688(i) hunter-killer - user manual

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Jane’s 688(I) User’s Manual Jane’s 688(I) User’s Manual With Supplemental Information Sheet 1 of 116

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688(I) Hunter-Killer - User Manual

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Page 1: 688(I) Hunter-Killer - User Manual

Jane’s 688(I) User’s Manual

Jane’s 688(I) User’s ManualWith Supplemental Information

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Editor’s Note

This document is not intended to replace the original User’s Manual which accompanied the “Jane’s 688(I)” software program. This document does not contain any graphical arts, diagrams, pictures, or other graphics which are contained in the original User’s Manual and make learning the program so much easier. Where such graphical arts are referenced in the text of this document, players should consult their User’s Manual for clarification. This document is solely intended to serve as an alternative resource to printing the User’s Manual which was provided in Adobe Acrobat Reader format on many “Jane’s 688(I)” cd-roms. By eliminating the charts and unnecessary “white space” on the pages, the total number of printed pages has been reduced to approximately half the number of pages required if printed using the Adobe Acrobat version.

All material in this document is copyrighted by Jane’s and/or Electronic Arts, including the essays and reference materials for the actual, real-life submarine(s) and naval combat doctrine. This document is intended for use only by those individuals who have acknowledged the license presented by Jane’s and Electronic Arts. All other individuals should consult their Jane’s and Electronic Arts materials for the appropriate license. At this point in time, we can neither confirm nor deny that you got this document from us.

As a service to our readers, we have eliminated the information regarding installation/uninstallation of the software, as we assume that you have acknowledged the Jane’s/EA license and have installed the software prior to reading this document and don’t want to waste paper and ink printing them out. However, we have retained the information for product support by Jane’s/EA as things tend to break and its difficult to read an Adobe Acrobat file when your computer is not functioning properly.

To assist in referencing the Table of Contents and the Index, we have retained the original document’s page numbers in the body of the text (you’ll see them between paragraphs on the left side of the page). We removed the original page numbers where the numbering interfered with the normal flow of text, such as in a paragraph or a numbered list. To avoid confusion between the original page numbers and the page number of this document, we’ve called the pages of this document “sheets”. This page is Sheet 2 of 116, as you can see at the bottom of this page.

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Table of ContentsCHAPTER 1: QUICK START ................................................8Sensors ....................................................................................................9Preparations ..........................................................................................11Selecting the Mission ..................................................................12Port of Call ..................................................................................12Situation Assessment (12:00–12:05) ....................................................13Ship Control Panel ..............................................................................13Review Basic Controls ..........................................................................14Review Gen Info Elements ..................................................................15Stream the Towed Array ..............................................................17Navigation ............................................................................................18Radio/ESM ............................................................................................18Change Depth ............................................................................19Raise the Radio Antenna ..............................................................19Lower the Radio Antenna and Review Messages..........................19SSP ........................................................................................................20Sonar ....................................................................................................20Monitor the Waterfall Displays ....................................................22First Detection (12:05–12:20) ..............................................................22Sonar (Broadband) ......................................................................22Navigation ..................................................................................25Target Motion Analysis (TMA) ....................................................25Second Detection (12:20–12:40) ..........................................................28Sonar (Broadband) ......................................................................28Navigation ..................................................................................28Target Motion Analysis (TMA) ....................................................28Attack Hostile Submarine (12:40–13:00)..............................................29Fire Control (Weapons Panel) ......................................................29Fire Control (Launcher Panel) ......................................................313-D Viewer ..................................................................................31CO’s Stateroom ....................................................................................32

CHAPTER 2: MAIN MENU/OPTIONS ................................35Change of Command Screen ..............................................................36Main Menu ..........................................................................................36Training Mission ..........................................................................36Training Missions ........................................................................37Single Mission ............................................................................37Campaign ..................................................................................39Mission Editor..............................................................................39Mission Editor Hot Keys ..............................................................44Multiplayer ..................................................................................45Captain’s Log ..............................................................................50Ship’s Information Books ............................................................51Jane’s On-Line ............................................................................51Options ......................................................................................52Exit to Windows ..........................................................................54In Port ..................................................................................................54Weapons Depot ..........................................................................55Repair Yard ..................................................................................56General Information (Gen Info) Area ..................................................56Control Panel ..............................................................................58Saving a mission or campaign..............................................................60

CHAPTER 3: SHIP’S STATIONS ..........................................62Ship Control ........................................................................................63Sonar ....................................................................................................65Broadband ..................................................................................66Narrowband................................................................................68

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Demodulated Noise (DEMON)....................................................70Active ..........................................................................................72Active Intercept ..........................................................................74Radar ....................................................................................................75Radio Room/ESM..................................................................................76Target Motion Analysis ........................................................................78Fire Control: Weapons and Launchers ........................................81Periscope ....................................................................................88Sound Speed Profile ....................................................................90Ship’s Information Books ............................................................91Jane’s On-line ..............................................................................92Navigation ..................................................................................93CO’s Stateroom ..........................................................................953-D Control Room ......................................................................973-D Object View..........................................................................98

CHAPTER 4: ACADEMY TRAINING..................................100Ten Mission Phases ............................................................................102Preparing for the Mission ..................................................................102Evaluating the Mission Objectives..............................................102Upgrading Your Ship ................................................................102Choosing Your Weapon Loadout ..............................................103Receiving the Latest Mission Data ....................................................104Maneuvering and Navigating ............................................................104Buoyancy and Weight ..............................................................104Hydrodynamic Forces ................................................................107Diving ......................................................................................108Surfacing ..................................................................................108Maneuver Hazards ....................................................................109Maintaining Stealth............................................................................111Sonar and the Ocean Environment............................................111Use Thermal Layers to Your Advantage......................................114Use Active Sensors ....................................................................114Avoid Cavitating........................................................................114Limit Your Speed ......................................................................115Operate In Your Opponent’s Baffles ..........................................115Avoid Depth Stress ....................................................................116Raise Masts Only When Necessary ............................................116Use Discretion When Attacking ................................................117Detecting Contacts ............................................................................117Periscope ..................................................................................118Radar ........................................................................................119ESM ..........................................................................................121Sonar ........................................................................................124688(I) Sensor Comparison Table................................................132Classifying Contacts ..........................................................................136Classification Using Narrowband Sonar ....................................136Classification Using the Periscope ..............................................138Classification Using ESM............................................................140Classification Using the DEMON................................................140Targeting Contacts..............................................................................141Targeting With Active Sensors ..................................................141Targeting With Passive Sonar ....................................................142688(I) Weapon Launchers ..................................................................152688(I) Weapon Types ..........................................................................154Launching Weapons ..........................................................................157Launching Missiles Horizontally........................................................157Vertical Launch of Missiles ........................................................157ADCAP Torpedo Launch ............................................................157Launching Harpoons ................................................................162Launching Tomahawks ..............................................................165Launching Mines ......................................................................168

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Evasive Maneuvers..............................................................................171Torpedo Evasion ........................................................................171Special Forces Operations ..................................................................173Submerged Lock out Procedure ................................................174Submerged Lock in Procedure ..................................................174Surfaced Launch Procedure ......................................................175Surfaced Recovery Procedure ....................................................176Launching Special Operations Forces ........................................176Recovering Special Operations Forces........................................177Search and Rescue Operations............................................................177Principles of the Operating Procedure ......................................177Surface Search and Rescue Procedure........................................177DSRV Operations ......................................................................178Casualty Procedures............................................................................178Flooding Procedure ..................................................................179Emergency Deep ......................................................................179Mission Profiles ..................................................................................182Anti-Submarine Warfare ............................................................182Anti-Surface Ship Warfare ..........................................................182Strike Warfare ............................................................................183Mine Warfare ............................................................................183Naval Special Warfare ................................................................184Surveillance ..............................................................................184

CHAPTER 5: ADVANCED TUTORIAL................................186Prerequisite ........................................................................................186Preparations ........................................................................................188Selecting the Mission ................................................................190Situation Assessment (12:00–12:05)..........................................190Radio/ESM ................................................................................191Practice Target Motion Analysis (12:05–12:20)..................................192Sonar (Broadband) ....................................................................192Navigation ................................................................................195Target Motion Analysis (TMA) ..................................................196Sonar (DEMON) ........................................................................198Target Motion Analysis (TMA) ..................................................200Radar ........................................................................................203Target Motion Analysis (TMA) ..................................................205Second Detection (12:20–12:40) ........................................................206Change Depth and Course........................................................206Sonar (Broadband) ....................................................................206Target Motion Analysis (TMA) ..................................................208Navigation ................................................................................210Sonar (DEMON) ........................................................................210Target Motion Analysis (TMA) ..................................................212Attack Hostile Submarine (12:40–13:00)............................................213Fire Control (Target Display Panel) ............................................213Fire Control (Launcher Panel) ....................................................2153-D Viewer ................................................................................216Search For Krivak (12:40–13:05) ........................................................218Increase Speed and Go To Periscope Depth ..............................218Radio/ESM ................................................................................218Target Motion Analysis (TMA) ..................................................219Navigation ................................................................................220Target Motion Analysis (TMA) ..................................................222Change Depth, Course, and Speed To Close Range ..................223Navigation ................................................................................223Prepare Attack On Krivak (13:05–13:25)............................................223Change Depth and Speed ........................................................223Radio/ESM ................................................................................223Change Depth, Course, and Speed To Close Range ..................224Sonar (Broadband) ....................................................................224

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Attack Krivak (13:25–13:50) ..............................................................225Fire Control (Weapons Panel) ....................................................225Fire Control (Launcher Panel) ....................................................2263-D Viewer ................................................................................227Sonar (Broadband) ....................................................................227Change Course and Speed ........................................................227Target Motion Analysis (TMA) ..................................................227Navigation ................................................................................228Change Speed and Depth ........................................................228Periscope ..................................................................................228Fire Control (Launcher Panel) ....................................................228Fire Control (Target Display Panel) ............................................230Fire Control (Launcher Panel) ....................................................2303-D Viewer or Periscope ............................................................231Attack Cuban Armory (13:50–14:15) ................................................232Radio/ESM ................................................................................232Fire Control (Weapons Panel) ....................................................232Fire Control (Launcher Panel) ....................................................2333-D Viewer or Fire Control (Weapons Panel)..............................233Radio/ESM ................................................................................234

APPENDIX A..............................................................236APPENDIX B ..............................................................258APPENDIX C ..............................................................270APPENDIX D..............................................................274APPENDIX E ..............................................................278APPENDIX F ..............................................................282

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Chapter 1: Quick StartSENSORS........................................................................9PREPARATIONS............................................................11Selecting the Mission ......................................................................12Port of Call ......................................................................................12SITUATION ASSESSMENT (12:00–12:05)......................13SHIP CONTROL PANEL ................................................13REVIEW BASIC CONTROLS ..........................................14REVIEW GEN INFO ELEMENTS......................................15Stream the Towed Array..................................................................17NAVIGATION................................................................18RADIO/ESM ................................................................18Change Depth ................................................................................19Raise the Radio Antenna ................................................................19Lower the Radio Antenna and Review Messages ..........................19SSP ..............................................................................20SONAR ........................................................................20Monitor the Waterfall Displays ......................................................21FIRST DETECTION (12:05–12:20) ................................22Sonar (Broadband) ..........................................................................22Navigation ......................................................................................25Target Motion Analysis (TMA)........................................................25SECOND DETECTION (12:20–12:40) ............................28Sonar (Broadband) ..........................................................................28Navigation ......................................................................................28Target Motion Analysis (TMA)........................................................28ATTACK HOSTILE SUBMARINE (12:40–13:00) ............29Fire Control (Target Display Panel) ................................................29Fire Control (Launcher Panel) ........................................................313-D Viewer ......................................................................................31CO’S STATEROOM........................................................32

Quick StartThe Quickstart Tutorial is designed to introduce inexperienced 688(I) Hunter/Killer players to the essentials of submarine warfare. Following the instructions in this chapter, you’ll learn how to detect, classify, and attack a submarine. Before beginning, take a minute to familiarize yourself with the various sensorsaboard the 688(I).

SensorsSubmarine warfare revolves around the submarine’s ability to detect other ships. As you will learn, the modern submarine has a number of sophisticated sensors for detecting, classifying, tracking, and locating other vessels; howev-er, the most important is sonar.

Sonar is used to detect both submarines and surface ships. When operating below periscope depth (60 ft), sonar is the submarine’s only sensor. As such, its value can’t be exaggerated. There are two types of sonar: passive and active. A passive sonar consists of a set of hydrophones (sensors) that receive sounds produced by other sources. Passive sonar can be used only to listen. Its major purpose is to detect and classify other ships. Under optimal conditions, modern passive sonar can sense ships over several miles, thus allowing the submarine to detect potential targets or enemy ships long before it comes into the rangeof their sensors. However, passive sonar has its limitations. The sonarman tracking a ship with passive sonar can only determine the direction, or bearing, of the sound source. The distance to the other ship (range)—an important consideration when maneuvering into an attack position and programmingweapons—is initially unknown.

The same is not true of active sonar, which operates on the principal of echo ranging. An active sonar system transmits a high-energy acoustic signal (the famous “sonar ping” everyone knows from the movies). Objects in the area reflect the sound, and the resulting echo is picked up by the submarine’s

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hydrophones. The lag in time between the initial transmission and the returning echo reveals the target’s range with great precision.

Passive Sonar— Sub just listens.

The obvious advantage of active sonar is that it provides instant range information. The disadvantage is that the active transmission can be received by enemy ships and used to locate the submarine. The risk is such that active sonar is used only as a last resort for determining a target’s range. As you will see in the quick start mission, target range can be determined with passive sonar, too. Using a process called Target Motion Analysis (TMA), you can accurately determine another ship’s bearing, range, course, and speed (in other words, its location in two dimensional space) simply by tracking the target with passive sonar. The diagram below shows the sensors you will learn about in this mission. They are:

Spherical Array: A 16-ton dome in the nose of the ship capable of passive sonar detection and active sonar transmissions. The sonar system’s hydrophones are sensitive to acoustic energy in the broadband and narrowband portions of the acoustic spectrum (750 Hz to 2.0 kHz).

Towed Array: A long, retractable cable of hydrophones that is towed behind the submarine. Like the spherical array, the towed array can detect broadband and narrowband energy (10 Hz to 1.0 kHz), though the towed array is more sensitive in the low frequency portion of the spectrum.

Active Sonar— Sub transmits, and then listens.

PreparationsYou should have already installed the game and chosen a name and ship at the Change of Command screen. You’re now looking at the Main menu. Before you select your mission, make sure that your crew assistants are currently activated. Click on the Options button. From the Options screen, click on the Crew button.

Make certain that the boxes next to Sonar: Sonar Supervising Assisting, TMA: Plot Coordinator Assisting and Fire Control: Weapons Coordinator Assisting are checked. If these options are not selected, click on the option until a check appears in the box. When you’re ready, click OK to return to the Main menu.

Selecting the MissionFrom the Main menu, select the Single Missions button. When the Single Missions screen appears, click on the first mission in the list, One Step At A Time.n When you click OK, the Port of Call screen appears.

Port of CallThe Port of Call is where you review your orders, repair your ship, and load weapons.

1. Click on the Headquarters hotspot to read the orders from this mission. When you’re finished, click OK.2. Click on the Weapons Depot hotspot. Note the default weapons load:n In the torpedo tubes: 2 Harpoon anti-ship missiles and 2 ADCAP torpedoes.n On the racks: 8 Harpoon anti-ship missiles, 8 ADCAP torpedoes and 4 SLMM mines.n In the vertical launch tubes: 12 Tomahawk cruise missiles. The default load is appropriate for this mission, so you don’t need to alter it. Click OK.

This mission doesn’t require that you visit the Dry Dock or Supply Depot, so it’s time to leave the Port of Call. Click on the submarine to get underway.

Situation Assessment(12:00Ð12:05)Once underway, take five minutes to prepare the ship for the mission. This includes reviewing some basic controls, streaming the towed array, and reading your mission objectives and rules of engagement.

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Ship Control PanelStart your mission from the Ship Control screen. At the bottom right, the Pause button stops the advance of time in the game, but still lets you move through screens to get information and change some settings at various stations. Until you become experienced, use the Pause button often.13Review Basic ControlsThe basic controls on this screen let you maneuver the ship, i.e., change depth, speed, and course. Other controls are for specialized maneuvers, and as such are of little concern to you now. For this mission, you’ll need to know only a few:

Note Your Current Course, Speed and DepthTake a moment to note your current movement. You’re on a course of 000— in other words, due north.Your speed is 4 kts, and your keel depth is 350 feet below the surface.

Changing Coursen To change course, click anywhere in the Course Indicator. The black needle indicates the current course; the red needle indicates the ordered course.14Changing Speedn To change speed in 5 kt increments, click on the Engine Order Telegraph. The black arrow indicates the current speed; the red arrow indicates the ordered speed. More precise speeds can be ordered by clicking on the Ordered Speed Indicator. Point the cursor at any digit; click to cycle forward through the values, and right-click to cycle backwards. Note that flank (maximum) speed for the 688(I) is 32 kts.

Changing Depthn To change depth, click on the Ordered Depth Indicator. Click on a digit to cycle forward through the values; right-click to cycle backwards.

Review Gen Info ElementsThe General Information or Gen Info area is displayed on most screens. This area contains the essential controls and information needed during combat. 15Ordered speedPoint at digit; click or right-click to cycleElapsed TimeManeuver ShortcutsShip’s Station IconsPause ButtonReport History Window

Maneuver ShortcutsThe Maneuver Shortcuts allow you to change your course, speed, and depth without having to go to the Ship Control screen. To issue a maneuver command, point the cursor at one of the digits. Click to cycle forward through the values, or right-click to cycle backward.

Ship’s Station IconsThe Ship’s Station Icons allow you switch between the various submarine stations. The currently selected icon is highlighted yellow.n To go to a different station, click on any of the Station Icons.

Pause Buttonn To pause the game, click on the Pause button. The game is paused when the button is highlighted. To resume play, click on the button again. You should keep the game paused while reading the instructionsin this tutorial. All stations and controls are accessible while the game is paused.

Time Scale ControlsThe Time Scale Controls can be used to speed the passage of time from 1x (normal) to 8x time.n To increase or decrease the time scale, click on either of the arrows.16

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Ship ControlRadarTarget Motion Analysis (TMA)PeriscopeShip’s BooksNavigation3-D Control RoomSonarRadioFire ControlSound Speed Profile (SSP)Jane’s InformationCO StateroomObject Viewer

Increased time levels should only be used when transiting in a safe environment- if weapons are active in the water, you’ll need every second for evasive maneuvers. In this tutorial you probably won’t have any need for the Time Scale Controls.

Report History WindowThe Report History Window contains a record of all reports and confirmations given by your crew. To scroll backwards or forwards through the record, click on either of the arrows.

Stream the Towed ArrayOne of the towed arrays must be streamed behind the submarine in order for it to be active (only one need be deployed at any time). Click on Stream to activate the winch. You’ll need a towed array’s acute sensors in this mission, so you should deploy one now. Allow the array to stream to an approximate length of 1500 feet. (The towed array can be streamed to a maximum length of 2600 feet. For this mission it doesn’t need to be that long.) Once it’s finished, click Off to deactivate the winch.17

NavigationSwitch to Navigation screen. Take a minute to determine your location in the operations area.

Adjust Map Viewn Click on the Zoom In button until the map scale is at 10 NM per inch.n Click on the Center On Own Ship button to move your submarine to the center of the view.

Determine Map Positionn To determine the coordinates and depth of any location on the map, move the cursor over the location. Coordinates and depth appear in the upper right corner. To turn this feature on/off press � X.n To view the current coordinates and depth at your position, point the cursor at Own Ship marker.

Radio/ESMSwitch to Radio/ESM screen.At the beginning of each mission, you should always review your current mission orders and intelligence reports. These often provide critical information on targets: the types of ships you’re looking for, their last known position, and possibly even their estimated courses and speeds. You should check to see if you have any new messages. To do this, the ship needs to be at periscope depth (60 feet).18Change Depthn Click on the Depth control digits in the Gen Info area to order a depth of 60 feet.

Raise the Radio Antennan When the ship reaches periscope depth (60 feet), you should raise the radio antenna and check for new messages and intel data. Click on the Raise Radio Antenna switch. Wait a moment while the mast is raised and a satellite downlink is established. Eventually you’ll receive a new message.

Lower the Radio Antenna and Review Messages

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n Click on the Lower Radio Antenna switch. Pause the game while you review your messages.n To scroll forwards and backwards through your messages, click on the up and down arrows.19SSPSwitch to the Sound Speed Profile (SSP) screen. The SSP displays the speed at which sound is transmitted at various depths in the local area. This is important in that water typically forms distinct layers of density which profoundly affect sonar transmissions. Warmer, less dense water forms the upper surface duct—below this, temperatures fall off sharply and density increases. The effect of this is that sound generated in one layer doesn’t tend to transmit easily to the other layer, and vice versa. At the beginning of any mission, you always want to check at which depth the surface duct separates from the lower thermal. Note in this mission that the thermal layer forms around 220 feet. In other words, if you are above 220 feet and an enemy submarine is below that depth, you may have trouble detecting it. Likewise, the thermal layer will disrupt the enemy submarine’s detection of your ship.

SonarSwitch to the Sonar screen. The Sonar screen is where you monitor the sounds of other ships operatingin the water (sonar contacts). The sonar system is divided into five modes, each of which is represented by a button at the top of the screen. n To switch modes, you can click on one of the buttons. However, for the moment you’ll be working in Broadband mode, which is the default display.20ActiveActive InterceptDEMON (Waterfall)BroadbandNarrowband (Waterfall)

Monitor the Waterfall DisplaysBroadband mode consists of two waterfall displays, so-called because data “cascades” down over time, thus providing the operator with a sense of the movement of contacts over time. Bearing is displayed on the horizontal axis with either north (000) or south (180) in the center. Time is displayed on the vertical axis, with the most recent information at the top. Your submarine’s bearing is indicated by the bright green line. A weak contact appears as a faint green line, while a strong contact appears as a bright green line.�Both waterfall displays show exactly the same information. Two are provided so that you can monitor data using different time scales. It’s generally a good idea to have one display set on Short Time Average (1–60 seconds) and the other on Intermediate (0–30 minutes) or Long (0–2 hours). Both the spherical sensor and the towed array pick up broadband data. The information displayed depends on which sensor is selected.21Waterfall Display 1Time Average Controls 1Waterfall Display 2Time Average Controls 2BearingTime

n To switch between the two sensors, click on the Selected Array buttons at the bottom of the screen. For the moment, select the spherical array as your sensor.

First Detection(12:05Ð12:20)

Sonar (Broadband)Watch the spherical array. Whenever a contact appears, your crew designates the contact and assigns a tracker. Notice that the sonar supervisor has designated the current contact Sierra 1 (S1). A sonar tracker (A) is automatically assigned to the contact. The tracker will automatically track the contact and make this information available to the Target Motion Analysis (TMA) station, which you’ll learn about later.22Sonar tracker “A” is assignedTowed ArraySpherical Array

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n Click on the Towed Array to switch to that sensor. You’ll notice that no contact information appears when the towed array is selected. Why? The reason is that the propeller wash of your ship prevents sounds generated in front of the submarine from reaching the towed array. This raises an important note about the limitations of your sensors. The towed array can’t pick contacts in front of your submarine. At the same time, the spherical array can’t pick up contacts behind the ship.23To pick up the contact using the towed array, you need to change course so that your submarine isn’t between the towed array sensors and the contact. n In the Gen Info area, click on the Course Control to order a course of 060. You’ll need to wait a couple of minutes until the 1500 foot towed array has followed your submarine onto the new course. Be patient - eventually the array will pick up the contact. Note that two traces appear on the display. Both traces are in fact the same contact. Due to the intricacies of processing, the towed array creates a mirror image trace for all contacts. In this case, you know which is the correct contact because the same contact is already on thespherical array. If you’re unsure, click on the Spherical Array button and confirm the target’s true bearing (somewhere between 350 and 000). Sonar Supervisor automatically combines the information gathered from the spherical (S1) array and the towed (S2) array to create M1: the merged contact.24Sonar Broadband - Check the spherical array contact if you’re unsure which is the true bearing.

NavigationSwitch to the Navigation station. Your crew has automatically classified M1 as a neutral surface contact. Thesymbol for M1 on the navigation display is that of a neutral surface contact.

Target Motion Analysis (TMA)Switch to the TMA screen. What is TMA? Target Motion Analysis is a process by which a target’s courseand range are estimated using timed bearing readings and an estimate of the target’s speed. Imagine a situation in which a submarine is tracking a ship. Every 10 minutes, the TMA station records the bearing at which the contact was detected: If you have a good idea of the target’s speed, you can estimate its course and range. Look at the diagram below. If you know the target is traveling at 10 knots, its range and course can be estimated.

(Illustration not available in MS Word).25The accuracy of the speed estimate is critical. If the target in our example was actually traveling at 5 knots, its range would be reduced by half. The trick is to have a good estimate of the target’s speed. Fortunately foryou, you have a TMA assistant who can not only estimate a target’s speed with a fair amount of accuracy, he can use that information to derive estimates for range and course. Watch the automated TMA assistant as he tracks the tanker’s change in bearing and works at achieving a target solution. (A target solution is all of the information you’re seeking: bearing, course, speed, and range). Click on the drop-down menu and select M1 to display the contact’s tracking data. Wait awhile and watch as bearing lines appear. These lines show the tanker’s change in bearing over time. This information gives you a general idea of the contact’s course - in this case it’s moving from right to left, i.e., heading west.26As useful as this information is, it’s important that the TMA assistant also estimates the target’s range, which is the critical piece of data you need in any tactical situation. To do this, the TMA assistant uses the green ruler on the TMA board. Estimating the tanker’s speed, he can line up the tick marks on the ruler with the displayed bearing lines and derive a target solution. The arrow head on the ruler indicates the TMA assistant’s best estimate of the tanker’s course. The length of the ruler represents his best estimate of thetanker’s speed (in other words, if the tanker were going faster, the ruler would be longer). The distance of the ruler from the Own Ship Marker represents the tanker’s estimated range. All of the assistant’s estimates appear in numerical form under the Target Solution panel. The dot stack in the upper left corner is a graphical representation of the error between tick marks and bearing lines. The dots at the top are the mostrecent bearing readings. When the top dots are on the center line, the TMA assistant’s analysis is probably correct. This exercise should demonstrate how important it is to achieve as accurate a target solution as possible. However, since this particular target is a non-threat (why destroy an innocent tanker?), only a rough solution is required. You can now continue hunting for the Victor II submarine, which is your primarymission objective.27

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Second Detection (12:20Ð12:40)You know the Victor II is north of you heading south. You’ve only detected a tanker above the thermal layer, so now you should focus your search on the layer below.1. Click on the Gen Info depth control to order a depth of 350 feet.2. Click on the Gen Info course control to resume your course of 000.3. Switch to the Sonar Screen, and then click on the Broadband button.

Sonar (Broadband)As your ship crosses the thermal layer (220 feet), switch back and forth between the towed and spherical array. Eventually a contact should appear somewhere between 040 and 050.

NavigationSwitch to the Navigation station. Notice that your crew has classified the contact as a hostile submarine. After a while, your sonar will merge the individual sonar contacts onto one “master” contact. In this case, the Victor is designated M2. The contact is represented on the Navigation display by the red symbol designating a hostile submarine contact.

Target Motion Analysis (TMA)Switch to the TMA screen.n Click on the drop-down menu and select M2 to display the contact’s tracking data.28Wait a while and watch as timed bearing lines appear on the TMA board. When your TMA assistant has enough information he’ll derive a target solution from the bearing line data. To ensure that you have an accurate solution, change your course to 180. By changing your ship’s contribution to the bearing rate, you’ll achieve a more accurate solution. (As you make more shifts in course, your TMA assistant’s estimates will become more accurate.) Wait a few minutes as new bearing data is collected. Your final target solution should look something like this: (Illustration not available in MS Word.) You’re ready to launch a weapon at the enemy submarine.

Attack Hostile Submarine(12:40Ð13:00)Fire Control (Target Display Panel)Switch to the Fire Control station. There are a few steps you must take before launching a torpedo. First you must enter the number of the contact you plan on attacking.n Click on the Fire Control drop menu at the top of the screen. Select M2 as your current target.n Click on the symbol designating Torpedo Tube 4.n Click on the P. “P” stands for presets. These are the instructions given the torpedo prior to launching. Since you also have a Weapons assistant active, the presets for the torpedo are already set.n Click on Return. Now click on the Launcher Panel button to view the various controls for launching a torpedo.30Fire Control (Launcher Panel)Note that the number indicating Torpedo Tube 4 is lit. This tells you that a target (in this case, M2) has been designated for the weapon in this tube. 1. Click the F button to flood the tube. The button flashes for a moment—once it’s fully flooded, the button stays lit.2. Click the E button to equalize the pressure in the tube with the sea pressure. The button flashes for a moment—once pressure has been equalized, the button stays lit.3. Click the M button to open the muzzle door. The button flashes for a moment—once the door is open, the button stays lit. Note that the Interlock Indicator (I) is now also lit. You’re now ready to fire the torpedo.n Click on the Fire button twice—once to lift the safety shield, and a second time to fire the torpedo.

3-D ViewerSwitch to the 3-D Viewer station. Notice as the torpedo is launched from your submarine.31

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n Click on the drop menu at the top of the screen. Select ADCAP from the list of objects. The viewer now tracks your ADCAP as it travels toward the target. Try out the various camera views as well as the zoom and pan features.

CO’s StateroomSwitch to the CO’s Stateroom. By the end of the mission you should’ve sunk the Victor II. Congratulations!Your mission orders require you to destroy a Krivak class frigate in addition to the Victor, and to launch a Tomahawk missile at a Cuban armory. You’re free to try your hand at attacking the surface ship and land target if you wish; however, you may prefer to replay this mission following the Advanced Tutorial in Chapter 5. The Advanced Tutorial provides you with full instructions for completing all mission objectives in this mission.n If you decide to end this mission now, simply click on the End Mission drawer. You’re asked whether you want to end the mission.n Click on the Yes button to exit.32

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Chapter 2:Main Menu/OptionsCHANGE OF COMMAND SCREEN ................................35MAIN MENU ................................................................36Training Mission ............................................................................36Training Missions ..........................................................................37Single Mission ................................................................................37Campaign ......................................................................................39Mission Editor ................................................................................39Mission Editor Hot Keys ................................................................44Multiplayer ....................................................................................45Captain’s Log ..................................................................................50Ship’s Information Books ..............................................................51Jane’s On-Line ................................................................................51Options ..........................................................................................52Exit to Windows ............................................................................54IN PORT ......................................................................54Weapons Depot ..............................................................................55Repair Yard......................................................................................56GENERAL INFORMATION (GEN INFO) AREA ................56Control Panel..................................................................................58SAVING A MISSION OR CAMPAIGN ............................6034

This chapter is designed to guide you through the various menus and options in the game. The focus here is on selecting and customizing the mission you’re about to play. To begin, log in at the Change of Command screen, and set game options and mission type at the Main menu.

Change of Command ScreenEnter your name and select one of 23 688(I) SSNs to command. Note that all ships are equally capable. When you enter a name as Captain, you accumulate points as you progress through the different missions. Based on these scores, you can later upgrade your sub and its equipment.n To enter your name, click on the Captain entry line to highlight it and type in a name. To select a submarine:1. Click on the arrow to the right of the Submarine line. A pull-down menu appears.2. Click on the Scroll bar or the arrows to scroll through the entire list.3. Click on the submarine you wish to command.4. Click Accept to accept your command and continue to the Main menu, or click Decline to exit the game and return to Windows. Mission performance is attributed to the “captain” commanding the ship. Each name you enter represents a different captain, and each captain’s scores are recorded individually.35Main MenuOnce you have logged on and selected a sub from the fleet, the Main menu appears.n To select an item from the Main menu, click on the button corresponding to the item you wish to select.

Training MissionTraining missions are designed to highlight a specific aspect of submarine operations. Each training mission helps you develop a skill you will use in a hostile situation later in a single mission, campaign mission, or multiplayer mission. Practice techniques in stealth, mine laying, anti-surface warfare, anti-submarine warfare, and land-based targeting. All forces in the training missions are friendly, although some play the part of enemy ships. Note: During Training missions, the ADCAPs you fire will not detonate or strike the target. They are unarmed exercise weapons and are programmed to swerve away from the target before they hit it.

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To play a Training Mission:1. Click the button next to TRAINING MISSION. The Training Mission Select screen appears.2. Click on the mission of your choice. A mission summary appears in the Mission Description box.3. When you have selected the mission you wish to play, click the OK button. You are taken to the Port of Call. For more information, see Port of Call on p. 54.

Training Missions1. The Silent Service - Training in basic submarine operations, focusing on stealth. 2. Assault On Freeport - Training in strike warfare and targeting the Tomahawk missile. 3. Virginia SLMMs - Training in offensive mine warfare.4. Fire One! - Training in basic anti-submarine warfare (ASW). Just Like John Wayne Training in basic anti-surface unit warfare (ASUW) employing ADCAP torpedoes. 5. SINKEX - Training in basic anti-surface unit warfare (ASUW) employing Harpoon anti-ship missiles. 6. Mano a Mano - Training in advanced anti-submarine warfare.

Single MissionIn the single missions you are required to accomplish a specific task, such as protecting a battle group or finding and monitoring an enemy submarine. There are several obstacles to overcome in each mission in order to be successful.n To play a Single Mission, select the button next to SINGLE MISSION. The Single Mission Select screen appears.37To select a Single Mission:1. Click on the mission of your choice. A mission summary appears in the Mission Description box.2. When you have selected the mission you wish to play, click the OK button. You are taken to the Port of Call. For more information, see Port of Call on p. 54.

One-Player Single Missions1. One Step At A Time - Tutorial (For more information, see Advanced Tutorial on p. 186.)2. Fighter Planes Don’t Float - Combat search and rescue (SAR), Adriatic Sea.3. Mohamar’s Madness - Surgical strike, Libya.4. Rebel Yell - Nuclear ballistic missile submarine (SSBN) interdiction, Sea of Okhotsk.5. Fidel’s Folly - Harbor penetration for the destruction of a merchant ship, Cuba.6. Oscar Winning Performance - Battle group support, anti-submarine warfare (ASW), Yellow Sea.7. Against All Odds - Battle group screen penetration (ASUW), North Pacific.8. Rebel Yell II - ASW/ASUW escort of a carrier battle group, North Pacific.9. Keep The Petrol Flowing - Protecting sea lanes of communication (SLOC), Persian Gulf.10. Let My People Go - Use of special operations for non-combatant evacuation operations,Columbia.11. Need A Lift? - Submarine search and rescue, Persian Gulf.

Multiplayer Single MissionsEach Single Mission has a corresponding multiplayer mission that accepts 2-8 players38Campaign688(I) Hunter/Killer features a world campaign comprised of 15 different missions. The missions take place in four different regions of the globe and concentrate on different goals. Note: When you leave port to embark on a campaign, you do not return to port between every mission; thus, you must expend armamentwith great discretion. To play the Campaign, select the button next to Campaign. The Campaign Select screen appears.�

To select a Mission:1. Click on the mission you wish to play in the campaign. A campaign summary appears in the Mission Description box.2. Click the OK button. You are taken to the Port of Call. See In Port on p. 54.

Mission Editor688(I) Hunter/Killer has an easy-to-use Mission Editor which lets you design and play your own missions as well as alter any existing mission. You can make them as easy or as difficult as you like.

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n To access the Mission Editor, select Mission Editor from the Main menu. Select a map from the world map, or load a previously saved mission.39Mission Editor MenusThe Menu bar above the Overhead Chart gives you access to several options. Click on each option to display a pull-down menu with additional options. A checkmark next to an option indicates that it’s turned on.MISSIONLoad existing missions, design new missions, save (or save as) missions, and exit from the Mission menu.EDITEdit the mission you are creating or altering. COPY: Duplicate selected object.PASTE: Insert copied object.DELETE: Take away selected object.DELETE ALL: Take away all objects.SET RANDOM START BOX: Defines general area where selected object begins mission. The Object begins the mission at a random point within the box.SELECT MULTIPLE OBJECTS: Group two or more objects so that the selected action (e.g. move or delete) is applied to the group.ENVIRONMENT: Defines ocean environment.SSP: Defines type of Sound/Speed Profile. Surface duct, bottom limited, and convergence zone are the three most common types of SSPs. The different SSPs propagate sound in water differently, so depending on which SSP is selected, the game modifies the detection performance of all vessels. See Academy Training on p. 100 for more information on SSPs.CONDITIONS: Defines sea conditions and ocean bottom.VIEWSelect data with which to evaluate the Mission Editor chart.VIEW BATHYMETRY: View Mission Editor chart with an enhanced gradient indicating depth and ocean topography.VIEW GRID: View Mission Editor chart with a grid overlay.VIEW SCALE: Display ruler/scale indicating nautical miles. The grid format is determined by the scale in the lower left of the screen.OPTIONSManipulate objects and messages.ADD MULTIPLAYER SUB: Place a 688(I) for a multiplayer mission.ADD WAYPOINT: Place an additional waypoint for selected object. (Except for OwnShip and Multiplayer Sub.)ADD MINEFIELD: Place a minefield.DEFINE BRIEF: Create or alter the commanding officer’s mission brief which appears at the Port Of Call Command Center and on the laptop in the CO’s stateroom. If this is an existing mission, you can alter this to fit the changes you make to the mission. If this is a new mission, define the objectives and goals of your created mission.DEFINE SCENARIO NAME: Create or alter the scenario name which appears at the Mission Menu.DEFINE INTELLIGENCE MESSAGE: Create or alter the intelligence message which is broadcast during the mission.DEFINE TASKING MESSAGE: The tasking message is the first message you receive when you begin your mission and it appears on the message screen in the Radio room. It will often give more precise information than the brief, especially as to latitude and longitude. If this is an existing mission, you can alter the message to fit the changes you’ve made to the mission.

Using the Mission EditorThis section briefly describes how to create new missions, alter existing missions, save edited missions, and load edited missions.

To create a new Mission: When the Mission Editor first appears, it is ready for your input. If you are building or editing a mission and you want to begin another, select New Mission from the Mission pull-down.

To load an existing Mission for editing:1. Select Load Mission from the Mission pull-down. The Mission menu appears.2. Select the mission you wish to load, then click OK.

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To save a Mission:1. Select Save Mission from the Mission pull-down. The Save or Save As screen appears.2. Type a name to label the mission you wish to save, then click OK. The mission is saved as a Single Mission.41

Creating MissionsThis section demonstrates the steps necessary to create a new mission. The same principles apply to editing existing missions. To create a mission, you must first specify a geographical area in which you want the mission to take place and you must select and place friendly and enemy vessels, mines, and land-based targets on the chart. n To scroll the chart, place the cursor anywhere on the chart.n To select an object, click on the object.n To move an object, click on the object and drag it.n To view the latitude/longitude and depth of a given locus, move the cursor to the locus on the map and hold Shift, or press X to toggle this option on/off.

To specify a locus:1. Select Mission Editor from the Main menu. The Mission Editor appears.2. Move the cursor over the Chart and over the area in which you want the mission to take place, then right-click. A confirmation text box appears3. Click Yes to load the selected geographic area. The area loads. (Click No to cancel and select another area from the chart.4. Your submarine (own ship) will automatically be placed on the chart.

To place objects:1. Click on an object from the selection in the upper right of the Mission Editor.2. Drag the cursor to the spot on the chart where you want to place the object, then click. The object appears on the chart, and the Selected Object Properties appear to the right of the chart.

OBJECT PROPERTIESEach object has properties defining its function and patrol area. Each type of object has slightly different properties.

To select object properties:1. Click the pull-down arrow corresponding to the property you want to alter.2. Highlight the option, then click. The option appears in the property window. For properties where numerical values must be specified, highlight the property and type the number.42

TACTICSSelect operational tactics for surface vessels, submarines, and aircraft. Area Waypoints - Assign four waypoints. Add waypoints with the Add Waypoint option in the Options pull-down. The craft travels to each waypoint in turn. The craft repeats the pattern.Barrier - Assign a path along which the craft travels back and forth.Expanding Box - Assign an area in which the craft operates. The craft patrols the area in an outward then inward spiral pattern.Ladder Box - Assign an area in which the craft operates. The craft patrols the area in a back and forth pattern within the perimeter of the box.Perimeter Box - Assign an area in which the craft operates. The craft patrols the area along the perimeter of the box.Random Box - Assign an area in which the craft operates. The craft patrols the area randomly.Transit - Assign the craft a travel route. The craft travels from waypoint to waypoint, modifying its course, speed and depth as indicated. After arriving at the last waypoint, the craft maintains the assigned course,speed and depth indefinitely. Transit Search - Assign the craft a travel route. The craft searches for your own ship as it travels from waypoint to way-point, modifying its course, speed and depth as indicated. After arriving at the last waypoint, the craft maintains the assigned course, speed and depth indefinitely.Sonobuoy Search - (Sonabuoys are expendable, passive sonar devices (aircraft only) launched from aircraft.) Aircraft drop a specified number of sonabuoys into the designated area. Helicopters assigned one of the above tactics randomly drop an active, pinging sonar into the ocean.

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Defining Properties and Object GoalsWhen you right-click on an object after it’s been placed on the map screen, the object’s Properties appear. From the Properties, you can define the ship’s position, i.e., set a latitude/longitude.43To determine your object position:1. Right-click on your own ship. The Properties sub-menu appears.2. Click on Properties. The Object Position box appears.3. Highlight the latitude/longitude box and type in a new position.4. Select OK to accept or Cancel to reject the position.

