688(I) Hunter-Killer - User Manual

March 28, 2018 | Author: Andrea Rossi Patria | Category: Sonar, Submarines, Naval Warfare, Unrest, Armed Conflict


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Jane’s 688(I) User’s ManualJane’s 688(I) User’s Manual With Supplemental Information Sheet 1 of 116 Jane’s 688(I) User’s Manual 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)” cdroms. 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. Sheet 2 of 116 Jane’s 688(I) User’s Manual Table of Contents CHAPTER 1: QUICK START ................................................8 Sensors ....................................................................................................9 Preparations ..........................................................................................11 Selecting the Mission ..................................................................12 Port of Call ..................................................................................12 Situation Assessment (12:00–12:05) ....................................................13 Ship Control Panel ..............................................................................13 Review Basic Controls ..........................................................................14 Review Gen Info Elements ..................................................................15 Stream the Towed Array ..............................................................17 Navigation ............................................................................................18 Radio/ESM ............................................................................................18 Change Depth ............................................................................19 Raise the Radio Antenna ..............................................................19 Lower the Radio Antenna and Review Messages..........................19 SSP ........................................................................................................20 Sonar ....................................................................................................20 Monitor the Waterfall Displays ....................................................22 First Detection (12:05–12:20) ..............................................................22 Sonar (Broadband) ......................................................................22 Navigation ..................................................................................25 Target Motion Analysis (TMA) ....................................................25 Second Detection (12:20–12:40) ..........................................................28 Sonar (Broadband) ......................................................................28 Navigation ..................................................................................28 Target Motion Analysis (TMA) ....................................................28 Attack Hostile Submarine (12:40–13:00)..............................................29 Fire Control (Weapons Panel) ......................................................29 Fire Control (Launcher Panel) ......................................................31 3-D Viewer ..................................................................................31 CO’s Stateroom ....................................................................................32 CHAPTER 2: MAIN MENU/OPTIONS ................................35 Change of Command Screen ..............................................................36 Main Menu ..........................................................................................36 Training Mission ..........................................................................36 Training Missions ........................................................................37 Single Mission ............................................................................37 Campaign ..................................................................................39 Mission Editor..............................................................................39 Mission Editor Hot Keys ..............................................................44 Multiplayer ..................................................................................45 Captain’s Log ..............................................................................50 Ship’s Information Books ............................................................51 Jane’s On-Line ............................................................................51 Options ......................................................................................52 Exit to Windows ..........................................................................54 In Port ..................................................................................................54 Weapons Depot ..........................................................................55 Repair Yard ..................................................................................56 General Information (Gen Info) Area ..................................................56 Control Panel ..............................................................................58 Saving a mission or campaign..............................................................60 CHAPTER 3: SHIP’S STATIONS ..........................................62 Ship Control ........................................................................................63 Sonar ....................................................................................................65 Broadband ..................................................................................66 Narrowband................................................................................68 Sheet 3 of 116 ...........157 Vertical Launch of Missiles ................................................................................................................................................................115 Operate In Your Opponent’s Baffles .....................................................98 CHAPTER 4: ACADEMY TRAINING.....157 ADCAP Torpedo Launch ..................................................................152 688(I) Weapon Types ...115 Avoid Depth Stress ...93 CO’s Stateroom ........................................................................................162 Launching Tomahawks .................................................................................................................................................................................116 Use Discretion When Attacking ................................................................114 Use Active Sensors ..................................................................................124 688(I) Sensor Comparison Table..............................................................................................................102 Preparing for the Mission ....168 Sheet 4 of 116 ................................................136 Classification Using Narrowband Sonar ..............................................................................................................................119 ESM .................157 Launching Missiles Horizontally................................................................................................................................................................................................................................................................................................70 Active ...............................................Jane’s 688(I) User’s Manual Demodulated Noise (DEMON)......................................................92 Navigation ..............................................................................165 Launching Mines .....74 Radar ...................142 688(I) Weapon Launchers .................................................76 Target Motion Analysis ..............................................................................................................................................................111 Sonar and the Ocean Environment..................................................................................................................103 Receiving the Latest Mission Data ...............................................................102 Upgrading Your Ship ........................................................................................................140 Classification Using the DEMON.............................91 Jane’s On-line .................................................136 Classification Using the Periscope ..118 Radar ........108 Maneuver Hazards .............................90 Ship’s Information Books ....................78 Fire Control: Weapons and Launchers .....................104 Buoyancy and Weight .............................................................................................................................................................................................................107 Diving ......................................88 Sound Speed Profile ..................................................117 Detecting Contacts ............................................................................................................................................................116 Raise Masts Only When Necessary .....114 Limit Your Speed .........................................................................72 Active Intercept ...................................................................................................................................................................................................97 3-D Object View.....132 Classifying Contacts ....................................................................81 Periscope ............121 Sonar .................................................................................................................102 Evaluating the Mission Objectives......................................................................................102 Choosing Your Weapon Loadout ...................................................................................104 Maneuvering and Navigating ...................................................................................................................................................................................108 Surfacing .........................................................................154 Launching Weapons .................................................................................104 Hydrodynamic Forces .........75 Radio Room/ESM.................................................................138 Classification Using ESM..................................117 Periscope .................................114 Avoid Cavitating......................157 Launching Harpoons ...............................................................................140 Targeting Contacts....................................................109 Maintaining Stealth....................100 Ten Mission Phases ....141 Targeting With Passive Sonar .....................95 3-D Control Room .............111 Use Thermal Layers to Your Advantage........141 Targeting With Active Sensors ....................................... ...................................................................................................................................................182 Anti-Surface Ship Warfare ......................223 Change Depth.......................................................218 Increase Speed and Go To Periscope Depth ......191 Practice Target Motion Analysis (12:05–12:20)...................................................................................................182 Strike Warfare .......................................................................................................................................................................................................174 Submerged Lock in Procedure ........218 Target Motion Analysis (TMA) .........................................................................................................192 Navigation ......................................................................179 Mission Profiles .............213 Fire Control (Target Display Panel) .....177 Surface Search and Rescue Procedure................222 Change Depth............................................219 Navigation ...............190 Situation Assessment (12:00–12:05)........183 Naval Special Warfare ...................................................................................... Course..............................................223 Radio/ESM ...................................................205 Second Detection (12:20–12:40) ...................................203 Target Motion Analysis (TMA) ..........................................................................................176 Launching Special Operations Forces .................192 Sonar (Broadband) ..............224 Sheet 5 of 116 .............................................................................208 Navigation ............................................. and Speed To Close Range ............................................................................................... Course....................................................184 CHAPTER 5: ADVANCED TUTORIAL......178 Flooding Procedure .................................................................220 Target Motion Analysis (TMA) .......................223 Change Depth and Speed .............................................................................................................................................................................210 Target Motion Analysis (TMA) ..............................................216 Search For Krivak (12:40–13:05) ..................................................................................................................................................................................................223 Prepare Attack On Krivak (13:05–13:25)....................176 Recovering Special Operations Forces.....173 Submerged Lock out Procedure ..................186 Preparations .................................183 Mine Warfare ...............Jane’s 688(I) User’s Manual Evasive Maneuvers............................................................210 Sonar (DEMON) ............................184 Surveillance ......................................188 Selecting the Mission .....195 Target Motion Analysis (TMA) ...................................223 Navigation .196 Sonar (DEMON) ......177 Principles of the Operating Procedure ..........................................213 Fire Control (Launcher Panel) .215 3-D Viewer .........................................................................................................................................................................................................................................................................................................174 Surfaced Launch Procedure .....................212 Attack Hostile Submarine (12:40–13:00)................206 Change Depth and Course.......178 Casualty Procedures.......................................................................................224 Sonar (Broadband) ...186 Prerequisite .............................................................................171 Torpedo Evasion ............................................................................................................182 Anti-Submarine Warfare ........206 Sonar (Broadband) ..................................................171 Special Forces Operations ..175 Surfaced Recovery Procedure .......................................................................................190 Radio/ESM ..........................................................177 DSRV Operations ............................................................................206 Target Motion Analysis (TMA) .................................................................198 Target Motion Analysis (TMA) ....................................................179 Emergency Deep ...............................................................................................................................................................................218 Radio/ESM ........................................................................................................................................................177 Search and Rescue Operations....200 Radar ..................................................................................... and Speed To Close Range ... ...................232 Fire Control (Weapons Panel) ...................................................230 Fire Control (Launcher Panel) ..............................................233 Radio/ESM ................258 APPENDIX C .............................................................................................................................................................................................................................................................................................................................................................228 Fire Control (Target Display Panel) .......227 Change Course and Speed ........................................................225 Fire Control (Weapons Panel) ..................................230 3-D Viewer or Periscope ...........Jane’s 688(I) User’s Manual Attack Krivak (13:25–13:50) .............225 Fire Control (Launcher Panel) .....................282 Sheet 6 of 116 ............................................................................................................................228 Change Speed and Depth ........................................................................................................................228 Fire Control (Launcher Panel) ....228 Periscope ..........................................................................231 Attack Cuban Armory (13:50–14:15) ...........................................................................................................................................................................................................233 3-D Viewer or Fire Control (Weapons Panel)........................278 APPENDIX F ..................................232 Fire Control (Launcher Panel) ........................................................274 APPENDIX E ...............236 APPENDIX B ..............................................................................270 APPENDIX D.................................................................................227 Navigation ........234 APPENDIX A..........227 Sonar (Broadband) .227 Target Motion Analysis (TMA) .....................232 Radio/ESM ...........................................226 3-D Viewer .......................................... .........................13 REVIEW BASIC CONTROLS ...................20 SONAR ..12 Port of Call .............................................................................................12 SITUATION ASSESSMENT (12:00–12:05).....25 SECOND DETECTION (12:20–12:40) ..........28 Sonar (Broadband) ..............Jane’s 688(I) User’s Manual Chapter 1: Quick Start SENSORS..... and locating other vessels...................................................... take a minute to familiarize yourself with the various sensors aboard the 688(I).........28 Target Motion Analysis (TMA)............................ Passive sonar can be used only to listen..31 CO’S STATEROOM...........28 Navigation .......................19 Lower the Radio Antenna and Review Messages .................................................................................................................................................. classifying................... Following the instructions in this chapter...................................................... passive sonar has its limitations.............................. There are two types of sonar: passive and active........................................................17 NAVIGATION..15 Stream the Towed Array......................................... As such........19 SSP ...............20 Monitor the Waterfall Displays .................. of the sound source...................................................................... its value can’t be exaggerated.11 Selecting the Mission .. thus allowing the submarine to detect potential targets or enemy ships long before it comes into the range of their sensors........19 Raise the Radio Antenna ... The sonarman tracking a ship with passive sonar can only determine the direction................14 REVIEW GEN INFO ELEMENTS....9 PREPARATIONS............ As you will learn... tracking..18 RADIO/ESM ..............................................13 SHIP CONTROL PANEL ................................... and attack a submarine................................... the modern submarine has a number of sophisticated sensors for detecting....................................................22 Navigation .21 FIRST DETECTION (12:05–12:20) ................................. Before beginning................. A passive sonar consists of a set of hydrophones (sensors) that receive sounds produced by other sources..................................... Sonar is used to detect both submarines and surface ships........................................................................... The distance to the other ship (range)—an important consideration when maneuvering into an attack position and programming weapons—is initially unknown....31 3-D Viewer .........32 Quick Start The Quickstart Tutorial is designed to introduce inexperienced 688(I) Hunter/Killer players to the essentials of submarine warfare.................................... Its major purpose is to detect and classify other ships................................................................29 Fire Control (Launcher Panel) ............................................................... howev-er..................... When operating below periscope depth (60 ft). Sheet 7 of 116 ..... classify...................................................................................................... Sensors Submarine warfare revolves around the submarine’s ability to detect other ships..........29 Fire Control (Target Display Panel) ..18 Change Depth ............................................................................... or bearing........................................25 Target Motion Analysis (TMA).............................28 ATTACK HOSTILE SUBMARINE (12:40–13:00) ............22 Sonar (Broadband) ............. the most important is sonar.................................................... However................. Under optimal conditions.................................. you’ll learn how to detect............... sonar is the submarine’s only sensor...... modern passive sonar can sense ships over several miles................................... too. From the Options screen. so you don’t need to alter it. Note the default weapons load: s In the torpedo tubes: 2 Harpoon anti-ship missiles and 2 ADCAP torpedoes. Click OK. TMA: Plot Coordinator Assisting and Fire Control: Weapons Coordinator Assisting are checked. the towed array can detect broadband and narrowband energy (10 Hz to 1. and speed (in other words. Active Sonar— Sub transmits. 8 ADCAP torpedoes and 4 SLMM mines. Click on the Headquarters hotspot to read the orders from this mission. Like the spherical array. When you’re ready. Situation Assessment (12:00Ð12:05) Sheet 8 of 116 . When the Single Missions screen appears. Selecting the Mission From the Main menu. which operates on the principal of echo ranging. the Port of Call screen appears. The default load is appropriate for this mission. If these options are not selected. The obvious advantage of active sonar is that it provides instant range information. Click on the Weapons Depot hotspot. range. select the Single Missions button. repair your ship. Port of Call The Port of Call is where you review your orders. click OK. Passive Sonar— Sub just listens. and load weapons. course. The disadvantage is that the active transmission can be received by enemy ships and used to locate the submarine.0 kHz). click OK to return to the Main menu. you can accurately determine another ship’s bearing. and the resulting echo is picked up by the submarine’s hydrophones. Click on the Options button. Using a process called Target Motion Analysis (TMA). Towed Array: A long.0 kHz). s In the vertical launch tubes: 12 Tomahawk cruise missiles. so it’s time to leave the Port of Call. The lag in time between the initial transmission and the returning echo reveals the target’s range with great precision. Preparations You should have already installed the game and chosen a name and ship at the Change of Command screen. and then listens. When you’re finished. though the towed array is more sensitive in the low frequency portion of the spectrum. The risk is such that active sonar is used only as a last resort for determining a target’s range. s On the racks: 8 Harpoon anti-ship missiles. Before you select your mission.Jane’s 688(I) User’s Manual The same is not true of active sonar. One Step At A Time. As you will see in the quick start mission. They are: Spherical Array: A 16-ton dome in the nose of the ship capable of passive sonar detection and active sonar transmissions. Make certain that the boxes next to Sonar: Sonar Supervising Assisting. The diagram below shows the sensors you will learn about in this mission. The sonar system’s hydrophones are sensitive to acoustic energy in the broadband and narrowband portions of the acoustic spectrum (750 Hz to 2. You’re now looking at the Main menu. An active sonar system transmits a high-energy acoustic signal (the famous “sonar ping” everyone knows from the movies). This mission doesn’t require that you visit the Dry Dock or Supply Depot. 2. Objects in the area reflect the sound. retractable cable of hydrophones that is towed behind the submarine. click on the Crew button. its location in two dimensional space) simply by tracking the target with passive sonar. target range can be determined with passive sonar. make sure that your crew assistants are currently activated. s When you click OK. Click on the submarine to get underway. 1. click on the option until a check appears in the box. click on the first mission in the list. Sheet 9 of 116 . the red arrow indicates the ordered speed. You’re on a course of 000— in other words. but still lets you move through screens to get information and change some settings at various stations. Changing Course s To change course. Pause Button s To pause the game. The currently selected icon is highlighted yellow. streaming the towed array. click on the button again. the Pause button stops the advance of time in the game. Point the cursor at any digit. To resume play. Review Gen Info Elements The General Information or Gen Info area is displayed on most screens. At the bottom right. and course. 15 Ordered speed Point at digit. Note that flank (maximum) speed for the 688(I) is 32 kts. The black needle indicates the current course. The game is paused when the button is highlighted. For this mission. speed. use the Pause button often. Until you become experienced. 13 Review Basic Controls The basic controls on this screen let you maneuver the ship. Your speed is 4 kts. click on the Engine Order Telegraph. click to cycle forward through the values. Ship Control Panel Start your mission from the Ship Control screen. This includes reviewing some basic controls. s To go to a different station. click or right-click to cycle Elapsed Time Maneuver Shortcuts Ship’s Station Icons Pause Button Report History Window Maneuver Shortcuts The Maneuver Shortcuts allow you to change your course.. click on the Ordered Depth Indicator. and reading your mission objectives and rules of engagement. and depth without having to go to the Ship Control screen. due north.Jane’s 688(I) User’s Manual Once underway. take five minutes to prepare the ship for the mission. or right-click to cycle backward. Click on a digit to cycle forward through the values. right-click to cycle backwards. All stations and controls are accessible while the game is paused. you’ll need to know only a few: Note Your Current Course. click on any of the Station Icons. The black arrow indicates the current speed. i. Changing Depth s To change depth. change depth. click on the Pause button. and as such are of little concern to you now. Speed and Depth Take a moment to note your current movement. speed. Other controls are for specialized maneuvers. and right-click to cycle backwards. the red needle indicates the ordered course. Click to cycle forward through the values. Ship’s Station Icons The Ship’s Station Icons allow you switch between the various submarine stations.e. To issue a maneuver command. 14 Changing Speed s To change speed in 5 kt increments. You should keep the game paused while reading the instructions in this tutorial. point the cursor at one of the digits. This area contains the essential controls and information needed during combat. and your keel depth is 350 feet below the surface. More precise speeds can be ordered by clicking on the Ordered Speed Indicator. click anywhere in the Course Indicator. Report History Window The Report History Window contains a record of all reports and confirmations given by your crew. so you should deploy one now. s To increase or decrease the time scale. and possibly even their estimated courses and speeds. s To view the current coordinates and depth at your position. You should check to see if you have any new messages. point the cursor at Own Ship marker. Determine Map Position s To determine the coordinates and depth of any location on the map. Coordinates and depth appear in the upper right corner. In this tutorial you probably won’t have any need for the Time Scale Controls. Allow the array to stream to an approximate length of 1500 feet. Stream the Towed Array One 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). 16 Ship Control Radar Target Motion Analysis (TMA) Periscope Ship’s Books Navigation 3-D Control Room Sonar Radio Fire Control Sound Speed Profile (SSP) Jane’s Information CO Stateroom Object Viewer Increased time levels should only be used when transiting in a safe environment. 18 Change Depth s Click on the Depth control digits in the Gen Info area to order a depth of 60 feet. move the cursor over the location. At the beginning of each mission. the ship needs to be at periscope depth (60 feet). s Click on the Center On Own Ship button to move your submarine to the center of the view. their last known position. 17 Navigation Switch to Navigation screen. click Off to deactivate the winch. You’ll need a towed array’s acute sensors in this mission. you’ll need every second for evasive maneuvers. Adjust Map View s Click on the Zoom In button until the map scale is at 10 NM per inch. To scroll backwards or forwards through the record. Radio/ESM Switch to Radio/ESM screen. click on either of the arrows. To do this. Click on Stream to activate the winch.) Once it’s finished. you should always review your current mission orders and intelligence reports. Sheet 10 of 116 .if weapons are active in the water. These often provide critical information on targets: the types of ships you’re looking for. For this mission it doesn’t need to be that long. click on either of the arrows.Jane’s 688(I) User’s Manual Time Scale Controls The Time Scale Controls can be used to speed the passage of time from 1x (normal) to 8x time. Take a minute to determine your location in the operations area. (The towed array can be streamed to a maximum length of 2600 feet.  To turn this feature on/off press X. At the beginning of any mission. Bearing is displayed on the horizontal axis with either north (000) or south (180) in the center. The sonar system is divided into five modes. thus providing the operator with a sense of the movement of contacts over time. Both the spherical sensor and the towed array pick up broadband data. Likewise. Note in this mission that the thermal layer forms around 220 feet. 20 Active Active Intercept DEMON (Waterfall) Broadband Narrowband (Waterfall) Monitor the Waterfall Displays Broadband mode consists of two waterfall displays. less dense water forms the upper surface duct— below this. and vice versa. The Sonar screen is where you monitor the sounds of other ships operating in the water (sonar contacts). Eventually you’ll receive a new message. click on the Selected Array buttons at the bottom of the screen. the thermal layer will disrupt the enemy submarine’s detection of your ship. 21 Waterfall Display 1 Time Average Controls 1 Waterfall Display 2 Time Average Controls 2 Bearing Time s To switch between the two sensors. select the spherical array as your sensor. with the most recent information at the top. while a strong contact appears as a bright green line. temperatures fall off sharply and density increases. you always want to check at which depth the surface duct separates from the lower thermal.Jane’s 688(I) User’s Manual Raise the Radio Antenna s When the ship reaches periscope depth (60 feet). you should raise the radio antenna and check for new messages and intel data. each of which is represented by a button at the top of the screen. However. This is important in that water typically forms distinct layers of density which profoundly affect sonar transmissions. Lower the Radio Antenna and Review Messages s Click on the Lower Radio Antenna switch. For the moment. 19 SSP Switch to the Sound Speed Profile (SSP) screen. Both waterfall displays show exactly the same information. Sonar Switch to the Sonar screen. Two are provided so that you can monitor data using different time scales. so-called because data “cascades” down over time. 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). Time is displayed on the vertical axis. The SSP displays the speed at which sound is transmitted at various depths in the local area. Warmer. s To switch modes. click on the up and down arrows. you can click on one of the buttons. for the moment you’ll be working in Broadband mode. you may have trouble detecting it. Your submarine’s bearing is indicated by the bright green line. which is the default display. Wait a moment while the mast is raised and a satellite downlink is established. The effect of this is that sound generated in one layer doesn’t tend to transmit easily to the other layer. if you are above 220 feet and an enemy submarine is below that depth.  A weak contact appears as a faint green line. Pause the game while you review your messages. In other words. Click on the Raise Radio Antenna switch. First Detection (12:05Ð12:20) Sonar (Broadband) Sheet 11 of 116 . s To scroll forwards and backwards through your messages. The information displayed depends on which sensor is selected. Estimating the tanker’s speed. course. if the tanker were going faster. Wait awhile and watch as bearing lines appear. Due to the intricacies of processing. Navigation Switch to the Navigation station. and range). All of the assistant’s estimates appear in numerical form under the Target Solution panel. click on the Spherical Array button and confirm the target’s true bearing (somewhere between 350 and 000). At the same time. In this case. These lines show the tanker’s change in bearing over time. If the target in our example was actually traveling at 5 knots. This raises an important note about the limitations of your sensors. Notice that the sonar supervisor has designated the current contact Sierra 1 (S1). The arrow head on the ruler indicates the TMA assistant’s best estimate of the tanker’s course. click on the Course Control to order a course of 060.e. Every 10 minutes. 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. A sonar tracker (A) is automatically assigned to the contact. you can estimate its course and range. (Illustration not available in MS Word). i. The towed array can’t pick contacts in front of your submarine. your crew designates the contact and assigns a tracker. the TMA station records the bearing at which the contact was detected: If you have a good idea of the target’s speed. the TMA assistant uses the green ruler on the TMA board. its range and course can be estimated. Be patient eventually the array will pick up the contact. Target Motion Analysis (TMA) Switch to the TMA screen. The symbol for M1 on the navigation display is that of a neutral surface contact. 23 To pick up the contact using the towed array. Both traces are in fact the same contact. he can line up the tick marks on the ruler with the displayed bearing lines and derive a target solution. the spherical array can’t pick up contacts behind the ship. The distance of the ruler from the Own Ship Marker represents the tanker’s estimated range. The tracker will automatically track the contact and make this information available to the Target Motion Analysis (TMA) station.Check the spherical array contact if you’re unsure which is the true bearing. The dots at the top are the most Sheet 12 of 116 . The dot stack in the upper left corner is a graphical representation of the error between tick marks and bearing lines.in this case it’s moving from right to left. it’s important that the TMA assistant also estimates the target’s range. Sonar Supervisor automatically combines the information gathered from the spherical (S1) array and the towed (S2) array to create M1: the merged contact. This information gives you a general idea of the contact’s course . Look at the diagram below. 26 As useful as this information is. Imagine a situation in which a submarine is tracking a ship. The trick is to have a good estimate of the target’s speed. Note that two traces appear on the display. What is TMA? Target Motion Analysis is a process by which a target’s course and range are estimated using timed bearing readings and an estimate of the target’s speed. heading west. Your crew has automatically classified M1 as a neutral surface contact. the towed array creates a mirror image trace for all contacts. he can use that information to derive estimates for range and course. You’ll need to wait a couple of minutes until the 1500 foot towed array has followed your submarine onto the new course. which is the critical piece of data you need in any tactical situation. To do this. its range would be reduced by half.. Watch the automated TMA assistant as he tracks the tanker’s change in bearing and works at achieving a target solution. If you’re unsure. 22 Sonar tracker “A” is assigned Towed Array Spherical Array s Click on the Towed Array to switch to that sensor. Fortunately for you. which you’ll learn about later. the ruler would be longer). Whenever a contact appears.Jane’s 688(I) User’s Manual Watch the spherical array. speed. s In the Gen Info area. (A target solution is all of the information you’re seeking: bearing. If you know the target is traveling at 10 knots. The length of the ruler represents his best estimate of the tanker’s speed (in other words. you know which is the correct contact because the same contact is already on the spherical array. Click on the drop-down menu and select M1 to display the contact’s tracking data. you have a TMA assistant who can not only estimate a target’s speed with a fair amount of accuracy. 24 Sonar Broadband . you need to change course so that your submarine isn’t between the towed array sensors and the contact. 25 The accuracy of the speed estimate is critical. 28 Wait a while and watch as timed bearing lines appear on the TMA board. “P” stands for presets. Select M2 as your current target. To ensure that you have an accurate solution. First you must enter the number of the contact you plan on attacking. so now you should focus your search on the layer below. When your TMA assistant has enough information he’ll derive a target solution from the bearing line data. the TMA assistant’s analysis is probably correct. 2. Click the E button to equalize the pressure in the tube with the sea pressure. s Click on Return. M2) has been designated for the weapon in this tube. the Victor is designated M2. Click on the Gen Info course control to resume your course of 000. 27 Second Detection (12:20Ð12:40) You know the Victor II is north of you heading south. The button flashes for a moment—once it’s fully flooded. the button stays lit. your sonar will merge the individual sonar contacts onto one “master” contact.) Wait a few minutes as new bearing data is collected. s Click on the Fire Control drop menu at the top of the screen. In this case.) You’re ready to launch a weapon at the enemy submarine. Navigation Switch to the Navigation station. After a while. the button stays lit. s Click on the P. the presets for the torpedo are already set.Jane’s 688(I) User’s Manual recent bearing readings. your TMA assistant’s estimates will become more accurate. There are a few steps you must take before launching a torpedo. You’ve only detected a tanker above the thermal layer. only a rough solution is required. Sheet 13 of 116 . This exercise should demonstrate how important it is to achieve as accurate a target solution as possible. Eventually a contact should appear somewhere between 040 and 050. Now click on the Launcher Panel button to view the various controls for launching a torpedo. 2. 1. 1. you’ll achieve a more accurate solution. Your final target solution should look something like this: (Illustration not available in MS Word. Switch to the Sonar Screen. Click on the Gen Info depth control to order a depth of 350 feet. switch back and forth between the towed and spherical array. This tells you that a target (in this case. These are the instructions given the torpedo prior to launching. By changing your ship’s contribution to the bearing rate. change your course to 180. Target Motion Analysis (TMA) Switch to the TMA screen. The button flashes for a moment—once pressure has been equalized. s Click on the drop-down menu and select M2 to display the contact’s tracking data. The contact is represented on the Navigation display by the red symbol designating a hostile submarine contact. since this particular target is a non-threat (why destroy an innocent tanker?). which is your primary mission objective. Sonar (Broadband) As your ship crosses the thermal layer (220 feet). 30 Fire Control (Launcher Panel) Note that the number indicating Torpedo Tube 4 is lit. s Click on the symbol designating Torpedo Tube 4. Since you also have a Weapons assistant active. (As you make more shifts in course. When the top dots are on the center line. However. Notice that your crew has classified the contact as a hostile submarine. Attack Hostile Submarine (12:40Ð13:00) Fire Control (Target Display Panel) Switch to the Fire Control station. 3. and then click on the Broadband button. You can now continue hunting for the Victor II submarine. Click the F button to flood the tube. s Click on the Yes button to exit. however. 3-D Viewer Switch to the 3-D Viewer station. CO’s Stateroom Switch to the CO’s Stateroom. and to launch a Tomahawk missile at a Cuban armory. You’re now ready to fire the torpedo. Note that the Interlock Indicator (I) is now also lit.Jane’s 688(I) User’s Manual 3. Click the M button to open the muzzle door. By the end of the mission you should’ve sunk the Victor II. the button stays lit. s If you decide to end this mission now. 31 s Click on the drop menu at the top of the screen. Congratulations! Your mission orders require you to destroy a Krivak class frigate in addition to the Victor. Select ADCAP from the list of objects. you may prefer to replay this mission following the Advanced Tutorial in Chapter 5. The button flashes for a moment—once the door is open. Try out the various camera views as well as the zoom and pan features. Notice as the torpedo is launched from your submarine. You’re asked whether you want to end the mission. You’re free to try your hand at attacking the surface ship and land target if you wish. and a second time to fire the torpedo. The viewer now tracks your ADCAP as it travels toward the target. simply click on the End Mission drawer. The Advanced Tutorial provides you with full instructions for completing all mission objectives in this mission. 