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SilentHunter4 Manual

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Page I

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Page III

WARNING: READ BEFORE PLAYING


A very small percentage of individuals may experience epileptic fits when exposed to
certain light patterns or flashing lights. Exposure to certain patterns or backgrounds
on a computer screen, or while playing video games, may induce an epileptic fit in
these individuals. Certain conditions may induce previously undetected epileptic
symptoms even in persons who have no history of prior fits or epilepsy.
If you, or anyone in your family, have an epileptic condition, consult your doctor prior
to playing.
If you experience any of the following symptoms while playing a video or computer
game - dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions - IMMEDIATELY discontinue use
and consult your doctor before resuming play.

WIN UBISOFT GAMES


Register on the competition site now: http://registrationcontest.ubi.com
Competition is free of charge. No purchase necessary.
- Closing date for registrations: 10/27/2005 to 30/06/2007.
- Full regulations available free of charge by writing to UBISOFT EMEA, Grand jeu/
concours E-Registration 28, rue Armand Carrel, 93108 Montreuil-sous-Bois Cedex,
France; or available at the following address: http://registrationcontest.ubi.com.
- Awards: 10 video games to be won every week. 520 games in all, with a total retail
value of 31 200 euros (10 games to be won every week for a year) and unit retail
value of 60 euros (inc.VAT) (art L 121-37 Ccons.).

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WARRANTY
Ubisoft guarantees to the original purchaser of this computer software product that the
compact disc (CD)/cartridge supplied with this product shall not show any default during a
normal use period of ninety (90) days from the invoiced date of purchase. In the first instance please return the faulty product to the point of purchase together with your valid
receipt. If for any reason this is not possible, (and it is within 90 days of the purchase date),
then the faulty compact discs/cartridges should be returned to Ubisoft at the below address,
along with a dated receipt, location of purchase, a statement describing the fault, and all original packaging.
Address for returns:
Ubisoft, Chertsey Gate East, London Street, Chertsey, Surrey, United Kingdom, KT16 8AP
Where a CD key is required to access on-line game play, this cannot be reproduced or replaced. It is the responsibility of the original purchaser to keep this CD key secure. Lost, stolen or damaged CD keys cannot be replaced.

TECHNICAL SUPPORT
UBISOFT CONTACTS AT YOUR DISPOSAL
TECHNICAL SUPPORT
NEW: To serve you better, Ubisoft is now providing full ONLINE support, to solve your
gaming problems quickly and efficiently.
Simply go to http://www.ubi.com/uk and visit the Ubisoft Frequently Asked Questions first!
By visiting our FAQ database, you can find exactly the same answers that are available to
you by calling or sending web-mail to our support representatives. This service is free and
available 24/7!
If for any reason you do not find the answer to your question, you can click on the Ask a
question link in the FAQ to send us a web-mail, ensuring that we get all the important information on your system and your problem so we can answer correctly the first time.
Make sure to include all information on your system, your problem, and the game you are
playing.
If you do not have internet access, Our support representatives can assist you from 8:00 am
until 10:00pm daily (excluding Bank Holidays) on Telephone: 0905 482 0109 Calls cost
30p per minute.
Please be at your system when calling Ubisoft for support.
AUSTRALIAN TECHNICAL SUPPORT
Technical Support Info Hotline 1902 262 102
(calls are charged at $2.48 per minute including GST.
Higher from public and mobile phones).
HINTS & TIPS
Looking for cheats to go up to the next level? Call our 24 hour automated Hints line:
0906 646 8477. Calls cost 1.00 per minute. Please ask permission from the person
who pays the phone bill before making the call.

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Page 1

TABLE OF CONTENTS
GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2

GAME SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Launching the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Using the menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

GAME MODES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Offline modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Submarine School . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Career . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Quick Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Single Patrols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Museum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Online modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18

PLAYING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19


In-Game interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Submarine stations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26

MULTIPLAYER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Setting up for online play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Multiplayer interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Multiplayer game modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Tabs and orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55

APPENDIX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Basic controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Navigation controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Stations controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Attack controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Other controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60

WARRANTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .INSIDE BACK COVER


TECHNICAL SUPPORT . . . . . . . . . . . . . . . . . . . . .INSIDE BACK COVER

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GETTING STARTED

GAME SETUP

This section will help you get started playing Silent Hunter : Wolves of the Pacific.
Users familiar with the previous versions of Silent Hunter should still scan this section for up-to-date information.

INSTALLATION
INSTALLING SILENT HUNTER: WOLVES OF THE PACIFIC
Silent Hunter: Wolves of the Pacific must be installed before you can run the game.
To install, insert the first Silent Hunter: Wolves of the Pacific CD and wait for the
launch screen to appear.
Click Install and follow the instructions as they appear.

LAUNCHING THE GAME


When the game is installed, you are offered a shortcut on the desktop. If you decide
to use it, you can start the game by clicking the SH4.exe icon displayed on your desktop. Otherwise, click on your computers Start button and select Programs/Ubisoft/
Silent Hunter 4/Play Silent Hunter 4.
When you start the game, the Ubisoft logo and Silent Hunter 4 intro movie will be
played and the Main Menu will then appear on your screen. From the Main Menu you
can access all of the games features. See specific sections in the manual for details.

If you have auto-run disabled, you may launch the installer manually. Choose
Windows Explorer from the Programs submenu on your Windows Start menu.
Choose the Silent Hunter: Wolves of the Pacific CD icon to display the files located on
the CD. Look for Setup.exe among those files and double-click it to run the installer.

INSTALLING SILENT HUNTER: WOLVES OF THE PACIFIC


To uninstall the game, select Uninstall from the Silent Hunter Start menu item. You
can also choose Settings from the Windows Start menu and select Control Panel,
select Add/Remove Programs, left-click on Silent Hunter: Wolves of the Pacific, and
click on the Add/Remove button. The game and all its components are then removed
from your system, except for your saved games.

USING THE MENUS


KEYBOARD
The Esc key takes you back to the previous screen.

MOUSE
To display information, simply point at the desired icon or text with the mouse pointer.
To select or confirm a choice, click on the desired icon or text with the left mouse
button. To return to the previous screen, use the on-screen Back button.

OPTIONS
The Options page has three types of settings:
Sound
Graphics
Gameplay

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SOUND SETTINGS
Master Volume lets you change the overall volume of the game. Check the
Master Volume box to set the volume to zero (mute).
Sound Volume lets you change the volume of the sound effects within the game.
Check the Sound Volume box to set the volume to zero (mute).
Music Volume lets you change the volume of the music within the game.
Check the Music Volume box to set the volume to zero (mute).

Environmental Effects: This option enables clouds, shadows, and volumetric fog.
3D Ship Wakes: This option enables the usage of 3D ship wakes.
Detailed Wave Ripples: This option enables more realistic wave effects.
Normal Ship Maps: This option enables the usage of normal maps on the ships.
Ship Caustic Effects: This option enables the reflections of the sun from the
water on the ship.
Texture Quality: Choose low- or high-quality textures.

Voice Volume lets you change the volume of the characters voices within the
game. Check the Voice Volume box to set the volume to zero (mute).
In order for the changes to take effect you must press the Apply Changes button.

GAMEPLAY SETTINGS
GRAPHICS SETTINGS
Graphics settings can be changed in two ways. You can choose one of the three predefined settings (Low, Medium, High), which will check/uncheck the graphics options
as necessary, or you can change the graphics settings manually by checking/
unchecking the option boxes. In this case, the graphics settings will be set to Custom.
Game Resolution: You can switch between several resolutions via the drop-down list.
Depending on you graphics card, higher resolutions may cause lower performance.
Ship 3D Damage: The visual damage on a ship has three levels of detail. When
set to maximum, you will have the best visual experience but may encounter
lower performance.
Character Detail: Enable or disable the usage of the normal maps on the characters.
Particle Density: Choose the density of particles used within the game. Higher
densities may cause lower performance.
Window Mode: Choose whether to play in window mode or full-screen mode.

Gameplay settings affect the realism of the game. Please note that when playing at
100% realism, you will need to reserve enough fuel to get back to within 25km of your
home port, in order to return to base. Once you are within 25km, press the Esc key
and select the Dock at Port option.
Limited Batteries: When selected, the batteries that power your subs electric
engines are limited. This, in turn, limits the amount of time you can stay submerged
before the batteries must be recharged. (adds 5% to realism)
Limited Compressed Air: When selected, your sub uses an amount of compressed
air to surface, blowing air into the ballast tanks. If you exhaust your supply, you will
have trouble bringing the submarine to the surface. Compressed air is regenerated
by your compressor when the submarine is running on the surface, so that piece of
equipment is vital. (adds 1%)
Limited Oxygen: When the submarine is submerged, the crew uses oxygen and generates CO2. Over time, the air will become unbreathable, affecting the performance
of the crew and possibly even leading to their deaths. When this option is selected,
you must surface your sub periodically to resupply with fresh air. (6%)

Full Scene Glare: Check this button if you want to enable sun glares in the game.

