rings you have displayed, the smaller the more you have. They are backwards from eachother, if you have too many rings on you radar display then you can't see squat, try to minimize the amount of rings you have displayed or adjust them to the contact thats being detected. 4.) On your radar display there will be ‚blips’. This is the current contact. If you click on it with your map it will automatically place it in a circle and give you the line bearing, with you rings on it will also give you it's range in yards. 5.) The mark button will give you a contact on you navigation screen for you to see and also mark it in sonar from there find it's speed and start building valuable TMA on it. T.M.A. The TMA-Auto Crew: Although the TMA guy is a "genius," he is really far from perfect. He has a problem properly merging contacts from multiple sensors (remro and buoy contacts on the FFG) at times. For newbies, even a basic knowledge of how TMA works is required for the auto-TMA to properly work. For example, the auto man can't provide accurate range if you are approaching a contact (and the contact is appraching you) dead on. In order for his genius to shine, you have to properly "feed" the guy in order to be succesful. By the way, his name is „Otto“... This is what you should know at least: 1) If you maneuver, your solution gets better. 2) If the target maneuvers, your solution gets worse. 3) If you maneuver and you have a contact on the Towed Array, you will not get a good solution until the TA stabilizes... 4) The Auto-Crew will merge contacts that are from the same unit and whose bearing from own ship are within 5 degrees of each other. The behavior you will see is the AC setting bearings and refining them and eventually he should merge 2 that are close. He does this without regard to contact range. 5. All 5 TMA AC in Dangerous Waters use the same algorithm for generating solutions, but the FFG TMA has a completely different interface and because of the manual ruler, does not have a dot stack. The distance between the tick marks indicates the distance the contact would have moved in two minutes at the indicated speed. If the tick marks are lined up with the bearing lines, you have a valid solution. Those on top are the most actual. In nearly all DW multiplayer games, TMA autocrew will be permitted. The Autocrew is modeled to have some inaccuracy "within a certain threshold" which is refined away as more data becomes available. In most cases, the Auto TMA will provide a solution good enough to shoot on with just 2 bearing lines. If there are other targets you don't want to risk hitting nearby, it would be best to order a course change to get a second "leg" which would help reduce the innacuracy. Auto TMA performance decreases if the target is manuvering wildly, although it adjusts rather quickly. Auto TMA does have serious issues, however, in a high contact environment; updates can be rather slow. In most cases, Auto TMA is too good not to use (it "knows" what a human player cannot in creating its solution), although it is a good idea to learn manual TMA for those other cases....manual TMA on torpedoes in a high contact environment can save your boat. How to learn TMA: To establish contact's course, especially if the contact zigs (changing course often to fool you), you need to master the TMA without AC pretty good, witch is the harder thing to learn in DW. Read the TMA Basics in the DW-manual (Section 5: Training 5-20). This gives you the general idea. Get the SCHQ_TACMAN_PDF.zip-file from the Internet. A good place to look is http://www.subguru.com/downloads.html. The file contains the „TopTorp's Target Motion Analysis (TMA) Guide“ and the „Sub Command HQ Multiplayer Tactical Employment Manual“. This covers the story more indepth. They where written for Sub Command (the predecessor of Dangerous Waters). The Art of Hunting and ‚Blowing Things Up (big style)’ Preparing the Battle Things always good to know: Remember: You can't assign targets when 'Show Truth' is on. You have to go to the fire control station, and can only fire snapshots when "Show Truth" is on. Sonalysts producer Jamie Carlson pointed out a few facts about the OHP, MH-60R, MH-60 and P-3C Orion that the average Joe might not be aware of: The P-3C is a potent anti-submarine platform that can carry up to 8 MK46 and MK50 torpedoes, has some anti-surface capabilities with the Maverick missile and land attack capabilities with the SLAM-ER missile. The MH-60R is designed for anti-submarine warfare. The Penguin and Hellfire are anti-surface weapons, while the MH-60 and the P-3C Orion have no anti-aircraft capabilities to speak of and can’t defend against an air attack. How to guide Helos from the FFG: You need to go to the ASTAC screen, click on the helo you want to guide on the scope, make sure the link comes up, select the type of waypoint you want. It'll show up on the scope with a box around it, left-click and hold, and drag it where you want it...when you let go, the helo will start heading toward it. To add more waypoints, click on the waypoint you want the new ones to follow, select the type of waypoint, etc. as above. Staying hidden – Sub against Sub, Low detection profile, Sound, Layers and SSP: The real reason why subs try to minimize the time they are at Periscope Depth is to avoid visual detection by aircraft. The first several tens of meters are transparent in the daytime (Transparent water is not present in DW but it was in Sub Command); airborne MAD detection decreases with the corresponding increasing depth of the sub; near the surface the background noise makes the sub's passive sonar less effective thus increasing the chance for collision. Subs quietly near the surface are harder to detect by another sub due to the shallow sub's acoustic radiation being drowned by the background noise. Like wise near the seafloor you will find similar conditions. Another important aspect is in which direction of depth does the speed of sound transmission accelerate? The SSP profile will tell you that. For subs at different depths, which one will detect the other depends upon the SSP profile (assuming that there is no layer and the subs acoustic radiation are equal): If the SSP speed increases with increasing depth - then the deeper sub will hear the shallower sub first. The sound from the shallower sub accelerates toward the deeper sub; the sound from the deeper sub decelerates toward the shallower sub. If the SSP speed decreases with increasing depth then the shallower sub will hear the deeper sub first. In this case the sound from the deeper sub accelerates toward the shallower sub; the sound from the shallower sub decelerates toward the deeper sub. Acceleration involves momentum of that which is accelerated. This means that the sound emission being accelerated will impact harder than it would without acceleration; and that sound being decelerated will have it impact softened. Thus where your sub is in relation to the other sub's position in the water column is very important. Most players only use the SSP to find out where the thermal layer is, but they normally overlook the other data presented in the SSP. The so called shadow zone is simply an area at which detection by active ping is nearly impossible due to the SSP qualities. It is at this depth below the layer in which sound is refracted and basically hides you and your sub from any active Sonar. Ship, Sub or Torp. If the layer is at say 345 feet on the SSP then you could go to 545 feet and deminish an active torpedo from finding you. As shown in the most recent version of the Bluebook SSP's have varying effects on the way sound travels. Either sound is bent down or bent up. When a ship [or sub] pings the emanating sound wave encounters the layer, water of decreasing density and water of increasing density. The sound is bent or refracted accordingly by each of the three mediums. This sound wave does penetrate into an area at a certain depth [and distance] from the transmitting platform. This area is referred to as 'best depth' otherwise known as the 'shadow zone'. Submarines would use this depth to elude detection from pinging skimmers. The Quick Navy Method of calculating the "Shadow Zone" is you take the layer depth and add 200'. This is supposed to work only in a surface duct or shallow layer enviroment. Not shure if it has been incorpoated into the game or not. Convergence zones work beautifully. CZ does not have much to do with a layer, as such, though - there just has to be one (yes, and a bunch of other stuff for you pedants... ). CZ prosecutions are my favorite thing in the sim, I think. To exploit a layer in a direct path environment, you have to be in the shadow zone created by the layer. That can be tricky, and is not as simple as parking a boat just below the sonic layer depth and hoping to disappear. It depends on any number of factors, such as whether it is a strong layer or not, and often it will not be (a strong positive sound speed profile, that abruptly trends negative at layer depth). Not all natural tonals will be trapped/shielded by a weak surface duct. I can't recall seeing any maddening "afternoon effect" layers in DW, as yet. Even then, the layer or subsurface channel will only trap/shield certain frequencies, particularly high-ish ones. That's a phenomenon known as sound channel frequncy cutoff, and is something you can calculate if you want. The lower frequencies will do as they please, essentially. Freq cutoff is mostly a function of layer depth. The deeper (i.e. thicker) the layer or channel is, the wider the range of frequencies that will be trapped. Detection, classifying, tracking, and engagement process for submarines: You shouldn't be expecting your passive sonar to tell you were the enemy is - that's your job at TMA. Sonar just provides you with the information that you need to deduce the location of contacts. Lot of classification is guesswork. If you can make reasonable guesses about range and speed, you can have a pretty good idea of the class based on signal strength. Blade count helps if you can get it. For many contacts, you mostly have to think about what sort of ships you're likely to encounter and match that list with the possible classifications given. Your detection, classifying, tracking, and engagement process should look something like this: 1.) Detect contact on narrowband (or possibly broadband) and assign tracker. 2.) If towed contact, turn the ship to make sure you're not chasing after the false contact of the real ship 3.) Make a preliminary classification based on narrowband and DEMON info. 4.) Using your best guess of the classification of the contact, and DEMON data, enter a speed into the TMA station and start a plot (lock the speed parameter). 5.) Turn the ship, if you haven't done so already, to create a second (or third, or fourth...) TMA leg to refine your range and course solution 6.) Confirm your classification, if necessary, by closing range and examining any new lines that appear on narrowband. Correct target speed if preliminary classification was incorrect. 7.) Once sure the contact is hostile and confident in your TMA solution, assign that contact to a weapon in fire control 8.) Check the settings on your weapon to see that they are appropriate for your solution. 9.) Fire 10.) If a wireguided torpedo was fired, continue to do TMA on the target, and resteer if necessary. 11.) Come to Periscope Depth to watch that M***** F***** explode! (this is optional and surface contacts only!) Ships twist and bend hit by missles or torpedos! Know the Weapons Submarines: Attack submarines, are designed to seek and destroy enemy submarines and surface ships. The concept of technical superiority over numerical superiority was and still is the driving force in American submarine development. A number of Third World countries are acquiring modern state-of-the-art non-nuclear submarines. Countering this threat is the primary mission of U.S. nuclear attack submarines. Their other missions range from intelligence collection and special forces delivery to anti-ship and strike warfare. The Navy began construction of Seawolf class submarines in 1989. Seawolf is designed to be exceptionally quiet, fast well-armed with advanced sensors. It is a multi-mission vessel, capable of deploying to forward ocean areas to search out and destroy enemy submarines and surface ships and to fire missiles in support of other forces. Playable Platforms in Dangerous WatersTM Seawolf is the most advanced sub in the game. Because of the modern digital screens, it may feel a little bit to „science fiction“ for some people. (you get a feeling like to sit in a clean ‚Star Trak’ space-ship and not an oily sub) Also, even if the screens feel hyper-modern, they are from a playing point not so functional like the buttons&switches in all the other platforms, because you have often to do more mouse-clicks for the same task. Akula is great when it comes to open seas and all like the look of this deadly russian beauty. The Akula is by far the most heavily armed playable submarine in DW. Akula shines in deep blue water and under ice, because there a missilesVLS is useless! All in all a real wet dream, but maybe not the best choise for beginners, because of russian sonar. (Better learn sonar on an Ami-sub.) The 688(i) is the only playable sub with a Vertical Launch System for missiles in the game. You can throw enough missiles into the air to get through the defenses on a big warship. But on the other hand the Akula's 14 weapon tubes can be loaded with the SS-N-27 ASM, which is a much more effective missile than the 688I's TASMs. The Kilo is the diesel submarine and the most WW2-like in Dangerous Waters. This makes it in a way very interesting from a playing point of view, because it’s a challenge. Unlike WW2 boats the Kilo is actually slower on the surface then below. Further it depends on which class you drive the Kilo or Kilo Improved. The Kilo, with no towed array, is not likely to detect the most modern threat submarines. The best advice for the Kilo driver is to keep a couple of USET-80 or TEST-71M torpedoes at the ready for a Snapshot if inbound torpedoes are reported. Some Kilo models do carry the SS-N-15 Starfish standoff missile/torpedo; this weapon would most likely be used by the Kilo driver who has learned about an enemy sub’s location via the Link, and is tasked to use his Starfish against the target. The Kilo’s best protection against submerged threats is its STEALTH. As a modern diesel-electric submarine, the Kilo is quieter at typical patrol speeds than any of the other playable submarines in SCS-Dangerous Waters. Cavitation or snorkeling (to recharge batteries) means all bets are off, and you will lose your stealth advantage during those times. A couple of good general rules to maintain stealth in the Kilo are: - DON’T CAVITATE. - If your sonar displays are washed out, you are probably going too fast for stealth. Slow down. The Kilo is most useful against surface shipping. It is necessary to use all sensors available, including the periscope and ESM, in order to conduct successful attacks. As previously described, the Kilo’s stealth advantage is negated by higher speeds; also, the Kilo’s top submerged speed is about 20 knots. Therefore, it can be quite difficult to gain an attack position if you’re already starting behind your target(s). In some missions, this cannot be helped. When possible, however, you will want to gain an attack position ahead or abeam of your target. The average maximum range for the Kilo’s various torpedoes is 20km, with top speeds of only 40 to 50 knots. For fast or potentially-fast targets, it’s a good idea to launch torpedoes from well within their range radius, to avoid the possibility that the target will be able to get outside the weapon’s effective range. Something Kilo drivers should also be aware of: If there are going to be any enemy SSN's about, ALWAYS bring an Akula along as a dive buddy. The active sonar of the 688I and Seawolf can detect you--reliably--over 15 miles away. Having an SSN on your side will strongly discourage the opposing SSN from using his/her active sonar, since you will be able to triangulate the SSN's location from the active intercept bearings and you will be able to respond with long-range weapons like the 65cm torp and the Stallion. (KLUB-ASWs also work, but only have an 18nm range...the opposing SSN may try to ping from outside of that range...) There is and important thing to know .. Kilo in periscope depth is slower that in 30m. Air platforms Don’t forget to read the P-3C "Orion" Dangerous Waters OWTOP (Orion Warrior Training and Operating Proecedures) Manual by *OneShot*. There you find in-depth discussion about Airborne-ASW. P-3C Orion: This is a Four-engine turboprop antisubmarine and maritime surveillance aircraft. Originally designed as a land-based, long-range, anti-submarine warfare (ASW) patrol aircraft, the P3C's mission has evolved in the late 1990s and early 21st century to include surveillance of the battlespace, either at sea or over land. Its long range and long loiter time have proved invaluable assets during the US-occupation of Iraq as it can view the battlespace and instantaneously provide that information to ground troops, especially U.S. Marines. The P-3C has advanced submarine detection sensors such as directional frequency and ranging (DIFAR) sonobuoys and magnetic anomaly detection (MAD) equipment. The avionics system is integrated by a general purpose digital computer that supports all of the tactical displays, monitors and automatically launches ordnance and provides flight information to the pilots. In addition, the system coordinates navigation information and accepts sensor data inputs for tactical display and storage. The P-3C can carry a mixed payload of weapons internally and on wing pylons. MH-60R (Seahawk): The most ‚easy to learn’-platform in Dangerous Waters. Ships These maybe rough guidlines but... Destroyers - Have more complete weapons packages. Most have area air defense weapons (Aegis or local variant). They also tend to have one or more 5" gun mounts and some have the ability to launch cruise missiles. Others carry upto 16 Harpoon style missiles. More anti sub capabilities, some have the ability to support multiple helicopters (2 or 3). Frigates - have a more local air defense weapons (Croatal, sea sparrow, navalized SA-8 etc.) and tend to have 3" gun mounts and carry fewer anti ship missiles than destroyers and support only one helicopter. Corvettes - Smaller "point" air defense weapons like Stingers, Mistral, Gremlin. No more than four anti ship missiles. Also most corvettes cant support a helicopter. Some dont have anti submarine capabilities. Adding to the confusion is that some classes of ships are termed frigates, destroyers, corvettes for political reasons rather than their capabilities. For example, British VTOL aircrat carriers are not carriers, but "through deck cruisers". Likewise, future Japanese plans to build Helicopter carriers are described as "through deck destroyers" Another example is that Israeli Eliat class corvettes have the fire power of a frigate or even a small destroyer, but are still classed as corvettes. Oliver Hazard Perry (FFG 7): This is the platform with the most stations and the least avaliable playing tips&tricks for SCS-Dangerous Waters. A world in is own, so to say.... Furia's FFG Hunting Guide: - First thing to do when mission starts is deploy a BT buoy. - If sea condition and mission warrants, make sure you have the Towed Array deployed. - If the helo is going to be needed - update its alert status to the needed one or even launch it. - Load a SM-2 on the rail and if not friendly aircraft nearby place the CIWS in AUTO - Avoid using the active sonar unless you want to refine a contact position solution or there is a reason for this. AI subs fire on Active sonar bearing easily most of the time. However I use active as well to detect surface platforms while I maintain ENCOM. Works nice - and you can fire an SM-2 on a target generated by active sonar. I keep a 1/3 or 2/3 speed most for the time with 60+ change of heading every 5 minutes if I am playing cat and mouse with subs and from time to time a 180o. - Sometimes I make a sprint run to confuse any TMA plotting they may have on me. I know how the subs TMA plot works so I chrono my maneuvering to screw its solution to the max. I make some buoy releases considering the thermal layer depth and spacing the buoys evenly but avoiding to place them close to known neutral surface contacts. - As soon as I have a possible submerged contact bearing I will make a radical course change to resolve ambiguity and to mess up its TMA solution (It surely got me plotted by then). If I have the helo airborne I let it take care of the contact while I clear datum. - If no helo - then I launch a full salvo of 3 torpedoes on it and reverse course 180 degrees and go flank speed for 4-5 minutes, and after that - I take a course to open range with target. Just before this salvo I use the active sonar to have the best fire solution for the torps. - If the enemy fires on me I deploy the Nixie and depending on the range to the contact initiate evasion maneuvering (evasion tactics are highly classified). One important thing to remember on a missile rich environment is that the Flares and Chaff are not automatically reloaded so if the AI deploy many of them you better visit Bridge and manually reload them. - If the frigate is among other more capable allied warships it is really useful to promote all enemy missile and aircraft contacts to LINK. This way you can have help from the other ships downing all vampires. I always load 40 SM-2. The Harpoon on this game is not as useful as the SM-2. The enemy destroy it too easily while the SM-2 gets a better impact rate and can be used against airplanes and surface ships so easy choice and most effective. The only good point about using a Harpoon is that against a Human player you can make the missile proceed towards the enemy vessel from a different bearing that your own thus confusing the human adversary although since he will already have detected you at the same time anyway, this is not a failsafe tactic. - I use to maintain ENCOM unless there is enemy radar active. Enemy AI have no trouble to sort out neutral targets from warships so expect a enemy salvo in short time after being painted by radar. Better be able to return it and keep him busy as well. - I have developed some search patterns as well as some effective torpedo evasive maneuvering but this I will keep them for me to use the first time I have the chance to have an MP against you... (Cannot wait for the next Otto Krestchmer Cup using an FFG). - For the helicopter: what I do is to make a search on the widest or most external area of the search zone using VLAD and DIFAR. Always have radar ON unless there is enemy warships nearby. I want to know if the sub is coming to surface to fire on me. - I travel fast while deploying buoys and always have the MAD sensor extended in case I get lucky. Once I get the first bearings on the Nav map I follow the bearing with the MAD sensor and if there is no lucky I make a triangle of DIFAR buoys surrounding the suspected location of the sub. Once I have a more or less idea about where it is, I dip my sonar and go active. This gives me its exact location. Now I have to act fast. If human opponent - I will immediately release a torp even with dipping sonar in water, just to keep enemy busy. While I am on water with sonar submerged I am very vulnerable to its SAM and once he hears the PING he may consider killing me easily, so I would drop a torp just after marking its active sonar position and I will clear datum. If the other buoys tell me the sum is in the move to avoid my first torp, thus busy, I will position myself in front of him and drop a second torp on him this time head on. Torpedos The MK 46 and MK 50 are helo and ship launched ASW (Anti Submarine Warfare – against stuff below the surface)-torps. They have a range of only a few miles. A Mk 50 is a very unique weapon. The dynamics of the 50 is that it uses a vector logic system and remembers changes in water pressure. When it picks up a contact passively, it remembers the location and continues to search. If it finds it again it will parallel the targets course and attempt to get to the targets beam, then turn 90 degrees to it and strike the contact just below the sail, punching through both hulls. Nasty weapon... Use the Mk-50 over the Mk-46. The MK 48 is a heavy wireguided ASW and ASuW (Anti Surface Warfare – against stuff on the surface)-torp. It has a range of 23 miles. The ADCAPs range is 27 nautical miles. The ADCAP is carried by the American subs, and is nearly equivalent to the 65 cm, except that it has a 55 knot top speed and has a smaller warhead (it will take two to kill most warships). These weapons' speed and range mean that any ship within about 18 miles should not be able to outrun it and will have to rely on decoys. Since it is wireguided, the ship will not be able to clear datum because you, of course, will be tracking the target and resteering the torp to keep it on target. 65cm Torpedo: Another noteworthy weapon is the 65cm torpedo carried by the Akulas. The 65 cm torpedo is arguably the best ASUW weapon (the other is the SS-N-27 ASW). It can be carried only in the Akula's 65cm tubes. It has a range of 27nm, a top speed of 50 knots, active/passive homing, wire guidance, and a massive 900kg warhead - enough to kill a Ticoderoga class cruiser with a single hit. Two will kill a Nimitz class aircraft carrier. SET-53, TEST-71 and USET-80 Torpedoes: All of these weapons are passive/active homing multipurpose torpedoes carried by Kilo Diesel-Subs. The SET-53 is only carried by Chinese Kilos. The TEST-71 is a wireguided ASW torp with a 10 nmi range. TEST-71-NK ASW/ASuW (chinese version) max speed 40 knots. (Don't use against a seawolf) The USET-80 is a ASuW and ASW torp with a 10 nmi range. They are all subject to the same depth restriction as the 53-56K – means must be fired from less than 240m. The FFG's nixie is about 50% effective at decoying these weapons. The SET-53, as said, is only carried by Chinese Kilos. It is extremely slow, weak, and short ranged. There is no reason to use it since the TEST-71 is superior in all respects. The TEST-71 is primarily an antisubmarine weapon. Its warhead is a bit weaker than the USET and 53-56K, and it only moves at 40 knots. In the case of the Chinese Kilos, however, these might be your best bet at attacking player-controlled FFGs, since the -56K is rather easy to evade. Try using both torpedoes at the same time: fire the TEST directly at the FFG, then fire a spread of 53-56Ks, one on each side of the FFG. Track the FFG's movement so you can steer the TEST in his direction of evasion. The FFG will be in a tough spot...if he accelerates to get away from the TEST he will be vulnerable to the wakehomers. The USET-80 is the best weapon carried by the Russian Kilos (and is available only to the Russian Kilos). It has a 20km/10.8nm range, a 50 knot top speed, and a warhead as good as the 53-56K (enough to kill an FFG with two hits). Employing this weapon is as simple as locating your opponent...if it is in range and you fire it in the right direction, its sensors will be good enough to locate the target. So, to use the USET effectively, get within 7nm of your target (so it can't run away) and lead it a bit. If you are shooting against a ship that uses over-the-side countermeasures (as opposed to the towed decoys used by US warships), its a good idea to set the enable range BEHIND the current location of the ship. This could allow the torp to pass the decoys before enabling, increasing your chance of a hit. There isn't much of a difference between active and passive modes in shooting at surface ships (subs are another matter...). Active homing weapons are slightly more prone to counterdetection (the FFG has no active intercept but the passive sonar may indicate the pings if they are paying close enough attention). Passive torps wash out at higher speeds, but surface ships are usually loud enough that the torpedo will still detect the ship at 50 knots...if you're not 100% confident you can get the torp very close (5 miles or so) at the enable point then you can slow it to 45 knots, which should take care of any washout. 