When you select PROPERTIES for another object, not only do you determine a position, but you also define the Goal for that object. NO GOAL - This entity is not on your list of objectives.MUST BE KILLED - To complete fulfill your created mission, you must destroy this object. To make the Goal absolutely critical to mission completion, check the Goal is Critical box. To set the points awarded for fulfilling the goal, type a number in the Score box.MUST SURVIVE - To successfully complete your mission, you must not destroy this object.Choose GOAL IS CRITICAL and SCORE options in the same manner as for MUST BE KILLED.

Mission Editor Hot KeysCntl +N New MissionShift / U CopyShift/ A Add waypointShift / D / D Delete waypoint or objectShift / S Save MissionTab Toggles between objects in the game[ / ] Toggle through previous/next waypoints

To save a mission:1. Select Save Mission from the Mission menu option. The Save/Load Mission screen appears.n If you have forgotten to enter necessary information on any object you have in the mission, the program prompts you at this time to enter this information. The Mission can’t be saved until all the necessary properties have been determined.2. Type in a name for your mission.3. Click OK to save or Cancel to return to the Mission Edit screen.

To load a saved mission:1. Select Load Mission from the Mission menu option. The Save/Load Mission screen appears, displaying a list of saved missions.2. Use the scroll bar and arrows to scroll through the entire list of saved missions.3. Highlight the mission you want and click OK. Click Cancel to return to the Mission Edit screen.

MultiplayerTake your ship into battle with or against other human players. 688(I) Hunter/Killer supports network play (up to eight players), and modem and direct serial play (two players). This section describes how to set up all three types of games. Only those missions created with multiplayer entities can be used in a multiplayer game. Multiple players can play all Single Missions as well as create multiplayer missions with the Mission Editor.n To go to the Multiplayer screen, Select Multiplayer from the Main menu. The Multiplayer screen appears.n To make selections, click on the appropriate button.

Direct Serial PlayPlayers without modems can connect using the computer serial port using a serial connector cable, also known as null-modem cable. The Server selects the Mission to play, acting as host. To connect two machines:1. Buy a null-modem cable (you can usually find one at your local computer store). Plug one end of the connector into a serial port on one machine, and the other end into a serial port on the second machine.

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2. Remember which COM port you plugged the cable into. You’ll need to know this when attempting to connect to the other machine. (COM 1 is usually used by your mouse.) If you’re not sure what port you’re using, look on the back of your computer. Most ports have an identifying mark.45To set up a Direct Serial Multiplayer game:1. Select a Mode of play, designating your computer as either the Server or Client. It is best to have the fastest computer be the server. When you select Server, you act as host for the game.2. Determine if your ship will be designated as either Allied, Neutral, or Threat.3. Select Serial as your connection type.n To select the connection type, click on the button next to one of the types. When it is active, it turns yellow and the Settings button next to it turns blue. You can then select Settings.4. Select Settings to display the Serial Settings screen.5. Select a serial port and Baud rate. The Baud rate defaults to 57600. Click OK to return to the Mulitplayer screen. If the selected baud rates are not the same on both computers, they will not sync correctly.6. After both players have determined the appropriate settings, they select Connect. The Client should press Connect first, followed by the Server.7. Both players move on to the Waiting room. Here they can send messages to each other before loading the Mission. They can also press Abort to disconnect at this time. To send a message, click in the Outgoing Message text box, type in a message, and press Send.�8. After both players have connected and finished chatting, the Server presses the Start Game button. A list of Multiplayer missions appears. This includes both the Single Missions included with 688(I) Hunter/Killer, and any multiplayer missions you may have created with the Mission Editor. If you are selecting a Multiplayer mission created with the Mission Editor, you and all other connected �players must have a copy of the mission in the Scenario Directory in order to play.9. The Server selects a Mission and clicks OK. The mission loads and the players are underway.10. To disconnect, go to the CO’s Safe and select End Mission. You can’t save a mission in progress when in Multiplayer mode.�

46To communicate with other players during a mission:1. Go to the Radio Room. A text box appears above the Radio message screen, and a Send Message button appears next to the box.2. Highlight the box and type in a message. Press Send Message to send the message. The message appears in the general information text box along the bottom of the game screen and in the Radio Room Message screen. Look for messages from other players in these areas as well.

Modem PlayTwo players can connect directly by a 28,800 baud or faster modem. The Server selects the mission to be played, and acts as the caller. Note: Your modem must be installed through the Windows 95 Operating System before you begin the game. If you haven’t installed your modem through Windows 95, consult your Windows 95 and modem documentation to learn how.

To setup a Modem Multiplayer game:1. Select a Mode of play, designating your computer as either the Server or Client. It is best to have the fastest computer be the server. When you select Server, you act as host for the game. The Server is in “Call Mode”, while the Client receives, or acts in the “Answer Mode”.2. Determine if your ship will be designated as either Allied, Neutral, or Threat.3. Select Modem as your connection type.n To select the connection type, click on the button next to one of the types. When it is active, it turns yellow and the Settings button next to it turns blue. You can then select Settings.4. Select Settings to display the Modem Settings screen. The server must select a telephone number from the list, or type in the appropriate number. 5. Both players must select a Modem port. Select Auto to have your system automatically detect the modem port. Press OK to return to the Multiplayer screen.6. Both players press Connect and move on to the Waiting room. They wait while the server’s machine dials and connects with the client.7. The Start Game button is automatically activated in two-player games (Serial Modem). After both players have connected a list of Multiplayer missions appears. This includes both the Single Missions included with688(I) Hunter/Killer and any multiplayer missions you may have created with the Mission Editor. If you are selecting a Multiplayer mission created with the Mission Editor, you and all other connected �players must have a copy of the mission in order to play.8. The Server selects a Mission and clicks OK. The mission loads and the players are underway.

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9. To disconnect, go to the CO’s Safe and select End Mission. You can’t save a mission in progress when in Multiplayer mode. �

To communicate with other players during a mission:1. Go to the Radio Room. A text box appears above the Radio message screen, and a Send Message button appears next to the box.2. Highlight the box and type in a message. Press Send Message to send the message.3. The message appears in the general information text box along the bottom of the game screen and in the Radio Room Message screen. Look for messages from other players in these screens.

Network PlayFrom two to eight players can be connected over a network.

To setup a Network Multiplayer game as the Server:1. Select a Mode of play, designating your computer as the Server. It is best to have the fastest computer be the server. When you select Server, you act as host for the game.2. Determine if your ship will be designated as either Allied, Neutral, or Threat.3. Select the Network connection type.n To select the connection type, click on the button next to one of the types. When it is active, it turns yellow and the Settings button next to turns blue. You can then select Settings.4. Select Connect. You go to the Waiting room, where you wait for the other players, or clients, to join you.5. After everyone has connected and finished chatting, you press the Start Game button. A list of Multiplayer missions appears. This includes both the Single Missions included with 688(I) Hunter/Killer, and any multiplayer missions you may have created with the Mission Editor. If you are selecting a Multiplayer mission created with the Mission Editor, you and all other connected �players must have a copy of the mission in order to play.6. The Server selects a Mission and clicks OK. The mission loads and the players are underway.7. To disconnect, go to the CO’s Safe and select End Mission. You can’t save a mission in progress when in Multiplayer mode.�

To setup a Network Multiplayer game as a client:1. Select a Mode of play, designating your computer as the Client.2. Determine if your ship will be designated as either Allied, Neutral, or Threat.3. Select the Network connection type. To select the connection type, click on the button next to one of the types. When it is active, it turns yellow �and the Settings button next to turns blue. You can then select Settings.4. Select Connect. You go to the Connection room, where you can select a Server from a list of available servers by double-clicking on the Server name. You then go to the Waiting room where you can wait for the other players, or clients, to join the game5. After everyone has connected and finished chatting, the Server presses the Start Game button to load a scenario. All connected players must have a copy of the mission in order to play.�6. The Server selects a Mission and clicks OK. The mission loads and the players are underway.7. Clients can disconnect at any time. To disconnect, go to the CO’s Safe and select End Mission. If the server player disconnects, the game will continue, although the players’ positions will not be as accurate and may appear jumpy. You can’t save a mission in progress when in Multiplayer mode.�49To communicate with other players during a mission:1. Go to the Radio Room. A text box appears above the Radio message screen, and a Send Message button appears next to the box.2. Highlight the box and type in a message. Press Send Message to send the message.3. The message appears in the general information text box along the bottom of the game screen and in the Radio Room Message screen. Look for messages from other players in these areas as well.

Captain’s LogThe Captain’s Log records your scores in the various missions and campaigns. For each mission you complete, whether it be training, single, or within the campaign, you receive a score. The score depends upon whether you achieved your mission objectives. The scores are recorded under each Captain’s name as entered at the Change of Command screen. Scores correspond to mission type: Training, Single, or Campaign. Use the points you earn to refit your ship with new equipment and take on more experienced

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crew. (See In Port on p. 54.)n To see the Captain’s Log book, click on Captain’s Log from the Main menu. The book opens to display the current Captain’s scores. If this is the first time you’ve played, there won’t be any scores.n To view the debriefing for any mission, double-click on one of the completed missions in the log.n To see other campaigns, click on the Previous or Next tabs.n To close the Log and return to the Main menu, click Close.

50Ship’s Information BooksThe Ship’s Information Books (SIB) provide exhaustive information on the 688(I)’s Ship’s Systems, Operating Procedures, and Casualty Procedures. You can also access this option from the Control Panel on board. See Ship’s Information Books on p. 91.n To exit the Ship’s Information Books, click on the lower right Power button.

Jane’s On-LineFeaturing in-depth text, photographs, and digital 3-D models, Jane’s On-line brings you all the data you need to identify contacts and formulate attack strategies. You’ll find specs on all ships, submarines, aircraft, weapons, and equipment featured in 688(I) Hunter/Killer. This resource is also available from the Control Panel on board. See Jane’s On-Line on p. 92.n To exit the Jane’s On-Line screen, click on the button in the lower right section of the screen.

51OptionsSet graphics, sound options, cheats, and automatic crewmen. The Options screen is also available from the CO’s Stateroom when the game is in progress.n To select an option, click the corresponding button.n To activate/deactivate options, click the box to the left of the appropriate feature. A check mark in a box indicates that the option is active.

GraphicsSet the graphic richness of the game. Depending on your system, you may want to turn some options off, or alter the setting to improve gameplay.MAP RESOLUTION - Select HIGH, MEDIUM, or LOW.MAP RELIEF SHADING - Click the box to turn map shading ON/OFF.ENVIRONMENTAL TEXTURES - Click the box to turn Environmental textures ON/OFF.POP UP TIPS AND HELP - Click the box to turn Pop-Up Tips in the game ON/OFF.LOAD 3-D CONTROL ROOM - Turn this OFF and the on-board 3-D Control Room is unavailable. This saves loading time when entering a Mission.PLAY PORT OF CALL - Turn this OFF and the animations at your ANIMATIONS home port won’t play. This saves time when loading the Port of Call. Note: In general, the higher the graphic detail, the slower the gameruns. If the game runs slow on your computer, set resolution, shading and textures to the lowest possible settings.

52CheatsINVULNERABILITY - With this ON, your own ship cannot be damaged. (Training/Single missions only.)OWN SHIP DETECTABILITY CUT IN HALF - Turn this ON to make it harder for the enemy to find you.THREAT DETECTABILITY DOUBLED - Double the amount of noise generated by threats.OWN SHIP MAX SPEED 50 KNOTS/ DEPTH UNLIMITED - Increase your ship’s speed and depthcapabilities.UNLIMITED WEAPONS - Equip the 688(I) with an infinite number of each type of loaded weapon.SHOW ALL OBJECTS IN ENTITY VIEW - With this OFF, the only entities you can view in the 3-D view are friendly. Turn this ON to see all objects, including your enemies.SONAR: SONAR EXPERT ASSISTING - Check and an expert crew identifies and designates sonar contacts for you.TMA: PLOT COORDINATOR EXPERT ASSISTING - Check and an expert performs target motion analysisFIRE CONTROL: WEAPONS - Check this and an expert weapons assistant takes care of weapons presets.

Soundn Set levels for sound effects and music. Limit intra-crew communication to emergency reports.

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n To turn sound or music ON/OFF, click the box to the left of the appropriate feature.n To adjust sound or music volume, click the arrows on either side of the volume scale or drag the green box left/right.n To limit crew communication to emergency reports, click the box corresponding to EMERGENCY REPORTS ONLY.

53Crew Select the crew members you want to aid you in the game. The level of training is depicted as 0-4.SONAR: - Your crew identifies and designates sonar contacts for you when you have this option turned ON.TMA - With this ON, the crew performs target motion analysis on any designated contacts.WEAPONS - The crew takes care of weapon presets for you automatically.

Exit to WindowsSelect this option to exit the game and see the credits.

In PortYou start any mission or campaign in port. Here you will review your mission, load appropriate weapons, view a typical supply load out for a mission, and make necessary repairs and upgrades. The ship is loaded with a standard weapons load-out of 12 Tomahawk missiles, 2 Harpoon missiles, and 2 advanced capability (ADCAP) torpedoes loaded in the tubes. Eight ADCAPs, eight Harpoons, and four submarine-launched mobile mines (SLMMs) will be loaded on the racks in the torpedo room. This load-out may have to be modified to better suit specific missions. Once loaded, the ship is ready to get underway by clicking on the submarine.

Once underway, your ship begins operating with you as the CO in the area of your mission.1. First, click on Headquarters to get a briefing. This helps you determine the proper weapons, supplies, etc., for the upcoming mission.2. To see what new supplies you will be taking with you on your voyage, click on the Supply Depot.3. Depending upon the nature of your mission (anti-submarine warfare, anti-surface ship, surveillance, etc.), load the appropriate weapons for the mission. (See Mission Profiles on p. 182 for appropriate weapon load-outs for each mission type.) Click on the Weapons Depot to view the weapons available.n Click on the Repair Yard to see what equipment you can upgrade. You earn points as you complete missions in the game—these points deter-mine what upgrades you can make.n The Repair Yard also lists repairs made to your ship. Points for repairs are changed automatically.4. To get underway, click on your Submarine. The Ship’s controls load and you are taken to the Ship Control Station.n To exit the port and return to the Main menu, click on the Buoy.

Weapons DepotYou may need to change your weapon load-out for specific missions. To make changes/additions to your weapon load-out:1. Click on either Rack/VLS or Torpedo Tubes. The rack is where you store additional weapons.n The Vertical Launch tubes must be loaded correctly in port. You can’t make changes to them, or re-load, once you’re underway.2. Click on the up/down arrows to add/subtract that particular weapon. If the rack or the tubes are already full, you must subtract from one weapon type before you can add another.3. Click OK to accept the changes and exit the Weapons Depot.55Click to change/add weapons to the rack or vertical launch system. Click to change/add weapons in the torpedo tubes Click on the scrolling arrows to add/subtract that weapon

Repair YardThe Repair Yard lets you make repairs and upgrades to your ship and crew. To make upgrades to your equipment/crew:1. Click on the upgrade you want to highlight it. (Click on the scrolling arrows to view all the available upgrades.)2. Click on the Load on Ship arrow. Points are deducted from your Points Remaining. If you haven’t earned enough points, you won’t be able to make the upgrade.

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3. Click on the Return to Storage arrow if you change your mind. The Points Remaining box reflects the change.4. Click on the up arrows next to Fire Control, Sonar Station, and TMA Station to allot points and upgrade the corresponding crew. (Click on the down arrows if you decide to take points away.) Automated Crewmen are turned off from the options screen.5. Click OK to accept the upgrades and exit the Dry Dock.

General Information(Gen Info) AreaOnce underway, you can move around to various locations in the control room, each with its own screens. For most screens, the right and bottom border are the identical. This area is called the Gen Info area.n In most screens, click to initiate an action, or to select or change an option.n Where digits for course, speed, and depth can be changed, click to increase the number and right-click to decrease the number. The bottom of the area is a history of the commands and reports of the current mission.

56The upper right corner of the area shows the current local game time, speed, course, and depth. From this Maneuver Shortcut area, you can change the course, speed, and depth from any screen by using the mouse buttons to order the desired value in this area. Place the pointer over the desired digit and click to increase the number and right-click to decrease it.n To set the engine on reverse, you must go to the Ship Control station. See Ship Control Station on p. 63.At the bottom right, the Pause button stops the advance of time in the game, but still lets you move through screens to get information and change some settings at various stations. Except for the Weapons Launcher screen, most changes made while the game is paused don’t take place until the game is unpaused.Time Scale can be used to speed the passage of game time from 1x (normal) to 8 times normal.57Control PanelUse the Control Panel to move between major functions while the ship is underway. The Ship Station icon currently selected is lit yellow and depressed. Clicking on any Ship Station icon takes you immediately to that station. You can press numbers Alt – A through Alt– N to go to the first 14 Ship Stations.

Ship Control alt + A Fire Control alt + F Sonar alt + B Periscope alt + G

Radar Room alt + C SSP alt + H Radio Room alt + D Ship’s Books alt + I

TMA Function alt + E Jane’s On-Line alt + J CO’s Stateroom alt + L Navigation alt + K

3-D Control alt + M 3-D View alt + N

Each station is described in detail in Chapter 3, “Ship’s Stations”. More information can also be found in the Ship’s Information Book (SIB) on-line.

Buttons, Switches, and Other WidgetsSquare and round buttons select options or initiate action, such as marking a bearing or designating a solution. Once selected, many buttons will light, either continuously or for an instant, to show the command was received. Some buttons are a touch panel type, such as in the weapon control function. Also in the weapon control function are oval text windows. These are clicked on to cycle through available options. Triangular buttons are used for incremental movements, such as moving a position on a chart. Extremely sensitive operations, such as firing a weapon, have buttons that require two clicks—one to raise the cover, and the other to press the button. Rotary switches are used to allow multiple selections, such as various scales. These are positioned by clicking on the desired position label. Toggle switches are used to select one of two options, and are moved by clicking on the switch. The launch control screen uses a key, which is turned by clicking on the key. The Emergency Blow Valve is manually positioned by clicking on thehandle. Some items, such as the entity list in three-dimensions (3-D), have pull-down lists.n Click on the down arrow and then click on the desired item in the list.

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Objects You Can DragCertain map objects on the Target Display Panel and Mission Editor function can be moved from one part of the screen to another. Click-and-hold on the desired object to select it, and then drag the cursor to a new location. Additionally, the ruler in the target motion analysis (TMA) function can be dragged.

Using the MapsMaps appear in the Navigation screen, the Mission Edit screen, the Fire Control screen and during the Replay. The same controls are used in each map. Note: The cursor must be on the map for these controls to work.

59Map Widget Hot Keys (work in Mission Editor, Fire Control,Navigation, and Replay)+ / - Zoom in/outj / l Pan left/righti / k Pan up/down0 Zoom on cursor (right mouse button zooms out; left mouse button zooms in; only works while C is held down)N Center on cursor (only when Center on Own Ship is not activeT Toggles the scale display at the bottom left of the mapG Toggles the grid display on the mapR Toggles the rulerX Toggles ON/OFF the continuous latitude/longitude/depth display. (The cursor must be over the map.)Note: Clicking and dragging with the left mouse button activates the ruler (equivalent to R ). Clicking and NOT dragging with the left mouse button will center the chart at the cursor location (equivalent to N ).

Saving a Mission or CampaignTraining Missions, Single Missions and Campaigns can be saved in progress. You can save as many missions/campaigns as your available hard drive space allows. To save a mission or campaign:1. Select the CO’s Stateroom from the Control Panel.2. Select the Co’s Safe.3. Select the Save As Game. The Save screen appears.4. Type a file name by which you can identify the mission or campaign, and click OK. The mission or campaign is saved.

RESUMING A MISSION OR CAMPAIGNResume a campaign at the mission succeeding the one you last completed. To resume a mission or campaign: Select Training Mission, Single Mission, or Campaign from the Main menu. The file name under which you �saved the mission or campaign appears at the bottom of the mission list. Select the mission or campaign. The mission or campaign loads, and you resume the mission or campaign �at the point where you last saved it. Note: You can replay any mission you’ve previously completed in order to increase your score, but the initial score is used for crew training purposes.

60

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Chapter 3:Ship's StationsSHIP CONTROL ............................................................63SONAR ........................................................................65Broadband ......................................................................................66Narrowband....................................................................................68Demodulated Noise (DEMON) ......................................................70Active ..............................................................................................72Active Intercept ..............................................................................74RADAR ........................................................................75RADIO ROOM/ESM......................................................76TARGET MOTION ANALYSIS ........................................78Fire Control: Weapons and Launchers ..........................................81Periscope ........................................................................................88Sound Speed Profile........................................................................90Ship’s Information Books ..............................................................91Jane’s Online ..................................................................................92Navigation ......................................................................................93CO’s Stateroom ..............................................................................953-D Control Room..........................................................................973-D Object View ............................................................................98

This section describes the various instruments and devices that make the 688(I) the most feared hunter in the U.S. Navy’s arsenal. For information on tactics and strategic operation of this equipment, see Academy Training on p. 100.

Ship ControlThe Ship Control Station is the primary location from which the ship is operated. Although speed, course, and depth can be changed from most screens using the Maneuver shortcuts in the Gen Info area, advanced control functions can be initiated only from this screen. The following sections detail the Ship Control Station functions:

Emergency Blow Valve - Quickly empties the main ballast tanks of water using high pressure (HP) air, forcing the ship to the surface.

Ventilate - Raises/lowers the snorkel mast, which is used to commence and secure ventilating procedure. The ship must be at or above periscope depth (60 ft.) to ventilate. Ventilation is only required if you’ve emptied the main ballast tanks and need to recharge the high pressure air. See HP Air below.

Keel Depth - Indicates actual and ordered keel depth. Left/right click on the digits in the Ordered block to increase/decrease depth.

Trim Angle - Indicates the trim angle of the ship measured from a horizontal axis. With a positive trim angle, the ship has a bow-up attitude; with a negative trim angle, the ship has a bow-down attitude. The trim angle is controlled automatically by the helmsman as ship depth changes.

HP Air - Indicates the present charge in high pressure air banks. This air is used for the emergency main ballast tank blow system. Note: This air is also used to launch weapons from the torpedo tubes. At least 50% charge is required for a successful launch.n To commence and secure air charges, press the Charge button.

Towed Array - Deploy one of two towed arrays for sonar processing. The towed array may be streamed a maximum of 2600 feet behind the ship. The indicator measures the deployed array’s current distance from your ship.n To select a towed array, toggle Port/Starboard.n To deploy the selected towed array, switch to Stream.n To stop streaming, switch to Off.

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n To retrieve the towed array, switch to Retrieve.

Course Indicator/Ordered Course - The black indicator indicates the current course, while the red indicator indicates the ordered course.n To order a new course heading, click on the desired bearing on the dial.

Engine Order Telegraph - Orders engine speed. Speeds can be ordered in five-knot increments. Flank (Maximum) Speed is 32 knots. (Upgrades and cheats may affect maximum speed. See Options on p. 52.)n To set engine speed, click on the portion of the dial which represents the desired speed.

Speed - Shows actual and ordered speed in knots. Specific speeds can be ordered by left/right-clicking on the digits in the Ordered block.

MBT Vents - Opens and closes the main ballast tank (MBT) vents. Opening the MBT vents floods the tanks with water and allows the ship to dive. Closing the vents after the ballast is on board allows them to be filled with air at a later time so the ship can surface. Your crew automatically opens and closes the MBT vents when necessary—as Captain, you won’t need to operate the MBT vent. However, you can if you like.n To open the MBT vents, press the MBT vent button.n To close the MBT vent, press the MBT vent button again.

High Frequency Sonar - The toggle switch activates the High Frequency Sonar System (HFSS), which is used to detect small objects (mines) at short range. The High Frequency Sonar screen shows the location of any object near your submarine’s bow. If an object is close enough, clicking on it designates it as a sonar contact.n To activate/deactivate the High Frequency Sonar System, toggle the switch On/Off.n To designate targets (such as mines), point at the object and click.

Rudder, Bow, and Stern - Indicate the positions of the respective control surfaces of the ship. Zero represents a neutral setting for the bow/stern planes and the rudder. The Helmsman automatically controls all control surfaces—you need only order changes in depth and course. You can, however, manually set a rudder angle. This causes the ship to make a continuous turn until you change the rudder by clicking on the indicator or order a new course.

SonarThe Sonar Room is where you’ll monitor the most important sensing equipment on board. Five displays, each with a specific purpose, help detect, identify, track, and pinpoint contacts by employing either active or passive sonar. The sonar functions are composed of five separate displays: Active, Active Intercept, DEMON, Broadband, and Narrowband. n To switch from one sonar screen to another, click on the buttons in the upper right hand corner. You will be switching back and forth between the screens often. Use the Pause button often until you master the technique.65Note: If a Sonar Assistant is active, he’ll make updates regardless of any inputs you make. See Crew on p. 54.

BroadbandThe default sonar function, Broadband, is used to detect and track all classes of submarines and surface ships. Note: The Broadband and Narrowband displays are waterfall displays which represent signal strength (loudness) as brightness. Dark is a weak (or non-existent signal, and bright is a strong signal. The speckled back-ground represents background noise. The broadband function includes the following instruments:

UPPER AND LOWER BROADBAND DISPLAYTwo identical waterfall displays are provided so that you can set them to different time averages. (See Time Average below.) The top of each display shows the most recent information. The vertical axis represents time. The horizontal axis represents bearing. The “V” indicator and the thin vertical line represent your ship’s heading or course. Contacts are represented by broader, fuzzier lines.

TIME AVERAGE

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Change the time scale for a tracking contact. The integration time can be set to Short (0–60 seconds), Intermediate (0–30 Minutes), or Long (0–2 hours). The Short setting is used to track a contact’s immediate movements, while Intermediate and Long give a longer history. Note: It is often easier to detect a faint contact with the Intermediate setting.

66AUDIO ON/OFFWhen Audio is ON and a cursor is placed over a contact (click on the signal), the audio emits only the signal from the cursor’s bearing. When Audio is OFF, no sound is emitted.

NORTH CENTER/SOUTH CENTERToggle to change the display orientation. When North Centered is selected, the bearing 000 degrees is displayed in the center of the waterfall display. When South Centered is selected, 180 degrees is displayed in the center. The horizontal axis remains 360 degrees wide, but the center of the display shifts to North or South.

TRACK IDENTIFICATIONShows the alphanumeric code of a marked contact—S1, S2, etc., up to S99.

DESIGNATE TARGET BUTTONAssigns the identification of a target. This alphanumeric reference is used to track, identify, and target contacts. To designate a contact:1. Click on the contact. A vertical cursor appears on the bearing indicator. (The cursor can be dragged.)2. Click on the Designate Target button. A letter appears on the bearing indicator representing the sonar tracker assigned to that contact, and an alphanumeric tag appears in the Track Identification window. Tracking data is sent automatically to the TMA. (You may have to click more than once if the signal is faint.)Sonar trackers are assigned based on the sonar array used in gathering the information. The spherical array sonar has four trackers: A, B, C, and D� The hull array sonar has four trackers: E, F, G, and H� The towed array sonar has four trackers: I, J, K, and L Sonar contacts are assigned a sequential Sierra �number: S1, S2, S3, etc. If the sphere already has four contacts assigned to trackers (A-D) and the sonar operator designates a new contact, the oldest tracker will be unassigned from its current contact and reassigned to the new contact. This is also true for the hull and towed arrays.67A high contact environment requires you to exercise tracker management. For example: if you don’t want tracker A automatically unassigned in the example above, but want the new contact assigned a tracker, then you must manually remove the tracker from B, C, or D by dragging the tracker off its contact, and dropping it over the new contact to designate it.

SELECTED ARRAYSelect Spherical, Hull, or Towed Array. Note: In order for the towed array to receive signals, at least one of the towed arrays must be deployed. (See Towed Array on p. 64.)

NarrowbandThe Narrowband function is used to classify contacts and includes the following instruments:

NARROWBAND WATERFALL DISPLAYSeparates a signal from the chosen bearing into discrete frequencies. Each class of ships has a unique frequency signature. You then compare this signature to the examples in the Ship Classification Display to classify the contact. The horizontal axis represents the range of frequencies (adjustable as explained under Frequency Scale, immediately below), and the vertical axis represents time past. Contacts are represented by vertical lines. Note: The straighter the line, the stronger the signal. Curved vertical lines are caused by distortions in the signal.

FREQUENCY SCALEAdjusts the frequency window to improve signal resolution. Try different frequency scales for each contact to find the one that works best for that contact.n To change frequency, click on the number to which you want to change.

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FREQUENCY WINDOWPinpoints the frequency at which a selected signal occurs.n To select a signal, click the horizontal frequency indicator in the Narrowband Waterfall Display and drag the cursor to the desired position.

DESIGNATE TARGET BUTTONAssigns a designation to a contact. This alphanumeric reference is used to track, identify, and target contacts. To designate a contact: Once the frequency scale has been adjusted for optimum signal strength, click on the contact. A vertical �cursor appears on the bearing indicator. (The cursor can be dragged.) Click on the Designate Target button. A letter appears on the bearing indicator, and an alphanumeric tag �appears in the Track Identification window. Tracking data is sent automatically to the TMA. Note: For all Designate Target buttons: You may have to click more than once to designate the contact. The signal must be strong enough to assign a sonar tracker. Also, if the game is paused, the Designate Target button doesn’t assign a sonar tracker.

SHIP CLASSIFICATION/PROFILE SELECTORA library of sonar signatures, featuring every craft and underwater weapon in the simulation. Cycle the profiles until the signature on the Ship Classification Display matches the signature on the Narrowband Waterfall Display. The name of the craft or weapon is displayed in the window.n To cycle the signature profiles, click on the Prev/Next button.

CURSOR POSITIONIndicates the exact bearing of the cursor on the Narrowband Search Display.n To read the bearing of a contact, click on the horizontal line on the Narrowband Search Display and drag the cursor to the desired position.

NORTH CENTER/SOUTH CENTERToggle to change the display orientation. When North Centered is selected, the bearing 000 is placed in the center. When South Centered is selected, the bearing 180 is placed in the center.

NARROWBAND SEARCH DISPLAYShows the signal from the selected array in an A-scan format, where amplitude is contrasted with bearing. The height of the signal line represents signal strength. The higher the peak, the louder the signal.n To select a signal, click on the peak of a signal. (You can drag the cursor left/right.) Data is sent to the Narrowband Waterfall Display, where a signature of that signal appears. You can then match the display with one of the profiles located there to classify the contact and designate as a target. Note: You may notice that for hull or towed arrays when speed is above 5 knots for the hull array or 15 knots for the towed array, the entire signal line is near the top of the display. This indicates that the background noise is very high (due to flow noise around the array), preventing the detection of individual signals.

SELECTED ARRAYSelect Spherical, Hull Array, or Towed Array.Note: In order for the towed array to receive signals, at least one of the towed arrays must be deployed. (See Towed Array on p. 64.)

Demodulated Noise (DEMON)The DEMON Waterfall function is used to determine the contact’s speed and the number of blades on the propeller (which may help you classify the target). The DEMON function includes the following instruments:

DEMON WATERFALL DISPLAYSeparates a signal into demodulated components. The vertical axis represents time, and the horizontal axis represents frequency. A signal appears as a series of parallel vertical lines. The line farthest left represents the shaft speed, while the rest of the lines represent propeller blades (one each). To calculate the contact’s speed:1. Select the appropriate array.2. Select the tracker for the contact you wish to analyze. DEMON lines appear in the Waterfall display (not if paused).3. If necessary, adjust the frequency to better view the signal. The line farthest left represents shaft speed and the remaining parallel lines represent the propeller blades (one for each line).

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4. Place the cursor over the line farthest left.5. Enter the appropriate turns per knot number. This depends on ship type as determined by classification in the Narrowband Waterfall Display, ESM, or periscope. (See the informational file on the ship’s class in the on-line Jane’s Information library to determine turns per knot for the given vessel.) The speed of the target appears in the SPEED display.

AVAILABLE TRACKERSRepresent selected targets and the source of data displayed on the DEMON Waterfall.n To select a data source, click on the tracker whose alphanumeric designation matches the contact you wish to monitor. Note: In order for the TRACKERS to function, a contact must have been designated in the BROADBAND display.

FREQUENCY SCALEAdjusts the frequency window to improve signal resolution. To change frequency, click on the number to which you want to change.�

CURSOR FREQUENCYIndicates the Waterfall Display cursor’s precise frequency according to the horizontal frequency indicator.n To pinpoint the frequency of a signal, click on the signal. The cursor appears just above the horizontal line at the top of the DEMON Waterfall display. If necessary, drag the cursor left or right for precise placement.

TURNS PER KNOTRepresents the number of propeller shaft rotations per knot of speed for a given vessel. Enter the turns per knot of the ship you are tracking to help calculate the ship’s speed. Turns per knot for all classes of craft are provided in the Online Jane’s Information library. Check the file for the ship you’re tracking, then enter the number.n To enter turns per knot, click on the switch to the left of the digital display until the appropriate number appears.

SPEEDRepresents the speed of the target in knots. Once you have the correct turns per knot, and the cursor over the current signal, this will display the current speed of the contact.

SELECTED ARRAYSelect Spherical or Towed Array.71ActiveMedium Frequency Active Sonar is used to both detect and track contacts. A ping or a series of pings is transmitted, and the resulting echoes from an object are used by the TMA operator to determine the object’s range, course, and speed.

The Active Sonar function includes the following instruments:SINGLE/CONTINUOUS ECHO RANGING SWITCHWith the SINGLE option, the device transmits a single ping. A CONTINUOUS ping keeps transmitting pings until you change the setting back to SINGLE.n To select Single or Continuous, click on your choice.

XMIT BUTTONTransmits active echo ranging signal.n To transmit a signal, click once to lift the cover and again to press the button.

NORTH CENTER/SOUTH CENTERToggle to change display orientation. When North Centered is selected, the bearing 000 is placed in the center. When South Centered is selected, the bearing 180 is placed in the center.

RANGE SCALESelect the maximum range for the echo. A lower range gives you a higher data rate.n To select a range scale, click on the number of your choice.

RANGE/BEARING CONTROL: YARDS

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When a contact is selected, represents the contact’s distance in yards from your ship.n To select a contact, move the square cursor over the contact.

RANGE/BEARING CONTROL: DEGREESWhen a contact is selected, represents the contact’s bearing.n To select a contact, move the square cursor over the contact.

DESIGNATE TARGET BUTTONAssigns a designation to a contact. This alphanumeric reference is used to track, identify and target contacts. Trackers from the spherical array can be used to automatically track a contact when the active sonar is in Continuous mode. Note: Only 4 trackers are available to the spherical array. Assigning anactive tracker means one fewer tracker is available in broadband and narrowband modes.

To designate a contact:1. Click on the contact.2. Click on the Designate Target button. An alphanumeric tag appears in the Track Identification window. Tracking data is sent automatically to the TMA. Again, you may need to click more than once on a contact if the signal is faint.

MARKSends information about a selected contact to TMA for analysis. Marking subsequent echoes provides enough information to calculate a solution for the contact.n To select and mark a contact, move the cursor over the contact and click on MARK.

TRACK IDENTIFICATIONShows the alphanumeric code of a marked contact—S1, S2, etc.

ACTIVE DISPLAYShows results of active sonar echo ranging. The area at the bottom of the screen represents objects closest to your ship. The horizontal line at the top represents bearing. Each subsequent ping replaces the oldest data with the newest. The screen updates from the bottom up. The faint green areas representechoes from the ocean in general. Contacts appear as bright spots. An metallic tinkling sound can also be heard for each contact. The display shows a four ping history, which is useful in detecting weak signal strength contacts.n To determine a contact’s bearing and range: Move the cursor over the contact and click. The contact’s bearing and range appear in the Range/Bearing Control windows. To continuously track a contact and send information to the TMA: Once a contact has been selected, click �on the Designate Target button. An alphanumeric code representing the contact appears in the Track IDwindow. To send a signal position to TMA: Click on Mark. Information is sent to TMA.�

Active InterceptThe Active Intercept Display gives you information on an entity that is transmitting active sonar, i.e., when someone else is sending out pings. It gives information on the transmitting entity’s bearing, the frequency between pings, the age of the last signal, and the signal strength. Knowing the signal strength might also assist you in determining the relative proximity of the active sonar source. The Active Intercept includes the following displays:

FREQUENCYDisplays the frequency of the intercepted signal.

BEARINGDisplays the bearing of the intercepted signal.

INTERVALDisplays the interval between the last two signals.

AGEDisplays the time in seconds since the last signal.TRUE BEARING INDICATOR

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Indicates the bearing all intercepted signals.

SIGNAL LEVELIndicates the strength of the intercepted signal. The stronger the signal, the brighter the light.

RadarRadar uses high frequency radio waves that are transmitted from the ship and bounced off objects on the surface of the ocean to determine bearing and range. Bearing and range data, once appropriately marked, is then sent to the TMA and Navigational functions for analysis. Use the radar to detect surface contacts, land, and low-flying objects.n Submarine radar is used exclusively when the sub is at periscope depth or when the sub is surfaced.Unlike the periscope, radar works well in foggy conditions.n To use radar, raise the mast by clicking on the toggle switch. The Radar Ready light turns on. Watch the Radar Display for contacts. Be sure the keel depth is 60 feet or shallower and the speed is under 5 knots.This prevents damage to the delicate radar mast. Contacts show up as bright spots on the display. Send bearing and range information to the TMA and Navigational functions by placing the cursor over the contact and pressing the Mark button. Range scale and the spacing between range rings can be adjusted.n To adjust the range scale and spacing, click on the distance labels next to the Range scale and Range ring dials.n To toggle Range rings ON/OFF, click the toggle switch.75

Radio Room/ESMThe Radio receives and decodes communications for the submarine. Radio can also be used to get orders or send mission reports. Note: When using the Radio, the ship’s speed should be less than 5 knots to prevent damage to the Radio Antenna mast. You must be at periscope depth to raise the mast.To receive a message:1. Select either the Floating Wire Antenna or the Radio Antenna mast to receive the message.Note: Because it works with low frequency signals, the Floating Wire Antenna receives messages much more slowly than the radio antenna mast. However, it’s more difficult to detect than the Radio mast, and youdon’t have to be at periscope depth to use it. Stream the Floating Wire Antenna to a length of at least 600 feet to ensure message reception.2. Click Stream to activate the Floating Wire Antenna, or use the toggle switch to Raise the Radio Antenna.3. Look at the Message screen for incoming messages. Click on the up/down arrows to scroll through the messages. Allow approximately a half a minute to receive messages.4. Click Retrieve to reel the Floating Antenna back in after a message has been received, or Lower the Radio Antenna.77 To transmit a report at the end of a mission:1. Click on the Transmit Mission Report button to lift the cover.2. Click the button again to send the report.Note: This signals the completion of a mission. You are debriefed and your performance assessed. Don’t transmit a report unless you have completed the mission.

To transmit a message: (Available only in a Multiplayer game.)1. Click the small text box just above the message screen2. Type a message.3. Click the Send Message button to broadcast the message to all players.Note: You don’t need to be at a periscope depth or have the radio antenna raised to send messages to other players.

ESMElectronic Surveillance Measures (ESM) is a passive system used to detect radar and radio transmissions. When the antenna is raised above the level of the water, it can detect and indicate the direction and signal level of radio or radar transmissions from other ships.

To use ESM:1. To activate the ESM system, raise the ESM antenna by clicking on the toggle switch. Watch the display screen for contact data.

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Note: As with the Radio Antenna mast, only raise and lower the ESM antenna at periscope depth and keep your speed under 5 knots. 2. Click on the contact image to determine contact bearing and to view the source of the signal (e.g., Grisha, Helix, etc.). The source information is automatically determined from the wavelength of the transmission.3. The ESM Indicator lights indicate the strength of the signal and ascend from green to red as the signal grows in strength.4. To send the bearing data to the TMA function, press the Mark button.

Target Motion AnalysisThe Target Motion Analysis (TMA) function works hand-in-glove with the four primary contact sensors on the 688(I): sonar, radar, ESM, and periscope. TMA data is used to develop a solution of the target’s bearing, range, speed, and course. The better the information you have, the better the target solutionyou develop. The first letter of the target designation represents the source of the data. S for Sonar, R for Radar, V for visual or periscope, and E for ESM.Note: If a TMA Assistant is active, he’ll make updates regardless of any inputs you make. See Crew on p. 54.Data received in the TMA function is color coded to indicate its source.

Spherical array = White Hull array = Blue Towed arrays = Purple

Periscope or ESM = Red Radar = Yellow Active sonar = Green

Data from the periscope, active sonar, and radar appear as a bearing/range pair. If the target’s bearing and range are known at two different times, as is the case with active sonar and radar, the solution can be found by connecting dots and drawing a line for course and speed.

To determine a target solution from Active Sonar, the Periscope, or the Radar:1. Click on the Selected Track arrow to display the list of contacts.2. Select the contact you want. A bearing line appears in the view screen. Bearing lines represent the direction to the contact at different times, as the contact and your own ship moved. A bubble at the end of the bearing line indicates the target’s range at that time.3. After a short interval, return to the active sonar, periscope, or radar function (whichever you are using) and mark the contact by clicking the Mark button again. Continue to Mark the contact at different intervals toaccumulate several bearing lines. Toggle back and forth between the TMA and your chosen sensor.4. Using the Plot Control, pan around the view screen to get a clear view.5. Place the back of the ruler in the bubble of the oldest bearing/range line. Place the front tick mark (short line across the ruler) in the bubble of the newest bearing/range line.6. Look at the tick marks on the ruler. They represent the estimated position of the contact at the time the respective bearing was sent. The tick marks should match approximately the bearing lines.7. The dot stack in the upper left corner is a graphical representation of the error between the tick marks and the bearing lines. They represent the error between the user’s solution, as represented by the ruler, and theactual logical solution. The closer the dot stack is to the center vertical line, the better the solution.8. When you have a good solution, enter the solution. The trial solution appears in the TMA Solution block at the lower right. This solution appears on the Fire Control and Navigational Charts, and will be used tofire a weapon. To determine a target solution using Passive Sonar and the ESM: Passive sonar and ESM send only a bearing. A bearing shows up as a line in the direction of the contact at the time the bearing was sent.