32 Sheet 14 of 116 . s Click on the Fire button twice—once to lift the safety shield. ............................58 SAVING A MISSION OR CAMPAIGN ................... you accumulate points as you progress through the different missions.. s To enter your name............ 4............................... anti-surface warfare..................... and set game options and mission type at the Main menu................................. Click on the submarine you wish to command.................................. To select a submarine: 1............. Click on the Scroll bar or the arrows to scroll through the entire list........................... Change of Command Screen Enter your name and select one of 23 688(I) SSNs to command...........................................................................56 GENERAL INFORMATION (GEN INFO) AREA ...........36 Training Missions .......................56 Control Panel......................................................................................37 Single Mission ....... the ADCAPs you fire will not detonate or strike the target...... or click Decline to exit the game and return to Windows............................ log in at the Change of Command screen............... click on the Captain entry line to highlight it and type in a name.................39 Mission Editor ................... click on the button corresponding to the item you wish to select.... The focus here is on selecting and customizing the mission you’re about to play............................................ 2......... you can later upgrade your sub and its equipment............ To begin.......44 Multiplayer ...... A pull-down menu appears................................. Each name you enter represents a different captain............................. and land-based targeting.................................................................................................36 Training Mission ............. s To select an item from the Main menu.52 Exit to Windows ....................... Practice techniques in stealth........Jane’s 688(I) User’s Manual Chapter 2: Main Menu/Options CHANGE OF COMMAND SCREEN ........35 MAIN MENU ........................................................................ Click Accept to accept your command and continue to the Main menu.................................................51 Jane’s On-Line .......................................... Mission performance is attributed to the “captain” commanding the ship... the Main menu appears.... Training Mission Training missions are designed to highlight a specific aspect of submarine operations...........................39 Mission Editor Hot Keys .............................................. 35 Main Menu Once you have logged on and selected a sub from the fleet.......51 Options .....................54 IN PORT ...................... mine laying.............. Based on these scores.........50 Ship’s Information Books .......................... When you enter a name as Captain...... and each captain’s scores are recorded individually.................................................. 3................................. Note that all ships are equally capable..45 Captain’s Log . although some play the part of enemy ships................. campaign mission.... Sheet 15 of 116 ................................55 Repair Yard............ Note: During Training missions............ Each training mission helps you develop a skill you will use in a hostile situation later in a single mission..54 Weapons Depot ...... Click on the arrow to the right of the Submarine line.............60 34 This chapter is designed to guide you through the various menus and options in the game................... or multiplayer mission.. anti-submarine warfare......... All forces in the training missions are friendly..............37 Campaign .............................................. They are unarmed exercise weapons and are programmed to swerve away from the target before they hit it............ Oscar Winning Performance . Libya. For more information.Battle group screen penetration (ASUW).Battle group support. 6. You are taken to the Port of Call. 4. See In Port on p. A mission summary appears in the Mission Description box. 7. Click the OK button.Protecting sea lanes of communication (SLOC). focusing on stealth. click the OK button.Surgical strike. Keep The Petrol Flowing . When you have selected the mission you wish to play.) 2. see Advanced Tutorial on p. Against All Odds . The missions take place in four different regions of the globe and concentrate on different goals. A campaign summary appears in the Mission Description box. Mohamar’s Madness .Use of special operations for non-combatant evacuation operations.Submarine search and rescue. 2. You are taken to the Port of Call. 8. 3. Sheet 16 of 116 . Single Mission In the single missions you are required to accomplish a specific task. 5. 54. To select a Mission: 1. Persian Gulf. There are several obstacles to overcome in each mission in order to be successful. Sea of Okhotsk. A mission summary appears in the Mission Description box. Click on the mission of your choice.Training in offensive mine warfare. Cuba. North Pacific. select the button next to Campaign.Training in basic submarine operations. 37 To select a Single Mission: 1. SINKEX . anti-submarine warfare (ASW). 2. The Training Mission Select screen appears. select the button next to SINGLE MISSION. Need A Lift? . Mission Editor 688(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. Columbia. you do not return to port between every mission. The Single Mission Select screen appears. 2. 9. 54. see Port of Call on p.Harbor penetration for the destruction of a merchant ship. 186. Fidel’s Folly . You can make them as easy or as difficult as you like. click the OK button. Fire One! .Training in advanced anti-submarine warfare.Nuclear ballistic missile submarine (SSBN) interdiction.ASW/ASUW escort of a carrier battle group. Let My People Go . Virginia SLMMs . You are taken to the Port of Call. Adriatic Sea. The Campaign Select screen appears.Training in basic anti-surface unit warfare (ASUW) employing Harpoon anti-ship missiles. The Silent Service . One Step At A Time . Click on the mission of your choice. 54. Fighter Planes Don’t Float . thus.Tutorial (For more information. Mano a Mano . Note: When you leave port to embark on a campaign. 10. Multiplayer Single Missions Each Single Mission has a corresponding multiplayer mission that accepts 2-8 players 38 Campaign 688(I) Hunter/Killer features a world campaign comprised of 15 different missions. see Port of Call on p. 3. Assault On Freeport . Rebel Yell . Click on the mission you wish to play in the campaign. 3. 11. Just Like John Wayne Training in basic antisurface unit warfare (ASUW) employing ADCAP torpedoes. One-Player Single Missions 1. 5. s To play a Single Mission. When you have selected the mission you wish to play.Training in basic anti-submarine warfare (ASW). Persian Gulf. such as protecting a battle group or finding and monitoring an enemy submarine. you must expend armament with great discretion. 4. For more information. Rebel Yell II . 6. Yellow Sea. 2. Click the button next to TRAINING MISSION. North Pacific.Combat search and rescue (SAR). Training Missions 1.  To play the Campaign.Jane’s 688(I) User’s Manual To play a Training Mission: 1.Training in strike warfare and targeting the Tomahawk missile. Surface duct. Select a map from the world map. SSP: Defines type of Sound/Speed Profile. 2. Select the mission you wish to load. See Academy Training on p. 100 for more information on SSPs. save edited missions. DELETE ALL: Take away all objects. Using the Mission Editor This section briefly describes how to create new missions. VIEW GRID: View Mission Editor chart with a grid overlay. design new missions. COPY: Duplicate selected object. Click on each option to display a pull-down menu with additional options. ADD WAYPOINT: Place an additional waypoint for selected object. then click OK. If this is a new mission. move or delete) is applied to the group. you can alter the message to fit the changes you’ve made to the mission. Load existing missions. The grid format is determined by the scale in the lower left of the screen.) 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. and convergence zone are the three most common types of SSPs. SELECT MULTIPLE OBJECTS: Group two or more objects so that the selected action (e. 39 Mission Editor Menus MISSION The Menu bar above the Overhead Chart gives you access to several options. so depending on which SSP is selected. define the objectives and goals of your created mission. OPTIONS Manipulate objects and messages.g. Sheet 17 of 116 . PASTE: Insert copied object. SET RANDOM START BOX: Defines general area where selected object begins mission. VIEW Select data with which to evaluate the Mission Editor chart. EDIT Edit the mission you are creating or altering. bottom limited. and exit from the Mission menu. select New Mission from the Mission pull-down. A checkmark next to an option indicates that it’s turned on. (Except for OwnShip and Multiplayer Sub. Select Load Mission from the Mission pull-down. ENVIRONMENT: Defines ocean environment. alter existing missions. and load edited missions. DELETE: Take away selected object. VIEW SCALE: Display ruler/scale indicating nautical miles. To create a new Mission: When the Mission Editor first appears. The Mission menu appears.Jane’s 688(I) User’s Manual s To access the Mission Editor. or load a previously saved mission. the game modifies the detection performance of all vessels. To load an existing Mission for editing: 1. save (or save as) missions. If you are building or editing a mission and you want to begin another. select Mission Editor from the Main menu. it is ready for your input. The different SSPs propagate sound in water differently. 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. DEFINE SCENARIO NAME: Create or alter the scenario name which appears at the Mission Menu. you can alter this to fit the changes you make to the mission. If this is an existing mission. It will often give more precise information than the brief. VIEW BATHYMETRY: View Mission Editor chart with an enhanced gradient indicating depth and ocean topography. The Object begins the mission at a random point within the box. ADD MULTIPLAYER SUB: Place a 688(I) for a multiplayer mission. CONDITIONS: Defines sea conditions and ocean bottom. especially as to latitude and longitude. Each type of object has slightly different properties. The mission is saved as a Single Mission.Assign an area in which the craft operates. 4. The area loads. s To move an object. The craft travels to each waypoint in turn. For properties where numerical values must be specified. 42 TACTICS Select operational tactics for surface vessels. then click OK. s To scroll the chart. Helicopters assigned one of the above tactics randomly drop an active. The craft patrols the area randomly. speed and depth indefinitely.Assign four waypoints. To place objects: 1. A confirmation text box appears 3. Area Waypoints . The craft patrols the area in a back and forth pattern within the perimeter of the box. click on the object and drag it.Assign an area in which the craft operates. highlight the property and type the number. move the cursor to the locus on the map and hold Shift. and the Selected Object Properties appear to the right of the chart. mines. The craft searches for your own ship as it travels from waypoint to way-point. the craft maintains the assigned course. and land-based targets on the chart. and aircraft. Random Box . passive sonar devices (aircraft only) launched from aircraft. 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. speed and depth as indicated. Click on an object from the selection in the upper right of the Mission Editor. 2. The Save or Save As screen appears. submarines. The craft patrols the area along the perimeter of the box. After arriving at the last waypoint.Assign an area in which the craft operates. The object appears on the chart. Transit Search . speed and depth indefinitely. pinging sonar into the ocean. To specify a locus: 1. or press X to toggle this option on/off. To create a mission. Transit . modifying its course. The craft travels from waypoint to waypoint. 41 Creating Missions This section demonstrates the steps necessary to create a new mission. s To view the latitude/longitude and depth of a given locus. The same principles apply to editing existing missions. Sheet 18 of 116 . Ladder Box . The craft patrols the area in an outward then inward spiral pattern. modifying its course. Your submarine (own ship) will automatically be placed on the chart. Drag the cursor to the spot on the chart where you want to place the object. The craft repeats the pattern.Assign the craft a travel route. Perimeter Box .(Sonabuoys are expendable. Highlight the option. To select object properties: 1. place the cursor anywhere on the chart. Select Save Mission from the Mission pull-down. Expanding Box . then click.Assign the craft a travel route. The option appears in the property window. Move the cursor over the Chart and over the area in which you want the mission to take place. Sonobuoy Search . 2. Type a name to label the mission you wish to save. s To select an object. Add waypoints with the Add Waypoint option in the Options pulldown. then click.Assign a path along which the craft travels back and forth. OBJECT PROPERTIES Each object has properties defining its function and patrol area. click on the object. 2. Select Mission Editor from the Main menu. Barrier . After arriving at the last waypoint.Assign an area in which the craft operates. speed and depth as indicated. (Click No to cancel and select another area from the chart. The Mission Editor appears. Click the pull-down arrow corresponding to the property you want to alter.) Aircraft drop a specified number of sonabuoys into the designated area. Click Yes to load the selected geographic area. then rightclick. the craft maintains the assigned course. 2.Jane’s 688(I) User’s Manual To save a Mission: 1. The Properties sub-menu appears. 2. displaying a list of saved missions. Direct Serial Play Players without modems can connect using the computer serial port using a serial connector cable. The Mission can’t be saved until all the necessary properties have been determined. but you also define the Goal for that object. 2.. the program prompts you at this time to enter this information. MUST SURVIVE . 2. Select Load Mission from the Mission menu option. To connect two machines: 1. Select Multiplayer from the Main menu. The Server selects the Mission to play. NO GOAL . the object’s Properties appear. 43 To determine your object position: 1. Choose GOAL IS CRITICAL and SCORE options in the same manner as for MUST BE KILLED. click on the appropriate button. Multiple players can play all Single Missions as well as create multiplayer missions with the Mission Editor.e. Use the scroll bar and arrows to scroll through the entire list of saved missions. i. you must not destroy this object. From the Properties. To set the points awarded for fulfilling the goal. and modem and direct serial play (two players). Multiplayer Take your ship into battle with or against other human players. 3. 3.To successfully complete your mission. Highlight the mission you want and click OK. Select Save Mission from the Mission menu option. Click Cancel to return to the Mission Edit screen. MUST BE KILLED . s To make selections. Buy a null-modem cable (you can usually find one at your local computer store). Sheet 19 of 116 .Jane’s 688(I) User’s Manual Defining Properties and Object Goals When you right-click on an object after it’s been placed on the map screen. you must destroy this object. When you select PROPERTIES for another object. The Save/Load Mission screen appears. type a number in the Score box. 688(I) Hunter/Killer supports network play (up to eight players). Only those missions created with multiplayer entities can be used in a multiplayer game. s To go to the Multiplayer screen. The Object Position box appears. Click on Properties. To make the Goal absolutely critical to mission completion. Mission Editor Hot Keys Cntl +N New Mission Shift / U Copy Shift/ A Add waypoint Shift / D / D Delete waypoint or object Shift / S Save Mission Tab Toggles between objects in the game [ / ] Toggle through previous/next waypoints To save a mission: 1. This section describes how to set up all three types of games. 4. The Multiplayer screen appears. Highlight the latitude/longitude box and type in a new position. To load a saved mission: 1. acting as host. Right-click on your own ship. 3. not only do you determine a position. and the other end into a serial port on the second machine. check the Goal is Critical box.To complete fulfill your created mission. Click OK to save or Cancel to return to the Mission Edit screen. Select OK to accept or Cancel to reject the position. Type in a name for your mission. s If you have forgotten to enter necessary information on any object you have in the mission. also known as null-modem cable. The Save/Load Mission screen appears. Plug one end of the connector into a serial port on one machine. you can define the ship’s position. set a latitude/longitude.This entity is not on your list of objectives. Note: Your modem must be installed through the Windows 95 Operating System before you begin the game. Select a Mode of play.  If you are selecting a Multiplayer mission created with the Mission Editor. Modem Play Two players can connect directly by a 28. To setup a Modem Multiplayer game: 1. Go to the Radio Room. it turns yellow and the Settings button next to it turns blue. they will not sync correctly. 2. The Start Game button is automatically activated in two-player games (Serial Modem). It is best to have the fastest computer be the server. s To select the connection type. (COM 1 is usually used by your mouse. 45 To set up a Direct Serial Multiplayer game: 1. 4. Both players must select a Modem port. Determine if your ship will be designated as either Allied. 3. After both players have determined the appropriate settings. When you select Server. You’ll need to know this when attempting to connect to the other machine. the Server presses the Start Game button. A text box appears above the Radio message screen. 3. When it is active. Both players press Connect and move on to the Waiting room. designating your computer as either the Server or Client. After both players have connected a list of Multiplayer missions appears. 8. designating your computer as either the Server or Client. 5. After both players have connected and finished chatting. go to the CO’s Safe and select End Mission. or acts in the “Answer Mode”. Determine if your ship will be designated as either Allied. You can then select Settings. Neutral. or Threat. Select Auto to have your system automatically detect the modem port. The Server selects a Mission and clicks OK. The Server selects a Mission and clicks OK. 6. 10. The Client should press Connect first. Look for messages from other players in these areas as well. The Baud rate defaults to 57600. To disconnect.Jane’s 688(I) User’s Manual 2.  To send a message. The mission loads and the players are underway. It is best to have the fastest computer be the server. and any multiplayer missions you may have created with the Mission Editor. and a Send Message button appears next to the box. you act as host for the game.800 baud or faster modem. Here they can send messages to each other before loading the Mission. 7. Highlight the box and type in a message. click on the button next to one of the types. click on the button next to one of the types. Remember which COM port you plugged the cable into. and acts as the caller. click in the Outgoing Message text box.) If you’re not sure what port you’re using. The Server selects the mission to be played. you and all other connected players must have a copy of the mission in order to play. or Threat. A list of Multiplayer missions appears. Select Serial as your connection type. it turns yellow and the Settings button next to it turns blue. Select a Mode of play. When it is active. Sheet 20 of 116 . 9. Both players move on to the Waiting room. The Server is in “Call Mode”. 46 To communicate with other players during a mission: 1. Press Send Message to send the message. You can then select Settings. Click OK to return to the Mulitplayer screen. 2. 5. If you haven’t installed your modem through Windows 95. Select Settings to display the Serial Settings screen. you act as host for the game. Select Modem as your connection type. 6. Neutral.  You can’t save a mission in progress when in Multiplayer mode. or type in the appropriate number. followed by the Server. Most ports have an identifying mark. look on the back of your computer. The mission loads and the players are underway. they select Connect. while the Client receives. 4. 2. Press OK to return to the Multiplayer screen. 8. If the selected baud rates are not the same on both computers. This includes both the Single Missions included with 688(I) Hunter/Killer and any multiplayer missions you may have created with the Mission Editor. The server must select a telephone number from the list. 7. This includes both the Single Missions included with 688(I) Hunter/Killer. Select Settings to display the Modem Settings screen. They wait while the server’s machine dials and connects with the client. They can also press Abort to disconnect at this time. type in a message. and press Send.  