53-56K and KE Wakehoming Torpedo: The 53-65 is a wake homing anti-ship torpedo. A Wakehomer homes in on the stern wake of a ship (which the FFG doesn't have below 5 knots). It's also important to set the Search Depth of the Torp to Shallow e.g. 10-20 metres. Also, the Torp needs to pass pretty close astern of the Ship, to pick up the Wake, and close with the ship. It also homes on the ship itself if it comes within range of the hull. This also applies to submarines. Wakehomers are tricky because you have to get it close to the target, but if you lead him too much he might turn the other way. 53-56K is fired from the Akula SSN and the Kilo SS submarines. When used by the Kilo, it must be fired from less than 240m to function properly (from 240m exactly sometimes it works, sometimes it fails...probably due to the depth readout being rounded). The torpedo uses a wakehoming sensor, causing it to turn towards a ship that it has been fired behind. If it comes close enough, it can also attack a ship or sub from the front or side (I guess we can call it a "bow wake"), but for this to happen the shot has to be nearly dead-on. It is not wireguided, so cannot be resteered or shut down. The 53-56K is most effective against AI controlled ships. Ideally, they should be fired from behind the target, directly into it's wake. As a practical matter, you will probably have to fire from the front or side. In the case of a side-attack, try to fire from as close as possible, and fire directly on the bearing of the ship -do not try to lead it (at least not too much...) If you lead it and it turns to the side or away from the shot, you will miss. If the ship is facing you, fire at least two torpedoes on a close spread on either side of the ship. The ship will almost certainly turn one way or the other, allowing one of them to sniff the wake. If you are shooting at a player-controlled FFG, life is more difficult. A good FFG skipper will respond to your shot by changing course and running for a few minutes, and then slowing the ship. This will prevent the ship from producing a wake that your weapon can home in on. The only way the wakehomer will strike the ship is if it comes close enough that it doesn't need the wake. The only way to do that is to guess which way the skipper will run, where he will stop, and to make sure you put at least one torp there (fire a spread and pray). I recomend using the 5356K in conjunction with active/passive homing torps like the TEST or USET...slowing will make him an easy target for the conventional torps while running will make him vulnerable to the wakehomer. Always pay attention to any neutrals near your line of fire...you cannot call this weapon back! Also, mind your run to enable range, especially if you are shooting past a ship that is not your target. The wake it detects can be quite long, so if you are trying to shoot a CVN in the middle of a convoy, the DDG in front of it could easily draw the weapon away (Or an innocent trawler, for that matter). Rockets The SS-N-15/16/27: are Anti Submarine Rockets that drop a torpedo in the water. They have ranges of 18, 58, and 18 Nmis. The SS-N-15 and -16 drop the relatively weak UGMT torpedo, which has a top speed of 41 knots, max depth of 1640 feet, and a warhead that will usually cripple rather than kill a submarine. The SS-N-27 ASW (and the corresponding KLUBASW) drops the type 40 torpedo, which has a top speed of 65 knots, can dive to 1970 feet, and will kill a sub with one hit. SS-N-27 ASM (3M-54E Klub ASCM): This is arguably the most effective ASuW weapon in the game, and is certainly the best ASM. This missile is fired from Akulas and from Chinese Kilo 368, from depths of 100m or less and at speeds of 6 knots or less. When fired, the missile has an initial boost phase during which it is visible to radar from long range. It then accelerates to about 500 knots and drops to sea-skimming height for the remainder of the transit. At sea-skimming altitude, the missile will likely be detected by surface radar at a range of about 10 miles, unless it is raining, in which case it might not be detected at all. It has no minimum enable range, and once enabled it turns its homing radar on (which can be detected by ESM sensors) and accelerates to about 1900 knots. It will then begin homing on the first target it detects (probably the closest, largest (aspect) ship. During the preenabled phase, the missile is an easy target for the SM-2 missile carried by the FFG and AEGIS warships; the SM-2 is about 80% effective during this time. During the enabled/homing phase, the SM-2's effectiveness is cut in half. The CIWS is usually ineffective against the SS-N-27. Players using the SS-N-27 should keep this profile in mind when employing this weapon. The main question is at what range to enable the missile. Enabling the missile too early risks alerting the enemy ship to the missile's presence on the ESM sensor, and it also could cause the missile to home in on the wrong target. Enabling too late allows the enemy the luxury of engaging the missile at its vulnerable cruising speed. A good rule of wrist is to enable the missile 10 miles from the target if it has its radar on (use your ESM mast), this way you do not alert the ship to the missile's presense until it is already likely to be detected on radar. Just make sure there are no other ships less than 10 miles in front of the target, and use the "narrow" search pattern. If the target does not have his radar on you should enable the missile as close to the ship as possible without risking an overshoot. His first indication that he is under attack will be the ESM warning, so he won't be shooting at the missile in the cruise phase. An editorial note: This weapon is so powerful that it throws the game out of balance. If you fire a large salvo of these at an FFG--or even an Arliegh Burke--your target has no chance of survival. This isn't good for gameplay, and it also hurts realism since this is a very expensive weapon that would not be used in a saturation attack against low-value targets. Use them sparingly, or against aircraft carriers or troop transports (or another ship worthy to recieve them in large numbers...). UGM-84 Harpoon and UGM-109 Tomahawk: These missiles are fired by the 688(I) class and the Seawolf class SSNs from depths of 150ft or less and speeds of 6kts or less. Both missiles have a minimum enable range of 5nm and a speed of 510 knots. The TASM (Tomahawk AntiShip Missile), however, has a very large warhead. Both weapons appear to be equally easy to shoot down (effectiveness of most Russian SAM systems appears to be 70% or better), so there is no reason to use the Harpoon instead of the TASM. These are not easy weapons to use effectively against a prepared target. They are best used in situations where you need to strike quickly (and thus cannot use a torpedo) or against targets that cannot defend themselves (either non-SAM equipped ships or warships that have their radars OFF). If you must engage a warship with it's radar ON, you should close to as close to the 5 mile limit as possible...but keep in mind that active sonars are effective to about 10 or even 12nm. The close range will minimize the number of SAM salvos the ship can fire, increasing the chance of a hit. The good news is that a single TASM is enough to kill a small warship, and will cripple the larger combattants. VA-111 Shkval subercavitating under-water rocket: This is a subercavitating Rocket Powered Torpedo. In 1995 it was revealed that Russia had developed an exceptionally high-speed unguided underwater missile which has no equivalent in the West. Code-named the Shkval (Squall), the new weapon travels at a velocity that would give a targeted vessel very little chance to perform evasive action. The missile has been characterized as a "revenge" weapon, which would be fired along the bearing of an incoming enemy torpedo. The Shkval may be considered a follow-on to the Russian BGT class of evasion torpedoes, which are fired in the direction of an incoming torpedo to try to force an attacking to evade (and hopefully snap the torpedo's guidance wires). The weapon was deployed in the early 1990s, and had been in service for years when the fact of its existence was disclosed. Advances in the development of jet engines and fuel technologies, as well as outstanding results in the research of body motion under cavitation made it possible to design a unique missile with a dived speed much greater than that of conventional torpedoes. When the suction on the low-pressure side of the propeller blade dips below ambient pressure [atmospheric plus hydrostatic head] the propeller blade cavitates - a vacuum cavity forms. There is water vapor in the cavity, and the pressure is not a true vacuum, but equal to the vapor pressure of the water. High-speed propellers are often designed to operate in a fully-cavitating (supercavitating) mode. A high speed supercavitating projectile, while moving in the forward direction, rotates inside the cavity. This rotation leads to a series of impacts between the projectile tail and the cavity wall. The impacts affect the trajectory as well as the stability of motion of the projectile. Despite the impacts with the cavity wall, the projectile nearly follows a straight line path. The frequency of the impacts between the projectile tail and cavity boundary increases initially, reaches a maximum, and then decreases gradually. The frequency of impacts decreases with the projectile's moment of inertia. Apparently fired from standard 533mm torpedo tubes, Shkval has a range of about 7,500 yards. The weapon clears the tube at fifty knots, upon which its rocket fires, propelling the missile through the water at 360 kph [about 100 m/sec / 230 mph / 200-knots], three or four times as fast as conventional torpedoes. The solid-rocket propelled "torpedo" achieves high speeds by producing a high-pressure stream of bubbles from its nose and skin, which coats the torpedo in a thin layer of gas and forms a local "envelope" of supercavitating bubbles. Carrying a tactical nuclear warhead initiated by a timer, it would destroy the hostile submarine and the torpedo it fired. The Shkval high-speed underwater missile is guided by an auto-pilot rather than by a homing head as on most torpedoes. There are no evident countermeasures to such a weapon, its employment could put adversary naval forces as a considerable disadvantage. One such scenario is a rapid attack situation wherein a sudden detection of a threat submarine is made, perhaps at relatively short range, requiring an immediate response to achieve weapon on target and to ensure survival. Apparently guidance is a problem, and the initial version of the Shkval was unguided. However, the Russians have been advertising a homing version, which runs out at very high speed, then slows to search. Russia is said to be openly offering to sell the conventional warhead Squall-E version to other nations, and it's been reported that several have been delivered to Iran and 40 to China. The Shkval is said to be difficult to control and is therefore `aimed'-controlled by an autopilot according to settings provided prior to launch. A new version that enters a `search' mode after slowing town has been reported, and several Western submarine experts believe that an accident with one of these models was the cause of the Russian Submarine Kursk's sinking in August of 2000. But there are also completly other theories. Meanwhile the German Navy is said to have developed a highly advanced new supercavitating torpedo known as the ‘Barracuda’. Built by Diehl BGT Defence, the Barracuda travels at over 800km/h, faster than the Shkval, and, crucially, is steerable as well! The USA is reportedly trying to catch up in this technology. How to use Shkval (part one) : The Shkval has a magnetic proximity detonator. It's launched like a WWIItorpedo -and let the MPD do the job. Launch them in "spreads" with a 2º to 5º variation depending on estimated distance - it usually works. Shkval is best used as revenge weapon, fired down the bearing, with or without range estimation. Shkval is very fast so whole idea is - target won't be too far away by the time Shkval gets there. It is also very noisy, so you fire it when you're sure enemy already knows about you (verified by the fact he fired his torpedo on you first). It is fast and it is not guided, so it is hard to avoid. It does not give much damage(about 50% on FFG when direct hit), but damaged ships are easy to sink with ASM. I usually fire first one by guess - torpedo passes contact (it most often explodes, but far from target). Then I get difference between target bearing in time of launch and time of pass - and I use it for next shot. Oh yes .. I have the range .. but if you want to achieve direct hit and and you are shooting on moving target, you have to 'lead' the contact .. you have to estimate how long it will take for torpedo to reach the target and where the target will be at that time. You could compute it quite exactly from bearing change rate and distance, but this trial and corection works too. And yes, it is loud. You get 'torpedo in the water' call with every torpedo anyway. And SHVAK is loud when activated, which is luckily 2km away from you. When it is activated, it moves so fast, that it is hard to 'track down' .. you mostly get just bearing .. and you have bearing from 'torpedo in the water' call too. So there is no big difference, compared to other torpedoes. I even sometimes do active ping before launching any torpedo, when in doubts about range. 1 ping gives nothing but range and firing torpedo will give that too. Good idea is not fire at all until counterdetected. Always try to get closer. They will fire at you after you fire anyway. And often enemy waits for you to 'be first'. Of course .. now I only play offline. Tactics may vary against humans. How to use Shkval (part two): The Shkval is a knife-fight weapon for the Akula. It has a speed of 200 knots and a range of 6nm, and a magnetic proximity detonator. It lacks a guidance system. Because it is not guided, the shkval will not score a direct hit on your enemy. To use it, you must put several weapons close to the target...not only close by lateral distance, but also depth. While you can sometimes get an idea of whether a target is over or under the layer, depth cannot always be determined. So, you will need to fire a spread that can cover his manuevering AND depth possibilites. For this reason, the shkval is most effective in shallow water. I recommend a 3-4 torpedo spread, centered 2-3 degrees ahead of the target, with the 2nd weapon 10-15 degrees ahead of the target and the 3rd 5 degrees behind. The center torp should be the shallowest of the spread. Engage at about 5.5 miles, and be sure of your soltuion. Place yourself on a lag LOS before firing, and immediately accelerate and drop decoys after firing. There will likely be counterfire...your best bet is to no longer be on the snapshot bearing and for there to be another target (your CM) for the torp to acquire so the sub does not realize his mistake. Be ready with more weapons in case you only damage the target. Rockets Harpoons: On the FFG-7 you can't return Harpoons to the Magazine. The missile is stored with the fins 'wrapped around the body'. When exitting the magazine, the Harpoon fins 'open'. In real life, once deployed, you CAN get it back in, if you want - just tell someone with a piece of rope to tie the fins down again. Unfortunatly, there are no pieces of rope simulated in Dangerous Waters... The air-launched Harpoon does not have folding fins. Normaly Harpoons are faster than TSAMs but pack less punch. SM-2s are faster than both but pack the least damage. But speeds of the TASM and Harpoon in DW are both 510kts. The SS-N-27 ASM and the equivalent Klub-ASM are carried by the Akulas and Chinese Kilo 368. These missiles fly at subsonic speeds until enabling, when they accelerate to nearly 2000 knots. Once supersonic, these missiles are very difficult to shoot down, making them very effective against even the AEGIS-equipped American ships. Mavericks are a top weapon but in DW are to weird. Real Mavericks don't fly as far as the DW Maverick. The DW Maverick can be considered to be a shorter-range version of the Harpoon, plus limited land attack capability (very limited, sometimes it disappears over the target without exploding, SLAM-ER does this too). SS-N-22 Sunburn (aka 3M82 Moskit): It is used on "Sovremennyy" destroyers (eight missiles on each) and on "Tarantul [Tarantula] III patrol ships (four missiles on each). A high supersonic speed was specified to reduce the target’s time to deploy self-defense weapons. The postulated main role of the SS-N-22 is to destroy vessels guarding the carrier battle groups. Indeed the weapon was designed specifically to strike ships with the Aegis command and weapon control system and the SM-2 surface-to-air missile. The 3M82 "Mosquito" missiles have the fastest flying speed among all antiship missiles in today's world. It reaches Mach 3 at a high altitude and its maximum low-altitude speed is M2.2, triple the speed of the American Harpoon. The very high speed and sea-skimming flight profile would reduce time for the target to detect and launch defensive missiles. After a launch assisted by a solid fuel booster, the Sunburn cruises at approximately 20 meters altitude. The missile has its own active radar seeker, with improved capability to resist jamming. It takes only 2 minutes to cover the missile's entire range, with an estimated 1-2 conventional missiles needed to incapacitate a destroyer, or 1-5 to sink a 20,000 ton merchantman. When slower missiles, like the French Exocet are used, the maximum theoretical response time for the defending ship is 150-120 seconds. This provides time to launch countermeasures and employ jamming before deploying "hard" defense tactics such as launching missiles and using quick-firing artillery. But the 3M82 "Mosquito" missiles are extremely fast and give the defending side a maximum theoretical response time of merely 25-30 seconds, rendering it extremely difficult employ jamming and countermeasures, let alone fire missiles and quick-firing artillery. Needless to say, the nuclear-armed version with a sizeable 200 kiloton warhead would have a large lethal range for ships, sinking them outright or permanently disabling them out to about a 2 kilometer radius, and causing severe damage to weapons and sensors out to 4+ kilometers. Mines: Only the moored and contact mines need direct contact in order to explode in DW. The other five types in DW are all magnetic influence mines, and there are three range types, one is 50m (~180 ft), and the other two are both 100 m (~350 ft), but these two have different triggering probabilities with that distance. Only the mobile mines make noise and it can be removed when stationary (also note that although they are modified torpedos, they are designed to be stealthy when deployed, they are not supposed to be heard, and thus deploy at slow speeds for that reason at the moment is SL=72) Certainly the mobile mines should not be loud enough to very effectively attract a passive torpedo (and thus act as a mobile passive decoy … and yes, even the active torpedos have a passive sensor also, if you were wondering about that), however, the two mobile mines in DW both create significant noise in v1.01, and all the static mines do not emit any noise at all. So that issue is only for the mobile mines. But there is a catch here, all of the static mines are able to be actively pinged, detected and ranged, and thus will attract any active torpedo that comes near them (i.e. you can ‘clear’ a path through a static mine field using brute force if you must, or else sacrifice a UUV). But the mobile mines in v1.01 do not return any ping! Thus, you can not detect them on any active display (and this is why the AI run into them without detecting them), so you also can not avoid them, and you can not clear them, because you also will have no way of knowing they are there, even if you are actively looking for them (!). Obviously, this is not too consistent, namely, to have the static mine strongly returning a ping (which they shouldn't, as these are notoriously, and very much by design intended to be almost impossible to unambiguously detect, even with active), yet the even physically larger mobile mines do not return any ping at all. The mines certainly need to be tidied up. The mobile mines will not show on HF sonar after they are deployed at present. The static mines will show on HF sonar. To clarify that a little further for you, your SLMM's will be completely undetectable to you, and to your enemy, but other generic 'mobile mines' (other than SLMMs, that is) launched by other platforms in a mission, will be only weakly detectable on your HF sonar (Active SL=60 for those within DW v1.01 - so not every mobile mine is entirely non-detectable, just the SLMMs are). P3 bomb-bay: The P3 Bomb Bay has four separate locations and each must be loaded out individually. Replace the word "locations" with "configurations". The ordnanceman can bolt in one of four standard weapon rack configurations. Then the weapons are loaded and held by hooks on the racks. Their is a double stanchion that can hold 2 BRU-12 racks that can carry 1000# class weapons. The Tripod type stanchion holds one BRU-14 rack which can carry up to 2000# weapons. I had a problem like this once before until I realized something. Whichever 'bomb bay' you have hilighted in the loadout screen is the one you get in game. It is not, as it may appear to a newcomer, 'rows' within the same bomb bay, or seperate bays, or such. FEUER FREI!!! First, an editorial note. For sub vs. sub battles, Sub CommandTM was an amazing game. The effective use of torpedoes, and the decoys that foiled them, was a battle of the minds of the opposing sub skippers. It is unfortunate that, in DW, SCS has installed an omnicient autoTMA, increased the acquisition ranges of the weapons, and caused weapons to explode on CMs. They fixed that which was not broken, and DW is quite a bit worse off for it, since employing and evading weapons is decided by quanities of weapons and CMs more than on the skill in which they are used. I guess new players will learn more quickly this way - and munchkins will thrive - but it hurts the enjoyment levels for the "skill" players immensely. See also the SCHQ/NCHQ TACMAN for weapons employment tactics! Torpedo ASuW tactics for subs: American ships use the Nixie towed decoy. It is about 50% effective against active/passive torps... so shoot two 65cms and keep them close together (spreading them out gives the nixie a better change against the second). Russian ships, and probably other nations in DW as well, use over-the-side CMs. These are much more effective than the Nixie, and several can be dropped as the ship is running. To avoid these, track the enemy ship and try to mark its path on the NAV map. The decoys will be along that path...so run your torpedoes on a parallel track adjacent to the ship's path...when the weapon is nearly even with the ship, turn it towards the target. This sounds easy, but remember that the ship will turn away once it realises the torp is no longer behind it. When using passives, it is probably a good idea to use a 45 knot top speed unless the target is very close. High speeds will wash out the sensors, requiring the torp to be very close to the target to acquire...the snake pattern the torpedoes use before acquiring slows down the progess of the weapon and helps the target to escape. Conventional torpedo attacks: This section is about attacking a contact that you have tracked, localized, and classified. A normal ASW attack will involve the MK 48 ADCAP or the 65cm torpedo, both of which have 27nm ranges and are wireguided; the Mk48 has a 5 knot speed advantage. At the moment of firing, your main concerns should be the number of weapons to fire and the presets on the weapons. In Sub Command, a single torpedo attack was a viable option. In DW, since decoys will destroy torpedoes, quantity unfortunately must take the place of accuracy. 688I's and Akulas should fire at least two torpedoes (thus saving two for a second salvo or another target), while Seawolves should fire at least three. Assign these weapons to the target; do not use snapshots on a spread bearing...The goal is to eventually have the torpedoes attack the target from different directions AT THE SAME TIME. A spread will result in uneven staggering (once the target evades) and will decrease the likelihood of a hit. The enable range should be set a few thousand yds/m short of the target's actual range. Keep in mind the accuracy of your solution, and the possibility that you might be killed before being able to resteer your torps or enable them manually. 75% of the range of the sub is a good rule of wrist in most cases. The ceiling preset can help you to prevent hitting surface ships. In DW, the torpedo can explode if it passes under a ship; the torp must be more than 200ft deep to prevent this (if anyone has firmer data, please post). Unfortunately, pre-enabling and re-enabling the torpedo will sometimes cause it to "forget" its ceiling, and it may climb anyways. Don't depend on the ceiling to take the place of good TMA. Just set the floor to maximum. The floor setting was used in SC to prevent the torps from hitting sunken ships under the max depth of the target. Since torps do not home in on wrecks in DW, there is no need to restrict the depth of the torp when attacking submarines except in special cases. (For example, if you have an allied SSN near a hostile Kilo; your SSN can dive to >300m and you can set the floor to 300m/984ft. The torpedo will (hopefully) not attack the allied sub below the floor). Depth is a bit trickier. This is the depth the torp will go to once enabled (when pre-enabled, it will return to the depth it was launched at). Ideally, you should set the weapon at the slowest point on the SSP, where its sonar performance will be the best. If there is a strong layer, however, its a good idea to have some above it as well as below it. Also note the terrain, you will need to set a search depth above any terrain feautres so that the torpedo can see past them, and will not run into them. Finally, after setting all your presets, move the ship to a depth higher than the seafloor in the vicinity of your target. Remember, if you pre-enable your weapon it will return to the depth it was launched at, make sure if that happens the torp doesn't hit the mud. After launching, clear datum, but slow occasionally to track the target and to check for counterfire. Resteer your weapons based on your updates. Once your weapons close in, resteer them to a spread course. Have your weapons attack the target with as much angular separation as possible, this will make them more difficult to decoy. Counterfire (snapshots): Sometimes you don't have the initiative, and have to respond to someone else's attack. Upon recieving a TIW alert, and determining that the torpedo is from a hostile submarine, you should fire a snapshot as soon as possible. Note the location of any neutrals and fire at least two weapons, either directly down the TIW bearing or on a spread angle of ~20 degrees. Spreading the torpedoes is more tactically feasible than it was before because you don't know the location or course of the enemy sub, right now its more important to find him. If you think you are too far to get a sonar trace on your target, consider an evasion course that is partially toward your enemy. Getting a contact will help you resteer your weapons for an effective attack, instead of an attack that merely hinders the enemy sub from attacking you effectively. Also, track the enemy torpedo, the history of the torpedo will lead back to the location it was fired from, giving you a range to go with the TIW bearing. Take note of if your torps acquire anything when enabled...even if its a CM, the launching sub will be close...get all your torps searching in that area. Kilo Torpedo Attacks: The two ASW torps are the TEST and USET torpedoes. Of these, the USET is superior, but is carried only by the Russian kilos. It has a 50 knot top speed--as good as the 65cm torp--but has only a 20km/10.8nm range and is not wire guided. The TEST has a slow 40kt top speed and the same range as the USET; it is also wire guided, but due to the ranges it is used at wire guidance does not help much. The key to successful torpedo attack with either weapon is getting as close as possible to the target. The short range of both weapons means that your enemy will likely outrun the weapon. Fortunately, the Kilo is very quiet and will remain undetected by passive means to enemy submarines until the are closer than 5nm. Fire at least three weapons to deal with CMs, and immediately run (on a lag LOS) and drop CMs after firing--there will be snapshots soon. ASW Missile Attacks: There are three ASW missiles carried by the Akulas and Kilos: The SS-N15 Starfish (Russian Kilos only), The SS-N-16 Stallion (Akulas only), and the SS-N-27 (Akulas and Chinese Kilo 368 (under the name 91RE1)). EDIT: The torpedoes dropped from these missiles will plunge about 100m/300ft into the water before leveling out--keep this in mind when choosing to use them. The SS-N-27 is the best ASW weapon in the game. It drops a powerful type 40 torpedo up to 16.8 miles away--far enough to reach *most* distant Pelamida sub contacts. The type 40 reaches speeds of 70 knots, making evasion difficult. Employing the -27 effectively requires a good solution. The Auto-TMA is (regrettably) usually good enough to place a -27 within acquisition range after 2 bearing lines. Aquisition, however, is not good enough for a kill, since the type 40 is easily decoyed. However, refining the TMA with a 2nd leg before firing will get rid of the error enough to deliver an extremely precise strike. Aim slightly in front of the target submarine...to decoy effectively he will have to turn the boat around, if the torp lands too close for him to get the boat turned it will be a guaranteed kill. That sort of precsion is difficult, however, against a manuevering sub. For more slippery targets, fire a "bracket" of three missiles in a triangle shape around the target. Use a tight triangle if you are very confident in your solution; open it up if you aren't sure. It will be very difficult for your target to decoy torpedoes from three directions. The -27 can also be used to assist a 65cm torp attack. Try firing a -27 ahead of the evasion route of a sub running from your 65cm torps. This will effectively create a bracket or pincer attack at a critical moment. The Starfish and Stallion have the peculiar minimum depth of 50m, and max depths of 150m and 350m respectively. They drop the poorly performing UGMT-1 torpedo. This weapon has a pitiful top speed of 41 knots and a warhead so small that two hits will probably be required to kill a submarine. Akula drivers should only use the Stallion to hit submarines greater than 18nm away (the range of the SS-N-27). This weapon is usually only effective in a bracket attack, since it can be outrun and decoyed easily. For Russian Kilo drivers that don't have the -27 available, the -15 is best used to compliment a torpedo attack. Since your torpedoes are easily outrun, you can use the -15 to have weapons attack the target from two or more directions. Of course, you can use tactic the -27 for this as well (if you have Chinese Kilo 368). Killing surface contacts with a submarine: Caution usually is the key. Once you have managed a good plot on a threat and have a very good idea of it's heading and distance from you, stalk it carefully until you are in a great shooting position. Launch your Torps from 10nm or less and from slow speed as well as nice and deep to cut down on launch detection and pinpointing of your sub. Alter course regularly, after shooting, get away from where you fired from. Don't bother with Harpoons or TASMs on distance surface groups. Use passive torpedoes set with ceilings of about 30 feet and floors of 30 feet. Passive Sonar on Torps will benefit from a slower Search Speed. Fire them a few minutes apart and start clearing datum when you start firing. Remember to use the enemy’s closing speed against them, you can fire if they are out of your normal engagement envelope because they will enter it while your weapon is still active. Only use antiship missiles against defenseless targets such as merchants. Also - when you play the Akula or any other Russian sub watch where you fire any Stallions at enemy subs. If there are surface ships near the Stallion's flight path - they'll definitely shoot them down. You can use TASM's and/or Harpoons against surface warships if you are close (within 3-5 nm) and use lots of em' (at least 7 or more). Use torps first but, if missiles are all you got...make sure you get in as close as possible. TASMs are for a combined saturation attack on surface fleets when there is off board sensors providing targeting data. Harpoons are for smaller ships. Note that US SSNs don’t carry eather of them anymore. If launching anti-surface-missiles try to be aware of any helicopter threats. Launch from as deep as allowed, again get out of there after firing. Don’t forget the Russian SS-N-27 SSM. (also available as the KLUB ASCM) That missile is a killer. The MINIMUM range of the Harpoon and TASM is 5nm. Approaching a surface group very closely is an aggressive tactic, not a defensive one. Closing in helps to ensure that your torps hit the target ships and not OTS (over-the-side) decoys, and gives them less time to react to missile attacks. However, being close also increases the risk of counterdetection, especially by active sonar if within 12nm of the surface warships. Surface ships will often respond to submarine contacts by salvoing large numbers of ASROC's. Time on Target attack: It involves a bit of calculating (and a notepad). The trick is to launch the torps in such a way that they arrive at their intended targets more or less simultaneously. The easiest way to do this is to set all torps the same speed and time the launches, but if the targets are spread