The Ruler also is used to find a solution, but it is more difficult since several possible solutions exist. The source and number of lines displayed can be controlled by right-clicking in the display area. This brings up a menu of source and time history options. The solution can be adjusted in three ways:1. Dragging the first tick mark with the last tick mark locked.2. Moving the last tick mark while the first is locked.3. Dragging the entire ruler.

The first two options change the entire solution, while the third locks the course and speed while changing the range and bearing. While trying various solutions, keep at least the last few tick marks some-wherealong their respective bearing lines. A good solution comprises the following elements: bearing lines match tick marks, the dot stack is lined up, and you have realistic speed and course elements. The other hint to finding a good solution is to determine and lock in the contact’s speed, using the DEMON. Changing course more than once may be needed to get a good solution. The more significant the change in own ship’s contribution to the bearing rate, the more information gained by the second leg. If no solution seems to

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match the bearings, the contact may have maneuvered (turned or changed speed) while being tracked. In this case, ignore the older data and concentrate on the most recent bearings. Once a good solution is determined, it should be entered to the TMA Solution by pressing the Enter Solution button.

Tracks that are believed to be from the same contact can be merged, allowing the data from two sensors to be viewed together as a master contact. This can be very useful if you have a good range from one sensor (periscope or active sonar) and a good bearing history from another (passive sonar).n To reverse the Merge, press the Split button.Note: Only contacts merged from different sensors can be split. Avoid merging contacts from the same sensor unless you are sure they are the same contact. Clear Contact is used to remove the selected contact to prevent cluttering your track list with contacts that have been destroyed or driven out of range.

Source and Time History OptionsIf you right-click while the cursor is in the TMA display screen, the following menu appears. (Illustration not available in MS Word.)

The source indicates the function from which the bearing lines are coming. You can select one or more of these options to limit the display to the selected source. The times are minutes of history. As long as the tracker is tracking, the bearings are plotted every 2 minutes, therefore 10 min = up to 5 bearing lines, 20 min = up to 10 bearing lines, 1 hour = up to 30 bearing lines, etc. Sometimes lots of bearing lines help, but if the target maneuvers, then you might want just the newest data (the last 10 minutes worth). The clear functionerases all bearing lines up to the current time. You can recover this data by selecting a broader time interval.

Fire Control: Weapons and LaunchersThe Fire Control function comprises two screens: the Target Display panel and the Weapon Launcher panel. From these screens, you assign targets, set waypoints and presets, and launch weapons.Note: If a Weapon’s Assistant is active, he’ll make updates regardless of a any inputs you make. See Crew on p. 54.81Target Display PanelThe Target Display Panel is the electronic interface between the weapon and the TMA function. Use it to assign a target to a launch tube and determine the presets for each weapon. Both of these operations must be completed before firing the weapon.

To assign a target:1. After verifying the TMA solutions, select a target by clicking the Down arrow. A list of all contacts from the TMA function appears.2. Click on the target you want from this list.3. Click on the tube number you want. The number lights up. This sends the target solution to the selected weapon.

A snapshot is a target solution derived from bearing alone. To fire a Snapshot at a given bearing:1. Click on the Select Target arrow. A list of contacts appears. Select Snapshot from this list.2. Select a firing tube by clicking on the number of a torpedo tube in which an ADCAP is loaded. A tube can be unassigned by clicking again on the tube number. Select weapon presets by clicking on P (PRESETS). Type in the bearing of the threat in Snapshot Bearing. The remaining presets will be set to the default values. Make changes as required by the existing situation.

ADCAPS and HarpoonsADCAPS and Harpoons have presets. Presets give the weapon parameters to maintain such as range, depth, etc., after it has been launched. The presets for Harpoons are as follows:DESTRUCT RANGE - This is the range at which the missile will self-destruct if it has not encountered atarget. This can be used to protect friend ly and neutral forces.SEEKER RANGE - This is the range at which the missile will begin to home. It can be used to protectfriendly or neutral forces that are at shorter range than the target.SEEKER PATTERN - Determines whether the area searched will be wide or narrow. This can prevent themissile from acquiring an unintentional target that is nearby. The default values of the Harpoon presets: Destruct Range, 3000 nm; Seeker Turn On, 50 nm;Seeker Pattern, Wide.

To set the presets for Harpoons:

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1. For the desired Torpedo tube, click P. The Preset screen appears.2. Set the Destruct and Seeker Range, and the Seeker Pattern for the weapon (in nautical miles) by clicking on the arrows. The range is dependent upon your objective, and the amount of civilian traffic in the area.3. Click Return to accept the Presets. When ready, fire the weapon. The weapon will follow the prescribed presets.

ADCAPSADCAPS have different presets than the Harpoons. You can set set parameters that help protect your own ship and other friendly contacts that may be in the area and to optimize the ability of the weapon search for the target.DEPTH (ft) - Set the depth at which you want the ADCAP to travel.CEILING (ft) - Set a Ceiling for the ADCAP. For example, if you are at a certain depth, or know of friendly surface ships in the area, you can set a ceiling above which the ADCAP will not venture.FLOOR (ft) - The reverse of Ceiling, this sets a depth below which the ADCAP will not go.ACOUSTICS - Choose between ACTIVE, PASSIVE, and OFF. Active does an active sonar search (i.e., uses sonar pings), while Passive does a passive sonar search. OFF shuts down the torpedo’s acoustic ability completely.RUN TO ENABLE (yds) This setting determines how far the ADCAP travels before it begins its activesearch. Beginning too soon gives the target time to react, but beginning too late can mean the ADCAP runs past its target.SPEED (kts) Select the speed, using 5 knot increments. 55 knots is the fastest speed setting available; 35 is the slowest.

To set the presets for ADCAPS: For the desired ADCAP, click P. The Preset screen appears.� Click on the arrows to the right of the options to change the presets, or highlight the value and type in a �number. Click Return to accept the Presets. When ready, fire the weapon. The ADCAP will follow the proscribed �presets, however, you can also use wire guidance to alter the course of the ADCAP after you have launched it.

Using the Wire GuidanceAfter you launch the ADCAP, you may decide to manually steer it, shut it down, or enable it immediately based on additional information you receive on the target.n To display the Wire Guidance screen, from the Target Display Panel, click on the W next to the chosen ADCAP. The Wire Guidance screen appears.ENABLE - You preset a Run to Enable distance prior to launching the ADCAP, but you may decide to enable the torpedo prior to its reaching that distance. If so, select this option to make the ADCAP active.PRE-ENABLE - Select this option if you have enabled the ADCAP, and now want it to return to its pre-enable state without shutting down entirely, i.e., stop its active status. You will have to enable the weapons again.SHUT DOWN - Select Shut Down if you want the ADCAP to abort its mission and sink, deactivated, to the bottom of the ocean.

TomahawksTomahawks require that you set waypoints. Setting waypoints simply means that you determine the course followed by a Tomahawk to its target by entering in latitude and longitude information. Waypoints are not determined from a Target Solution sent from the TMA Operator. Instead you will always receive the final, or target, waypoint in your orders, and sometimes you will also receive the landfall waypoint (the last before the target).85To define waypoints for a Tomahawk:1. For the desired Vertical Launch tube, click P.2. Click Define Target Waypoints. The cursor on the Target Display Map activates.3. Click the cursor to display four Waypoint boxes. Click on the Waypoint box you want to define. Latitude/Longitude boxes appear in the text box next to the Map.4. Set the longitude and latitude for each Waypoint by clicking and dragging the box around the Map. You can also type the position directly into the Latitude/Longitude boxes.5. Continue with the process until all four Waypoints have been defined. Click Return to accept the Waypoints and exit the Waypoint text screen.n To display the Waypoints on the Map, click the Weapons Track button.

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SLMMS (Submarine-Launched Mobile Mines)With SLMMs, there is only one waypoint to set. Follow the same procedure as you did setting the waypoint for the Tomahawk, keeping in mind the difference between the two with regard to the weapon’s purpose.

Launcher Control PanelAs its name suggests, the Launcher Control Panel is where you launch your selected weapon.

To load and launch a weapon from the torpedo tubes:1. Select one of the four torpedo launch tubes. If the label oval reads Empty, click to load a weapon (also for reloading after launching).2. If you haven’t already, assign a target and determine presets at the Target Display Panel. The tube number lights up when the target has been selected. See above for more information.3. Be sure the key is set to Tactical.4. Flood the tube by clicking F. The light flashes, then stays lit.5. Click E to equalize the water pressure in the tube.6. Click M to open the muzzle door. The I lights up, indicating that the interlocks have been met to fire the weapon.7. Click the Fire button to lift the cover; click again to Fire the weapon. 8. Return to the Target Display screen. Click on the W next to the tube you selected. W stands for wire guidance. If you fired a torpedo, you can steer the weapon from this screen.Note: You must select Tactical to launch a weapon from a torpedo tube. The Training key setting is designed for practice only and when selected, will fire a water slug.

During Training Missions, you will be using the Tactical key setting to launch an exercise torpedo, the ADCAP EX. This training torpedo has no real warhead and does not make contact with its target. Instead, itswerves to avoid the target. Simulated Tomahawk firings are conducted using the Training Key setting. Live weapons are launched when the Tactical setting is employed.

A weapon is now speeding from your ship to the target. When the weapon enables, a red cone appears, indicating the active search cone of the weapon.

To close and reload torpedo tubes:1. After the weapon has been launched, close the muzzle door by clicking M.2. Wait a moment while the E and F buttons return to normal (unlit).3. Click on the Empty slot to cycle through the available weapons.n You can also check your weapon load-out by selecting the Torpedo icon to see what weapons are available. Before you decide on a specific weapon, it may help to know what you have in your arsenal.Note: If you close the Muzzle door while using wire guidance, the wire will be cut and you will not be able to guide the torpedo.87 To launch missiles from Vertical Launch Tubes:1. Select one of the twelve vertical launch tubes. Click on the number to activate the tube.2. If you haven’t already, assign waypoints at the Target Display Panel. The tube number light up when the target has been selected. See above for more information.3. Pressurize the tube by clicking P.4. Click M to open the muzzle door. The I lights up, indicating that the interlocks have been met to fire the weapon.5. Click the Fire button to lift the cover; click again to fire the weapon.Note: Remember, you can only load Vertical Launch tubes when you’re in port! You can’t reload once you’re underway.Note: Launching SLMMs (mines) follows the same procedure as launching torpedoes. The largest challenge is to correctly target and launch the mines, then quickly reload while the ship is in good position. Depthand speed limits are the same as for torpedoes.

To launch Countermeasures:1. Click on one of the two countermeasure launch tubes. Continue clicking to cycle through the different options: Decoy Deep, Decoy Shallow, Jammer Deep, Jammer Shallow, and Empty.2. Click Fire to open the cover, and click again to fire the countermeasure.

PeriscopeThe periscope lets you detect, classify, and track contacts visually. The following functions can be controlled from the Periscope screen:

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VISUAL Toggle the switch to Visual for normal periscope use.LLLTV Toggle the switch to Low Level Light Television for dawn, dusk and nighttime periscope operation.RAISE Toggle the switch to Raise the periscope when you are at the appropriate depth (60 ft.) and speed (10 knots or less).LOWER Toggle the switch to Lower when the Periscope is not in use.MARK Designates target and sends bearing of the current contact to TMA.Note: Use Stadimeter MARK function to send accurate range information. See Stadimeter below for more information.PHOTO: Take of photo of the current contact for use with the Stadimeter.VIEW CONTROLS: Use the view controls to find and observe surface contacts.n To move the view in any direction, click the direction arrows on the left handle.n To zoom in and out, click the + or - arrow on the right handle.n To move more quickly, hold Sdown while clicking on the arrows.STADIMETER: Access the Stadimeter screen.

StadimeterUse the Stadimeter to determine the range, course, and classification of visual contacts. Once you have taken a photo of the contact from the Periscope screen, you can identify and classify it here. The Stadimeter uses all the existing intelligence you have on the various vessels build a library of silhouettes. It then uses this library to compare and match a silhouette with the photo you take.

Using the Periscope and the Stadimeter, you can potentially gain a full and accurate target solution immediately. The only information that the Stadimeter cannot provide is the speed of the target; this must be computed through the TMA. See Academy Training on p. 100 for complete information. The following functions can be controlled from the Stadimeter screen:IMAGE ADJUST Use this to move the water line on one half of the screen to the level of the highest mast on the other. This determines the range provided classification was correct.SHIP SILHOUETTE BACK/NEXT Cycle through ship silhouettes for classification purposes.MASTHEAD HEIGHT This is determined by the classification silhouette you have selected.SILHOUETTE AOB (ANGLE ON THE BOW) Rotate the image to match the photo. This aids you in matching the actual photo with the silhouette and helps with classification. It also allows you to determine the course of the ship.SILHOUETTE VIEW CONTROLS Adjust your view by rotating the image port/starboard and zooming in/out. This helps when comparing the silhouette with the photo of your target.RANGE Range data of the current contact.MARK Click to send accurate range information to the TMA. You must have the correct ship classificationand the image adjusted properly for the range to be accurate.

Sound Speed ProfileUse the Sound Speed Profile (SSP) to determine the location of thermal layers, as well as the speed of sound through water at different depths and temperatures. Thermal layers occur at depths where there is a sudden change in water density, which is primarily affected by temperature and depth. Sound is distorted by different thermal layers. Depending upon your current objective, use this fact to determine where to position your submarine with regard to thermal layers. See Sound Speed Profiles on p. 112 of the Academy Training chapter for more information.

To better detect an enemy:n Position your sub on the same side of the thermal layer as the enemy. This improves the clarity of the signal.

To maintain stealth:n Position your sub in a different thermal layer to cloak your own ship’s sound transmissions.

The Sound Speed Profile screen presents depth, temperature, and sound speed information in both graph and table form.n To clear the profile and begin taking new readings, click on the XBT button. After a moment, updated information appears on the screen.Note: The XBT rises to the surface before it begins reporting. This may result in a delay before the SSP updates.

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Ship’s Information BooksThe Ship’s Information Books (SIB) give on-line access to information vital to the proper operation of the ship and its systems.n To access the on-line SIB, click on SHIP’S INFORMATION at the Main menu or select the open book icon from the Control Panel. The SIB is divided into three books: Ship’s Systems, Operating Procedures,and Casualty Procedures. Each book contains text and computer graphics. Topics can be viewed individually through the table of contents or sequentially using the page controls.91SHIP’S SYSTEMSThis book describes the major ship systems that you will operate during most missions. The data comprises background, specification, and operational information for all major ship systems.OPERATING PROCEDURESContains the principles and procedures for most complex ship operations. The procedures list detailed steps to guide you in conducting operations.CASUALTY PROCEDURESContains background and detailed steps for controlling emergency situations. During an emergency, the only objective is to put the ship in a safe situation. Familiarize yourself with the casualty procedures to assist you in a quick response to an emergency.

Jane’s OnlineJane’s Online contains information concerning the ships, submarines, aircraft, and weapons you encounter in the game. The data is divided into two books: Platforms and Weapons. Both books contain text, photographs, and 3-D images. Topics can be viewed individually through the table of contentsor sequentially using the page controls.92PLATFORMSContains technical data, photographs, and 3-D images covering the various ships and aircraft encountered in the game.WEAPONSContains technical data, photographs, and 3-D images covering all weapons.3-D IMAGE CONTROLSUse the pan and zoom controls to fully examine the 3-D computer images of vessels and weapons as they appear in the game.n To move the view in any direction, click the direction arrows.n To zoom in and out, click the + or - arrow.

NavigationThe Navigational chart lets you view the area of operation as well as all contacts being tracked at the range and course of their TMA solutions. Your ship is represented by a blue circle, and all other contacts are initially represented by a yellow clover shape. Ocean depth is represented by shades of blue—thedarker the blue, the deeper the water.

To determine range and course between two points on the chart:1. On the Navigational chart, click on a point, then drag the cursor towards the appropriate point on the chart. As you drag the mouse away from the original point (e.g., your ship), a circle expands showing distance in any direction. Simultaneously, a line extends in the direction you drag the mouse. The latitude/longitude, and depth of the cursor’s position appears on the chart. If you place the cursor over a contact and right-click, a pop-up menu appears. Use this menu to designate �the contact by type (ship, sub, etc.) and threat (friendly, hostile, neutral). The symbology on the map changes to reflect how you designated the contact.2. Both distance (represented by the circle) and course (represented by a line) are displayed in numerical form in the bottom left of the Navigational chart. The following functions can be controlled from the Navigation screen:

VIEW CONTROLSPan in any direction or zoom in and out. The zoom range of the Navigational chart is 500 yards to 100 nautical miles.n To move the view in any direction, click the direction arrows or press the keyboard arrows.n To zoom in/out, click the +/- arrows, or press the +/- keys while the cursor is on the map.

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CENTERCenter the view on your own ship.n To center the Navigational chart on your ship, click the Center button or on your own ship.CONTACT OVERLAYDisplay all contacts. It is important to know the location and direction of movement of all contacts before plotting your course.n To view all contacts, click the CONTACT OVERLAY button. This feature is on by default.FATHOMETERAccess the Fathometer. The Fathometer shows both a digital reading and a graphic display of depth. It is important to note that the Fathometer measures depth from the keel of the sub, not the surface of the ocean.Before you order your sub to dive, it is essential to know the exact depth of the ocean floor beneath you.n To access the Fathometer, click the Fathometer button. The Fathometer screen appears.

FathometerThe following functions can be controlled from the Fathometer screen:SOUNDING A digital display of the depth beneath the keel indicated in feet (FT).DEPTH SCALE The Depth Scale is represented by the vertical numbers on the left side of the Fathometer display. If the Fathometer display is blank, it means that your current depth is outside of the currentrange and needs to be adjusted.n To adjust the Depth Scale, click the numbers above the Depth Scale dial. TIME SCALE The Time Scale is represented by the horizontal numbers beneath the Fathometer display. As time passes, you may wish to adjust the time scale.n To adjust the Time Scale, click the arrows on either side of the Time Scale dial.

CO’s StateroomThe CO’s Stateroom gives you access to game control functions, Jane’sInformation, and the Mission status.n To view the Mission status (the basic briefing you received when you were at your home port), click on the laptop computer. The computer screen shows your mission objectives. Review how many objectives (bothprimary and secondary) you’ve completed.n To view the current status of your vessel, click on the tab labeled Ship’s Status. A graphic representation of your ship appears.n To scroll down, click and drag the slider on the right side of the CO’s Computer.n To exit and return to the CO’s Stateroom, click the On/Off switch on the bottom right of the CO’s Computer.n To access Jane’s Defense Weekly Videos, click on the Jane’s VCR tapes. (This is only available in Campaign mode.)n To open the CO’s Safe and view the game control functions, click on the CO’s Safe lever.

THE CO’S SAFEFrom the CO’s Safe you can select the following options: Save Game As, Options, and End Mission. These options appear as drawers in the safe.n To return to the CO’s Stateroom, click on the door.

SAVE GAME AS - Click on this drawer to save the current mission or campaign.To save a mission/campaign:1. Select one of the existing names in the Save Game As... box to overwrite an existing saved game.2. Type a file name by which you can identify the mission or campaign in the File name: box. You can also type in a short description of the saved game in the file description box. When done, click OK. The mission or campaign is saved.OPTIONS - Click on this drawer to access the same options that were available at the Main menu (see p. 52).END MISSION - Click on this drawer to end your current mission and return to the Main menu.

3-D Control RoomSelect this icon to view a 3-D rendition of each station.n To go directly to a station and exit the 3-D Control room, click on the name of that station.n Click on the next/prev. buttons to walk through the virtual control room.

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n Stations in the 3-D room are hotspots: when the cursor is a hand cursor, you can click and go to that station.

3-D Object ViewThe 3-D view gives you a picture of the different objects in the current mission from any one of four cameras. Each camera selects a different view. Use the Entity pull-down menu to choose the active entity (e.g., your sub, your weapon, an enemy ship) you want to see. By default, you can only see friendly objects. To see all entities, you must choose that option from the Cheats menu (see p. 53)n To select a different camera, click on #C1–C4. The 3-D view screen changes to reflect the new camera. C1 is a detached camera. It remains stationary and displays the entity as it moves away from the camera. �C2 is a Fly-By camera. Both C3 and C4 are cameras which attach to an entity; however, the C3 camera turns when the entity turns, whereas the C4 camera always looks on the same direction regardless of the entity’s bearing.n To view a different entity, click and drag on the Entity pull-down menu to highlight the entity you want. The 3-D view screen changes to reflect the new entity.n To control the image, click one of the Pan triangle buttons or the Zoom +/- buttons.

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Chapter 4:Academy TrainingTEN MISSION PHASES................................................102PREPARING FOR THE MISSION ..................................102Evaluating the Mission Objectives ..............................................102Upgrading Your Ship ....................................................................102Choosing Your Weapon Loadout ................................................103RECEIVING THE LATEST MISSION DATA ....................104MANEUVERING AND NAVIGATING ............................104Buoyancy and Weight ..................................................................104Hydrodynamic Forces ..................................................................107Diving ..........................................................................................108Surfacing ......................................................................................108Maneuver Hazards ........................................................................109MAINTAINING STEALTH ............................................111Sonar and the Ocean Environment ............................................111Use Thermal Layers to Your Advantage ......................................114Use Active Sensors ........................................................................114Avoid Cavitating ..........................................................................114Limit Your Speed ..........................................................................115Operate In Your Opponent’s Baffles ............................................115Avoid Depth Stress........................................................................116Raise Masts Only When Necessary ..............................................116Use Discretion When Attacking ..................................................117DETECTING CONTACTS..............................................117Periscope ......................................................................................118Radar ............................................................................................119ESM ..............................................................................................121Sonar ............................................................................................124688(I) Sensor Comparison Table ..................................................132CLASSIFYING CONTACTS ..........................................136Classification Using Narrowband Sonar ......................................136Classification Using the Periscope ..............................................138Classification Using ESM..............................................................140Classification Using the DEMON ................................................140TARGETING CONTACTS ............................................141Targeting With Active Sensors......................................................141Targeting With Passive Sonar ......................................................142688(I) WEAPON LAUNCHERS ....................................152688(I) WEAPON TYPES ..............................................154LAUNCHING WEAPONS ............................................157Launching Missiles Horizontally..................................................157Vertical Launch of Missiles ..........................................................157ADCAP Torpedo Launch ..............................................................157Launching Harpoons....................................................................162Launching Tomahawks ................................................................165Launching Mines..........................................................................168EVASIVE MANEUVERS................................................171Torpedo Evasion ..........................................................................171SPECIAL FORCES OPERATIONS ..................................173Submerged Lock out Procedure....................................................174Submerged Lock in Procedure......................................................174Surfaced Launch Procedure ..........................................................175Surfaced Recovery Procedure........................................................176

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Launching Special Operations Forces ..........................................176Recovering Special Operations Forces ..........................................177SEARCH AND RESCUE OPERATIONS ..........................177Principles of the Operating Procedure ........................................177Surface Search and Rescue Procedure ..........................................177DSRV Operations ..........................................................................178CASUALTY PROCEDURES ..........................................178Flooding Procedure ......................................................................179Emergency Deep ..........................................................................179MISSION PROFILES ....................................................182Anti-Submarine Warfare ..............................................................182Anti-Surface Ship Warfare ............................................................182Strike Warfare................................................................................183Mine Warfare ................................................................................183Naval Special Warfare ..................................................................184Surveillance ..................................................................................184

Only a thorough understanding of the principles of submarine warfare and the capabilities of your ship can prepare you to command the world’s most sophisticated nuclear attack submarine. Chapter 4 provides an in-depth review of the purpose and operation of every piece of equipment you will use to carry out your missions. In addition, it includes detailed principles and tactics of modern submarine warfare. Use this information to take full advantage of the 688(I).

Ten Mission PhasesMost missions involving warfare between ships can be broken down into ten distinct phases. While a mission may not unfold in exactly the sequence detailed below, it serves as a frame for the conduct of your missions. The ten phases are: Preparing for the mission� Receiving the latest mission data� Maneuvering and navigating� Maintaining stealth� Detecting contacts� Classifying contacts� Targeting contacts� Preparing the attack� Launching weapons� Taking evasive maneuvers in the event of counter-attack�

General considerations for each of the phases are described in the sections below.

Preparing For the MissionPreparing for the mission includes evaluating the mission objectives, upgrading the ship when possible, and loading the appropriate ordnance to achieve the mission objectives. All preparations for the mission are made in the Port of Call—once you’re underway, you can’t make changes to your ship or your weapons load.

Evaluating the Mission ObjectivesYou can read a mission briefing at Mission Headquarters in the Port of Call. The mission briefing informs you of the general mission objectives. Specific information on known threats and target locations are generally communicated via radio once you’re underway.

Upgrading Your ShipEach successful mission earns you points with which you can upgrade your ship and crew. The points reflect your squadron commodore’s happiness with your overall performance. The more objectives you meet in any given mission, the more “pull” you have back at base—hence, you get preferential treatment when it comes to outfitting your ship with updated equipment and trained personnel.

SHIP UPGRADES

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Improved Sphere Array: Provides an estimated 25% increase in spherical array detection range.Improved Hull Array: Provides an estimated 25% increase in hull array detection range.Improved Towed Array: Provides an estimated 25% increase in towed array detection range.Improved Propeller: Allows the ship to travel faster without cavitating, and increases maximum speed to 40 knots.Improved ADCAP: Increased search cone of 120 degrees. Own Ship Quieting: Engineering modifications and special absorption materials reduce the range at which other ships can detect you by as much as 25%.

Choosing Your Weapon LoadoutWeapon loadouts are suggested in the mission briefing. It’s important that you understand the mission briefing and configure your weapons load according to the mission objectives before you leave port. Suggested weapon loadouts for various mission types are included under Mission Profiles, p. 182.

Receiving the LatestMission DataOnce you begin the mission, you should always pause the game and go to the Radio/ESM station in order to review your mission orders. Your next step should be to unpause the game, go to periscope depth (60 ft), and raise the radio mast or stream the floating wire antenna. Any additional orders and intelligence data will automatically be downloaded once the antenna clears the surface. You should periodically return toperiscope depth throughout the mission to check for additional intelligence update radio messages.

Maneuvering and NavigatingThis section focuses on how the 688(I) maneuvers and navigates, and touches on aspects of theory specific to underwater maneuvering.

Buoyancy and WeightTwo forces act on objects in the water: buoyancy and weight. The two forces oppose each other: weight acts to submerge, or pull an object down, while buoyancy acts to lift an object toward the surface through the principle of water displacement. It is through the precise manipulation of weight and buoyancy that a submarine operates.

Think of a submarine as a large steel tube with several large and small water tanks inside. Consider the situation with empty tanks: the weight of the steel tube and tank walls pulls the ship toward the bottom of the sea. But, as the ship sinks, it displaces water, counteracting the force of the weight. The ship sinks until the weight of the water displaced equals the weight of ship. The 688(I) is large enough so that only 80% of the ship is under water when this equilibrium occurs. The ship sinks to this point, then remains partially abovethe surface unless more mass is added. This state, where weight < water displaced, is called positive buoyancy.

To submerge the ship, more weight must be added to decrease buoyancy. Since the overall physical dimensions of the ship remain the same, the amount of water displaced remains the same. The weight can be changed by adding water to the tanks. As water is added, the ship sinks. When the combined weight of the ship and water is equal to the water displaced, it’s neutrally buoyant. The submarine remains fully submerged, but tends to not sink to the bottom or rise to the surface. If even more weight is added, the weight exceeds the buoyant force, and the submarine sinks to the ocean floor. This state is called negative buoyancy.

Under normal conditions, submarines operate with neutral or slightly positive buoyancy in case a casualty occurs — in this way the ship can be forced to surface with a minimal use of power.105During this discussion, it has been assumed that the forces of weight and buoyancy are acting evenly on the submarine, but it is easy to imagine the results if this were not the case. If all the air tanks in the stern are full, but those in the bow are not, the ship will look like it is standing on its head. Keeping the submarine trim and the weight evenly distributed are very important to efficient navigation. In 688(I) Hunter/Killer, the crew automatically maintains a trim ship unless ordered otherwise.

PROPULSION

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Two sources of power, diesel-electric and nuclear, have proven effective for submarine propulsion.

CONVENTIONAL SUBMARINESConventional submarines use diesel engines and electric batteries for power. On the surface, the sub can run on diesel power—a very noisy power plant, but one that is cheap and easy to maintain. Once submerged, the ship can operate silently on batteries for a number of hours, after which it must recharge its battery by running the diesel engines. This is accomplished by returning to the surface or by a snorkel tube that can be raised above the surface to draw in oxygen and expel exhaust. Conventional submarines have the advantage of being virtually silent when operating on battery power. Unfortunately, the time they can spend sub-merged is very limited, and the hours they must spend on the surface make them even more vulnerable to attack. Despite these disadvantages, conventional submarines are inexpensive to both buy and operate, making them popular among the majority of the world’s navies.

NUCLEAR SUBMARINESNuclear submarines use one or more nuclear reactors to heat water, which in turn drives a turbine connected to the propeller shaft. Reactor types vary according to the coolant used to transfer energy from the reactor to the turbine. The most common design uses pressurized water to control the power output of the reactor. These large systems allow the water coolant to circulate by natural convection, thus avoiding noisy water pumps. Less common are liquid metal-cooled reactors, which require pumps to drive their secondary water systems. While experiments such as the Soviet Alfa class SSN have proven that liquid metal-cooled systems are inherently louder, they a have the advantage of being smaller and more powerful.

Nuclear submarines have many advantages over conventional subs. With no need to recharge batteries, nuclear subs can spend months at sea without surfacing. Their major drawback is strictly financial—nuclear submarines are very expensive to build and operate. So expensive, that only the most affluent countries can maintain nuclear fleets. They’re larger and noisier than conventional submarines, but these negative characteristics tend to be outweighed by the unlimited range and tour lengths possible with nuclearpower.

The 688(I) employs a single GE PWR S6G nuclear propulsion system with two turbines and one shaft. It generates 52000 hp (26 MW) and runs at a maximum 32 kts while submerged.

Hydrodynamic ForcesA submarine moves by exerting forces against the water. As water is pushed in one direction, an opposite force exerts drag on the ship, keeping it on course. The hydrodynamic forces are manipulated by the screw and through control surfaces, with which the submarine changes direction and depth.

ScrewThe rotating screw, or propeller, moves the submarine through the water. It gives force to accelerate, decelerate, and counteract the resistance of moving through the water at a constant speed. The screw turns in either direction, depending on the desired objective.

Control Surfaces/Control PlanesA submarine uses control surfaces similar to those of an airplane to steer it up, down, right, or left. As the ship moves through the ocean, water exerts force on the planes. If the planes are parallel to the flow of water, they exert almost no force on the ship. When the planes are placed at an upward angle, they push the water downward, resulting in an opposite, upward force on the plane itself.

The upward force on the control plane may not result in pushing the entire ship upward. Picture the ship as being suspended by a string from its center. An upward force at the center of the ship causes the entire ship to be pushed upward. However, an upward force at the stern pushes the ship’s stern up, causing the entire ship to point downward. Now the entire ship is acting as a plane surface, resulting in a greater downward push that drives the ship deeper. For this reason, the stern planes and the rudder, both located in thestern, point in the direction opposite the desired reaction when used to maneuver the ship. The 688(I)’s crew automatically adjusts the control planes and rudder when you command it to change depth or direction.107DivingA submarine on the surface is slow, conspicuous, and susceptible to attack. Nuclear submarines operate on the surface only when in port, or on the rare occasion when a mission entails the transfer of individuals (such as a search and rescue mission). As soon as it leaves port, the 688(I) heads for deep water.

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When operating on the surface, a submarine’s weight is less than its buoyancy. To dive, large quantities of water must be brought into the ship until weight and overcomes buoyancy. The sub is built with two types of tanks designed to hold water: Main ballast tanks (MBTs) and trim tanks. MBTs are large tanks designed to provide the course adjustment necessary to move a ship from a positively buoyant position to neutrally buoyant. While the submarine remains on the surface, they are filled with air; when the sub-marine dives, they must be filled completely with water. Vents open, allowing air to escape while water rushes in from open grates in the keel. The ship’s weight increases, letting it sink into the ocean. Once submerged, the smaller trim tanks are used to fine-tune the buoyancy. Unlike MBTs, the trim tanks remain partially full. Seawater is constantly pumped to and from these tanks to compensate for other changes in the ship’s weight. In addition to changing the buoyancy of the ship in order to dive, the screw and planes helpforce the sub under the water.Note: For most operations, when you order the change in course or depth your crew responds automatically.

SurfacingInstead of water replacing air to submerge the ship, air replaces water to restore it to a positively buoyant state. The screw and control planes also act to drive the sub to the surface. Two methods apply to surfacing: normal and emergency.

Normal SurfacingWhen surfacing is a planned exercise, it progresses slowly and in a controlled manner. The submarine is driven to the surface and maintained there by the force of the planes. With the MBT vents closed, air is forced into the tanks slowly, usually by a low-pressure blower. As air is forced in, the water pushesout through open grates in the keel. This process returns the sub to its positively buoyant condition.64Emergency SurfacingAs a safety device, submarines may be equipped with the means to fill the MBTs rapidly with air. This lets the sub surface quickly in case of flooding. In such an emergency, the air to fill the MBTs comes from a bank of compressed air flasks. Since the air is stored at high pressure, it can overcome sea pressure to fill the tanks at any operating depth. The submarine then has a very large buoyancy force pushing it to the surface. It races upward, mostly uncontrolled, until it shoots out of the water and settles, one hopes, back toits surfaced condition.

Maneuver HazardsThe hazards you face while maneuvering the ship are few, but each can be catastrophic.

Extreme DepthYour ship has been tested to a depth of 1900 feet. Crush depth is estimated to be around 2000 feet. Beyond this depth, the extreme pressure of the ocean will cause your hull to implode.109Running AgroundAlways remain aware of the water depth in which you’re operating. You can check current water depth at the Navigation Board. Move your mouse cursor over the map to display Depth/Coordinates Information in the top right corner of the Navigation Display. Now you can view the depth of any spot on the map simply by pointing at it with the mouse cursor.- You can also view the exact depth of the water below your ship’s keel by clicking on the Fathometer

button. The Fathometer screen appears.

CollisionCollision with other ships is a possibility when operating at or moving to periscope depth (60 ft). Because the fairwater, or sail, stands above the ship’s hull, it’s well within range of large surface ship keels, which are usually 30 to 40 feet below the surface but may reach a depth of 80 feet on super-tankers. Be sure to know the location of other ships before ascending to periscope depth.

Maintaining StealthA submarine’s greatest offensive and defensive asset is its ability to act undetected. This is no easy task in the face of the sophisticated sensory devices employed by modern navies.

Sonar and the Ocean EnvironmentSonar works on the principle that all objects in the ocean are subject to detection because they produce and reflect sound. Were the ocean a static environment, this would be a relatively trivial discussion of sound

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transmission and sensors. The ocean, however, is a dynamic environment whose unique properties greatly affect sound transmission.

Sound occurs when air or water touches a vibrating object and compresses and expands. Sound travels in waves of alternating high and low pressure. It moves out from the source in all directions, like ripples in a pond. Sound in air tends to travel in a straight line until it fades away or is reflected. The same cannot be said for water. The density of water changes with temperature and depth. These factors tend to change with the depth of the water (i.e., the greater the depth, the colder the water and the greater the pressure). Sound waves bend according to the density of the water through which they move—they bend toward areas of decreased density and away from areas with increased density. It follows that as sound moves deeper,water density increases, and the sound bends upward.

The effect temperature has on sound patterns is also great. Cold water is more dense than warm. In the ocean, changes in temperature are not gradual— instead, they tend to fall in distinct stages, with the result that the sea is made up of layers with sharply contrasting temperatures. Such stages are known collectively as thermal layers.111 The effects of thermal layers on sound transmission have important consequences for sonar operators. Thermal layers act as “screens” or “curtains” against sonar, reflecting sound waves and creating what are essentially narrow sound channels. For a submarine avoiding detection, the reflecting and masking qualities of thermal layers provide a tactical advantage of the highest order. It’s therefore critical that the submarine commander understand the typical sonar environments and their effects on detection and counter-detection.Sonar environments are best understood in relation to sound speed profiles.

Sound Speed Profiles (SSPs)A graph of the speed of sound at various water temperatures and depth provides a convenient method of viewing the type of sonar environment in which the ship is operating. Such a graph is known as a sound speed profile or SSP.

There are three types of SSPs modeled in 688(I) Hunter/Killer: bottom limited, surface duct, and convergence zone.

BOTTOM LIMITEDA bottom limited environment is too shallow or too constant in temperature to have multiple layers. Background noise is likely to be high in a shallow bottom limited SSP, as all noise from the surface will reflect on the shallow floor and propagate for some time. Detection ranges are relatively constantregardless of depth, except for some increased noise very near the surface.

SURFACE DUCTIn a surface duct, the sound speed increases down to the thermal layer, then decreases to the bottom. Detection ranges are the same above and belowthe layer; across the layer, detection ranges are cut in half.

CONVERGENCE ZONEIn a convergence zone, the sound speed increases down to the layer and then decreases to the main thermocline (approximately 3000ft), below which temperature is constant. In the thermocline, sound speed increases again all the way to the bottom. Like the surface duct environment, detection ranges in a convergence zone are basically the same above and below the layer, with sound transmission cut in half across the layers. However, the convergence zone has another interesting characteristic. Sound below the layer bends towards the thermocline instead of the bottom, resulting in a sine wave path that can travel sig-nificantly farther than under normal conditions. The “convergence” occurs at the areas at the top of the sine wave, and the effects on detection can be dramatic. For example, in this type of environment it’s possible to gain contact at 20nm, lose it for a while, then regain at less than 6nm!

OURCEUse Thermal Layers to Your AdvantageAs shown above, thermal layers impede or enhance the transmission of sound within the ocean environment. Thermal layers can be used to great advantage depending on the type of enemy ship your facing. When operating against surface ships, it’s best to operate below the thermal layer in order to cloak your movements as best as possible. On the other hand, if you’re engaging a submarine traveling below the thermal, you may choose to operate above in the surface duct.

Keep in mind that thermal layers inhibit your sensors while simultaneously cloaking your movements. The tradeoff is clear, and no simple formula can be suggested that will fit every situation. Using thermals to your

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advantage depends entirely on whether you’re attempting to remain undetected or optimizing your sonar range.

Use of Active SensorsAll military ships carry passive receivers that warn when another ship is using an active range-finding device. For instance, your own ship is equipped with passive ESM sensors for the detection of surface radar emissions, and a sonar “intercept” device that detects another ship’s use of active sonar. If you employ active radar or active sonar, be aware that you are communicating four things to other ships in your area, whether they are friendly, neutral, or hostile:

- Your presence. If you had been operating covertly up to this point, you no longer are. - Your bearing. Any ships that picked up your active emission are immediately aware of your bearing to

them. If they have weapons to spare, they may not hesitate to fire a snapshot at you.- Your proximity. Other ships may not know the exact range to your submarine, but the relative strength

of your active signal will give them a general idea of your proximity.- Who you are. While all active sonar and active radar systems are similar, each uses unique

frequencies. Other ships can quickly determine that you are a US attack submarine by analyzing the frequencies of your sonar or radar.

Avoid CavitatingWhen a ship’s propeller moves so fast that the water around it can’t fill the cavity created by its motion, partial vacuums form around the blades. This phenomenon—know as cavitation—is particularly noisy. A high level of cavitation can advertise a submarine’s presence as surely as surfacing.

Cavitation is a dynamic interaction between the submarine’s speed and depth. Speed tends to increase cavitation, while depth tends to reduce it. The careful submarine commander limits his speed according to the submarine’s depth. The graph below shows the speeds you should not exceed at a given depth. The only exceptions are when evading enemy torpedoes (see p. 171 for more on evasive maneuvers). As you can see from the graph, at periscope depth it’s best to maintain a speed no greater than five knots.

Limit Your SpeedIn a combat environment, you may even choose to limit your speed to four knots no matter what depth you’re at. Remember that even when you’re not cavitating, you’re still making noise — and obviously you make more noise going ten knots than going five. In short, never go any faster than required by the task at hand.

Operate In Your Opponent’s BafflesAll bow-mounted sonar arrays are omni-directional with the exception of the stern area, which is masked by own ship sound and the wash of the propeller. This area is known as the ship’s baffles. Both surface ships and submarines overcome the inherently limiting effects of the baffled area in one of two ways:(1) They occasionally change course to “listen” behind them (known as clearing the baffles); or (2) They drag a towed array behind the ship that provides detection in the stern quarters. Ships do not

always travel with the towed array deployed, so it can sometimes be highly advantageous to travel behind a target. While there’s no way for you to know if an enemy ship has streamed its towed array, you should attempt to track ships from the stern quarters when safely possible.

Avoid Depth StressBeyond 950 feet, your ship’s hull is subjected to the stress of extreme water pressure. This can result in creaking or groaning sounds that may be detected by other ships in the area. In general, avoid traveling below 900 feet in a combat situation, as this is a clear sign that a submarine is operating in the area.