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. consult your Windows 95 and modem documentation to learn how. The message appears in the general information text box along the bottom of the game screen and in the Radio Room Message screen. Select a serial port and Baud rate. s To select the connection type. When you select Server. It is best to have the fastest computer be the server. Select Connect. Look for messages from other players in these areas as well. Select Connect. To setup a Network Multiplayer game as the Server: 1. The Server selects a Mission and clicks OK. and a Send Message button appears next to the box. You then go to the Waiting room where you can wait for the other players. or Threat. To disconnect. After everyone has connected and finished chatting. the Server presses the Start Game button to load a scenario. where you wait for the other players. Determine if your ship will be designated as either Allied. 2. or clients. Press Send Message to send the message. Captain’s Log The Captain’s Log records your scores in the various missions and campaigns.  To select the connection type. or Threat.  You can’t save a mission in progress when in Multiplayer mode. The message appears in the general information text box along the bottom of the game screen and in the Radio Room Message screen. 6. it turns yellow and the Settings button next to turns blue. designating your computer as the Server. 4. You go to the Connection room. 3. 49 To communicate with other players during a mission: 1. This includes both the Single Missions included with 688(I) Hunter/Killer. although the players’ positions will not be as accurate and may appear jumpy. Network Play From two to eight players can be connected over a network. 4. go to the CO’s Safe and select End Mission. Use the points you earn to refit your ship with new equipment and take on more experienced Sheet 21 of 116 . The message appears in the general information text box along the bottom of the game screen and in the Radio Room Message screen. The scores are recorded under each Captain’s name as entered at the Change of Command screen. to join you. go to the CO’s Safe and select End Mission. where you can select a Server from a list of available servers by double-clicking on the Server name. Press Send Message to send the message. Select the Network connection type. Select a Mode of play. Neutral. You can then select Settings. The mission loads and the players are underway. Go to the Radio Room. The Server selects a Mission and clicks OK. To setup a Network Multiplayer game as a client: 1.  You can’t save a mission in progress when in Multiplayer mode. Single. When it is active. 2. You can then select Settings. A list of Multiplayer missions appears. 6. When you select Server. To disconnect. or clients. you act as host for the game. to join the game 5. single. Go to the Radio Room. designating your computer as the Client. you receive a score. click on the button next to one of the types. 3. Scores correspond to mission type: Training. Neutral. whether it be training. s To select the connection type. Clients can disconnect at any time. Select a Mode of play. and any multiplayer missions you may have created with the Mission Editor. For each mission you complete. 2. To communicate with other players during a mission: 1. The score depends upon whether you achieved your mission objectives. 3. 7. If the server player disconnects. 7. 5. 2. A text box appears above the Radio message screen.  All connected players must have a copy of the mission in order to play. When it is active. 3. or within the campaign. Select the Network connection type. Highlight the box and type in a message. you and all other connected players must have a copy of the mission in order to play. You go to the Waiting room. After everyone has connected and finished chatting. click on the button next to one of the types. Look for messages from other players in these screens. the game will continue. it turns yellow and the Settings button next to turns blue. go to the CO’s Safe and select End Mission. Determine if your ship will be designated as either Allied.  If you are selecting a Multiplayer mission created with the Mission Editor. The mission loads and the players are underway. Highlight the box and type in a message. To disconnect. and a Send Message button appears next to the box. or Campaign.Jane’s 688(I) User’s Manual 9. you press the Start Game button.  You can’t save a mission in progress when in Multiplayer mode. A text box appears above the Radio message screen. Jane’s 688(I) User’s Manual crew. (See In Port on p. 54.) s 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. s To view the debriefing for any mission, double-click on one of the completed missions in the log. s To see other campaigns, click on the Previous or Next tabs. s To close the Log and return to the Main menu, click Close. 50 Ship’s Information Books The 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. s To exit the Ship’s Information Books, click on the lower right Power button. Jane’s On-Line Featuring 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. s To exit the Jane’s On-Line screen, click on the button in the lower right section of the screen. 51 Options Set graphics, sound options, cheats, and automatic crewmen. The Options screen is also available from the CO’s Stateroom when the game is in progress. s To select an option, click the corresponding button. s 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. Graphics Set 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 game runs. If the game runs slow on your computer, set resolution, shading and textures to the lowest possible settings. 52 Cheats INVULNERABILITY - 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 depth capabilities. 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 analysis FIRE CONTROL: WEAPONS - Check this and an expert weapons assistant takes care of weapons presets. Sound s Set levels for sound effects and music. Limit intra-crew communication to emergency reports. Sheet 22 of 116 Jane’s 688(I) User’s Manual s To turn sound or music ON/OFF, click the box to the left of the appropriate feature. s To adjust sound or music volume, click the arrows on either side of the volume scale or drag the green box left/right. s To limit crew communication to emergency reports, click the box corresponding to EMERGENCY REPORTS ONLY. 53 Crew 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 Windows Select this option to exit the game and see the credits. In Port You 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 loadouts for each mission type.) Click on the Weapons Depot to view the weapons available. s 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. s 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. s To exit the port and return to the Main menu, click on the Buoy. Weapons Depot You 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. s 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. 55 Click 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 Yard The 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. Sheet 23 of 116 Jane’s 688(I) User’s Manual 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) Area Once 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. s In most screens, click to initiate an action, or to select or change an option. s 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. 56 The 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. s 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. 57 Control Panel Use 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 Radar Room alt + C TMA Function alt + E 3-D Control alt + M Fire Control alt + F SSP alt + H Jane’s On-Line alt + J 3-D View alt + N Sonar alt + B Radio Room alt + D CO’s Stateroom alt + L Periscope alt + G Ship’s Books alt + I Navigation alt + K 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 Widgets Square 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 the handle. Some items, such as the entity list in three-dimensions (3-D), have pull-down lists. s Click on the down arrow and then click on the desired item in the list. Sheet 24 of 116 and click OK. Select the Save As Game. and then drag the cursor to a new location. The mission or campaign is saved. the Mission Edit screen. and you resume the mission or campaign at the point where you last saved it.Zoom in/out j / l Pan left/right i / k Pan up/down 0 Zoom on cursor (right mouse button zooms out.Navigation. To resume a mission or campaign:  Select Training Mission. Saving a Mission or Campaign Training Missions. Note: The cursor must be on the map for these controls to work. The same controls are used in each map. 3. but the initial score is used for crew training purposes. Select the Co’s Safe.) Note: Clicking and dragging with the left mouse button activates the ruler (equivalent to R ). Note: You can replay any mission you’ve previously completed in order to increase your score. only works while C is held down) N Center on cursor (only when Center on Own Ship is not active T Toggles the scale display at the bottom left of the map G Toggles the grid display on the map R Toggles the ruler X Toggles ON/OFF the continuous latitude/longitude/depth display. Click-and-hold on the desired object to select it. Using the Maps Maps appear in the Navigation screen. the ruler in the target motion analysis (TMA) function can be dragged. The mission or campaign loads. left mouse button zooms in.Jane’s 688(I) User’s Manual Objects You Can Drag Certain map objects on the Target Display Panel and Mission Editor function can be moved from one part of the screen to another. The file name under which you saved the mission or campaign appears at the bottom of the mission list. You can save as many missions/campaigns as your available hard drive space allows. Fire Control. 60 Sheet 25 of 116 .  Select the mission or campaign. 4. 2. RESUMING A MISSION OR CAMPAIGN Resume a campaign at the mission succeeding the one you last completed. Clicking and NOT dragging with the left mouse button will center the chart at the cursor location (equivalent to N ). (The cursor must be over the map. Additionally. or Campaign from the Main menu. the Fire Control screen and during the Replay. To save a mission or campaign: 1. Type a file name by which you can identify the mission or campaign. Single Mission. Single Missions and Campaigns can be saved in progress. Select the CO’s Stateroom from the Control Panel. 59 Map Widget Hot Keys (work in Mission Editor. The Save screen appears. and Replay) + / . ........ press the Charge button........................................) to ventilate................. with a negative trim angle........Quickly empties the main ballast tanks of water using high pressure (HP) air........... 100......... For information on tactics and strategic operation of this equipment.............81 Periscope .................... Keel Depth .................... This air is used for the emergency main ballast tank blow system....................................S.................68 Demodulated Noise (DEMON) ..........................................................Deploy one of two towed arrays for sonar processing..65 Broadband ...................... Ventilation is only required if you’ve emptied the main ballast tanks and need to recharge the high pressure air............................. Left/right click on the digits in the Ordered block to increase/decrease depth.92 Navigation ..... s To select a towed array...75 RADIO ROOM/ESM..........93 CO’s Stateroom ..... Ship Control The Ship Control Station is the primary location from which the ship is operated. s To commence and secure air charges...................... The towed array may be streamed a maximum of 2600 feet behind the ship............................... advanced control functions can be initiated only from this screen...............................................Indicates the present charge in high pressure air banks................63 SONAR ..... which is used to commence and secure ventilating procedure.....88 Sound Speed Profile..Indicates the trim angle of the ship measured from a horizontal axis.......................................................................................72 Active Intercept .................................................................................... course................................................... switch to Stream..........................78 Fire Control: Weapons and Launchers ...............97 3-D Object View .......... See HP Air below.......................................................................................... The ship must be at or above periscope depth (60 ft................. Sheet 26 of 116 ............... Ventilate ........98 This section describes the various instruments and devices that make the 688(I) the most feared hunter in the U............. toggle Port/Starboard................................70 Active .......... Note: This air is also used to launch weapons from the torpedo tubes.......... s To deploy the selected towed array..... Although speed..... Trim Angle ........ Navy’s arsenal........... With a positive trim angle.............................74 RADAR ................. see Academy Training on p.............Jane’s 688(I) User’s Manual Chapter 3: Ship's Stations SHIP CONTROL ....................................................................... the ship has a bow-down attitude................................ The trim angle is controlled automatically by the helmsman as ship depth changes.. Towed Array .......66 Narrowband....................................76 TARGET MOTION ANALYSIS ......................... and depth can be changed from most screens using the Maneuver shortcuts in the Gen Info area...........95 3-D Control Room....... HP Air ..........................Raises/lowers the snorkel mast. The following sections detail the Ship Control Station functions: Emergency Blow Valve .... the ship has a bow-up attitude................................. The indicator measures the deployed array’s current distance from your ship......................................90 Ship’s Information Books ........... forcing the ship to the surface..................................91 Jane’s Online ................ At least 50% charge is required for a successful launch.........................Indicates actual and ordered keel depth... press the MBT vent button. The vertical axis represents time. track. Use the Pause button often until you master the technique.Opens and closes the main ballast tank (MBT) vents. 52. s To retrieve the towed array.Jane’s 688(I) User’s Manual s To stop streaming. 65 Note: If a Sonar Assistant is active. however. which is used to detect small objects (mines) at short range.) The top of each display shows the most recent information. Contacts are represented by broader. Sheet 27 of 116 . Bow. (See Time Average below. click on the portion of the dial which represents the desired speed.The toggle switch activates the High Frequency Sonar System (HFSS). High Frequency Sonar . Your crew automatically opens and closes the MBT vents when necessary—as Captain. and bright is a strong signal. Specific speeds can be ordered by left/right-clicking on the digits in the Ordered block. click on the buttons in the upper right hand corner.Indicate the positions of the respective control surfaces of the ship. switch to Retrieve. However. The broadband function includes the following instruments: UPPER AND LOWER BROADBAND DISPLAY Two identical waterfall displays are provided so that you can set them to different time averages. See Options on p. You will be switching back and forth between the screens often. point at the object and click. s To close the MBT vent. s To order a new course heading. manually set a rudder angle. Broadband. Flank (Maximum) Speed is 32 knots.The black indicator indicates the current course. is used to detect and track all classes of submarines and surface ships. s To switch from one sonar screen to another. Opening the MBT vents floods the tanks with water and allows the ship to dive. each with a specific purpose. toggle the switch On/Off. fuzzier lines. you won’t need to operate the MBT vent. identify. Speed . help detect. The speckled back-ground represents background noise. The “V” indicator and the thin vertical line represent your ship’s heading or course. If an object is close enough. press the MBT vent button again. click on the desired bearing on the dial. You can. Dark is a weak (or non-existent signal. while the red indicator indicates the ordered course. and Narrowband. Five displays. Note: The Broadband and Narrowband displays are waterfall displays which represent signal strength (loudness) as brightness. The sonar functions are composed of five separate displays: Active.) s To set engine speed. MBT Vents . clicking on it designates it as a sonar contact. you can if you like. Speeds can be ordered in five-knot increments. s To open the MBT vents. The horizontal axis represents bearing. The Helmsman automatically controls all control surfaces—you need only order changes in depth and course. Active Intercept. Sonar The Sonar Room is where you’ll monitor the most important sensing equipment on board. DEMON. (Upgrades and cheats may affect maximum speed. 54. he’ll make updates regardless of any inputs you make.Orders engine speed. Course Indicator/Ordered Course . Rudder. 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. This causes the ship to make a continuous turn until you change the rudder by clicking on the indicator or order a new course. switch to Off. and pinpoint contacts by employing either active or passive sonar. and Stern .Shows actual and ordered speed in knots. Engine Order Telegraph . Zero represents a neutral setting for the bow/stern planes and the rudder. s To activate/deactivate the High Frequency Sonar System. s To designate targets (such as mines). Broadband The default sonar function. Broadband. See Crew on p. The High Frequency Sonar screen shows the location of any object near your submarine’s bow. S3. To designate a contact: 1. A vertical cursor appears on the bearing indicator.Jane’s 688(I) User’s Manual TIME AVERAGE Change the time scale for a tracking contact. If the sphere already has four contacts assigned to trackers (A-D) and the sonar operator designates a new contact. G. Note: The straighter the line. Note: In order for the towed array to receive signals. The horizontal axis remains 360 degrees wide. and L Sonar contacts are assigned a sequential Sierra number: S1. identify. and an alphanumeric tag appears in the Track Identification window. S2. The integration time can be set to Short (0–60 seconds). Sheet 28 of 116 . C. For example: if you don’t want tracker A automatically unassigned in the example above. or Long (0–2 hours). 180 degrees is displayed in the center. NORTH CENTER/SOUTH CENTER Toggle to change the display orientation. the oldest tracker will be unassigned from its current contact and reassigned to the new contact. at least one of the towed arrays must be deployed. etc. Click on the Designate Target button. but the center of the display shifts to North or South. When South Centered is selected.) 2. Curved vertical lines are caused by distortions in the signal. etc. 64. The horizontal axis represents the range of frequencies (adjustable as explained under Frequency Scale. Intermediate (0–30 Minutes). no sound is emitted.. 66 AUDIO ON/OFF When Audio is ON and a cursor is placed over a contact (click on the signal). When Audio is OFF. but want the new contact assigned a tracker. S2. This alphanumeric reference is used to track. FREQUENCY SCALE Adjusts the frequency window to improve signal resolution. and D  The hull array sonar has four trackers: E. and the vertical axis represents time past. When North Centered is selected. the audio emits only the signal from the cursor’s bearing. C. click on the number to which you want to change. 67 A high contact environment requires you to exercise tracker management. or D by dragging the tracker off its contact. Note: It is often easier to detect a faint contact with the Intermediate setting. A letter appears on the bearing indicator representing the sonar tracker assigned to that contact. while Intermediate and Long give a longer history. Each class of ships has a unique frequency signature. s To change frequency. Tracking data is sent automatically to the TMA. Contacts are represented by vertical lines. and dropping it over the new contact to designate it. the bearing 000 degrees is displayed in the center of the waterfall display.) Narrowband The Narrowband function is used to classify contacts and includes the following instruments: NARROWBAND WATERFALL DISPLAY Separates a signal from the chosen bearing into discrete frequencies. J. and H  The towed array sonar has four trackers: I. immediately below). (The cursor can be dragged.  