Limited Fuel: When selected, your sub has limited fuel and, therefore, limited range.
You must return to base before your fuel supply is exhausted. There are no refuelling
subs in the game. You will receive a warning during a patrol when you have used
50% of your fuel. (6%)

Light Shafts: This option enables the effect of scattering sunrays under water.

Realistic vulnerability: When selected, your sub is more easily damaged. (5%)

Post-Process Filters: Check this button if you want to enable all photographic filters.

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Realistic Repair Time: When selected, damage repairs will take longer. (8%)
Realistic ship sinking time: When selected, ships that you attack will take longer to
sink. (2%)

GAME MODES
From the Main Menu page, choose to play either a single-player or multiplayer game.

Manual Targeting System: When selected, you must enter the appropriate information into the Torpedo Data Computer (TDC) when firing torpedoes. You cannot simply
point the Torpedo Bearing Transmitter (TBT) or periscope at a target and fire. You
can still request a solution from your officers, unless the No Weapons Officer
Assistance option below is also disabled. (15%)

OFFLINE MODES

No Map Contact Update: When selected, hydrophone and visual contacts will
not appear on the navigation map. Radio contacts, however, will still appear
periodically. (12%)

SUBMARINE SCHOOL

Realistic Sensors: When selected, the effectiveness of your hydrophones and radar
is reduced. (6%)

GAME MODE DESCRIPTION

Dud Torpedoes: When selected, your torpedoes will periodically malfunction.


Malfunctioning torpedoes may detonate too early or not at all. (4%)

The Submarine School is the games tutorial, a collection of missions which teach
you the essentials of submarine navigation and warfare. Four courses (objectives)
are offered: Navigation, Artillery (how to use guns), Torpedoes, and Convoy Attack.

Realistic Reload: When selected, it will take a considerable amount of time to


reload your torpedo tubes. (6%)
No Event Camera: When selected, the event camera is disabled. (3%)
No External View: When selected, the external camera (hotkey F11) is disabled. (8%)

Silent Hunter: Wolves of the Pacific has the following single-player modes available.

Completing Submarine School missions is not mandatory, but it gives you a boost
when starting a new campaign. Exams can be taken an unlimited number of times, so
dont despair if you get a poor grade your first time out. To complete a mission, finish
your objectives and then press the Esc key.

No Stabilised View: When selected, your targeting optics (i.e. the TBT or the attack
periscope) will be realistically affected by the submarines movement on the waves.
This will make targeting in rough seas much more difficult. (5%)

GAME MODE DESCRIPTION

No Noise Meter: When selected, the noise meter - which gives an indication of how
detectable your submarine is at the moment - will be disabled. (2%)

Objective: Reach a designated zone.

No Weapons Officer Assistance: When selected, the Weapons Officer will not identify targets or calculate firing solutions for you. You must determine range, speed,
and Angle On Bow (AOB) by yourself. (6%)

NAVIGATION TRAINING
To control the speed of the submarine you may use the speed telegraph dial (the leftmost dial on the interface). You can left-click anywhere on the dial. The dive officer
will automatically set the engine speed according to your selection.
On the right side of the speed telegraph dial are the speed steps for moving ahead.
On the left side of the speed telegraph dial are the speed steps for moving backwards. In the middle lower part of the speed telegraph is the All Stop command.
To control the direction of the submarine use the compass dial (the middle dial on the
HUD). You can left-click on the outer disc of the compass dial to set a new direction
for your submarine. The compass allows you to turn the boat and continue in the
selected direction.
To control the depth of the submarine use the depth dial (the right-most dial on the
HUD). You can left-click anywhere on the marked area. The dive officer will automatically set the depth according to your selection. Using the depth dial, you can dive up
to 165 ft. Each marking represents 5 ft of depth.
You can use the following shortcuts to set various depths: S key to surface the submarine and P key for dive to periscope depth.

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ARTILLERY TRAINING

SONAR AND RADAR TRAINING

Objective 1: Destroy the airplane.

Objective: Detect the enemy convoy.

The anti-air (AA) and deck guns can be manned and used only when surfaced and in
good weather.

In this mission you will learn to use the radar and sonar to intercept an enemy convoy.

To use the AA guns manually, select the AA station from the Station panel.
Alternatively, you can use the shortcut F7 key.
Aim the guns by moving the mouse in the desired direction, after clicking first in the
3D space to capture the movement of the cursor. To zoom the view of a target
through the targeting device use the mouse wheel or the Tab key.
Press the Space Bar to fire.
Objective 2: Destroy the merchant ship.
Unarmoured ships of small size can be tackled with the deck gun or the heavier AA
guns on your submarine. It isnt wise to engage in an artillery duel with any large
ships, but occasionally you may find targets that are not worth a torpedo.
To use the deck gun manually, select the Deck Gun Station from the Station panel.
Alternatively, you can use the shortcut F6 key.
To get a better view of a target, use the optical aiming device of the gun by using the
mouse wheel or pressing the Tab key. On the top of the optical aiming device, you will
see the current elevation of the gun in yards.
Move the crosshair left or right by using the left and right cursor keys or the mouse to
point the gun in the desired direction.
Press the Space Bar to fire.

TORPEDO TRAINING

CONVOY ATTACK TRAINING


Objective: Sink 10,000 tons of merchant ships.
This is a training exercise in which you have to engage a convoy in combat conditions.
The enemy will attack you. Use the submarines capabilities to the maximum.
The convoy will move on an NNE course. You start in a good attack position, SE of the
convoys current position. The sun is setting.
Remain submerged and head NW, perpendicular to the convoys estimated course.
Approach the convoy at Ahead Slow to remain undetected by the escorts.
The escorts hydrophones have a limited range. Avoid getting too close to them and
you will remain undetected. An escorts weak spot when searching a submerged
submarine is behind it.
The escorts hydrophones cannot detect a submarine behind them because of their
own propeller noise. If you find yourself in such a position, you can move fast without
being discovered. If an escort has detected your submarine, dive to a safe depth of at
least 164ft.
When an escort launches depth charges, you should move your submarine with
Ahead Flank speed and turn hard to one side or the other. After evading an attack,
return to Ahead Slow to remain undetected.
Once you pass the escort screen, the best chance of successfully attacking a merchant ship with torpedoes is by remaining undetected, within 1,000 yards, and positioned abeam of the target.

Objective: Sink the cruiser.


The periscope is the submarines main torpedo-aiming device while the submarine is
submerged.

CAREER

You can access the periscope by selecting the Periscope icon from the station panel.
Alternatively, you can use the shortcut F4 key.

GAME MODE DESCRIPTION

To raise or lower your periscope, left-click on the Raise Periscope or Lower Periscope
order from the order bar, or use the Page Up/Page Down keys.

The Career mode is also known as the dynamic campaign. In this mode, you perform
a series of patrols throughout the course of the war. The length of your career will
depend on your performance. A poor player may be relieved of command early, while
an excellent captain will be offered the command of a new and better submarine,
and later retire to a desk job.

Look round with the periscope to locate your target. Use the left and right cursor
keys or left-click in the circular periscope view. In this way you link the periscope
to your mouse. To revert to the mouse cursor left-click again.
You can zoom your view using the mouse wheel or Tab key.

CAREER MENU

Aim the centre of the crosshair over the target. In Assisted mode, the AI will perform
all the necessary computing for a valid torpedo solution.

In the Career menu you can choose a name, the starting date of the campaign, the
starting unit that youll be part of, the type of submarine, the difficulty of the campaign,
and the starting renown. Several of the starting options will default to random, allowing you to receive a surprise assignment every time you start a career.

Once you have a solution you are satisfied with, you must select a loaded tube to be
able to fire.
Bring out the Torpedo Tubes panel from the right edge of the screen, then left click on
a loaded tube to select it. Left-click on the Fire button to launch a torpedo.

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OBJECTIVES
Before every patrol, you will be presented with a number of objectives that your
commander wants accomplished. As the campaign and the objectives are dynamically
generated, there is no telling what each of the patrols may consist of. Your orders
may, however, include the following objectives:
Patrol area and sink enemy ships.
Photo recon of enemy installations.
Lifeguard duty in support of air operations.
Supply drop to friendly forces.
Transport and insert Allied agents or troops on an enemy-held island.
Stop at a friendly base.
Accomplishing the objectives is not mandatory, in that you are not required to complete
them in order to advance in the game. As in real life, sometimes its just not possible
to complete a certain action without losing your vessel. Remember, though, that an
unproductive commander will not be appreciated, so try to accomplish objectives
whilst also keeping your vessel safe.
You are free to engage any enemy targets you encounter before, during, or after
completion of your objectives. To terminate the patrol you will need to sail back to port.