out, that might give the enemy enough time to send a heli your way before the launch sequence is finished. Playing with both timing and different pre-set speeds is a bit more complicated, but when it works, it does tend to make you feel good about yourself. It's easier if you use constant speeds, but shoot the the next torp when the distance to your already fired torpedoes is equal to the difference in distance to each of the target ships. Varying speeds is one 'variant', and varying paths is another. The latter is usually the hardest, esp if you tend to keep yourself busy. How to Target a Triangulated Contact: Right click that spot and choose "Add Manual Solution " and you can place a contact on the point which you can then engage. Î Fired a lot of stuff and suddenly can't fire anymore? Í You fired maybe a couple torpedoes and other stuff from your sub and suddenly you can't fire anymore. Everything else works perfectly, you can load, open and close muzzle doors, flood and all that - but the final launch wont work? Take a look at your High Pressure (HP) Air. Go to the Ship control station of your submarine [Key F1] and take a look at the HP Air display. If your HP Air is below 50% you need to charge it - otherwise its not possible to launch your weapons. To charge you have to come to Snorkel depth and stay below the max speed, otherwise you will break your snorkel mast : • • • • Seawolf : 54feet / max. 10kts Speed 688I : 56feet / max. 10kts Speed Akula : 19m / max. 10kts Speed Kilo : 17m / max. 10kts Speed Once at the right depth click the appropriate "Ventilate" and then "Charge" buttons on the subs. For more detail check the manual. You can charge 10% without ventilating.Consider it "recycled air." Killing-Drops on Subs: For aerial drops on a sub, especially when you've got a MAD contact, and/or multiple cross bearings, getting on top of him and using circle with a 000 RTE works great; usally drop 2, 1 above, 1 below the layer. You can also use a manually fired Snake 1500-2000 yards delivered on the subs stern. Switch to show history on the torp on nav-screen, to see it it is in search mode or if its actully tracking something, then follow up as needed. How to shoot down Air Targets from submarines: First: There are problems with subs using SAM's...they have to surface and that is a very bad thing for a sub because now their position is positively known. Where there is one helo, there are more and now the sub has givin its position away to the entire Battle Group. The sub has a better chance of surviving a Mk46 or Mk 50 attack than it does exposing itself to SSM's from P-3's or S-3's. Helo's rarely work alone and unless that sub has a box full of Stinger's he'll end up dead on the surf in a hot war. Second: In most subs you don't have to surface .. just popup the sail .. with kilo set depth 14m. Works great (unrealistically thought). You can wave your hand at FFG 500 yards away and they won't see you, because only SURFACED subs are VISUAL. Third: All AI helos also use radar, and are easily picked by ESM. Helos are dangerous, but only if you forget about them... if you know they can be there, it is no problem. Just shoot when they are close enough! You have just few SAMs on Kilo. In real life, if helo is downed, everybody knows where you are .. and they would like to revenge. Not so in DW. Surface the Submarine. Go to the Sail Bridge. Aquire the target visually, then confirm with the binocs. Stay cool till you can see good details on 4x zoom. Raise it a litle...and then switch to the SAM-firing mode. Look for the dot in the finder....raise it a litle...wait for the red indicator for a lock. You'll see the red dot in the crosshairs down on the bottom left (that sort of "bullseye" looking overlay). Then squeeze the trigger [Right mouse button] and let er fly...BIIIIIIIg fun. The target has to be in range. Be careful of missiles fired from anything in the area, including the enemy helo, MPAs, FFGs, DDGs, etc. when firing on helos! The red dot ensures that the missile will track the target, but you can still fire without one if you'd like (it may acquire, it may not). If you can see the helo in detail without binocular, don't wait for the red dot - just FIRE! The SAM will acquire... and if you don't do it quickly the torpedo coming towards you will make that decision your last...The big limiting factor is that the SAM only have enough fuel to go 2.0-2.2 nm. So, make sure that you've got a good bead on that bugger or else he's going to drop a torpedo in your back pocket - if and when he survives the ordeal. While the use of the SAM is risky, not using it is also dangerous. The primary benefit of the SAM isn't being able to shoot down aircraft--it really is a poor weapon for that--but rather that the THREAT of being shot down will discourage P-3 and Helo drivers from dropping torpedoes directly on you. Make sure your airdale opponents know that you are willing to pop them if they get sloppy, and you will have time to evade their torps. In general, an air target that can be seen in great detail under maximum magnification on the 'scope is in range; or if it is slightly more than a tiny speck on minimum magnification. FFG's Phalanx CIWS (Close-In Weapon System): Phalanx CIWS (SeeWiz) is a rapid-fire, computer-controlled radar and gun system to defeat anti-ship missiles, as well as other close-in surface and air threats. The Phalanx system automatically carries out search, detection, target acquisition, firing and kill assessment. The system's unique defensive capability is based on closed-loop spotting, a radar technology breakthrough. This technique uses advanced radar and computer technology to locate, identify and direct a stream of Armor Piercing Discarding Sabot (APDS) rounds to the target. The system uses an electrically-controlled, pneumatically-driven M61A1 Vulcan 20mm six-barrel Gatling-type gun capable of firing at a selectable 3,000 or 4,500 spm rate. Initially deployed in 1979, Phalanx in real life is installed on every U.S. combatant ship, as well as combatant ships of 16 other nations. The FFG's CIWS in-game can fire on surface ships. The CIWS will only attack air targets on its own. The CIWS needs to be told to attack surface targets. Select the target, then click 'hold fire'-'aquire'-'engage'. It is increadibly effective. Against small boats, it's like a cyborg killing machine. That CIWS may not be too effective against incoming supersonic missile salvos, but it's a point-and-click deathray to anything else within range and above the surface. Even surfaced submarines are dead in a few seconds. If you want a challenge try your skills against a ship armed with Exocet missiles like a Tourville, Cassard or MEKO 360 or a ship armed with 'Sunburn' missiles like the Sovermeny or Tarantul III. It should take one Sunburn to knock out a Perry. Maybe two at most. Sovremenny should make short work of a Perry, but then again, Perry was not designed for this type of an ASuW mission. Getting away Submarines can only get damage from a torpedo in DW (instead of being completely finished of after the first hit). It all depends on the torpedo used. For instance, and SS-N-15 may drop the UMGT-1 torpedo's in your lap, but these have a rather weak warhead on them, and usually two or more are needed to get a sub kill in DW (however, you can sometimes cause enough damage on the target with one torpedo that it can not fight back and is a sitting duck for you to finish). But most sub-launched and air-launched ASW torpedos modelled in DW have a lethal warhead on them against a sub. There's no way you’ll ever survive the larger western and Soviet era ASW torpedo's shaped or even non-shaped warheads in any sub, as they have enough energy to shatter pressure hulls and critical structural members. So those heavy weight torpedos are definitely ‘one-shot, one-kill’. How to evade Torpedos in a Submarine: Torpedo evasion is a process that involves several variables changing at the same time; as such, it is very difficult to test exactly what works and what doesn't. I urge all readers who are reading ANYONE'S torpedo evasion advice to keep a healthy bit of skeptism, and to try out different techniques and see what works for them. The first thing to remember about torpedo evasion is that you can't outrun most of the torpedoes that you will face in this game in a straight-line race. They are also pretty stupid, but if they are wire-guided by a human opponent, they can be hard to get away from. Once Sonar has reported "Torpedo in the water" and given a bearing, you need to check the torpedo's bearing drift. If bearing is constant, then you are probably the target. If bearing is changing noticably, then someone else is the target and you should not do anything. If you've been detected and have had a torpedo shot at you with a good solution, you are in trouble. So your best bet is to turn sideways from the torpedo and RUN, trying to stay out of the "cone" swept by its sonar. CM's (Countermeasures) are mainly useful for getting the torp to chase a false target while you are busy escaping its search pattern. Good luck trying to spoof a torp that has already locked onto you. This happens at point blank range engagements, or when a torp is dropped from a helo right on top of you (its possible, but unlikely). Assuming that you are the target and your only plan is to evade, the following is one way that can work. Do the first three steps as simultaneously as possible: 1.) Order Flank (zero [0] key). If you are fairly shallow, SONAR-guy will scream that you are cavitating. That's OK, since speed is what you want. If you have sufficient water depth start heading deep. 2.) Immediately turn the ship with full rudder (either '[' for left full rudder or ']' for right full rudder) until the torpedo bearing is on your beam (ordered course is about +/- 90 degrees from torpedo bearing). Hit the apostrophe key ['] when ship's head is on the required course. 3.) Launch an active countermeasure from the countermeasure panel at own ship's depth then go as deep as you can (know where the bottom is!!!). If you are already deep, go to the Nav plot [F7], right click on own ship's symbol, and select Launch Countermeasure Shallow. This may spoof the torps to go shallow when you are deep. 4.) Run for at least 8 minutes on a steady course. Your broadband sonars will be blanked while at a flank bell. Check on incoming torpedo bearings by monitoring the Sonar Passive Intercept panel. If your evasion is successful, the sonar bearings should draw aft and not get louder (colored bar under display doesn't get into the yellow or red zone). If one or more torpedoes seem to be getting closer, launch another countermeasure and adjust course to maintain a +/90 degree offset from torpedo bearing on the Passive intercept display. 5.) If the torpedo bearing crosses your stern or grows fainter or you can no longer hear it, your evasion was probably successful; you should immediately slow to take a look around. (Remember, as long as you are going fast, you make a VERY loud target.) Don't be surprised if a second salvo comes your way, or is already on its way. Use caution when driving at high speeds. The towed arrays on all SSN's will fail at 40 knots (relative to land). This means that a Seawolf at flank can lose its ears, as can Akulas and 688I's if the current adds to the land-speed of the sub (hopefully this will be changed so that TA failures are dependent on speed relative to the water in a future version of DW) Some more stuff to think about: 1.) On a war patrol, a CO and his OODs have their torpedo evasion plan worked out for every possible combination of water depth and sound velocity profile (SVP). They know where the layer is and how strong it is. The evasion plan will mandate going as deep as possible, or going cross layer, or going shallow if deep, depending on sonar conditions. Use the layer and try to spoof the torpedoes to the opposite side of it from where you are. 2.) On a war patrol, always keep two of your own torpedoes ready to fire. A hot crew will counter fire on a "Torpedo in the water" bearing - even as they begin to evade. 3.) After launching your first countermeasure, reload the empty launcher while on your initial evasion leg (only if on a 688I or Akula...the Seawolf has gazillions of CMs). You generally have some dead moments when you are just running when you can order the reload. You can go back to Sonar when the reload is ordered. 4.) Avoid the temptation to slow after just a couple of minutes of running. You have to drive yourself out of the torpedo's acquisition cone as quickly as possible. At the maximum detection range, the cone is several miles wide. To go 4 NM at 35 kts takes nearly 7 min. This is also why you try to put the torpedo on your beam...you put all of your speed in the direction of the shortest distance out of the torpedo's acquisition cone. 5.) If the weapon is launched from short range, all bets are off. Radical maneuvers (depth, speed), turn away from the torpedo to drive out of its sonar cone, and launch lots of CMs. If you are against a human opponent, the best course may be to head toward the firing ship to try to get inside the torpedo's sonar enable point. The method described is generally a bad idea against someone who is wireguiding his torpedo. 6.) The countermeasures don't work all the time. Basically the torpedo flips a coin and either goes for the CM or not. If he doesn't it apparently didn't matter if there was one or more CMs, he just ignored them. So the number of countermeasures dropped doesn't seem to matter...either the torpedo is going to go for it or it doesn't. But a torpedo that did not get spoofed by one decoy is NOT immune to being spoofed by another. 7.) You can try an play an emergency blow as your last card. You can do this in the Ship Control Station [F1] of all Submarines. The good thing is that it brings you up fast, the bad is, that someone may waiting for you up there. Be careful with your air charge! How to evade Torpedos in a FFG: To evade torpedoes with the FFG, usually the first thing to do (upon getting a TIW report) is to reverse your direction and perhaps put on some speed. Second, identify the torpedo - if it is a wakehomer, you can benefit from going no more than 4 knots. Or turning straight at the launch point. When at less than 10 knots you also have the benefit against the excellent-against-closetorpedoes hull passive sonar. Special Forces How to deploy: From the manual: "The selected contact is a surface ship or landbased target, ownship has special forces aboard, ownship is traveling at periscope depth or less and at 3 knots or less" You must right-click the TARGET(!) on the nav screen, then select deploy special forces. Your Executive Officer notifies you when the team is away. (Special Forces cannot be deployed against air or submarine platforms.) How to retrieve: When you are directed to retrieve a Special Forces team, maneuver the ship to the ordered location at the specified time and maintain the speed as designated in your tasking message. While mission-specific instructions may vary, generally your speed must be 3 kts or less and you must be at periscope depth or less. To locate your team, you may need to use your radar and your periscope and maneuver as close as possible to the raft. Deep Submergence Rescue Vehicle (DSRV) DSRVs are designed for quick deployment in the event of a submarine accident. DSRVs are transportable by truck, aircraft, ship, or by specially configured attack submarine. At the accident site, the DSRV works with either a “mother” ship or “mother” submarine. The DSRV dives, conducts a sonar search, and attaches to the disabled submarine’s hatch. DSRVs can embark up to 24 personnel for transfer to the “mother” vessel. The DSRV also has an arm to clear hatches on a disabled submarine and a combined gripper and cable cutter. The gripper is able to lift 1,000 pounds. Biologics Biologics and Sonar:Whales will sing on the BB sonar. When they do, a large spike will form (on the Russian Sonars). Also they have no NB noise or Demon lines. Shrimp will all infinite demon lines no NB noise and be a constant contact, that sounds like thousands of pieces of paper being crumpled up. Hunting (for information purposes only!): Torpedos will track on whales and even kill them. But is this possible in real life? If something emits noise and can return a ping, it can be tracked and attract a homing torpedo. Whales can occasionally make low freq sounds louder than a large ship. Don’t know how well you could return a ping off of one though (which would be a rather unsociable thing to do to the whale, a bit like poking it in the eye with a cattle-prod for no particular reason), though their outer layer and blubber probably responds in a similar way to an anechoic rubberised substance covering a modern sub.... Let's hope the Nipponese and Norwegians don't consider this observation too closely... (a modern whaling harpoon is basically a big cannon which fires an explosive-tipped spear into the whale) ... if you hear of any Inuits enquiring about second-hand subs, then we may have a little problem ... You can also shoot on whales with the 50-caliber machine gun on the FFG Machine Gun Station. Appendices Appendix A-1: Things I Learned as a Complete DW Newbie written by Kozure Selected my very first mission, the MH-60 demo. Trying the helo vs. sub first is nice because there isn't much likelihood of you being attacked, so you can just concentrate on reading the sonar. I tuned the pre-dropped VLAD buoys and listened for contacts. Nothing but commercial traffic. On a hunch, I headed to the east-north-east side of the goal line and started dropping buoys in a rough line pattern. On one of my buoy passes, I got a contact. Analyzing it came up with a Victor sound signature. I dropped a few more buoys to narrow the search, then when I thought I was close, I stopped to dip the dipping sonar. I didn't realize that the dipping sonar can be lowered to various depths... I only thought it was an in/out affair. I was wondering why it was taking so long to stop deploying. It was only when I saw the depth return on the dipping sonar readout that I realized what was going on. THING I LEARNED AS A DW NEWBIE #1 Dipping sonar can be raised/lowered to various depths. This can help you get beneath the thermal layer. I got a very clear contact with the dipping sonar, so I switched to active. A clean contact. I marked and classified it as the hostile Victor. Then I got excited and started to fly off to get a good approach for my torpedo. THING I LEARNED AS A DW NEWBIE #2 You will rip off your dipping sonar if you get excited and try to fly off before retracting it from 400'+ deep. THING I LEARNED AS A DW NEWBIE #3 If your dipping sonar is your only active contact source, drop an active buoy (DICASS) before you retract, so that you can then use that source when you do retract. I had ripped off my dipping sonar, and because I had gone active, the Victor went really quiet. I lost my contact. I tried to reacquire and it took me a while, but eventually I had hot buoys again SW of my original contact. While flying around, I got a very unexpected MAD contact. I stopped and dropped a torpedo right away. I got lucky. The hit was almost instant, and I had won the scenario. Afterwords, I realized just how lucky I had been... I hadn't programmed the torpedo. THING I LEARNED AS A DW NEWBIE #4 Program your torpedo before you fire them, or use the TACCO autocrew to engage. THING I LEARNED AS A DW NEWBIE #5 Remembering to use your MAD effectively can save your bacon. I was feeling pretty pumped, so I decided to try out a new platform. I started the SOSUS Handover scenario, flying the P-3C. This was harder. My first time out, in about an hour real time and five hours or so game time, I had nothing, and I kept on losing contact (out of range) with my buoys when I was not too far away. I decided that I was doing something wrong. I was frustrated, since it seemed ridiculous to lose contact with a buoy when you're only 10nm away. Finally it clicked that if I was at MAD altitude all the time, that might cause reception problems for signals from the buoys. I popped up to 600, then 12000 feet. Much better. All my buoys were readable. THING I LEARNED AS A DW NEWBIE #6 Aircraft altitude affects how far away you receive signals from your buoys. The higher you are, the greater the range at which you will receive remote signals from your sonobuoys. After a few more virtual hours of flying, I had bupkiss. I realized I had screwed up somewhere, so I restarted the mission. This time, on my initial run in with buoys, I dropped a BT buoy first. THING I LEARNED AS A DW NEWBIE #7 Drop a BT buoy first to determine depth of the thermal layer when you're searching in a specific area. On the second time around, I remembered the markable range circles in the navigation screen and marked likely distances from the SOSUS trip lines at minimum (5kts) and maximum (33kts) speeds. Since 2 hours had passed since the contacts were made, I marked circles at 10nm and 66nm from the centre of the tripline in question. I confined my search to the area between those range circles. Better luck this time; I had a hot buoy on my third drop (BT, DIFAR-D, DIFAR-S). I circled around and narrowed the search, getting directional fixes. On one pass, I got a MAD contact, so I dropped a torpedo again. Again, I forgot to program the torp! D'oh! THING I LEARNED AS A DW NEWBIE #8(#4)) Program your torpedo before you fire them, or use the TACCO autocrew to engage. REMEMBER, stupid! The torp missed horribly. I tried going active with some DICASS buoys, but I had lost him. After a hour or two of more fruitless searching (and getting on 2 AM) I decided I had lost my opportunity. THING I LEARNED AS A DW NEWBIE #8 Only go active when you're really, really sure and you're ready to engage (bomb doors open, weapon programmed, etc.) Reading the manual again this morning on the way into work, I realized I should have been using VLAD buoys on the initial search, then DIFAR and DICASS on the final passes. I had misinterpreted the different capabilities of the buoys. THING I LEARNED AS A DW NEWBIE #9 Use VLAD buoys to setup your search envelope, then DIFAR to narrow it. Use DICASS in the immediate vicinity of a possible contact. Read page 5-13 of the manual carefully. Know the difference in capabilities of your buoys. Great, great game. Tense and challenging. I can see how it would not be for everyone, but man it felt good to get that Victor on the first time around. I'm going to have another go at the SOSUS handover tonight, then move on up to a frigate. THING I LEARNED AS A DW NEWBIE #10 The manual and the sheer volume of stuff you have to play with can be daunting. Read the manual, watch the tutorials, but then jump in. You can only learn by doing. It's actually easier than you might think. THING I LEARNED AS A DW NEWBIE #11 Dangerous Waters is fun and very addictive. I replayed the SOSUS handover last night learning from my rookie mistakes on the previous four attempts. Another few things I learned: THING I LEARNED AS A DW NEWBIE #12 Area and range circles are your friend. I used them extensively on my final try on the SOSUS handover mission and did very well as a result. Set 7 nm area circles around your sonobuoys, and a 7nm (or 14nm) range circle aroung your plane. Use the circles to ensure your buoys have adequate, overlapping coverage. I had two SOSUS trips at scenario start this time, so I went to the northernmost first. I assumed a cruising speed for the Akulas of between 5 and 20 knots and placed the circles appropriately (2:30 @ 5kts = 12.5nm, 2:30 @ 20kts = 50 nm. I set up the VLAD buoy pattern about halfway and expanded to the edge of the possible area. This time I had to wait a little longer in real time (2-3 mins), but I got a contact and narrowed the search with DIFARS. With two hot buoys pointing the way, I dropped a DICASS right in the general area where it looked like it was and got a good clean signature. A VLAS and a DIFAR buoy triangulated the position, and the DICASS confirmed. I programmed the Mk50 with a circle search pattern, a 270 degree runout brg, and a 200yd RTE. Running along one of the contact vectors toward the assumed location, I got a MAD contact . I dropped the fish and set the DICASS, which was less than 1 nm away, to active. Clear return on the pings. The torp acquired, and then almost all of the VLADs in the detection pattern when hot - the Akula was running south-east at full speed. I prepped another torp with a snake search, a 135 degree runout and a 0yd RTE. The first fish was in hot pursuit, but it looked like it wasn't going to go the distance. I angled in and dropped the second torp, and prepped the third. The first DICASS was still giving me good returns. THING I LEARNED AS A DW NEWBIE #13 Check your bomb-bay load-out. You can only select one configuration. The very first time I tried this scenario, I clicked on a few of the bomb-bay configs and left it on the one with one torpedo pylon and two (or three, I forget) mine pylons. As a result, I only had two torps for the whole scenario. For this scenario, I had remembered to click the right configuration, and had the max complement of 8 torps. With two fish in the water, I felt pretty confident. The first torpedo ran out, but the second found the mark. Scratch one Akula-I improved. Knowing how difficult it was to find subs in an Orion when you don't have a good idea of where to start, I thought the hunt for the second would be tough (and it was). Since the first Akula had been 25nm out from the SOSUS line at 2h30m after detection, I assumed both boats were cruising at 10kts. It was going to take me 30mins to fly down to the second search area (handy info from the DDI waypoint), so I put my first ring at 30nm out from the SOSUS trip, and the second at 45nm. I laid a lot of VLADs, and I was still cruising around waiting when the first line that I had laid winked out 2 hours after I had put them in the water. THING I LEARNED AS A DW NEWBIE #14 I had read it in the manual, but it's useful to remember; your buoys are only good for 2 hours. I wasn't sure if I had laid the line short or long, so I set up another ring (42nm out from SOSUS) behind the outermost search ring (35nm out), then went back to relay the first (30nm), just in case. Just as the last buoy in the first ring was about to go, I got a contact on my second ring. I beelined it there and laid a triangle of VLADs around the 7nm area circle I drew around that buoy. No dice. I waited. THING I LEARNED AS A DW NEWBIE #15 Be patient. Sometimes just as you're about to give up on a lead, you'll get something. Often your instincts are correct. While I waited, I had set up a number of other VLAD buoys and was down to launching my internal store buoys. I was going to have to restock or start using DIFARs if this kept up, but I was confident I was in the right area. Sure enough, the Akula reappeared SW of the original hot buoy. I dropped some DIFARs and got signatures and bearings. I prepped a torp for a circle search with a 500 yd RTE and a 235 degree runout. I dropped to MAD height and flew toward the triangulated position. I got the MAD warning, so I dropped the torp and a DICASS. This time the fish got the Akula on the first go - I didn't have to go active with the DICASS. Mission success! I received the much-appreciated "BZ" from HQ and headed for home with two Akula-I improved silhouettes stamped on the side. I finished "Dirty Atoll" and "Contact Madness" last night. Spoilers in the description, so if you haven' t played these scenarios and don't want to know their plot, stop reading. Dirty Atoll - my first time out in a FFG. THING I LEARNED AS A DW NEWBIE #16 The FFG seems very complex at first blush. Fortunately, Bikini Atoll is a good scenario to learn the ropes. If you want to learn the basics (manoeuvring, radar, helo ops, sonar) for the FFG, try this scenario first. I manoeuvred to the two radiation reading points, while at the same time launching an ASUWequipped helo. I got some odd passive towed array contacts, so I sent the helo to investigate with a VLAD, but the buoy only returned a cacaphony of noise. THING I LEARNED AS A DW NEWBIE #17 Dropping sonobuoys in an area with a multitude of civilian traffic is like trying to listen to your friend with laryngitis at a rock concert. I had signatures, but many overlapped. It looked like if I wanted more specific contacts, I'd have to radiate. I flipped on the air search and surface search radar, and went active omnidirection on the hull sonar. Now I was the loud one. The radar picked up contacts quickly. There were so many, I decided to autocrew the radar and use the binocs with LLTV to confirm sightings. Pretty soon I had a pretty good picture of the surrounding waters, so I ordered 15kts to the first reading location. On the way, I noticed that the water was going to get shallow, so I reeled in the towed array. I'm actually not sure if that was necessary, but it seemed like a wise move. First reading taken. I was close enough to the shore and in shallow waters, so I didn't want to risk waypoints to turn the ship. I switched to the bridge view, reversed engines, ordered full left rudder and backed her out in a slow arcing turn. THING I LEARNED AS A DW NEWBIE #18 Driving the FFG manually is fun. Once I was clear enough of the shallows and the shore, I set for 15 kts and set my waypoints to the next location. At the same time, my helo was buzzing around. For some reason, I couldn't figure out how to get radar info from the helo. I checked out the manual and found the info on REMRO on page 7-51. THING I LEARNED AS A DW NEWBIE #19 To get radar information from your helo, sync your helo (ASTAC station), turn on your helo's radar (ASTAC station) and then click on REMRO at the Weapons Coordinator Station. With my ship radar and the helo's radar, I had a great view of the water around me. Most of the time I wouldn't radiate so much, but this was supposedly a milk run, right? Cruising to and stopping at the second reading point was a breeze. THING I LEARNED AS A DW NEWBIE #20 To avoid overshooting area specific goals like a reading point or a mooring, reduce speed gradually as you approach. The message from HQ said steam to Tahiti for liberty, so I set up the waypoints to that island paradise (honestly - I thought there would be a complication that way) and made turns for 15kts, and recalled the helo. Almost immediately after I noticed two fast moving radar contacts. For some reason, my radar operator classified them as surface contacts. They seemed to be moving way too quickly for surface ships (200+ kts) so I was worried and scrambled to read the section about using the SM-2s. Fortunately, I remembered that they were probably the UN inspection team, so I relaxed and watched them come in for a landing. Then I got the messages about the terrorists. I whirled the ship around and made flank speed for the north side of the island. I tried to launch the helo, but had technical problems (posted in the technical forum). As a result, I kept the helo on the deck and boned up on my gun control reading, as I steamed at flank around the island. THING I LEARNED AS A DW NEWBIE #21 The FFG guns only fire to port and starboard, with a 25-30 degree no fire arc to bow and stern. Plan your gun approach accordingly. I picked the merchant ship up on binocs before I got a clean read on radar, so I marked it visually, and waited for a better radar return. I went to Weapons Control and turned off hold fire. I hooked the terrorist freighter and sent a round down range. I jumped up to the port wing bridge and watched the fall of shot. It was long, but not by much. I adjusted the range in weapons control by -100yds and fired again. Jumped back to the port wing. THING I LEARNED AS A DW NEWBIE #22 Jumping between the appropriate (left/right) bridge binoc position and the weapons control will result in better shot correction. I got lucky: a hit on the second shot. I waited. If that cargo ship was carrying radioactive material, I didn't want to sink it or blow it sky high. It kept on cruising. I guess the terrorists were dedicated. A third round (the second to hit) crippled the ship (100% damage). I got the congratulatory note from HQ. Mission success. I guess HQ didn't care about uranium on the ocean floor... *shrug* My first run in a Seawolf. This is an ideal scenario if you need to learn the stations and how to handle a sub. There are all sorts of contacts to identify and track. THING I LEARNED AS A DW NEWBIE #23 Sometimes the easy way is the best way. I don't know how you gents did it, but I just stayed on the surface the whole time and spotted and classified tracks with the periscope and radar, and confirmed by listening on DEMON. I know this isn't how you would do it in a combat situation, but this scenario is a great way to practice range estimation with the stadiameter and AOB guesses. It's also good to practice with the radar and active sonar in a situation where it won't result in a torpedo up your wazoo. THING I LEARNED AS A DW NEWBIE #24 Read the section on using the periscope/stadiameter carefully. For some reason, I missed the part about having to take a picture of the target before comparing it in the stadiameter. I took a picture of my first track for fun, and then did the range estimation in the stad, but on my second sighting, I was confused that the first picture was still there. I thought it was a graphic glitch or something. Nope. You have to take a new picture of every contact you want to range. Stupid, I know, but I missed it the first time around. THING I LEARNED AS A DW NEWBIE #25 Civilian traffic is really annoying. Yes, yes, everyone knows this. I just want to say it again. Easy scenario, but fantastic for learning how to handle the 'Wolf. African Bees Nest Once again - spoilers. Don't read if you don't want to know. As soon as I took a look around from the bridge in the dock facilities, I knew that it would be tricky getting underway. I thought I should take it slow, but not too slow - they were going to mine that river mouth! I tried backing it out at 1/3 and using the APUs to supplement. THING I LEARNED AS A DW NEWBIE #26 If you're in a situation where you need to use the APUs, you shouldn't use the main engine. One dinged-up and blackened frigate later, I restarted the scenario and tried backing it out again, this time only with APUs. I got her out, but with 67% damage (somehow) so I decided that I should give it one more shot. THING I LEARNED AS A DW NEWBIE #27 The APUs are tricky. Experiment with them carefully. If you want them to push your ship in a specific direction, point the arrows in that direction. From my reading of the manual, I thought that you pointed the arrows of the APUs in the direction that you wanted the propellors to be pointed in - that is, the direction of thrust. As it happens, that's exactly the opposite of what you should do. I'm not sure if that's a result of me reading the manual wrong (probably) or the manual being unclear (possibly), but the long and the short of it is, be careful with the APUs. One of the reasons I was doing so poorly the first two tries was that I was pointing the APUs in the exact opposite directions I should have had them pointed in. PS: More things I learned as a newbie: I just tried it now. I checked this against page 7-11 in the manual - "...