Raise Masts Only When NecessaryAny of the submarine’s masts — periscope, radio antenna, ESM mast, or radar — will create a wake when raised above the surface. Surface ships employing active radar in the area may detect the wake, or it may be spotted visually by ASW helicopters flying overhead. Never leave a mast out of the water longer than is necessary to complete the task at hand. Also, stay alert to whether radar is being used in the area you’reoperating in. The ESM mast is designed specifically for the passive detection of radar emissions. It can tell you not only the bearing of the radar source but the type of ship employing it. The periscope, too, is fitted with a passive radar detection device. In both cases, the signal strength will give you an idea of the proximity to the radar source.

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Use Discretion When AttackingNaval weapons are not subtle. The launching of any weapon is an inherently noisy affair that greatly decreases your covert posture. Depending on both the type of weapon you launch and the type of enemy you face, you run the risk of revealing not only your presence but your position as well.

Submerged WeaponsThe propeller on a torpedo rotates at a very high speed, alerting enemies to its presence almost as soon as it’s free from the tube. Your weapon makes an immediate impression on other ships in the area. Not only are they now aware of you, they realize your intentions (decidedly hostile) and your bearing to them.If possible, torpedo attacks should be made from positions that help reduce your chances of being detected—from across a thermal layer or within the target’s baffles. Be prepared to change course, speed, and depth immediately after launching weapons.

Surface-Breaching WeaponsMissiles erupting from the surface (Harpoons and Tomahawks) are even more revealing than torpedo attacks. Your bearing and position may be immediately evident to any surface ships or helicopters operating in the area. Be prepared to change course, speed, and depth immediately after launching weapons.

Detecting ContactsA submarine’s sensors are essential for detecting, classifying, and targeting other ships, as well as for the more prosaic tasks of navigating and maneuvering. At all times, the goal is to form the clearest possible picture of the operating environment and tactical situation. To this end, the crew employs as many sensors as possible without compromising the ship’s stealth.

PeriscopeOnce a fairly straightforward optical device, the modern periscope has developed into a highly sophisticated piece of equipment. Los Angeles class SSNs actually have two periscopes: a general-purpose search periscope (Type 18), and a short-range attack periscope (Type 2). In 688(I) Hunter/Killer, both are modeled as a single periscope.

Targeting a contact visually provides a wealth of information. Bearing is known immediately upon contact. With use of the stadimeter, accurate target classification and range can be determined as well, and even target course can be estimated. Thus you can achieve a nearly instant target solution with the periscope alone.

Compared to the submarine’s other sensors, the periscope has a relatively short range (approximately 3.5nm), which is its only real drawback. You can expect that the first contact you get on a surface ship will be with some other sensor, and that you’ll use the periscope during the final stages of your attack. You must be at a depth of 60 ft or higher to use the periscope, and your speed should not exceed 5 knots or you risk damaging the mast.

SpecificationsThe Type 18 is an optical/electro-optical search periscope. It has an elevation range of -10 to +60° and offers x1.5, x6, x12, and x24 magnification. Fields of view are 32° (x1.5), 8° (x6), 4° (x12), and 2° (x24). The electro-optical sensor is a low-light TV camera providing RS 170 standard monochrome images. The Type 2 attack periscope is a bifocal instrument with an integrated stadimeter.* Assumes periscope is 9ft. above water.

Detecting Contacts with the PeriscopeSelect the Periscope station.To detect contacts with the periscope:1. Ensure that the ship is at periscope depth (60 feet) and your speed is under 10 kts.2. Raise the periscope. Click on the Raise Periscope switch. Wait a moment as the periscope is raised.3. When operating at night, toggle the Low Light Level TV (LLLTV) switch on.4. Rotate the periscope. Click on the Rotate Right or Rotate Left arrow buttons to rotate the periscope 360°. To increase the speed at which the periscope is rotated, hold down the Shift key while clicking the mouse button.5. Zoom your view. Click on the Zoom In arrow button to increase magnification.6. Mark targets to send visual sighting to the Target Motion Analysis station. Once you detect a target, click on the Mark button to send the contact’s bearing to the TMA station.

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RadarThe radar is an active electronic search system used to discover the presence and location of surface ships and aircraft in the area. The main advantage of radar is that it provides accurate bearing and range data on any surface or air contact, which can be used to target and launch an attack. The radar doesn’t provide classification information, so it should only be employed for attack after you’ve classified the contact by other means.

The main drawback of radar is that it’s an active sensor — as such, it puts your ship at great risk of detection by hostile surface ships and aircraft. Keep in mind that heavy reliance on radar may be an invitation for counterattack. You must be at a depth of 58 ft or higher to use radar. Since the radar mast is particularly delicate, your speed should not exceed 5 knots while the radar mast is raised.

SpecificationsThe AN/BPS-15 is a submarine radar designed for surface search, navigation, and limited air warning facilities. It operates in I-band using a horn array antenna.Frequency: I-bandPeak power: 35 kWPulse width: 0.1; 0.5 æsPRF: 1500; 750 ppsScan rate: Up to 9.5 rpmAntenna dimensions: 101 cmAntenna weight: 76 kg

Using Radar for DetectionSelect the Radar station.To detect contacts with radar:1. Ensure that the ship is at the correct depth (58 feet) and your speed is under 5 kts.2. Click on the Raise Radar Antenna switch. Wait a moment as the mast is raised. The device begins emitting radar automatically.3. Select a Range Scale. Longer Range Scales are appropriate for initial search. Once a contact is detected, you can adjust the Range Scale in order to get higher resolution and accuracy.4. Conduct a thorough search. A valid contact appears as a bright spot or “blip” on the radar screen. Land also appears brighter than the back-ground— be careful not to confuse small islands for contacts.5. Place Bearing/Range Cursor on target. When a contact is seen on the display, position the bearing and range cursors by clicking and dragging Bearing/Range Cursor to the target. Both the range and bearing ofthe potential contact will be displayed. Mark target.- To send contact information to the TMA station, ensure that the Bearing/Range Cursor is centered on the contact and click the Mark button.Note: Radar information is sent to the TMA station only when the Mark button is pressed. The crew will not automatically send updated radar information to the TMA station. You must manually mark the contactto send updated information to TMA.

ESMThe ESM (Electronic Support Measures) system provides tactical radar detection and analysis.The ESM contact’s bearing and classification are known instantly. While this data doesn’t allow you to target a contact, it can literally point you in the right direction when searching for a specific surface ship. Thus its usefulness in maneuvering into an attack position can’t be overstated. Compared to the submarine’s other sensors, the ESM system has a relatively long range. When searching for surface ships, use the ESM mast as your initial means of direction-finding and classification.

SpecificationsThe AN/WLR-8 is a tactical electronic warfare and surveillance receiver designed for fitting in both surface ships and submarines of the US Navy. The system is of modular construction and provisions are made for operation in conjunction with numerous types of direction-finding or omni-antennas, and a wide range of optional peripheral equipment, to provide comprehensive ESM facilities.121

Two digital computers are incorporated: a Sylvania PSP-300 for system control, automatic signal acquisition and analysis, and file processing; and a GTE PSP-200 microcomputer for hardware level control functions. Digital techniques are employed throughout the WLR-8 system, which is all solid-state.

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Operational facilities include: Automatic measurement of signal bearing� Signal classification and recognition� Sequential or simultaneous scanning over a wide frequency� Signal activity detection for threat warning� Analysis of signal parameters such as frequency, modulation, pulse width, amplitude, and scan rate�Direct reporting to onboard computers permits response times in the millisecond range with minimal operator involvement.

Using ESM for DetectionSelect the Radio/ESM station.

To detect contacts with ESM:1. Ensure that the ship is at periscope depth (60 feet) and your speed is under 5 kts.2. Click on the Raise ESM Mast switch. Wait a moment as the mast is raised. The device begins detecting radar sources automatically.3. Observe the ESM display. ESM contacts appear as bright wedges on the circular display. The brighter the contact, the stronger the signal. (Signal strength is also indicated by the Signal Strength indicator.) Notice that any contact fades in and out as the radar transmitter on the other ship rotates. (The ESM �receiver picks up the transmission only when radar waves wash over the sensor.)4. Classify the contact. You can quickly classify the ESM contact. Point the mouse cursor at the triangular Bearing Cursor on the display. Hold down the left mouse button and drag the cursor until it’s on top of thecontact. The contact classification appears in the Classification display.5. Mark target. To send contact information to the TMA station, ensure that the Bearing Cursor is centered on the contact and click the Mark button. Note: The Bearing Cursor must be white when you press Mark inorder for the bearing to be sent to the TMA.- ESM information is sent to the TMA station only when the Mark button is pressed. The crew will not automatically send updated ESM bearing information to the TMA station. You must manually mark the contact each time you want a new bearing sent to TMA.123SonarSonar (Sound Navigation Ranging) is the submarine’s only means of detecting other submerged submarines, and below periscope depth it’s the only means of detecting surface ships, too. For a hunter/killer, whose primary role is anti-submarine and anti-surface ship warfare, sonar is the most importantsensor on board. Because sonar is inherently complex, its use requires a more extensive explanation than the surface sensors.

Sound ProcessorsSubmarines use three devices to process sound signals underwater: - Hydrophones: listen to sound - Projectors: transmit sound, and - Transducers: both listens and transmits.

Signals are detected over two different frequency ranges: broadband and narrowband. All contacts emit both broadband and narrowband signals.

Broadband contacts are those that put out significant acoustic energy over a wide range of frequencies. The sonar receiver can look at a wide range of frequencies and see all of the contacts that emit energy somewhere within that frequency range. Broadband is used to detect a contact, but it can also give a limited amount of information on contact range (via signal strength).

Narrowband contacts are those that emit acoustic energy at discrete frequencies, usually attributable to a specific piece of machinery (motor, engine, pump, etc.). By eliminating the noise that is received at all other frequencies and looking only for a specific frequency, a narrowband sonar receiver may be able to detect the discrete frequency at longer ranges than the same contact could be detected by a broadband receiver.

Narrowband signals give additional information about the contact. The specific frequencies emitted by a contact are akin to its fingerprint, readily and uniquely identifiable. These are commonly referred to as a sonar signature. See Classifying Contacts on p. 136 for more information.

Sonar Arrays

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An array is an interconnected group of hydrophones or transducers that focus either the transmission or reception of sound. The 688(I) is equipped with three arrays: a spherical array, hull array, and towed array. Together the arrays provide omni-directional sonar detection capabilities; however, no array in itself provides full 360° detection. This is because the ship itself masks a certain amount of the environment from the sensor.

64SPHERICAL ARRAYThe spherical array in the bow is used at up to 25 knots and can track broad-band as well as narrowband contacts. Passive detection ranges from 750 Hz to 2.0 kHz. In active mode, the array transmits and detects at a higher frequency range of 2.0 kHz to 10 kHz. The spherical array processes broadband signals better than other arrays. Bearing accuracy is particularly good. At higher speeds, there is some degradationof performance because of flow noise caused by the water moving across the surface of the array. It is not as sensitive to low frequencies, so it’s not the array of choice for narrowband contacts emitting only low frequencies.

HULL ARRAYThe hull array, also at the bow of the ship, is a linear array that provides low speed capability to detect low frequency narrowband contacts (50 Hz -to-1.0 kHz). As such, its primary use is for classifying targets.

TOWED ARRAYThe towed array—pulled behind the submarine on a long tow cable so it won’t pick up the submarine’s own machinery noise—is used for both broad-band and narrowband tracking (10 Hz–1.0 kHz). It is used at low to medium speeds, and is optimized for lower frequencies, making it approximately 20% more effective in processing signals.

SpecificationsThe AN/BQQ-5 sonar, the US Navy’s first active/passive digital sonar system, is the principal sensor system of the US Navy’s ‘Los Angeles’ class nuclear attack sub-marines. The AN/BQQ-5 is a digital, multi-beam system employing hull-mounted, sphere-mounted and towed acoustic hydrophone arrays. The polyethylene-covered tow cable, which has a maximum length of about 800 m, is 9.5 mm in diameter, and the array at the end of the cable, where the hydrophones and electronics are located, is 82.5 mm in diameter. The array is tapered fore and aft to minimise flow noise. Drag is stated to account for a maximum reduction in speed of 0.5 kts, with no serious inhibition on submerged manoeuvres and little adverse effect on surface manoeuvres with the one exception of those entailing going about.

During the late 1970s the US Navy became concerned that the AN/BQQ-5 would not be able to handle the developing threats and embarked on a programme to update the capabilities of the system. An improved control display console has been developed and sonars that have been upgraded with the new consoles areknown as the AN/BQQ-5B. A further modification to the system developed under this programme is the AN/BQQ-5C(V) Expanded Directional Frequency Analysis and Recording System (DIFAR), which replaces the original signal processor with the AN/UYH-1 standard signal processor. The AN/BQQ-5D uses a thin-line array and utilises some of the technology common to the AN/BSY-1 system. It became operationalin 1988. A contract for the development of the AN/BQQ-5E was awarded in December 1988. A new thin-line array for passive ranging is to be integrated with the AN/BQQ-5E, the first of which will go to sea in late 1993.

The US Navy has been developing a thin-line tow array and handling system and other modifications for the AN/BQQ-5 system (see operational status). The thin-line towed array, known as the TB-23, forms part of the AN/BSY-1(V) combat suite. It is a lightweight system that can be reeled into the vessel’s main ballast tank, instead of being housed on the side of the submarine, and will replace the TB-16 ‘thick-line’ array currently employed in the AN/BQQ-5.

The AN/BQQ-5 provides improved detection, tracking and classification of low frequency data. The latest development also provides processing capability for the new TB-29 towed array and interfacing to the new fire-control system CCS Mk 2. The combining of the AN/BQQ-5E, TB-29, and CCS Mk 2 will result in a system referred to as QE2 that was scheduled for Technical Evaluation in 1993.

The AN/WLR-9A acoustic intercept receiver, produced by Norden, has been successfully evaluated and forms an integral subsystem of the AN/BQQ-5 and AN/BQQ-6 on new attack and Trident missile submarines. The subsystem features a CRT display, a digital readout and a remote unit for the submarine commander. A ‘sensitivity improvement’ kit for the AN/WLR-9A has been developed by Norden

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and deliveries to the US Navy are in progress.

Passive SonarPassive sonar uses arrays of hydrophones to pick up sound waves. These arrays are located on various surfaces of the ship. The hydrophone arrays transmit sound to the sonar station. Here you must sift through the noise for familiar patterns created by natural and man-made sources. The detection process involves picking up signals on the broadband or narrowband display using one or more arrays, and then designating contacts for tracking. Once a contact has been designated, the crew automatically tracks the contact (as long as it remains in sensor range) and periodically sends updated bearing information to the Target Motion Analysis station (see Ship’s Stations on p. 62).

Passive sonar provides only bearing information on any contact. To classify or target a contact using passive sonar, further analysis is required at different stations. Classification takes place in Narrowband mode (see Ship’s Stations on p. 62), while determining the target’s range, speed, and course is doneat the Target Motion Analysis station. (See Targeting with Passive Sonar on p. 142.)

TRACKING BROADBAND CONTACTSSelect the Sonar station, and then click on the Broadband button.The Broadband Sonar screen appears.To track a broadband contact:1. Select an array. Click on the Spherical Array or Towed Array button.2. Set a time average for each of the waterfall displays. Click on Short, Intermediate, or Long time averaging for each display. One of the displays should be set on Short to permit the detection of short duration, transient noises. The other display should be set on Intermediate or Long, either of which will help you make out weaker contacts in the area.3. Observe the waterfall display. Increased noise on any bearing will result in a coherent trace that can be distinguished from the random background noise.4. Select North Center or South Center, as desired. North Center places 000 degrees (north) in the center of the display; South Center places 180 degrees (south) at the center of the display.5. Investigate traces on either waterfall display. When you notice a contact trace in the waterfall display, point at the top of the trace and click.6. The true bearing of the cursor will be displayed in the Cursor Position window. Audio may be selected On to aid in deciding if the trace is a contact or biologics.7. Designate target for sonar tracking. To track a contact, ensure that the cursor is directly over the contact in the waterfall display. Click on the �Designate Target button. Observe that a letter designation of a tracker appears above the contacttrace. Observe that the next sequential contact number appears in the Track ID window.

TRACKING NARROWBAND CONTACTSSelect the Sonar station, and then click on the Narrowband button.The Narrowband Sonar screen appears.To track a narrowband contact:1. Select an array. Click on the Spherical Array, Hull Array, or Towed Array button.2. Observe the Narrowband Search display. The Narrowband Search display shows 360 degrees of narrowband energy. Raised peaks indicate contacts. The height of the peaks above the horizontal axis indicates the strength of the signal.3. Click to place the bearing cursor on the Narrowband Search peak. The bearing appears in the Cursor Bearing display.4. Observe the Narrowband Waterfall display. This display shows the narrowband frequencies emanating from the contact.5. Set the Frequency Scale. Set the Frequency Scale by clicking on the switch. It is recommended to begin with the highest range and then to select a lower range if better resolution is needed. The frequency of anydisplayed line may be measured by dragging the cursor to that line and reading the value in the Frequency display.6. Designate contact for sonar tracking. When a contact of interest is to be tracked, click on contact “peak” in the Narrowband Search display. Notice that frequency “traces” appear in the Narrowband Waterfall display.Choose a frequency to track (preferably a stable one) and place the frequency cursor over it. Click on the Designate Target button. The next sequential target number will be displayed in the Track ID display.

SONAR TRACKING LIMITATIONS

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Each array—spherical, hull, and towed—may track only four contacts at a time. Once you’ve designated a target (using the Designate Target button), the crew automatically assigns a sonar tracker to the contact. Alphabet letters are used to refer to the trackers.Spherical Array: A-DHull Array: E-HTowed Array: I-LSonar tracker letters appear in the waterfall displays and in the DEMON.

If more than four contacts are present for any given array and you designate a new contact, the tracker will be removed from the oldest contact and moved to the new target.

In busy environments, you may have to “time-share” trackers between contacts. Any tracker that has been previously assigned can be dragged to a new contact, as long as the contact has already been designated. It’s recommended that lower priority contacts be the candidates for this type of time-sharing.

Active SonarThe spherical array in active mode can be used to detect surface ships and submarines in the area and estimate their range with a high degree of precision. By transmitting a pulse of energy and then “listening”, an active sonar is able to determine both the bearing and range to another ship or object. The range is determined by knowing the speed of sound in water and the time delay before the reflected pulse (or “echo”) is received.

The major drawback to using active sonar is that the active transmission gives away your bearing and alerts any ship in the area to your presence. Since active sonar is used effectively for targeting purposes, the ship will also realize that your intentions are probably hostile.

DETECTING CONTACTS WITH ACTIVE SONARSelect the Sonar station, and then click on the Active button.The Active Sonar screen appears.To track a contact with active sonar:1. Select a Range Scale. Longer Range Scales are appropriate for initial search. Once a contact is detected, you can adjust the Range Scale of subsequent pings in order to get higher resolution and accuracy.2. Select Single or Continuous. On Single, only one active sonar ping is transmitted. On Continuous, active sonar pings are transmitted periodically until the switch is reset to Single.3. Select the XMIT button. Click once to lift the cover on the transmit switch (XMIT); click again to press the button.4. Conduct a thorough search. For search purposes, multiple transmissions are required to provide confidence that there are or are not contacts present. A valid contact will give consistent visual returns that are brighter than background noise or reverberations. The audio return will have a distinctive metallic ring to it and will be distinguishable from reverberations.5. Place Bearing/Range Cursor on target. When a potential active return is seen on the display, position the bearing and range cursors by clicking and dragging Bearing/Range Cursor to the target. Both the rangeand bearing of the potential contact will be displayed.6. Mark target. To send contact information to the TMA station, ensure that the Range Cursor is centered on the most recent return from the contact and click the Mark button. Note: Active sonar information is sent to the TMA station only when the Mark button is pressed. The crew will not automatically send updated active sonar information to the TMA station, even when the system is set on Continuous. You must manually mark the contact to send updated information to TMA.

Factors Affecting Sonar Detection RangesWhen talking about the detection ranges for your sonar arrays, two factors must be addressed: the strength of the signal, and the amount of noise interference between your sensors and the contact. This is known as the Signal to Noise Ratio, or SNR.

SIGNAL STRENGTHSignal strength is the amount of noise generated by the contact. Three factors contribute to signal strength: the type of contact, its range, and its speed. What’s important to remember here is that a louder signal doesn’t necessarily indicate a closer contact. A merchant ship may be louder at 20 miles than a quiet submarine at 5 miles; the same merchant ship would be significantly quieter traveling at a lower speed; and so on.

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NOISEThree factors contribute to the noise between you and the contact: thermal layers, sea state, and own ship noise. If the contact is on the opposite side of a thermal layer, it may appear as a very faint contact (for more information on thermals, see Sonar & The Ocean Environment, p. 111). The sea state, i.e., the amount of turbulence caused by weather, has an additional effect. The more violent the sea state, the more interference over the entire acoustic spectrum. Finally, your own movement has an adverse effect on your sensors. As speed increase, array sensitivity decreases. If you go too fast, the arrays will no longer be able to pick out any sounds from the environment at all. The maximum speed varies by array: 20 kts for the spherical array, 5 kts for the hull array, and 25 kts for the towed array.

All that being said, the relative sensitivity of the various arrays can be communicated through example. The diagram below depicts a submarine listening to a merchant ship traveling at low speed in a low sea state environment. If the merchant ship were going faster, the sensor ranges displayed below would increase; however, if the submarine were below a thermal layer in a surface duct environment, detection would be cut in half.135Classifying ContactsOnce a contact has been detected, it’s imperative that you figure out what it is. There are three reasons why classification is a necessary step:- Your main concern is to figure out if the contact is friendly, neutral, or hostile, since it’s obviously

important to attack only enemies and to avoid harming innocents or allies. - If the contact turns out to be hostile, you also want to determine what type of ship you’re facing.

Knowing an enemy’s capabilities, such as top speed, weapons, etc., can help you make the right decisions in combat.

- Correctly classifying a target also provides critical information about the contact which you can use to determine the contact’s speed using passive sonar. You can classify a target using narrowband sonar, the periscope, or ESM.

Classification Using Narrowband SonarSelect the Sonar station, and then click on the Narrowband button.The Narrowband Sonar screen appears.To classify a contact using narrowband:1. Select an array. Click on the Spherical Array, Hull Array, or Towed Array button.2. Observe the Narrowband Search display. The Narrowband Search display shows 360 of narrowband energy. Raised peaks indicate contacts. The height of the peaks above the horizontal axis indicates the strength of the signal.3. Click to place the bearing cursor on a Narrowband Search peak. The bearing appears in the Bearing Cursor display.4. Observe the Narrowband Waterfall display. The display shows the narrowband frequencies emanating from the contact.5. Set the Frequency Scale. Set the Frequency Scale by clicking on the switch. It is recommended to begin with the highest range and then to select a lower range if better resolution is needed. The frequency of anydisplayed line may be measured by dragging the cursor to that line and reading the value in the Frequency display.6. Cycle through the ship profiles. Click on the Ship Profiles switch to view the narrowband signatures for all of the ships in the simulation. The signatures appear in the Ship Classification display. Hint: If you know thetype of ship you’re looking for, start with that profile.7. Switch between arrays. Click on the Spherical Array, Hull Array, and Towed Array button. Since each array covers a different portion of the narrowband spectrum, you’ll generally have to view them all in order tocompare the contact with the profile in the Ship Classification window. By trying different arrays and frequencies, you should be able to obtain a match. If an array doesn’t seem to be picking up the contact, make sure that the contact is still visible in the �Narrowband Search display and that the Bearing Cursor is still over the contact. If the array still doesn’t report any information, the contact may be in the array’s blind spot (See Sonar on p. 124.) or out of the array’s range.

Classification Using the PeriscopeSelect the Periscope station.To classify contacts with the periscope:1. Ensure that the ship is at periscope depth (60 feet) and your speed is under 5 kts.2. Raise the periscope. Click on the Raise Periscope switch. Wait a moment as the periscope is raised.

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3. When operating at night, switch to Low Light Level TV. Click on the LLLTV switch.4. Find the contact. Click on the Rotate arrow buttons to rotate the periscope to the target’s bearing. Click on the Zoom In arrow button to increase magnification.5. Photograph the contact. Once you detect a target, click on the Photo button to take a picture of it.6. Switch to the stadimeter. Click on the Stadimeter button to switch to the Stadimeter screen.The stadimeter allows you to classify ships by letting you compare the photograph you took with a library of ship silhouette images. Match silhouette to the photo. Click on the Back or Next button to cycle through the images in the ship �silhouette library. Rotate and zoom silhouette. Click on the Rotate buttons to match the silhouette angle to that of the ship in �the photo. If necessary, click on the Zoom buttons adjust the magnification of the silhouette.139Classification Using ESMThe ESM mast provides instant classification of any surface ship or aircraft in the vicinity currently employing radar. For instructions on ESM detection and classification, see ESM, p. 76

Classification Using DEMONThe sonar DEMON can’t be used to classify targets with any certainty; however, the DEMON can be used initially to figure out what kind of contact you’re looking at, i.e., whether it’s a ship, a submarine, etc. Select the Sonar station, and then click on the DEMON button.�To classify a contact using DEMON:1. Select a sonar array. Click on the Spherical Array or Towed Array button.2. Select a sonar tracker. Click on one of the four tracker buttons at the top of the display to choose the contact you wish to analyze. The associated sonar number is displayed under the button. A series of vertical frequency lines appear on the display. The shaft rotation speed is indicated by the first line on the left. The other lines indicate individual blades on �the propeller.3. If necessary, adjust the frequency scale. If the lines in the display seem to blur together, click on the Frequency Scale switch to lower the frequency range, if the lines run off the right edge of the display, increase the frequency range. Use the blade count, contact audio, and general behavior patterns to determine the type of ship you’re �looking at.- Merchant Vessels/Tankers: Typically three or four blades; noisy; often maintains predictable course.- Warships: Typically five-bladed propellers; quieter, smoother sound than merchant ships; possibly

unpredictable course changes.- Submarines: Five or seven-bladed propellers; very quiet when submerged and at low speed;

unpredictable course changes.- Fishing Vessels/Trawlers/Pleasure Craft: Three- or four-bladed propellers; noisy; erratic courses and

speeds, frequently stopping and starting.

Targeting ContactsTarget Motion Analysis (TMA) is the method of taking the information received from the ship’s sensors and developing a solution for the target’s bearing, range, speed, and course — that is, locating the contact’s position and movement in space.

Targeting With Active SensorsActive sonar and radar provide both bearing and range. This in itself is often enough data with which to launch weapons at the target, since range is a critical piece of information. However, the more information with which to guide the weapon, the greater your chances of successfully hitting the target. If the target’s bearing and range are known at two different times, a full solution can be readily found by connecting the dots and drawing a line for the course and speed. Obviously the solution would get better with more thantwo points since any errors in the data would be less harmful over a longer period.

To perform TMA on active sonar contacts:1. Select a contact. Click on the Selected Track pull-down menu. All designated contacts for which there is sensor information appear in the list. Select the contact you’re interested in.2. Center view of your submarine. Click on the Zoom and Pan arrow buttons to adjust the scale and centering of the display.3. Note the location of bearing/ranges you’ve marked. Contact bearing/ranges are displayed by a line with a bubble at the end. The bubble indicates the range to the contact when you pressed the mark button.

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4. Find the ruler. If you can’t locate the ruler on the TMA display, click on the Center on Ruler button. You use the ruler to draw a line between the contact bearing ranges. This will automatically estimate the contact’s course and speed.5. Adjust the ruler to fit the bearing lines. Adjust the ruler on the display until the “tick marks” are aligned with the bearing/range lines. Click on the bubble in the middle of the ruler to move the entire ruler. Click on the ends of the ruler to move just the end or to adjust the length of the ruler.6. Enter Target Solution. When a good match between the ruler and the bearing/range lines has been achieved, click on Enter Solution to enter the solution in the TMA system. The solution appears in the lower right hand data fields as the TMA Solution. This is the target solution which would be used to direct weapons should they be launched.

Targeting With Passive SonarA more complex situation arises when only the target’s bearing is known, as is the case with passive sonar.When you designate a contact using passive sonar, the sonar operator automatically tracks the contact and periodically sends a bearing update to the target. Think of the bearing as a line extending from the submarine toward the contact. As far as you know, the target can be anywhere along the bearing line extending from the submarine. A second bearing is taken a few minutes later. Now two bearing lines can be drawn—one for the first bearing, and the second taken a few minute later. After several minutes a bearing fan is created. It represents the lines of bearing for the target over a specific time period. First consider how this would look if your submarine weren’t moving.142Since you don’t have the precise range (i.e., distance of the contact from your ship) when using passive sonar, several solutions for the target might match this bearing fan. For example, the contact could be close to you but moving slowly, or distant and moving much more quickly.

Because your ship moves as well as the contact, a new factor is added to the bearing rate, though the principle remains the same. One way to refine the solution into a single possible track is to change ownship course and/or speed. By changing your contribution to the bearing rate, you mathematically reduce the number or solutions to the available data. The more you change your contribution to the bearing rate, the more dramatic the change in the data. Assuming the target maintains its course and speed, two or three own ship maneuvers, or legs, will result in a single possible solution.143At all times you want to bring as much information to bear on the problem as possible. Educated guesses based on intelligence estimates can make the problem simpler. For example, if intelligence data provided in your mission briefing implies that the contact is traveling on certain course or at a particular speed, enter those values in your TMA solution. If the geography of the area constrains the ship to steer a certain course, use that information.

Of course, TMA would be easier if you had more information than just the change in the target’s bearing. Knowing a second value, such as speed, eliminates a large number of possible target solutions. As you’ll see in the TMA instructions, if you’ve classified the contact, you can estimate its current speed using a special sonar mode known as DEMON.

Performing TMA on Passive Sensor ContactsTo perform TMA on passive sensor contacts, you need to have already designated a contact in broadband or narrowband.Select the TMA station.To perform TMA on passive sonar contacts:1. Select a contact. Click on the Selected Track pull-down menu. All designated contacts for which there is sensor information appear in the list. Select the contact you’re interested in.2. Center view of your submarine. Click on the Zoom and Pan arrow buttons to adjust the scale and centering of the display.3. Find the ruler. If you can’t locate the ruler on the TMA display, click on the Center on Ruler button. You use the ruler to estimate a target solution from the given data. The ruler represents your best estimate �of the target’s speed and course. The tick marks on the ruler correspond to each bearing linesent by sonar to the TMA station. Where you place the ruler on the TMA display is your estimate of the target’s range.� If this is the first time that TMA has been performed on the selected contact, the ruler will represent the �default solution of Target Range 10,000 yards, with a closing course and speed matching own ship at

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time of designating the target. These values will appear in the TMA Solution Input data fields and activate its corresponding Lock button. This will lock in your entered data and allow you to manipulate the speed strip without overriding it. If there was a previous TMA solution, the ruler will be positioned on the display accordingly and the �appropriate values will be seen in the data fields and activate its corresponding Lock button. This lock inyour entered data and allow you to manipulate the speed strip without overriding it.4. Enter any known data in the Target Solution Input data fields. If you have additional data on the contact’s range, course, or speed, click on the digits in the appropriate data field. For instance, you may know the target’s course from an intelligence message received while underway. Or you may have used DEMON to analyze the contact’s shaft rotation in order to determine its speed (see Determining Contact Speed Using DEMON on p. 147).5. Adjust the ruler to fit the bearing lines. Adjust the ruler on the display until the “tick marks” align well with the contact bearing lines. Click on the bubble in the middle of the ruler to move the entire ruler. Click on theends of the ruler to move just the end or to adjust the length of the ruler.6. Enter solution. When a good match between the ruler and the sensor bearings has been achieved, click on Enter Solution to enter the trial solution in the TMA system. The solution appears in the lower right handdata fields as the TMA Solution. This is the target solution which would be used to direct weapons should they be launched.7. Refine your solution. Continue to adjust the ruler or enter new data in the TMA Solution Input area in order to achieve a better target solution; however, the system solution will not be changed until you click theEnter Solution button again. (Remember to always keep the TMA Solution updated with your best solution.) Note: if you leave the TMA window without entering your solution, your solution will be replaced by the system solution when you return to the TMA window.8. Change course and/or speed. The TMA solution can be refined by changing your course and/or speed, which will change the relative motion between the submarine and the contact. After steadying on the new course and/or speed, adjust the ruler to achieve the best fit. This second “leg” should help to eliminate solutions that are unreasonable. A third “leg” or more will refine the solution further. With experience, you’ll learn when the solution is good enough to support a weapon launch. (Note: �Depending on the tactical situation, continued TMA may not be prudent anyway.) If one TMA solution does not fit all of the observed sensor bearing data, consider the fact that the contact �itself may have changed course and/or speed. Attempt to achieve a better fit of the ruler by disregardingsome of the earlier data and looking only at recent bearings.9. Merge contacts when necessary. If information from more than one sensor pertains to the same contact (e.g., a contact tracked by sonar and �seen through the periscope), the data can be merged into a “master” contact. Select a contact from the Merge Track pull-down menu, and then click on the Merge button. This decision can be undone by clicking on the Split button. Merging contacts held on the sphere and towed array can help give an estimation of range triangulation: the point where matching sphere and towed array bearings cross is a good approximation of the contact’s range. This method is most accurate on close range contacts a beam of own ship, but is highly susceptible to bearing error off the bow or stern of own ship, or at great ranges.

Determining Contact Speed Using DEMONThe Sonar station in DEMON mode can be used to determine a contact’s speed, so long as you’ve already classified the contact. DEMON stands for demodulated noise, and is used to determine the speed of a known contact. DEMON passes the sound of the contact’s propeller through a specialized set of acoustic filters. This is then fed into a spectrum analyzer, which determines the rotation speed of the propeller shaft. If you know what the contact is, you know how many times its propeller shaft must turn in order to produce one knot of speed. This is called turns per knot, or TPK. The two together—rotation speed and turns per knot - provide you with a fairly precise measurement of target speed.

Select the Sonar station, and then click on the DEMON button.To analyze a contact using DEMON:1. Select a sonar array. Click on the Spherical Array or Towed Array button.2. Select a sonar tracker. Click on one of the four tracker buttons at the top of the display to choose the contact you wish to analyze. The associated sonar number is displayed under the button. A series of vertical frequency lines appear on the display. The shaft rotation speed is indicated by the first line on the left. The other lines indicate individual blades on the propeller.3. If necessary, adjust the frequency scale. If the lines in the display seem to blur together, click on the Frequency Scale switch to lower the frequency range, if the lines run off the right edge of the display, increase the frequency range.4. Set the Turns Per Knot for the known target. Click on the Turns Per Knot switch to set the known TPK value for the contact.

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Turns Per Knot for military ships can be found in the ship descriptions in the on-line Jane’s Information section. The estimated TPK for generic ships are as follows:

GENERIC CIVILIAN SHIP TPKsSmall craft: 30Medium craft: 20Medium shipping: 15Large shipping: 10

In general, the larger the propeller, the lower the speed at which it is designed to turn. Warships and large merchant ships would have turns per knot ratios of seven to twelve. Smaller propellers on smaller ships and boats would turn at much higher shaft speeds for the same speed through the water.5. Place the Frequency Cursor on the most prominent left-hand line on the display. Point the mouse cursor at the right edge of the most prominent line on the left and click. This will be the shaft line. The frequency will be displayed in the Cursor Frequency display. (Shaft RPM can be calculated by multiplying this frequency by 60.)6. Note estimated contact speed. Look at the Speed display and note the estimated speed of the contact.AN/BSY-1 Submarine Combat System. The system is the first submarine combat system in the US Navy to integrate navigation, sonar and weapons system data for improved target detection, classification, localisation, combat control and weapons launch. BSY-1(V) integrates the medium to low frequency bow-mounted Submarine Active Detection System (SADS) sonar used for the detection and fire-control solutionson hostile subsurface to surface targets. This operates over 360° in long-range search, and provides a passive listening mode. The system also integrates the high frequency, active Mine and Ice Detection Avoidance System (MIDAS) mounted in the sail and which is used for close-range detection of mines and polar navigation. The integrated combat system will carry out target motion analysis and calculate a fire-control solution for Mk 48 ADCAP torpedoes, Harpoon and Tomahawk cruise missiles. The system is designed to improve data processing and management capabilities using new and more capable computers, new data displays and additional software and increased automation in areas such as surveillance, detection and tracking of targets. This will enable operators to perform multiple tasks and handle multiple targets simultaneously. The aim is to reduce the response time between initial detection and launching of the weapon. The distributed processing architecture system comprises 117 units, including 64 general-purpose and 35 specialised processors, digital beamformers, signal conditioners, displays and disk storage devices. Some 3.6 million lines of tactical software code are used in this system.149Determining Range and Course Using the Periscope StadimeterThe periscope stadimeter can be used to estimate a surface ship’s range. Likewise, a ship’s course can be determined by observing the target aspect or angle on the bow (AOB).

Select the Periscope station.To determine a contact’s range and course with the periscope:1. Ensure that the ship is at periscope depth (60 feet) and your speed is under 5 kts.2. Raise the periscope. Click on the Raise Periscope switch. Wait a moment as the periscope is raised.3. When operating at night, switch to Low Light Level TV. Click on the LLLTV switch.4. Find the contact. Click on the Rotate arrow buttons to rotate the periscope to the target’s bearing. Click on the Zoom In arrow button to increase magnification.5. Photograph the contact. Once you detect a target, click on the Photo button to take a picture of it.6. Switch to the stadimeter. Click on the Stadimeter button to switch to the Stadimeter screen.7. Match silhouette to the photo. Click on the Back or Next button to cycle through the images in the ship silhouette library.8. Rotate and zoom silhouette. Click on the Rotate buttons to match the silhouette angle to that of the ship in the photo. If necessary, click on the Zoom buttons adjust the magnification of the silhouette.9. Adjust the image to find range. Click on the Image Adjust buttons to separate the two halves of the image. Adjust the image such that the top of the highest mast is even with the waterline on the other half of the image. The estimated range to the ship is displayed in the Range display.10. Mark the contact. To send contact information to the TMA station, click the Mark button. Note: Periscope information is sent to the TMA station only when the Mark button is pressed. The crew will not automaticallysend updated periscope information to the TMA station. You must manually mark the contact to send updated information to TMA.151

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688(I) Weapon LaunchersTorpedo TubesThe main weapon launcher in a sub is the torpedo tube launching system. The tubes have a muzzle door between the tube and the sea, and a breech door between the tube and the submarine’s interior. Weapons are loaded by shutting the muzzle door, opening the breech door, sliding the weapon into the tube, and shutting the breech door. Modern weapons have electronic connections from the weapon through the breech door to the fire control system. This allows transmission of target information to the weapon. When a torpedo is “fired”, it is actually pushed out of the tube before it begins running.

The normal method of launching weapons is called the “impulse” method. Surrounding each pair of torpedo tubes is an impulse tank filled with water. Each torpedo tube has openings in it near the inner end that will allow water to enter behind the weapon to push it out. A slide valve normally covers the openings, but when a tube is made ready to fire, the muzzle door and slide valve open together. High pressure air operates a turbine ejection pump that forces a large quantity of water at high pressure into the impulse tank. The only place that water can go is into the torpedo tube ejection ports. This water flow into the tube flushes the weapon out even though the ship may be moving through the water at high speed. The muzzle door (and the shutter that fairs in the curvature of the hull when the muzzle door is shut) and the slide valve are operated hydraulically. Weapons are moved within the Torpedo Room and loaded into the tubes hydraulically. The torpedo tube breech door is manually operated.

There are four horizontal torpedo tubes, two on each side of the ship. Because of the large sonar sphere at the bow, the torpedo tubes are angled outward slightly.

Vertical Launch TubesVertical launchers for TLAMs (Tomahawk Land Attack Missile) work differently. They are loaded at the pier and cannot be reloaded once the boat is underway. Hence, the importance of a thorough briefing, with weapon requirements. If you are out at sea and haven’t loaded enough TLAMs, there’s nothing you can do.) The vertical launch tube is pressurized with air, using a diaphragm at its top as a boundary to the sea. The muzzle door is then opened. When fired, a solid propellant gas generator produces the gas that forces the missile from the tube. Once clear, the missile ignites, beginning its flight toward its target.

Eight Los Angeles class submarines and 23 Improved Los Angeles class submarines have twelve vertical launch tubes installed at the bow. This was made possible by a redesign of the forward main ballast tank structure and the air banks located there.

Signal EjectorSimilar in principal to the torpedo tubes, the signal ejector is actually a two-barreled installation. Located on the port side of the middle level of the Forward Compartment, there are two three-inch diameter tubes that are used to launch a variety of pyrotechnic signals, countermeasures, and decoys.153

688(I) Weapon TypesSubmarines are equipped with a variety of weapons, each designed for specific objectives.

Mk 48 ADCAP TorpedoesThe classic submarine weapon since WWII, torpedoes are fired from reloadable tubes in the sub. They travel under their own power for distances up to 20 miles. Torpedoes may use sonar, either active or passive, to locate the target. Some can even be steered by receiving commands over a wire connectedto the submarine. Also remember that when setting the speed of the torpedoes, one affects the range of the weapon.

ADCAP, which stands for “advanced capability” is a major upgrade of the Mk 48 heavyweight torpedo. ADCAP is a wire-guided, acoustic homing torpedo that is propelled by the combustion of a monopropellant fuel (self-oxidizing fuel). ADCAP is 21 inches in diameter, carries a warhead in excess of 500 pounds of high explosive, can reach speeds of 55 knots, has a range in excess of 20 nautical miles (nm), and can dive to depths of nearly 3,000 feet. Major improvements were made in acoustic and search/homing logic.