The spherical array sonar has four trackers: A. The Short setting is used to track a contact’s immediate movements. Try different frequency scales for each contact to find the one that works best for that contact. Click on the contact. and target contacts.) Sonar trackers are assigned based on the sonar array used in gathering the information. SELECTED ARRAY Select Spherical. You then compare this signature to the examples in the Ship Classification Display to classify the contact. TRACK IDENTIFICATION Shows the alphanumeric code of a marked contact—S1. B. (You may have to click more than once if the signal is faint. the stronger the signal. DESIGNATE TARGET BUTTON Assigns the identification of a target. or Towed Array. K. (See Towed Array on p. This is also true for the hull and towed arrays. up to S99. F. Hull. then you must manually remove the tracker from B. and target contacts. Hull Array. click the horizontal frequency indicator in the Narrowband Waterfall Display and drag the cursor to the desired position. This alphanumeric reference is used to track. the entire signal line is near the top of the display. When North Centered is selected.Jane’s 688(I) User’s Manual FREQUENCY WINDOW Pinpoints the frequency at which a selected signal occurs. and the horizontal axis represents frequency. The name of the craft or weapon is displayed in the window.) Data is sent to the Narrowband Waterfall Display. the bearing 000 is placed in the center. at least one of the towed arrays must be deployed. The height of the signal line represents signal strength. Tracking data is sent automatically to the TMA. or Towed Array. identify. A signal appears as a series of parallel vertical lines. To designate a contact:  Once the frequency scale has been adjusted for optimum signal strength. click on the Prev/Next button. When South Centered is selected. Select the appropriate array. You can then match the display with one of the profiles located there to classify the contact and designate as a target. Sheet 29 of 116 . The line farthest left represents the shaft speed. click on the contact.) 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). DESIGNATE TARGET BUTTON Assigns a designation to a contact. and an alphanumeric tag appears in the Track Identification window. click on the horizontal line on the Narrowband Search Display and drag the cursor to the desired position. s To select a signal. The DEMON function includes the following instruments: DEMON WATERFALL DISPLAY Separates a signal into demodulated components. the Designate Target button doesn’t assign a sonar tracker. The vertical axis represents time. NORTH CENTER/SOUTH CENTER Toggle to change the display orientation. (You can drag the cursor left/right. click on the peak of a signal. A letter appears on the bearing indicator. Note: For all Designate Target buttons: You may have to click more than once to designate the contact.)  Click on the Designate Target button. featuring every craft and underwater weapon in the simulation. if the game is paused. SHIP CLASSIFICATION/PROFILE SELECTOR A library of sonar signatures. where a signature of that signal appears. Cycle the profiles until the signature on the Ship Classification Display matches the signature on the Narrowband Waterfall Display. To calculate the contact’s speed: 1. while the rest of the lines represent propeller blades (one each). 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 bearing 180 is placed in the center. where amplitude is contrasted with bearing. (The cursor can be dragged. preventing the detection of individual signals. SELECTED ARRAY Select Spherical. 64. A vertical cursor appears on the bearing indicator. (See Towed Array on p. CURSOR POSITION Indicates the exact bearing of the cursor on the Narrowband Search Display. the louder the signal. This indicates that the background noise is very high (due to flow noise around the array). The signal must be strong enough to assign a sonar tracker. NARROWBAND SEARCH DISPLAY Shows the signal from the selected array in an A-scan format. The higher the peak. Note: In order for the towed array to receive signals. s To read the bearing of a contact. s To select a signal. s To cycle the signature profiles. Also. and the cursor over the current signal. The line farthest left represents shaft speed and the remaining parallel lines represent the propeller blades (one for each line). The cursor appears just above the horizontal line at the top of the DEMON Waterfall display. the bearing 000 is placed in the center. 71 Active Medium Frequency Active Sonar is used to both detect and track contacts. A ping or a series of pings is transmitted. Note: In order for the TRACKERS to function. ESM. s To transmit a signal. 4. SELECTED ARRAY Select Spherical or Towed Array. A CONTINUOUS ping keeps transmitting pings until you change the setting back to SINGLE. adjust the frequency to better view the signal. 3. click on the signal. Enter the turns per knot of the ship you are tracking to help calculate the ship’s speed. click once to lift the cover and again to press the button. Sheet 30 of 116 . FREQUENCY SCALE Adjusts the frequency window to improve signal resolution. When North Centered is selected.Jane’s 688(I) User’s Manual 2. Select the tracker for the contact you wish to analyze. This depends on ship type as determined by classification in the Narrowband Waterfall Display.) The speed of the target appears in the SPEED display. Turns per knot for all classes of craft are provided in the Online Jane’s Information library. click on the tracker whose alphanumeric designation matches the contact you wish to monitor. course. DEMON lines appear in the Waterfall display (not if paused). TURNS PER KNOT Represents the number of propeller shaft rotations per knot of speed for a given vessel. When South Centered is selected. click on your choice. then enter the number. (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. s To select Single or Continuous. s To enter turns per knot.  To change frequency. The Active Sonar function includes the following instruments: SINGLE/CONTINUOUS ECHO RANGING SWITCH With the SINGLE option. Place the cursor over the line farthest left. Once you have the correct turns per knot. or periscope. Enter the appropriate turns per knot number. SPEED Represents the speed of the target in knots. the device transmits a single ping. s To select a data source. If necessary. click on the number to which you want to change. s To pinpoint the frequency of a signal. XMIT BUTTON Transmits active echo ranging signal. a contact must have been designated in the BROADBAND display. the bearing 180 is placed in the center. click on the switch to the left of the digital display until the appropriate number appears. 5. AVAILABLE TRACKERS Represent selected targets and the source of data displayed on the DEMON Waterfall. and the resulting echoes from an object are used by the TMA operator to determine the object’s range. If necessary. and speed. this will display the current speed of the contact. NORTH CENTER/SOUTH CENTER Toggle to change display orientation. CURSOR FREQUENCY Indicates the Waterfall Display cursor’s precise frequency according to the horizontal frequency indicator. Check the file for the ship you’re tracking. drag the cursor left or right for precise placement. click on the Designate Target button. An alphanumeric tag appears in the Track Identification window. move the cursor over the contact and click on MARK. etc.. Note: Only 4 trackers are available to the spherical array. RANGE/BEARING CONTROL: DEGREES When a contact is selected. The screen updates from the bottom up. s To select a contact. Click on the contact.  To send a signal position to TMA: Click on Mark. The horizontal line at the top represents bearing. when someone else is sending out pings. Tracking data is sent automatically to the TMA. s To determine a contact’s bearing and range: Move the cursor over the contact and click. which is useful in detecting weak signal strength contacts. the frequency between pings. move the square cursor over the contact. Knowing the signal strength might also assist you in determining the relative proximity of the active sonar source. you may need to click more than once on a contact if the signal is faint. Active Intercept The Active Intercept Display gives you information on an entity that is transmitting active sonar. To designate a contact: 1. MARK Sends information about a selected contact to TMA for analysis. s To select a range scale. RANGE/BEARING CONTROL: YARDS When a contact is selected. The contact’s bearing and range appear in the Range/Bearing Control windows. Contacts appear as bright spots. The display shows a four ping history. The Active Intercept includes the following displays: FREQUENCY Displays the frequency of the intercepted signal. DESIGNATE TARGET BUTTON Assigns a designation to a contact. and the signal strength. s To select a contact. identify and target contacts. Each subsequent ping replaces the oldest data with the newest. ACTIVE DISPLAY Shows results of active sonar echo ranging. This alphanumeric reference is used to track. click on the number of your choice. Information is sent to TMA. represents the contact’s bearing. A lower range gives you a higher data rate. represents the contact’s distance in yards from your ship. Assigning an active tracker means one fewer tracker is available in broadband and narrowband modes.Jane’s 688(I) User’s Manual RANGE SCALE Select the maximum range for the echo. s To select and mark a contact. the age of the last signal. An metallic tinkling sound can also be heard for each contact. Trackers from the spherical array can be used to automatically track a contact when the active sonar is in Continuous mode. 2. It gives information on the transmitting entity’s bearing. Again. The area at the bottom of the screen represents objects closest to your ship. Marking subsequent echoes provides enough information to calculate a solution for the contact. Click on the Designate Target button. The faint green areas represent echoes from the ocean in general.  To continuously track a contact and send information to the TMA: Once a contact has been selected. S2. move the square cursor over the contact. BEARING Displays the bearing of the intercepted signal.e. An alphanumeric code representing the contact appears in the Track ID window. Sheet 31 of 116 . TRACK IDENTIFICATION Shows the alphanumeric code of a marked contact—S1. i. Stream the Floating Wire Antenna to a length of at least 600 feet to ensure message reception. 4. Click the Send Message button to broadcast the message to all players.) 1. Range scale and the spacing between range rings can be adjusted. Allow approximately a half a minute to receive messages. the brighter the light. the Floating Wire Antenna receives messages much more slowly than the radio antenna mast. Use the radar to detect surface contacts. Click on the Transmit Mission Report button to lift the cover. once appropriately marked. s To adjust the range scale and spacing. click on the distance labels next to the Range scale and Range ring dials. You are debriefed and your performance assessed. the ship’s speed should be less than 5 knots to prevent damage to the Radio Antenna mast.Jane’s 688(I) User’s Manual INTERVAL Displays the interval between the last two signals. 3. 3. Select either the Floating Wire Antenna or the Radio Antenna mast to receive the message. radar works well in foggy conditions. and low-flying objects. ESM Sheet 32 of 116 . Unlike the periscope. Click the small text box just above the message screen 2. Be sure the keel depth is 60 feet or shallower and the speed is under 5 knots. Radio can also be used to get orders or send mission reports. Contacts show up as bright spots on the display. Type a message. Don’t transmit a report unless you have completed the mission. Bearing and range data. is then sent to the TMA and Navigational functions for analysis. Click Retrieve to reel the Floating Antenna back in after a message has been received. Look at the Message screen for incoming messages. The stronger the signal. SIGNAL LEVEL Indicates the strength of the intercepted signal. Note: When using the Radio. To transmit a message: (Available only in a Multiplayer game. s Submarine radar is used exclusively when the sub is at periscope depth or when the sub is surfaced. Note: You don’t need to be at a periscope depth or have the radio antenna raised to send messages to other players. Radar Radar 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. The Radar Ready light turns on. AGE Displays the time in seconds since the last signal. 2. You must be at periscope depth to raise the mast. TRUE BEARING INDICATOR Indicates the bearing all intercepted signals. 2. click the toggle switch. s To use radar. Click the button again to send the report. 75 Radio Room/ESM The Radio receives and decodes communications for the submarine. or use the toggle switch to Raise the Radio Antenna. and you don’t have to be at periscope depth to use it. 77 To transmit a report at the end of a mission: 1. Note: This signals the completion of a mission. s To toggle Range rings ON/OFF. Watch the Radar Display for contacts. To receive a message: 1. or Lower the Radio Antenna. Click Stream to activate the Floating Wire Antenna. raise the mast by clicking on the toggle switch. This prevents damage to the delicate radar mast. Click on the up/down arrows to scroll through the messages. However. Send bearing and range information to the TMA and Navigational functions by placing the cursor over the contact and pressing the Mark button. land. Note: Because it works with low frequency signals. it’s more difficult to detect than the Radio mast. . Dragging the first tick mark with the last tick mark locked. 4. They represent the estimated position of the contact at the time the respective bearing was sent. Note: If a TMA Assistant is active. A bubble at the end of the bearing line indicates the target’s range at that time. If the target’s bearing and range are known at two different times. active sonar. but it is more difficult since several possible solutions exist. Dragging the entire ruler. raise the ESM antenna by clicking on the toggle switch. After a short interval. The Ruler also is used to find a solution. Spherical array = White Periscope or ESM = Red Hull array = Blue Radar = Yellow Towed arrays = Purple Active sonar = Green Data from the periscope. This brings up a menu of source and time history options. radar. Grisha. and course. and periscope. This solution appears on the Fire Control and Navigational Charts. press the Mark button. or radar function (whichever you are using) and mark the contact by clicking the Mark button again. Select the contact you want. only raise and lower the ESM antenna at periscope depth and keep your speed under 5 knots. the better the solution. Watch the display screen for contact data. A bearing line appears in the view screen. A bearing shows up as a line in the direction of the contact at the time the bearing was sent. Look at the tick marks on the ruler. The source information is automatically determined from the wavelength of the transmission.g. 8. Place the back of the ruler in the bubble of the oldest bearing/range line. Data received in the TMA function is color coded to indicate its source. R for Radar. 2. The source and number of lines displayed can be controlled by right-clicking in the display area. V for visual or periscope. When you have a good solution. Click on the contact image to determine contact bearing and to view the source of the signal (e. S for Sonar. 3. pan around the view screen to get a clear view. 5. They represent the error between the user’s solution. The trial solution appears in the TMA Solution block at the lower right. To use ESM: 1. speed. 4. he’ll make updates regardless of any inputs you make. To activate the ESM system. etc. Toggle back and forth between the TMA and your chosen sensor. 2. 7. and E for ESM. range. The solution can be adjusted in three ways: 1. When the antenna is raised above the level of the water. Bearing lines represent the direction to the contact at different times. 6. Note: As with the Radio Antenna mast. The closer the dot stack is to the center vertical line. 3. 3. The ESM Indicator lights indicate the strength of the signal and ascend from green to red as the signal grows in strength. the better the target solution you develop. periscope. Sheet 33 of 116 . Click on the Selected Track arrow to display the list of contacts. and the actual logical solution. The first letter of the target designation represents the source of the data. Place the front tick mark (short line across the ruler) in the bubble of the newest bearing/range line. return to the active sonar. The dot stack in the upper left corner is a graphical representation of the error between the tick marks and the bearing lines. The tick marks should match approximately the bearing lines. Continue to Mark the contact at different intervals to accumulate several bearing lines.). and radar appear as a bearing/range pair. To determine a target solution from Active Sonar. the Periscope. it can detect and indicate the direction and signal level of radio or radar transmissions from other ships. as is the case with active sonar and radar. 2. ESM. See Crew on p. and will be used to fire a weapon. Moving the last tick mark while the first is locked. To send the bearing data to the TMA function. TMA data is used to develop a solution of the target’s bearing.Jane’s 688(I) User’s Manual Electronic Surveillance Measures (ESM) is a passive system used to detect radar and radio transmissions. or the Radar: 1. as the contact and your own ship moved. Helix. 54. Target Motion Analysis The Target Motion Analysis (TMA) function works hand-in-glove with the four primary contact sensors on the 688(I): sonar. the solution can be found by connecting dots and drawing a line for course and speed. Using the Plot Control. as represented by the ruler. The better the information you have. To determine a target solution using Passive Sonar and the ESM: Passive sonar and ESM send only a bearing. enter the solution. As long as the tracker is tracking. 2. using the DEMON. A tube can be unassigned by clicking again on the tube number. Select weapon presets by clicking on P (PRESETS). you assign targets. The remaining presets will be set to the default values. Sometimes lots of bearing lines help. The times are minutes of history. 20 min = up to 10 bearing lines. Make changes as required by the existing situation. Type in the bearing of the threat in Snapshot Bearing. and launch weapons. Tracks that are believed to be from the same contact can be merged. while the third locks the course and speed while changing the range and bearing. 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. but if the target maneuvers. Click on the Select Target arrow. Click on the target you want from this list. Select a firing tube by clicking on the number of a torpedo tube in which an ADCAP is loaded. the contact may have maneuvered (turned or changed speed) while being tracked. 1 hour = up to 30 bearing lines. Source and Time History Options If you right-click while the cursor is in the TMA display screen. (Illustration not available in MS Word. press the Split button. You can select one or more of these options to limit the display to the selected source. Select Snapshot from this list. In this case. A good solution comprises the following elements: bearing lines match tick marks. s To reverse the Merge. the dot stack is lined up. The other hint to finding a good solution is to determine and lock in the contact’s speed. ignore the older data and concentrate on the most recent bearings. select a target by clicking the Down arrow. Click on the tube number you want. Fire Control: Weapons and Launchers The Fire Control function comprises two screens: the Target Display panel and the Weapon Launcher panel. The more significant the change in own ship’s contribution to the bearing rate. Note: If a Weapon’s Assistant is active. If no solution seems to match the bearings. Sheet 34 of 116 . 54. after it has been launched.. This sends the target solution to the selected weapon. From these screens. the more information gained by the second leg. depth. etc. keep at least the last few tick marks some-where along their respective bearing lines. 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). Avoid merging contacts from the same sensor unless you are sure they are the same contact.This is the range at which the missile will self-destruct if it has not encountered a target. You can recover this data by selecting a broader time interval. allowing the data from two sensors to be viewed together as a master contact. While trying various solutions. After verifying the TMA solutions. therefore 10 min = up to 5 bearing lines. The number lights up. 2. then you might want just the newest data (the last 10 minutes worth). A list of all contacts from the TMA function appears. ADCAPS and Harpoons ADCAPS and Harpoons have presets. Use it to assign a target to a launch tube and determine the presets for each weapon. To fire a Snapshot at a given bearing: 1. the following menu appears. The clear function erases all bearing lines up to the current time.Jane’s 688(I) User’s Manual The first two options change the entire solution. it should be entered to the TMA Solution by pressing the Enter Solution button. etc.) The source indicates the function from which the bearing lines are coming. A snapshot is a target solution derived from bearing alone. Presets give the weapon parameters to maintain such as range. 3. 81 Target Display Panel The Target Display Panel is the electronic interface between the weapon and the TMA function. To assign a target: 1. and you have realistic speed and course elements. Once a good solution is determined. The presets for Harpoons are as follows: DESTRUCT RANGE . the bearings are plotted every 2 minutes. A list of contacts appears. Changing course more than once may be needed to get a good solution. he’ll make updates regardless of a any inputs you make. Note: Only contacts merged from different sensors can be split. set waypoints and presets. Both of these operations must be completed before firing the weapon. See Crew on p. This can be used to protect friend ly and neutral forces. select this option to make the ADCAP active. 