CAREER PROGRESSION
As you complete each patrol in your career, you will receive several rewards for your
actions.
Renown: This is a measure of your fame as a submarine captain and the influence you
have with the commanders of the submarine fleet. The more successful you are, the
more renown you gain. You can use your renown to get access to certain improvements for your submarine sooner than they become available to the rest of the fleet.
You may also be able to recruit better-trained crewmembers for your submarine.
A few actions that get you renown are:
Destroying enemy ships.
Destroying enemy planes.

10

Completing objectives.
Saving downed Allied pilots.
Loss of Renown: It is perfectly possible to lose your renown and thus the influence you
have with the commanders. Possible reasons include:
Sinking neutral ships.
Sinking Allied ships.
Shooting down friendly airplanes.
Causing your men to be wounded or killed.
Receiving damage to your submarine.
Promotions: If you are particularly successful, you may be allowed to award promotions to members of your crew. If you have sufficient renown, you may even get promoted yourself.
Medals: If you are particularly successful, you may be allowed to allocate medals to
members of your crew. It is also possible for you to receive such decorations.
Qualifications: Whenever you promote a crewmember up to Petty Officer status, you
will be required to assign him a qualification. This will improve his skills and thus his
efficiency in the submarine. For best results you should qualify men based on their natural skills.

SAVING, LOADING, AND DELETING CAREERS


To save your career during a mission, hit the Esc key. You will then see a menu option
to save your career. To load career saves, you must select a previously created career
profile. When selecting a save, a panel will display relevant career details. Because
saves are stored in chronological order, loading an early save will delete all the following saves of that career.

ENDING A PATROL
To end a patrol, you will have to reach your home base. When youre close enough to the
base, a pop-up screen will appear asking if you wish to dock. You do not have to travel
the last nautical mile and dock in the submarine pen, though you are welcome to try.

RENOWN AND REALISM


The renown you receive for sinking enemy ships is also affected by your realism settings. For example, at 100% realism, you will receive full renown credit for every ship
that you sink and at 0% realism, you will receive 25% of the renown credit for every
ship. However, the higher the realism setting, the harder the game.

QUICK MISSION
GAME MODE DESCRIPTION
Quick mission allows you to take part in a quick one- or two-hour action against the
enemy. While the mission cannot be modified, you may choose to play it with any type
of submarine historically available at the time that the mission takes place, in a sort of
what if approach.
The missions have specifically set objectives that you must complete in order to be
successful.

11

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MISSION 1 BATTLE OF MIDWAY, 1942

MISSION 3 BATTLE OF CORAL SEA, 1942

Briefing: This is our chance to turn the tide of the war in the Pacific. Using decoded
Japanese transmissions, we have turned a trap intended for our carriers into one for
the Japanese. This morning, our scout planes finally located the enemy flattops. At
this very moment, aircraft based on Midway Island and our carriers are approaching
the Japanese task force. Your submarine, part of the force deployed in support of this
operation, is the only vessel to have actually made contact with the enemy. You have
a unique chance to sink a major Japanese unit and help the war effort.

Briefing: We have credible intelligence that the Japanese are pushing South again
towards Australia, this time looking to land at Port Arthur and conquer New Guinea
from the South. The two available U.S. fleet carriers will deploy to counter the
Japanese movements, but with limited time available for preparation, only four of our
submarines have made it to the area. This battle would prove to be the first carriersonly fight in the war, foreshadowing the decline of battleships and the rise of airpower.

Primary objective: Sink major Japanese warships.

MISSION 2 AMBUSH IN PALAWAN PASSAGE, 1944

Briefing: Your submarine has been deployed to intercept Japanese forces responding to the U.S. landings on Leyte, in the Philippines. At 4.51am this morning, your SJ
radar operator detected an large number of contacts on bearing 230. It seems the
Japanese are indeed coming this way. Its time to go take a look at them.

Primary objective: Sink the Japanese flattops.

MISSION 4 BATTLE OF PHILIPPINE SEA, 1944

Briefing: Reacting to the U.S. invasion of the Marian Islands, the Japanese fleet is
coming out in force. They are looking for a decisive battle, but this time the U.S. fleet
is more than a match for them. The problem is finding the Japanese fleet in time, and
your sub has just done it.
Primary objective: Sink Japanese aircraft carriers and battleships.

Primary objective: Attack the Japanese force.

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MISSION 5 BATTLE OFF SAMAR, 1944

MISSION 7 TOKYO-SAIPAN CONVOY, 1944

Briefing: The decisive moments of the battles around the Leyte gulf are here. With
the 3rd U.S. fleet steaming north to attack Ozawas carrier group, the way is left open
for Kuritas mighty battleship force to reach the American landing beaches. Only two
feeble obstacles stand in their way: the escort carrier groups supporting the landings
and your submarine. Having reported to this station to deliver injured Ens. G.W.
Rudolph to a more adequate medic station, you are now in a good position to return
the favour and attack the Japanese fleet. . If the Japanese forces meet enough opposition, perhaps they will turn back!

Briefing: On 12th March, a large convoy carrying elements of the 43rd Division left
Tokyo Bay heading for Saipan, Mariana Islands. Shortly after the convoy left the
Tokyo harbour a strong escort group, under the flagship of an unidentified light cruiser, joined the convoy. Three days later on the west coast of Aogashima, the convoy
was intercepted by USS Sandlance.
Primary objective: Engage Japanese convoy heading for Saipan.

MISSION 8 BATTLE OF BALIKPAPAN, 1945

Primary objective: Protect the carrier fleet.

MISSION 6 PHOTO RECON, 1943

Briefing: On 2ndJanuary, aerial reconnaissance spotted a convoy of fifteen transports carrying the landing force bound for Balikpapan, an important oil field in southeastern Dutch Borneo.
Briefing: As part of the war effort against the empire of Japan, you are assigned to
patrol the Mindoro Strait area. Engage enemy shipping with priority on tankers.
Intelligence points out that the enemy may be using Batangas Bay as a staging area
for their fleet operations. If the opportunity arrives, conduct photographic reconnaissance of the anchorage and report enemy fleet disposition.

Primary objective: Engage Japanese invasion force of Balikpapan.

Primary objective: Take photos of the enemy fleet.

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MISSION 9 AGAINST ALL ODDS, 1942

SINGLE PATROLS
GAME MODE DESCRIPTION
This game mode provides a bridge between the quick missions and the time-consuming dynamic campaign. In each patrol the player starts off from the base and must
complete a specially designed patrol full of interesting encounters and events. As
with the quick missions, you have specifically-defined objectives that should be completed. Accomplishing them will be time-consuming and generally mean you have to
travel the ocean to hunt for ships and reach specific areas. Due to the nature of the
game, it is perfectly possible to encounter events on-route that are unforeseen even
to the mission designers so each patrol will be an unique experience.

Briefing: On 22nd August, while returning to Brisbane, the USS Skipjack was trapped
by Japanese escorts in the shallow waters off the Camotes Islands. Surrounded and
heavily outnumbered, it tried to reach the deep waters of the Bohol Sea.
Primary objective: Reach the deep waters of Bohol Sea.

MISSION 10 LAST TARGET, 1945

MISSION 1 HUNT FOR WOUNDED BEAR, 1942


Briefing: After the Battle of the Coral Sea, which took place in May, one of the most
important Japanese carriers Shokaku was sent home for repair. Our ULTRA codebreaking service intercepted a message about fleet carrier Shokaku leaving the port
of Rabaul and heading for the Celebes Sea. Intercepting the ship before it reaches its
home waters would be a great blow to the Japanese Navy.
Primary objective: Intercept and sink the fleet carrier Shokaku at all costs.

MISSION 2 PHILIPPINES ATTACK, 1941


Briefing: The Philippines is under siege and the Japanese Navy is invading the island
from all directions. We must delay the invading forces in order to establish defensive
positions. Our submarines will form a patrol line, report enemy fleet movements and
engage any landing force.
Primary objective: Engage Japanese landing force.

MISSION 3 LIFEGUARD, 1944


Briefing: Two days ago our reconnaissance aircraft spotted a large unidentified battleship entering Hiroshima Bay. Further information confirmed that the super battleship Yamato is anchored for repair in the harbour of Kure. Try to infiltrate the naval
base of Kure and sink the Yamato. It will be a great blow to Japanese morale to have
their flagship sunk, showing them that there is no place to hide.
Primary objective: Sink Yamato battleship.

Briefing: With the U.S. invasion of Saipan, a Japanese counter-attack is imminent.


We expect heavy air-to-air fights and a possible encounter between the U.S. 5th Fleet
and the Japanese Navy. Our submarine force will perform reconnaissance and lifeguard duty in the Philippines Sea.
Primary objective: Perform reconnaissance and lifeguard duty mission around Saipan.