UGM-84 Harpoon Anti-Ship MissileThe encapsulated Harpoon missile can be launched from a submarine torpedo tube. When the capsule broaches the surface of the water, a solid rocket booster ignites to begin flight. When the booster separates,

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the missile descends to a low altitude and is powered by a turbojet cruise engine. Terminal guidance is provided by an active radar homing system. A highly maneuverable missile with extensive on-board computer logic circuitry, Harpoon has considerable ability to discriminate between targets and countermeasures.

Harpoon has a range of over 50 nm and flies at sub-sonic speed. It carries a 500 pound high explosive, blast type warhead. Several block improvements have been made to the weapon. Block 1C has increased range, waypoints, and selectable terminal trajectories.

UGM-109 Tomahawk Cruise MissileCruise missiles can be launched by submarines from either the torpedo tubes or from vertical launch tubes specifically designed for this purpose. They can be used against either surface ships or land targets. An attack with a cruise missile from a submerged ship is particularly devastating and surprising. Tomahawk missiles were produced in anti-ship (TASM) and land attack (TLAM) variants.

The TASM uses inertial guidance and either active radar or anti-radiation terminal homing. It flies at Mach 0.7 to deliver a 1,000 pound conventional warhead at ranges out to approximately 250 nm. The TLAM-C delivers a 1,000-pound single warhead and the TLAM-D delivers sub-munitions. TLAM-C and TLAM-D have ranges of approximately 485 nm.

If launched from the horizontal torpedo tubes, the Tomahawk missiles must be encapsulated. The launch process is similar to that of the Harpoon; however, the solid propellant booster ignites after the missile has cleared the torpedo tube. Regardless of whether it is launched from a horizontal or vertical tube, the Tomahawk begins powered flight even before leaving the water. Once the booster has been burned up and separates, the missile continues powered flight on its turbofan engine.

TLAM uses inertial guidance and predetermined waypoints to fly to its target. Once over land, it is able to use terrain contour matching (TERCOM) to con-firm and update its flight path. TASM variants fly at a low cruise altitude to avoid detection and switch on the active radar homing at a predetermined distance.

Mk 67 Submarine Launched Mobile Mine (SLMM)Since their early days, submarines have been used to place mines in harbors. This remains a useful application of a submarine’s stealth capabilities. Today, however, mines can be fired from a sub, just as torpedoes are. Like torpedoes, mines can “swim” to a location that may be in an area too shallow forthe sub to operate submerged.

The SLMM is self-propelled, so it provides the capability of covertly mining from a submarine and placing the mines in water that would be too shallow for submerged operations. The SLMM is essentially a modified Mk 37 electric torpedo. The torpedo warhead was replaced with mine components and the torpedo propulsion and guidance are used to place the mine.

CountermeasuresCountermeasures are defensive weapons. Use them to prevent an enemy’s torpedo from destroying the sub. The most common countermeasures are launched from the submarine and remain in the location where they are launched. A Jammer raises the noise level between the torpedo and your sub-marine, creating a fog bank that inhibits a torpedo’s active sonar ability. A Decoy emits a signal designed to draw the enemy torpedo away from the sub and toward the decoy. Both types of countermeasure can be preset tostay deep or shallow.

Launching WeaponsOne of your primary objectives is to seek out and destroy enemy ships, weapons, and strongholds.

Preparations can be lengthy and noisy, so it is a good idea to have tubes loaded, flooded, and equalized and have muzzle doors open before coming within the detection range of the enemy. It takes several people to load a torpedo and connect both the A-cable (which gives the torpedo its presets and orders before launch) and the guidance wire (which can be used after the launch). The torpedo should also be checked to ensure that it properly receives commands.

A torpedo can be impulse launched up to the maximum speed of the submarine as long as the ship is on a steady course and the trim angle is no more than a few degrees above or below the horizontal (“zero bubble”).

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Launching Missiles HorizontallyAdvanced preparations are advised but not for the same reasons. When launching a missile, the enemy is probably farther away so noise is not as much of a consideration. Being ready to launch is important so that coordinated strikes can be initiated when the operational situation dictates.

Harpoon and Tomahawk missiles should be launched at low speeds (e.g., 4 knots or less) and at shallow depths (e.g., keel depth of 150 feet or less). If at periscope depth, it is possible to confirm that the missile is flying normally.

Vertical Launch of MissilesThe vertical launchers have to be loaded in port, so the preparation consists only of pressurizing the tubes and opening the hatches. Targeting information also has to be sent to the missile prior to launch. Speed and depth limits are the same as for the horizontal launch of missiles.

ADCAP Torpedo LaunchThe ADCAP torpedo, the U.S. Navy’s heavy-weight torpedo, can be used against submarines and surface ships. It is a wire-guided, acoustically homing torpedo carrying a warhead of more than 500 lbs. of high explosive and capable of speeds up to 55 knots. It has a maximum range in excess of 20nautical miles.

The ADCAP is launched from a horizontal torpedo tube. Prior to launch, the torpedo is loaded into the tube, and the A-cable and guidance wire are connected. (The A-cable is the means of providing the weapon with presets and inputs from the TMA system prior to time of launch.) After electrical checks are satisfactorily completed, the tube is flooded, and the pressure is equalized with sea pressure before the muzzle door is opened.Note: Because some of this process is noisy, it is best to do it early if the ship is in a situation which could require the launching of torpedoes.

The TMA solution for the target (bearing, course, speed, and range) must be refined to the point that the weapon will be placed close enough so that the target is within the acquisition range of the torpedo. Following launch, the torpedo steers an intercept course until it is close enough to detect the targetand begin homing. The Weapons Control Coordinator (usually the Weapons Officer) oversees thepreparation of the torpedo and advises the Approach Officer (usually the Commanding Officer) concerning the capabilities of the torpedo and its placement. The Fire Control Coordinator (usually the Executive Officer) over-sees the refinement of the firing solution until, in his opinion, it is good enough to place the weapon within acquisition range. The Approach Officer has the final approval of the firing solution and the settings that are sent to the torpedo prior to launch.

Torpedo Firing ProcedurePREPARING THE WEAPON FOR LAUNCH1. Clicking on the Select Target arrow provides a list of contacts for which there are solutions in the TMA system. Select a target from this list. The system solution for the selected target will be displayed in the TARGET DISPLAY area, including a depth estimate based on the TMA solution.2. Select a firing tube by clicking on the number of a torpedo tube in which an ADCAP is loaded. A tube can be unassigned by clicking again on the tube number.3. Select weapon presets by clicking on “P” (PRESETS) and then making choices from the options list presented. For a submarine target, DEPTH should be at the best estimate of the target depth or at least on the same side of the layer. For a surface ship target, set DEPTH to be just below the keel depth of the ship.CEILING can be used to provide protection to the operator’s submarine or other friendly forces.FLOOR can be used to provide protection for the operator’s submarine or other friendly submarines or to keep the weapon from running into the bottom in shallow water.ACOUSTICS is used to select the mode of acoustic homing.RUN TO ENABLE sets the distance the torpedo travels before it begins to search. (The torpedo search can alert the enemy. Run to Enable should not be short unless the target range is short or there is doubt about the accuracy of the TMA solution. Allow approximately 3000 yards for the torpedo to search if possible.)SPEED selects the torpedo speed until it begins to home on the target. Once homing it will speed up to maximum speed. Default values of the presets are:Depth 200 feet; Ceiling 0 feet; Floor 3000 feet; Acoustics Active; Run to Enable 1000 yards; and Speed High.LAUNCHING THE WEAPON

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1. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. These actions are complete when the lights stop flashing.2. Order the muzzle door opened by clicking on the M button. The muzzle door will not open until the tube is properly flooded and equalized.3. Steps 1 and 2 may be done at any time to make tubes ready before being close enough to the enemy to make noise a concern.4. Observe the I indication is bright which means that all conditions for launch are met and the firing interlocks are closed. If the firing interlocks are not closed, check that the tube is properly prepared, that the target has been properly assigned, and that there is no inconsistency between the torpedo presets and the TMA solution.5. Ensure the ship meets the operational conditions for launch: near horizontal, steady on course, and the proper speed and depth for the specific ordnance.6. The torpedo is launched from the tube by clicking twice on the covered FIRE button (once to open the cover and once to depress the button). Observe the indicators all return to the non-ready state and the torpedo tube contents indicator goes dark.POST-LAUNCH CONTROL OF THE WEAPON1. Select W (WIRE GUIDE) to display the controls that send commands to the torpedo after launch.2. Observe the torpedo symbol on the display marked by the number of the tube from which it was launched. The torpedo should be proceeding toward the target on an intercept course (torpedo is leading the target).3. Once the torpedo has enabled, it begins to search and the acquisition cone symbol is seen on the display. Steering will only be necessary if it appears that the acquisition cone will not sweep over the target’s positionat any time.4. If wire commands are necessary, select the number of the tube fired before sending commands. This is necessary to ensure that the correct torpedo gets the commands in the event that more than one torpedowas fired. RELOADING TUBES1. Once the tube has been fired, it should be reloaded for future use. Press the Weapon Load Out button to see the available weapons on the racks. Press OK when done.Note: Reloading tubes will cut the wire if the weapon is wire-guided.2. Click on the Content Label until the desired weapon appears. The loaded weapon can be changed any time by the same method.

Snapshot (Quick Reaction Firing) ProcedurePREPARING THE WEAPON FOR LAUNCH1. Clicking on the Select Target arrow will provide a list of contacts for which there are solutions in the TMA system. Select Snapshot from this list.2. Select a firing tube by clicking on the number of a torpedo tube in which an ADCAP is loaded. A tube can be unassigned by clicking again on the tube number.3. Select weapon presets by clicking P (PRESETS). Type in the bearing of the threat in SNAPSHOT Bearing. The remaining presets will be set to the default values. Make changes as required by the existing situation (e.g., depth of water).161LAUNCHING THE WEAPON1. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. These actions are complete when the lights stop flashing.2. Order the muzzle door opened by clicking on M. The muzzle door will not open until the tube is properly flooded and equalized.3. Steps 1 and 2 may be done at any time to make tubes ready before being close enough to the enemy to make noise a concern.4. Observe the I indication is bright: this means all conditions for launch are met and the firing interlocks are closed. If the firing interlocks are not closed, check that the tube is properly prepared, that the target has been properly assigned, and that there is no inconsistency between the torpedo presets and the TMA solution.5. Ensure the ship meets the operational conditions for launch: near horizontal, steady on course, and the proper speed and depth for the specific ordnance.6 The torpedo is launched from the tube by clicking twice on the covered Fire button (once to open the cover and once to depress the button). Observe the indicators all return to the non-ready state and the torpedotube contents indicator goes dark.

Launching Harpoons

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The HARPOON missile is an anti-ship cruise missile that can be launched from the horizontal torpedo tubes of a submarine. It is an active radar homing missile with a range of over 50 nautical miles and a sub-sonic cruise speed. It carries a warhead of 500 lbs. of high explosive. Prior to launch, the encapsulated missile is loaded into the torpedo tube and the A-cable is connected to provide fire control system inputs to the missile. Electrical checks are completed and the tube is flooded and equalized with sea pressure. Theouter muzzle door is opened to make the launch tube fully ready. This process should be completed well before the anticipated time of launch.

The TMA solution for the missile need only be accurate enough to allow the submarine to place the missile such that the seeker search pattern will include the position of the target. It is also necessary to know where other surface contacts are so that the area searched by the missile will not unintentionally include neutral or friendly ships.

While the Fire Control Coordinator is refining the solutions for all contacts, the Weapons Control Coordinator adjusts the seeker search pattern and the missile course so that only the primary target will be swept by the seeker of the missile. The Approach Officer must be satisfied that the contact solutions are known with a high degree of certainty and that the prelaunch orders being sent to the HARPOON will result in the highest probability that the missile will acquire the target and only the target.

Harpoon Firing ProcedurePREPARING THE WEAPON FOR LAUNCH1. Click on the Select Target arrow to get a list of contacts for which there are solutions in the TMA system. Select a target from this list. The system solution for the selected target will be displayed in the TARGET DISPLAY area.2. Select a firing tube by clicking on the number of a torpedo tube in which a Harpoon is loaded. A tube can be unassigned by clicking again on the number.3. Select weapon presets by clicking P (PRESETS) and making choices from the options list presented.DESTRUCT RANGE is the range at which the missile will self-destruct if it has not encountered a target. This can be used to protect friendly and neutral forces. SEEKER RANGE is the range at which the missile will begin to home. It can be used to protect friendly or neutral forces that are at shorter range than the target. SEEKER PATTERN determines whether the area searched will be wide or narrow. This can prevent the missile from acquiring an unintentional target that is nearby. The default values of the HARPOON presets are:Destruct Range 50 nm; Seeker Turn On 0 nm; Seeker Pattern: Wide.LAUNCHING THE WEAPON1. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. These actions are complete when the lights stop flashing.2. Order the muzzle door opened by clicking on the M button. The muzzle door will not open until the tube is properly flooded and equalized.3. Steps 1 and 2 may be done at any time to make tubes ready before being close enough to the enemy to make noise a concern.4. Observe the I indication is bright which means that all conditions for launch are met and the firing interlocks are closed. If the firing interlocks are not closed, check that the tube is properly prepared, that the target has been properly assigned, and that there is no inconsistency between the missile presets and the TMA solution.5. Ensure the ship meets the operational conditions for launch: speed less than 5 knots, depth less than 150 feet.6. The missile is launched from the tube by clicking on the Fire button. Observe the indicators all return to the non-ready state and the torpedo tube contents indicator goes dark.POST-LAUNCH DISPLAY1. Observe the missile symbol on the display marked by the number of the tube from which it was launched. The missile should be proceeding toward the target on an intercept course.2. Once the seeker has turned on, the missile begins to search and the seeker pattern symbol is seen on the display. If the missile was well placed, the seeker pattern should pass over the target vessel.RELOADING TUBES1. Once the tube has been fired, it should be reloaded for future use. Press the Weapon Load Out button to see the available weapons on the racks. Press OK when done.2. Click on the content label until the desired weapon appears. The loaded weapon can be changed any time by the same method.

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Launching TomahawksThe TOMAHAWK missile is primarily a land-attack cruise missile that can be launched from either the horizontal torpedo tubes of the submarine or the vertical launch tubes. It is an inertially guided missile that uses terrain contour matching (TERCOM) for position updates when over land. It has a range of approximately 485 nautical miles and a cruise speed of Mach 0.7. It carries either a single 1000 lb. high explosive warhead or sub-munitions. The vertical launch tubes must be loaded before leaving port. The actions necessary to launch a TOMAHAWK from a vertical tube include pressurizing the tube, openingthe muzzle hatch, and sending flight guidance information to the missile.

Prior to launch from a torpedo tube, the encapsulated missile must be loaded and the A-cable connected to provide fire control system inputs needed for flight guidance. Electrical checks are completed, and the torpedo tube is flooded and equalized with sea pressure. The muzzle hatch can then be opened to make the tube fully ready to fire. The flight guidance information sent to the missile includes waypoint data and target data. Waypoints are used to guide the missile around defensive positions or to adjust the time of flight sothat missiles fired at different times can arrive at the target at the same time.

Preparations for the launch of a TOMAHAWK are begun well before the desired launch time. The submarine must be correctly positioned, and, during the transit to the launch point, the Combat Systems Officer (CSO) (usually just called “Weps”) oversees the planning for each missile (or sortie). He reviews the target data and ensures that it is assigned to the correct missile. He also reviews the flight path of each missile, looking for threats to the missile along the way and checking the time-on-target (TOT). Prior to launching any missiles, the CSO will brief the Commanding Officer (CO) and Executive Officer (XO) on the complete mission as a final check on the planning and the compliance with the tasking that the ship received.

Tomahawk Firing Procedure (Vertical Launch)PREPARING THE WEAPON FOR LAUNCH1. Select a firing tube by clicking P (PRESETS) beneath the tube number on the Target Display Panel. The target is selected by assigning waypoints. Click on Define Target Waypoints and then click in the area of the desired target in the TARGET DISPLAY area using the targeting crosshairs. Four waypoint icons should appear on the map.2. Using the tasking message, precisely position the forth and third way-points over the coordinates for the target and landfall waypoint respectively. This can be done by clicking and dragging the waypoint icons onthe TARGET DISPLAY area or by changing the waypoint position boxes in the Weapon Presets Display. The weapon will not be able to compensate for errors greater than 1 nm, which is one minute of latitude (or longitude at the equator). Additional waypoints can be used to avoid defenses.3. DESTRUCT RANGE is the range at which the missile will self-destruct if it has not encountered its target. This can be used to protect friendly and neutral forces. The default value of Destruct Range is the weapon’s maximum range.Note: If the total distance of flight from the ship to the target as increased by the waypoints exceeds the missile’s maximum range, a red marker will indicate the point of maximum flight.LAUNCHING THE WEAPON1. Order the selected launch tube pressurized equal to sea pressure by clicking on the P button. This action is complete when the light stops flashing.2. Order the muzzle hatch opened by clicking on the M button. The muzzle hatch will not open until the pressure is equalized.3. Steps 1 and 2 may be done at any time to make tubes ready before being close enough to the enemy to make noise a concern.4. Observe the I indication is bright which means that all conditions for launch are met and the firing interlocks are closed. If the firing interlocks are not closed, check that the tube is properly prepared, that the target has been properly assigned, and that there is no problem with the missile flight path as planned.5. Ensure the ship meets the operational conditions for launch: speed less than 5 knots, depth less than 150 feet.6. The missile is launched from the tube by clicking on the FIRE button. Observe the indicators all return to the non-ready state and the launch tube contents indicator goes dark.POST-LAUNCH DISPLAY1. Observe the missile symbol on the display marked by the number of the tube from which it was launched. The missile should be proceeding toward the target on the course laid out by the operator.2. Since there is no communication with the missile(s) after time of fire, the display is only a representation of what was intended to happen. The missile(s) will be DR’d to the target at nominal flight speed.

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Tomahawk Firing Procedure (Torpedo Tube)PREPARING THE WEAPON FOR LAUNCHThe procedure is the same as when launching from a Vertical Launch tube.LAUNCHING THE WEAPON1. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. These actions are complete when the lights stop flashing.2. Order the muzzle door opened by clicking on the M button. The muzzle door will not open until the tube is properly flooded and equalized.3. Steps 1 and 2 may be done at any time to make tubes ready before being close enough to the enemy to make noise a concern.4. Observe the I indication is bright which means that all conditions for launch are met and the firing interlocks are closed. If the firing interlocks are not closed, check that the tube is properly prepared, that the target has been properly assigned, and that there is no problem with the missile flight path as planned.5. Ensure the ship meets the operational conditions for launch: speed less than 5 knots, depth less than 150 feet.6. The missile is launched from the tube by clicking on the FIRE button. Observe the indicators all return to the non-ready state and the torpedo tube contents indicator goes dark.POST-LAUNCH DISPLAY1. Observe the missile symbol on the display marked by the number of the tube from which it was launched. The missile should be proceeding toward the target on the course laid out by the operator.2. Since there is no communication with the missile(s) after time of fire, the display is only a representation of what was intended to happen. The missile( s) will be DR’d to the target at nominal flight speed.RELOADING TUBES1. Once the tube has been fired, it must be reloaded for future use. Press the Weapon Inventory button to see the available weapons on the racks. Press OK when done.2. Click on the Content Label until the desired weapon appears. The loaded weapon can be changed any time by the same method.

Using the Signal EjectorLoading the signal ejector is a manual process that can be time consuming. In a hostile environment, it is a good idea to have a jammer and a decoy loaded at all times. Although the launch success rate may be higher for lower ship speeds, in extremis (e.g., torpedo evasion) it is appropriate to launch countermeasures regardless of the ship’s speed or rate of course change.

Launching MinesThe Mk 67 Submarine Launched Mobile Mine (SLMM) is loaded and launched in a similar manner to that used for torpedoes. Basically a modified Mk 37 electric torpedo (mine components replace the torpedo warhead), the SLMM can be launched a long distance from its intended position. It will travel to the aim point where it will wait until it has detected a target.

A mine insertion has to be carefully planned. The submarine must know where the mines are to be located, what the depth of water is and what type of bottom exists, and what the strength and direction of currents will be between the launch point and the aim point.. The launch rate will be determined by the number of tubes being used and the speed with which the reload party can load additional mines in the tubes as they are fired. An advantage of the mobile mine is that it can be planted in water shallower than the submarine would choose to enter. If this is the case, the submarine may make repeated passes along a launch course in water sufficiently deep for submerged operations. After launching all mines loaded in the tubes, thesubmarine can turn toward deeper water while reloading and then make another pass along the launch course. This can be repeated as many times as necessary to plant the mine field.

The SLMM is loaded into a torpedo tube and the A-cable is connected. After electrical checks are completed, the tube may be flooded and equalized and the muzzle door may be opened. All the tubes that are to be used for mines would be loaded and made ready. Fire control information will be pre-computed for each mine. Launch points will be selected along the launch course so that the range and bearing to theaim point will be known in advance. Teamwork is required. The navigation party must keep the submarine exactly on the launch course, the reload party must reload the tubes as quickly as possible, and the fire control party must shift quickly from one tube to the next to get the correct inputs to the next mine to be launched before the submarine reaches the next launch point.

Mine Launch ProcedurePREPARING THE WEAPON FOR LAUNCH

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1. Select a firing tube by clicking on P (PRESETS) of the desired tube in the Target Display Panel. The target is selected by assigning a waypoint. Click on Define Target Waypoints and then click in the area of the desired tar-get in the TARGET DISPLAY area.2. Using the tasking message for the location of the mine field and a plan for laying the field, position the mine destination by dragging the way-point to the desired location. The coordinates of the waypoint can beviewed by clicking on the waypoint on the chart3. If the total distance of travel from the ship to the position exceeds the SLMM’s maximum range a red marker will indicate the maximum range the SLMM will travel.4. DEPTH preset should be the desired run depth to the aim point. Default value: 100 feet.LAUNCHING THE WEAPON1. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. These actions are complete when the lights stop flashing.2. Order the muzzle door opened by clicking on the M button. The muzzle door will not open until the tube is properly flooded and equalized.3. Steps 1 and 2 may be done at any time to make tubes ready before being close enough to the enemy to make noise a concern.4. Observe the “I” indication is bright which means that all conditions for launch are met and the firing interlocks are closed. If the firing interlocks are not closed, check that the tube is properly prepared, that the target has been properly assigned, and that there is no inconsistency between the presets and the fire control solution.5. The SLMM is launched from the tube by clicking on the FIRE button. Observe the indicators all return to the non-ready state and the torpedo tube contents indicator goes dark.POST-LAUNCH DISPLAY1. Observe the mine symbol on the display marked by the number of the tube from which it was launched. The SLMM should be proceeding toward the aim point.2. Since there is no communication with a SLMM after it has been launched, the SLMMs will be DR’d to the aim point as planned by the operator.RELOADING TUBES1. Once the tube has been fired, it must be reloaded for future use. Press the Weapon Load Out button to see the available weapons on the racks. Press OK when done.2. Left-lick on the Content Label until the desired weapon appears. The loaded weapon can be changed any time by the same method.

Evasive ManeuversThe best defense is never to be caught. However, when something goes wrong—an enemy has detected your submarine and launched weapons against you—evasive maneuvers are required.

Torpedo EvasionNo submarine can outrun a modern anti-submarine torpedo. Survival of a torpedo attack will depend on whether or not the torpedo is able to detect the submarine and begin to home on it. The submarine will be successful if it can manage to remain undetected by the torpedo or can confuse the torpedo homing logic.If the torpedo is well placed (the enemy had a good fire control solution on your submarine prior to launching the torpedo), early detection is essential.

The sonar operators must be able to recognize a torpedo even before it begins active homing. As soon as the torpedo is reported, the submarine must maneuver so that the firing solution of the enemy is no longer valid, and the torpedo will not pass close enough to your submarine to be able to detect it. The submarine maneuver should include a course change to get away from the projected track of the torpedo, an increase in speed (probably to maximum), and possibly a depth change. Depending on the local conditions, it may be possible to put the submarine on the opposite side of a thermal layer from the torpedo (you have to know the water depth and the sound-speed profile (SSP)) by going shallow or deep. If the water is shallow, being near the bottom may help by giving the torpedo false target returns from the bottom.

Evasion plans may also include the use of countermeasures. Countermeasures can be of two types: decoys and jammers. Decoys give false returns to the torpedo that is homing and will cause the torpedo to home on the decoy instead of the submarine. Jammers produce very loud noise over a broad spectrum and make it difficult for the torpedo or the platform that launched it detect the submarine by acoustic means. Whenever the submarine is in a potentially hostile situation, the Commanding Officer should know in advance what they will do to evade torpedoes. His plan must take into consideration all factors in the local environment.

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Torpedo Evasion Procedure1. When Sonar reports a “torpedo in the water” or the active intercept receiver indicates that a torpedo is actively homing, accelerate to maximum speed.2. Place the bearing of the incoming torpedo at 120–150 degrees or 210–240 degrees relative to the submarine. Placing the torpedo at 180 degrees relative, i.e., astern, will not work because the torpedo can over-take the submarine in a tail-chase.3. Launch countermeasures from the three-inch launcher. (A decoy and a jammer should be pre-loaded and ready for launch at all times.)4. Change depth drastically if the overall depth of water will permit, especially if the sound-speed profile shows that a torpedo at the submarine’s present depth won’t be able to hear the submarine at the new depth.5. If the incoming torpedo was not air-dropped, launch an ADCAP torpedo at the bearing on which the torpedo was initially detected. (This will put the launching platform on the defensive.)SUPPLEMENTARY ACTIONS- Plot the bearings to the incoming torpedo and attempt to determine its course.- When it is clear that the torpedo will miss or when the torpedo has shut down, slow to reduce noise and

regain tactical control.- Reload the three-inch launcher and the torpedo tubes as required. Be especially wary if enemy ASW

helicopters are patrolling your sector. ASW helicopters search for submarines using dipping sonar—sonar arrays that dangle from a cable and dip into the ocean. These helicopters can detect both torpedo and missile launches. When they do, they hurry to the suspected launch point and begin a thorough search for submarines. Once a helicopter gets a fix on your position, it may drop torpedoes into the water. The submarine commander is now caught in a difficult situation. If he increases speed to outrun the torpedoes, the helicopters can track him more easily and will dump more torpedoes. If the commander decides to keep his speed down and attempt to outmaneuver the torpedoes, he runs the risk of taking a hit. Neither scenario is good, and both can be avoided by keeping a low profile when making attack runs.

Special Forces OperationsNaval Special Warfare (NSW) may involve the insertion of special operations forces (SOF) into a hostile territory. SOF include such units as Army Rangers, Marine Reconnaissance (Force Recon) units, or Navy Sea-Air-Land (SEAL) units. The SEALs have the most experience working from submarines and arecapable of submerged launch and recovery. Other units can be deployed from a submarine, but that would require surfaced launch and recovery. A submerged launch or recovery of SEALs requires the submarine to hover at a shallow depth. There must be a minimum of water flow over the deck so that the swimmers don’t have to work against a strong current while they handle equipment. Being shallow means that it will be easier and faster to get the swimmers in and out of the submarine.

Los Angeles class submarines use the escape trunk to lock out two swimmers at a time with whatever equipment they can also fit into the cramped chamber. Larger equipment and substances that are not brought into the submarine atmosphere (such as gasoline for the outboard motors) must be storedexternal to the pressure hull. To lock out, the divers enter the escape trunk and flood it to a pre-determined level. The remaining volume is pressurized with air to a pressure equal to sea pressure. When the pressure is great enough, the hatch can be opened. The divers then leave the pressurized air bubble and exit the hatch, using self-contained underwater breathing apparatus (SCUBA). Once outside the submarine, the SEALs begin to rig their equipment while others are locking out. The equipment may include combatrubber raiding craft (CRRC) with outboard motors if there is a long distance to go. When the entire team has locked out, the SEALs depart and the submarine can either loiter on station or go to another area to await the recovery operation.

To recover the SEALs, the submarine would most likely be at a pre-determined location at a specified time. Waiting at periscope depth, the submarine will search for the SEALs visually and with passive sonar while listening on designated radio circuits. Once the rendezvous is made, the submarine again hovers for the recovery. The SEALs will stow some of their equipment topside and take the rest below decks as they lock in. To effect a surfaced launch or recovery of SOF personnel, the submarine should surface as quickly as possible and have personnel standing by to help with the movement of equipment to the hatch and then topside. The sooner the evolution can be completed and the submarine can re-submerge, the less the chance of detection and attack by enemy forces.

Submerged Lock out Procedure

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Note: The following procedure is for information purposes, indicating in part the complexity of the operation. The actual procedural requirements are listed in the section, Launching Special Operations Forces,below.

Initial Conditions The submarine has arrived at the mission launch point and has conducted surveillance in order to ascertain �that there is no immediate threat to the SEALs. Depending on the sea state, the submarine is shallow or at periscope depth with no more than �approximately 1 knot of water flow across the deck. The submarine may be hovering instead of trying to control depth with the normal control surfaces. SEAL teams have been briefed and are fully ready to commence the mission.� All necessary personnel are on station.�

ActionsThe Officer of the Deck must give permission to conduct each step of the procedure. The Commanding Officer must authorize any change in the rig for dive.1. Open the drain valve to check the escape trunk dry. Shut the drain valve.2. Open the lower hatch. Trunk operator and two SEALs with necessary equipment enter the trunk and secure the hatch.3. Flood the trunk to the bubble line.4. Undog (open) the upper hatch. (It will not open yet due to sea pressure.)5. Pressurize the escape trunk using high-pressure air until the pressure is equal to that of the surrounding sea water.6. Push open the upper hatch. SEALs depart the trunk one at a time.7. Shut and dog the upper hatch.8. Open the vent valve and then open the drain valve to drain the water from the trunk. Shut the drain valve.9. Repeat steps 2 through 8, as required, to lock out the SEAL team(s).10. When the lock out evolution is complete, rig the escape trunk for dive.

Submerged Lock in ProcedureInitial Conditions The submarine has arrived at the designated recovery point and made contact with the SEAL teams �returning from their mission. Depending on the sea state, the submarine is shallow or at periscope depth with no more than �approximately 1 knot of water flow across the deck. The submarine may be hovering instead of trying to control depth with the normal control surfaces. All necessary personnel are on station.�

ActionsThe Officer of the Deck must give permission to conduct each step of the procedure. The Commanding Officer must authorize any change in the rig for dive.1. Open the drain valve to check the escape trunk dry. Shut the drain valve.2. Flood the trunk to the bubble line.3. Undog (open) the upper hatch. (It will not open yet due to sea pressure.)4. Pressurize the escape trunk using high pressure air until the pressure is equal to that of the surrounding sea water.5. Push open the upper hatch. Two returning SEALs can enter the trunk, one at a time.6. Shut and dog the upper hatch.7. Open the vent valve and then open the drain valve to drain the water from the trunk. Shut the drain valve.8. Open the lower hatch to allow the SEALs to re-enter the submarine.9. Repeat steps 2 through 8, as required, to lock in the SEAL team(s).10. When the lock in evolution is complete, rig the escape trunk for dive.

Surfaced Launch ProcedureInitial Conditions The submarine has arrived at the mission launch point and has conducted surveillance in order to ascertain �that there is no immediate threat to the SOF that will disembark. The submarine is at periscope depth. The SOF have all been briefed and are fully ready to begin the mission.� All necessary personnel are on station.�

Actions

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The Officer of the Deck must give permission to conduct each step of the procedure. The Commanding Officer must authorize any change in the rig for dive.1. Surface the ship with a short (5 second) emergency main ballast tank blow.2. Immediately start an air charge to replenish the high-pressure air banks.3. Run the low-pressure blower on the main ballast tanks if the additional noise will not result in a significant increase in the probability of detection by threat forces.4. Man the bridge with the minimum amount of equipment for the Officer of the Deck.5. Drain and open the weapons shipping (forward) hatch and/or the escape trunk (midships) hatch. Move SOF personnel and equipment topside expeditiously.6. If the situation warrants it, station personnel on the bridge and on deck with weapons to provide self-defense capability against hostile forces.7. As soon as the SOF have been launched, rig the hatches and the bridge for dive. Secure the low-pressure blower if that was used.8. Verify the rig for dive and submerge the ship.

Surfaced Recovery ProcedureInitial Conditions The submarine has arrived at the mission recovery point and has conducted surveillance in order to make �contact with the SOF that will embark. The submarine is at periscope depth.� The SOF have been detected. Communications were established to determine the time of the rendezvous, �whether there are enemy forces in the area, and whether there are any wounded. All necessary personnel are on station.�

ActionsThe Officer of the Deck must give permission to conduct each step of the procedure. The Commanding Officer must authorize any change in the rig for dive.1. Surface the ship with a short (5 second) emergency main ballast tank blow.2. Immediately start an air charge to replenish the high pressure air banks.3. Run the low pressure blower on the main ballast tanks if the additional noise will not result in a significant increase in the probability of detection by threat forces.4. Man the bridge with the minimum amount of equipment for the Officer of the Deck.5. Drain and open the weapons shipping (forward) hatch and/or the escape trunk (midships) hatch.6. If the situation warrants it, station personnel on the bridge and on deck with weapons to provide self-defense capability against hostile forces.7. Move SOF personnel and equipment below decks expeditiously. As soon as the SOF have been recovered, rig the hatches and the bridge for dive. Secure the low pressure blower if that was used.8. Verify the rig for dive and submerge the ship.

Launching Special Operations ForcesInitial Conditions The submarine has arrived at the mission launch point and has conducted surveillance in order to ascertain �that there is no immediate threat to the SEALs. The submarine is at periscope depth or shallower with no more than approximately 1 knot of water flow �across the deck.

Actions When all conditions for launch have been met, the XO will announce that “All SEALs are away.”�

Recovering Special Operations ForcesInitial conditions a. The submarine has arrived at the designated recovery point at the designated time.� b. The submarine is at periscope depth or shallower with no more than approximately 1 knot of water flow �across the deck.

ActionsWhen all conditions for recovery have been met, the XO will announce that “All SEALs have been recovered.”

Search and Rescue

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OperationsPrinciples of the Operating ProcedureSearch and rescue (SAR) operations are conducted by submarines in various situations. Since one of the most important factors in SAR is to conduct the operation in the quickest manner possible, a submarine may be tasked to conduct the operation if it is the closest to the point of rescue. If the rescue is to be conducted in a hostile area, the submarine’s stealth makes it a good choice for the job. A problem with using the submarine for SAR is the vulnerability of the sub while surfaced.

There are two types of SAR operations for a submarine. The first is rescuing a person on the surface, such as a downed pilot or sailors from a ship. This operation is very similar to the surfaced special forces recovery, with the exception that the person in the water is not trained in the procedure. The submarine learns the best known location of the person(s), and travels to the location to search. The submarine is better able to search from the surface, but is much more vulnerable to enemy detection and attack. Once the per-son(s) is located, the submarine approaches the person, surfaces, and slows to conduct the rescue. The quicker the rescue can be conducted and the submarine can be submerged, the safer the operation.

Submarines can also be used as the mother ship for a Deep Submergence Rescue Vehicle (DSRV) which can be used to rescue personnel from a downed submarine. A submarine can carry the DSRV to the location of the search, using intelligence and the ship’s sensors to locate the downed sub. The sub then slows to near zero speed and hovers in place while the DSRV conducts the rescue. This operation may be long, depending on the number of trips necessary to rescue all the survivors.

Surface Search and Rescue ProcedureInitial Conditions The submarine has arrived at the best known location of the person.� Depending on the level of hostility in the area, the ship is on the surface or at periscope depth.� All necessary personnel are on station.�

Actions1. The ship uses all sensors (periscope, radar if surfaced, sonar, ESM) to search the area for the person while maintaining safe position with respect to threat contacts.2. Once the person is located, the ship drives as close as possible.3. If not already on the surface, the ship quickly surfaces the ship by conducting a 5 second emergency blow (raise the Emergency Blow Valve handle; lower it after 5 seconds). Immediately commence ventilating(push Ventilate button) and start an air charge (push HP Air button) to replenish the HP air banks.4. When the ship has met the speed and depth requirements (slow and surfaced), the rescue will be conducted. When complete, the XO will report that the person is on board.5. Quickly submerge the ship and continue operation, keeping in mind the possible detection of the submarine during the SAR.

DSRV OperationsInitial Conditions The submarine is in the correct area to conduct the SAR.� The DSRV is attached with personnel standing by for operations.�Actions1. Slow to near zero speed and hover at a safe depth.2. DSRV operations will be conducted. The XO will report “Conn, XO. The DSRV is away.”3. After some time, the operation will be complete. (The submarine may have waited on station or may have departed and returned to the recovery point.) The XO will report “Conn, XO. The DSRV is mated to the hatch.”

Casualty ProceduresFlooding is one of the most feared of submarine casualties. The ability to survive a flooding casualty depends on submarine design factors and the training of the crew. A submarine has a certain amount of positive buoyancy when it is on the surface. If more water is taken aboard than the maximum positive buoyancy, then the submarine will be negatively buoyant and will sink. (If propulsion can be maintained, additional weight can be compensated for with speed and an up-angle on the hull.)

The amount of water taken aboard during a flooding casualty is proportional to the size of the hole, the depth at which the flooding occurs, and the length of time it takes to stop the flow of water into the submarine.

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(Depth matters because submergence pressure increases by 44.4 pounds per square inch for every 100 foot depth increase. That is almost three atmospheres increase in pressure for every 100 feet.) The time to stop the flooding can be decreased by having emergency closure valves that operate remotely on allsea water systems of significant size. Crew training is also important to be able to locate, isolate, and repair the source of flooding.

If flooding occurs, speed should be used to achieve an upward depth rate. If propulsion power is lost because of flooding in the engine room, the residual speed will still get the submarine moving toward the surface. The ship control party should keep a moderate up-angle on the ship; a large angle could keep the damage control parties from being able to move in the ship, and too large an angle could result in the loss of air from the ballast tanks when the emergency main ballast tank blow system is used.

Flooding ProcedureImmediate Actions Flooding most likely occurs as a result of a close explosion. The person discovering the flooding should �report, by the fastest means, the location of the flooding and the source of the water if that can be determined. The Chief of the Watch (COW) will announce on the general announcing system “Flooding in the ______ �(compartment or space)”, sound the Collision Alarm, and pass the word passed again. Flooding results in reduced propulsion, reduced ability to control ship’s depth, and an angle on the ship.� The Officer of the Deck (OOD) should order the Diving Officer to bring the ship to a shallow depth without �using a large trim angle on the ship. The OOD should use enough speed to maintain the ordered depth as long as propulsion is available.� The OOD should emergency surface the ship if the ship was very deep at the beginning of the casualty, if �propulsion is lost, or if the amount of water flooded into the ship begins to have a noticeable effect on ship control. (Emergency surfacing means conducting an emergency blow of the main ballast tanks by raising the Emergency Blow Valve.)

Supplementary Actions The ship will recover depth control and speed over time as the crew conducts damage control operations.� If the ship emergency surfaced, pass the word to “Prepare to surface” and complete the normal surfacing �procedure. Recharge the main air banks following the emergency blow.

Emergency DeepPrinciples of the Casualty ProcedureThe most vulnerable time for the submarine with regard to encountering another vessel unexpectedly is when proceeding to periscope depth. If the OOD believes that a risk of collision exists, he will announce “Emergency Deep” which will cause the members of the ship control party to quickly take actions to get the submarine back to a safe depth.179Initial Conditions The submarine is at or approaching periscope depth.� The Approach Officer (CO) or the OOD is manning the periscope.� The officer on the periscope sees a contact that is an immediate collision threat.�

Immediate Actions The officer on the periscope immediately lowers the periscope.� The OOD rings up All Ahead Full on the Engine Order Telegraph and orders a safe depth (150ft or deeper).�

Supplementary Actions The OOD slows the sub as soon as the ship is at a safe depth.�

The Future Of Seapowerby Admiral Guven Erkaya Commander-in-Chief, Turkish Naval ForcesGenerally speaking, weapon ranges were shorter than detection and identification ranges until the 1950s. Hence, the effectiveness of naval platforms was limited by the range and capabilities of onboard weapons and sensors. Naval strategy and tactical doctrines reflected these limitations. However, over the last 50 years, we have witnessed the development of guided weapons and cruise missiles with greater precision, larger warheads and ranges far beyond those of onboard detection and identification sensors. These improvements made it necessary to obtain target data through external sensors in order to target long-range

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weapons effectively. In the meantime, continuous and real-time transfer of data obtained through off -board sensors to weapon platforms became necessary.

Today, those navies possessing long-range weapons, wide area surveillance and targeting systems and advanced datalinks maintain a significant advantage. These developments have resulted in significantchanges to naval strategy and tactics, which will continue into the next century. The accuracy, range and destructive power of missiles will further improve, while naval guns will benefit from the wider use of smart munitions. The importance of constant surveillance, the collection, correlation and fusion of data, and the real-time dissemination of processed data to individual platforms will further increase. Without this real-time data transfer, the potential firepower offered by modern weapons and surveillance systems will not translate into tactical and strategic advantage. Improvements are expected in stealth technology, leading to marked reductions in radar, acoustic, infrared and electromagnetic signatures. The role of the ballistic missile in global deterrence will continue, and nuclear-powered submarines will remain the most suitable platform. Indeed, submarines will continue to cause problems for surface forces by virtue of their stealth. Aircraft carriers, in addition to sea control and power projection, will continue to form the back-bone of the blue-water task force. Cruisers and other large escorts will maintain their importance. The effectiveness of cruise missiles will also increase. Launched from naval platforms at standoff ranges, these weapons will reduce the importance of manned aircraft as strike assets. As such, naval forces will be able to control larger sea areas, whilst at the same time being capable of neutralising point targets located deep inland.