50 nm. 3000 nm. 55 knots is the fastest speed setting available. SPEED (kts) Select the speed. For example.. while Passive does a passive sonar search. and OFF. Beginning too soon gives the target time to react. i. When ready.The reverse of Ceiling. from the Target Display Panel. Instead you will always receive the final. you can also use wire guidance to alter the course of the ADCAP after you have launched it. Set the Destruct and Seeker Range. SHUT DOWN . 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. to the bottom of the ocean. The ADCAP will follow the proscribed presets.  Click on the arrows to the right of the options to change the presets. 2. For the desired Torpedo tube. The cursor on the Target Display Map activates.e. The weapon will follow the prescribed presets. but beginning too late can mean the ADCAP runs past its target. FLOOR (ft) . ACOUSTICS .. 2.Select Shut Down if you want the ADCAP to abort its mission and sink. Seeker Turn On. The Preset screen appears. ADCAPS ADCAPS have different presets than the Harpoons. and now want it to return to its preenable state without shutting down entirely. click P. if you are at a certain depth. DEPTH (ft) . but you may decide to enable the torpedo prior to its reaching that distance. The range is dependent upon your objective. using 5 knot increments. Click Return to accept the Presets.You preset a Run to Enable distance prior to launching the ADCAP. click P. CEILING (ft) . Seeker Pattern. This can prevent the missile from acquiring an unintentional target that is nearby. PASSIVE. fire the weapon. click on the W next to the chosen ADCAP. this sets a depth below which the ADCAP will not go. you can set a ceiling above which the ADCAP will not venture. Setting waypoints simply means that you determine the course followed by a Tomahawk to its target by entering in latitude and longitude information. 35 is the slowest. Waypoints are not determined from a Target Solution sent from the TMA Operator. ENABLE . Active does an active sonar search (i. and the amount of civilian traffic in the area. 3. Wide.This is the range at which the missile will begin to home.Set a Ceiling for the ADCAP. stop its active status.Jane’s 688(I) User’s Manual SEEKER RANGE .e. When ready. The Preset screen appears. click P. RUN TO ENABLE (yds) This setting determines how far the ADCAP travels before it begins its active search. or know of friendly surface ships in the area. or target. s To display the Wire Guidance screen. OFF shuts down the torpedo’s acoustic ability completely. and sometimes you will also receive the landfall waypoint (the last before the target). The default values of the Harpoon presets: Destruct Range. Tomahawks Tomahawks require that you set waypoints. Using the Wire Guidance After you launch the ADCAP.Choose between ACTIVE. waypoint in your orders. uses sonar pings). PRE-ENABLE .Determines whether the area searched will be wide or narrow. however. you may decide to manually steer it. SEEKER PATTERN . You will have to enable the weapons again. fire the weapon. shut it down. If so. or enable it immediately based on additional information you receive on the target. To set the presets for Harpoons: 1. The Wire Guidance screen appears. or highlight the value and type in a number. Click Define Target Waypoints. For the desired Vertical Launch tube. deactivated. It can be used to protect friendly or neutral forces that are at shorter range than the target.Set the depth at which you want the ADCAP to travel.Select this option if you have enabled the ADCAP. 85 To define waypoints for a Tomahawk: 1. and the Seeker Pattern for the weapon (in nautical miles) by clicking on the arrows.  Click Return to accept the Presets. Sheet 35 of 116 . To set the presets for ADCAPS:  For the desired ADCAP. Jane’s 688(I) User’s Manual 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. s To display the Waypoints on the Map, click the Weapons Track button. 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 Panel As 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, it swerves 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. s 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. Depth and speed limits are the same as for torpedoes. Sheet 36 of 116 Jane’s 688(I) User’s Manual 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. Periscope The periscope lets you detect, classify, and track contacts visually. The following functions can be controlled from the Periscope screen: 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. s To move the view in any direction, click the direction arrows on the left handle. s To zoom in and out, click the + or - arrow on the right handle. s To move more quickly, hold Sdown while clicking on the arrows. STADIMETER: Access the Stadimeter screen. Stadimeter Use 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 classification and the image adjusted properly for the range to be accurate. Sound Speed Profile Use 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: s Position your sub on the same side of the thermal layer as the enemy. This improves the clarity of the signal. To maintain stealth: s Position your sub in a different thermal layer to cloak your own ship’s sound transmissions. Sheet 37 of 116 Jane’s 688(I) User’s Manual The Sound Speed Profile screen presents depth, temperature, and sound speed information in both graph and table form. s 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. Ship’s Information Books The Ship’s Information Books (SIB) give on-line access to information vital to the proper operation of the ship and its systems. s 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. 91 SHIP’S SYSTEMS This 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 PROCEDURES Contains the principles and procedures for most complex ship operations. The procedures list detailed steps to guide you in conducting operations. CASUALTY PROCEDURES Contains 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 Online Jane’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 contents or sequentially using the page controls. 92 PLATFORMS Contains technical data, photographs, and 3-D images covering the various ships and aircraft encountered in the game. WEAPONS Contains technical data, photographs, and 3-D images covering all weapons. 3-D IMAGE CONTROLS Use the pan and zoom controls to fully examine the 3-D computer images of vessels and weapons as they appear in the game. s To move the view in any direction, click the direction arrows. s To zoom in and out, click the + or - arrow. Navigation The 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—the darker 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. Sheet 38 of 116 FATHOMETER Access the Fathometer. you may wish to adjust the time scale. click and drag the slider on the right side of the CO’s Computer. You can also type in a short description of the saved game in the file description box. Review how many objectives (both primary and secondary) you’ve completed. click the CONTACT OVERLAY button. (This is only available in Campaign mode. 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.) s To open the CO’s Safe and view the game control functions. s To view the current status of your vessel. The Fathometer shows both a digital reading and a graphic display of depth. click the direction arrows or press the keyboard arrows. click on the Jane’s VCR tapes. s To scroll down. To save a mission/campaign: 1. When done. s To return to the CO’s Stateroom. not the surface of the ocean. Fathometer The following functions can be controlled from the Fathometer screen: SOUNDING A digital display of the depth beneath the keel indicated in feet (FT). s To adjust the Depth Scale. DEPTH SCALE The Depth Scale is represented by the vertical numbers on the left side of the Fathometer display. box to overwrite an existing saved game. click on the CO’s Safe lever. Jane’s Information.Click on this drawer to save the current mission or campaign. A graphic representation of your ship appears. SAVE GAME AS . CO’s Stateroom The CO’s Stateroom gives you access to game control functions. s To exit and return to the CO’s Stateroom. 2. These options appear as drawers in the safe. s To zoom in/out. The Fathometer screen appears. click OK. click the arrows on either side of the Time Scale dial. This feature is on by default. or press the +/. Before you order your sub to dive. Sheet 39 of 116 . click on the tab labeled Ship’s Status. As time passes. and the Mission status. The following functions can be controlled from the Navigation screen: VIEW CONTROLS Pan in any direction or zoom in and out. click the On/Off switch on the bottom right of the CO’s Computer. click on the laptop computer. click on the door. If the Fathometer display is blank. it is essential to know the exact depth of the ocean floor beneath you. it means that your current depth is outside of the current range and needs to be adjusted. s To move the view in any direction. The computer screen shows your mission objectives. s To view the Mission status (the basic briefing you received when you were at your home port).. It is important to know the location and direction of movement of all contacts before plotting your course. s To view all contacts. click the Center button or on your own ship. click the Fathometer button.Jane’s 688(I) User’s Manual 2. s To access the Fathometer. CENTER Center the view on your own ship..arrows. and End Mission. click the numbers above the Depth Scale dial. The zoom range of the Navigational chart is 500 yards to 100 nautical miles. Select one of the existing names in the Save Game As.keys while the cursor is on the map. TIME SCALE The Time Scale is represented by the horizontal numbers beneath the Fathometer display. THE CO’S SAFE From the CO’s Safe you can select the following options: Save Game As. Type a file name by which you can identify the mission or campaign in the File name: box. s To center the Navigational chart on your ship. Options. click the +/. The mission or campaign is saved. CONTACT OVERLAY Display all contacts. It is important to note that the Fathometer measures depth from the keel of the sub. s To adjust the Time Scale. s To access Jane’s Defense Weekly Videos. your sub. To see all entities. whereas the C4 camera always looks on the same direction regardless of the entity’s bearing. you can only see friendly objects. buttons to walk through the virtual control room. however. your weapon. s Stations in the 3-D room are hotspots: when the cursor is a hand cursor. click and drag on the Entity pull-down menu to highlight the entity you want. 52). END MISSION . 98 Sheet 40 of 116 . The 3-D view screen changes to reflect the new entity. click one of the Pan triangle buttons or the Zoom +/. The 3-D view screen changes to reflect the new camera. s Click on the next/prev. Both C3 and C4 are cameras which attach to an entity.Click on this drawer to end your current mission and return to the Main menu.Click on this drawer to access the same options that were available at the Main menu (see p.. Each camera selects a different view. s To go directly to a station and exit the 3-D Control room. you must choose that option from the Cheats menu (see p. the C3 camera turns when the entity turns. It remains stationary and displays the entity as it moves away from the camera.  C1 is a detached camera. 53) s To select a different camera. C2 is a Fly-By camera. 3-D Control Room Select this icon to view a 3-D rendition of each station. an enemy ship) you want to see. you can click and go to that station.buttons. 3-D Object View The 3-D view gives you a picture of the different objects in the current mission from any one of four cameras. By default. click on the name of that station. s To control the image.Jane’s 688(I) User’s Manual OPTIONS . Use the Entity pull-down menu to choose the active entity (e. s To view a different entity.g. click on #C1–C4. .......174 Surfaced Launch Procedure .......114 Limit Your Speed ....................171 Torpedo Evasion .........................................................................103 RECEIVING THE LATEST MISSION DATA ...........115 Avoid Depth Stress.........................................................................................141 Targeting With Active Sensors..........124 688(I) Sensor Comparison Table ..171 SPECIAL FORCES OPERATIONS .......................................................................................................................................................................................................................................................................................119 ESM ..........................111 Sonar and the Ocean Environment .............................................................................................107 Diving ...................104 Hydrodynamic Forces .....109 MAINTAINING STEALTH .........................................140 Classification Using the DEMON .....................141 Targeting With Passive Sonar ........................................................................162 Launching Tomahawks .....157 ADCAP Torpedo Launch .......................................................................................................115 Operate In Your Opponent’s Baffles ...............142 688(I) WEAPON LAUNCHERS ........................................157 Launching Missiles Horizontally........................................................................................................................................................121 Sonar .......................................................................................................................................116 Use Discretion When Attacking .........102 Choosing Your Weapon Loadout ...............154 LAUNCHING WEAPONS .....................................................................................................................116 Raise Masts Only When Necessary ..................102 Upgrading Your Ship ..........................114 Avoid Cavitating .........117 Periscope .................138 Classification Using ESM..152 688(I) WEAPON TYPES .........................................................................................................................................................................102 PREPARING FOR THE MISSION ..........................................................................................................................................136 Classification Using the Periscope ..........140 TARGETING CONTACTS ....................................118 Radar ...............175 Sheet 41 of 116 .....173 Submerged Lock out Procedure..........................................................157 Launching Harpoons.......................................................................................................................................................................................111 Use Thermal Layers to Your Advantage .................114 Use Active Sensors ..........................................102 Evaluating the Mission Objectives ...132 CLASSIFYING CONTACTS ............................................168 EVASIVE MANEUVERS...............................................................................................................................................136 Classification Using Narrowband Sonar .................................157 Vertical Launch of Missiles .........................................104 MANEUVERING AND NAVIGATING .....................................................................................................108 Maneuver Hazards ..............117 DETECTING CONTACTS............................165 Launching Mines................................................................................................................................................................Jane’s 688(I) User’s Manual Chapter 4: Academy Training TEN MISSION PHASES.........................................................................104 Buoyancy and Weight .................................................................108 Surfacing .....................................................174 Submerged Lock in Procedure................................ ............................ Specific information on known threats and target locations are generally communicated via radio once you’re underway...... While a mission may not unfold in exactly the sequence detailed below................ Evaluating the Mission Objectives You can read a mission briefing at Mission Headquarters in the Port of Call.............184 Surveillance ....................................................... upgrading the ship when possible...................................................................178 CASUALTY PROCEDURES ...................................................................................182 Strike Warfare............. it includes detailed principles and tactics of modern submarine warfare..................... Ten Mission Phases Most missions involving warfare between ships can be broken down into ten distinct phases.......... Upgrading Your Ship Each 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.................. and loading the appropriate ordnance to achieve the mission objectives....................................................................................................................................................... you get preferential treatment when it comes to outfitting your ship with updated equipment and trained personnel...................... Chapter 4 provides an indepth review of the purpose and operation of every piece of equipment you will use to carry out your missions.................176 Launching Special Operations Forces .183 Mine Warfare .178 Flooding Procedure ...183 Naval Special Warfare ........................................................ it serves as a frame for the conduct of your missions......... All preparations for the mission are made in the Port of Call—once you’re underway..... Preparing For the Mission Preparing for the mission includes evaluating the mission objectives......177 Surface Search and Rescue Procedure .............. The mission briefing informs you of the general mission objectives........................Jane’s 688(I) User’s Manual Surfaced Recovery Procedure................................................ the more “pull” you have back at base—hence.179 Emergency Deep ..............177 Principles of the Operating Procedure ............................................................... 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...................177 DSRV Operations .......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..................................176 Recovering Special Operations Forces ........... you can’t make changes to your ship or your weapons load... The more objectives you meet in any given mission...182 Anti-Submarine Warfare ...............................................179 MISSION PROFILES ....177 SEARCH AND RESCUE OPERATIONS ....................................182 Anti-Surface Ship Warfare ... In addition..................... Use this information to take full advantage of the 688(I)..................................... Sheet 42 of 116 ............ the weight exceeds the buoyant force. Under normal conditions. the ship will look like it is standing on its head. As water is added. the ship sinks. you should always pause the game and go to the Radio/ESM station in order to review your mission orders. The 688(I) is large enough so that only 80% of the ship is under water when this equilibrium occurs. Improved Propeller: Allows the ship to travel faster without cavitating. and touches on aspects of theory specific to underwater maneuvering. The weight can be changed by adding water to the tanks. go to periscope depth (60 ft). 105 During this discussion. It is through the precise manipulation of weight and buoyancy that a submarine operates. Improved ADCAP: Increased search cone of 120 degrees. but it is easy to imagine the results if this were not the case. it has been assumed that the forces of weight and buoyancy are acting evenly on the submarine. Choosing Your Weapon Loadout Weapon loadouts are suggested in the mission briefing. Own Ship Quieting: Engineering modifications and special absorption materials reduce the range at which other ships can detect you by as much as 25%. Your next step should be to unpause the game. but those in the bow are not. To submerge the ship. Suggested weapon loadouts for various mission types are included under Mission Profiles. but tends to not sink to the bottom or rise to the surface. Receiving the Latest Mission Data Once you begin the mission. Consider the situation with empty tanks: the weight of the steel tube and tank walls pulls the ship toward the bottom of the sea. then remains partially above the surface unless more mass is added. p. the amount of water displaced remains the same. This state. or pull an object down. Maneuvering and Navigating This section focuses on how the 688(I) maneuvers and navigates. Buoyancy and Weight Two forces act on objects in the water: buoyancy and weight. Think of a submarine as a large steel tube with several large and small water tanks inside. and raise the radio mast or stream the floating wire antenna. Keeping the submarine trim Sheet 43 of 116 . it’s neutrally buoyant. The two forces oppose each other: weight acts to submerge.Jane’s 688(I) User’s Manual SHIP UPGRADES Improved Sphere Array: Provides an estimated 25% increase in spherical array detection range. If all the air tanks in the stern are full. Improved Towed Array: Provides an estimated 25% increase in towed array detection range. It’s important that you understand the mission briefing and configure your weapons load according to the mission objectives before you leave port. Improved Hull Array: Provides an estimated 25% increase in hull array detection range. 182. The ship sinks until the weight of the water displaced equals the weight of ship. 