MISSION 4 CLOAK AND DAGGER, 1943


Briefing: Singapore is one of the major ports in Southeast Asia. Our intelligence service wants to deploy an agent there to spy on the enemy harbour traffic.
Primary objective: Deploy the agent near the port of Singapore.

MISSION 5 HELLCAT, 1944


Briefing: With our advance in the Marianas and the expansion of our air cover, the
only safe Japanese waters remain the Sea of Japan. Equipped with the latest sonar
model, the submarines will try to pass the heavily-mined straits around the home
waters and infiltrate the Sea of Japan.
Primary objective: Infiltrate the Sea of Japan and sink merchant ships.

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MUSEUM
The museum option in the Main Menu allows you to view ships, submarines, and aircraft from all the nations portrayed in the game. You should visit the museum from
time to time to keep yourself educated, and to train in the art of ship recognition.

PLAYING THE GAME


IN-GAME INTERFACE

If you move the mouse over the upper part of the screen, a small menu will drop down
allowing you to browse through the ships available in the game. There are three combo
boxes from which you can choose the country, the unit type, or a specific ship. In the
bottom right corner you will find the button that opens the Recognition Manual.

The player interface is designed to keep all vital functions of the submarine within
your reach. For this reason, almost every menu of the game can be found on-screen.
The main elements of the interface are:
Quick Controls Panel
Game Control Panel
Submarine Status Indicators
Orders Panel
The Messages Log
Warning Area
In the upper right corner you will find the Close button, which will take you to the
Main Menu page.

ONLINE MODES
Silent Hunter: Wolves of the Pacific can also be played in multiplayer using a LAN
connection or over the Internet using Ubisoft Matchmaking dedicated servers (more
details in the Multiplayer section).

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Each element is explained below.

QUICK CONTROLS PANEL


Here you will find the most common commands and instruments required to manoeuvre your submarine: speed, direction and depth. In each section, you can switch
between displaying two instruments used for the same purpose by clicking the button
in the lower left corner of the section in question.

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SPEED

CAPTAINS PANEL BUTTON

The controls that set your submarines speed are the engine's telegraph, which
requests a certain regime from the Engine Room, and the knotmeter, which allows
you to set a particular speed to be met by the engines. Keep in mind though that circumstances such as running on electric engines, sustaining damage, or having
insufficient crew may prevent the Engine Room team from meeting your request.

Press this button to open a window with three tabs: Objectives, Radio Messages, and
Captains Log. Each tab is self-explanatory. When a new objective is added or a new
radio message is received, the button will blink.

DIRECTION

When pressed, the game menu window will pop up.

You can turn you submarine in two ways: click on the rudder indicator to set the rudders to the desired position, or request a new direction relative to your current position by clicking on the compass, and let the Chief Engineer do the rest.

SUBMARINE STATUS INDICATORS

The first method is useful when you want to start a turn of a certain rate dependent
on the position of the rudders for an indefinite time. The latter method, on the other
hand, should be used when a turn of precise magnitude and fixed turning rate maximum for the current conditions is desired.
In the same section you will see the magnetic compass on the top of the panel, indicating the current direction.

GAME MENU BUTTON

There are four indicators of vital importance: fuel indicator, power indicator, compressed
air indicator, and CO2 indicator.

ORDERS PANEL
The Orders panel contains the following buttons:

Hint: Turning your submarine demands a minimum speed; otherwise the rudders are
not effective. The faster the submarine is going, the faster it turns.

DEPTH CONTROL
Depth changes are requested by clicking on the depth meter. Two versions of this
instrument are available. The fine version, marked up to 165 ft, is useful when requesting
depth changes near the surface in order to run at periscope or snorkel depth, or to surface the boat. All these important depth settings are clearly marked on the instrument.

Command Room (F2)

1. Go to Command Room

2. Crash Dive

3. Emergency Surface

4. Depth Under Keel

5. Evasive Manoeuvre

6. Deploy Decoys

7. Recharge Batteries

8. Silent Running

Should you need to go deeper than 165 ft, use the gross scale version of the depth meter.
Both versions show the depth of the submarines keel; for this reason, the minimum
depth indicated will be about 82 ft.
Hint: Whilst changing depth works even at zero speed by using the ballast tanks and compressed air, it is best done when some speed is available to make use of the dive planes.
When ordering depth changes, keep in mind that each submarine has a maximum
operational depth, marked in green on the depth meters. Diving beyond that depth is
a risky enterprise, but sometimes useful to avoid detection or depth charge attacks.
When the red section of the meter is reached however, you are inviting disaster and
risk pressure hull failure.

GAME CONTROL PANEL


TIME COMPRESSION AND CLOCK
You can set the time compression level from 1x to 1024x. Time compression is an
absolute necessity when travelling long distances, as it makes time pass faster. Note
however that:
You will not be able to set time compression higher than 32x except in the Navigation
Map station.
Time acceleration will automatically drop down to lower levels in various situations,
such as when you are in close proximity to other ships or land.

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Navigation Map (F3)

Bridge (F5)

1. Go to Navigation Map

2. Go to Attack Map

1. Go to Bridge

2. Go to TBT

3. Set Course

4. Return to Course

3. Crew on Bridge

4. Target Information

5. Recognition Manual

6. Chronometer

5. Patrol Course

Periscope (F4)

Deck Gun (F6)

1. Go to Attack Periscope

2. Go to Observation
Periscope

1. Go to Deck Gun

2. Man Deck Gun

3. Raise Periscope

4. Lower Periscope

3. Hold Fire

4. Short Range

5. Target Information

6. Recognition Manual

5. Long Range

6. Aim for Command Deck

7. Aim for Weapons

8. Aim for Waterline

7. Chronometer

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AA Guns (F7)

Radar (F9)

1. Go to Heavy AA

2. Go to Light AA (1st)

1. Go to Radar

2. Search Mode

3. Go to Light AA (2nd)

4. Man AA Guns

3. One Sweep

4. Report Contacts

5. Hold Fire

6. Short Range

Sub Management (F10)

7. Long Range

8. Engage Closing Targets


1. Go to Crew Management

2. Go to Damage Control

3. Go to Torpedo Control

4. All Crew to Battle


Stations

9. Engage Any Target

Sonar (F8)

Camera (F11)

1. Go to Sonar

2. Follow Target

1. External Camera

2. Free Camera

3. Range to Target

4. Report Contacts

3. Event Camera

4. Previous Unit

5. Send Data to TBT

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5. Next Unit

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MESSAGES LOG

MAP INFORMATION

Reports received from your officers or crewmen are added to the message log. Each
entry contains the following:

The following elements are displayed on the navigation map:

The time of the report.


The function of the person responsible for it.
The actual report text.

Ports
Submarine bases
Harbours where you can resupply with torpedoes and fuel, recruit new
crewmembers and repair your submarine.

Whenever an officer is selected in the Officers Panel, any reports received from him
will be highlighted in the log.

Allied ports

WARNING AREA

Neutral ports

The warning area will display all the important messages that require your attention
and intervention in order to correct the problem. For example, such messages can
appear when there is a fire or flooding aboard the submarine.

SUBMARINE STATIONS
COMMAND ROOM
ORDERS
Standard Propulsion
Recharge Mode
Rig for Silent Running
Secure from Silent Running
Crash Dive
Blow Ballast
Deploy Decoys

Harbours where you can resupply with fuel and repair your submarine.
Harbours where you can resupply with fuel.
Enemy ports
Contacts of groups of aircraft, ships, or convoys. The following information is available
for each:
Type
Warship represented by a diamond.
Submarine represented by a circle.
Merchant represented by a square.
Aircraft represented by a triangle.
Size
Single represented by a small icon.
Convoy represented by a large icon.
Allegiance
Enemy shown in red.
Allied shown in blue.

NAVIGATION MAP STATION

Neutral shown in green.

This map is used for navigation, convoy interception, etc.

Unknown shown in grey.


Player shown in black.
Course, displayed with a small line whose direction is contrary to the actual
direction of movement.
Attached to the contact is a contact tag that contains:
Moment of last contact: HH:MM (this is shown only when you lose contact with
a target).
Estimated speed.
Estimated heading.

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Geographical landmarks
Sea
Islands
Gulfs
Straits
Canals
Physical features (capes)
Navigation landmarks
Lighthouses
Maximum depths
Depth lines

MAP TOOLS/ORDERS
MAP NOTES
With this tool you can place marks on the map. Each mark will have a generic
name when placed (Mark 1, Mark 2, etc).
You can modify this name (18 characters max.) and attach a note (54 characters,
centred, max. 18 characters wide).
You can delete marks.

RULER
With this tool you can measure distances and draw lines on the map.
The end of the line will display the total distance. All the distances will be represented in kilometres with one decimal representing hundreds of metres. All measuremenst will be rounded up to hundreds of metres.
The error margin serves to avoid letting you precisely measure distances on the
map and then use these measurements for firing solutions. Also it has an immersive value, which gives a more convincing feeling of possible human error in estimations done on the map.