The economic use of the seas and the sea bed has increased over the last half century. While national sovereignty over the seas was limited to just three miles (4.8km) in the past, the exclusive economicinterest of countries has now expanded to 200 miles (322km) and even further in some cases. Given the ever greater exploitation of maritime resources, it appears likely that international conflicts may increasingly shift to sea areas.

With the development of a new world order, the resolution of emerging new crises requires multi-polar and multi-national arrangements. Before the end of the Cold War, reaching a consensus on the threat was not difficult beyond some minor points. Today, countries are faced with a multitude of potential threats including:o ideological and cultural conflicts which have existed throughout history;o rising nationalism and racism;o increasing terrorism;o the spread of organised crime;o the proliferation of weapons of mass destruction;o expansionist foreign policies;o imbalances in the distribution of finite world resources among a rising global population; ando the requirement for urgent action to protect the environment.

Addressing these security risks requires the combination, or at least the harmonisation, of various policies. Foreign and defence policies - once seen as separate - need to be combined. Meanwhile, economic,social and other national policies must be aligned with the main thrust of a common foreign and security policy.

From an international perspective, the protection of global security interests necessitates the need for multinational maritime forces, and countries which participate in coalition operations will naturally increase their stature and influence on the world stage. Traditional tasks - such as defence against threats from the sea; protection of sea lines of communication, natural maritime resources, and national interests overseas - will continue. Navies will also find a greater role in low intensity conflicts (including the support of peacekeeping operations), humanitarian aid, search and rescue, environmental protection, and cooperation with other agencies against organised crime.

Navies, exploiting the additional capabilities obtained through the revolution in technology, and their inherent attributes of mobility, flexibility and endurance, will continue to offer invaluable options to politicians in the maintenance and protection of the national interests into the next century.181

Mission ProfilesAnti-Submarine WarfarePURPOSE: Detect, determine a fire control solution (bearing, course, speed, range), fire a weapon, and achieve a hit without being destroyed yourself.

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SENSORS: The initial data to assist you in detecting the enemy submarine will be your mission orders or a message about a possible general location of the submarine. With that data, you will proceed to the indicated location and search using your sonar system. You may use either passive or active sonar,but active could allow the enemy to detect you first.WEAPON: Mk 48 ADCAP torpedo.TACTICS: If you are detected by the other submarine, you may fail in your mission, or at least be delayed as you run from the incoming torpedo. You must detect without being detected. Part of this is to stay stealthy. Move slowly and shut off any unnecessary noisy equipment. Once you have detected a submarine, identify it quickly and determine its capabilities to detect you. Control the situation to prevent the enemy from getting close enough to detect you. Choosing the proper depth with respect to the sound speed profile (SSP) will help you detect the enemy sooner. Consider the mission of the sub you are hunting. SSBNs will be hiding and will tend to run from conflict. SSNs will be looking for targets just like you are, and may turn and fightonce they detect you. Always be prepared to attack and evade an attack because as quiet as you are, firing a weapon can be like a flashing an “I am here” sign over your submarine. If you are part of a battle group, you will be assigned an area to search. Remember that other units are searching other areas, and will attack anything that moves in their areas, so stay within your sector of the ocean.

Anti-Surface Ship WarfarePURPOSE: Find and destroy the surface ship of interest. Get the highest value ships first, as the others will be more difficult to get after the first weapon explodes. Avoid being detected and attacked by enemy ships or aircraft.SENSORS: Again, your mission will tell you where to begin. From there, you can use sonar, ESM, and the periscope, each of which will help you to detect and classify the targets. ESM detection of the target ship’s surface search radar may be your first detection.WEAPONS: Mk 48 ADCAP torpedo for closer ranges (5 to 15 nautical miles (nm)), Harpoon (UGM-84) anti-ship missiles for farther ranges (out to 50 nm). The torpedo will inflict more damage and is less susceptible to being destroyed. The Harpoon is a better weapon for small targets like a patrol boat.TACTICS: Once you detect the contact, drive toward the contact (close range) to within torpedo or missile range. While closing range, determine the fire control solution. The periscope is an excellent source of bearing and range data, but makes you slow and vulnerable to detection by radar.182Choose your weapon based on range and detection threat. A missile cannot be traced to its origin unless waypoints are used. Many ships will be able to detect the torpedo when it enables (begins active search). The sooner the torpedo enables, the sooner the target is alerted. Remember that a torpedo is not a bullet; a ship can simply drive away from a good torpedo shot if it has enough of a head start. Use Jane’s Online to assist in classifying ships and determining their capabilities. Use your position and the torpedo settings tohelp you target the desired ship first. Being detected by anything can be a problem. All ships have some anti-submarine capability, even if it is just a sail-boat with a radio to tell a warship where you are.

Strike WarfarePURPOSE: Covertly place the submarine in position and fire Tomahawk missiles at shore target(s).SENSORS: Passive sonar, ESM and the periscope will help you locate and identify any threats to you or the missile. The navigation chart may show threats and obstacles. A good navigational fix is important to get the missile to the correct position. The fathometer will help you prevent grounding in the potentially shallow waters near shore.WEAPON: Tomahawk (UGM-109) land attack missile.TACTICS: The last waypoint should be placed at the coordinates of the target, and the third waypoint at the coordinates of the landfall waypoint. The waypoints can be dragged to position, or selected on the display and positioned by typing in the desired coordinates. Other waypoints can be used to avoid obstacles or threats to the missile. If you are firing multiple missiles (sorties), you can use waypoints to delay the arrival of earlier fired sorties. If you choose to destroy the interfering threats, realize that drawing attention to yourself will make it more difficult to fire your missiles on time and safely. Verify that you are at the correct speed and depth prior to firing the missile. After firing, be ready to defend yourself against all the enemy can throw at you.

Mine WarfareLaying a Mine FieldPURPOSE: Use the stealth of the submarine and the travel distance of the mine to covertly place a field of mines in enemy territory.

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SENSORS: Use sonar defensively. Use your position information (fix, estimated position (EP), dead reckoning (DR)) and the chart to position the mines. The fathometer will help prevent grounding the submarine.WEAPON: Mk 67 submarine-launched mobile mine (SLMM).TACTICS: It is vital to place the mines quickly and accurately. Choose the desired location of the individual mines by defining the waypoint in the weapon presets screen. The mines may be precisely positioned by selecting the waypoint and typing in the desired coordinates. Mines must have a flat or gently sloping bottom to stay in position. You will likely need to reload mines after the first launch. You should always keep one torpedo loaded in case of attack. Since you will probably be in shallow water, constantly be aware of the depth of water below the ship.183Navigating a Mine FieldPURPOSE: Find a course through or around the mine field, marking the position of any mines encountered.SENSORS: Outside information (intelligence data) on location of the mine field and high frequency active sonar.TACTICS: A submarine may be capable of navigating through a mine field, but it is much safer to go around. To avoid the mine field, drive through an area that is difficult to mine. If you must go through, high frequency (HF) sonar can be used to locate the mines. Remember that any active sonar transmission may be detected by a capable ship or submarine. Once a mine is located, maneuver quickly to avoid it by the largest possible margin. Driving slowly will give you the best reaction time. Keep track of the location of the mines to ease your return trip. One method to find a safe route is to follow another ship’s path.

Naval Special WarfarePURPOSE: Insert and/or recover Special Operations Forces (SOF)SENSORS: The periscope, sonar and ESM will help detect forces that could endanger you or the SOF.TACTICS: Stealth is key to a successful mission. The submarine is vulnerable during both insertion and recovery. Recovery may be even more dangerous if the enemy has become aware of your presence. Prior planning will speed the process. The procedure must be carefully controlled to prevent flooding. Two types of insertion/ recovery are possible. SEAL forces can be locked in/out while the ship is shallow (at or just below periscope depth). This is a more difficult operation, but more covert and, therefore, safer for both the submarine and the SOF. Other forces, such as Marines, will need to use a surfaced launch/recovery. This is easier and quicker, but more easily detected by enemy forces. Both procedures must be done with the submarine operating at very slow speeds, making ship control more difficult. Rough seas can make the operation very difficult for the SOF and the ship.

SurveillancePURPOSE: Monitor enemy forces (submarines, surface ships, port movements, communications, etc.) while remaining undetected.SENSORS: The periscope, ESM, and passive sonar will all be used to monitor the area for threats. Radio will also be important to send and receive information about the contacts.TACTICS: The art of surveillance is to be close enough to get the important data while being far enough to prevent detection by the enemy. Again, even a sailboat or a fisherman can detect a submarine and radio for help. You must balance the need to have your sensors (ESM and the scope) up against the risk of being detected visually or by radar. Being at periscope depth also severely limits submarine speed. Send any discovered information back to your command when it is safe to transmit. Always be ready to defend yourself if you get detected.

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Chapter 5:Advanced TutorialPREREQUISITE............................................................188PREPARATIONS..........................................................188Selecting the Mission....................................................................190Situation Assessment (12:00–12:05) ............................................190Radio/ESM ....................................................................................191PRACTICE TARGET MOTION ANALYSIS(12:05–12:20) ..........................................................192Sonar (Broadband)........................................................................192Navigation ....................................................................................195Target Motion Analysis (TMA) ....................................................196Sonar (DEMON)............................................................................198Target Motion Analysis (TMA) ....................................................200Radar ............................................................................................203Target Motion Analysis (TMA) ....................................................205SECOND DETECTION (12:20–12:40) ..........................206Change Depth and Course ..........................................................206Sonar (Broadband)........................................................................206Target Motion Analysis (TMA) ....................................................208Navigation ....................................................................................210Sonar (DEMON)............................................................................210Target Motion Analysis (TMA) ....................................................212ATTACK HOSTILE SUBMARINE (12:40–13:00) ..........213Fire Control (Target Display Panel)..............................................213Fire Control (Launcher Panel)......................................................2153-D Viewer ....................................................................................216SEARCH FOR KRIVAK (12:40–13:05) ........................218Increase Speed and Go To Periscope Depth ................................218Radio/ESM ....................................................................................218Target Motion Analysis (TMA) ....................................................219Navigation ....................................................................................220Target Motion Analysis (TMA) ....................................................222Change Depth, Course, and Speed to Close Range ....................223Navigation ....................................................................................223PREPARE ATTACK ON KRIVAK (13:05–13:25) ..........223Change Depth and Speed ............................................................223Radio/ESM ....................................................................................223Change Depth, Course, and Speed To Close Range ....................224Sonar (Broadband)........................................................................224ATTACK KRIVAK (13:25–13:50) ................................225Fire Control (Weapons Panel) ......................................................225Fire Control (Launcher Panel)......................................................2263-D Viewer ....................................................................................227Sonar (Broadband)........................................................................227Change Course and Speed ..........................................................227Target Motion Analysis (TMA) ....................................................227Navigation ....................................................................................228Change Speed and Depth ............................................................228Periscope ......................................................................................228Fire Control (Launcher Panel)......................................................228Fire Control (Target Display Panel)..............................................230Fire Control (Launcher Panel)......................................................2303-D Viewer or Periscope ..............................................................231ATTACK CUBAN ARMORY (13:50–14:15)..................232Radio/ESM ....................................................................................232

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Fire Control (Weapons Panel) ......................................................232Fire Control (Launcher Panel)......................................................2333-D Viewer or Fire Control (Weapons Panel) ..............................233Radio/ESM ....................................................................................234187

The Advanced Tutorial demonstrates the more complex operations in the game. You’ll learn how to perform Target Motion Analysis without using a TMA Assistant. You’ll also learn how to: Use radar and ESM as aids in locating surface ships.� Set your own weapon presets.� Dead reckon a target’s position based on intel information.� Use the periscope stadimeter to calculate target range.� Launch Harpoon anti-ship missiles and Tomahawk cruise missiles.�

PrerequisiteAs a prerequisite to this tutorial, you should already have completed the Quickstart tutorial in Chapter 1. It’s important that you have a thorough understanding of the following: All basic commands and displays in the Gen Info Area.� Maneuvering the ship, including changing depth, course, and speed.� Using the passive spherical and towed array (broadband sonar) to detect and designate sonar contacts.� Using all passive arrays (narrowband sonar) to classify sonar contacts.� Launching torpedoes.�

PreparationsStart at the Main menu.Before you select your mission, make sure that your crew assistants are currently deactivated.

- Click on the Options button.- From the Options screen, click on the Crew button.- Uncheck the boxes next to Sonar: Sonar Supervisor Assisting, TMA: Plot Coordinator Assisting and Fire

Control: Weapons Coordinator Assisting. If any of these options are selected, click on the option until the check disappears in the box.

- When you’re ready, click OK to return to the Main menu.189

Selecting the Mission- From the Main menu, select the Single Missions button. - When the Single Missions screen appears, click on the first mission in the list, One Step At A Time.- Click OK go to the Port of Call screen. - Once again, the default weapons load is adequate for this mission. Click on the submarine to get

underway.

Situation Assessment (12:00–12:05)You start the mission at the Tutorial Contents screen. Select Ship Control Panel to go to the Ship Control Panel. Remember to use the Pause button while stopping to read directions.190Go to Periscope Depth.- Click on the Depth control in the Gen Info area to order a depth of 60 feet. - Stream the Towed Array by clicking Stream to deploy the towed array. Allow the array to stream to its

maximum length of 2600 feet. (This may take a couple minutes.) - Once it’s finished, click Off to deactivate the winch.

Radio/ESMSwitch to Radio/ESM screen.When the ship reaches 60 feet, you should raise the radio antenna and check for new messages and intel data. Click on the Raise Radio Antenna switch. Wait a moment while the mast is raised and a satellite downlink is established. Eventually you’ll receive a new message. Click on the Lower Radio Antenna switch. Pause the game while you review your latest orders.

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Practice Target MotionAnalysis (12:05Ð12:20)Having played this mission before, you already know that the first ship you encounter is a tanker heading west. You can use the tanker as an opportunity to learn how to perform Target Motion Analysis.

Sonar (Broadband)Switch to the Sonar screen.Designate the Contact.Notice that the spherical array has already picked up the tanker.- Click on the top of the display directly above the contact. - Click on the Designate button to enter the contact in the tracking system.- The contact is designated S1 and assigned sonar tracker “A”.

Classify the ContactSwitch to the Narrowband screen.Narrowband mode is used only for the purposes of classifying contacts. From the mission orders, you know that you’re looking for a Victor II class submarine.- Click on the Narrowband button. Select the towed array sensor and observe the narrowband display.

The signature lines don’t match that of the Victor II.- Click on the Sonar Profiles Switch to search for a match, switching back- and forth between the spherical array and the towed array until you find a signature that matches the

data over the entire spectrum. Hint: Try the “Tanker” profile.Switch to the Towed Array- Click on the Towed Array button to switch to that sensor. As you recall from the Quickstart, your own ship masks the forward 60 degrees from the towed array sensors. You need to change course in order toallow the towed array to pick up the tanker.193Change Course- Click on the Course control in the Gen Info area to change course to 060. You’ll have to wait several

minutes until your towed array follows your submarine onto the new course. With your array out at 2600 feet, this can take up to six or seven minutes. You can use this moment to go to the Jane’s Information station and look up information on the Victor II submarine.

Designate the Towed Array ContactTwo contact traces appear on the waterfall display. The mirror image trace is the one that made a slight shift in bearing when the towed array first picked up the contact; the real contact is the one that did not demonstrate any shift in bearing.- Click on the top of the display directly above the real contact. - Click on the Designate button to enter the contact in the tracking system. The contact is designated S2

and assigned sonar tracker “I”.

You’re almost ready to perform TMA on the contact. However, first you should update your map display to reflect what you know about the contact.

NavigationSwitch to the Navigation station.Adjust the Map Display- Click on the Center On Own Ship and Contact Overlay buttons.- Click on the Zoom In button until the display is at 10 nm per inch scale.

Update the Contact MarkersPoint the cursor at the S1 marker on the map. Hold down the right mouse button. A pop-up menu appears. Select Surface from the menu. Hold down the right mouse button again and select Neutral. Notice that the map symbology is updated to reflect what you know about the contact.195Notice that there’s also a marker for S2. Though both markers refer to the same object (i.e., the tanker), they represent information obtained from different sources (the spherical array and the towed array). In a moment you’ll learn how to merge the two, since you know they represent a single entity. For now you should update the data on S2 just as you did for S1, so that both reflect a neutral surface ship.

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Target Motion Analysis (TMA)Switch to the TMA screen.Here you’ll view the target’s change in bearing. As you learned in the Quickstart, this is the first step in achieving a target solution (i.e.,, finding the target’s bearing, speed, course, and range).

Select S1 for Tracking. Click on the drop-down menu below Selected Track and select S1 todisplay the contact’s tracking data.196

Merge the ContactsIt would be useful to be able to view the spherical array data and the towed array data at the same time. To do this, you must merge the contact information.- Click on the drop-down menu below Merge Track and select S2.- Click on the Merge button.

The contact is now designated as M1 on all maps and displays. On the TMA board, spherical array data appears on the TMA board as white lines, while data from the towed array appear as purple lines. The next step in the process is to determine how fast the target it going. For this you need to use the DEMON.197Sonar (DEMON)Switch to the Sonar screen, and then click on the DEMON button. DEMON stands for demodulated noise, and is used to determine the speed of a known contact. Here’s how it works.

The DEMON passes the sound of the contact’s propeller through a specialized set of acoustic filters. This is then fed into a spectrum analyzer, which determines the rotation speed of the propeller shaft. If you know what the contact is, you know how many times its propeller shaft must turn in order to produce one knot of speed. This is called turns per knot, or TPK. The two together—rotation speed and turns per knot—provide you with a fairly precise measurement of target speed.

Enter Turns Per Knot for the Tanker. Click on the Spherical Array button. Make certain that the “A” trackeris selected.198

A tanker is a medium-sized ship. Its propeller shaft must rotate 15 turns to produce one knot of speed. Click on the Turns Per Knot Switch to set the display at 15 TPK.

A series of vertical lines appear on the display. The shaft rotation speed is indicated by the first line on the left. (The other lines indicate individual blades on the propeller—this is sometimes useful for classification purposes but is irrelevant in the current scenario.)

Determine the Tanker’s Speed. To determine the tanker’s speed, point to the right edge of the first line inthe series and click. A cursor appears above the line on which you clicked. The DEMON indicates that the tanker is doing approximately 15 knots.

Target Motion Analysis (TMA)Switch to the TMA screen.What is the TMA Ruler? The ruler represents your best estimate of the target’s speed, range, and course.By moving the ruler around the TMA board, you are in effect telling the Fire Control and Weapons computers: “ I estimate the target to be at this range, heading this direction, at this speed.”

Enter Target Speed. In the TMA Solution Input area, enter the speed you just derived using theDEMON.- Click on the Speed control digits to enter 15 as the target’s speed. (Note that the ruler changes length to

reflect the new speed estimate).- Click on the Lock button to lock the speed setting at 15. The length of the ruler now represents an

object moving at 15 knots.201

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Estimate Target Range and Course. You already know the tanker’s bearing and speed—you can now accurately determine its range and course using the TMA board. Learning TMA is a not easy. If necessary, pause the game while you attempt to get a good target solution.- Click on the Center On Ruler button. If necessary, use the Zoom buttons to see the ruler more clearly.

You know the tanker is moving in a westward direction, so you want to point the arrow to the left. Point the cursor at the bubble in the middle of the ruler, hold down the left mouse button, and drag until the end is on the oldest bearing line (the one farthest to the right).

- Now point to the front of the ruler, hold down the left mouse button, and drag the front of the ruler so the arrow is pointing to the left.

- Look at the tick marks on the ruler. They represent the estimated position of the contact at two minute intervals. Adjust the ruler so that the tick marks match the bearing lines.

You’ll notice that the purple bearing lines representing the towed array do not evenly match the white bearing lines of the spherical array. This occurs because the towed array sensors are 2600 feet behind your sub-marine—the length between the two sensors creates an angular difference between the bearing lines.

Stacking the DotsThe dot stack in the upper left is a graphical representation of the error between tick marks and bearing lines. When the dots are on the center line, your analysis is valid.

Enter SolutionWhen you have a good target solution, send it to the Fire Control station by clicking on the Enter Solution button. Notice that your estimate is now in the TMA Solution window to the lower right. If you were attacking this target, this would be the data that would be fed to the Fire Control station when launching weapons.Curious how accurate your solution is? You can check the accuracy using the submarine’s radar. Normally, using the radar puts the submarine at risk of being detected by hostile ships in the area. In this tutorial, however, you can use the radar for a short period with little danger.

RadarSwitch to the Radar screen.- Change your depth to 58 ft. If you raise the radar mast at a depth greater than 58 feet, the radar mast

will be damaged.

203Raise the Radar Mast- Click on the Raise Radar Mast switch. Wait a moment as the mast is raised and the radar begins emitting.Eventually you’ll see a lighted band sweeping around the display. Surface ships appear as light blips which—depending on surface conditions— may be difficult to immediately discern. It might take some practice before you can easily pick out a ship from the “background clutter” created by waves and land masses. Land may also appear lighter than the ocean’s surface. Small islands in particular can be mistaken for ships.

Mark the TankerIf you observe the display carefully, you’ll make out a lighter “blip” to the north. When you find it, set the range to 20 kiloyards by clicking on 20. By decreasing the sensor’s range, you increase its resolution and the accuracy of your range finding.

You can now mark the target and derive its range. Point at the range cursor, hold down the left mouse button, and drag the range cursor over to the blip. Be sure to center the blip in the cursor circle. Now click on the Mark button. 204Lower the Radar Mast- Before you leave the Radar station, click on the Lower Radar Mast switch.

Target Motion Analysis (TMA)Switch to the TMA screen.Select the Radar ContactYou can now compare the radar bearing/range with your estimated range. Click on the drop-down menu below Selected Track and select R1. The TMA board now displays the target “mark” as a line with a circle. The line is the target’s bearing, while the circle represents its range.

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205Determine RangeYou can now compare your estimate with the radar data. Point at the ruler on the TMA board, hold down the left mouse button, and drag the ruler over to the circle. Place the ruler’s single tick mark in the circle.

Note the range indicated in the Target Solution Input area. Compare With Your Estimate- Click on the drop-down menu below Selected Track and select M1. You’re now viewing your estimated range. Was it close? Don’t worry if your estimate was off. The point of submarine warfare is to employ as many sensors as is safely possible in order to derive a clear picture of the situation. In this case, the radar aided you in gaining a more accurate target solution.

Second Detection(12:20Ð12:40)You know the Victor II is north of you heading south somewhere below the thermal layer. It’s time to go find it.

Change Depth and Course- Click on the Depth control in the Gen Info area to order a depth of 350 feet.- Click on the Course control to change your course back to 000.

Sonar (Broadband)Switch to the Sonar screen, and then click on the Broadband button.

206Monitor the Spherical Array- Click on the Spherical Array button to select it as your sensor. As your ship crosses the thermal layer (220 feet), watch the waterfall display. Eventually a contact should appear somewhere between 040 and 050.

Designate the New Contact- Click at the top of the display directly above the contact to place a cursor on the contact. Designate the

contact by clicking on the Designate button. The contact is assigned the number Sierra 3 (S3) and the sonar tracker “B”.

Classify the ContactAs you did with the tanker, switch to Narrowband to classify the contact. Hint: Try the Victor II

Switch to the Towed Array- Click on the Towed Array button to select it as your sensor. There are two new contacts. As you know,

one is the real contact, while the other is a mirror image. Click on the top of the display directly above the real contact, and then click on the Designate button. The contact is designated S4 and assigned sonar tracker “J”.

Target Motion Analysis (TMA)Switch to the TMA screen.Select S3 for Tracking- Click on the drop-down menu below Selected Track and select S3 to display the contact’s tracking data.

Merge the Contacts- Click on the drop-down menu below Merge Track and select S4. - Click on the Merge button. The contact is now designated as M2 on all maps and displays.

NavigationSwitch to the Navigation station.Update the Map Display- Point the cursor at the M2 marker on the map and hold down the right mouse button. A pop-up menu

appears.- Select Submerged from the menu. Hold down the right mouse button again and select Hostile. The

map symbology is updated to reflect what you know about the contact.

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Sonar (DEMON)Switch to the Sonar screen, and then click on the DEMON button. Select Spherical Array, Tracker “B”- Click on the Spherical Array button, and then click on the B button to select B as your current tracker.- Enter Turns Per Knot for Victor II- Enter 7 as the Turns Per Knot for the Victor II. Turns Per Knot for military ship types is available at the

Jane’s Information station. The TPKs for generic civilian ships can be found on p. 100 of the Academy Training section of this manual.)

- Adjust the frequency display to 20 hertz.- Move the cursor so it is above the right edge of the first line in the series by clicking on the cursor and

sliding it over. The DEMON informs you that the Victor II is going 10 knots.211Target Motion Analysis (TMA)Switch to the TMA screen.Enter Target Speed- In the TMA Solution Input area, enter the speed you just derived using the DEMON. Click on the Speed

control digits to enter 10 as the target’s speed. (Note that the ruler changes length to reflect the new speed estimate).

- Click on the Lock button to lock the speed setting at 10. The length of the ruler will now represent an object moving at 10 knots.

Estimate Range and CourseWait a while for enough bearing lines to appear on the TMA. Once three or four have appeared, pause the game and adjust the ruler just as you did for the tanker.

Change Course to Change Bearing RateTo ensure that you have an accurate solution, resume gameplay and change your course to 090. Right now there are several valid target solutions for the data you have. By changing your ship’s contribution to the bearing rate, you’ll eliminate some of the possible target solutions and thereby achieve a more accurate solution. Wait a few minutes while your sonar operator continues to monitor the Victor’s movement.

Adjust TMA SolutionAdjust your TMA solution, favoring the most recent data. Your final solution will look something like this:

Enter TMA Solution- Click on the Enter Solution button to send your solution to the Fire Control station. You’re ready to launch a weapon at the enemy submarine.

Attack Hostile Submarine(12:40Ð13:00)Fire Control (Target Display Panel)Switch to the Fire Control station.Select M2 as Target.There are a few steps you must take before launching a torpedo. First you must enter the number of the contact you plan on attacking.- Click on the Fire Control drop menu at the top of the screen and select M2. You’ll notice that once you

select M2 as your current target, the target solution you estimated at the TMA station appears in the upper left corner of the Fire Control display.

Select Torpedo TubeYour ADCAP torpedoes are currently loaded in tubes 3 and 4.- Click on the symbol designating Torpedo Tube 3.

Program Weapon Presets- Click on the P symbol. “P” stands for presets. These are the instructions given the torpedo prior to

launching. You no longer have a Weapons Assistant active, so you have to set the presets for the weapon yourself.

- Click to set the Ceiling at 40. This prevents the torpedo from accidentally tracking any surface vessels in the area.

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- Click on the Depth arrows until the setting shows 400 feet. This is the depth at which the torpedo will travel until it’s enabled (i.e., “active”). You usually want the torpedo to travel on the same side of the thermal layer as the target—when the weapon goes active, it will have an easier time acquiring the target.

- Click to set the Run To Enable value at roughly half of the current target range. (Target range appears in the upper left corner of the Fire Control display.) This programs the torpedo to begin searching for the enemy submarine after it’s reached that range. This is critical—if the torpedo goes active too early, it will waste fuel and time searching for the target, and will allow early detection and evasion of the weapon by the target. It’s better to let the weapon close in on the target before initiating a search.

- Click on Return.

Fire Control (Launcher Panel)- Click on the Launcher Panel button to switch to the Launcher Panel. Note that the number indicating

Torpedo Tube 3 is lit. This tells you that a target (in this case, M2) has been designated for the weapon in this tube.

- Click the F button to flood the tube. The button flashes for a moment—once it’s fully flooded, the button stays lit.

- Click the E button to equalize the pressure in the tube with sea pressure. The button flashes for a moment—once pressure has been equalized, the button stays lit.

- Click the M button to open the muzzle door. The button flashes for a moment—once the door is open, the button stays lit. Note that the Interlock Indicator (I) is now also lit.

- You’re now ready to fire the torpedo. Click on the Fire button twice—once to lift the safety shield, and a second time to fire the torpedo.

3-D ViewerSwitch to the 3-D Viewer station. Notice as the torpedo is launched from your submarine.216View the ADCAP- Click on the drop menu at the top of the screen. Select ADCAP from the list of objects.The viewer now tracks your ADCAP as it travels toward the target. Try out the various camera views as well as the zoom and pan features. Once the Victor II is destroyed, it will sink to the bottom. You’ll hear crushingsounds as pressure on the Victor II’s hull increases. Eventually you’ll hear the entire ship implode.217

Search For Krivak(12:40Ð13:05)It’s now time to search for the Krivak (Cuban Frigate).

Increase Speed and Go To Periscope DepthSince surface ships are best detected above the thermal layer, right-click on the Depth control in the Gen Info area to order a depth of 60 feet. Click on the Speed control to order a speed of 5 knots.

Radio/ESMSwitch to the Radio/ESM station. Raise the Radio Antenna and Receive Target UpdateClick on the Raise Radio Antenna switch. Wait a moment while the mast is raised and a satellite downlink is established. Eventually you’ll receive an intelligence update on the position of the Krivak.

Lower the Radio Antenna- Click on the Lower Radio Antenna switch.- Pause the game and read the new intel message. Note that at 12:00 (when you started the mission),

the Krivak was located at 28-08N, 078-42W, heading due east at 15 knots. You’re now going to search for the Krivak using the ESM mast. ESM stands for electronic warfare support measures. The ESM mast is a passive sensor capable of detecting electronic transmissions (such as radar) from other ships. It’s an excellent means of instantly finding the bearing and classification of any ship employing radar or electronic communications devices in the area.

Raise the ESM Mast- Click on the Raise ESM Mast switch. Wait a moment while the mast is raised. Eventually you’ll notice a

contact represented by a bright “spoke”. Point to the triangular cursor, hold down the left mouse button,

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and drag the cursor until it’s over the contact. Note that the signal fades in and out as the surface ship’s radar rotates. The ESM mast only picks up the radar transmission as it sweeps over you. One of the features of the 688(I)’s ESM equipment is that it provides quick classification of the radar source. Notice that the ESM sensor has classified the contact as a Krivak class frigate. The Signal Level Indicator shows that the transmission is relatively weak, suggesting that the frigate is a fair distance away.

Mark Contact and Lower the ESM Mast- As the next signal is received, click on the Mark button to send the bearing of the contact to the TMA

station.- Click on the ESM Mast Lower switch to lower the ESM mast.

Target Motion Analysis (TMA)Switch to the TMA station.Select ESM Contact- Click on the Drop Selected Contact button to discontinue tracking M2.- To display the bearing you marked at the ESM station, click on the drop-down menu below Selected

Track and select E1.If E1 doesn’t appear in the drop-down list, you didn’t successfully mark the contact when the signal was being received. If this is the case, you’ll have to return to the ESM station, raise the ESM mast again, and mark the contact again.219NavigationSwitch to the Navigation station.Dead Reckoning the Krivak’s Current PositionYou’re now going to estimate the Krivak’s current position based on the intel data you received.- Move the mouse cursor over the map and press the X key to display longitude/latitude coordinates.

Now move the cursor until the Krivak’s last known position (28-08N, 078-42W) appears in the upper right corner. You may have to zoom out in order to find the coordinates.

- Press e to mark this position with a Nav Aid Marker. Since not quite an hour has passed, you can assume that the Krivak has traveled 14-15 nm to the east, assuming it hasn’t changed course or speed.

- Point to the Nav Aid Marker and press the R key to activate the Distance/Bearing Ruler Tool. Move the mouse cursor to the right until the Distance/Bearing readout in the lower left corner reads 090/14 nm. Note: There may be slight differences in your Distance/Bearing readout, depending upon how quickly you move through the mission.

- Press e to place a second Nav Aid marking the estimated position of the Krivak.- Press R again to deactivate the Distance/Bearing Ruler Tool.- Now point the cursor at the Own Ship Marker, press and hold down the mouse button, and drag the

cursor over to the second Nav Aid Marker. Note the range from your submarine to the estimated position. Release the mouse button.

Target Motion Analysis (TMA)Switch to the TMA station.Enter Known Target DataYou can now enter enough data to have an approximate target solution. Enter 090 as the target’s course and 15 knots as the target’s speed. For the target’s range, use the following table:

Nautical Miles Yards0.5 10121 2025.372 40503 60764 81015 101266 121527 141778 162029 1822810 2025320 4050730 6076140 81014

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Click on the Enter Solution button to send this data to the Fire Control station. The TMA computer will now compute the ship’s course as if it were receiving actual sensor data. Providing the Krivak doesn’t change course or speed, you will be able to intercept it without the need of sensors.

Change Depth, Course, and Speed to Close RangeYou now need to close range on the Krivak. Order a depth of 150 feet. Change course to 205. When the submarine reaches the new depth, order a speed of 10 knots. If the transit seems to be taking too long, you can use the Time Scale Controls in the Gen Info area to increase game time.

NavigationSwitch to the Navigation station.Update MapWhile transiting, take a moment to update the navigation map.- Right-click on the E1 marker and select Surface from the pop-up menu.- Right-click again and select Hostile.

Prepare Attack on Krivak(13:05Ð13:25)You’ll now prepare your attack on the Krivak.

Change Depth and SpeedReturn to periscope depth and confirm the bearing of the Krivak using ESM. Order a speed of 5 knots and a depth of 60 feet.

Radio/ESMSwitch to the Radio/ESM station. Reacquire Bearing. Once you reach periscope depth, raise the ESM mast. Mark the current bearing of the Krivak. Lower the ESM mast.223

Change Depth, Course, and Speed To Close RangeOrder a depth of 150 feet and change course to 180. Once the submarine reaches the new depth, order a speed of 10 knots.

Sonar (Broadband)Switch to the Sonar screen, and then select Broadband mode.

Monitor the Spherical ArraySelect the spherical array as your sensor. Watch the waterfall display for a new sonar contact. It should eventually appear around bearing 240.

Designate the ContactClick on the contact, and then click on the Designate button. The contact is designated S5 and assigned tracker “C”.

Attack Krivak(13:25Ð13:50)You’ll now attack the Krivak with two weapons: first with a Harpoon anti-ship missile, then with torpedoes.

Fire Control (Weapons Panel)Switch to the Fire Control station, and then select the Weapons Panel.

Change SpeedA successful Harpoon launch requires a low speed. Order a speed of 3 knots.

Select S5 as Target

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You are now going to launch a Harpoon anti-ship missile at the Krivak. Click on the Fire Control drop menu at the top of the screen and select S5 as your current target. You may have realized that you don’t have range information for S5—in other words, while you know the target’s bearing (provided by ESM and dead reckoning), the Fire Control system doesn’t have a range value for the missile. With Harpoon missiles it doesn’t make a difference. The missile simply flies along the current bearing path until it encounters aship, which it then attacks.

Select Torpedo TubeHarpoon missiles are currently loaded in torpedo tubes 1 and 2. Click on the symbol designating Torpedo Tube 1.

Set Weapon Presets- Click on the P symbol to view the presets. These are adequate for the Harpoon launch, so click Return.

Fire Control (Launcher Panel)- Click on the Launcher Panel button. Note that the number indicating Torpedo Tube 1 is lit. This tells you

that a target (in this case, S5) has been designated for the weapon in this tube.- Click the F button to flood the tube. The button flashes for a moment—once it’s fully flooded, the button

stays lit.- Click the E button to equalize the pressure in the tube with sea pressure. The button flashes for a

moment—once pressure has been equalized, the button stays lit.- Click the M button to open the muzzle door. The button flashes for a moment—once the door is open,

the button stays lit. Note that the Interlock Indicator (I) is now also lit. You’re now ready to fire the Harpoon.

- Click on the Fire button twice—once to lift the safety shield, and a second time to fire the missile.

3-D ViewerSwitch to the 3-D Viewer station.View the Harpoon- Click on the drop menu at the top of the screen. Select Harpoon from the list of objects.Watch the Harpoon as it travels toward the target. The missile will strike and damage the Krivak, but it won’t manage to sink it. You’ll need to finish it off with another weapon. You could use another Harpoon—however, try using the periscope and torpedoes instead.

Sonar (Broadband)Switch to the Sonar station.Note the Krivak’s Current BearingPosition the cursor over the S5 sonar contact and note the bearing.

Change Course and SpeedNow change your own course to match the Krivak’s bearing. Order a new speed of 10 knots in order to close range with the damaged ship.

Target Motion Analysis (TMA)Switch to the TMA station.Enter Current DataIn the Target Solution Input area, enter the Krivak’s bearing (which you just noted at the Sonar station). The Krivak has been severely damaged, so its current speed is 0 knots. Enter 0 as the current Speed for the target.- Click on the Enter Solution button to send this data to the Fire Control station.227NavigationSwitch to the Navigation station.Close Range With the KrivakAllow yourself some time to close in on the wounded Krivak.Monitor the bearing and range of the Krivak using the Bearing/Range Tool.Point at the Own Ship Marker, hold down the left mouse button, and drag the cursor until it’s on top of the hostile ship marker. Close to within 4 nm of the stricken frigate.

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Change Speed and DepthOrder a speed of 4 knots and a depth of 60 feet.

PeriscopeSwitch to the Periscope station.Raise the PeriscopeWhen you’ve reached periscope depth, raise the periscope by clicking on the Raise Periscope Switch. Wait a moment as the periscope is raised.

Locate Target and Take Photo- Click on the Rotate buttons to rotate the periscope to the bearing of the Krivak. Click on the Zoom In

button until the periscope is at full magnification (24x). Once the Krivak is centered in the cross-hair, take a picture of it by clicking on the Photo button.

Switch to Stadimeter- Click on the Stadimeter button to go to the Stadimeter.

Adjust Silhouette to Match Photo- Pause the game.- Click on the Next button under Ship Silhouette until you’re viewing the Krivak’s silhouette. Note that the

silhouette includes information on the height of the ship’s tallest mast. This mast height is used to reckon the ship’s range, as you’ll see below.

- Click on the Port or Starboard button to rotate the silhouette so it matches the photo.229Determine RangeRange is determined using the Up and Down buttons under Image Adjust. Click on the buttons. You’ll notice that half of the photo shifts as you press Up or Down. The trick is to lower the top of the highest mast such that it’s level with the waterline on the opposite half of the image. Using mast height data, the stadimeter calculates the range to the target. Click on the Mark button to send the visual solution to the TMA and FireControl stations.

Fire Control (Launcher Panel)Switch to the Fire Control station.Reload ADCAP in Torpedo Tube 3It may take two torpedoes to finish off the Krivak. (It may take only one, but it’s better to be safe rather than sorry.) You’ll need to reload Torpedo Tube 3 with another ADCAP.- Click on the M button to close the muzzle door. The button flashes briefly before the tube is returned to

its pre-launch state.- Click on Empty until the word ADCAP appears. The button flashes briefly while the torpedo is loaded

into the tube. Note that the number indicating Torpedo Tube 1 is lit. This tells you that a target (in this case, S5) has been designated for the weapon in this tube.

Fire Control (Target Display Panel)- Click on the Weapons Panel button.

Select V1 as Target- Click on the Fire Control drop menu at the top of the screen and select V1 as your current target.

Select Torpedo Tube- Click on the symbols designating Torpedo Tubes 3 and 4.

Set Weapon Presets- Click on the P symbol for Torpedo Tube 3 to view its presets.- Click on the Depth control arrows to set the torpedo depth at 20 feet.- All other presets are adequate, so click Return.- Repeat for the above for Torpedo Tube 4.

Fire Control (Launcher Panel)- Click on the Launcher Panel button.- Flood, equalize pressure, and open muzzle doors for Torpedo Tubes 3 and

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4. Fire both weapons.

3-D Viewer or PeriscopeUse either the 3-D Viewer or Periscope station to watch the Krivak when the weapons strike.

Attack Cuban Armory(13:50Ð14:15)The last part of your orders was to destroy a Cuban armory.

Radio/ESMSwitch to the Radio/ESM station.Review Strike Orders and Target CoordinatesReview the target coordinates for the Tomahawk launch. Note that the target is located at 26-24N, 077-06W. Further more, the land-fall waypoint (the second to the last waypoint) must be at 26-30N, 077-16W.

Fire Control (Weapons Panel)Switch to the Fire Control station, and then click on the Weapons Panel button.Adjust Map- Click on the Zoom Out button until both your submarine and the marker indicating the armory position

are visible on the map.

Define Waypoints- Click on the P button under Vertical Tube 8.- Click on the Define Target Waypoints button. Your mouse cursor turns into a crosshair icon. Point the

crosshair at the Cuban armory— make sure the waypoint coordinates in the upper right corner match those of the target: 26-24N, 077-06W.

- Click the left mouse button to set the target waypoint. - Click on the target waypoint (the last waypoint) and confirm that the coordinates are correct. - Click on the landfall waypoint (next-to-last waypoint). Move the cursor to the coordinates displayed in

the preset window. Click to place an edit cursor in the box. Use the keyboard to delete and enter a the correct landfall waypoint coordinates: 26-29N, 077-14W.

- Arrange waypoints 1 and 2 anywhere over blue water on the north side of the island.

Fire Control (Launcher Panel)- Click on the Launcher Panel button.- Launching a Tomahawk is similar to launching from a torpedo tube. Click on P to pressurize the tube,

then click on M to open the muzzle door. Double-click on the Fire button to launch.

3-D Viewer or Fire Control (Weapons Panel)Once the cruise missile has been launched, switch to the 3-D Viewer and track it as it flies toward the target. You can also view its progress by viewing the map at the Weapons Panel in Fire Control.233Radio/ESMWhen you’ve successfully destroyed the Cuban armory, switch to the Radio/ESM station.