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 me, this means that thrust is applied in that direction, and thus the ship moves in the opposite direction (laws of physics and all that). I see now that you could read line differently to mean that you are thrusting to move the ship in that direction, rather than away from. I guess that comes from playing space sims like "Orbiter". My mistake. THING I LEARNED AS A DW NEWBIE #28 Remember to raise your APUs before engaging the engine. I was so excited about actually getting underway out of the docks, that I forgot about raising the APUs. They were damaged as a result. Fortunately, I didn't think I'd need them for the rest of the scenario. As soon as the scenario started, I had a Strike Helo warming up. I launched it a little while after getting underway at full speed (I had a date with the open sea sometime before 1830h). Using the binocs, surface radar and the REMRO info from the helo, I had a pretty good idea of what was going on around me all the time. I saw contacts on radar and confirmed their alliance them on visual. Since it was a target-rich environment, I left the EW and sonar stations on autocrew and concentrated on the bridge, ASTAC, weapons coordinator and radar. THING I LEARNED AS A DW NEWBIE #29 Practice with your Mk75 in this scenario. It's a great time to hone your targeting skills. The gun radar is very good but against small, rapidly moving targets, it needs a little "nudge" by using the range and bearing fine tuning. The first blue boghammar was easy to deal with. Strangely, one 76mm shell didn't kill it outright, though it did make it burn pretty well. I put a second shell into the hulk and sunk it. The second wave of two was pretty much expected, so I tried to assign the helo to take one out with a Hellfire, since I had time. THING I LEARNED AS A DW NEWBIE #30 The helo cannot target boghammars (or apparently, any surface ship) with Hellfires. Dang. OK, two fast moving boats with a 76mm autocannon. Got one, but the second was too close for comfort by the time I dealt with the first. .50 cal for you! THING I LEARNED AS A DW NEWBIE #31 The .50 is immensely satifying to use. After getting through the second and the third ambush in a similar fashion (remember about the firing arc of your Mk75 when you approach a blind corner), I had arrived at the river mouth and with plenty of time to spare heading for open water. Just to be safe I turned on the HF sonar (apparently good for mines and the like). Suddenly there were two blue boghammars heading for me hidden behind three white boghammars. "Fine" I shrugged, and engaged them with 76mm, firing over the heads of the whites. I had dispatched the first and was working on the second, when I noticed that the white boghammars were on a collision course with me, and weren't swerving. I changed course, but it was too late. One of the white boghammars rammed me. I finished the rest of the scenario (and the final four blue boat assault) with no other damage other than what I sustained from the "accidental" ramming (and my forgotten APUs) THING I LEARNED AS A DW NEWBIE #32 Friendly collision avoidance AI is not always very good. I failed the mission for letting an ostensibly "friendly" AI craft ram me. *shrug* If a friendly boat-captain can't slow/stop or avoid an allied or neutral frigate which is engaged with hostiles, then I'm not sure what I'm supposed to do about Gambian naval training. I replayed the scenario one last time and managed to avoid being rammed by anyone friendly or enemy. Mission success. Woo hoo! Now on to Gulf Breakout! (I've actually played the Taiwanese and Kilo Demo as well since playing the scenario described in this AAR, but the Gulf is more exciting). Appendix A-2: Dangerous Waters Hands-on Multiplayer Preview by Neal Stevens, Bill Nichols, Tim Grab, Ramius, Smuook http://www.subsim.com/ssr/dangerous_waters/dangwater_mp_preview112404.htm November 25, 2004 - We just got a fresh copy of Dangerous Waters to evaluate. I arranged a five-man multiplayer session with the BETA team last night to start getting the feel of the new multiplayer. If you've been sharing a cave with Bin Laden the last few months, Dangerous Waters is the name of the upcoming naval simulation by Sonalysts Combat Simulations (Jane's 688(I), Fleet Command, Sub Command). You can play as a submarine, Perry-class frigate, Seahawk ASW helo, and a P-3 Orion plane. With such a wide range of naval platforms to command, multiplayer is a very exciting prospect. In Sonalysts' previous first-person sims, it was sub vs sub. Dangerous Waters' new MP style opens things up a lot, allowing surface and air players the chance to execute some real teamwork. To that end, let me present the players of last night's maritime melee. Bill "SubGuru" Nichols: Bill is a been there-done that subsim vet. He served aboard the USS Nautilus, America's first atomic powered sub. He is the rock-solid contributor of the World Naval News and has probably created more custom missions for Sonalysts' titles than anyone. Bill manned a 688(I) sub in this game. Tim "TimmyG00" Grab: Tim served aboard submarines in the nineties and holds the reigns as the Sub Command HQ Admin, as well as moderating Subsim Review forums. Tim's a wily player who uses his experience to good effect. Tim manned the Seahawk helicopter. Ramius: One of the founders of SCX and the #2 all-time poster on the Subsim forums. Ramius has over 12 years experience on various SSN's and SSBN's in the Royal Navy. We have Ramius manning the Russian diesel-electric Kilo-class sub. Smuook: A dedicated Orion player and the webmaster of the Orion Warrior website. In this game Smuook manned the P-3 Orion reconnaissance plane. Yours truly (Neal) manned the Perry-class frigate, leading a convoy of 4 merchants. Sort of an All-Star lineup, even with me in there! The mission objective was simple: the frigate was to shepard the convoy past a certain point, after which the mission would be deemed a success. The trick was to locate and attack the two subs before they had a chance to plot and launch an attack on the convoy. Finding subs is always difficult and with Ramius and SubGuru commanding them--gulp! The convoy I'm leading is composed of a tanker, cargo ship, a supply ship and a car carrier. Oh well, I guess people need their wheels even during a war. Mission Time: 1020 Neal (Perry-class frigate): Right off the bat, I ordered up a zigzag course and put my CIWS (Phalanx gun) on AUTO to pick up any incoming missiles the 688(I) might send my way. Not knowing if the MP mission has the subs coming in a random placement box, I fire off a series of active pings (onmi-directional). I know this will give away my position, but if the game started one of the subs a mile ahead of us, I would want to know. Tim took the NE flank and Smuook came in from the west, laying a well-spaced string of sonobuoys. Smuook (Orion plane): I started out about 50 miles to the west of the convoy. I quickly had datalink picked up the convoy, FFG, and Helo on my Nav map. I came inbound at max speed to get in the area. First thing is to get all my sensors operating... so I set my course and speed to the area, then turned on my radar, ESM, MAD, dropped the IRDS camera to be ready to identify contacts. I set my acoustic alert frequencies for the 688 in the upper dials of the acoustic station. This is just to get ready... I wouldn't have any acoustic information until I dropped sonobuoys. I did drop a BT buoy to get the sound speed profile on the transit inbound so I can know where the layer is at. The subs will try to exploit this by hiding on the other side of it. Tim (Seahawk Helo): Starting off between 600 and 700 feet at a modest 49 knots, I coordinated with Smuook as to which sectors of the convoy each of us would protect from the air. We decided that he would take the southern flank of the convoy and drop a field of buoys, and that I would fly out ahead, dropping my own buoy pattern. Smuook's buoy field was a 2-row string that intersected the convoy's base course, while mine was a somewhat more randomized field about 10nm off to the east. Neal (Perry-class frigate): While the good guys were prepping the field for action, the Kilo and the rogue 688(I) were making some plans of their own. Mission Time: 1050 Bill (688(I) sub): In command of USS Annapolis, my orders are to intercept a group of merchants before they can reach the Strait of Gibraltar to enter the Mediterranean Sea. Intelligence is that they are being escorted by surface and air assets. Also in the vicinity is a friendly Kilo-class diesel sub. In my patrol location west of Gibraltar, the first indications of the enemy convoy are multiple contacts to the North West on my TB-16 towed array. I come to periscope depth to take a quick look and ESM scan -- all is clear. Heading deep, I launch an XBT to find the thermocline. My plan is to go beneath the layer and work my way North to intercept the convoy. The layer turns out to be at about 850 feet. I make my depth 1000 feet and commence TMA. Soon, I begin getting active sonar intercepts from one of the contacts. I designate him Master 1. Ramius (Kilo sub): Started off to the SE of the convoy at 75m / 5 kts. Decided to go up to PD to have a listen. Gained contact with an AN/APS 137 almost straight away off to the NW - couldn't remember if Tim has picked a P3 or Helo at this time. About 5 minutes later i started getting active pings from the NNW, possibly from Neal in the frigate. From EW, I could see the P3 was tracking nicely South. So I took a guess this was an AI P3 and not Tim. So now the question - "Where is he?" arose. I decided to surface to try and increase my surface sensor ranges. Not sure if this is actually implemented but it does seem to work. i.e., the higher up the mast the further you can see out of the scope. Still nothing, so dived again and headed North, deep and fast (well fast for a SSK). Neal (Perry-class frigate): Good thing for me, the Kilo surfaced. A definite no-no, my surface radar painted him and now I know where one of my adversaries lies. I promote my contact to the datalink so Tim and Smuook in the plane and helo can share the good news. I shut off the sonar and order a major course change to close the distance between me and the Kilo. I figure my Perry-class frigate can handle one ol' rusty Russian sub. That leaves Bill in the 688(I) as an immediate and unknown threat. Hopefully he's not in the same area as the Kilo. I'm bearing down on his position at almost 30 knots with my Nixie decoy streaming along behind me. I've got torpedoes, I've got missiles, and I've got a Phalanx close-in weapon support system. What could go wrong? Mission Time: 1115 Bill (688(I) sub): As I move north at a slow 4 knots, sonar begins to report multiple active contacts ahead of me. It appears that there is a line of sonobuoys between the convoy and me. Not wanting to go through the sonobuoy barrier, I turn west to go around them. It may take a little longer but I'll be less detectible and the waiting should raise the blood pressure on the surface guys. Ramius (Kilo): Back to periscope depth again after nearly 20 minutes. Same P3 on EW (electronic warfare) tracking nicely South with the pings still to my NNW. Surfaced again and started the diesels - charging the batteries incase I need the power at a later time. Suddenly the P3 seemed to turn towards me. Stopped the diesels and started to carefully watch my ESM screen. Flicking back and forth between the NAV and ESM screen for tracking info. Started to gain a few sonar contacts, so guessed the plane was laying some buoys. The pings also seemed to change at about the same time - Neal deciding to charge me? So I thought I'd do the same - turned toward him, staying on the surface. Fired off a couple of SAM's at the P3 to no avail. I left two in reserve - 1 in case it got close again and another for Tim (still out there somewhere). Smuook (Orion plane): I came inbound and dropped down to 200ft to use my MAD. I laid a line of buoys that covered the convoy heading east. From there our side tried to communicate and determine who was who and identify all our contacts. Teamspeak would have been real nice here, could've spoken our communications like similar to using a radio, freeing our hands for playing instead of chat. At just about the same time I started to pick up the 688 frequency alert on a buoy and also got a radar riser down to the south. It appeared Bill (688) was starting to approach my sonobuoy pattern while Ramius (Kilo) had come to the surface. I decided to turn towards Ramius and launch a Maverick missile at him. I was about 25nm inbound and couldn't assign the Kilo to the missile. I had previously ID'ed him as a submarine... not understanding at the time that the Maverick couldn't be assigned to a classified sub... even if he was at the surface. Tim (Seahawk Helo): Smuook reported a hit of suspicious ESM energy to the south and went to investigate. With my MAD sensor deployed, I continued to deploy my buoys and monitor their signals. It was essentially quiet in my sector, but quiet means nothing when dealing with submarines. That's their job, and it was my job to flush them out. A short time after Smuook winged south to investigate the ESM signal, he reported going into the drink apparently shot down by a SAM from a surfaced enemy sub. Consulting the link, I saw that Neal had started to drive his FFG in that direction to get an active sonar fix on the rascal. Ramius (Kilo): So, one of my SAMs found its mark after all, eh? Smuook (Orion plane): I kept trying to different methods to try to launch the Maverick. Meanwhile, Ramius did some launching of his own. I detected flurry of SAM's coming in my direction. I began launching countermeasures and kept fumbling to launch my missile at him. The best thing to do would have been to turn away and open out of his range and figure out what was going wrong. But instead I probably launched 1 less countermeasure than his SAM's and I went down in flames. Tim (Seahawk Helo): With Smuook down, we had lost that much more buoy analysis capability, so I began monitoring Smuook's buoys to see what I could pick up, setting my Acoustic station frequency alerts to listen for one of the lower sub frequencies. Neal promoted a good active sonar contact to the link and I launched a Mark 50 torpedo on the bearing. Mission Time: 1135 Ramius (Kilo): Got visual contact with the convoy and then an OHP off to my NW. By this time I had some torpedo in the water warnings. So I dropped a couple of CM's, but decided to keep going toward the OHP. Then all of a sudden - BANG! --I'm dead. About 10 seconds later BANG hit with another torpedo. Tim had managed to sneak within about 2 miles of me, without me detecting him and decided to drop 2 torpedoes almost right on my head. I managed to fire off a couple of torps at Neal before I died, but nothing came of them. One of my wakehomers had locked onto him, but was too close when it turned to follow his wake and so missed. Bill (688(I) sub): TORPEDO IN THE WATER! Sonar reports multiple torpedoes directly ahead of me. Now things are beginning to get exciting! I don't have any contacts in that direction, so unless an aircraft has found me, the torpedoes must be from my friendly Kilo. Checking classification on the torpedoes in narrowband, I confirm that they are Russian. Let's just hope he's not shooting in my direction! Neal (Perry-class frigate): All right, one down, one to go. No one has a clue to where Bill is lurking. He must be beneath the layer, slowly moving to intercept me. I expect the first thing I'll hear is the high-speed whine of one of his torpedoes heading my way. The US government has deep pockets so I launch a torpedo to scout ahead of me and hopefully rattle Bill. Hey, I'm not going to play all the way through this mission without launching something. Bill (688(I) sub): I now hold two merchant ships and one escort (Master 1), approximately 45,000 yards to the NNW. I launch one Mk 48 ADCAP torpedo on course due North. My plan is to do a dogleg maneuver with my torpedo, so that it approaches the convoy from the South East, thereby avoiding any return shots 'down the bearing'. Neal (Perry-class frigate): Incoming torpedo! I order flank speed and change course to put an angle on the incoming threat. The frigate will make turns for 29 knots, an ADCAP torpedo can hit 50. You do the math. Bill (688(I) sub): The sonar situation is very confusing, with sonobuoys, Russian torpedoes, and surface contacts all in the same general area. The merchants appear to be heading south, towards me. Let them come. I shoot two ADCAPs at one of the merchants, from about 30,000 yards. I also notice a track heading toward me at 45 knots. I put on some speed to get out of the way of what appears to be a torpedo, fired by Master 1 (Neal). Watching developments, I notice an unidentified sonar contact moving to the northeast at high speed. I have an ADCAP nearby, so I wire-guide it toward the running ship. "Conn, Sonar: Loud explosion in the direction of Master 1.... Lost the wire on Tube 1". Take that, Neal! The merchants are now defenseless. I crank my speed up to 18 knots to close with them before finishing them off. Neal (Perry-class frigate): There are only two words for times like this: Abandon ship! Tim (Seahawk Helo): Seeing smoke rising from Neal's FFG, I knew we were in trouble, so I made my way south to drop another pattern of buoys. One thing worth noting, when the frigate is sunk, the helo has no place to land. Time to break out the inflatable raft. I search fruitlessly and witness the carnage Bill wreaks on the defenseless convoy. Appendix B-1: Modern Naval Tactics Text is available under the terms of the GNU Free Documentation License I. Introduction It is tempting to regard modern naval combat as the purest expression of tactics -- there is no cover, there are no civilians and the area of combat is level and flat. It is a pity that this isn't true - the presence of land, changing water depths, weather, detection, air power, the dreadful speed at which actual combat occurs and a number of other factors render naval tactics truly formidable. The basic idea of all tactics (land, sea and air) is Fire and movement. The delivery of firepower to support a mission and movement is the achievement of scouting and firing positions over any period of time. Movement is especially obvious in modern combat where a fleet can travel hundreds of kilometres in a day. In naval warfare the key is to detect the enemy while avoiding being detected yourself. And to deny to the enemy the attempt to detect your forces. There is also the concept of battle space - a zone around a naval force within which a commander is confident of detecting, tracking, engaging and destroying threats before they pose a danger. This is why a navy prefers the open sea. The presence of land and the bottom topology of an area compress the battle space by limiting the opportunities to maneuver, make it easier for an enemy to predict the location of the fleet and make the detection of enemy forces more difficult. In shallow waters the detection of submarines and mines is especially problematic. One scenario that was the focus of American naval planning during the Cold War was a conflict between two modern and well equipped fleets on the high seas, the thankfully never occurring clash of the USA and Russia. The main consideration is for Carrier Battle Groups (CVBGs). II. Order of Engagement Once a commander has considered the geography of an mission he then examines the assets the enemy is believed to have available, the enemy's order of battle (OOB), what units are needed to succeed at the mission objective and the added constraints placed by mission requirements (time etc.). This results initially in a Path of Intended Motion (PIM) for the forces. As enemy forces are encountered and (hopefully) identified they should be catagorised by potency and immediacy and the OOB altered to reflect this. There are four threat classes: A, B, C and D. Class A: is Potent and Immediate; this is a need to drop everything and respond immediately. This might be a gaggle of sea-skimming missiles racing towards you, or something as powerless as a tug -- which is communicating the fleet's position to a more distant enemy. Class B: is Immediate only; this requires fast action but is not mission threatening. A small boat detected in the outer screen for example. Class C: is Potent only; this is a 'win' for the fleet commander, a significant threat detected at a range where there is time to either mass force to destroy it or to avoid it. Class D: is Neither Immediate or Potent; a target of opportunity which is not a threat and the destruction of which does not aid the assigned mission. III. Fleet Formation After establishing a path of intended motion the forces must be organised. This depends on the threat axis - an estimate of the likely direction from which an enemy attack will come. A threat axis may change over time. There may be a single threat axis or one for each type of enemy - AAW (Anti-Air Warfare) axis, ASW (Anti-Submarine Warfare) axis and ASuW (Anti-Surface Warfare) axis. The use of more than one axis is uncommon as they are complex to use and confuse the formation. The positions in the formation are called station assignments. Which unit is placed where depends on the capabilities of the unit. Despite the multi-task abilities of modern units some are more capable at specific tasks than others. AAW and ASW are the important defensive properties, ASuW is usually offensive in nature. A formation consists of a number of layers of defense. Furthest out are the picket ships, Combat Air Patrol (CAP) craft and Early Warning Aircraft (AEW). These units operate at 200 nautical miles (nm) or more out from the High Value Units (HVUs). The outer screen is between 12 and 25 nm from the main body and the inner screen is within 10 nm of the HVUs. The mission of the outer screen is to detect and engage any enemy units that have bypassed the pickets. These units need to be multi-role but there is usually an emphasis on ASW, especially passive detection (it is quieter out there than near the HVUs and so detection is easier). Often there are helicopter ASW assets for 'stand off' engagement. The ships are usually assigned to specific sectors which allows a 'sprint and drift' detection of submarines - the ship 'sprints' to the front edge of its sector, then slowly moves back across the sector. Passive towed sonar arrays operate very efficiently on the return leg. AAW in the outer screen is to protect ASW operations and to attack aircraft before they reach their weapons-launching points, range of defensive weapon is more important than rate of fire here. The inner screen emphasis is on AAW. The task is to engage any airborne threats that penetrate that far. This means the threat is almost certainly a missile so AAW rate of fire is important. The more defensive firepower in the air the more enemy threats will be destroyed. For ASW the inner screen needs good active sonar. The threat is too serious for passive sonar as immediate targeting is needed. Checking the area around and under HVUs for submarines is called 'delousing'. If possible at least one ASW helicopter is airborne all the time, to target detected contacts as quickly as possible. IV. Detection and Electronic warfare In modern naval combat a deadly strike can be launched from 600 nm away. This is a huge area to scout. The double-edged answer to this is electronic warfare. Electronic warfare (EW) consists of three elements -- Electronic Support Measures (ESM), Electronic Counter-Measures (ECM) and Electronic Counter-Counter-Measures (ECCM). ESM is the passive detection of enemy electromagnetic (EM) emissions. The radiated energy of an emitter (e.g. radar) can be detected far beyond the range at which it returns a usable result to its user. Modern ESM can identify the actual class of the emitter, which helps identify the unit on which it is used. Passive cross-fixing between a number of units can locate a source to a reasonably small area and give some hint to direction and speed. ESM fixes are placed in three classes: Detected, Tracking and Targeted, depending on the accuracy of the fix and whether a unit's course and speed has been derived. Of course for ESM to work the enemy must 'co-operate' by using their emitters. The fact that a missile launched on a passive fix from over-the-horizon missile is deadly creates a central problem for a naval force -- when, and even if, units should radiate, and if not how to detect the enemy? This is detectability vs. survivability. The need to obtain a targeting solution has to be balanced against the enemy's ability to do the same. Although once a commander feels that his fleet's position is known to the enemy a move to active emissions may be vital to prevent destruction, else the only warning of incoming missiles will be when they turn on their terminal guidance systems. The control of emissions is called EMCON (EMissions CONtrol). There are three states, A, B and C. A is no emissions, B is limited emissions (no unique emissions), and C is unrestricted. EMCON is not a blanket condition across the fleet. The surface units can be at A while a sufficiently distant AEW aircraft can be at C. ECM is both offensive and defensive, covering all methods used to deny targeting information to an enemy. Offensive ECM is usually jamming. This prevents the accurate detection and identification of incoming strikes until the jamming unit is destroyed. Chaff is also used to confuse AAW operations by creating radar decoys. Defensive ECM also uses chaff as well as soids, blip enhancement and jamming of missile terminal homers. V. ASW Operations Submarines are the greatest threat to offensive CVBG operations due to the stealth of modern submarines (anechoic coatings, near-silent magnetohydrodynamic drives etc.), which is the submarine's sole advantage. The move towards shallow-water operations has greatly increased this threat. The cherry-on-top is that even the suspicion of a submarine threat forces a fleet to commit resources to removing it as the consequences of an undetected submarine are too great. Sonar Operation In the ocean the main factor affecting sonar operation is temperature. Ocean temperature varies with depth, but at between 30 and 100 metres there is often an marked change - the thermocline, also simply called the layer. This divides the warmer surface water and the cold, still waters that make up the rest of the ocean. Regarding sonar, a sound originating from one side of the thermocline tends to remain on that side - it is reflected off the layer change unless it is very noisy (active sonar, cavitation, firing weapons, explosions etc.). Pressure, salinity and the turbulence of the water also affect sound propagation. As in all EW the issue with sonar is passive versus active. Whatever the case the thermocline is the major issue. On passive detection the radiated noise of a unit is only apparent across the layer in a narrow cone, undetectable unless units pass almost directly over or under each other. For a surface