This system contains:


New course with this, new waypoints are place on the map. After you activate the tool, left-click on the map to place the first point, then left-click somewhere else to place the next waypoint, and so on. Right-click to confirm the
entire waypoint course.
Add new waypoints when the waypoint tool is selected and a course is
already plotted, any new waypoint will continue from where you left off.
Insert new waypoints when the waypoint tool is selected, left-click on an
existing waypoint to continue the course from this point. The existing waypoints
after the one you have clicked on are deleted.
Modify current course you can move a selected waypoint by dragging it to a
new position.
Delete waypoints you can delete a selected waypoint. The new course will
be plotted between the remaining waypoints.
A tag attached to each waypoint will show:
The distance from it to the submarine (in kilometres).
ETA The time needed to reach it (using the course set with the waypoints and
current submarine speed).

ERASER
With this tool you can delete marks, lines, range circles and waypoints on the map.
After selecting the eraser, any object you touch with it will be deleted. Any map
marking, line, range or waypoint you add can be deleted by left-clicking on it.

ZOOM IN
ZOOM OUT

PERISCOPE STATION
ATTACK PERISCOPE

COMPASSES
With this tool you can draw ranges represented as circles around a selected unit
or location. Two types of ranges can be drawn.
Linked ranges ranges that are linked to a unit (the unit is in the centre of the circle).
These ranges follow the unit they are linked to.
Free ranges ranges that are drawn on the map at any location.
Both ranges have the radius length displayed.

WAYPOINTS
This tool allows you to set a course for your submarine using a waypoint system.

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PERISCOPE ELEMENTS

RESET DATA

Periscope view

Expert mode: Left-clicking will:

Periscope vertical position

Reset the information from the Information Panel and TDC to zero.

Periscope horizontal position

Switch the TDC to Track mode ON.

Recognition manual

Casual mode: Whenever the cursor is not over a target, you will launch the torpedo
on the current bearing.

Chronometer

LOCK TARGET

Torpedo timer
Ship type

Left-click on the Lock button in Periscope view to follow the selected target. You will
have the freedom to move the periscope to the left or right in order to centre the
periscope over any ship compartment.

Ship class

SOLUTION (ONLY FOR CASUAL MODE)

Range

Whenever the centre of the periscope passes over a ship, a small triangle will appear
under the ship. The triangles colour will reflect the effectiveness of the solution.

Target information

Angle on bow

Green: Excellent

Speed

Yellow: Good

Torpedo fire control

Red: Bad

Tubes status
Fire button

BRIDGE STATION

TARGET INFORMATION

BINOCULARS

SELECTION
When the centre of the periscope passes over a target the following information is
automatically displayed on the Information Panel.

While using the binoculars, you have two orders available:


Lock target
Engage target

CASUAL

EXPERT

Ship type

YES

YES

ENGAGE TARGET ORDER

Range to target

YES

NO

Angle on bow

YES

NO

When you give the Engage Target order the AI will choose to engage, depending on
the target type, using:

Target speed

YES

NO

Deck gun: Surface targets.

Send data to TDC

YES

NO

AA guns: Air targets.

SHIP TYPE
Expert mode: Once a ship type is identified, the type will be replaced with the
ship class.
Casual mode: The ship is automatically identified and the ship class displayed.

SEND DATA TO TDC


Expert mode: Left-clicking on the Send Data to TDC icon will:
Display the current Range, Angle on Bow, and Speed to TDC.
Switch the TDC to Track mode ON.
Casual mode: Whenever the cursor passes over a target, the information will
automatically be sent to TDC.

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TBT STATION

TDC STATION

The Torpedo Bearing Transmitter (TBT) is a similar to a large pair of binoculars


affixed to a special post on the deck of U.S. submarines. Historically it was used from
1943 onwards to help obtain the bearing of and range to a target during surface
torpedo attacks. In our game, the TBT will be available from the start of the war,
simulating the ability of the crew to transmit orders verbally rather than automatically
through the rotating post of the TBT.
The TBT can be accessed in two ways. In 3D mode, go to the bridge (shortcut: F5
Bridge) and left-click on the large binoculars that you see mounted in the centre.
Or, you can press the U key on the keyboard to be transported directly to the TBT.
NOTE: This station, like the bridge, is only accessible while surfaced. Function-wise,
this station is almost identical to the two periscopes, except that the range-finding
mechanics are missing the split image function. Refer to the Periscope descriptions
and the chapter on conducting torpedo attacks for further information.

CONDUCTING TORPEDO ATTACKS


One cannot overestimate the importance of torpedo attack in the training of the
submarine officer. To quote the official submarine doctrine of the U.S. Navy,
as formalised by ComSubPac in February, 1944:
The primary objectives of submarines are enemy ships. The primary weapon of the
submarine is the torpedo; the secondary weapons are the mines and guns.
A successful torpedo attack requires several steps. It is your duty as captain to
ensure that each step is completed.
The steps are:
1. Approach and positioning
2. Data collection
3. Sending data to the TDC
4. Tubes selection
5. Attack

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1. APPROACH AND POSITIONING


Your torpedoes are not extremely reliable or easy to use. Before attacking, bring your
submarine as close to the target as possible within 1,000 yards for best results.
At short range, even if you or the torpedoes are suddenly spotted and the target
starts evasive manoeuvres, it will be too late for the enemy.
Distance is not the only point of interest, however: the submarines position relative
to the target is equally important. Generally speaking, the best position from which
to begin your attack is ahead of the beam, meaning 45 to either side of the targets
course. From this point, you will have plenty of time to gather the data required for
the attack and still be well placed for a bow or beam shot.

2. DATA COLLECTION
To have your torpedoes meet with the target is not a simple feat. Every attack is a
complex trigonometric problem that needs to be solved.
Fortunately, most submarines of the World War II era were equipped with a Torpedo
Data Computer an electro-mechanical device that solves movement equations and
provides you with the data needed for the actual attack.
Unlike the TDC onboard other nations submarines, the U.S. TDC does a lot more, but
well talk about that later.

The mechanics of torpedoes are such that after leaving the tube, they run a standard
straight distance the so-called torpedo reach before making one turn according
to the set Gyro Angle to reach the desired course CT.
The Gyro Angle is calculated by the Angle Solver part of the Torpedo Data Computer,
but requires the following information to be collected on the target:
Bearing to target
Range to target
Angle on bow
Target speed
To acquire this data, you will have to use one of the two main stations of attack:
the Periscope (optic used for underwater attacks) or the Target Bearing Transmitter
(binoculars used for surface attacks). Both are equipped with all the tools needed for
this task. You can also obtain range and bearing information from the Sonar stack
and Surface Search Radar.
On lower difficulty settings, all data will be acquired automatically by the game
whenever your crosshair passees over a viable target. On Historical settings,
however, each step will need to be completed by you.
Measuring Range
Determining range to a target of a known height is a simple problem, so the first step
to be undertaken in any attack is identifying the target. Bring up the recognition manual (shortcut: N key) and flip through it until you find a match with what you have
seen through the optics. This is not an easy task, but focusing on the defining elements of the ship (bow and stern shape, number and disposition of masts, number of
turrets) should enable you to get a close match.

THE TORPEDO FIRE CONTROL PROBLEM


Once satisfied, check the empty box present on the manuals page. This will identify
the ship in question and automatically enter its mast height the tallest object on the
ship into the stadimeter.
Hint: Its easier to identify a ship when looking at it from abeam (90 to its side) as it
presents the full profile, much like in the manual.

Given an initial situation - a target ship moving on a constant, straight course C,


at a constant speed S - we need to obtain the course CT on which a torpedo
of speed ST must travel in order to reach point (X) at the same time as the target.

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Click the icon on the attack data tool, which will switch it to the correct mode.
As you now have the targets real height from the ID book, all you need to
do is read its apparent height (as angle alpha) from the periscope or TBT.
Both optics are fitted with marked reticules for this task. The periscope comes
equipped with a split-image stadimeter to automatically measure it, while the TBT
only simulates the measuring process with the aid of a moving line index.

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The meaning of the reticule marks is outlined in the table below:


Optic Used (Zoom Level)

Small Marks

Large Marks

Periscope (Low Magnification)

Periscope (High Magnification)

0.25 (015)

TBT (7x)

0.2 (012)

To enter the AOB for your target, first switch the attack data tool to
the appropriate section by clicking the icon. Entering the desired
value is as simple as dragging the external ring of the dial (representing the target ship) to put it in the correct position relative to your submarine,
represented by the fixed index in the 6 oclock position. The question is, what should
the desired value be?