End Mission- To end the mission and read a debriefing on your performance, double-click on the Transmit Mission Report button. Congratulations on a job well done. You now should be ready to tackle an entire 688(I) campaign on your own.

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Appendix A: The 688i SSN and Its Weapons

From JANE’S FIGHTING SHIPS 1995-96

The 688(I) Series History

Name..............................................................................................SAN JUANNo......................................................................................................SSN 751Builders ................................................General Dynamics (Electric Boat Div)Laid down ................................................................................16 Aug 1985Launched ....................................................................................6 Dec 1986Commissioned............................................................................6 Aug 1988F/S ..............................................................................................................AA

Name............................................................................................PASADENANo ....................................................................................................SSN 752Builders................................................General Dynamics (Electric Boat Div)Laid down ................................................................................20 Dec 1985Launched ..................................................................................12 Sep 1987Commissioned..........................................................................11 Feb 1989F/S..............................................................................................................PA

Name .............................................................................................. ALBANYNo ....................................................................................................SSN 753Builders ............................................................Newport News ShipbuildingLaid down ................................................................................22 Apr 1985Launched ................................................................................13 June 1987Commissioned............................................................................7 Apr 1990F/S ............................................................................................................AA

Name ................................................................................................TOPEKANo ....................................................................................................SSN 754Builders................................................General Dynamics (Electric Boat Div)Laid down................................................................................13 May 1986Launched ..................................................................................23 Jan 1988Commissioned ........................................................................21 Oct 1989F/S ............................................................................................................AA

Name ..................................................................................................MIAMINo ....................................................................................................SSN 755Builders................................................General Dynamics (Electric Boat Div)Laid down ................................................................................24 Oct 1986Launched ................................................................................12 Nov 1988Commissioned ........................................................................30 June 1990F/S ............................................................................................................AA

Name ..........................................................................................SCRANTONNo ....................................................................................................SSN 756Builders ............................................................Newport News ShipbuildingLaid down .............................................................................. 29 June 1986Launched ....................................................................................3 July 1989Commissioned ..........................................................................26 Jan 1991F/S ............................................................................................................AA

Name........................................................................................ ALEXANDRIANo ....................................................................................................SSN 757Builders................................................General Dynamics (Electric Boat Div)Laid down................................................................................19 June 1987Launched ................................................................................23 June 1990Commissioned ........................................................................29 June 1991

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F/S ............................................................................................................AA

Name ............................................................................................ASHEVILLENo ....................................................................................................SSN 758Builders ............................................................Newport News ShipbuildingLaid down....................................................................................1 Jan 1987Launched ..................................................................................28 Oct 1989Commissioned ........................................................................28 Sep 1991F/S..............................................................................................................PA

Name....................................................................................JEFFERSON CITYNo ....................................................................................................SSN 759Builders ............................................................Newport News ShipbuildingLaid down ................................................................................21 Sep 1987Launched..................................................................................24 Mar 1990Commissioned ..........................................................................30 Jan 1992F/S ............................................................................................................AA

Name ..........................................................................................ANNAPOLISNo ....................................................................................................SSN 760Builders................................................General Dynamics (Electric Boat Div)Laid down................................................................................15 June 1988Launched ................................................................................18 May 1991Commissioned..........................................................................11 Apr 1992F/S ............................................................................................................AA

Name ........................................................................................SPRINGFIELDNo ....................................................................................................SSN 761Builders................................................General Dynamics (Electric Boat Div)Laid down..................................................................................29 Jan 1990Launched ....................................................................................4 Jan 1992Commissioned ............................................................................9 Jan 1993F/S..............................................................................................................PA237Name ..........................................................................................COLUMBUSNo ....................................................................................................SSN 762Builders................................................General Dynamics (Electric Boat Div)Laid down....................................................................................7 Jan 1991Launched....................................................................................1 Aug 1992Commissioned..........................................................................24 July 1993F/S ............................................................................................................AA

Name..............................................................................................SANTA FENo ....................................................................................................SSN 763Builders................................................General Dynamics (Electric Boat Div)Laid down ..................................................................................9 July 1991Launched..................................................................................12 Dec 1992Commissioned ............................................................................8 Jan 1994F/S ............................................................................................................AA

Name....................................................................................................BOISENo ....................................................................................................SSN 764Builders ............................................................Newport News ShipbuildingLaid down ................................................................................25 Aug 1988Launched ..................................................................................20 Oct 1990Commissioned ..........................................................................7 Nov 1992F/S ............................................................................................................AA

Name ........................................................................................MONTPELIERNo ....................................................................................................SSN 765Builders ............................................................Newport News ShipbuildingLaid down................................................................................19 May 1989

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Launched ....................................................................................6 Apr 1991Commissioned ........................................................................13 Mar 1993F/S ............................................................................................................AA

Name..........................................................................................CHARLOTTENo ....................................................................................................SSN 766Builders ............................................................Newport News ShipbuildingLaid down ................................................................................17 Aug 1990Launched ....................................................................................3 Oct 1992Commissioned ........................................................................10 Oct 1994F/S..............................................................................................................PA

Name............................................................................................HAMPTONNo ....................................................................................................SSN 767Builders ............................................................Newport News ShipbuildingLaid down ..................................................................................2 Mar 1990Launched ..................................................................................28 Sep 1991Commissioned ..........................................................................6 Nov 1993F/S ............................................................................................................AA

Name............................................................................................HARTFORDNo ....................................................................................................SSN 768Builders................................................General Dynamics (Electric Boat Div)Laid down ................................................................................27 Apr 1992Launched....................................................................................4 Dec 1993Commissioned ........................................................................10 Dec 1994F/S ............................................................................................................AA

Name ..............................................................................................TOLEDONo ....................................................................................................SSN 769Builders ............................................................Newport News ShipbuildingLaid down..................................................................................6 May 1991Launched..................................................................................28 Aug 1993Commissioned ..........................................................................9 Mar 1995F/S ............................................................................................................AA

Name ..............................................................................................TUCSONNo ....................................................................................................SSN 770Builders ............................................................Newport News ShipbuildingLaid down ................................................................................15 Aug 1991Launched..................................................................................15 Mar 1994Commissioned..............................................................................Aug 1995F/S ..........................................................................................................Bldg

Name ..........................................................................................COLUMBIANo ....................................................................................................SSN 771Builders................................................General Dynamics (Electric Boat Div)Laid down ................................................................................24 Apr 1993Launched ..................................................................................24 Sep 1994Commissioned ..............................................................................Sep 1995F/S ..........................................................................................................Bldg

Name ........................................................................................GREENEVILLENo ....................................................................................................SSN 772Builders ............................................................Newport News ShipbuildingLaid down ................................................................................28 Feb 1992Launched ..................................................................................17 Sep 1994Commissioned ..............................................................................Feb 1996F/S ..........................................................................................................Bldg

Name............................................................................................CHEYENNENo ....................................................................................................SSN 773

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Builders ............................................................Newport News ShipbuildingLaid down ..................................................................................6 July 1992Launched ....................................................................................2 Apr 1995Commissioned..............................................................................Aug 1996F/S ..........................................................................................................Bldg239

688(I) SpecificationsLENGTH (ft): 362.0

BEAM (ft): 33.0

DRAUGHT (ft): 32.3

SPEED (knots): 32.0

DISPLACEMENT, tons: 6080 standard; 6927 dived

DIMENSIONS, ft (m): 362 x 33 x 32.3 (110.3 x 10.1 x 9.9)

MAIN MACHINERY: Nuclear; 1 GE PWR S6G; 2 turbines; 35000 hp (26 MW); 1 shaft; 1 Magnetek auxiliary prop motor; 325 hp (242 kW)

SPEED, knots: 32 dived

COMPLEMENT: 133 (13 officers)

MISSILES: SLCM: GDC/Hughes Tomahawk (TLAM-N); land attack; Tercom aided inertial navigation system (TAINS) to 2500 km (1400 nm) at 0.7 Mach; altitude 15-100 m; nuclear warhead 200 kT; CEP 80 m. There are also two versions (TLAM-C/D) with either a single 454 kg HE warhead or a single war-head with submunitions; range 900 km (485 nm); CEP 10 m. Nuclear war-heads are not normally carried. Block III missiles, being installed from 1994, increases TLAM-C ranges by more than 30 per cent. SSM: GDC/Hughes Tomahawk (TASM); anti-ship; inertial guidance; active radar/anti-radiation homing to 460 km (250 nm) at 0.7 Mach; warhead 454 kg. From SSN 719 onwards all are equipped with the Vertical Launch System, which places 12 launch tubes external to the pressure hull behind the BQQ 5 spherical array forward. McDonnell Douglas Harpoon; active radar homing to 130 km (70 nm) at 0.9 Mach; warhead 227 kg.

TORPEDOES: 4 - 21 in (533 mm) tubes midships. Gould Mk 48; wire-guided (option); active/passive homing to 50 km (27 nm)/38 km (21 nm) at 40/55 kts; warhead 267 kg; depth to 900 m (2950 ft). ADCAP first carried in 1990. Air Turbine Pump discharge. Total of 26 weapons can be tube-launched, for example - 8 Tomahawk, 4 Harpoon, 14 torpedoes.

MINES: Can lay Mk 67 Mobile and Mk 60 Captor mines.

COUNTERMEASURES: Decoys: Emerson Electric Mk 2; torpedo decoy. MOSS based Mk 48 torpedo with noise maker.

ESM: BRD-7; direction finding. WLR-1H (in 771-773). WLR-8(V)2; intercept. WLR-10; radar warning.

COMBAT DATA SYSTEMS: CCS Mk 2 (688-750) with UYK 7 computers; IBM BSY-1 (751-773) with UYK 43/UYK 44 computers. JOTS, BGIXS and TADIX-A can be fitted. USC-38 EHF (in some).

WEAPONS CONTROL: Mk 117 torpedo fire control system fitted on build to SSN 700 onwards, and retrofitted in others. Mk 81 Mod 3 OTHT.

RADARS: Surface search/navigation/fire control: Sperry BPS 15 A/16; I/J band.

SONARS: IBM BQQ 5D/E; passive/active search and attack; low frequency. BQG 5D wide aperture flank array (SSN 710 and SSN 751 onwards). BQR 23/25 (being replaced by TB-23/29 thin line array during overhauls); passive towed array. Ametek BQS 15; active close-range including ice detection; high

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frequency. MIDAS (mine and ice detection avoidance system) (SSN 751 onwards); high frequency. Raytheon SADS-TG active detection system (being retrofitted).

PROGRAMME: Various major improvement programmes and updating design changes caused programme delays in the late 1980s, not helped by a long strike at the Electric Boat Division. From SSN 751 onwards the class is prefixed by an `I’ for `improved’. Programme terminates at 62 hulls, three of which have paid off.

MODERNISATION: Mk 117 TFCS back-fitted in earlier submarines of the class. WLY-1 (fitted in Albuquerque for testing) acoustic intercept and countermeasures system will replace WLR 9A/12 acoustic intercept in the late 1990s. EHF communications are being fitted.

STRUCTURE: Every effort has been made to improve sound quieting and from SSN 751 onwards the class has acoustic tile cladding to augment the `mammalian’ skin which up to then had been the standard USN outer casing coating. Also from SSN 751 the forward hydro planes are fitted forward instead of on the fin. The planes are retractable mainly for surfacing through ice. The S6G reactor is a modified version of the D2G type fitted in Bainbridge and Truxtun. The towed sonar array is stowed in a blister on the side of the casing. Reactor core life between refuellings is estimated at 10 years. Diving depth is 450 m (1475 ft).

Memphis was withdrawn from active service in late 1989 to become an interim research platform for advanced submarine technology. Early trials did not involve major changes to the submarine but tests started in September 1990 for optronic non-hull penetrating masts and a major overhaul includes installation of a large diameter tube for testing UUVs and large torpedoes. An after casing hangar is fitted for housinglarger UUVs and towed arrays. Many other ideas are being evaluated with the main aim of allowing contractors easy access for trials at sea of new equipment.

Augusta was the trials platform for the BQG-5D wide aperture array passive sonar system. Various staged design improvements have added some 220 tons to the class displacement between 668 and 773.

OPERATIONAL: Increased emphasis on the ability to operate under the Arctic ice has led to improvements in ice detection sensors, navigation and communications equipment as well as strengthening the sail and placing the sailplanes forward in later units of the class. Norfolk fired the first ADCAP torpedo on 23 July 1988 and sank the destroyer Jonas K Ingram. Nine of the class took part in the war with Iraq in 1991 and two fired Tomahawk from the eastern Mediterranean. Normally eight Tomahawk missiles are carriedinternally (in addition to the external tubes in 719 onwards) but this load can be increased depending on the mission. Subroc phased out in 1990. Nuclear weapons disembarked but still available.

More on The Los Angeles Classfrom Jane’s Major Warships, 1997

PROGRAM: This is one of the greatest defence programs ever undertaken. When the building program ends, 62 Los Angeles class SSNs will have been built in over a period of 20 years; indeed, three have already been stricken at the end of very active and useful lives, before the last entered service. Further, throughout the long life of the program the Los Angeles class has provided the yardstick against which all other submarines have measured. The cost of such a long, drawn out program is difficult to assess, but sample costs per boat (in “then year” dollars) were: 1976-$225 million; 1979-$326 million; 1981-$325 million; and 1983-$844 million. This suggests that, in very round terms, the total program cost may have been of theorder of $55,000,000,000. Against this, these boats have been regularly improved and have been constantly in service in every ocean in the world. Further, they took the Cold War to the gates of the Soviet SSBN bastions and in the Gulf War launched 15 of the Tomahawks which attacked Baghdad. The first of class was laid down in 1972 and commissioned in 1976 and at least one and frequently more have joined the fleet in every year from then until 1995. Various major improvement programs and updating design changes caused program delays in the late 1980’s, not helped by a long strike at the Electric Boat Division. From SSN 751 onwards the class is fixed by an “I” for “improved.” The program has ended with the 62nd hull, and the earliest boats are now being paid off as they come up for refueling, three having already done so.

DESIGN: The Los Angeles hull is considerably larger than that of its predecessor, the Sturgeon class. The Los Angeles’ are longer (109.8m versus 89.1m) which increases submerged displacement from 4,777 t to 6,900 t. This greater internal volume enabled a much more powerful nuclear plant to be installed, the Los Angeles S6G having a power output of 26 MW compared to the Sturgeon’s S5W plant with 11.2 MW. The additional internal volume also gave the crew excellent access to all engineering equipment enabling preventive and corrective maintenance to be carried out. The S6G reactor is a modified version of the D2G

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type fitted in the cruisers Bainbridge and Truxtun. Reactor core life between refuelings is estimated at 10 years. The table showing the steady increase in displacement at the start of the entry illustrates how the reserve space and weight which is built into each new design is rapidly consumed by each successive “flight” as improvements are incorporated into the design. The hulls are constructed of HY80 steel, except for SSN-753 and -754, which incorporate several sections of HY100 steel to test its suitability foruse in the Seawolf class. The sensor fit is comprehensive and includes the bow-mounted BQQ-5 sonar, which is covered by a huge, single-piece fibreglass dome, and the passive BQR-15 tactical towed array, whose cable and winch are mounted in the ballast tanks, while the array is housed in the prominent fairing running along the starboard topside of the hull.

MODERNISATION: In such a long-running programme it is inevitable that there have been constant improvements, most of which have been installed in new-build boats and retrofitted to the older boats. Constant efforts have been made to improve sound quieting and from SSN 751 onwards the class has acoustic tile cladding. Early boats were modified internally to enable them to launch Tomahawk missiles from their torpedo tubes, but when it was realised that this reduced the number of torpedoes that could be carried, 12 vertical launch tubes were fitted in SSN-719 and all subsequent boats, immediately abaftthe BQQ-5 sonar dome. The nuclear version of Tomahawk (TLAM-N) is no longer embarked but remains available ashore, while SUBROC ASW missiles were phased out in 1990, principally because they contained analogue systems which were totally incompatible with the digital fire-control systems then being installed. SSN-756 and later boats are capable of carrying and launching mines, but only at the expense of some of the torpedo load. In addition, SSN-768 onwards have two additional stern fins (as proposed for the Seawolf class), improved sound quieting and upgraded propulsion systems. One of the major shortcomings of the original SSN-688 design was that the forward hydroplanes were positioned on the sail where they interfered with the boats’ ability to surface through ice, and from SSN-751 onwards these have been deleted and replaced by retractable planes in the bows.

Memphis (SSN 691) was withdrawn from active service in late 1989 to become an interim research platform for advanced submarine technology and the early trials did not require major changes to the submarine. Theboat is, however, undergoing a major overhaul lasting from January 1994 to mid-1997 which includes the installation of a large diameter tube for testing the new, large torpedoes and unmanned underwater vehicles (UUVs). A large hangar is being fitted on the after deck to house larger UUVs and towed arrays. One of the main aims is to allow contractors easy access for trials at sea of new equipment.

Augusta (SSN 710) was the trials platform for the BQG-5D wide aperture array (WAA) passive sonar system, which is being installed in the SSN 21 class and may also be retrofitted in at least some of the Los Angeles class. One of the prime advantages claimed for wide-angle arrays is that they provide a near instantaneous range to the target, using a combination of triangulation and wave-front curvature measurement of the target’s radiated noise.244The WLY-1 acoustic intercept and countermeasures system, which was fitted in Albuquerque (SSN 706) for testing, will replace WLR 9A/12 acoustic intercept in the late 1990s. EHF communications are also being fitted.OPERATIONAL: These SSNs were designed during the Cold War, primarily to carry the submarine war to the Soviet SSBN bastions and to take out hostile SSBNs before they could launch their missiles against the USA. The ability of Soviet SSBNs to shelter under the Arctic ice led to a corresponding requirement for US SSNs to operate in the same environment, which resulted in improvements in ice detection sensors, navigation and communications equipment, as well as strengthening the sail and placing the sailplanes forward in later units of the class. Norfolk fired the first ADCAP torpedo on 23 Jul 1988 and sank the destroyer Jonas K Ingram.

Normally eight Tomahawk missiles are carried internally (in addition to the external tubes in SSN 719 onwards) but this load can be increased depending on the mission. Nine of the class took part in the Gulf War against Iraq in 1991, two of which fired Tomahawk missiles, one from the eastern Mediterranean and the other from the Red Sea.

REPLACEMENT: There have been repeated criticisms of the costs of the Los Angeles programme and many efforts to produce a cheaper replacement. These projects always sought to obtain as much as possible of the Los Angeles’ capabilities and performance at a much reduced price, and always came to naught. One of a number of such attempts was the late 1970s Fleet Attack Submarine (FA-SSN) which would have displaced some 5,000 t and been powered by an S5W reactor, and was estimated to costonly 75 percent of that of a Los Angeles class boat. The first six were actually put into the FY83-85 building programmes, but were eventually canceled in favour of more Los Angeles class.

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SSN-689 had a minor collision with a Russian Navy Sierra class SSN on 2 November 1992 and was subsequently designated for scrapping. It is also probable that the first 30 units (SSN-688 to SSN-718, both inclusive) will be laid up for disposal rather than have their reactor cores replaced, and Omaha (SSN 692) and Cincinnati (SSN 693) were, in fact, stricken in FY95. Concern about retaining nuclear submarine construction expertise in the new strategic environment has led to several proposals to continue production,as one such being to construct nine more Los Angeles class at a rate of one per year, as the first nine are stricken, until the New Attack Submarine is ordered, probably in FY98. Meanwhile, the Los Angeles classwill continue in service for many years, with regular updates.245

MARK 48The continued development of the Soviet submarine threat, especially with nuclear-propelled ships, led to the recognition by the mid-1950s that the Mark 37 would not be an adequate weapon for submarine use. It was also recognised that the prime role of the nuclear submarine force should be ASW and against this background the Bureau of Ordnance began feasibility studies in September 1957 for a new torpedo originally designated EX-10 and then EX-48. The operational requirement was issued in November 1960 and envisaged a weapon which, compared with Mark 37, would have a 400 per cent increase in range, twice the speed, a 150 per cent increase in the diving depth and the ability to acquire the target at a 17 per cent greater range. In 1965 development contracts for what became the Mark 48 were issued to Clevite Corporation (later Gould Inc) and the Westinghouse Electric Corporation. The basic Mod 0 produced by Westinghouse with Penn State University from the US Navy’s Research Torpedo Configuration II (RETORC II) program was improved to Mod 2 standard but Gould produced a version with a swash-plate piston engine and a new homing panel. Tests showed the Gould version to be superior and production contracts were awarded in July 1971.

An improved version, Mod 3, was delivered from 1977 but in November 1978 the development of the Soviet `Alfa’ class submarines, capable of 40 kts, led to a re-examination of US Navy torpedo requirements. In the short term this led to an intensive test and analysis programme to determine the true limits of the Mark 48 Mod 1 and Mod 3 in terms of depth, speed and acoustic capabilities in the Expanded Operating Envelope Program. This showed the Mark 48 was structurally reliable at the depth needed to engage `Alfa’ class submarines, the target speed recognition capability required could be achieved, the vertical coverage was adequate as was the self-noise at higher speeds with the existing nose and array, and additional speed could be achieved. Laboratory modifications were made to a few torpedoes for tests, and these changes were implemented in the form of a programme to update fleet torpedoes to Mark 48 Mod 4 Near-TermUpdate standard with the first delivered in December 1980.

In the long term an ADvanced CAPability (ADCAP) was required and this was defined as providing sustained long acquisition range, reducing adverse envi-ronment and countermeasure effects, reducing shipboard tactical constraints and enchancing surface target engagement capabilities. Competing for thecontract were two consortia; Honeywell/Raytheon/Westinghouse and Hughes Aircraft Company/Gould and the latter received a $36.7 million development contract in November 1979.

Prototypes had their first test runs at Nonoose Bay in early 1982 in a programme which involved some 240 runs. Testing was completed by the end of 1984 and during that year initial production began. Following operational evaluations the weapon entered series production in the first half of 1989 as Mark 48 Mod 5. In May 1988 Westinghouse won a second source contract.

DESCRIPTION:Externally the Mark 48 is a long slim cylinder with flat nose with four fin-like wire dispensers faired into the afterbody ahead of the shrouded and axial flow pump-jet propulsor. Internally it consists of a nose group, warhead group, control group, fuel tank group and afterbody. The nose group consists of the Mark 72 transducer, the Mark 83 transmitter, the Mark 68 receiver and the Mark 1 Homing Control Logic (HCL). The transducer unit is in the front of the nose to transmit and to receive acoustic signals. The receiver in the lower half of the nose group processes acoustic data and determines the target location relative to the transducer in order to generate steering commands. The HCL at the rear of the nose group and abovethe receiver contains the computer which directs torpedo manoeuvres in the search, homing and re-attack modes. It is also used to analyse all acoustic signals for valid target returns.

The warhead group consists of the Mark 107 warhead, the Mark 21 exploder, the Mark 2 arming device and the Mark 12 electronic assembly. The 300 kg warhead has the Mark 21 and the Mark 2 within it. The Mark

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12 electronic assembly at the rear of the compartment contains target detection electronics which detonate the warhead.

The control group consists of either the Mark 154 or Mark 168 command control unit, the Mark 155 gyro control unit and the Mark 156 Power Control Unit (PCU). The command control unit in the lower third of the compartment implements fire-control instructions, maintains the torpedo at the commanded speed and monitors the depth to ensure the weapon stays within the commanded maximum and minimum depth limits. The gyro control unit in the centre of the compartment converts steering commands into fin deflection signals while the PCU controls the speed of the weapon.

The fuel tank group houses not only the Otto monopropellant fuel but also the wire dispenser used for command guidance after launch. The afterbody contains the 500 hp external combustion gas piston engine, steering control surfaces and engine accessories. The grain-loaded combustion chamber and alternator are mounted on the forward bulkhead with the alternator assembly.

The Mod 1 version had a one-way communications wire link but this was replaced by two-way wire link in Mod 3. This allows data from the weapon’s homing and guidance system to be relayed to the submarine fire-control system. This means the weapon can be guided more accurately from the sub-marine. The Mark 48 torpedo is capable of operation in wire-guided active or passive, acoustic and non-acoustic modes. The acoustic modes of operation allow active or passive target detection capabilities.247In the Mark 48 Mod 5 ADCAP hardware changes involve replacing the entire nose of the weapon housing the acoustics and beam forming circuits, and replacing the signal processing by the latest electronics which also incorporate the current command and control electronics including a Litton/Singer inertial measurement unit and computers programmed in CMS-2 software. Warhead sensor electronics have also been improved by Loral. The command control element, produced by Hughes, has been improved to meet the expanding operating envelope (depth, target speed, weapon speed options) and improved surface target capabilities. The fuel tank and afterbody sections, produced by Argo-Tech, have been modified for increased fuel delivery rate and greater capacity for improved speed and endurance.

ADC Mk 2 Mod 1 CountermeasureThe ADC (Acoustic Device Countermeasure) Mk 2 Mod 1 is a submarine-launched decoy designed to counter acoustic torpedoes. It is an 8 cm diameter device which hovers vertically at a preselected depth emitting an acoustic signal. The lower electronics section in which the signals are generated and amplifiedconsists of ceramic transducers and impedance-matching networks for the acoustic transmitter. Above this section is a thermal battery which powers a pressure-controlled motor driving a small, shrouded propeller which keeps the decoy hovering.

ADC Mk 3 CountermeasureADC Mk 3 is a submarine-launched countermeasures equipment. The device is a wideband 6 in (15 cm) unpowered jammer ejected from submarines, designed primarily to jam torpedo sonar homing heads. Information on this device is restricted and no other technical details have been released. In production. Bendix Oceanics was awarded a contract worth over $13 million in mid-1989 for 367 systems. In August 1992 a contract was awarded for 130 additional units.

Mk II Depth ChargeThe Mk II depth charge quick-reaction air-launched ASW weapon is ideally suited for shallow water operations against submarines on the surface or at periscope depths. It is fully compatible for carriage and release from a wide range of ASW helicopters and fixed-wing maritime patrol aircraft. The Mk II depth charge tolerates the harsh vibration levels associated with helicopter operations. The charge case and nose section are strengthened to withstand entry into the water at high velocities without distortion. The charge is fitted with a modern fuze comprising pistol unit, detonator and primer assembly which can withstand severe vibration and shock to ensure accurate detonation at the set depth. On impact with the sea the hydropneumatic arming system is activated. The Mk II is currently supplied with a Torpex filling. However a Polymer Bonded Explosive (PBX) filling is an alternative.

AS-228 Depth ChargeThe AS-228 depth charge is an anti-submarine weapon with a hydrostatic pressure activated fuze that permits its use against targets at depths from 100 to 1600 ft (30 to 490 m) and the detonation depth can be preset to any one of 19 depths between these limits. The detonator also incorporates three safety measures

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for handling and transportation, inertia, and submarine action. The charge itself can be launched by conventional methods from naval vessels or from aircraft, including helicopters. The fuze, manufacturedby Industrias Cardoen, is also supplied as a separate unit as a replacement for outdated fuzes in depth charges and bombs of other manufacture.

AN/SWG-1A(V) HarpoonThe most widely used Western ship-launched anti-ship missile began life as a requirement for an air-launched anti-ship vessel weapon as part of the Lockheed P-3C Orion step improvement program. The new weapon was required by the US Navy but McDonnell Douglas had been conducting private studies since 1965 for a similar requirement. This was modified as a result of the sinking of the Israeli destroyer Eilat by Styx missiles in 1967.

Following this event the US Navy expanded the requirement into a multiplatform missile including surface ships and submarines. An official request for proposals was issued in January 1971 and seven months later McDonnell Douglas won a development contract. The missile was given the name Harpoon, which had been previously proposed for an air-launched anti-submarine weapon designed for use against surfaced `Juliett’ and `Echo’ class missile-carrying submarines. Operational testing was completed in June 1978, the ship-launched version showing a 100 per cent success rate. In May 1973 the US Navy selected the Harpoon as its prime anti-ship missile from aircraft (AGM-84A), submarines (UGM-84A) and surface warships (RGM-84A); the first foreign order, from Turkey, was placed later in that year. Pilot production began in 1975 and the missile entered service in 1977 with the US Navy in the `Belknap’ class cruiser USS Sterret (CG 31).

The first UGM-84 became operational in 1981 and by mid-1994 1000 had been delivered to the US Navy.The missile has seen operational service in the Persian Gulf and is believed to have been involved in the sinking of a number of Iraqi ships.

In an engagement fought between the US Navy and Libyan naval forces in the Gulf of Sidra on 24-25 March 1986, Harpoons fired from aircraft and by the cruiser USS Yorktown (CG 48) sank the corvette Ean Zaquit and fast attack craft Waheed and severely damaged the corvette Ean Mara together with one of the Waheed’s sister ships. In an engagement between American and Iranian warships in the Persian Gulf on 18 April 1988, air- and surface-launched Harpoons sank the Iranian frigate Sahand and the fast attack craft Joshan.

In September 1989 McDonnell Douglas received a $9.8 million contract for development of the Harpoon Block 1D which was originally scheduled to enter service about 1992 but with the end of the Cold War this plan was delayed. The first test flight of this system, in an air-launched configuration, was made at the Pacific Missile Test Center, Point Magu, California in late September 1991. Five development test flights were scheduled for 1991 and five operational evaluation flights for early 1992. The Harpoon missile is a slim cylinder with pointed nose and cruciform wing-fin configuration. Both the wings and fins are of cropped delta platform with the former being broad while the latter are narrow. Air-launched Harpoon and those ship-launched from Asroc launchers have fixed wings but the remainder have wings that are on streamlined hinges just above the wing roots. Between the lower pair of wings is a flush air intake. Internally the Harpoon is divided into guidance, warhead, propulsion and control sections and an integral booster.

The guidance compartment has the Texas Instruments PR-53/DSQ-28 J-band (10 to 20 GHz) two-axis active radar seeker with flat, phased-array antenna which may be rotated 90ø. Behind it is the mid-course guidance unit which includes a Lear Siegler three-axis attitude reference platform and an IBM 4PiSP-OA 16-bit digital computer which acts as the autopilot. The Honeywell or Kollsman AN/APN-194 radar altimeter has a transmitter antenna in this compartment and a receiver antenna in the warhead compartment. The Block 1B system, introduced in 1982, featured improved ECCM performance while in the Block 1C, introduced in 1985, there were a number of improvements to the range, fuze and seeker. The sea-skimming performance was improved, the missile was capable of an indirect approach to the target by means of way points and the seeker had enhanced ECCM performance.

The 221.6 kg semi-armour-piercing warhead with 100 kg of explosive has a contact delay fuze and is produced by the China Lake Naval Weapons Center. The propulsion compartment contains a tank with some 45 kg of kerosene-based fuel (JP6 in Block 1/1B and JP10 in Block 1C/D), the air intake and the pyrotechnically initiated Teledyne CAE J402-CA-4000 single-spool turbojet, with combined axial/centripetal compressor, which gives a max-mum thrust of 2.92 kN and an endurance of 15 minutes. Behind it is theelectrical actuation system and the Thiokol or Aerojet 137 kg booster. The booster provides some 5400 kg of thrust for about 2.9 seconds.

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251 The missile may be fired from the Mark 11/13 (used with Tartar or Standard) or the Mark 112 (ASROC) launcher. There are two dedicated launcher systems; the Mark 140 Mod 0 for fast attack craft and corvettes and the Mark 141 Mod 1 for larger warships. Both can launch missiles at the rate of one every 2 seconds but with four launcher-containers the Mark 140 weighs 4.02 tonnes while the Mark 141 weighs 5.9 tonnes. Usually ships carry a pair of launcher systems.

The launcher-containers are inclined at an angle of 35ø while the launcher systems either face forwards, but offset from the centreline, or are at 90ø to the centreline facing starboard and port. The Mark 140 system is 4.65 m long, 1.38 m wide and 3.85 m high and requires 6.42 m{2}. However, with the development of indirect attack versions using `dog leg’ flights (Block 1 C/D), the launchers can now face any direction. Normally launcher systems have four launcher-containers but twin-container configurations are used bythe Iranian, the Israeli (Mark 140) and Pakistani (Mark 141) navies and these weigh 2.15 tonnes.

Submarine-launched weapons are in special, unpowered, buoyant capsules all of which are now manufactured by Lucas Aerospace, although some earlier capsules were built by McDonnell Douglas in St Louis. These consist of a nose cap, the main body and the aft body. The nose cap consists of a broachpressure sensor, explosive bolts and a nose removal rocket. The main body is a tube with shock isolation rails which also guide the missile out during the exit phase. The missile is fitted with a sabot assembly at the nose to provide further support and shock protection. The sabot straps are cut and the sabot falls away during the exit phase. The aft body mates with the rear of the missile by means of pyrotechnic bolts and consists of a folding control fin and planes. It links the capsule system sequencing controls to the submarinethrough an umbilical cord. Each submarine carries six to eight missiles, depending upon class.

The ship fit also includes the McDonnell Douglas AN/SWG-1A (V) weapon control system. This consists of the weapon control console with a data system cabinet and a weapon control and indicator panel. There is also a data processor and a data conversion unit, the launcher switching unit and launcher relay assemblies. On the bridge there is an engagement course indicator which shows ship heading, target bearing and the weapon coverage for each launcher. This consists of the weapon control console with a data system cabinet which is 130 cm high and 46 x 80 cm and a weapon control and indicator panel which is 42 x 54 cm. These two may be separated in ships with smaller CICs. Within the data system cabinet is a data processor with data conversion unit, built-in test circuits and power supplies. Ships also use the Harpoon data processor which interfaces with the data conversion unit and the missile to monitor target data which it periodically converts into location data as the basis for fire control calculations. It also controls the launch sequence. The weapon control console has launcher switching units which link with the launcher relay assemblies on each launcher support structure. On the bridge is an engagement course indicator which shows the ship heading, target bearing and weapon coverage for each launcher.

In submarines, most export submarines and US vessels with Mark 113 fire control systems have a separate Harpoon console and data processor known as the Encapsulated Harpoon Command and Launch System (EHCLS), but in Mark 117 the Harpoon fire control system is integrated (see Mark 113/117/118 command and weapon control systems entry). The EHCLS weapon control unit is subdivided into two 10 x 30 cm sections; the data unit and the control panel, which together select the operating and attack modes as well as monitoring tube status, with target data entered manually. The Harpoon data processor, junction box, power conversion unit and simulator/test set are in the weapon compartment.

Data is received from ship sensors and processed by the fire control system. This is then transmitted to the SWG-IA which activates the missile, selects the flight pattern and seeker search modes (with small, medium or large acquisition `windows’) as well as providing target range and bearing data for a Range and Bearing Launch. Alternatively there can be a Bearing Only Launch in which the missile is aimed along the target bearing. Here the seeker is activated early to scan a 90ø sector. If no target is acquired after a suitable timethe missile resorts to a preset search pattern. The missile is launched and the booster carries it to an altitude of 430 m where the turbo-jet is activated and the booster is jettisoned. The missile may be launched to engage targets at 180ø to the platform’s course and up to four may be launched simultaneously. The Block 1C may be launched up to 80ø off axis. The Encapsulated Harpoon Weapon System (EHWS) receives target data manually or automatically through the ship fire control system, either the Mark 113 or the Mark 117. The operator selects both the seeker search pattern mode and the source for target data allowing the seeker to select one of three search modes. The capsule is then ejected from the torpedo tube at a velocityof some 15.25 m/s and once it is clear both the fin and the planes deploy. Initially the planes assist buoyancy movement, the angle depending upon the angle of the torpedo tubes, but when the optimum glide angle of some 45ø is reached they neutralise this movement. When the broach sensor recognises the capsule is near the surface it initiates the sequence in which both the nose cap and the aft body are

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jettisoned and the booster is ignited. The booster burns for 3 seconds and takes the missile out of the water to near cruise velocity at which point the turbojet operates. The missile then operates in the same way as air- and surface-launched Harpoon. In the Block 1 and Block 1B the missile then descends to its cruising altitude and at a point preset by the launch platform, activates its seeker to acquire and designate the target. The Harpoon can fly one of three fixed (large, medium and small) or one variable search patterns. In the terminal phase the Block 1 missiles would then climb suddenly at a distance of about 1.0 n miles (1.8 km) from the target to make a 30ø dive attack upon the target. The seeker is believed to optimise the horizontal radar cross-section but is adjustable. In both systems this terminal phase is an option and sea-skimming is the other option.

The Block 1C has a similar performance to the Block 1B but has a number of additional options. It can fly at relatively high altitude for the first part of its path to avoid friendly ships or intervening low land masses, and it can approach the target indirectly by means of a preselected waypoint the missile being capable of up to three waypoint course changes with turns greater than 15ø. Approaching the target it can use selectable seeker search expansion patterns and for the terminal phase it has the alternatives of a sea-skimming approach or a low-apogee `pop-up’ trajectory.

The Block 1D missile is currently intended only for air and surface ship launch. It will be 65 cm longer through the addition of a larger fuel tank with 32 kg of fuel. Wing slot covers will be added, there will be a new battery and the missile guidance unit will be modified. Subsystem contractors have still to be selected.Block 1D, which will have a 75 per cent increase in range, will delay the initial search but when the target is acquired the missile will descend to sea-skimming altitude earlier and will strike the target 30 to 60 cm lower down than earlier missiles. This and the extra fuel will increase damage inflicted. In the event of the target being lost the missile will undertake a clover-leaf like search pattern until it re-acquires the target. Sea-skimming and high angle dive attacks are available.

The Block 1G is for ships and submarines whose lightweight launcher-containers are too small for Block 1D. The upgrading involves incorporating the Block 1D re-attack logic and lower impact point capability by means of changing the memory and fast CPU cards in the mid-course guidance unit. The changes can be performed in country and no alterations to the SWG-1A are necessary.

SLAM is a conventional Harpoon missile but with the seeker replaced by a Hughes imaging infra-red seeker, a datalink and a multichannel Rockwell-Collins Global Positioning System (GPS). The seeker is identical to that used in the Maverick air-to-surface missile while the datalink is the same as that used in the Walleye `smart’ bomb system. The GPS system includes a navigation processor, and a Mark 82 interface so the missile remains compatible with the SWG-1A weapon control system. The missile’s mid-course guidanceunit has minor hardware and software modifications. The missile is 65 cm longer and 90.72 kg heavier than a conventional Harpoon. A longer ranged SLAM incorporating a new seeker head and the wing unit of Tomahawk was unveiled in 1994 as SLAMER.

The missile is launched from a launcher system and is then supported by an aircraft. In the test this aircraft was a LAMPS III (Light Airborne MultiPurpose System Mk III) helicopter (Sikorsky SH-60B Seahawk). During the cruising phase the autopilot is updated through the GPS receiver/processor to ensure the seeker is pointed directly towards the target, which facility is especially useful as the missile is also capable of multiple waypoints. The seeker is activated during the last 60 seconds of the terminal phase and sends a video image through the datalink to the aircraft whose crew select a specific aiming point on the target and lock the seeker on to it. In the event of a target of opportunity being discovered by the aircraft, a short-range engagement involving launch-on-bearing is undertaken in which the missile does not use GPS but relies exclusively upon the datalink and seeker.

SLMMThe Submarine-Launched Mobile Mine (SLMM) Mk 67 is intended to provide the US fleet with a capability for planting mines in shallow water (to approximately 100 m) by submarine, using a self-propelled mine to reach water inaccessible to other vehicles. It is also meant for use in locations where covert mining would be particularly desirable from a tactical standpoint. It measures 4.09 m long x 485 mm diameter and weighs 754 kg. The Mk 67 SLMM consists essentially of a modified Mk 37 torpedo; alterations involved include some reworking of the Mk 37 torpedo bodies and replacement of the torpedo warhead with the applicable mine components. Tooling and other plant facilities were installed in FY78 for production of Mk 67 sub-launched mobile mines in 1979. Procurement plans for the Mk 67 SLMM for 1987 were 273, but these have now been canceled.

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BGM-109 TomahawkDevelopment of surface-launched cruise missiles began in 1972 and the US Navy programme was planned to provide both surface ship and submarine launched variants for attacking ships and land targets. In the early days it was planned that the weapon would have a nuclear warhead to provide an additional survivable nuclear force. The first underwater test firing was conducted in 1976 and General Dynamics (now Hughes Missile Systems) was awarded the development contract.

Originally there were three versions of the ship and submarine-launched cruise missile:(a) the BGM-109A TLAM-N (Tomahawk Land Attack Missile-Nuclear)(b) the BGM-109B TASM (Tomahawk Anti-Ship Missile) with a conventional HE warhead; and(c) the BGM-109C TLAM-C (Tomahawk Land Attack Missile-Conventional) with a conventional HE warheadA fourth version, BGM-109D, a conventional submunition warhead land attack missile, TLAM-D, entered service in 1989. Several developments and improvements are funded for the SLCM programme including:(a) laser radar guidance(b) ability to select the most important target from a group of ships(c) updates to the Digital Scene Matching Area Correlation (DSMAC) terminal guidance system(d) time of arrival control(e) new warheads(f) GPS updates to improve mid-course guidance(g) improved performance turbofan engines(h) mission planning resource improvements to reduce reaction times and possibly provide mission planning aboard ships.

The Tomahawk Block 3 upgrade program (which has only been applied to the land attack versions BGM-109A/C/D) includes a GPS receiver, time of arrival control, and improved guidance computer, warhead and propulsion systems. The first test flight was completed in February 1991. Some earlier missiles will be retrofitted with these improvements. Test flights of the Block 3 began in 1991.