unit there is the option then of towing a passive sonar array above or below the thermocline - variable depth sonar (VDS). A further issue is convergence zones (CZ). Sound waves that are radiated down into the ocean bend back up to the surface in great arcs due to the effect of pressure on sound. Under the right conditions these waves will then reflect off the surface and repeat another arc. Each arc is called a CZ annulus. CZs are found every 33 nm, forming a annular pattern of concentric circles around the sound source. Sounds that can be detected for only a few miles in a direct line can therefore also be detected hundreds of miles away. The signal is naturally attenuated but modern sonar suites are very sensitive. Modern active sonar is limited to 250 dB (decibels). This level of noise can be detected at about ten times the range that is useful to the operator, acting as a giant beacon to any submarine in 100 nm. So a target needs to be nearby and preferably on the same side of the layer to be detected by active sonar; just where a commander would not like a submarine to be! VDS is designed to solve this problem. The passive array can be put below the layer to detect approaching submarines and when the target is within strike range a brief and unit-selective move to active transmissions can quickly return a targeting solution. The added advantage of VDS is that while it is operatiing below the layer, a unit's hull-mounted systems can be used above the layer. Unfortunately VDS is a blue-water solution. In shallow water, high levels of biological, wave and tide noise, the influx of fresh water from rivers and the lack of a thermal gradient and therefore CZs - make it a truly dreadful environment to detect a sub-surface threat. Passive detection is almost impossible and surface units are forced to use active sonar to search. The move too close to shore must only be done for mission purposes and there a fleet must act as if they have already been detected and maybe even targeted. The ASW Triad For successful ASW, all surface, air and subsurface assets must be used in the most tactically efficient manner. ASW egagements occur in three phases: Detected - From any source a submarine is possibly (POSSUB) or probably (PROBSUB) in the area. Localized - A submarine contact has been localized to a sufficiently small area to allow an attack with some chance of success. Targeted - The submarines bearing, range, course and speed are known with sufficient accuracy to attack with a high probability of success. Area ASW is the coordination of search ahead of the main force. Detection and localization are the objectives, with destruction if possible. Area ASW is best conducted by units with endurance and potency: Maritime Patrol Aircraft (MPA) at 150 nm out or towedarray equipped surface units 30-50 nm out are most common. If the air unit has Magnetic Anomaly Setection (MAD) as well as sonobuoys then so much the better. Local ASW is within the outer screen, 12-25 nm from the main fleet. Detection is strictly passive as the distance is still great enough for the HVUs to be safe. Once a contact has been made, helicopter ASW assets (with dipping sonar, MAD or sonobuoys) must be rushed into the area. Three or more passive contacts are rapid enough for aerial delivery of torpedoes. Shipmounted ASW weapons such as ASROC are reserved for when a contact is too close generally less effective - their role is to distract the submarine from attacking and buy time for a more effective strike. If a submarine penetrates to the inner screen all and any efforts to distract the submarine from attacking the HVUs must be made. The issue is getting weapons in the water, even if they are not accurately targeted. Torpedo evasion maneuvers are also necessary. A general maneuver tactic against submarines is a zig-zag. A submarine usually relies on passive detection, not risking active sonar or a periscope observation. So to determine where a unit is heading the submarine needs Target Motion Analysis (TMA). This requires several minutes of passive contact and if the contact starts to zig-zag this process must restart. The most effective unit to find and destroy submarines is another submarine. Called Hunter-Killers, they utilize the stealth advantage of submarines to track enemy submarines. The difficulty is that they have to be out of communication with the units they are protecting for most of the time to use this stealth. Usually therefore most submarines operate independently within general rules of engagement (ROE) for reconnaissance, ESM and early offensive operations. Modern diesel submarines are almost as efficient as SSNs as Hunter-Killers. VI. AAW Operations The key threat in modern naval combat is the missile. This can be delivered from surface, subsurface or air units. With missile speeds ranging up to Mach 4 the engagement time may be only seconds. The key to successful AAW is to destroy the launching platform before it fires, thus removing a number of missile threats in one go. This is not always possible so the AAW resources need to be balanced between the outer and inner air battles. There are several limitations on Surface-to-Air missiles (SAMs). Modern missiles are commonly semi-active homing. They need the firing unit to actively illuminate the target with a missile fire-control director throughout the flight. If a guiding director shuts down then the missiles still in flight will self-destruct. So the number of intercepts a unit can simultaneously prosecute are limited by the number of directors possessed. Clearly this is not a good situation and the US Navy has spent vast sums overcoming this limitation. The result was the Aegis combat system phased-array radar and time-sharing technologies combined with missiles that have an inertial flight mode if the director shuts down. Airborne Early Warning The key to successful AAW is AEW. If attacking units can be identified before they reach their launch points then the battle can occur at the outer air-battle screen rather than the inner screen. An AEW unit in a race-track loiter 100 nm ahead of the PIM, with a fighter escort, is perfect. The Outer Air Battle: In this area the interceptor aircraft of the Combat Air Patrol (CAP) are the principal element, whether originating from a CVBG or land base. CAP units protecting units other than their home base are called LORCAP (LOng Range CAP). The CAP is most effectively positioned 160-180 nm from the units to be protected on the expected threat axis. At this point the units will wait in a fuel saving loiter to engage incoming groups with AA missiles. As the engagements progress, relief units need to be dispatched to the CAP to ensure that later attacks are met with full weapon loads. If attacking units penetrate the outer defenses they can be intercepted with aircraft in ready-5 status, if used. The Inner Air Battle: Within the main body AAW shooters should be positioned to provide layered and overlapping coverage. The optimum firing position is directly between the target and the inbound missiles. If the missile passes a unit on a tangent (a crossing shot) the probability of a kill (Pk) is greatly reduced. Aegis equipped units should be kept in close proximity to the HVUs, with less able AAW units no more than 10 nm out along the threat axis with if possible further AAW assets 18-24 nm out. Other AAW tactics include the use of picket ships in a silent SAM or missile trap. If the main body is forced to use active emissions (they are already detected and localized) the one or two ships can be positioned in emission silence 100-150 nm out. When other units detect an incoming raid the cruisers can go active as the raid moves into their engagement envelope. However if one of these units go active, they are unsupported and are vulnerable to individual attack. Silent SAM is a technological tactic. Some modern missiles can be fired from one platform with targeting and guidance from another platfrom and need never illuminate the targets themselves. VII. ASuW Operations Traditionally, surface naval combat was fought with large caliber guns within visual range, but with modern ASuW, missiles, aircraft and submarine-launched torpedoes are now the predominant antiship weapons, with guns serving a secondary function. Appendix B-2: Submarine Warfare Tactics By Echo from the Deep PART I INTRODUCTION State of Mind: Submarine warfare (SW) and its counterpart: antisubmarine warfare (ASW) differ from virtually every other type of warfare in a couple of ways. First of all, in contrast to air, land and surface naval warfare, SW and ASW is a game of patience. Though some, even most, strategists agree that patience plays a large role in other types of battles, the pace of submarine vs. not submarine warfare is radically different. For instance: a typical jet fighter dogfight will last for a few minutes. This is mostly due to the speed of the units involved, fuel constraints, and detect ability of the targets. The same can be said about land fights. Sure, a battle can last for days, but an engagement between two individual units is usually resolved pretty quickly. The same can be said of surface ship battles. For SW however, a typical engagement can last from 30 min. to a full day. This can be due to the unique ability of the sub to stay invisible, the fact that tracking targets with the SS is no easy matter, and the fact that the weapons themselves (namely: the torpedo) is quite slow compared with virtually all other short range weapon systems (such as a missile or gun shells). Second in the submarine's unique operating environment, indeed the cause of virtually all of the subs strengths and weaknesses, is the ability of all submarines to remain covert, in other words, invisible. This ability can not be overemphasized. As of today, there is no reliable way of tracking a military submarine of any kind. The submarine is, in fact, the only truly "stealthy" weapon available to any commander. Though much ado has been made in past years about stealth airplanes and even surface ships, the detect ability of the worlds most stealthy airplane, the F-117A, would extract a chuckle at best from most sub skippers. The reasons for this ability are simple: Electro-Magnetic Radiation (EMR), which encompasses everything from gamma rays to radio waves with x-rays, light rays and microwaves in between, does not travel very well in water. Light can only travel for 6-15 meters depending on water transparency, radio fares a bit better, but not much. Radar, of course, utilizes radio or microwaves to detect metal objects. Sound is the only reliable means by which a submarine can be located, and radar operators would find sonar (detection equipment utilizing sound in various ways) decidedly unreliable. Sound does not travel in a straight line in water, thermoclines can keep sound above or below certain layers, and convergence zones can mean you can acquire a target 40 to 50 kms away, then lose that target and reacquire at 10-20 kms. And sonar interference abound in such a dynamic medium as the ocean, where the properties of sound travel can change literally from day to day, kilometer to kilometer, and thousands of sound sources exist in a relatively small piece of real estate. All these make sonar detection more of an art than a science. Targets are difficult to find, identify, locate and track. A military submarines systems are therefore geared to take the best possible advantage of this. The modern military submarine's entire philosophy centers on low detect ability, meaning low sound emission, as well as a good ability to detect targets through sound. Also of note in a discussion of the state of mind of sub warfare: The pace of an engagement has a way of picking up dramatically the moment the sub has been detected, by whatever means. For fun, try this experiment. Go to an officers club somewhere, find a submarine commander (SS, SSN, or SSBN, doesn't matter) go up behind him and yell: "torpedo in the water!" Fifteen seconds later, if you're still alive, that same commander will have reached a level of alertness and adrenaline that would put any fighter pilot to shame. When a submarine is under attack, stealth becomes irrelevant, since it usually follows that they know where you are. Evading a weapon while simultaneously trying to regain covertness is an extremely tricky and difficult affair, again more of an art than a science. Finally, as in all types of engagements be it tactical or strategic, diplomatic or military, air, land or sea, a single mistake is often fatal. And skippers often have ample time to realize and ponder their mistakes. Sub skippers are often the ones who buy antacid by the crate. On the strategic aspects of submarines: What is the usefulness of the modern submarine? At the risk of repeating myself I must again say that the usefulness that a modern submarine can bring to any military stems from its ability to remain hidden. The submarine has always strictly been an offensive weapon, its defensive capabilities, are somewhat lax compared to surface based forces. But its offensive capability is unmatched, no other weapon is as gifted as the submarine in its ability to sneak up on an enemy, engage it and disappear again. Paul Cohen wrote in 1971 that a fleet of as little as 200 submarines could cripple or even completely annihilate sea based communications (meaning all shipping). Part II: THE SUBMARINE This section deals with things that you should always keep in mind, no matter what the mission. This means a general overview of a sub's systems, staying invisible, tracking and IDing targets, etc. Systems: I will assume that you are familiar with most of a submarine's systems, nevertheless, a quick (very quick) overview might be useful. Control systems: A submarine, of course, is a vehicle capable of underwater travel. This may seem to be an easy task, but it is a deceivingly complex system requiring a delicate balance of weight and buoyancy. Air is brought into the sub into ballast tank in the right proportion to compensate for the weight of the submarine, a task made incredibly difficult by the fact the the weight of the sub is not constant! Number of crew, weapons, supplies etc. all contribute to make the weight of a submarine, hence its buoyancy, change. Depth also affects a submarine's buoyancy, as pressure rises, so must the pressure in the ballast tanks to compensate. A submarine is constantly trying to remain at neutral buoyancy, that is, trying neither to sink or float. The only exception to this is an emergency blow, in which air is rapidly forced into the ballast tanks, giving the submarine positive buoyancy, causing it to rise with great speed. An emergency blow is performed only to prevent a sub from sinking, or to evade a torpedo, or other rare situations. Needless to say, when a sub hits the surface after an emergency blow, things inside the sub tend to move around, ...a lot. Once neutral buoyancy is established, and the submarine is underwater, controlling a sub is much like piloting an airplane, except for two things. Since buoyancy is neutral, no lift is necessary, so we rarely see submarines with wings. Also, the higher density of water means that the control surfaces will be smaller. The dive officer takes care of virtually all maneuvers on board the submarine. He is the one who constantly checks to see if the buoyancy is, in fact, neutral, and endeavors to keep it that way. Control surfaces can be in a few places. At the stern, just before the propeller (the rudder is virtually always located here). On the sail (that thing that sticks above the sub's hull), or on the hull itself, slightly forward and below the sail. The latter two are called diving planes, since they control vertical movement of the sub (up and down). The rudder is used to change horizontal direction (port and starboard). The hull, as opposed to the sail, is generally a more desirable place to put the diving planes, since it permits surfacing through thin ice without damaging them. Diving planes can also be found at the stern, right next to the rudder. The other control system of note is the engine/propeller. The propeller (called the screw by navy types) is always found at the stern of the ship. Compared to a surface ship's screw, SS, SSN and SSBN screws are huge. The reason for this being that a bigger propeller means fewer turns per knot, which means less cavitation for a given speed (cavitation is the forming, and then collapsing, of small gas bubbles in the low pressure area on the tail end of propeller blades. It generates a tremendous amount of noise). Engines can be of two type: Diesel electric or nuclear. Diesel electric is by far the quietest of the two, because while submerged, the ship runs solely on batteries. Try holding a pair of AAs to your ears, if you hear anything call a doctor, 'cause you're not supposed to. The only thing making noise on these submarines, other than the crew itself, are cavitation and the electric motors turning the screws. These ships have a huge drawback though. Batteries run out, quickly. Making it necessary to surface, or come close to the surface, in order to run the diesel engines which recharge the batteries. These subs also consume fuel, which runs out quickly. All this means that these ships have a very limited range, and no where near the potential horsepower of nuclear submarines. Nuclear submarines are noisier, though they are getting better at reducing sound emissions from nuclear power plants. But they have a definite advantage in that, in theory, they don't need to surface for 5-15 years. Of course, that would cause serious supply problems, not to mention the psychological effect on the crew. SSNs usually do stay submerged for the entire sortie though, which will last for about two months in US submarines. The classic intelligence gathering mission performed by submarines (staying close to enemy ports and harbors and trailing outbound traffic) would be impossible in a diesel electric boat. There are currently no diesel submarines in the US navy. Russia has a few though. Sensor Systems: The single most important sensor on board any nuclear submarine is the sonar system. Sonar designates any detection/tracking system utilizing sound, and on a submarine, it does so in two distinct ways: Active tracking and passive tracking. Active tracking means sending sound into the sea (pinging) and listening for the echoes. Submarines reflect sound very well, so do ships. Passive tracking means simply listening for sound made by other objects in the sea, be them ships, other subs, or even biologicals (whales, fish, etc.). Passive tracking is by far the most widely used system of the two, and indeed passive sonar is the most used sensor on the ship period. The reason being that, barring ESM (electronic support/surveilance measures), all other sensor systems will alert enemies to your present, a bad thing. The sonar itself, then, is just a complex set of hydrophones hooked up to a computer system. Add a speaker/amplifier system for active pinging, and you have, though simplified, the modern sonar system. Sonar can be of different types though. The first is a hull mounted sonar, meaning the sonar system is somewhere inside the hull of the ship (not necessarily a submarine, ASW ships are also equipped with such a system.) Such systems are usually mounted at the bow, because the screws would render the sonar nearly useless if mounted at the stern. The second system is called a towed array. The array is towed behind the ship, at some distance. This has many advantaged and skippers rely mostly, though by no means exclusively, on this type. Advantages of a towed array are that, being away from the ship, the ship itself does not interfere with performance as much. Also, this warns of tracking submarines without the need to clear the baffles. Use of sonar is discussed in more details further down. The modern submarine also has other sensor systems, which you may or may not wish to use. All of them have a specific target in mind though, and skippers should keep this in mind. First among these is the ESM, a mast that can be raised from ESM Mast depth. This mast detects radar emissions from other vessels. Information you can get from the mast is bearing to target, and ship type (most ship classes use different radar frequencies). This system works well in that targets can be identified from an extremely long range. Also, unlike sound, ESM emissions are not affected by air, bearings shown on the ESM are always true bearings to targets. Next, some submarines are actually equipped with a radar system. The advantages of this are that surface targets can be found quickly and easily, with a high degree of accuracy. But it is impossible to identify a target with radar and worse yet, enemy targets will almost certainly know of your presence once you activate the radar system. And, of course, all submarines, since their invention, have periscopes, which can be deployed at, well, periscope depth. The usefulness of the telescope is somewhat outdated. If nothing else, it will confirm data acquired by other sensor systems (target type, bearing, range, etc.). Periscopes come in two major varieties: attack and general search. The major difference between the two is size. The search scope has the size of a household water main, while the attack scope is no bigger than a broom stick. One should always be careful when using the periscope, as it can be quite easily be spotted visually, since periscopes usually leave a white wake behind them, that can be spotted for miles around. Two other sensor systems, which are not usually found on submarines but on ASW aircraft, should be familiar to skippers: infrared (IR) detectors and magnetic anomaly detectors (MAD). IR detectors work by sensing heat emitted by submarines. Its effective range is about visual range, but unlike visual contact, IR can travel through water. The IR rays themselves cannot travel very far in the ocean, what actually happens is that, as a submarine heats the water around it, the water itself emits IR radiation, which can be detected. But heat dissipates as it gets farther away from the sub, and also takes time to dissipate, meaning that by the time you see an IR signature, the sub may no longer be there. These factors combine to make IR detection somewhat unreliable, and ineffective at depth greater that about 100-200 feet, depending on the class of sub (some hulls are warmer than others). MAD works on a different principle. The earth, as most know, has a magnetic field, enabling things like compasses to function. A large piece of steel, such as a submarine's hull, can, and does, twist the field lines in such a way as it is detectable to objects on the surface. The effective range of a MAD is about 950 feet in a straight line, and water does not impede MAD at all (meaning that a plane could detect you at 900 feet of depth). The problem with MAD is precisely the fact that 950 yards, though it seems like a considerable distance, is quite short. if you were at a depth of 900 feet, an aircraft would have to be right on top of you to detect you. These detectors have never been incorporated into a submarine because, in the case of IR, the submarine's own emissions would effectively render the detector useless, same for MAD. Power systems: Two types of engines have proven effective on a submarine: diesel electric and nuclear (giving four types of military submarines in all: SS denotes diesel attack submarine, SSN nuclear attack submarine, SSB diesel ballistic missile launching submarine (though none exists anymore), and SSBN is a nuclear power ballistic missile launching submarine). Diesel electric, the oldest type of submarine, has a large diesel engine which can be used on or near the surface, and a battery system for use when deeply submerged. The diesels are noisy, bulky and not particularly powerful, but the battery system is the quietest power source available to any submarine. Autonomy for the batteries range from a few hours to a day, then the sub must surface to run its diesel engines, recharging the batteries. While it does this, the sub is VERY vulnerable. This is the main reason why both the US and Russian navies consider SSNs and SSBNs to be superior, and why they justify the outrageous costs associated with nuclear subs. Virtually all nuclear submarines are also equipped with backup batteries, and sometimes even backup diesel engines. There is now an alternative fifth type of submarine power system: Air Independent Propulsion (AIP) systems permit conventionallypowered (Diesel-Electric) submarines to remain submerged for longer periods of time. Normally, as said, Diesel-Electric submarines have to `snorkel´ to recharge the batteries using the Diesel engine, which poses increased risk of detection. (A `snorkel' is simply a dual chambered tube, or pipe, that is raised above the surface to provide air for the engine(s) and remove the exhaust.) AIP systems permit running Diesel engines while fully submerged, i.e., without using a snorkel. The photo left shows a snorkeling Agosta 90B Class sub; the snorkel is the aft, or right-hand tube, or `mast'. The photo at right er, ah... points out the difference AIP can make. However, few subs are equipped with AIP systems because it adds about US $100 million to the cost. Probably the most commonly used AIP system in submarines recycles the Diesel exhaust for combustion (intake) by `scrubbing' of undesirable elements, and then adding oxygen (from a liquid oxygen tank) as required. The Diesel(s) can be used to charge the batteries for the electric motor(s), drive the submarine, or in some submarines, do both. Weapon systems: The main weapon system of a submarine, and the oldest, is the torpedo. The Torpedo is usually a long cylinder with a half sphere plug at one end, and a propeller at the other. From the bow of the torpedo we have: guidance system (if any), warhead, fuel, motor, propeller. Not much can be said about the torpedo, other than the fact that it is a weapon designed to work underwater at high speeds and usually has a respectable range. The modern submarine launched torpedo has a major advantage over surface ship or air launched torpedoes, it can be wire guided. When the crew loads the torpedo into the launch tube, a wire spool (which is just about as long as the maximum range of the torpedo, whatever that is) is also loaded just behind it, with one end connected to the torpedo and another to the submarine. The major benefits of this are the following: you can change the torpedo's course and speed while it is en route, misleading the target into believing you're actually at such a bearing instead of your actual bearing. You can also activate/deactivate the torpedo's homing system. So if you've set it for active homing, you can delay the activation until the last minute. Finally, you can deactivate the torpedo altogether, so if it starts homing on a friendly, or you, you can shut it off. Ship and air launched torpedoes do not have this ability. But other than that, torpedoes are virtually identical. Torpedoes can be used against shipping or submarines. Next, submarines usually carry surface to surface anti-shipping missiles. These can be launched from a torpedo tube, or vertically. Some submarine are even exclusively designed to launch anti shipping missiles. Torpedo tube launched ASMs are usually encased in a torpedo. When launched, it goes right to the surface and, upon breaching, cracks open and the missile launches towards its target. Vertically launched ASMs are simply released into the water by high pressure air, and then ignite, breaching the surface and heading for their targets. The ASMs have distinct advantages, but also distinct disadvantages. The advantages are: Increased range. The ASMs have a range of 70 nautical miles, compared to 25 for the torpedo. Missiles also have a great deal more speed than torpedoes, with some traveling as fast as mach 1. ASMs also have some serious drawbacks. First of all, they must be launched from a shallow depth, from no deeper than 150 feet. Submarines are not very comfortable at shallow depths (you can be detected by all sorts of things). Second, many surface ships carry anti missile gear, such as gattling guns or AMSAMs (anti-missile surface to air missiles) or chaffs and flares (which are decoys, designed to lure a missile away from the target). In other words, it is easier to destroy or decoy a missile than it is a torpedo. And last but definitely not least, helicopters or nearby ships can see the point of broach of ASMs, meaning that they not only know of your bearing (as they would with a torpedo), but they also not your exact location, and to make matters worse, they know you must be at 150 ft. or less. Submarines have also carried mines since the second world war. Mines are explosive devices that basically just sit there until something come close, or bumps into, it, and then, well, the rest of the story is not a pretty one... Mines have numerous advantages, they are cheap, effective (a single mine can usually do the same amount of destruction as a torpedo of same warhead size), and can free your forces for other duties (since you can lay a minefield to cover some strategic port or position, and then you don't have to allocate as many troops or units to defend that place). The major disadvantage of mines is the very fact that they just sit there. Once a mine's position is known, enemies can maneuver around them at will. Other weapons of note include the SUBROC, which is a missile launched torpedo. Basically they are the opposite of the sub launched ASMs. They are a torpedo encapsulated in a missile. Mostly for surface ship launching, some submarines have actually carried this type of weapon (meaning a torpedo inside a missile inside a torpedo). The advantages of this type of weapon are mostly the fact that it can get to a target quickly, and it increases the effective range of the torpedo (because it will travel some distance before entering the water), and a submarine usually can't detect an incoming missile, so if they didn't hear the launch, they still won't know where you are. Even with these advantages, the American navy has phased out use of submarine launched SUBROCs, but surface ships still use them. The effective range of the SUBROC is about 5 to 15 nautical miles for the missile, then whatever the range of the torpedo (virtually any torpedo can be adapted to a SUBROC launch). Vertical launch tubes in attack submarines have greatly altered their usefulness in any war like situation. For the American navy, these will usually be loaded with tomahawk missiles. Tomahawks are highly versatile missiles, which can be fired at land targets or sea targets. They can even be loaded with sub munitions that will spread over an area before detonation (some even have delayed fuses that can cause nightmares). Roughly equivalent counterparts can be found in the russian navy, but very few submarines are capable of launching them. Okay, so what exactly does this change in the SSN and SSKs role? The ability to attack land targets with the accuracy of the cruise missile has greatly diversified the submarine's role in a modern war theater. Surgical strikes against key target, which don't even have to be that close to shore, can