To use the stadimeter, first lock the target. Next, click the icon on the upper
left part of the Attack Data tool. Your mouse cursor will be captured, and
vertical mouse movement will be used to displace a second image of the
target instead. Raise it so that it touches the top of the original image. In other words,
you need to have the waterline of the target, as viewed in the second picture, touch
the masthead of the first one.
Throughout this process the stadimeter will automatically calculate the range to the
target, based on the angle displacement between the two images. When you are satisfied with the results, left-click and the range will be saved. You can then use the
Send to TDC button to correct or set the target data.
Should you desire to calculate the range yourself, the formula you should be using is:

When intelligence on a target is unavailable or accurate identification is impossible


to obtain, you should estimate the height of the masthead or another significant feature on the superstructure:
Count the number of decks that are seen above the main deck.
Add the number of decks that would cover the visible freeboard.
Multiply the number obtained by 8, which is the average height of a deck in feet.
The result gives you the height of the tallest point on the bridge structure. You can
use this as a yardstick to approximate the height of the masthead on average 2.1
times the figure obtained. If the masthead appears shorter, use 1.7 or 1.8 as a ratio
instead.
By practising on targets of known height you should be able to obtain a good enough
approximation for a firing solution.

There are multiple methods to judge the AOB of a target. The quickest method is
through visual observation. This is obviously quite inaccurate, but using the recognition manual AOB page you may come up with a reasonable value quite fast.
A more accurate but time-consuming and difficult method is to adjust your heading
until the lateral separation between your ships is constant and you are both heading
the same way. At this point, you have matched course to target. In other words you
are travelling along parallel courses. Its easy to determine AOB at this point, using
the following formula.
AOB = 180 bearing

SPEED
One of the most critical parts of the firing solution is to determine the target speed. In
the game, there are two methods for doing this.
The quickest method is to simply guesstimate the value by checking the target, the
bow wake, and the intelligence info that you have from the recognition manual.
Estimates from the sonar officer also come in handy here.
A more precise but also more time-consuming method is to take multiple sightings
(range + bearing) of a target over a period of time. Using this data and your own
speed and course, you can determine the targets speed. An automated method is
implemented in the game.

ANGLE ON BOW
The Angle on Bow (AOB) is simply the bearing on which the target ship would
observe your submarine. It is easier to approximate relative to your boat and is used
to define the ships course relative to your own.

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To begin the process, left-click on the clock icon on the data tool. This will
take the first sighting and begin counting the time. It is best to have the target locked at this moment. When satisfied with the expended time longer
is better left-click again. This will conclude the measurement and display the
results. As always, check whether you are satisfied with your approximation.
Hint: This method of finding target speed is heavily dependent on the accuracy of
your range estimation. If you are getting speed results that are off the scale,
recheck the range.

3. SENDING DATA TO THE TDC


Once you have a complete set of data for the target, it needs to be inserted in the
TDC. On lower levels of difficulty, this is done automatically after data collection
when the crosshair passes over a target.
On Historical difficulty however you will be required to send the data yourself by
checking it on the attack data tool.
Note: You may reset the TDC and data by pressing the X icon on the notepad. This
will, amongst other things, set the target speed dial on the TDC to 0, basically
transforming your optics into a point-and-shoot device. Until new data is entered, the
torpedoes will shoot on the bearing that the currently used optic is pointing towards.
In most situations data collected for a target degrades rapidly, as AOB and range
change over time, even for a non-manoeuvring target. Fear not, as this is just what
the Position Keeper function of the TDC has been built for.

USING THE POSITION KEEPER

A final method of acquiring the speed of the target would be to match speed and
course with it. This is somewhat similar to the technique explained in the AOB section above; adjust your own course and speed until the bearing and distance to target remain constant. At this point you should be travelling along parallel courses and
at the same speed. You can enter this speed directly into the TDC.

38

The great advantage that U.S. torpedo data


computers have over those of other nations is
the Position Keeper (PK). This unique device
estimates the target data based on the initial
values entered by the user. It computes the
target movement in relation to your submarine,
taking into account your own ship movements.
The output from the Position Keeper is good for
evaluating the tactical situation, but is also
automatically entered into the Angle Solver. In
theory, for a non-manoeuvring target, once you
have looked at the target you can lower the
periscope and just watch the PK output to
decide when to attack.
The catch is, the output of the PK is only as
good as the input, so verifying the data from
time to time is a good idea. Retake range and
bearing measurements and compare them to
the output of the Position Keeper. If they dont
match, insert the new data in the TDC and try
again later.
Once your measurements and the PK match to
a reasonable degree, you can be pretty sure
your approximation of the target data was
good. You are now ready to attack. At this
point, advanced players should also begin
worrying about some other settings:

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TORPEDO RUNNING DEPTH


This should be set in close relation to the desired detonation method (see below). For
magnetic detonations, the torpedo should ideally pass directly under the targets keel.
In this case, take the Draft entry in the Recognition Manual and add three to five feet.
Keep in mind that large waves may cause a ships draft to vary quite a bit, and too
great a distance may lead to the detonator not sensing the ships magnetic field.
When using an impact detonator, the torpedo should be set to hit the target under the
protective armoured belt. In the absence of specific information about your targets
protection, the following settings should be used:
Target Type
Depth
Battleships

20 feet

Heavy Cruisers, Carriers, Large Merchants

12 feet

Light Cruisers, Small Merchants, Submarines

10 feet

Destroyers

6 feet

TORPEDO RUNNING SPEED


The Mark 14 steam-powered torpedoes can be set to different speeds, which also
affects their range. See the Torpedo Armament section for further information.
Setting

Speed (kts)

Range (yds)

Slow

31

9000

Fast

46

4500

The U.S. submarine doctrine calls for the use of the highest torpedo speed that will
still allow it to reach the target.
High speed is essential for a torpedo, in order to reduce the
time required to cover the distance from submarine to target;
the higher the speed, the less time elapses, and consequently the target has less time to manoeuvre to avoid.
Slow speed should be used when conditions preclude
approaching the target to the range required by the fast setting. To keep the probability of a hit high, such long-range
shots should be attempted only against stationary targets
(from outside an anchorage) or against masses of enemy
ships.

4. TUBE SELECTION
This step can actually be taken at any point in the attack, as it simply means selecting the torpedo tube to be used. You should ask yourself the following questions:
Should this be a bow or stern shot? All factors being equal, it is best for the gyro
angle turns made by the torpedoes to be as small as possible. There are also limits to what gyro angle can be set: 135 to either Port or Starboard.

TORPEDO DETONATION METHOD


Torpedoes fielded by the U.S. submarine force at the start of its involvement in World
War II used combined detonators that could be triggered by either frontal impact
with a solid object or sensing the magnetic field of a ship above it.
As in real life, your torpedo detonators will have two possible settings: Contact Only and Magnetic Influence +
Contact. When detonation is achieved under the ships
keel, the entire force of the explosion is vented inside the
target, literally crippling it. Even a battleship may be sunk
with a single such hit. But magnetic detonations also
have disadvantages, the main one being their poor reliability, manifested in premature detonations. Read the
Torpedo Armament section for further information.

40

What torpedo should I use? It is impractical to reload a torpedo before the actual
attack, as it is a time-consuming process. Therefore, the current loadout should
govern your choices of tube(s). Check the Weapons Status panel for information
on the loaded torpedoes.
Do I need more than one torpedo for this target? U.S. submarine service doctrine
calls for multiple torpedo salvos depending on the target size. The following historical table should be used as a guide:

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5. ATTACK

Life in
Torpedo Hits

Required Number
of Torpedoes To
Ensure Sinking Target.
50% Hits with Spread

Recommended
Volume of Fire
With Spread

Battleship

14

10

Large Carrier

10

10

Escort Carrier

Heavy Cruiser

Light Cruiser, Merchant,


Seaplane Tenders

3 or 4

Target

Destroyer

Submarine

With U.S. submarines, a salvo is organised as a succession of individually fired shots.


It is good practice to aim each torpedo at a different point on the same target under
the mast, at the funnels, or whatever you consider a weak spot.
This can be done by placing the optics crosshair over the desired impact point on the
target and correcting the target bearing before launching each torpedo. The Torpedo
Data Computer is a simple tool that will take the current bearing input as the target;
this allows for very precise shots.
Another method is to keep the target bearing set for Middle of Target and set the
appropriate spread which in fact adds or subtracts from the resulting gyro angle
for each torpedo to be fired.

At this point, you are ready to launch your torpedo. To speed up the process and
avoid any sudden changes in target data from ruining the shot, begin opening the
torpedo tube before acquiring the data.
A final assessment of the situation should be done before firing the shot. Keep in
mind the following:
All factors being equal, shorter range is better (provided that arming distances
are met).
The higher the torpedo speed, the lesser the chances that the target will be able
to avoid it.
The closer to 0 the targets bearing is (or 180 for stern tubes shots), the less
important range estimation errors become.
Its best to attack from abeam (AOB ~ 90).

DECK GUN STATION


Normal (3D station).
Zoom (2D station).