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. where weight < water displaced. it displaces water. This state is called negative buoyancy. counteracting the force of the weight. as the ship sinks. and the submarine sinks to the ocean floor. while buoyancy acts to lift an object toward the surface through the principle of water displacement. more weight must be added to decrease buoyancy. If even more weight is added. When the combined weight of the ship and water is equal to the water displaced. and increases maximum speed to 40 knots. The ship sinks to this point. But. Any additional orders and intelligence data will automatically be downloaded once the antenna clears the surface. Since the overall physical dimensions of the ship remain the same. You should periodically return to periscope depth throughout the mission to check for additional intelligence update radio messages. The submarine remains fully submerged. is called positive buoyancy. the ship can operate silently on batteries for a number of hours. an opposite force exerts drag on the ship. 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. However. water exerts force on the planes. Nuclear submarines have many advantages over conventional subs. These large systems allow the water coolant to circulate by natural convection. 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. While experiments such as the Soviet Alfa class SSN have proven that liquid metal-cooled systems are inherently louder. Now the entire ship is acting as a plane surface. When the planes are placed at an upward angle. Unfortunately. In 688(I) Hunter/Killer. PROPULSION Two sources of power. causing the entire ship to point downward. that only the most affluent countries can maintain nuclear fleets. moves the submarine through the water. The most common design uses pressurized water to control the power output of the reactor. For this reason. Less common are liquid metal-cooled reactors. Once submerged. decelerate. the stern planes and the rudder. If the planes are parallel to the flow of water. or left.Jane’s 688(I) User’s Manual and the weight evenly distributed are very important to efficient navigation. resulting in an opposite. the crew automatically maintains a trim ship unless ordered otherwise. the time they can spend sub-merged is very limited. depending on the desired objective. nuclear subs can spend months at sea without surfacing. Reactor types vary according to the coolant used to transfer energy from the reactor to the turbine. and counteract the resistance of moving through the water at a constant speed. right. NUCLEAR SUBMARINES Nuclear submarines use one or more nuclear reactors to heat water. On the surface. Picture the ship as being suspended by a string from its center. the sub can run on diesel power—a very noisy power plant. have proven effective for submarine propulsion. An upward force at the center of the ship causes the entire ship to be pushed upward. Despite these disadvantages. and the hours they must spend on the surface make them even more vulnerable to attack. thus avoiding noisy water pumps. both located in the stern. which require pumps to drive their secondary water systems. conventional submarines are inexpensive to both buy and operate. or propeller. they a have the advantage of being smaller and more powerful. keeping it on course. but one that is cheap and easy to maintain. Hydrodynamic Forces A submarine moves by exerting forces against the water. With no need to recharge batteries. they push the water downward. upward force on the plane itself. an upward force at the stern pushes the ship’s stern up. Control Surfaces/Control Planes A submarine uses control surfaces similar to those of an airplane to steer it up. they exert almost no force on the ship. diesel-electric and nuclear. resulting in a greater downward push that drives the ship deeper. down. with which the submarine changes direction and depth. Screw The rotating screw. As the ship moves through the ocean. They’re larger and noisier than conventional submarines. So expensive. point in the direction opposite the desired reaction when used to maneuver the ship. The hydrodynamic forces are manipulated by the screw and through control surfaces. 107 Diving Sheet 44 of 116 . CONVENTIONAL SUBMARINES Conventional submarines use diesel engines and electric batteries for power. Conventional submarines have the advantage of being virtually silent when operating on battery power. The 688(I)’s crew automatically adjusts the control planes and rudder when you command it to change depth or direction. Their major drawback is strictly financial—nuclear submarines are very expensive to build and operate. As water is pushed in one direction. The screw turns in either direction. but these negative characteristics tend to be outweighed by the unlimited range and tour lengths possible with nuclear power. after which it must recharge its battery by running the diesel engines. which in turn drives a turbine connected to the propeller shaft. It gives force to accelerate. making them popular among the majority of the world’s navies. The upward force on the control plane may not result in pushing the entire ship upward. The screw and control planes also act to drive the sub to the surface. Beyond this depth. air replaces water to restore it to a positively buoyant state. it can overcome sea pressure to fill the tanks at any operating depth. You can check current water depth at the Navigation Board.Jane’s 688(I) User’s Manual A submarine on the surface is slow. Crush depth is estimated to be around 2000 feet. Since the air is stored at high pressure. Seawater is constantly pumped to and from these tanks to compensate for other changes in the ship’s weight. allowing air to escape while water rushes in from open grates in the keel. The sub is built with two types of tanks designed to hold water: Main ballast tanks (MBTs) and trim tanks. Because the fairwater. Now you can view the depth of any spot on the map simply by pointing at it with the mouse cursor. air is forced into the tanks slowly. 109 Running Aground Always remain aware of the water depth in which you’re operating. The submarine is driven to the surface and maintained there by the force of the planes. In such an emergency. You can also view the exact depth of the water below your ship’s keel by clicking on the Fathometer button. Unlike MBTs. 64 Emergency Surfacing As a safety device. it’s well within range of large surface ship keels. the water pushes out through open grates in the keel. the extreme pressure of the ocean will cause your hull to implode. when you order the change in course or depth your crew responds automatically. but each can be catastrophic. or on the rare occasion when a mission entails the transfer of individuals (such as a search and rescue mission). the screw and planes help force the sub under the water. conspicuous. letting it sink into the ocean. Vents open. and susceptible to attack. they are filled with air. The submarine then has a very large buoyancy force pushing it to the surface. Sheet 45 of 116 . This lets the sub surface quickly in case of flooding. Maneuver Hazards The hazards you face while maneuvering the ship are few. large quantities of water must be brought into the ship until weight and overcomes buoyancy. Extreme Depth Your ship has been tested to a depth of 1900 feet. when the sub-marine dives. until it shoots out of the water and settles. As air is forced in. one hopes. or sail. it progresses slowly and in a controlled manner. Be sure to know the location of other ships before ascending to periscope depth. When operating on the surface. The ship’s weight increases. stands above the ship’s hull. Once submerged. Maintaining Stealth A submarine’s greatest offensive and defensive asset is its ability to act undetected. In addition to changing the buoyancy of the ship in order to dive. the 688(I) heads for deep water. As soon as it leaves port. Move your mouse cursor over the map to display Depth/Coordinates Information in the top right corner of the Navigation Display. the trim tanks remain partially full. Collision Collision with other ships is a possibility when operating at or moving to periscope depth (60 ft). To dive. Note: For most operations. the air to fill the MBTs comes from a bank of compressed air flasks. Nuclear submarines operate on the surface only when in port. mostly uncontrolled. back to its surfaced condition. The Fathometer screen appears. they must be filled completely with water. MBTs are large tanks designed to provide the course adjustment necessary to move a ship from a positively buoyant position to neutrally buoyant. submarines may be equipped with the means to fill the MBTs rapidly with air. It races upward. usually by a low-pressure blower. While the submarine remains on the surface. With the MBT vents closed. Surfacing Instead of water replacing air to submerge the ship. which are usually 30 to 40 feet below the surface but may reach a depth of 80 feet on super-tankers. This process returns the sub to its positively buoyant condition. a submarine’s weight is less than its buoyancy. the smaller trim tanks are used to fine-tune the buoyancy. This is no easy task in the face of the sophisticated sensory devices employed by modern navies. Two methods apply to surfacing: normal and emergency. Normal Surfacing When surfacing is a planned exercise. Sound travels in waves of alternating high and low pressure.. like ripples in a pond. resulting in a sine wave path that can travel significantly farther than under normal conditions. detection ranges are cut in half. across the layer. as all noise from the surface will reflect on the shallow floor and propagate for some time. 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. Detection ranges are the same above and belowthe layer. The same cannot be said for water. Sound below the layer bends towards the thermocline instead of the bottom. however. The “convergence” occurs at the areas at the top of the sine wave. Sound occurs when air or water touches a vibrating object and compresses and expands. It’s therefore critical that the submarine commander understand the typical sonar environments and their effects on detection and counter-detection. water density increases. and convergence zone. 111 The effects of thermal layers on sound transmission have important consequences for sonar operators. Thermal layers can be used to great advantage depending on the type of enemy ship your facing. with the result that the sea is made up of layers with sharply contrasting temperatures. reflecting sound waves and creating what are essentially narrow sound channels. the reflecting and masking qualities of thermal layers provide a tactical advantage of the highest order. CONVERGENCE ZONE In a convergence zone. and the effects on detection can be dramatic. it’s best to operate below the thermal layer in order to cloak Sheet 46 of 116 . The density of water changes with temperature and depth. The ocean. For example. Sound in air tends to travel in a straight line until it fades away or is reflected. In the ocean. For a submarine avoiding detection. Were the ocean a static environment. the sound speed increases down to the layer and then decreases to the main thermocline (approximately 3000ft). with sound transmission cut in half across the layers. is a dynamic environment whose unique properties greatly affect sound transmission. The effect temperature has on sound patterns is also great. BOTTOM LIMITED A bottom limited environment is too shallow or too constant in temperature to have multiple layers. the colder the water and the greater the pressure). sound speed increases again all the way to the bottom. When operating against surface ships. It follows that as sound moves deeper. In the thermocline. It moves out from the source in all directions. the convergence zone has another interesting characteristic. Like the surface duct environment. Cold water is more dense than warm. 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. changes in temperature are not gradual— instead. this would be a relatively trivial discussion of sound transmission and sensors. lose it for a while. in this type of environment it’s possible to gain contact at 20nm. then decreases to the bottom. below which temperature is constant. then regain at less than 6nm! OURCE Use Thermal Layers to Your Advantage As shown above. SURFACE DUCT In a surface duct. Such a graph is known as a sound speed profile or SSP. surface duct.Jane’s 688(I) User’s Manual Sonar and the Ocean Environment Sonar works on the principle that all objects in the ocean are subject to detection because they produce and reflect sound. they tend to fall in distinct stages. These factors tend to change with the depth of the water (i.e. However. and the sound bends upward. There are three types of SSPs modeled in 688(I) Hunter/Killer: bottom limited. Background noise is likely to be high in a shallow bottom limited SSP. Such stages are known collectively as thermal layers. Detection ranges are relatively constant regardless of depth. the greater the depth. Thermal layers act as “screens” or “curtains” against sonar. detection ranges in a convergence zone are basically the same above and below the layer. except for some increased noise very near the surface. Sonar environments are best understood in relation to sound speed profiles. thermal layers impede or enhance the transmission of sound within the ocean environment. the sound speed increases down to the thermal layer. each uses unique frequencies. Use of Active Sensors All military ships carry passive receivers that warn when another ship is using an active range-finding device. In general. Never leave a mast out of the water longer than is necessary to complete the task at hand. which is masked by own ship sound and the wash of the propeller. Surface ships employing active radar in the area may detect the wake. If they have weapons to spare. ESM mast.Jane’s 688(I) User’s Manual your movements as best as possible. If you employ active radar or active sonar. partial vacuums form around the blades. your own ship is equipped with passive ESM sensors for the detection of surface radar emissions. The graph below shows the speeds you should not exceed at a given depth. Other ships may not know the exact range to your submarine. Ships do not always travel with the towed array deployed. never go any faster than required by the task at hand. whether they are friendly. Remember that even when you’re not cavitating. radio antenna. while depth tends to reduce it. your ship’s hull is subjected to the stress of extreme water pressure. you may choose to operate above in the surface duct. If you had been operating covertly up to this point. Speed tends to increase cavitation. be aware that you are communicating four things to other ships in your area. Raise Masts Only When Necessary Any of the submarine’s masts — periscope. Your bearing. While there’s no way for you to know if an enemy ship has streamed its towed array. For instance. they may not hesitate to fire a snapshot at you. This phenomenon—know as cavitation—is particularly noisy. 171 for more on evasive maneuvers). This can result in creaking or groaning sounds that may be detected by other ships in the area. Avoid Depth Stress Beyond 950 feet. This area is known as the ship’s baffles. or it may be spotted visually by ASW helicopters flying overhead. and a sonar “intercept” device that detects another ship’s use of active sonar. Also. On the other hand. Keep in mind that thermal layers inhibit your sensors while simultaneously cloaking your movements. In short. Limit Your Speed In a combat environment. Other ships can quickly determine that you are a US attack submarine by analyzing the frequencies of your sonar or radar. as this is a clear sign that a submarine is operating in the area. and no simple formula can be suggested that will fit every situation. or hostile: Your presence. you should attempt to track ships from the stern quarters when safely possible. but the relative strength of your active signal will give them a general idea of your proximity. 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). neutral. The tradeoff is clear. if you’re engaging a submarine traveling below the thermal. Using thermals to your advantage depends entirely on whether you’re attempting to remain undetected or optimizing your sonar range. As you can see from the graph. Your proximity. so it can sometimes be highly advantageous to travel behind a target. at periscope depth it’s best to maintain a speed no greater than five knots. The only exceptions are when evading enemy torpedoes (see p. you no longer are. Who you are. A high level of cavitation can advertise a submarine’s presence as surely as surfacing. stay alert to whether radar is being used in the area you’re Sheet 47 of 116 . you may even choose to limit your speed to four knots no matter what depth you’re at. The careful submarine commander limits his speed according to the submarine’s depth. Any ships that picked up your active emission are immediately aware of your bearing to them. or (2) They drag a towed array behind the ship that provides detection in the stern quarters. you’re still making noise — and obviously you make more noise going ten knots than going five. avoid traveling below 900 feet in a combat situation. Cavitation is a dynamic interaction between the submarine’s speed and depth. Operate In Your Opponent’s Baffles All bow-mounted sonar arrays are omni-directional with the exception of the stern area. or radar — will create a wake when raised above the surface. Avoid Cavitating When a ship’s propeller moves so fast that the water around it can’t fill the cavity created by its motion. While all active sonar and active radar systems are similar. Use Discretion When Attacking Naval weapons are not subtle. toggle the Low Light Level TV (LLLTV) switch on. The launching of any weapon is an inherently noisy affair that greatly decreases your covert posture. and depth immediately after launching weapons.5). 8° (x6). and even target course can be estimated. the periscope has a relatively short range (approximately 3. Thus you can achieve a nearly instant target solution with the periscope alone. Your weapon makes an immediate impression on other ships in the area. and targeting other ships. the modern periscope has developed into a highly sophisticated piece of equipment. Surface-Breaching Weapons Missiles erupting from the surface (Harpoons and Tomahawks) are even more revealing than torpedo attacks. alerting enemies to its presence almost as soon as it’s free from the tube. and your speed should not exceed 5 knots or you risk damaging the mast. 2. Submerged Weapons The propeller on a torpedo rotates at a very high speed. The electro-optical sensor is a low-light TV camera providing RS 170 standard monochrome images. In 688(I) Hunter/Killer. as well as for the more prosaic tasks of navigating and maneuvering. above water.Jane’s 688(I) User’s Manual operating in. Sheet 48 of 116 . To detect contacts with the periscope: 1. accurate target classification and range can be determined as well. In both cases. Be prepared to change course. which is its only real drawback. speed. With use of the stadimeter. 4° (x12). is fitted with a passive radar detection device. the crew employs as many sensors as possible without compromising the ship’s stealth. and 2° (x24). and depth immediately after launching weapons. It has an elevation range of -10 to +60° and offers x1. * Assumes periscope is 9ft. the goal is to form the clearest possible picture of the operating environment and tactical situation. x12. Fields of view are 32° (x1. speed. Depending on both the type of weapon you launch and the type of enemy you face. Detecting Contacts A submarine’s sensors are essential for detecting. It can tell you not only the bearing of the radar source but the type of ship employing it. At all times. The ESM mast is designed specifically for the passive detection of radar emissions. and x24 magnification. Your bearing and position may be immediately evident to any surface ships or helicopters operating in the area. To this end. 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.5nm). both are modeled as a single periscope. 3. classifying. Periscope Once a fairly straightforward optical device. the signal strength will give you an idea of the proximity to the radar source. Bearing is known immediately upon contact. The Type 2 attack periscope is a bifocal instrument with an integrated stadimeter. When operating at night.5. you run the risk of revealing not only your presence but your position as well. Los Angeles class SSNs actually have two periscopes: a general-purpose search periscope (Type 18). Wait a moment as the periscope is raised. You can expect that the first contact you get on a surface ship will be with some other sensor. Targeting a contact visually provides a wealth of information. Compared to the submarine’s other sensors. The periscope. Specifications The Type 18 is an optical/electro-optical search periscope. Not only are they now aware of you. too. If possible. and that you’ll use the periscope during the final stages of your attack. x6. they realize your intentions (decidedly hostile) and your bearing to them. Raise the periscope. and a short-range attack periscope (Type 2). Detecting Contacts with the Periscope Select the Periscope station. Be prepared to change course. Ensure that the ship is at periscope depth (60 feet) and your speed is under 10 kts. Click on the Raise Periscope switch. You must be at a depth of 60 ft or higher to use the periscope. Jane’s 688(I) User’s Manual 4. 