be accomplished by an extremely covert platform. Where blanket bombing can be accomplished by SSBNs, SSNs can participate in surgical strikes, which are both morally and strategically more acceptable. The oldest ASW weapon is the depth charge. Essentially a water grenade, the depth charge is dropped, or shot, into the water, and can detonate when it hits something solid, or at a specified depth. But because of its lack of seeking capability, it has largely been replaced by the torpedo in ASW, although its low cost means some navies do use depth charges. It should be noted that all of these weapons can carry nuclear warheads. This may sound like using a grenade launcher to hunt squirrels, but nothing screams "gotcha" like a 200 kT nuclear warhead. Personally, I feel that these weapons are unnecessary. A 1000 lbs conventional warhead will usually take out all but the very biggest capital ships, so if one isn't enough, just fire two weapons at the target. Defensive systems: Defensive systems are surprisingly few and simple on board of a submarine. First and foremost are the decoys and jammers, also known as noisemakers. These come in a couple of varieties, but all work basically on the same principle: small cylinders filled with stuff that releases into the water when deployed. This stuff will either: create noise, fooling passive torpedoes. Create bubbles or some other sound barrier, protecting from active torpedoes. The goal of the noisemaker is to either fool the torpedo long enough for the sub to get away, or better yet fool the torpedo into thinking it has a target and detonating. Next, torpedoes can be fitted to sound like a submarine. This decoy has a tremendous advantage over the conventional decoy. First, it can, and usually does, behave like a submarine. Second, it is much more effective at fooling a torpedo, and tremendously more effective at fooling sonar operators. Third, you can program that decoy to move away from you, giving the sub time to make a discreet exit, maybe to come back a while later. Unfortunely, this defensive system is not simulated in our games. The last ships system I wish to discuss here is not a system per say, just a modification made to the outer hull of the most recent submarines. I'm talking about anechoic hulls. What this means is simply that the outer surface of the outer hull is coated with a layer of rubber. This has the effect of dramatically reducing echoes produced by the submarine, meaning it is much harder to find with active sonar than a conventional hull. Internal sound emissions are also marginally reduced. Physics and Submarines In this section we will mostly discuss the way sound travels through water. But it will also be important to discuss how physical objects move through water. A good commander must have a keen sense of physics in order to be effective at all, he must also learn how to quickly make mental calculations, as computers will not always spontaneously give you what you want. The way sound travels through water is much akin to the way light will travel through large expanses of space. That is, it tends to bend and curve according to the properties of the medium in which it travels. In space, gravity affects light, and in water, temperature, density and physical objects affect sound. Through experience, some baseline, nearly constant properties have arisen that every sub skipper needs to be extremely familiar with. These are thermoclines (sometimes called thermal layers or simply thermals or layers) and convergence zones. Thermoclines are the submarines best friend and its worst enemy. It is paramount that a skipper know where they are at all times. What they are is actually pretty simple: as you go deeper into the ocean, temperature gradually drops. Simple no? Where things get foggy is that the temperature doesn't drop at a constant rate. Up to a certain point, the temperature tends to stay constant, or even rise slightly. Then drops quickly, only to stabilize at another point. What this does to sound is to tend to "trap" it in one of these zones. The reasons for this are pretty simple. Sound travels more slowly in areas of increased density, and is therefore refracted when entering areas of different densities. Refraction is a phenomenon easily observable by plunging a pencil into a glass of water. As most of us have already experimented with this as a child, we know that the pencil appears to "bend" at the point of entry. The reason being that light travel more slowly through water than air. We find that as we turn our pencil towards the ground, the part of the pencil above the water tends to spin faster than that below the water. When the part of the pencil above the surface becomes close to being parallel to the water surface, that part below still has some ways to go before this happens. When the pencil is perpendicular to the water, no difference in angle is detected between the pencil above and below the surface. Imagine instead that this was a ray of light (so that the actual physical pencil sticking out of the water can be ignored). If its source were under the water, we would find that as we turn the ray towards the surface (decreasing the angle) the angle (always to be taken as the angle ray to surface of water) above the water surface would decrease faster (same as with the pencil, just reversed). When we reach a certain angle (known as the refraction angle), the ray above the surface disappears altogether. It hasn't actually disappeared, it is just parallel to the surface. Decrease the angle further, and the ray is reflected back towards the bottom at an opposite angle. This entire phenomenon is known as refraction. Now imagine not a layer of water and one of air, but a small layer of water sandwiched between two layers of air, we find that up to the refraction angle, the light ray goes through relatively unaffected, since the effect is opposite on the exit side of the water, both angles cancel out. But for angles smaller than the refraction angle, the light ray is reflected back, and very little light gets through the layer. If we examine what happens between the most common, useful, thermoclines, that is the first and second thermoclines, we find that exactly the same phenomenon is occurring. Sound originating below the thermocline passes through the layers relatively unaffected, but beyond a certain angle, sound is reflected back, and very little sound makes it through. Add to this the fact that sound itself tends to curve away from the layer as it approaches it, decreasing its angle to the layer even further, and we have the thermocline phenomenon. For all intents and purposes, detection range from another thermocline is halved. But this goes both ways, so it's just as hard for a sub to find a ship above the layer than it is for a ship to find a sub below the layer, theoretically. In actuality, the modern surface ship has more chance of detecting a submarine than the submarine has of detecting the ship. The reason being that surface ships have begun to carry towed sonar arrays (tails), which can be deployed under the surface, even into the second thermocline. And since the water's surface generates noise, it tends to mask a ship's noise. One major advantage must go to the sub though: It has the ability to move to the thermocline it wishes whenever it wishes it. Also, surface ships must, of course, be on the water's surface, meaning other means of detection can be utilized to find them, ESM being the preferable. Finally, ships usually travel at fifteen to twenty knots, even more in wartime (surface ships in wartime are usually used to ferry cargo, or protect the cargo ferries), generating noise, which the sub can detect at some distance. The trick is to approach without being detected. The other sonar method of detection of note is active sonar. As we discussed earlier, this method means emitting sound and listen for echoes. Range is measured by determining the time differential between ping emission and detection, then multiplying by the speed of sound (which changes, as we know, depending on density and temperature). I mention this here because it is important to realize that active sonar is subject to the same water properties as passive sonar, meaning that thermoclines have the very same effect on active sonar. Submarine skippers must possess a great mastery of mathematics as well. The reason being that when someone or something is after you, or the other way around, it is of paramount importance to know where and when you'll meet. The usefulness of this becomes apparent when you are chased by a torpedo. If the torpedo is launched from 5 nautical miles away, if it has a max. speed of 50 knots, accelerating to maximum speed, from 10 knots to 30 knots in one minute, and the torpedo's maximum running time is 15 minutes, will you be able to outrun the torpedo? Your life may well depend on how fast you can make that calculation. Please note that all these number are a pure figment of my imagination, but if this were the situation, the answer is no. If you took too much time figuring this out, it may be too late to try something else. Sorry folks, that's all I got. I never did get around to the rest of it. Have a nice day. Appendix B-3: Submarine Hunting By Roel Van de Velde The following article is not to be considered as an instruction how to hunt and kill any submarine, but is intended to provide enthusiasts with an idea of how such a process works and what options there are. In general, there are three types of ASW-platforms: -Airborne, including helicopters and planes -Surface units, including frigates, destroyers as well as small coastal submarine hunters -Submerged units, including diesel-electric submarines and Nuclear submarines. The most important thing about hunting a submarine is detecting it. It consumes a lot of time and effort. Once the submarine is detected, it is – relatively – easy to hit and sink. The searching and detecting of a submarine is still a risk bearing operation, depending on the asset and weapon you use. Since anyone wants to take the least risky method of finding and killing a submarine, airborne ASW platforms remain the most popular. In response, some of modern submarines are now equipped with MANPADS (Man-Portable Air Defense Systems), but these have not proved as effective as the submarine has to surface in order to use them, in turn exposing itself to enemy fire. Some research for a torpedo-tube launched anti-helicopter weapon, named “Triton”, was undertaken by Germans, but no such weapon entered service so far. Target Every submarine is a highly evasive, problematic to detect, “hard” target. Usually, a submarine will be actually invisible even to the eyes of any observer on the surface, and definitely not visible on any radar – as long as it remains submerged. The currently available detection technology is therefore based on magnetic deviations and sound waves. Clearly, in response to such threats submarine-constructors adapted their products, making them ever silent. By nature, a submerged submarine is therefore “invisible”, and therefore an extremely potent weapon. It can manoeuvre, move swiftly, or stand still, dive through so-called thermic layers in order to hide, shoot noise makers, use the bottom of the sea to hide, but also to find a target for itself. This all does not make any submarine a “miracle” by itself, however, then there are still the ways of detecting submarines – even if these are usually complex and full of problems. Airborne Platforms As already mentioned, airborne anti-submarine warfare (ASW) platforms are foremost helicopters and aircraft. As seen from the submarine, they are actually invulnerable and far more manoeuvrable – due to their advantage in speed. This speed permits them to change their position much faster than any submarine and thus not only cover large areas when searching for their targets, but also have a choice of time and point from which they attack, relative to the submarine position. Helicopters are slower than aircraft and usually have a much shorter endurance, but they have the ability to move in a far more methodical way, and even hover over an area. They are also smaller in size and weight and can be carried by small ships. ASW-Helicopters are usually equipped with MADs (“Magnetic Anomaly Detectors”), dipping sonar (active and passive) and sonobuoys (also active and passive); ASW aircraft are all equipped with MAD and sonobuoys only, while some also have powerful surface-search radars. MAD-detectors can detect submarines only within a quite limited zone. Dipping sonar and sonobuoys are the most effective means of submarine hunting, then they enable the crew of the helicopter to listen to underwater sounds over extended periods of time. On this photograph of a USN Lockheed P-3C Orion with a Soviet Navy Project 671RTM/Victor III-class SSN, the MAD-detector of the Orion, mounted in the lenghty extension on the rear fuselage, behind the fin, can be seen to advantage. (Photo: Tom Cooper collection) Modern ASW-Helicopters are mainly equipped with advanced guided torpedoes, but also with depth charges, and light anti-ship missiles. ASW-Aircraft are much faster than either submarines or helicopters, and usually have an extended range and excellent endurance. However, their speed precludes them from using a dipping sonar, and when it comes to detection means related to sound they are limited to carriage of sonobuoys, and a MAD-detector. The largest disadvantage of ASW-Aircraft is that they most of them – except for such aircraft like Lockheed S-3 Viking (which, however, is not any more used for ASWpurposes) – are limited to the use from land-bases. Contrary to the ASW-helicopters, however, ASW-aircraft can carry much larger loads of weapons (including guided torpedoes, mines, and depth charges), as well as many more sonobuoys. Surface Platforms Surface platforms – usually called “warships” – clearly have the much longer range and endurance than any airborne assets. They are, however, also much heavier and larger, carrying far more equipment and weapons – but also much slower. There are several different types of surface ASW-platforms: they can either serve as bases for ASW-helicopters (or, in case of some ASW-carriers, for ASW-aircraft), or – in the case of corvettes, frigates and destroyers - can operate in combination with airborne ASW-assets. There are also small and fast coastal-patrol vessels, which usually do not carry any airborne platforms, but can cooperate with these to search for submarines. The concept of the large, purpose-built ASWplatform, such like ASW-carrier, appears to have been dropped since the end of the Cold War: while in the 1960s and 1970s the USN operated special “ASW carriers” (like re-conditioned ships of Essex-class, carrying S-1 and E-1 Trackers), the Soviet Navy operated helicopter carriers of the Kiev- and Moskva-class, Italians have built their Giuseppe Garibaldi carrier or the cruiser Vitorio Venetto, while later the Japanese followed with their “helicopter-carrying destroyers” of Haruna- and Shirane-class, today nobody is building such ships any more, and the general preference are “multi-purpose ships”. Smaller surface ASW-combatants usually weight up to 1.000 tons and can reach speeds of up to 40kts. Because of their speed, however, they need powerful machinery, and the space for equipment and weapons on such hulls is therefore usually rather restricted. Nevertheless, even such platforms are usually equipped with hull-mounted and dipping sonar, and some even have – usually very expensive – towed array sonars. Small surface ASW-combatants are mainly equipped with guided torpedoes, anti-submarine mortars and depth charges. Large surface ASWcombatants usually weight between 5.000 and 8.000 tons, but some classes are well in excess of 10.000 and more tons. Such warships are very stable platforms, with good seagoing capabilities and a lot of space and weight for heavy equipment available. Hence, they not only carry much more and heavier weaponry, but also excellent detection devices in one hull, including bow mounted sonars, hull-mounted sonars, towed array sonars (active and passive), and even the so-called variable depth sonars. Large surface ASW-combatants usually also have specialised ASW-weapons, including light-weight and heavy-weight torpedoes, torpedo-carrying rockets, anti-submarine mortars, depth charges, mines, and – perhaps most important of all – ASW-helicopters. Submarines At earlier times, especially during the WWI and WWII, submarines were foremost built with anti-surface warfare, mainly anti-merchant, warfare in mind. The submarine vs submarine combat occurred rather rare, most usually by pure accident. During the 1960s and 1970s, especially the invention of nuclear-powered submarines, equipped with highly advanced passive sonars, and advanced guided torpedoes, enabled the submarines to be developed into potent ASW-weapons as well. Such “hunter-killer” submarines are, of course, at a disadvantage when compared to airborne platforms in regards to speed, and when compared to ships they frequently also have not only much slower maximal speeds, but also shorter detection ranges. Nevertheless, specific modern-day submarines are almost perfect ASW-weapons, developed and equipped specially with the purpose of detecting and destroying enemy submarines. They do not face problems resulting from swell and can therefore also have quite an advantage in speed. There are two distinct types of ASW-submarines: most have diesel-electric powerplants (so-called “SSK”s), while larger navies can also afford nuclear powered submarines (so-called “SSN”s). Regardless of their powerplants, all such platforms have a bow-mounted sonar (passive and active), a flank-array (passive linear sonar mounted on submarine’s flank), and usually also a towed array sonar. They are usually armed with guided torpedoes, but sometimes also with rocket-torpedo combinations (where the rocket powers the torpedo up and over the surface, bringing it to a specific range and then drops it back into the water), rocket-depth charge combinations, mines, and even missiles (used for anti-shp and land-attack roles). Nuclear-powered submarines (SSNs) are much larger “boats”, and therefore in possession of not only the advantages in speed and endurance, but also regarding the amount of weapons and sensors they can carry. Some of SSN-submarines can even attack enemy submarines on anchor in their own bases, by the means of cruise missiles. SSKs, on the contrary, are usually much smaller, slower, have a much lower endurance, but are also more manoeuvrable. In fact, due to their “air-breathing” propulsion, most of SSKs are – compared to SSNs – exceptionally limited in their capability to remain submerged, then once under the surface they either depend on the power of their batteries, or have to remain directly bellow the surface in order to use the “snorchel” – a special device that supplies air from above the sea surface to diesel engines. Basic Principles of Anti-Submarine Warfare The ASW is actually depending on the means of detection. There are two different large groups of detectors: MADs and sonars. MAD is short for “Magnetic Anomaly Detector”. Usually deployed as a probe, MAD is towed either behind a helicopter, or aircraft, and based on the fact that any submarine is basically a large mass of steel and other metallic alloys, concentrated in large amounts in an environment otherwise free of such materials. Consequently, the submarines cause fine deviations in the Earth’s magnetic field. These deviations can be detected – and even tracked with the help of a MAD. Although this detection method is meanwhile increasingly problematic – to no small degree also because of an increasing number of shipwrecks on the bottom of most seas (since shipwrecks can cause a similar deviation and the Earth’s magnetic field) – meanwhile very precise maps of such deviations are available, and they can be taken into account. The largest disadvantage of the MAD remains therefore its limited range: the aircraft or helicopter deploying its MAD-sensor has to fly very low and slow over the area where the submarine is suspected, in order to use it effectively. The sonar, on the contrary, is based on sound detection: effectively, the sonar is nothing else but a very advance microphone, consisting of all kinds of emitters and receivers, and – in our days – supported by extremely advanced computers and software. There are very different sonars, most of which were mentioned in this article already: bow mounted sonars, hull mounted sonars, sonobuoys, dipping sonars, towed array sonars, and variable depth sonar. In general, sound is a very uncertain medium, because it has to travel through different other mediums and weather – i.e. water – conditions. Essentially, the detection of underwater sounds depends on four main factors: salinity (amount of salt in water, which varying from one sea to the other), pollution, temperature and pressure (which increases with the depth). These four factors can bend sound waves, bounce them back or even slow them down. Normaly, a sound wave will be bounced back by hard smooth surfaces, like submarine, but also rock bottom, or stones in the sand bottom (which can even return the same wave into several directions. The differences in water temperature at different depths form the so-called “thermal layers” (or “thermocyclines”), the borders of which also bounce sound beams. In specific parts of some seas and oceans, these differences are so massive, that they enable even large submarines to hide in one thermal layer, or – better said: bellow them – then the thermocyclines are so massive they bounce sounds from any kind of active sonars, or completely block the sounds from reaching the passive sonar. On the contrary, in the oceans there is a certain layer that is perfectly “transporting” sound waves. This is the so-called “deep sea sound channel” (DSSC). The layer on top of this layer has a too high temperature and bounces back the waves sent within the DSSC. The layer below, has a too high pressure and hence bounces the waves back too. By this way, a wave sent within the DSSC will be bounced back by these layers from one another, this will form a sinusoidal movement of the sound wave and transport it for very long periods over several thousands of miles. This layer is mostly located at depths between 800 and 2.000 meters, but is frequently depending on temperature and pressure. As an example what a DSSC can do: in WWII, some bombers and airplanes used to carry a depth charge that was set to explode within the DSSC and in the USA and UK there were several stations with hydrophones inside this layer. By taking bearings from an explosion of such a depth charge, the position of the crashed aircraft could be determined and a rescue team could be sent out….Today, surface ASW platforms equipped with VDS can lower these into this layer enabling them to detect submarines over immense ranges. Of course, any decent submarine-skipper knows this as well, and will attempt to avoid operating within the DSSC. The Sound wave is determined by the “gain” strength of the emission and the frequency - which is dependent on the wavelength. For frequency a simple rule of thumb can be used: the higher the frequency the less of it will protrude the water (meaning the shorter range), but in turn this is making the frequency easier to concentrate - or “aim the beam” (meaning more accurate position fix). The situation is directly opposite when it comes to low frequencies. All such details and factors fit into the submarine hunting process and procedures: the submarine is most likely to be detected at a long range by low frequency devices, which will provide a blurry – i.e. approximate – position. Once the hunters come closer higher frequencies will be used to track the submarine down and for attack. Gain is important too: when the gain is set too high, it will be bounced back too strongly, this might cause double targets, the wave gets bounced back by the surface and goes down again, and afterwards will be received again too. This will give double echoes. This gain might also give echoes of fish and other insignificant objects (wreck masts etc); on the other side, it also helps in detection from longer ranges. Detection Devices Sonars are in general capable of being used in active and passive modes. Active means that the sonar sends out its own beam and then listens for echoes. Passive means that in only relies on the noise from the target, receiving sound waves of certain frequencies. The largest disadvantage of active seekers is that they can be heard from a much larger range than they can detect themselves. For example when an active sonar has a range of one mile, it can be heard by the passive sonar of a submarine from as far as three or four miles. This would mean that the submarine can detect the presence of the “submarine hunter” in advance and take evasion measures – or even launch a pre-emptive attack. Therefore, in modern ASW the use of active sonar is preferrable only if the target is already known and tracked, or in desperate situation when there is an urgent need of finding the target the presence of which is known but position of which is unknown. 1) Bow mounted sonars are today mounted on most frigates and destroyers, since they are rather easy to incorporate and do not require any adaptations that might have adverse effects on the construction of the ship. In general, all bow mounted sonars can be used in both, active and passive modes. They are usually installed in the bulb of the ship, but have the disadvantage of suffering to flow noise. This means that the faster the ship is moving the faster the water passed down the bow, and the bulb is more likely to cause the flow noise, which covers any external noises, making them harder to detect. High speed movements of the ship also create air bubbles in water surrounding the bow: air is especially bad then it bounces sound waves off. Another problem connected with ship movement is that of machinery noise. Every ship is getting noisier the faster it moves, causing air bubbles to snap in the water, cavitation of propellers, louder engine noises etc. Therefore, slower speeds are advised for submarine hunting. 2) Hull mounter sonars are usually mounted just behind the bow, at about one third of the hull down from the bow. This position offers the advantage that there is nothing that creates air bubbles – like the bulb in which the bow mounted sonars are usually positioned. Yet, the disadvantage is that hull mounted sonars detoriate the ship’s hydrodynamic form, suffer from additional flow noise, and have a limited field of “view”. Specifically, under specific conditions, hull mounted sonars cannot detect submarines operating near the bottom of the sea. They can also not be used in both, the passive and active modes at once. 3) Variable Depth Sonars are usually placed in a hull of their own, and towed behind the ship on a line long between 600 and 1.500m. They can be used in both, passive and active modes, and have a steering mechanism that allows them to alter the operating depth, as well as to measure the pressure, temperature and orientation. The VDS therefore offers the crew of any ASW-platform the best grasp of water conditions; yet, its greatest advantage is that it can alter its depth and therefore dive bellow thermal boundaries, in turn enabling detection of submarines that hide in thermal layers – where the sound waves of both, from where no sound waves would reach the bow mounted sonar and the hull mounted sonar, or from where the sound waves would bounce. The VDS can also be driven into the DSSC, and enable the ship to detect submarines from immense distances. The use of VDS does not permit the warship to operate at high speeds, then towing cable develops very high breaking strength, while the flow noise at high speeds would also cover all the other sounds. Besides, the VDS require a large adaptation of the ship’s stern (rolls to mount the cable, rails to mount the module, winches to launch and retrieve it etc.), and can be very problematic to handle, requiring an excellently trained and experienced crew to operate it. Thefore, such devices are used only on specialised ASW-ships. 