INTERFACE
Moving the cursor to the left/right and top/bottom edges of the screen will move the
camera view in that direction.

ROTATE THE DECK GUN VIEW:


With mouse: Left-click and hold moves the deck gun view camera left/right/up/down.
The gun will follow the camera view with a reduced rotation speed.
With keyboard:
Left cursor: Rotate deck gun and camera view to the left.
Right cursor: Rotate deck gun and camera view to the right.
Up cursor: Raise the deck gun and camera view.
Down cursor: Lower the deck gun and camera view.

FIRE THE GUN:


With keyboard: Space Bar

CHANGE AMMO:
With mouse: Left-click on the Ammo icon.

ACTIVATE TARGETING SYSTEM:


A salvo can also be a good solution when you want to make sure you score a hit on a
target, regardless of its manoeuvring prior to the hit. The angle covered by the spread
of torpedoes should be set in order to cover all the possible routes the target may
take. Take into consideration the forward motion of the target as a factor in its ability
to manoeuvre.

42

With mouse: Right-click to enter targeting system

TARGETING MODE (ZOOM)


ROTATE THE GUN:
With mouse: Left-click and hold to move the gun left/right/up/down. The camera
view will move in time with the gun.

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With keyboard:
Left cursor: Rotate deck gun and camera view to the left.
Right cursor: Rotate deck gun and camera view to the right.
Up cursor: Raise the deck gun and camera view.
Down cursor: Lower the deck gun and camera view.

FIRE THE GUN:


With keyboard: Space Bar for normal fire.

CHANGE AMMO:
With mouse: Left-click on the Ammo icon.

ZOOM:
With mouse wheel: Cycle through the zoom levels.
With mouse: Right-click to exit targeting system (return to Deck Gun mode).
With keyboard: Press the Tab key to cycle through the zoom levels.
Design Note: The rotation speed of the view will be slower at higher zoom levels.

HEAVY AA GUN
ROTATE THE GUN:
With mouse: Moving the mouse moves the AA gun view left/right/up/down.
The AA gun will follow the camera view with a reduced rotation speed.
With keyboard:
Left cursor: Rotate AA gun and camera view to the left.
Right cursor: Rotate AA gun and camera view to the right.
Up cursor: Raise the AA gun and camera view.
Down cursor: Lower the AA gun and camera view.

FIRE THE GUN:


With keyboard:
Space Bar: Normal fire.
Hold Space Bar: Continuous fire.

ACTIVATE TARGETING SYSTEM:


With mouse: Right-click to enter targeting system.

AA GUN STATION
LIGHT AA GUN INTERFACE
ROTATE THE GUN:
With mouse: Moving the mouse moves the AA gun view left/right/up/down.
The AA gun will follow the camera view with a reduced rotation speed.
With keyboard:
Left cursor: Rotate AA gun and camera view to the left.
Right cursor: Rotate AA gun and camera view to the right.
Up cursor: Raise the AA gun and camera view.
Down cursor: Lower the AA gun and camera view.

FIRE THE GUN:


With keyboard:
Space Bar: Normal fire.
Hold Space Bar: Continuous fire.

ACTIVATE TARGETING SYSTEM:


With mouse: Right-click to cycle through the zoom levels.
Design Note: The rotation speed of the view will be slower at higher zoom levels.

44

TARGETING MODE (ZOOM)


ROTATE THE GUN:
With mouse: Moving the mouse moves the AA gun view left/right/up/down.
The AA gun will follow the camera view with a reduced rotation speed.
With keyboard:
Left cursor: Rotate AA gun and camera view to the left.
Right cursor: Rotate AA gun and camera view to the right.
Up cursor: Raise the AA gun and camera view.
Down cursor: Lower the AA gun and camera view.

FIRE THE GUN:


With keyboard:
Space Bar: Normal fire.
Hold Space Bar: Continuous fire.

CHANGE FIRING MODE:


With mouse: Left-click to cycle through the firing modes.

ZOOM:
With mouse wheel: Cycle through the zoom levels.
With mouse: Right-click to exit targeting system (to AA gun mode).
With keyboard: Tab key to cycle through the zoom levels.
Design Note: The rotation speed of the view will be slower at higher zoom levels.

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SONAR STATION

SUBMARINE MANAGEMENT STATION

HYDROPHONE/SONAR ELEMENTS
Direction handler: Left-click on the handler to change the listening direction.
Bearing: Automatically entered; corresponds with the direction in which the
hydrophone is pointing.
Range (Sonar): Display range to target.
Send information to TDC/map.
Hydrophone volume.
Warning light.
The sound heard by the hydrophone needs to be easily distinguished to determine:
Contact type: Single ship or convoy.
Ship type: Merchant or warship.
Range to ship: Short (under 1,100 yards), medium (between 1,100 and 5,500 yards),
or long (over 5,500 yards).
Position relative to submarine: Closing or moving away.

RADAR STATION

There are two operating modes for radar:


Oscilloscope mode.
PPI (Plan Position Indicator) mode.
Left-clicking switches the radar on/off.
Sweep/focus:
Left-clicking switches Radar mode between continuous sweep and focus.
In Focus mode, the radar is controlled using the radar wheel.
Range scale: Left-clicking switches the radar scale between long and short range.
Radar display: The green spike/dot displays signal strength.

46

Without its crew, a submarine is only a tube of metal. Together, they are a lethal
fighting machine. It is your job as captain to manage the crew.
The Crew Management screen serves to watch the current state of each crewmember and the crew as a whole. By default, the crew is a functional entity that has been
chosen for you by the officers and chief of the boat. Your attention is required only to
optimise the workings of the crew or to respond to a crisis such as casualties being
suffered onboard the submarine.
The way the crew functions in Silent Hunter: Wolves of the Pacific is inspired by
reality. During normal patrol routine, the crew stands watch to keep the vital stations
of the submarine manned. Each man stands a four-hour watch, after which he is
allowed eight hours of off-duty time dedicated to minor repairs, studying submarine
theory and - finally - rest and sleep.
Watches succeed each other automatically during the day,without any input from the
player. However, you may choose each crewmembers role is in the submarine and
the watch that he takes part in.
When starting combat action, the player should command the crew to Battle Stations,
which ensures that enough efficiency is generated for combat action. Dont overuse
this feature though, as the crew will become exhausted and this will prevent you
from undertaking combat operations in the following days.
Each crewmember is a unique individual with a set of skills that are both innate and
acquired through education. Once a crewmember is manning a station, his efficiency
is determined by his skills and the specifics of the station. (By station we mean the
compartment where he is located, as a crewmember will perform differently in each
part of the submarine.)
A crewmember doesnt act on his own; he is part of a team in each compartment.
First, he will get a bonus in efficiency from the leader of the compartment. Second,
everyone onboard the submarine may get a bonus of efficiency from the leader
present in the command room the Officer on Deck.

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DAMAGE MANAGEMENT
Sooner or later your submarine will suffer a malfunction due to damage being taken
or insufficient care by the crew. As with any properly trained submarine crew, your
men will start repairing damage located in their area of responsibility as soon as
possible.
In addition, you can order a special damage control team to take care of particularly
difficult repairs. To prioritise their tasks, simply drag the malfunctioning items into
their queue.

TORPEDO MANAGEMENT
The chief weapon of your submarine is the torpedo, and the captain must make sure
the submarines torpedo tubes are loaded and ready for battle. By default, the crew
will start reloading the tubes once they are emptied (after firing). You can order your
crew to wait for your command before starting loading operations, which may be
useful to conserve the crews energy for other operations or to allow you to start the
loading of the torpedoes when desired.
To order the loading of a torpedo, drag it to the tube that you wish to be loaded.
The only restriction is that bow tubes may only be loaded from the bow torpedo room,
while stern tubes are loaded only from their room.
Reloading torpedoes is a tiring and noisy operation, and therefore all reloading
operations are stopped when the submarine is rigged for silent running.

MULTIPLAYER
SETTING UP FOR ONLINE PLAY
The game uses MatchMaking+, Copyright 2006, by DemonWare Ltd.

The DemonWare name and logo are copyright of DemonWare Ltd. 2006
The Multiplayer mode of Silent Hunter: Wolves of the Pacific allows you to play
privately hosted online games through the Ubisoft Matchmaking servers or local LAN
games.
The following TCP and UDP ports should be opened to allow for Silent Hunter:
Wolves of the Pacifics multiplayer gaming:
Direction Protocol Remote Port Remote Hosts

Local Port Comment

Outbound TCP

3074

test.lsg.agora.mmp. Any
demonware.net

Lobby Server

Outbound TCP

3074

gsdev##.gsdev.mdc. Any
ubisoft.com

Development
Authentication Server

Outbound TCP

3074

agora-as##.gs.mdc. Any
ubisoft.com

Production
Authentication Server

Outbound UDP

Any

Any

3074-3174 Peer to Peer

Inbound UDP

Any

Any

3074-3174 Peer to Peer

Outbound TCP

80

gconnect.ubi.com

Any

Service Discovery

Besides the Matchmaking ports these other ports need to be open:


TCP port 19.000
UDP port 19.001
UDP port 19.002

48

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MULTIPLAYER INTERFACE

SESSION PAGE

MULTIPLAYER MENU

Here you can create a new game by pressing the Create Game button or join an
existing session by pressing the Join Game button. Press the Leave button to go to
the Main Menu.