Three further development programs are under discussion and include an ASW variant armed with a torpedo, an advanced sea-launched cruise variant and a conventional cruise missile. These developments may be met by improvements to the basic Tomahawk design. A block 4 upgrade is already planned for Tomahawk, and might incorporate propfan engines and stealth technologies, together with a damage assessment capability and data link, a new penetrator warhead for use against reinforced concrete targets, laser radar, synthetic aperture radar and GPS options mentioned above, and with an in-service date of about 2000.

The missile carries a single warhead. Initial launch thrust to take the missile up to cruise speed from its launch container is provided by a boost motor weighing 250 kg, which on burn out is succeeded by a Williams International 65 kg F107-WR400 turbofan producing about 272 kg thrust. The boost motor is jettisoned during cruise flight. Missiles are ejected vertically from a steel launch canister or from torpedo tubes. Development programmes are in progress which will result in the canisters being built of lightweight composite materials, rather than steel.

Guidance varies between the various versions. The BGM-109A uses inertial navigation with terrain contour matching (Tercom). The BGM-109B uses inertial plus active radar terminal guidance. The BGM-109C/D versions have inertial and Tercom mid-course guidance used with DSMAC for terminal guidance. Tercom is achieved by storing digital terrain profile map information in the missile before launch, and comparing this with radar altimeter measurements of ground elevations below the missile during a set number of sections en route to the target. The Block 3 upgrade programme will include a GPS receiver to supplement or replace the Tercom system. The terminal phase DSMAC system uses a stored digital representation of the target area, and compares this with the scene viewed below the missile by a TV camera. This latter system is claimed to be extremely accurate for attacking land tar-gets, with a CEP of 10 m being reported.

The BGM-109A is fitted with a W80 135 kg nuclear warhead, the BGM-109B/C with old Bullpup B 454 kg unitary HE warheads, and the BGM-109Dwith 166 combined effects bomblets BLU-97B each weighing 1.5 kg and with shaped charges, fragmentation and incendiary capabilities. These sub-munitions can be dispensed in groups against up to four separate targets.

The BGM-109C Block 3 missiles will have a smaller WDU-36B 320 kg warhead carrying a unitary HE charge with a selectable fuze delay to increase warhead penetration before detonation. Both the BGM-109C and D versions have a programmable terminal dive attack mode option.

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There have been unconfirmed reports that some Tomahawk missiles used during the 1991 Gulf War were fitted with high power microwave (EMP) generators in place of warheads to disrupt electronic circuits. Others are reported to have unrolled spools of carbon fibre to cause shorting between electrical power supply cables.

Range capabilities between the various versions differ because of the weight of the guidance systems and the warheads used. It is believed that the ranges of the Block 3 missiles will be increased by at least 30 per cent due to increased fuel capacity and more efficient turbofan engines.258

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Appendix B: Submarines & Weapons

SUBMARINES

AKULA IIPROGRAMME: First of class launched July 1984 at Komsomolsk and operational at the end of 1985. The class was then in series production at Severodvinsk and Komsomolsk with a construction rate of between one and two per year. The fifth and subsequent hulls are sometimes referred to as the Akula II class. There are no dimensional changes but better sensors and improved acoustic quieting have been reported possibly as a result of a quieter propulsion power plant. The most recent to be launched were one at Komsomolsk on 26 September 1994 and one at Severodvinsk in December 1994.

STRUCTURE: The very long fin is particularly notable. Has the same broad hull as Sierra and has reduced radiated noise levels by comparison with Victor III of which she is the traditional follow-on design. A number of prominent non-acoustic sensors appear on the fin leading edge and on the forward casing in the Akula IIs. These are similar to devices tested on a Hotel II class from the early 1980s. The engineering standards around the bridge and casing are noticeably to a higher quality than other classes. Diving depth, 1300 ft (400 m).

OPERATIONAL: Pert Spring SATCOM. Six based in the Northern and six in the Pacific Fleets.

DELTA IVPROGRAMME: First of class launched February 1984 and commissioned later that year. All built at Severodvinsk and launched at the rate of about one per year. This programme completed in late 1990. A follow-on class is expected by the end of the century.

STRUCTURE: A slim fitting is sited on the after fin which is reminiscent of a similar tube in one of the November class in the early 1980s. This is a dispenser for a buoyant communications wire aerial or sonar thin line towed array. The other distinguishing feature, apart from the size being greater than Delta III, is the pressure-tight fitting on the after end of the missile tube housing, which may be a TV camera to monitor communications buoy and wire retrieval operations. This is not fitted in all of the class. Also there are probably two 650 mm torpedo tubes. Diving depth, 1000 ft (300 m). The outer casing has a continuous acoustic coating and fewer free flood holes than the Delta III.

OPERATIONAL: Two VLF/ELF communication buoys. Navigation systems include SATNAV, SINS, Cod Eye. Pert Spring SATCOM. A modified and more accurate version of SS-N-23 was tested at sea in 1988 bringing the CEP down from 900 to 500 m. All based in the Northern Fleet at Olenya.259FOXTROT CLASS (TYPE 641) (SS)PROGRAMME: Built between 1958 and 1971 at Sudomekh. Production continued until 1984 for transfer to other countries ie Cuba, India, Libya. A follow-on of the Zulu class. Only 60 out of a total programme of 160 were completed as the changeover to nuclear boats took effect. A most successfulclass which has been deployed worldwide, forming the bulk of the submarine force in the Mediterranean in the 1960s and 1970s.

OPERATIONAL: Probably only one in the Baltic and one in the Pacific are still active. Another 12 are in reserve but are unlikely to go to sea again. Diving depth was 820 ft (250 m) but this is reducing with age.

SALES: All new construction (except those for Poland): Cuba: One in February 1979, one in March 1980, one in February 1984. India: One in April 1968, one in March 1969, one in November 1969, one in February 1970, one in November 1973, one in December 1973, one in October 1974, one in February 1975. Libya: One in December 1976, two in February 1978, one in February 1981, one in January 1982 and one in February 1983. One to Poland in 1987 and a second in 1988. Some of these have been deleted.

KILOPROGRAMME: First launched in 1979 at Komsomolsk and commissioned 12 September 1982. Subsequent construction also at Nizhny Novgorod and Admiralty Yard, Leningrad. Construction is still taking place at St Petersburg as well as at Komsomolsk. The building rate is about three a year, all now for export.

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STRUCTURE: Has a better hull form than the Foxtrot or Tango but is still fairly basic by comparison with modern Western designs. Diving depth, 790 ft (240 m) normal. Battery has a 9700 kW/h capacity. The basic Kilo is the Type 877; 877K has an improved fire control system and 877M includes wire-guided torpedoes from two tubes. Type 636 is the latest design with quieter propulsion and an automated combat information system capable of providing simultaneous fire control data on two targets. Pressure hull length is 51.8 m (170 ft) or 53 m for Type 636. Foreplanes are on the hull just for-ward of the fin.

OPERATIONAL: With a reserve of buoyancy of over 30 per cent and a heavily compartmented pressure hull, this class is capable of being holed and still surviving. Two based in the Black Sea (177 and 471), two in the Baltic, six in the North and the rest in the Pacific.

SALES: The Kilo programme replaced the Foxtrot export stream and the class has been exported to Poland (one), Romania (one), India (eight), Algeria (two), Iran (two) and China (one). Further transfers are expected to Iran and China. Export versions have the letter E after the type or project designator.

SAVASTRUCTURE: An improved version of the Heroj class. Diving depth, 300 m (980 ft), built with USSR electronic equipment and armament. Pressure hull is 42.7 x 5.05 m and the casing is made of GRP. Accommodation is poor, suggesting the design was intended for only short periods at sea.

OPERATIONAL: One probably non-operational in early 1995, the second in refit at Tivat.

MIDGET SUBMARINES (SSC)COMMENT: Built at Yukdaeso-ri shipyard since early 1960s. Number reported as being about 60 and of more than one design. Details given are for the latest type of Midget, at least one of which has been exported to Iran, and have been building since 1987 to a Yugoslavian design. Before then some Midgets were also imported from Yugoslavia. Some have two short torpedo tubes. Operate from eight merchant mother ships (see Auxiliaries). Some have been lost in operations against South Korea. There are also about 50 two-man submersibles of Italian design 4.9 x 1.4 m. The Coastal submarines are of the Sang-O class and are building at about two a year. These are also probably of a Yugoslavian design based on the Heroj of which they are a smaller version, about 34 m in length.

OSCAR IIPROGRAMME: First Oscar I class laid down at Severodvinsk in 1978, and the second a year later. The third of class is the first Oscar II. Oscar IIs are still building at one a year. All at Severodvinsk.

STRUCTURE: SSM missile tubes are in banks of 12 either side and external to the 8.5 m diameter pressure hull; they are inclined at 40ø with one hatch covering each pair, the whole resulting in the very large beam. The position of the missile tubes provides a large gap of some 3 m between the outer and inner hulls. The Oscar II has a hull lengthened by 36.1 ft (11 m) and an increased displacement of 1400 tons, presumably as the result of some deficiency found in first of class trials, which could not have been corrected in time to change hull number two. Alternatively it could have something to do with plans to incorporate an SS-N-24 type weapon system in due course. Diving depth, 1000 ft (300 m).

OPERATIONAL: ELF/VLF communications buoy. All but the first of class have a tube on the rudder fin as in Delta IV which is used for dispensing a thin line towed sonar array. Pert Spring SATCOM. The two Oscar Is are based in the Northern Fleet and are probably in reserve. The Oscar IIs are divided, five in the North and five in the Pacific.

TRAFALGARPROGRAMME: The first of an improved class of Fleet or Attack Submarines. Trafalgar ordered 7 April 1977; Turbulent 28 July 1978; Tireless 5 July 1979; Torbay 26 June 1981; Trenchant 22 March 1983; Talent 10 September 1984; Triumph 3 January 1986. Invitations to tender for three of an improved version, with an option for two more, were issued on 14 July 1994 for response by June 1995. An order for the first of these Batch 2 is scheduled for 1996 with an in-service date of 2004, which is some 13 years after the last of theBatch 1s was commissioned.

MODERNISATION: Type 1006 radar is being replaced by Type 1007. All to be updated with Type 2076 sonar systems, integrated with SMCS and countermeasures. From 1995/96 sonar 2076 starts to replace 2074 and 2046. This update also includes Marconi Type 2077, short range classification sonar. Batch 2 will

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incorporate the PWR 2 reactor and all those weapon systems improvements going in to Batch 1. Tomahawk cruise missiles are being considered. Other options for Batch 2 include dry dock shelters for special forces,and fully reelable towed arrays.

STRUCTURE: Designed to be considerably quieter than previous submarines. The pressure hull and outer surfaces are covered with conformal anechoic noise reduction coatings. Other improvements include speed and endurance. Retractable forward hydroplanes and strengthened fins for under ice operations. Diving depth in excess of 300 m (985 ft). Fitted with Pilkington Optronics CK 34 search and CH 84 attack optronic periscopes. Batch 2 is 4 m longer to accommodate PWR 2.

OPERATIONAL: Trafalgar was the trials submarine for Spearfish which started full production in 1992 and was first embarked operationally in Trenchant in early 1994. All of the class belong to the Second Submarine Squadron based at Devonport.

VICTOR IIPROGRAMME: First appeared in 1972, class completed 1978. Built at Admiralty Yard, Leningrad and Gorky.

STRUCTURE: An enlarged Victor I design, 9 m longer to provide more space for torpedo stowage. Diving depth, 1000 ft (300 m) approx. OPERATIONAL: VLF communications buoy. VHF and UHF aerials. Navigation equipment includes SINS and SATNAV. Kremmny 2 IFF. These three survivors are based in the Northern Fleet and rapidly being paid off.

VICTOR IIIPROGRAMME: An improvement on Victor II, the first of class being completed at Komsomolsk in 1978. With construction also being carried out at Admiralty Yard, Leningrad, there was a very rapid building programme up to the end of 1984. Construction then continued only at Leningrad and at a rate of about one per year which terminated in 1991. The last of the class completed sea trials in October 1992.

STRUCTURE: The streamlined pod on the stern fin is a towed sonar array dispenser. Water environment sensors are being mounted at the front of the fin and on the forward casing as in the Akula II and Sierra classes. One of the class has the trials SS-N-21 SLCM mounted on the forward casing. Diving depth, 1000 ft (300 m).

OPERATIONAL: VLF communications buoy. VHF/UHF aerials. Navigation equipment includes SINS and SATNAV. Pert Spring SATCOM. Kremmny 2 IFF. Much improved acoustic quietening puts the radiated noise levels at the upper limits of the USN Los Angeles class. 16 based in the Northern and 10 in the Pacific Fleet.

Enemy WeaponsTYPE 40DEVELOPMENT:The Soviet Navy became interested in lightweight anti-submarine torpedoes only in the mid-1950s. Then the need to improve coastal ASW capability in smaller warships, as well as providing a short-range anti-submarine weapon for nuclear submarines, led to the development of 400 mm weapons which were generically designated Type 40. The first, SET-40, entered service in 1961 with the `Poti’ class corvettes(Project 204 Small Anti-submarine Ship). The weapons were later used in `SO 1’, `Stenka’, `Svetlyak’, `Muravey’, `Mukha’ and `Sokol’ (NATO designation `Babuchka’) class fast attack and patrol craft, `Pauk I’ class corvettes, `Mirka II’ and `Petya’ class frigates (Patrol Ships in Soviet terminology).

Simultaneously they were issued to a variety of nuclear-propelled submarines which usually had four stern tubes for these weapons. Vessels equipped with Type 40 torpedoes included the `Hotel II’ and `Hotel III’ class SSBNs, `Echo I’ and `Echo II’ class SSGNs as well as `November’ class SSNs. These weapons were not issued to what the Soviet Navy classified as Large Anti-Submarine Ships until the late 1960s and then only as helicopter-carried weapons. These first equipped the `Krivak’ class frigates, then the `Kara’ and `Kresta’ class cruisers, the `Udaloy I’ class destroyers and `Neustrashimy’ class frigates.

Also in the early 1970s air-launched weapons were issued to the `Kiev’ class carriers (originally classified as Anti-Submarine Cruisers by the Soviet Navy). Export versions of these torpedoes include the air-launched APSET-95 and the surface ship-/submarine-launched USET-95.

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DESCRIPTION:The Type 40s are a collection of 400 mm diameter lightweight ASW free-running torpedoes which are usually electrically powered. The following descriptions are of export weapons but these are believed to be based upon former Soviet Navy weapons.

The APSET-95 is an air-launched weapon. Externally it is a short, fat cylinder with pointed nose, a sea-water scoop on the underside, four cropped-delta fins in cruciform configuration, a shrouded propulsor and a parachute pack at the rear. Internally the active/passive seeker is in the front of the weapon with guidance section behind it. Near the middle of the weapon is the 60 kg warhead with both impact and proximity fuzes. A sea-water activated battery occupies the middle of the weapon with the electric motor and actuators inthe rear.

The USET-95 is launched either by surface ships or submarines. Externally it is a traditional design of a long slim cylinder with pointed nose, fins in cruci-form configuration and twin contra-rotating propellers in front of a rudder. Internally the active/passive seeker is in the front of the weapon. Behind it is the 80 kg warhead with impact and proximity fuzes and then the guidance section. The middle of the weapon has the batteries, possibly silver-zinc oxide, while the rear of the weapon contains the electric motor and the actuators. Publicity material from the manufacturers suggests that the weapon might also be a wake-homer for use against surface ships.

The SET-40 is a battery-powered weapon with active seeker which has a range of 585 m. It has a maximum operating depth of 300 m and a 100 kg warhead. It is launched from surface ships.

The E40-75A is also an electrically powered weapon with passive seeker. It also is used from surface ships.The E40-79 is reported to be a thermal-powered, air-launched weapon with active seeker and capable of operating to 400 m.266TYPE 53/SAET/SET (TEST-71/TEST-96) HEAVY-WEIGHTTORPEDOESDEVELOPMENT:Details about former Soviet Navy torpedoes are fragmentary but it has long used 533 mm (21 in) heavyweight weapons both for submarines and surface vessels, a practice which continued long after the Second World War. These weapons are generally designated Type 53 with a suffix number indicatingtheir date of acceptance into state service, for example, Type 53-38. However, electrically powered weapons are designated SAET or SET. The first was SAET-50 which entered service in 1961 and was succeeded in 1966 by SAET-60.

In the 1940s and early 1950s these weapons were all for use against surface ships but in the mid-1950s anti-submarine torpedoes were introduced. It would appear that this became the prime role for torpedoes when they equipped surface ships, under the Soviet Navy’s concept of layered defence, but submarines are likely to retain dual role weapons. Details of some weapons were first published in 1993 when leaflets uponTest-71ME and Test-96 were revealed.

DESCRIPTION:Former Soviet Navy heavyweight torpedoes are of extremely conservative design when compared with Western weapons. They are long slim cylinders with pointed noses and fins arranged in cruciform configuration with contra-rotating propellers immediately in front of the rudder. Wire dispensers aresometimes attached to the rear of weapons. Little information has been available about the internal organisation until recently. Details of the electrically powered Test-71 and Test-96 show both have a seeker in the nose with the warhead (205 kg in Test-71 and 250 kg in Test-96) behind it. In Test-71 the battery compartment (probably silver-zinc oxide batteries) occupies the centre of the weapon with the guidance compartment behind it and the electric motor and actuators in the afterbody. In Test-96 the guidance compartment is between the warhead and the battery compartment while the electric motor and actuators occupy the rear third of the weapon probably with an internal wire dispenser.The Test-71ME is a submarine-launched anti-submarine torpedo with active/passive homing and wire guidance for depth and course, the wire dispenser being externally mounted. The warhead has both impact and proximity fuzes. It is stored and carried in a watertight container with nitrogen. The weapon has twin propellers and is reported to be wakeless. The Test-96 is a submarine- and surface ship-launched dual-purpose wire-guided torpedo. It is described as having an acoustic active/passive seeker but a leaflet shows

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that in the anti-surface vessel role it is also a wake-homer. The weapon is controlled in course and depth by the launcher and is capable of attacking surface ships at a 90ø angle. As with Test-71 this weapon hasboth impact and proximity fuzes for a 250 kg warhead.

A wide variety of weapons is used and the following details, from published US sources, are provided although they may not be completely accurate:

TYPE 65/DT/DST 92DEVELOPMENT:Development of this weapon probably began in the early 1960s during the Seventh Five-Year Plan (1961-1965) to extend the armoury of weapons for use against NATO surface warfare groups and especially against aircraft carriers.

By the succeeding Eighth Five Year Plan (1966-1970) development had advanced sufficiently for the weapon to be included in the design of the Project 671PT, later `Kefal II’ (NATO designation `Victor II’) nuclear attack submarines. The weapon entered service with the `Kefal II’ class in 1972. The weapon was offered for export from 1993 as DT and DST 92.

DESCRIPTION:The Type 65 is a long-range wave-homing anti-surface vessel torpedo which is launched from a submarine. Externally it reflects the conservative approach of former Soviet Navy torpedo designers being a long slim cylinder with pointed nose and slim fins in cruciform configuration. The contra-rotating propellers are exposed forward of the rudder.

Internally the weapon has an active seeker in the nose with the 450 kg warhead behind it. The warhead has both impact and proximity fuzes. The weapon appears to use High Test Peroxide (HTP) propulsion with fuel tanks and turbine occupying most of the centre of the weapon. The performance parameters are reported as a range of 27 nm (50 km) at 50 kts, and 54 nm (100 km) at 30 kts.

The guidance section is in the rear of the weapon in front of the afterbody which contains the drive shaft and actuators. The manufacturers state that the guidance system controls the course and depth of the weapon and that it has a re-attack capability.

The DST 92 is a wake-homing anti-surface ship weapon which operates at a mean depth of 20 m but can be launched from 100 m. It has gas-turbine propulsion with high test peroxide, kerosene and compressed air fuel. The sensor points upwards to detect the edge of the target’s wake then sweeps to either side until, in the terminal phase, the distance to the target can be gauged from the wake’s width.268

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Appendix C: Object ListADCAP US—submarine launched torpedoADCAP-ex US—exercise torpedoAH-1 Cobra US—helicopterAir Depth Charge UK—air dropped free fall depth chargeAkula Russia—SSNArleigh Burke US—guided missile destroyerAsheville Columbia—fast attack patrol boatCargo Ship Generic cargo carrying merchantCimmaron US—auxiliary oilerContainer Ship Generic container carrying merchantCountermeasure, decoy US—self-propelled countermeasure for use against sonar and torpedoesCountermeasure, jammer US—unpowered countermeasure used to jam torpedo signalsCruise Ship Large luxury cruise shipDelta Russia—SSBNDSRV US—deep submergence rescue vehicleF-15C US—fighter aircraftFoxtrot Russia—SS, older classFram II Iran—destroyerFS 1500 Columbia—frigate, some ASW capabilitiesGrisha Russia—light frigate, antisubmarine shipHarpoon US—antiship missileHarushio Japan—SSHedge Hog US—ASW bomb spigot mortarHelix Russia—helicopterHeroj Yugoslavia—SSIl-38 May Russia—ASW airplaneKilo Russia—SS, newer classKoni Cuba—frigateKotor Yugoslavia—frigateKrivak Russia—frigateKuznetsov Russia—aircraft carrierMiniSub North Korea—midget submarineMoored contact mine - Mine detonated by physical contact, useful against surface shipsMoored influence mine - Mine detonated by magnetic influence, both ASW and ASUWNimitz US—aircraft carrierOSA Russia—fast attack craft, missile capableOscar II Russia—SSGN guided missile nuclear submarineP3-C US—land-based maritime patrol and ASW aircraftPerry US—guided missile frigateRBU 6000 Russia—ship-based depth charge launcherSAM US—surface-to-air missileSava Yugoslavia—SS patrol submarineSilba Yugoslavia—LCT(roll-on roll-off)/minelayerSilkworm China—surface-to-surface missileSlava Russia—cruiserSLMM US—submarine-launched mobile mine, 100m max depthSpruance US—destroyerSSN 688(I) US—improved Los Angeles class, vertical launch capableFT

Static CM US—submarine-launched torpedo countermeasureSurface Depth Charge Chile—surface-launched depth charge, ASW weaponTomahawk US—missile, ASUW or land attack, sub or surface launchedTorpedo-40cm Russia—surface-launched lightweight torpedoTorpedo-53cm Russia—ASW torpedo fired from SSN, 205kg chargeTorpedo-65cm Russia—ASUW torpedo fired from SSNTrafalgar UK—SSNTrident US—SSBN Ohio classTWR US—Torpedo retriever, used for training exercisesTurya Russia—fast attack patrol boat, torpedo hydrofoilVictor II Russia—SSN, older but capable version

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Victor III Russia—SSN, improved quieting and operating systems

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Appendix D: AcronymsAcronyms and Abbreviations LISTADCAP Advanced capabilityAOB Angle on the bowASUW Antisurface warfareASW Antisubmarine warfareBk BookCM CountermeasureCO Commanding officerComms CommunicationsCOMSUBLANT Commander, U.S. Submarine Force, AtlanticCOW Chief of the watchCV CarrierCVBG Carrier battle groupDE Depression/elevationDEMON Demodulated noiseDMWS Dual minature inertial navigation systemDMA U.S. Defense Mapping AgencyDOOW Diving officer of the watchDR Dead reckoningDRT Dead reckoning tracerDSRV Deep submersible rescue vehicleEOT Engine order telegraphEP Estimated positionESM Electronic warfare support measuresFm FathomFWA Floating wire antennaGPS Global positioning systemHF High frequencyHz HertzID Identificationintrlck InterlockIR Infraredkts Knots, or nautical miles per hourkyds 1000 yardsLLLTV Low Level Light televisionLogReq Logistics requestMAD Magnetic anomaly detectionMBT Main ballast tankMk MarkMSG MessageMUC Meritorious unit commendationNATO North Atlantic Treaty OrganizationNm Nautical mileNTDS Naval Tactical Data SystemNUC Navy Unit CommendationOOD Officer of the deckPD Periscope depthPUC Presidential Unit CommendationRAPLOC Rapid localizationRBU Rocket bomb unitRECV ReceiveRo-Ro Roll-on/roll-offSAR Search and rescueSEAL Sea-air-landSECNAV Secretary of the NavySIB Ship’s Information BookSLOC Sea lanes of communicationSLMM Submarine-launched mobile mineSOA Speed of advance

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SOF Special Operations ForcesSNR Signal-to-noise ratioSS Diesel-powered attack submarineSSBN Nuclear-powered ballistic missile submarineSSN Nuclear-powered attack submarineSSP Sound speed profileTERCOM Terrain counter matchingTLAM Tomahawk land attack missileTMA Target motion analysisTPK Turns per knotUGM Guided missile (Underwater launched)VIS VisualVLF Very low frequencyVLS Vertical launching systemWCP Weapon control panelXMIT Transmityds Yards

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Appendix E: GlossaryAngle on the Aspect of ship referenced to a line between bow (AOB) own ship and the contact, measured 0 to 180 degrees port or starboard.Bell Term describing ship’s speed, referring to the bell sound as a new speed order is passed to the engine room.Bow Front of the ship.Broadband Acoustic signal consisting of a broad range of frequencies.Cavitation Bubbles created and collapsed at a propeller due to pressure changes; causes a large amount of noise.Coordinate Position of a point, often measured in latitude and longitude.Countermeasure Device used to interfere with a torpedo detecting its target or with a sonar that is tracking a contact.Course Direction of travel, measured 0 to 360 degrees from north.Covert Unknown to others; not openly shown.Dead reckon (DR) Approximation of ship position calculated using measured speed and heading.Engine order Device used to send throttle (speed) orders to telegraph (EOT) the engine room.Fairwater Structure on top of submarine used to protect masts and antennas.Fathom (fm) Measure of depth of water; 1fm = 6 ft = 1.8 m.Fathometer Active sonar device used to measure water depth.Fix Location of ship determined using external reference.Flank Maximum attainable speed.Heading Direction of travel, measured 0 to 360 degrees from north.Helmsman Operator responsible for steering and relaying speed orders.Hydrophone Electronic acoustic device used to receive sound.Isovelocity Material (water) with constant sound speed with respect to depth.Jammer Countermeasure device used to raise background noise level, preventing detection by torpedo ortracking by sonar.Knots (kt) Measure of speed in water; 1 kt = 1 nautical mile/hr = 1.14 miles/hr = 1.82 kilometers/hr.Leg Period of time on a given course and speed.Mark Term describing the sending of bearings and/or range to a contact from a sensor to the TMA function.Narrowband Acoustic signal separated into narrow frequency windows.Nautical mile (nm) Measure of distance equal to 1 minute of latitude; 1nm = 2000 yards = 1.14 miles = 1.82 kilometers.Planesman Operator responsible for controlling the bow and stern planes of the submarine.Port Left side of ship as seen facing forward.Projector Electronic acoustic device used to transmit sound.Signal-to-noise Logarithmic ratio of signal to interfering noise ratio (SNR) used to measure acoustic noise interference.Snapshot Quick reaction torpedo firing procedure.Snorkeling Submarine term for operating the diesel generator while submerged at periscope depth.Snorting British term for snorkeling.Sonobuoy Small acoustic device that uses passive or active sonar; usually deployed from aircraft.Sounding Measurement of depth; “The sounding is 15 fathoms.”; can refer to the process or the result.Stadimeter Device used to measure distance to an object visually given the height of the object.Starboard Right side of ship as seen facing forward.Stern Back of ship.Tracker Device used to automatically follow a sonar signal and send information to the TMA function.Transducer Electronic acoustic device used to transmit and receive sound.Watch Shift of work rotation.Watch station Location where an individual will conduct his/her assigned task during a watch.Waypoint Intermediate point used to define an overall path.XBT Device used to measure the sound speed profile, fired from a submarine similarly to a countermeasure.280

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Appendix F: BibliographyJane’s Major Warships 1997, vol. 1, David Miller ed., Jane’s Information Group Limited, London, 1997.

Terry Jones, Captain, USN (ret), former commanding officer SSN and SSB(N).

Kaufman, Steve. Silent Chase. Thomasson-Grant, Inc., Charlottesville, Virginia (1989).

Kaufman, Yogi; Stillwell, Paul. Sharks of Steel. Naval Institute Press, Annapolis, Maryland (1993).

Lightbody, Andy; Poyer, Joe. Submarines: Hunter/Killers and Boomers. Beekman House, New York (1990).

The creative team at Sonalyst.FT

Get The Official Jane's Player's Guide For 688(I) Hunter/KillerA military simulation with the complexity of 688(I) Hunter/Killer is difficult to defeat without inside information. That’s why we created the official Jane’s Player’s Guide For 688(I) Hunter/Killer. The Player’s Guide is packed with must-know intelligence based on the simulation’s technology and presented in a clear, concise manner. It’s got the practical information you need to successfully complete missions on every level: Strategies and Tactics: Actual U.S. Navy tactics for sensing, tracking targets, maneuvering, hiding and �attacking. Game Mechanics: Practical information available only from the designers of 688(I) Hunter/Killer, such as �vessel and weapons performance, damage effects, scoring, and AI tendencies. Mission Walkthroughs: Point-by-point walkthroughs of every mission in the game, with detailed maps �showing the locations, headings, speeds, depths, tactics, and proficiency levels of all friendly and enemy ships, subs and aircraft. Interviews: Fascinating insight into the minds of 688(I)’s creators.�The Jane’s Player’s Guide For 688(I) Hunter/Killer..................$16.95Available at SUBSIM Review.

SUPPLEMENTAL INFORMATIONACTIVE SONAR FREQUENCIESSUB SURFACENAME FREQUENCY (KHZ) NAME FREQUENCY (KHZ)Akula 2.5 Arleigh Burke 3Delta 3 FS 1500 8DSRV 15 Grisha 7Foxtrot 15 Koni 7Harushio 3.5 Kotor 7Kilo 4 Krivak 7MiniSub 15 Kuznetsov 4Oscar II 3 Perry 7Sava 8 Slava 8SSN 688I 3.5 Spruance 3Trafalgar 3.5 Turya 15Victor II 3Victor III 2.5

AIRCRAFT TORPEDEOSNAME FREQUENCY (KHZ) NAME FREQUENCY (KHZ)Helix 15 ADCAP 20ADCAP-ex 20Torpedo-40cm 20Torpedo-53cm 20Torpedo-65cm 206REFERENCE CARD

MAXIMUM WEAPON RANGESTORPEDO RANGESThe ranges below assume the weapon is traveling in a straight line at its lowest

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speed. Both weapon search patterns and higher speed presets reduce weaponranges significantly.ADCAP: 24.5 nm40cm: 8 nm53cm: 10 nm65cm: 54nm at low speed / 27 nm at high speedHARPOON RANGE70 nmTOMAHAWK RANGE485 nmNAVIGATION SYMBOLSOwn Ship Marker (blue)Friendly Hostile Neutral Unknown(blue) (red) (green) (yellow)UnknownSub-SurfaceSurfaceAir7688(I) HUNTER/KILLER

ADDENDUM TO MANUAL � Page 44 Mission Editor Hot Keys – L does not load a mission. � Holding down shift displays the current latitude/longitude/depth (the cursormust be over the map).

PROBLEMS WITH YOUR SOFTWARE?If you are having a problem installing or using 688(I) Hunter/Killer, we want to help.p First, please make sure you have thoroughly read the Installation and System Requirements sections above.688(I) TROUBLESHOOTINGIf you have followed the directions and are still having trouble installing or operating the software, please refer to the EA Help file.1. Start the Windows 95 operating system and insert the 688(I) CD.2. From the Windows 95 Taskbar, open the ÿStart menu and point to Programs>Jane’s Combat Simulations>688I Hunter-Killer, then click View Help. The help file appears.p For technical troubleshooting information, click Troubleshooting Guide and select a topic.p To find out how to get in touch with Electronic Arts Technical Support, click Support Information.

PROBLEMS WITH MULTIPLAYER CONNECTIONSIf you’re having problems setting up multiplayer games via modems or a network, the following sections may help.PROBLEMS WITH MODEM CONNECTIONSIf you’re having trouble connecting via modem, your modem(s) may not be properly configured. 688(I) uses the same modem driver that Windows 95 assigned to your modem when you installed it. If your modem functions properly outside of 688(I), you should not have to do anything to get your modem working. However, if you are experiencing any problems, try the following steps to make sure that you don’t have multiple drivers loaded.8REFERENCE CARD1. Exit the game and go to the ÿStart Menu. Highlight Settings, then Control Panel. Double-click on the Modem icon. The Modem Properties box appears.2. Click on the tab marked General (this should be the default tab). In the big box under the phone picture at the top of the window, make sure there is only one driver per modem in this box. (If two drivers appear, treat each one separately and follow the following steps for each one.)3. Click on the driver, and once it is highlighted, click on the Properties button.4. Click on the General tab and check to make sure the Com Port is correct; that the Maximum Speed is set to the fastest speed possible for your modem; and uncheck the Only Connect at This Speed box.5. Click on the Connection tab, and then click on the Advanced button. The Advanced Connection Settings window appears.

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6. Make sure that the square next to Use Flow Control is checked, and that you have a “dot” in the hardware setting under it. Also make sure that they have a check in the square next to Use Error Control, and that there is a check in the box next to Compress Data.4 NOTE: If you have more than one modem installed on the computer, configure each one as described above, and DO NOT use the Auto setting on the 688(I) Modem Settings screen. You will have to set up the modem you want to use manually, and you can differentiate between the two by selecting the com port of the modem you want to use.

PROBLEMS WITH BUSINESS NETWORK CONNECTIONSWe know you never play games at work - at least not during business hours. Most networks have a fast enough peak data transfer rate to play 688(I) but may not have a low enough latency rate. Most LANs or WANs are busiest during standard working hours. During these times of peak network usage you may have trouble connecting, staying connected, or you may experience a slowdown in frame rate. The easiest way to solve this problem is to play early in the morning or late in the evening, when other network traffic is at a minimum. If you’re on good terms with your network administrator, you may request that he/she place youand your fellow 688(I) captains on the same network HUB or Router.9688(I) HUNTER/KILLER

PROBLEMS WITH TCP/IP CONNECTIONSYou must have an account with an Internet service provider, or other access to the Internet to play 688(I) through a TCP/IP connection. Internet: If you’re playing over the Internet outside of a LAN environment, youmust make sure that all Client computers know the Server’s correct IP address. Follow the instructions below to make sure that all computers have the Server’s correct IP address.

LAN Environment: In a LAN environment, you should be able to connect to the Server (host) automatically; however, if you’re having trouble connecting to the Server’s machine, follow the instructions below to make sure that all computers have the Server’s correct IP address.

CONNECTING USING TCP/IPIt’s assumed that all players have already contacted each other via a chat board, telephone, etc.One player must be designated the Server. The Server should be the person with the fastest computer—this provides the best overall performance for the game. The rest of the player’s are Clients. All players need to know the 12-digit IP address of the Server’s computer. If the Server doesn’t know his IP address, he/she can find it by following the instructions below.FIND OUT THE SERVER’S IP ADDRESS (SERVER)1. Connect to the Internet via your normal service provider or LAN.2. Start 688(I) if you have not already done so.3. Click on the Multiplayer button to go to the Multiplayer screen.4. Click on the TCP button, and then click on the Settings button next to it. The SPX/TCP Settings screen appears.5. Communicate your computer’s IP address to the other players via chat board, telephone, etc.10REFERENCE CARD

ENTER THE SERVER’S IP ADDRESS (CLIENTS)Once all players know the Server’s IP address, they must enter it at the SPX/TCP Settings screen:1. Connect to the Internet via your normal service provider or LAN.2. Start 688(I) if you have not already done so.3. Click on the Multiplayer button to go to the Multiplayer screen.4. Click on the TCP button, and then click on the Settings button next to it. The SPX/TCP Settings screen appears.5. Under TCP Settings, type in the Server’s IP address in box provided. Important: Do not change the Broadcast Settings or Port number.6. Click OK. The Multiplayer screen appears again.

CONNECT WITH CLIENTSTo connect the Server and Clients:1. Server: From the Multiplayer screen, click on the Server button until it’s highlighted.2. Client: From the Multiplayer screen, click on the Client button until it’s highlighted.3. Both Server and Clients click on the Connect button.4. Client: When your computer has found a Server’s machine, his/her name appears in Connection Room window. Click on a Server’s name to highlight it, and then click OK.

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5. Server: As Clients choose your game, their names appear in the Waiting Room window. When everybody you want has joined the game, click on the Start Game button.11

IP ADDRESSThe 12-digit IP address for that computer is displayed in the Address Of This Computer box. (It appears in the form of “xxx.xxx.xxx.xxx” where x is a value between 0 and 9.) Write down the number and save it for future use.688(I) HUNTER/KILLER

WHAT IS THE BROADCAST ADDRESS SETTING?The broadcast address is only used for TCP/IP over a local area network. 688(I) constructs this address from your IP address. If your LAN environment has a router or switch on your subnet, 688(I) will attempt to find other players by sending out a broadcast. We don’t advise anyone but a network administrator changing this value.

WHAT IS THE PORT SETTING?Jane’s Combat Simulations has reserved Port 1791 for Internet communications. No other program should be using this port number. You will only need to change the port setting if you receive an error message stating that the TCP port is already in use. If you do have to change this number, the Server and all Clients must use the same number.

PROBLEMS WITH IPX/SPX CONNECTIONSIt’s assumed that all players have already contacted each other via a chat board, telephone, etc.One player must be designated the Server. The Server should be the person with the fastest computer—this provides the best overall performance for the game. The rest of the player’s are Clients. All players need to know the 20-digit SPX address of the Server’s computer. If the Server doesn’t know his SPX address, he/she can find it by following the instructions below.

FIND OUT THE SERVER’S IPX/SPX ADDRESS (SERVER)1. Connect to your Novell Network or LAN.2. Start 688(I) if you have not already done so.3. Click on the Multiplayer button to go to the Multiplayer screen.4. Click on the SPX button, and then click on the Settings button next to it. The SPX/TCP Settings screen appears.5. Communicate your computer’s SPX address to the other players via chat board, telephone, etc.12REFERENCE CARD

ENTER THE SERVER’S IP ADDRESS (CLIENTS)Once all players know the Server’s IP address, they must enter it at the SPX/TCP Settings screen:1. Connect to your Novell Network or LAN.2. Start 688(I) if you have not already done so.3. Click on the Multiplayer button to go to the Multiplayer screen.4. Click on the SPX button, and then click on the Settings button next to it. The SPX/TCP Settings screen appears.5. Under SPX Settings, type in the Server’s SPX address in box provided. Type in the name of the person in the box next to the address so you’ll know who this address belongs to.6. Click OK. The Multiplayer screen appears again.

CONNECT WITH CLIENTSTo connect the Server and Clients:1. Server: From the Multiplayer screen, click on the Server button until it’s highlighted.2. Client: From the Multiplayer screen, click on the Client button until it’s highlighted.3. Both Server and Clients click on the Connect button.4. Client: When your computer has found a Server’s machine, his/her name appears in Connection Room window. Click on a Server’s name to highlight it, and then click OK.5. Server: As Clients choose your game, their names appear in the Waiting Room window. When everybody you want has joined the game, click on the Start Game button.13

SPX ADDRESSThe 20-digit SPX address for that computer is displayed in the Address Of This Computer box.688(I) HUNTER/KILLER

TECHNICAL SUPPORTTROUBLESHOOTING DOCUMENTS ONLINE!

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Electronic Arts Product Support now offers troubleshooting guides that help overcome some common difficulties. If you have access to the World Wide Web, you can find these guides athttp://www.ea.com/techsupp/troubles.htmHere you will find troubleshooting information on DirectX, Joysticks, Modems, and Networks, as well as information on regular system maintenance and performance. (For game-specific information and additionaltroubleshooting, visit our main page at http://www.ea.com/techsupp.)

If you have questions about the program, our Technical Support Department can help. Our web site contains up-to-date information on the most common difficulties with our products, and this information is the same as that used by our product support technicians. We keep the product support pages updated on a daily basis, so please check here first for no-wait solutions:http://www.ea.com/techsuppIf you are unable to find the information you need on our web site, please feel free to contact Technical Support via e-mail, phone, fax, or letter. All messages are responded to in kind—if you send in a request by fax, response will also come by fax. Please be sure to include the following information in your e-mail message, fax, or letter:p Computer manufacturerp Operating system (Windows 95, etc.)p CPU type and speed in MHzp Amount of RAMp Sound card typep Video card typep CD-ROM typep Mouse driver and versionp Joystick and game card (if any)p A description of the problem you’re having14REFERENCE CARDIf you need to talk to someone immediately, call us at (415) 572-2787 Monday through Friday between 8:30 AM – 11:45 AM or 1:00 PM – 4:30 PM, Pacific Time. Please have the above information ready when you call. This will help us answer your question in the shortest possible time.EA Tech Support Fax: (650) 572-2810Electronic Arts Technical SupportP.O. Box 7578San Mateo, CA 94403-7578

HOW TO REACH US ONLINECOMPUSERVE: Game Publishers A Forum (GO GAMAPUB)Or send e-mail to 76004,237INTERNET E-MAIL: [email protected] or [email protected] INQUIRIES: [email protected] WIDE WEB: Access our Web Site at http://www.ea.comFTP: Access our FTP Site at ftp.ea.com

If you live outside of the United States, you can contact one of our other offices.

In Australia, contact: In the United Kingdom, contact:Electronic Arts Pty. Ltd. Electronic Arts Ltd.P.O. Box 432 P.O. Box 835Southport Qld 4215, Australia Slough SL3 8XU, UKPhone (753) 546465.

In Australia: For Technical Support, phone the EA HOTLINE: 1 902 261 600(95 cents per min.) CTS 7 days a week 10 AM–8 PM.If you are under 18 years of age parental consent required.15

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