4) Towed Array Sonars are arrays towed behind the ship (or a submarine). Basically, they consist of a cable of up to 1.800m long, with a large “pod” – full fo hydrophones and other sensors – at the end. The cable needs to be as long to be towed behind far enough behind the ship in order to be held out of the zones interfered by the ship’s noise (engines), vibration and cavitation caused by propellers. Originally, all towed arrays were passive, but nowadays there is an increasing number of arrays that can be used in active mode as well. In general, they give a 360 degree search capability and are especially useful for long-range detection, mainly because they monitor low frequency. They can also be used for detection of surface ships, providing bearings to noise-sources. Compared to VDS, the towed array sensors are rather light, even if they also require a winch for the cable; like in the case of VDS’ they are also useful only at slower speeds. Nevertheless, towed arrays are much lighter and therefore can be found on most of multi-purpose warships too. Ships equipped with towed arrays usually operate in short dashes: taking one bearing, speeding up to a next position, slowing down and attempting to take a new bearing. This allows for a long-range estimate of the submarine’s position. The towed arrays are also frequently used in conjunction with helicopter’s dipping sonar, or the towed array of another ship, enabling a “triangulation” of the target, i.e. establishing a very precise target fix, including not only the bearing, but also the range to the target. (All drawings by Roel Van de Velde) The drawing above shows the function of a towed array sonar. As first while searching for a possible submarine, with the help of the towed sonar the ship can get a bearing (angle between north and the direction of the target), as can be seen on the little compass. Then the ship stores the sonar and accelerates to Point B (usally chosen by the skipper or ASW-officer), where the sonar is deployed again in attempt to get a new bearing. If a second bearing is established, the cross of the two bearings is the approximate position of the submarine. Of course, it takes some time to move from point A to point B, and so the submarine will move too. But, as submarines usually move at a much slower speeds than warships in order to remain quiet, the warship is in a better position to execute a manoeuvre of this kind and also find the submarine – the possible position of which is marked by a red circle on this drawing. Intermittent line indicates the true course of the submarine. Once such cross-bearing was established, the ship can move in closer and use the active sonar, or – in the case of larger ships – send a helicopter to find the submarine and execute an attack. This drawing shows also the advantage of having multiple ships equipped with towed array working together. When one ship is at point A and the other at point B simultaneously, they can do the cross bearing immediately and have a very accurate position of the submarine right away. Of course, additional units – including helicopters – with similar capabilities will do even better: the more units an ASW group counts, the better the target fix will be. 5) Dipping Sonars are mainly used by helicopters and small, fast patrol vessels (Russian Pauk I-class, and different hydrofoil crafts). Diping sonar is basically a small pod with a microphone (1m high and 20-30cm in diameter at most), hanging on the end of a long line. When dipping sonar is operated from helicopter, the helicopter has to stop in the air and hower, lowering the sonar into the water (“dipping it”). Depending on the size of the heilicopter, some dipping sonars can be lowered down to more than 300m bellow the surface. Most of dipping sonars can only work in active mode but an increasing number can also operate in the passive mode. In essence, the dipping sonar is deployed in a similar manner to the towed array sonar, with the difference that the helicopter can swiftly heave the pod and rapidly move to the next spot, thus being able to cross-check own bearings withing shortest possible periods of time. 6) Sonobuoys. Sonobuoys are basically drifting hydrophones, mainly used by ASWaircraft and -helicopters. They are all connected to a ship or helicopter-based information system via a complex data-link net, which is listening to what the sonobuoys hear. Originally, all sonobuoys could work only in active mode and a single deploying system could usually only listen to two or three at once. Since the mid-1980s much more powerful sonobuoy-supporting systems and computers are in use, enabling the deployment of passive sonobuoys, and listening to all of them at once, as well as automatic modes, which enable sonobuoys to listen on pre-determined frequencies. The disadvantage of active sonobuoys is obvious: a submarine can hear them not only as they splash into the water, but especially so when they start to “ping” with their active sonars. For this reason the use of also active sonobuoys with active sonars is something modern navies attempt to avoid. Sonobuoys are relatively cheap and can be used in immense numbers. They are usually dropped in rows, each at a specific different from the other. In this way a helicopter of ASW-aircraft equipped with them can search or monitor either along a specific line, or even a whole area. The advantage of using sonobuoys is obvious: when more than one has a bearing on a possible submarine, the user can almost immediately establish the exact position of his target. Weapons Through the history a considerable number of different weapons was developed for fighting submarines. - Torpedoes: The torpedo is a cylindrical shaped device with a small sonar in its “bow”. ASW-torpedoes are usually driven by an electric engine. In our days, ASW-torpedoes are mainly used by helicopters, which drop them from low altitude while flying at slow speed. Similar or same models are usually also used by ASW-ships. Upon being jettisoned from helicopters, the torpedo is slowed down by a parachute that slows it. The parachute falls off due to the sudden pressure caused by entery into the water and from that moment onwards the weapon is on its own. Modern ASW-torpedoes are self-homing, and have presellected search-patterns, along which they operate once under the surface. Guided torpedoes used by submarines are not only larger and heavier than those used on helicopters and ASW-aircraft, but also equipped with a small box mounted behind the propeller, which contains wire (usually a fibre-optic cable); there is a similar box with wire inside the torpedo tube. Once the torpedo is released from the tube it remains connected to the submarine’s weapons system. While torpedoes dropped from helicopters and aircraft are usually short ranged, the weapons deployed from submarines are constructed to be fired from relatively short ranges, do several turns before – under optimal conditions – colliding with target. Torpedoes used by submarines are far more flexible: they can, for example, be launched at slow speed in order not to create too much noise, then steered to the vicinity of target and kicked at high speed. The crew of the submarine can also decide when to activate their homing system. This is also a fact of potential tactical advantage, then as long as the torpedo’s sonar remains inactive, there is less chance of target recognizing the attack and attempting to evade. In turn, this also means that the torpedo can be used as a remote sonar. There are, nevertheless, several problem-zones with guided torpedoes. The wires limit the range because only a limited amount of cable can be stored inside the two boxes. The other problem is that while guiding a torpedo via the wire the submarine can only manoeuvre at minimal speeds, and is thus highly vulnerable in the case of a counterattack. If the boat is detected prematurely – i.e. while guiding one of ist torpedoes – it thus has to cut the wires and run: this is making any torpedo useless unless it was previously put in active sonar mode and well on the way to the target. Of course, guided torpedoes can also be launched in normal mode, aiming at the target: they will normally run until approaching the target and then activate their homing systems. This form of an attack is not the most promissing, then the fire-control solution pre-programmed into the torpedo before launch can be wrong, and torpedo either miss or activate too early, enabling the target to evade. - Depth Charges: A depth charge is basically a barrel filled with explosives and a fuze, which usually functions on the basis of pressure that increases with the depth. Another popular method of igniting a depth charge is contact fuze, causing the charge to detonate when hitting the submarine or the sea ground nearby. Generally, depth charges are used in large numbers: they can be dropped by helicopters or ships, or launched by rockets from ships or submarines. Depth charges are not only dangerous for submarines when they hit directly or detonate nearby: pressure waves created by their detonations are very powerful under the water, and create waves that can not only cause a considerable shock to the structure of the submarine, or disable the electrical system, but even crack the hull and sink the boat. The effective range of the pressure waves caused by a bomb is called the “blast radius”. The most modern depth charges are much lighter than before, and deployed with help of multi-barrel mortars, some of which have a range of between 4.000 and 6.000m. Such mortars can place a number of depth charges into the same part of sea at different depths within very short periods of time, thus creating blast areas of considerable size. - Mines: Generally, mines are used to deny the use of specific parts of sea, or to protect a certain area. These weapons exist in all kinds of forms and calibres, and have an even larger variety of fuzing methods. A better part of any mine consists of explosive, but in general there are three types: anchored, floating, and bottom mines. Anchored mines are buoyant, but connected to the bottom with a chain. This can keep them at different depths. Together with floating mines, they are the easiest to dismantle: the chain keeping the mine anchored can be cut by minesweepers, causing the mine to surface (although, specific modern types of anchored mines have an anti-sweeping cable, which have a certain "slip-through" part, through which the sweeping gear can slip). Once there it can be activated by gun or cannon from safe distance. Bottom mines are the most problematic to find, first of all, as they are usually positioned in the mud or between the rocks on the ocean floor – from where some types rise only if a ship or submarine is passing nearby. Searching for them is immensely problematic, then minehunters require special remotely controlled detection and destruction devices to dismantle them. Conclusion Submarine hunting is a very complex operation and requires a large number of assets with a very quick reaction time. Yet, it is a very necessary task because any submarine is a threat that simply cannot be ignored. Like ever since their invention, the submarines remain a latent threat to merchant shipping, and are in position to block even an entire country – if available in sufficient numbers, of course. With the advent of nuclear submarines this threat grew in intensity, because such boats are capable of hunting down all of enemy’s merchant traffic directly in front of the coast, and only limited by amount of food and weapons they carry. All submarine-hunters are confronted with immense problems: usually, the areas in which they can operate are immense; the already described problems with the sea can only be worsened by the weather. Normal patrol duty is endlessly boring for those who serve aboard ASW-warships, aircraft, and helicopters, yet they have to remain vigillant over extended periods of times and keep on trying regardless the circumstances or problems they are confronting. In general, their opponents – the submarines – can pick the choice of time and place of the engagement, that is they are not detected too early. Submarine skippers will do their best to – patiently – bring thier boats in proper position. Commanders of SSNs will be in advantage in deeper waters, where there is a need for endurance and flexibility in manoeuvre, as well as long-range sensors and weapons. The SSKs are less mobile and their actions more predictable, resembling rather a “mobile minefield”, which – once it is brought in position – conducts its operation in silence, waiting for a prey to appear. They can be very effective in defending shores from enemy submarines and warships, but their offensive capabilities are limited also by their inability to dive for longer periods of times without air supply: this inability makes them prone to early detection. Appendix B-4: Air Anti-Submarine Warfare From Military Analysis Network (www.fas.org) Art by Don Feight (www.feightstudios.com) Air ASW efforts began in earnest during World War II to counter the dangerous submarine threat. The devastation and terror experienced earlier during World War I dramatically prioritized the requirement for effective ASW forces; including aircraft. The duelists, the aircraft and the submarine, have been locked into an intense chess match ever since World War II. With each new tactical or technological innovation for Air ASW, the submarine threat counters with either a new procedure or system. The three distinct historic phases of Air ASW include the World War II years, the Cold War period, and the Post-Cold War era. World War II Years Aircraft in the early days of Air ASW primarily relied upon visual lookouts to detect submarines. These patrolling aircraft consisted mainly of Consolidated PBY-5 Catalina seaplanes, smaller aircraft, and various airships (or blimps). Their weapon systems were limited to guns, depth bombs, and rockets. Of course, having offensive weapons did not necessarily ensure aircraft survivability. In June 1943, Airship K-74 on a night patrol off the Florida coast attacked a surfaced German submarine. The airship was shot down in the ensuing gun duel. The submarine, U-134, was forced to return to base. As the submarine struggled back home, it survived two subsequent attacks but was finally sunk by British bombers in the Bay of Biscay. In the European theater, ASW aircraft patrolled from airfields in Iceland and French Morocco as well as various European airstrips. Coverage of the North Atlantic came from Argentia located in Newfoundland, Canada while patrols from Natal, Brazil watched the South Atlantic. Aircraft operated from many sites within the continental U.S. as well as Puerto Rico, Cuba, Trinidad, and Panama to cover the Caribbean and the Gulf of Mexico. The Japanese submarine threat was countered by aircrews operating from Australia and the many islands of the South Pacific, Hawaii, and the Aleutians. Protection of the West Coast was provided mainly from airfields in San Diego and Moffett Field, California. Interestingly enough, seaplanes operating from distant bases were periodically refueled at sea by submarines designed to deliver aviation gasoline. World War II-vintage diesel submarines still had to surface during the night to re-charge their spent batteries. ASW aircraft countered these submarine nighttime operations with searchlights, flares and radar systems. This worked for a while until the submarine community responded with electro-magnetic sensors to detect aircraft radar emissions, snorkels to minimize their exposed hull surfaces, and radar decoys. Other ASW aircraft sensors employed during World War II included MAD and sonobuoys. Additionally, aircraft went through many different paint camouflage schemes to mask their appearance not only from hostile submarines, but also from enemy aircraft, ships, and coastal land watch. Prior to the attack on Pearl Harbor, Catalina aircraft began experimentation with Magnetic Anomaly Detection (MAD) systems. A Catalina operating from Quonset Point, Rhode Island successfully demonstrated the MAD system by detecting a submarine during the initial testing. Additionally, ten days after the Pearl Harbor attack, the Naval Research Laboratory (NRL) satisfactorily demonstrated a duplex switch which allowed a Catalina radar system to transmit and receive electromagnetic pulses without using a cumbersome secondary antenna system. Although sonobuoys had been developed in 1941, the concept was not fully endorsed. Meanwhile, blimps were wasting time and weapons after detecting multiple MADs of sunken ships and old wrecks. They needed a sensor to validate and corroborate MAD contacts. Hence the passive sonobuoy concept was "dusted off" the shelves for use by the airships. In February 1942, the Navy's Coordinator for Research and Development requested the National Defense Research Committee (NDRC) to develop an expendable radio sonobuoy which could be used by lighter-than-air (LTA) aircraft. In March 1942, the practicality of sonobuoys was demonstrated off New London, Connecticut as a K-5 blimp detected the propeller sounds of the submarine S-20 at maximum distances of three miles. Radio reception of the signals, however, was limited to five miles. In October 1942, the Bureau of Ships began sonobuoy procurement by purchasing 1,000 sonobuoys and 100 ASW receivers. Later in June, Project Sail was formally established at Quonset Point for conducting MAD system research and testing. Sponsored by the Naval Ordnance Laboratory and the NDRC, the promising results conducted with airships and an Army B-18 resulted in the procurement of 200 MAD units. The successful deployment of a working MAD system consequently led to the requirement for a weapon system to attack submarines. Detection of MAD signatures occurs after the aircraft has flown over the submarine. Hence, a retro-rocket weapon was designed to fly backwards a short distance to the approximate position where the MAD anomaly was detected and release a depth bomb. These retro-rockets were designed by the California Institute of Technology using a Catalina aircraft. They were installed a year later to complement the MAD gear in VP-63 aircraft. In January 1944, VP-63 aircraft began patrolling the Straits of Gibraltar. The aircraft threat and the associated MAD gear effectively closed submarine daylight transits through this narrow channel. Five weeks later, VP-63 detected the MAD signature of a submarine attempting to cross the straits. Attacked by Catalina retro-rockets, the submarine (U-761) was later sunk with the assistance of two other ships and additional aircraft. Air ASW efforts were not just limited to improved sensors; improvements in ASW aircrafts were also examined. In June 1942, Igor Sikorsky's VS-300 helicopter was inspected by naval personnel and recommended for ASW and life-saving operations. The following month, the Bureau of Aeronautics issued a Planning Directive calling for the procurement of Sikorsky's helicopters. In April 1943, the Commander-in-Chief of the U.S. Fleet established a joint board to evaluate helicopters for ASW. Later that June, helicopters were recommended to carry radar and dipping sonar systems and to use these primitive helicopters as a hunter platform rather than a killer unit. By January 1944, it was determined that a helicopter with ASW capability would be limited to coastal waters until flight performance improvements could be made. Meanwhile, in February 1943, a Letter of Intent (LOI) was sent to the Lockheed Vega Airplane Division for the development of two XP2V-1 patrol planes. This would be the initial development of the U.S. Navy's patrol plane workhorse through the early 1960's, the Lockheed P-2V Neptune. By the end of the war, Navy and Marine aircraft sank 13 submarines. Working with other forces, they sank 26 submarines (6 Japanese, 20 German). Cold War Period As the United States entered the Cold War period, Air ASW advancements continued as the Martin SP-5B Marlin seaplane, the Lockheed P-2V Neptune and the Grumann S-2F Tracker aircraft began searching for Soviet submarines. Also, the effectiveness of helicopters with dipping (or dunking) sonars would now be emphasized. Meanwhile, the submarine fleet was getting harder to find. As nuclear submarines began entering the inventory in the mid-1950's and newer diesel submarines were constructed, more advance Air ASW systems would have to be developed. One method of acoustically locating submarines was through the use of "Julie." "Julie" utilized small explosive charges which created an acoustic pulse that was bounced off submarine hulls and detected by passive sonobuoys. Conversely, a passive method to find snorkeling diesel submarines was a system called "sniffer." "Sniffer" operated somewhat similar to today's smoke detectors. It detected minute air particles and contaminants from the operation of a submarine diesel engine. Aircraft would mark their position after each sniffer detection. After several detections and adjusting for the wind, aircrews could begin localizing the snorkeling diesel submarine. Most of the Air ASW operations were against the quickly growing Soviet submarine fleet. Typical ASW operations included tracking ballistic missile submarines as well as searching for attack and guided missile submarines shadowing the U.S. Fleet. Sonobuoys began to be used quite extensively during this period. Additionally, a lot of research was conducted to determine sound transmission characteristics of the ocean. This would lead to different sonobuoy designs to catalog water temperature profiles, to measure background noise levels, and to distinguish the different natural and manmade sounds. Initial operating tests of the XCF dunking sonar began in January 1946. The sonar was carried aboard an H02S helicopter flying from Key West, Florida. Meanwhile, production of the Lockheed P-2V Neptune began at the end of World War II. Neptune aircraft production for the U.S. Navy would continue until 1962. During the time period, the Neptune would demonstrating its versatility by setting several endurance records as well as launching from the carrier deck of the U.S.S. Coral Sea using jetassisted take-off (JATO) bottles. Anecdotally, the Navy and the Bureau of Standards in late 1953 announced a joint project called "Tinker Toy". They were developing a process for the automated manufacture of electronic equipment and demonstrated its success by assembling a sonobuoy. Through this project, the sonobuoy would become a pivotal ground-breaker for the development of the microelectronic and solid state circuitry manufacturing industry. In late spring, 1958, the HSS-1N helicopter, capable of both day and night ASW in poor weather conditions was publicly flown. By late summer that same year the Lockheed Electra civilian airliner design, selected as a replacement for the venerable Neptune, would fly its maiden flight as a P3V-1. By mid-March the following year, the HSS-2 amphibian all-weather ASW helicopter would also make its first flight. The first P-3A was produced on April 15, 1961. It would later be followed by the P-3B which included more powerful engines and improved ASW acoustic sensors. In May 1969, the P-3C Orion aircraft was unveiled. As the P-3 Orion aircraft continued to enter the Fleet, older ASW aircraft began to be phased out. For example, the SP-5B Marlin of VP-40 completed the last U.S. Navy seaplane flight in October 1967. Additionally, the Navy Air Systems Command initiated a contract with Lockheed in August 1969 to develop the S-3 Viking to replace the aging Grumann S-2 Tracker. The beginning years of the next decade saw many changes in Air ASW platforms. In July 1970, the P-3C Orion began its first operational deployment from Keflavik, Iceland. The advancements of the P-3C included the processing of directional sonobuoys as well as an onboard computer system. On October 1972, the SH-2D LAMPS Mk I helicopter was accepted for Fleet usage. In November 1971, the first S-3A was completed by Lockheed. In January 1972, the S-3A completed its inaugural flight. The S-3A Viking would double the speed and range of its predecessor as well as tripling the search area capability. It began acceptance trials in October 1973 and was officially introduced into the Fleet in February 1974. Also in 1974, a Harpoon air-to-surface missile was first launched by a P-3 Orion. This would lead to an expanded role for the versatile land-based aircraft. During the fall, a prototype LAMPS Mk III H-2/SR helicopter was delivered to the Kaman Aerospace Corporation for flight certification. The following year, in 1975, the first production P-3C Update I aircraft was delivered to VX-1. It included upgrades in navigation by the addition of the OMEGA system, better acoustic processors, a tactical display scope, and a seven-fold increase in computer memory. That same year saw the end of an era as the last S-2 Tracker was withdrawn from service after 22 years of operation. On August 29, 1977, the first P-3C Update II arrived at the Naval Air Test Center for technical evaluation. It included an Infra-Red Detection System (IRDS) and was outfitted for the Harpoon air-to-surface missile. The first launch of a Harpoon missile by an operational squadron occurred in July 1979. Earlier in September 1978, the P-3C Update III test platform was delivered. The P-3C Update III would include an advance signal processor to replace the aging AN/AQA-7 acoustic processors. Additionally, the last P-2V Neptune rolled off the production line heading for Japan. Meanwhile a new ASW helicopter, the LAMPS Mk III built by Sikorsky, was selected by the Navy on September 1, 1977. The following February, the Department of Defense authorized full scale development of the LAMPS Mk III. The SH-60B Seahawk LAMPS Mk III mock-up was put through shipboard compatibility trial during the summer of 1978. The following year, Sikorsky unveiled the SH-60B. The LAMPS Mk III would greatly expand and augment the ASW and anti-surface warfare (ASUW) role played by the destroyers and cruisers. In 1982, the terror of the submarine threat was reemphasized as an old Argentine submarine built during World War II successfully evaded determined and well-equipped British ASW forces during the Falkland Islands War. The Argentine submarine-launched torpedo attacks were unsuccessful due to the antiquity of the 1940's vintage weapons. Conversely, the threat posed by British submarines and aircraft severely restricted the Argentine Navy to the safety of the South American coast. From either perspective, the submarine threat and the ASW capabilities of each fleet were primary factors in the final outcome. In 1985, the improved version of the Viking, the S-3B, was flown. It would include extensively improved acoustic and non-acoustic sensors as well as outfitting for the Harpoon missile. By the late 1980's, the SH-60F was developed to begin replacing the aging SH-3 helicopter. The SH-60F included an improved dipping sonar system and coupled it to the airframe of the successful SH-60B LAMPS Mk III helicopter. The SH-60F helicopter would provide inner zone protection of carrier battle groups. Additionally, a standardized helicopter airframe for both LAMPS and inner zone protection missions yields significant logistical savings. Post-Cold War Era Post-Cold War ASW operations continued....however with a new submarine threat. Many Third World nations began purchasing some of the latest designs in diesel submarine technology. Rapid advances in battery technology and alternate energy producing systems have extended the submerged endurance of a diesel submarine operating on batteries. Additionally, new designs and materials have been used to quiet noisy submarine sources as well as defeat active sonar systems. Also, these newer submarines now operate in the much noiser and difficult shallow waters along the coast (littoral waters). These modernized diesel submarines can be used to insert military personnel, lay deadly minefields, launch devastating cruise and guided missile, threaten vital shipping lanes, and of course, attack ships and submarines. Passive acoustic detection of these increasingly quiet submarines has been limited and forced Air ASW aircrews to counter with improved active sonar systems as we enter the 21st century. Nevertheless, the Air ASW challenges ahead continue to be met by the US Navy's frontline ASW aircraft; the P-3C Updates II and III, the S-3B, the SH-60B/F and the SH-2G. ASW Sensors Detecting the stealthy submarine starts with maintaining a tool kit of different sensors. Each sensor has specific applications that counters different submarine operations. Many of these sensors complement and corroborate each other to enhance ASW effectiveness. Air ASW sensors are divided into two basic types; acoustic and non-acoustic. In some foreign services, these acoustic and non-acoustic sensors are commonly referred to as wet- and dry-end sensors, Non-acoustic sensors augment the detection capability provided by acoustic sensors. These sensors use radar to detect exposed periscopes and hull surfaces, electro-magnetic systems to intercept the radar emissions from submarines, infra-red receivers to detect the heat signatures of surfaced submarines, or Magnetic Anomaly Detectors (MAD) to sense small changes in the Earth's magnetic field caused by the passage of a submarine. This sophisticated technology is further enhanced by vigilant lookouts who are carefully scanning the turbulent ocean surface for submarine periscopes and wakes. Radar Sensors Radar sensors have been used since World War II for the detection of surfaced or snorkeling submarines. Back then, submarines relied upon their batteries for submerged operations. Eventually their batteries would become drained to the point where they were forced to return to the surface and operate their diesel engines to re-charge the battery. While surfaced, the submarine was extremely vulnerable to detection by both radar and visual sensors. The addition of a snorkel enabled the submarine to operate its battery-charging diesel engines while minimizing its exposure to radar and visual sensors. Additionally, the background clutter of the surrounding ocean waves limited radar and visual detection. Also, the development of submarine-based electro-magnetic sensors provided the submarine commander with suffficient warning to dive if approaching radar emissions were detected. Eventually, nuclear submarines where developed which eliminated the need to periodically recharge the batteries. Despite this significant advance, not all nations were able to build nuclear submarines due to financial and technological reasons. Those nations which remain committed to diesel power have pursued technology which limits the number of times the submarine has to recharge its batteries. However, many submarine commanders must still use their periscopes to provide final visual classification of targets prior to attack. Because of this requirement for target verification, radar systems are still used to detect submarine periscopes. Today's airborne radar systems must be lightweight yet sufficiently capable for ASW operations, long-range detection and surveillance of surface vessels, airborne navigation, and weather avoidance. For that purpose, many Air ASW radar systems use different radar frequencies, scanning speeds, transmission characteristics, pulse lengths, and signal processing methods that reduce background sea clutter and enhance radar returns from exposed pericopes and submarine hulls. The hostile submarine using electro-magnetic sensors, however, can still detect ASW aircraft radar emissions at a much greater distance than the aircraft can detect the submarine by radar. Nevertheless, the threat of radar detection is sufficient to keep the submarine submerged. Radar systems now used aboard U.S. Navy ASW aircraft include the AN/APS-115 (P-3C), AN/APS-124 (SH-60B), and AN/APS-137 (S-3B, some P-3Cs). Magnetic Anomaly Detection (MAD) Sensors MAD sensors are used to detect the natural and manmade differences in the Earth's magnetic fields. Some of these differences are caused by the Earth's geological structures and sunspot activity. Other changes can be caused by the passing of large ferrous objects, such as ships, submarines or even aircraft through the Earth's magnetic field. MAD sensor operation is similar in principle to the metal detector used by a treasure hunter or the devices used by utility companies to find underground pipes. For ASW purposes, the ASW aircraft must almost be essentially overhead or very near the submarine's position to detect the change or anomaly. The detection range is normally related to the distance between the aircraft sensor ("MAD head") and the submarine. Naturally, the size of the submarine and its hull material composition normally determines the strength of the anomaly. Additionally, the direction travelled by both the aircraft and the submarine relative to the Earth's magnetic field is also a factor. Nevertheless, the close proximity required for magnetic anomaly detection makes the MAD system an excellent sensor for pinpointing a submarine's position prior to an air-launched torpedo attack. In order to detect an anomaly, the MAD head of the aircraft tries to align itself with the noise produced by the Earth's magnetic field. Through this alignment, the noise appears as a near-constant background noise value which enables the operator to recognize any contrasting submarine magnetic anomalies from the background noise. However, any rapid changes in aircraft direction or the operation of certain electronic equipment and electric motors can produce so much aircraft electro-magnetic noise that makes the detection of the submarine's magnetic signature virtually impossible. Special electronic circuitry is enabled to compensate and null out this aircraft magnetic noise. Additionally, the MAD head is placed the farthest distance away from all the interfering sources. That is why the P-3C Orion aircraft has its distinct tail stinger or "MAD boom". On the S-3B, a similar MAD boom is installed and is electrically extended away from the aircraft during MAD operations. Additionally, the SH-60B extends a towed device called a "MAD bird" to reduce