From the Multiplayer menu, you can choose between a LAN game and an online
game. After choosing, you will be taken to the Profiles screen. Press Back to return
to the previous screen.

The Session page will have the following fields:


Session: The name of each session will be displayed here.
Map: The name of the maps will be displayed here.
Mode: The type of game Co-op or Adversarial will be displayed here.
Players/Max: This field indicates the number of players in a session and the maximum number of players allowed.
Latency.
The session list can be sorted by:
Session.
Map.
Mode.

PROFILES PAGE

Players.

LAN GAME

Maximum number of players.

On the Profile screen, fill in the Username field and press Next, which will take you to
the Sessions screen.
Press Back to return to the previous screen.

Latency.

ONLINE GAME
On the Profile screen, fill in the Username field, the Password field and the CD-KEY
field, then press Next, which will take you to the Sessions screen. You can also
create a new profile. Just press the Create Profile button, which will open a browser
window and take you to ubi.com. Follow the instructions there to create a valid
account. You can then use the newly created username and password to authenticate
yourself in the game.
Press Back to return to the previous screen.

50

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CREATING A NEW GAME


When creating a new game, you must enter a session name in the Session field.
Setting a password for your session is optional. You must also set the maximum number of players. This can be as low as two players or as high as eight players. You can
set the game mode to Co-op or Adversarial.
There are two check boxes: Submarine Selection and Crew Selection. Checking them
will allow joining players to select the submarine type and the crews skill. Leaving
them unchecked means that only the server will be able to select the submarine type
and the crews skill.
Pressing the Create button will take you to the Lobby page. Pressing the Back button
will take you to the previous screen.

LIST OF PLAYERS (MAXIMUM 8)


Players name
Players submarine type
Allows players to select their submarine type
Players crew experience level
Allows players to select their crew experience level
Latency
Ready icon
Kick icon (only for server)

CHAT OPTION
To all
To allies

REALISM
Easy
Normal
Hard
Very hard

IN-GAME CHAT
Radio
Normal

LOBBY PAGE
The Lobby page contains a list of the available slots and the connected players, the
type of submarine for each player, the crews skill and its latency. Next to each player
there is a check mark showing the status of each player. The host of the game will
also have an X mark next to the check mark, which makes it possible to kick players
out of the game.
To the right of the screen is a window where you can choose the mission from a
drop-down list. Once a mission is selected, a description of the mission will appear
below the drop-down list.

52

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MAP SELECTION
Single-player mission
Random mission
Mission period
Mission time
Convoy type
Convoy size
Escort size
Escort experience
Air cover
Distance to convoy

LEAVE
READY (FOR CLIENT) / START (FOR SERVER)

MULTIPLAYER RESULTS SCREEN

Page 54

MULTIPLAYER GAME MODES


CO-OPERATIVE MODE
In co-operative multiplayer a maximum of four players (over the Internet) or eight
players (on a LAN), each commanding a submarine, must work together toward
the completion of a common set of objectives. Enemy ships are controlled by the
computer.
The main objective for the players is to sink a specific amount of tonnage in enemy
shipping, but there may be specific objectives depending on the mission.

ADVERSARIAL MODE
Adversarial mode is similar to Co-operative mode except for the fact that one player
the server operator controls the escort ships present in the scenario. Your objective during the game is to stop the submarine players from achieving their goals in
the set time of the mission.
To accomplish this, the player uses the sensors and weapons onboard the escorts
to locate, attack, repel and hopefully sink the submarines.

TABS AND ORDERS


ESCORT CONTROL TAB

PLAYERS SCORE LIST


Player name
Sub type
Number of Merchants sunk
Number of Warships sunk
Total tonnage sunk
Renown won
Status
Killed

Centre camera view (on selected escort).


Defensive/aggressive mode.
Defensive (default mode): Escort engages submarines only in the assigned
patrol zone.
Aggressive: Escort engages any submarine contact.
Search on/off mode (default: off).
When Escort Search mode is on, escort makes search patterns in the assigned
patrol zone.
Attack with side ASW (Anti Submarine Warfare):
Escort will immediately use the side (left and right) ASW weapons.
Attack with aft ASW:
Escort will immediately use the aft (back) ASW weapons.

OBJECTIVES STATUS
Objective name
Objective status

54

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QUICK SELECTION PANEL (ONLY ON THE ESCORT TAB PANEL)


This panel allows the player to select any escort using the combo box. This combo
box appears only on the Escort Tab panel.

Escort patrol zones (inner and outer circles) change accordingly with the new convoy
shape, but their position is constant:
3-5 km for inner defensive screen
5-9 km for outer defensive screen

ESCORT CONTROL DIALS


These dials appear only when an escort is selected.
Engine telegraph
This panel allows the player to set the speed for the selected escort.

CONVOY
Escort course
This panel allows the player to set the course for the selected escort.
Escort position

This panel allows you to control the convoy (not the escorts).
Zigzagging: Convoy will start to zigzag.
Slow/Fast: Toggle between two-thirds speed and full speed.

MAP
This panel allows you to access the navigation map.
Go to Map Station.
Set Course: On the navigation map, the Convoy Commander can select escorts
(not merchants) and set their course.
Any actions you take set new course, attack with depth charges, etc. override
current AI actions.
Fore
- Inner circle (1-4 km around the convoy)
- Outer circle (5-9 km around the convoy)
Aft
- Inner circle (1-4 km around the convoy)
- Outer circle (5-9 km around the convoy)
Left
- Inner circle (1-4 km around the convoy)
- Outer circle (5-9 km around the convoy)
Right
- Inner circle (1-4 km around the convoy)
- Outer circle (5-9 km around the convoy)

56

UNIT SELECTION
You can select escorts on the navigation map. You can set a course or give orders to
selected escort units by using the Escort Panel or dials.

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CAMERA CONTROL
This panel allows the player to control the camera.
Free camera.
View next escort.
View previous escort.
View next convoy ship.
View previous convoy ship.
Free camera for the Convoy Commander does not work underwater and it will only
move up to a certain distance from friendly units.

UNIT SELECTION
You can select escorts while in the Free Camera mode. Left-click to select and rightclick to deselect.

APPENDIX
BASIC CONTROLS
F1
Esc

Help
Options

NAVIGATION CONTROLS
SPEED CONTROLS DIRECTION CONTROLS DEPTH CONTROLS
` All Stop
1 Ahead 1/3
2 Ahead 2/3
3 Ahead Standard
4 Ahead Full
5 Ahead Flank
6 Back 1/3
7 Back 2/3
8 Back Full
9 Back Emergency

[ Hard to Port (left)


] Hard to Starboard (right)
Rudder Amidships

E
P
A
S
D
C

Emergency Surface
Periscope Depth
Maintain Depth
Surface
Dive
Crash Dive

STATION CONTROLS
F2
F3
F4
F5
F6
F7
F8
F9
F10
F11
F12
T
Y
U
O
K
M

58

Command Room
Navigation Map
Attack Periscope
Bridge
Deck Gun
AA Gun
Sonar
Radar
Sub Management
External Camera
Captains Panel
Torpedo Management
Damage Management
TBT (Torpedo Bearing Transmitter)
Observation Periscope
Captains Log
Radio Messages

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ATTACK CONTROLS
Return
Space Bar
Tab
Q
W
L
J
Z

Fire
Fire
Zoom
Open/Close Selected Tube Door
Cycle Tubes
Lock View to Target
Deploy Decoys
Toggle Silent Running Mode

OTHER CONTROLS
N
X

Recognition Manual
Chronometer

TIME COMPRESSION
Numpad
Numpad +
Back Space

Decrease Time Compression


Increase Time Compression
Pause

EVENT CAMERA
V
/
,
.

Maximise/Minimise Event Camera Viewer


Turn off Event Camera
Previous Unit
Next Unit

PERISCOPE CONTROL
Ins
Del
Page Up
Page Down

Up Observation Periscope
Down Observation Periscope
Raise Attack Periscope
Lower Attack Periscope

FREE CAMERA CONTROLS


Cursor Up
Cursor Down
Cursor Left
Cursor Right
Shift + Cursor
Ctrl + Cursor
Left Mouse Button
Right Mouse Button

60

Move Camera Ahead


Move Camera Back
Turn Camera Left
Turn Camera Right
Fast Camera Movement
Slow Camera Movement
Select
Return to Previous View

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