aircraft magnetic noise. With continuing advances in both compensation and sensor technology, the detection ranges for MAD sensors may be enhanced for the search and localization phases of ASW missions. Currently all naval ASW aircraft use variations of the AN/ASQ-81 MAD system. A few P-3C aircraft use an advance MAD system, the AN/ASQ-208, that uses digital processing. Electro-Magnetic (EM) Sensors Electro-Magnetic (EM) sensors passively scan the radio frequency spectrum for intentional electronic transmissions from hostile forces. These electronic emissions originate from land sites, ships, and aircraft. They can also be detected from submarines. By comparison, Air ASW EM sensors are sophisticated versions of radar detectors used to sense police radar gun signals. The difference, of course, is that Air ASW EM sensors provide all the details necessary to classify and localize the type of electro-magnetic emission that has been detected. Since the radio-frequency spectrum is extremely cluttered with both hostile, friendly, and neutral electronic emissions, ASW aircraft EM systems are designed to search mainly for radar signals. To further reduce the electronic clutter, signature libraries are used to selectively search for specific submarine radar signals while disregarding signals from friendly and neutral radar systems. Detection of electronic emissions, however, is dependent upon the submarine commander's gamble to operate the submarine radar. Although, EM systems are not normally one of the primary ASW sensors, its flexibility for detecting hostile aircraft and naval combatants at long ranges makes it an effective sensor for all air warfare missions. Its potential presence deters the operation of submarine radar systems forcing the submarine commander to rely on other less accurate sensors to find targets. EM systems installed on naval ASW aircraft include the AN/ALQ-78 and AN/ALR-66 series on the P-3C Orion, the AN/ALQ-142 on the SH-60B Seahawk, and the AN/ALR-76 on the S-3B Viking. Infra-Red (IR) Sensors IRsensors are used to detect the heat signatures that extend beyond the visible light spectrum. They are commonly called either FLIR (Forward Looking Infra-Red) or IRDS (InfraRed Detection System). The major difference between FLIR and IRDS is that FLIR passively scans for IR sources forward of the aircraft whereas IRDS searches all around the aircraft. This passive sensor device must be cryogenically cooled in order to detect IR sources. The IR signature itself can be masked by warm waters and high humidity. When conditions permit, medium detection ranges can be obtained that are comparable or even better than normal visual search ranges. At night, the system works even better as long as there is a noticeable difference in temperature between the source and the background environment. IR systems for nighttime ASW operations have replaced the previous method of illuminating the ocean with either a searchlight or flares; active visual search methods. By using a passive system such as either FLIR or IRDS, the submarine commander has another dilemma to solve on whether to snorkel or surface during the night. Most ASW aircraft utilize the IR sensors not only for ASW, but also for maritime surveillance. Visual Sensors Many submarine contacts are still detected using visual scanning techniques. These techniques are sometimes augmented by sophisticated binocular and other electro-optical devices. Submarine commanders are still wary of being visually spotted and maintain a safe speed when their periscopes are exposed so that their telltale wake remains indistinct compared to the background sea clutter. The position of the Sun and the Moon as well as the direction of the ocean waves are all factors the submarine commander must consider in order to remain unobserved. In some regions of the world, phosphorescent marine organisms illuminate a submerged submarine allowing it to be visually spotted. Additionally, some aircrews may use night vision goggles to aid in visual detection at night. Appendix B-5: Communication with submarines Because electromagnetic radiation such as normal radio communication cannot travel through thick conductors such as salt water, communication with submarines when they are submerged is a difficult technological task which requires specific techniques and devices. In many cases, the obvious solution is to surface and raise an antenna above the water surface to use standard technology. This is not sufficient, however, for nuclear-powered submarines. These vessels, developed during the Cold War by the major military powers, are capable of staying submerged and hidden for weeks or months. Yet, they are supposed to surface and launch ballistic missiles in case of a nuclear war. How could such an order be sent to a submarine which is well hidden but also out of communication reach? Several technologies have been developed and deployed: Acoustic transmission Sound travels far in water, and underwater loudspeakers and hydrophones can cover quite a gap. Apparently, both the American and the Russian Navy have placed communication-bysound equipment in the seabed of areas frequently travelled by their submarines and connected it by submarine communications cables to their land stations. If a submarine hides near such a device, it can stay in contact with its headquarters. Very low frequency VLF radio waves (3–30 kHz) can penetrate sea water down to a depth of roughly 20 meters. Hence a submarine staying at shallow depth can use these frequencies. Even a vessel hiding in deeper water might use a buoy on a long cable equipped with an antenna. The buoy mounts up to a few meters below the surface and is hopefully small enough to be overlooked by the enemy's sonar. Extremely low frequency Electromagnetic waves in the ELF frequency range (see also SLF) can travel through the oceans and reach submarines anywhere. However, building an ELF transmitter is a formidable challenge, as they have to work at incredibly long wavelengths: The US Navy's system (called Seafarer) operates at 76 Hertz, the Soviet/Russian system (called ZEVS) at 82 Hertz. The latter, for example, corresponds to a wavelength of 3658.5 kilometers. That is more than a quarter of the Earth's diameter. Obviously, you cannot build a usual half-wavelength dipole antenna, as it would spread all across a large country. Instead, one has to find an area with very low ground conductivity (a requirement opposite to usual radio transmitter sites) and dig two huge electrodes into the ground at different sites separated by about 60 km, and feedlines (just wires on poles) reaching them from some station in the middle. Although other separations are possible, 60 km is the distance used for the ZEVS transmitter which is located near Murmansk. As the ground conductivity is so poor, the current between the electrodes will penetrate deep into the interior of the Earth, basically using a large part of the globe as antenna. The antenna is very inefficient; to drive it, a small dedicated power plant seems to be required although the power actually emitted as radiation is only a few watts. But its transmission can be received virtually anywhere: Even a station at Antarctica noticed when the Russian Navy put their ZEVS antenna into operation for the first time. Due to the extreme technical difficulty of building an ELF transmitter, only the US and the Russian Navy owned such systems. Until it was dismantled in late September 2004, the American Seafarer system (76 Hz) consisted of two antennas, located at Clam Lake, Wisconsin (since 1977) and at Sawyer Air Force Base near Gwinn, Michigan (since 1980). Before 1977, the Sanguine system was used, placed in the Laurentian Shield in Wisconsin. The Russian antenna (ZEVS, 82 Hz) is installed at the Kola peninsula near Murmansk. It was noticed in the West in the early 1990s. The British Royal Navy once considered building their own transmitter at Glengarry Forest, Scotland, but the project was cancelled. The method employed was a 64ary Reed-Solomon, meaning that the alphabet had 64 symbols, each one represented by a very long pseudo-random sequence. The entire transmission, of course, was then encrypted. The advantages of such a technique are first, that by correlating multiple transmissions, a message could be completed even with very low signal-to-noise ratios, and because only a very few pseudo-random sequences represented actual message characters, there was a very high probability that if a message was successfully received, it was a valid message (anti- spoofing). Two facts should be noted: First, the communication link is obviously one-way. No submarine could have its own ELF transmitter on board, due to the sheer size of such a device. Attempts to design a transmitter which can be immersed into the sea, hanging from an aircraft, were soon given up. Second, on such low frequency, information can be transmitted only very slowly, on the order of a few characters per minute (see Shannon's coding theorem). Although the actual codes used are of course secret (well, their meaning only—the actual transmissions can be received all over the world and even some radio amateurs do listen) it is reasonable to assume that no specific orders are given but rather only commands like "surface and await orders by satellite radio." Standard radio technology As long as the submarine is surfaced, it can obviously use ordinary radio communications as any other marine vessel. Today, this usually means no longer shortwave but rather the use of communication satellites -- for military use of course not the usual public ones like the Inmarsat system, but dedicated military communication satellites. (The US Navy calls their system Submarine Satellite Information Exchange Sub-System (SSIXS), which is a part of the Navy Ultra High Frequency Satellite Communications System (UHF SATCOM).) Appendix C: Small guide(s) on creating missions By Landorin Version 1: Okay, I finally got enough of this. I played quite some new missions now, all made by unknown people (not Sonalysts, that's for sure). While a few of them were quite good, some are extremely bad as if they never tested them before release. So please do us all the following favors: 1.) Include a mission description! People need to know what the mission is about and what they have to do without reading a long briefing (if there is any). In your mission description, include a sentence saying how long the mission takes in total approximately. That way people know in advance what they are up to so they can effectively plan on how much time they want to spend on their current mission or DW session. Nothing is as frustrating as only having like an hour to play and not knowing that you don't find the enemy sub because it will take at least 2 hours before it even gets into sonar range at all. And I wouldn't want to use the show truth feature in advance just to see how long it takes since then I won't need to search for the contact anymore. 2.) A briefing wouldn't hurt. if you dont want to bother with it, at least include a more detailed mission description. 3.) Don't make missions extremy long lasting. Think of distances first, especially for the slow subs. I've played a mission that was 2 subs vs 2 subs and all of them were 40-50 miles away. That's pretty bad if you have already a hard time finding DW players since we all got a real life and maybe only little or at least limited free time (that's why we usually prefer to play missions that last up to an hour - shortly after that usually half of the people have to go) and many of us arent even in the same time zone. You don't need to do every mission a quick one but don't make it last several hours until you FIND your first contact (and another few hours till you kill it). 3.a) People may disable quick launch (either intentionally or by accident), keep that in mind when designing. Especially since the helo takes 30 min to take off from the frigate. While this makes it more balanced/fairer in some missions, it will be quite unfair and a long wait (especially if someone only got that station assigned to himself) in most missions. If in doubt, put the helo into the air at mission start. 4.) Be precise when telling the players what they have to sink or protect! I just played a mission where it said "escort and protect the super tanker" and there are at least 2-3 super tanker in the area in different locations - people can't read the designer's mind! 5.) Include some contact adress so peopl can tell you what to improve on a mission. If a designer wouldn't sign his mission - it wont be worth playing. It is a rightfull demand to what ever webside that provides user design missions that they publish the user's email along with the mission. The admin should also provide some sort of rankings for all uploaded missions on his website. After all he do not mind the extra traffic these missions provides to his website. Another argument would be to prevent immoral missions such as bombing hospitals and weird stuff alike. This is properly the only way to raisen the overall level of mission quality - after all who would like to become marked as "bad mission designer" 6.) Test your mission several times (especially when you think you're done) before releasing it to the public, humans do make mistakes when coding and designing.. If in doubt about the the duration of something or the whole mission, test it without time acceleration. Especially keep an eye on if everything works the way it should, how long everything takes and if it's playable and fun in overall. For example, yesterday I played a mission where both frigates started at a harbor but one of them was stranded on land and on top of another ship, really really bad. Here's a hint to find out if everything is placed the way it should be: Once you placed a unit and selected country, type and name (for example US, Perry frigate, Reuben James, only then it works), click till the last page shows up. This one doesn't just show you what the unit looks like. It even shows you the location it is near at. In other words: if you placed a harbor and you want to place a ship really close to it (right next to the pier), then select the ship, go to the last page so it shows the ship as 3D. Now move the ship and you will see how the terrain moves on the 3D view as well, yes it will show the harbor and any other thing you placed. That way you can perfectly set harbor at the edge of a coast, a ship at the pier and a lot more! 7.) (optional but helpful) In case you are done with your mission and you feel like you want to add more stuff AFTER releasing your first map version, be sure to add some version number somewhere so people will know if they should overwrite a mission with the same name or not. Alternatively, drop the idea of more stuff and make it an extra mission. 8.) When doing a campaign mission, think of a good story. Nothing is as boring as having 12 campaign missions all telling you to sink something but there's no story around it evolving. Version 2: Some time ago I put up a few suggestions on what to improve/avoid when creating missions. I thought I should update it along with suggestions from other people since some missions are the worst crap ever I came across in DW although it's so easy to avoid some fatal mistakes. Descriptions/Briefings: - Include a mission description! People need to know what the mission is about and what they have to do without reading a long briefing (if there is any), especially useful if you got people who never read long texts or if the host is in a hurry, in any case a mission needs a quick brief overview of the most important things, you put that into the "mission description" - A briefing wouldn't hurt. if you dont want to bother with it, at least include a more detailed mission description or people won't have a clue on what to do. [kbach: Well, I disagree with you about the Mission description vs Briefing thing. People only view the mission description when they choose a platform, if they view it at all. The breifing is visible while in the game room AND while playing, which makes it far more useful for passing pertinent information to the players. There is no excuse for a mission designer to "not want to bother with" writing a briefing...nor is there any excuse for a player not reading it, no matter how long and detailed. This is a complicated sim game, it should not be wasted on simple missions that do not take advantage of the depth of the game. Mission designers really ought not to worry about the settings (such as quick launch) that players use. Many good missions that are designed around realistic settings, would become crap missions if they were "dumbed down" to accomodate the "quick" crowd (they should probably not be played with whimp settings either--maybe the designer can leave a note for the Host). In any case, the "correct" way to have a helo up quickly is to set it to alert 5, not to have quick launch enabled.] Distances / mission duration: - Don't make missions extremy long lasting in multiplayer. Think of distances first, especially for the slow subs (a P3 is a lot faster, always remember what unit you're dealing with when thinking of distances). I've played a mission that was 2 subs vs 2 subs and all of them were 40-50 miles away. That's pretty bad since we all got a real life and maybe only little or at least limited free time (that's why we usually prefer to play missions that last up to an hour - shortly after that or even before that usually half of the people have to go anyway) and many of us arent even in the same time zone. You don't need to do every mission a quick one but don't make it last several hours until you FIND your first contact (and another few hours till you kill it). Of course, some people might want to play that long per mission but then don't forget to add a warning in the description that the mission takes at least a few hours. - Better yet: mention in all your missions how long it approximately takes (take a rough guess if you're uncertain) so people know in advance if they want to play it now or later (depending on their time situation) - people may disable quick launch (either intentionally or by accident), keep that in mind when designing. Especially since the helo takes 30 real time minutes to take off from the frigate. While this makes it more balanced/fairer and real in some missions, it will be quite unfair and a long wait (especially if someone only got that station assigned to himself) in most missions. If in doubt, put the helo into the air at mission start (but make sure it's bound to the FFG if case that's intended). - add a marking to show the area of operation, this is especially useful if your mission is in the open sea so people know they don't have to search the entire map and get a rough guess on where to look. Knowing your task: - Be precise when telling the players what they have to sink or protect! I sometimes played a mission where it said "escort and protect the super tanker" and there were at least 2-3 super tanker and even scattered in different locations - people can't ever read the designer's mind! Also, if you intend it, tell people they have to identify a target first before sinking it (that is if you don't want them to sink anything just by taking a guess of what it could be) Anti-startup-collision-damage-formula: - Once you placed a unit and selected country, type and name (for example US, Perry frigate, Reuben James, only then it works), click till the last page shows up. This one doesn't just show you what the unit looks like. It even shows you the location/area around it! In other words: if you placed a harbor and you want to place a ship really close to it (right next to the pier), then select the ship, go to the last page so it shows the ship as 3D. Now move the ship and you will see how the terrain moves on the 3D view as well, yes it will show the harbor and any other thing you placed, too. That way you can perfectly set harbor at the edge of a coast, a ship at the pier and a lot more! Sometimes people set units too close to each other and they blow up right at mission start. Last but not least version? - (optional but helpful) in case you are done with your mission and you feel like you want to add more stuff AFTER releasing your first map version, be sure to add some version number somewhere so people will know if they should overwrite a mission with the same name or not. Alternatively, drop the idea of more stuff and make it an extra mission. Optionally, you can add on your next version a description of what changed in your newest version. Exciting campaigns: - When doing a campaign mission, think of a good story. Nothing is as boring as having 12 campaign missions all telling you to sink something but there's no story around it evolving. Also, be sure to add a variety of mission tasks so you don't have to do the exact same job twelve times. Be creative and maybe add a task/situation/feature no one thought of yet. Test Drive: test your mission several times (especially when you think you're done) before releasing it to the public, humans do make mistakes when coding and designing.. If in doubt about the the duration of something or the whole mission, test it without time acceleration on the parts you're not sure about. You wouldn't want to release a half broken or crap mission to public just because you messed up a single number, would you? Mission feedback - you should include some contact adress so people can give you good/bad feedback on your mission. Appendix D: Online Information http://www.orionwarrior.com/forum/index.php (Home of the Landlubbers Guide - Forum) Martin's Dangerous Waters After Action Reports http://www.sunim.plus.com/afteraction/afteraction.html http://navalcommand-hq.com/ http://www.orionwarrior.com/html/index.php www.subguru.com http://www.subsim.com/ http://homepages.tesco.net/benedict.kent/ Appendix E-1: Propaganda Enough of Submarines and the Deep Sea? Enter the Universum of Space Flight Simulation for FREE: http://www.medphys.ucl.ac.uk/~martins/orbit/orbit.html Appendix E-2: Additional Stuff SAVE THE SUBMERSIBLE From The Post and Courier, submitted by Stephen A. Buckler, Ruffin, SC http://www.treasurenet.com/westeast/data/headlines/robots/200503.htm Every day, the tides uncover the football-shaped iron hulk, left to rot just off the beach of a deserted island near Panama. The locals call it a death machine, and the ebb and flow of the Pacific creates the ghostly illusion that it is endlessly diving and re-surfacing. When the maritime archaeologist James Delgado arrived in Panama on a cruise ship in 2001, locals told him about the ship, claiming it was a Japanese sub abandoned after World War II. Faced with the prospect of another boring bird-watching tour, he hired a boat to the remote island for a peek. There, in the surf of Isla San Telmo, Delgado found a forgotten chapter in submarine history, a Civil War-era cousin of the H.L. Hunley. "It looked like something out of "20,000 Leagues Under the Sea," Delgado said. "At first I thought it looked like a Holland submarine, but it was much smaller." Delgado climbed around the sub, and was struck by its strange construction. Some of its design elements appeared to date to 1900, but the strange iron bars between its two hulls seemed like they'd been forged in the 1850s. A few years later, Delgado got his answers. He has identified the wreck as the Sub Marine Explorer, a submersible built in New York in the waning days of the Civil War. Turned down by the U.S. Navy, its builder took the sub to Central America to make a fortune in pearl diving. Before it was over, the sub's builder made another important - and deadly - discovery about deep-water diving. Delgado says the submarine, which in some ways is even more advanced than the Hunley, is a unique maritime treasure that should be saved. Now he's looking for a way to rescue the fallen fish-boat from the waters of Central America. Ideally, he says, the Explorer should be brought to the Warren Lasch Conservation Center, where it could benefit from the cutting-edge technology being used to save the Hunley. "I can't imagine a better place for it," Delgado said after a tour of the North Charleston lab earlier this week. "If the funding could be found, it would be a great fit." The two 1860s subs have much in common: design elements, similar conservation problems and, perhaps most notably, tragic pasts. Delgado could not get the sub out of his mind. After returning to Canada, where he is executive director of the Vancouver Maritime Museum, he sent photos of the boat to every maritime historian he knew, and he knows a lot of them. Delgado, co-host with Clive Cussler of National Geographic International's "The Sea Hunters," has been in the shipwreck business for decades, and as formerly maritime historian for the U.S. National Park Service. For a long while, however none of his contacts could offer much advice about the fat little sub. One friend mentioned it looked like the Intelligent Whale, a Civil War-era sub, and that made Delgado think: Could it be that old? Then, one day last year, Rich Wills, a Navy archaeologist, said the sub resembled drawings he'd seen of the Sub Marine Explorer, built for the U.S. Navy during the Civil War by a German immigrant and engineering whiz kid named Julius Kroehl. Delgado got the drawings and any doubt he had melted away. He had his sub. The final confirmation was found in the article accompanying the drawings in the 1902 journal. It said the sub had been abandoned off Panama in 1869. This research is the final chapter of a long, intriguing story... Kroehl immigrated to America in 1838, where he studied to become an engineer. He took to the work like a duck to water, and by 1845 had patented a flange-bending machine for ironwork. More than a decade later, while blasting away at a reef causing problems for ships in the East River channel, Kroehl hired Van Buren Ryerson, who had crafted a pressured diving bell, to help. Kroehl would remember the bell and its name, Sub Marine Explorer. Delgado says that in 1861 Kroehl became the first inventor to offer the U.S. Navy a submarine to sneak into Southern ports and attack from beneath the surface. Officials instead chose to go with Brutus de Villeroi, who eventually built the USS Alligator, the Navy's first submarine. Kroehl instead spent most of the war as an underwater explosives expert for the Union, working the Mississippi River circuit until he was discharged with malaria. While recuperating, he came up with the idea of a submarine that divers could get in and out of underwater, from which they could set charges and disarm enemy torpedoes. Delgado says Kroehl was smart, and knew the Navy wouldn't pay for the construction of such an experimental boat. So he joined up with the Pacific Pearl Company, which was itching to mine the pearl beds off the Central American coast. While Kroehl was building his submarine in early 1864, the "shot heard around the world' in the underwater arms race was fired off Charleston. The privateer H.L. Hunley had sunk the USS Housatonic four miles offshore. The boat, which Kroehl called the Sub Marine Explorer, was 36 feet long and 10 feet wide and could carry six to eight men. It was notable for its odd elliptical shape, its flat bottom and its separate chamber for pressurized air, which could be pumped into the crew compartment to equalize the pressure enough so the hatches could be opened under water. It was, Delgado said, the first selfpropelled "lock out" dive chamber, an invention most historians have thought didn't come along until the 20th century. By the time the Explorer sailed, the Civil War was just about over. The Navy passed on the boat, but the Pacific Pearl Co. was ready for business. They used tests of the sub in the East River to attract investors. The New York Times covered one such demonstration in May 1866, when Kroehl took the sub down for an hour and a half, leaving the people on the dock afraid that he had perished beneath the surface. "Kroehl popped out of the hatch smoking a Meerschaum pipe, holding a bucket of mud scooped off the bottom of the channel," Delgado said. Soon after that, Pacific Pearl shipped Explorer to Panama, where it gathered pearls successfully for almost three years. Kroehl did not make it so long. After one dive, Kroehl became ill. The locals said he had the "fever" and died shortly thereafter. Delgado believes there is more to the story. In 1869, according to some accounts, the Explorer was abandoned in Panama Bay after a stint of heavy use. For 10 straight days, divers were taking the sub to a nearby pearl bed 100 feet below the surface, working for four hours and then returning to the surface. To some degree, all of them fell deathly ill. Reading of Kroehl's symptoms, Delgado says he doesn't believe the engineer had a relapse of his malaria. His symptoms sounded, like those of the other workers who got sick in the sub, much more like the bends. "They didn't know about decompression," he said. "It was unknown until workers on the Brooklyn Bridge started getting caisson's disease, and wasn't known as the bends until years later. I think Julius Kroehl may have died of the first recorded case of the bends." The future of the submarine is uncertain. Exposed to the air, sea, and intrepid tourists, its hull is deteriorating badly, and it has apparently fallen victim to looters - the propeller and conning tower hatch are missing. Delgado took a crew of scientists down in 2002 to map the sub and give it a more careful examination. Recently, Delgado said the National Oceanic and Atmospheric Administration, which is looking for the Alligator, has set aside money for a factfinding expedition to Panama next year. Scientists want to find out if the sub, apparently made almost entirely of brittle cast iron, is too fragile to move, or if it can be saved. Then - if it is determined that Explorer can be rescued - comes the hard part: finding the money to bring it up and care for it. Delgado says if it can be salvaged, it could be put in a tank of cold freshwater to desalinate it until technology invents a way to preserve it for posterity. The Hunley lab, with its cutting-edge research on preserving Charleston's Civil War sub, is an obvious place for Explorer, says Delgado. But for the foreseeable future, scientists there have their hands full with their own crusty sub. "It is an interesting parallel story to the Hunley," said Maria Jacobsen, senior archaeologist for the Hunley project. "It furthers our understanding of the evolution of diving technology. But they are two different things. The Explorer is an evolved concept of a dive bell, while the Hunley is a highly maneuverable, hydrodynamic stealth boat. In its case, it is the weapon." Jacobsen said that the Hunley lab is the ideal place for such a ship, but it will be years before scientists there will have any time or energy to tackle another major project. But if the sub had to sit in holding tanks at the lab, like the cannons from the Alabama, Delgado says that would be better than allowing it to rot off the beach of Isla San Telmo. "I'd just like to see ol' Uncle Julius's sub saved," Delgado said. Civil War Underwater Warfare Prints: http://www.navyandmarine.org/alligator/underwaterprints.htm