750 pps Scan rate: Up to 9. You must be at a depth of 58 ft or higher to use radar. Ensure that the ship is at the correct depth (58 feet) and your speed is under 5 kts. When searching for surface ships. and limited air warning facilities. Land also appears brighter than the back-ground — be careful not to confuse small islands for contacts. so it should only be employed for attack after you’ve classified the contact by other means. Specifications The AN/WLR-8 is a tactical electronic warfare and surveillance receiver designed for fitting in both surface ships and submarines of the US Navy. Frequency: I-band Peak power: 35 kW Pulse width: 0. When a contact is seen on the display. Conduct a thorough search. 2. Keep in mind that heavy reliance on radar may be an invitation for counterattack. 4. hold down the Shift key while clicking the mouse button. The main advantage of radar is that it provides accurate bearing and range data on any surface or air contact. ESM The ESM (Electronic Support Measures) system provides tactical radar detection and analysis. the ESM system has a relatively long range.5 æs PRF: 1500. 6. ensure that the Bearing/Range Cursor is centered on the contact and click the Mark button. The system is of modular construction and provisions are made for Sheet 49 of 116 . Click on the Zoom In arrow button to increase magnification. The radar doesn’t provide classification information. click on the Mark button to send the contact’s bearing to the TMA station. Both the range and bearing of the potential contact will be displayed. your speed should not exceed 5 knots while the radar mast is raised. you can adjust the Range Scale in order to get higher resolution and accuracy. The crew will not automatically send updated radar information to the TMA station. 5. which can be used to target and launch an attack. While this data doesn’t allow you to target a contact. use the ESM mast as your initial means of direction-finding and classification. Click on the Raise Radar Antenna switch. To increase the speed at which the periscope is rotated. Mark targets to send visual sighting to the Target Motion Analysis station.1. You must manually mark the contact to send updated information to TMA. Rotate the periscope. 5. To detect contacts with radar: 1. 3. it can literally point you in the right direction when searching for a specific surface ship. Since the radar mast is particularly delicate. Thus its usefulness in maneuvering into an attack position can’t be overstated. Note: Radar information is sent to the TMA station only when the Mark button is pressed. it puts your ship at great risk of detection by hostile surface ships and aircraft. navigation. position the bearing and range cursors by clicking and dragging Bearing/Range Cursor to the target. Mark target. Longer Range Scales are appropriate for initial search. A valid contact appears as a bright spot or “blip” on the radar screen. Place Bearing/Range Cursor on target. The main drawback of radar is that it’s an active sensor — as such. Once you detect a target. Radar The radar is an active electronic search system used to discover the presence and location of surface ships and aircraft in the area.5 rpm Antenna dimensions: 101 cm Antenna weight: 76 kg Using Radar for Detection Select the Radar station. Zoom your view. The device begins emitting radar automatically. Select a Range Scale. Click on the Rotate Right or Rotate Left arrow buttons to rotate the periscope 360°. Wait a moment as the mast is raised. It operates in I-band using a horn array antenna. The ESM contact’s bearing and classification are known instantly. Compared to the submarine’s other sensors. . Specifications The AN/BPS-15 is a submarine radar designed for surface search.To send contact information to the TMA station. Once a contact is detected. 0. Click on the Raise ESM Mast switch. (The ESM receiver picks up the transmission only when radar waves wash over the sensor. 121 Two digital computers are incorporated: a Sylvania PSP-300 for system control. and below periscope depth it’s the only means of detecting surface ships. For a hunter/killer. modulation. You must manually mark the contact each time you want a new bearing sent to TMA.)  Notice that any contact fades in and out as the radar transmitter on the other ship rotates. Hold down the left mouse button and drag the cursor until it’s on top of the contact. pump. pulse width. ESM contacts appear as bright wedges on the circular display. too. and a wide range of optional peripheral equipment. 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. whose primary role is anti-submarine and anti-surface ship warfare. By eliminating the noise that is received at all other Sheet 50 of 116 . sonar is the most important sensor on board. Using ESM for Detection Select the Radio/ESM station. 3.) 4. engine.Jane’s 688(I) User’s Manual operation in conjunction with numerous types of direction-finding or omni-antennas. The brighter the contact. Broadband contacts are those that put out significant acoustic energy over a wide range of frequencies. . Sound Processors Submarines use three devices to process sound signals underwater: Hydrophones: listen to sound Projectors: transmit sound. Wait a moment as the mast is raised. Narrowband contacts are those that emit acoustic energy at discrete frequencies. and a GTE PSP-200 microcomputer for hardware level control functions. Digital techniques are employed throughout the WLR-8 system. You can quickly classify the ESM contact. The device begins detecting radar sources automatically. Observe the ESM display. Signals are detected over two different frequency ranges: broadband and narrowband. To detect contacts with ESM: 1. but it can also give a limited amount of information on contact range (via signal strength).). ensure that the Bearing Cursor is centered on the contact and click the Mark button. Point the mouse cursor at the triangular Bearing Cursor on the display. amplitude. Because sonar is inherently complex. The crew will not automatically send updated ESM bearing information to the TMA station. usually attributable to a specific piece of machinery (motor. 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. which is all solid-state. etc. the stronger the signal. and file processing.ESM information is sent to the TMA station only when the Mark button is pressed. Mark target. 2. Classify the contact. All contacts emit both broadband and narrowband signals. to provide comprehensive ESM facilities. The contact classification appears in the Classification display. automatic signal acquisition and analysis. and scan rate Direct reporting to onboard computers permits response times in the millisecond range with minimal operator involvement. and Transducers: both listens and transmits. To send contact information to the TMA station. its use requires a more extensive explanation than the surface sensors. (Signal strength is also indicated by the Signal Strength indicator. Ensure that the ship is at periscope depth (60 feet) and your speed is under 5 kts. 5. Broadband is used to detect a contact. Note: The Bearing Cursor must be white when you press Mark in order for the bearing to be sent to the TMA. 123 Sonar Sonar (Sound Navigation Ranging) is the submarine’s only means of detecting other submerged submarines. Passive detection ranges from 750 Hz to 2. known as the TB-23. readily and uniquely identifiable. making it approximately 20% more effective in processing signals. however. The AN/BQQ-5 is a digital. and will replace the TB-16 ‘thick-line’ array currently employed in the AN/BQQ-5. 136 for more information. An improved control display console has been developed and sonars that have been upgraded with the new consoles are known as the AN/BQQ-5B. Bearing accuracy is particularly good. At higher speeds. A contract for the development of the AN/BQQ-5E was awarded in December 1988. there is some degradation of performance because of flow noise caused by the water moving across the surface of the array. and is optimized for lower frequencies. 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. is the principal sensor system of the US Navy’s ‘Los Angeles’ class nuclear attack sub-marines. 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. TOWED ARRAY The 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. Drag is stated to account for a maximum reduction in speed of 0. These are commonly referred to as a sonar signature. where the hydrophones and electronics are located. The 688(I) is equipped with three arrays: a spherical array. its primary use is for classifying targets. The array is tapered fore and aft to minimise flow noise. A further modification to the system developed under this programme is the AN/BQQ-5C(V) Expanded Directional Frequency Analysis and Recording System (DIFAR). The AN/BQQ-5D uses a thin-line array and utilises some of the technology common to the AN/BSY-1 system. no array in itself provides full 360° detection. instead of being housed on the side of the submarine.5 mm in diameter. Specifications The AN/BQQ-5 sonar. The thin-line towed array.0 kHz). which has a maximum length of about 800 m. so it’s not the array of choice for narrowband contacts emitting only low frequencies. which replaces the original signal processor with the AN/UYH-1 standard signal processor. Sheet 51 of 116 . A new thin-line array for passive ranging is to be integrated with the AN/BQQ-5E. 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).5 kts.0 kHz to 10 kHz. the array transmits and detects at a higher frequency range of 2. HULL ARRAY The hull array. is a linear array that provides low speed capability to detect low frequency narrowband contacts (50 Hz -to-1. 64 SPHERICAL ARRAY The spherical array in the bow is used at up to 25 knots and can track broad-band as well as narrowband contacts. The polyethylenecovered tow cable. Sonar Arrays An array is an interconnected group of hydrophones or transducers that focus either the transmission or reception of sound. is 9. is 82. As such. The spherical array processes broadband signals better than other arrays. It is used at low to medium speeds. and the array at the end of the cable. hull array.0 kHz). sphere-mounted and towed acoustic hydrophone arrays. the first of which will go to sea in late 1993. The specific frequencies emitted by a contact are akin to its fingerprint. See Classifying Contacts on p. It became operational in 1988. with no serious inhibition on submerged manoeuvres and little adverse effect on surface manoeuvres with the one exception of those entailing going about. also at the bow of the ship.0 kHz. It is a lightweight system that can be reeled into the vessel’s main ballast tank. forms part of the AN/BSY-1(V) combat suite. In active mode. and towed array. It is not as sensitive to low frequencies. This is because the ship itself masks a certain amount of the environment from the sensor.5 mm in diameter. Together the arrays provide omni-directional sonar detection capabilities. multi-beam system employing hull-mounted. Narrowband signals give additional information about the contact. the US Navy’s first active/passive digital sonar system.Jane’s 688(I) User’s Manual frequencies and looking only for a specific frequency. The Narrowband Search display shows 360 degrees of narrowband energy. North Center places 000 degrees (north) in the center of the display. speed. Observe that the next sequential contact number appears in the Track ID window. The AN/WLR-9A acoustic intercept receiver. 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. 62). Click on the Spherical Array or Towed Array button. Here you must sift through the noise for familiar patterns created by natural and man-made sources. (See Targeting with Passive Sonar on p. Set a time average for each of the waterfall displays. Passive Sonar Passive sonar uses arrays of hydrophones to pick up sound waves. Audio may be selected On to aid in deciding if the trace is a contact or biologics. Observe the waterfall display. Select an array. Observe the Narrowband Search display. Click on the Designate Target button. Observe that a letter designation of a tracker appears above the contact trace. To classify or target a contact using passive sonar. Increased noise on any bearing will result in a coherent trace that can be distinguished from the random background noise. transient noises. The height of the peaks above the horizontal axis indicates the strength of the signal. or Towed Array button. Raised peaks indicate contacts. and then designating contacts for tracking. 5. 5. and CCS Mk 2 will result in a system referred to as QE2 that was scheduled for Technical Evaluation in 1993. Select an array. Click on Short. 2. TRACKING NARROWBAND CONTACTS Select the Sonar station. The detection process involves picking up signals on the broadband or narrowband display using one or more arrays. 6. One of the displays should be set on Short to permit the detection of short duration. 3. produced by Norden. Designate target for sonar tracking. The bearing appears in the Cursor Bearing display. point at the top of the trace and click. a digital readout and a remote unit for the submarine commander. ensure that the cursor is directly over the contact in the waterfall display. When you notice a contact trace in the waterfall display. 62). South Center places 180 degrees (south) at the center of the display. TB-29. 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. and then click on the Narrowband button. either of which will help you make out weaker contacts in the area. and course is done at the Target Motion Analysis station.Jane’s 688(I) User’s Manual The AN/BQQ-5 provides improved detection. Select North Center or South Center. while determining the target’s range. tracking and classification of low frequency data. This display shows the narrowband frequencies emanating from the contact. The Narrowband Sonar screen appears. 3. or Long time averaging for each display. and then click on the Broadband button. Once a contact has been designated. Set the Frequency Scale. To track a narrowband contact: 1. Passive sonar provides only bearing information on any contact. It is recommended to begin with the highest range and then to select a lower range if better resolution is needed. as desired. The subsystem features a CRT display. These arrays are located on various surfaces of the ship. A ‘sensitivity improvement’ kit for the AN/WLR-9A has been developed by Norden and deliveries to the US Navy are in progress. Click on the Spherical Array. Investigate traces on either waterfall display. The frequency of any Sheet 52 of 116 . 7. The other display should be set on Intermediate or Long. Classification takes place in Narrowband mode (see Ship’s Stations on p. Set the Frequency Scale by clicking on the switch. Intermediate. 4. Click to place the bearing cursor on the Narrowband Search peak. The combining of the AN/BQQ-5E. Observe the Narrowband Waterfall display. To track a broadband contact: 1. 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. 142. 2. The true bearing of the cursor will be displayed in the Cursor Position window.  To track a contact. Hull Array.) TRACKING BROADBAND CONTACTS Select the Sonar station. 4. The hydrophone arrays transmit sound to the sonar station. further analysis is required at different stations. The Broadband Sonar screen appears. If more than four contacts are present for any given array and you designate a new contact. 6. click on contact “peak” in the Narrowband Search display. active sonar pings are transmitted periodically until the switch is reset to Single. multiple transmissions are required to provide confidence that there are or are not contacts present. and towed—may track only four contacts at a time. click again to press the button. A valid contact will give consistent visual returns that are brighter than background noise or reverberations. Click once to lift the cover on the transmit switch (XMIT). Conduct a thorough search. the tracker will be removed from the oldest contact and moved to the new target. Choose a frequency to track (preferably a stable one) and place the frequency cursor over it. Note: Active sonar information is sent to the TMA station only when the Mark button is pressed. DETECTING CONTACTS WITH ACTIVE SONAR Select the Sonar station. When a potential active return is seen on the display. Longer Range Scales are appropriate for initial search. On Single. Designate contact for sonar tracking.Jane’s 688(I) User’s Manual displayed line may be measured by dragging the cursor to that line and reading the value in the Frequency display. The audio return will have a distinctive metallic ring to it and will be distinguishable from reverberations. Any tracker that has been previously assigned can be dragged to a new contact. To send contact information to the TMA station. only one active sonar ping is transmitted. Once you’ve designated a target (using the Designate Target button). 3. position the bearing and range cursors by clicking and dragging Bearing/Range Cursor to the target. Factors Affecting Sonar Detection Ranges When talking about the detection ranges for your sonar arrays. Active Sonar The 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. Since active sonar is used effectively for targeting purposes. the ship will also realize that your intentions are probably hostile. ensure that the Range Cursor is centered on the most recent return from the contact and click the Mark button. as long as the contact has already been designated. 6. Select Single or Continuous. 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 crew will not automatically send updated active sonar information to the TMA station. hull. and then click on the Active button. Click on the Designate Target button. two factors must be addressed: the strength of the signal. The Active Sonar screen appears. Select a Range Scale. By transmitting a pulse of energy and then “listening”. Sheet 53 of 116 . you may have to “time-share” trackers between contacts. even when the system is set on Continuous. you can adjust the Range Scale of subsequent pings in order to get higher resolution and accuracy. 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. Alphabet letters are used to refer to the trackers. 4. The next sequential target number will be displayed in the Track ID display. You must manually mark the contact to send updated information to TMA. 2. Spherical Array: A-D Hull Array: E-H Towed Array: I-L Sonar tracker letters appear in the waterfall displays and in the DEMON. Mark target. Both the range and bearing of the potential contact will be displayed. In busy environments. To track a contact with active sonar: 1. When a contact of interest is to be tracked. Once a contact is detected. It’s recommended that lower priority contacts be the candidates for this type of time-sharing. Select the XMIT button. Place Bearing/Range Cursor on target. 5. an active sonar is able to determine both the bearing and range to another ship or object. On Continuous. and the amount of noise interference between your sensors and the contact. For search purposes. This is known as the Signal to Noise Ratio. Notice that frequency “traces” appear in the Narrowband Waterfall display. SONAR TRACKING LIMITATIONS Each array—spherical. or SNR. the crew automatically assigns a sonar tracker to the contact. If the merchant ship were going faster. Switch between arrays. etc. Hull Array. you’ll generally have to view them all in order to compare the contact with the profile in the Ship Classification window. The diagram below depicts a submarine listening to a merchant ship traveling at low speed in a low sea state environment. Correctly classifying a target also provides critical information about the contact which you can use to determine the contact’s speed using passive sonar. By trying different arrays and frequencies. Cycle through the ship profiles. and then click on the Narrowband button. Click on the Ship Profiles switch to view the narrowband signatures for all of the ships in the simulation. if the submarine were below a thermal layer in a surface duct environment. Observe the Narrowband Waterfall display. Finally. Three factors contribute to signal strength: the type of contact. and own ship noise. or Towed Array button. since it’s obviously important to attack only enemies and to avoid harming innocents or allies. Select an array. 5. weapons. The Narrowband Sonar screen appears. If you go too fast. the relative sensitivity of the various arrays can be communicated through example. As speed increase. such as top speed. the more interference over the entire acoustic spectrum. and so on. The sea state. you also want to determine what type of ship you’re facing. and its speed. The more violent the sea state. and Towed Array button.e. A merchant ship may be louder at 20 miles than a quiet submarine at 5 miles. detection would be cut in half. however. 111). Since each array covers a different portion of the narrowband spectrum. NOISE Three factors contribute to the noise between you and the contact: thermal layers. If the contact turns out to be hostile. The frequency of any displayed line may be measured by dragging the cursor to that line and reading the value in the Frequency display. and 25 kts for the towed array. the sensor ranges displayed below would increase. The bearing appears in the Bearing Cursor display. make sure that the contact is still visible in the Narrowband Search display and that the Bearing Cursor is still over the contact. There are three reasons why classification is a necessary step: Your main concern is to figure out if the contact is friendly. Set the Frequency Scale by clicking on the switch. neutral. The signatures appear in the Ship Classification display. If the contact is on the opposite side of a thermal layer. start with that profile. Click on the Spherical Array.  If an array doesn’t seem to be picking up the contact. 6. it’s imperative that you figure out what it is.. Classification Using Narrowband Sonar Select the Sonar station. 4. 135 Classifying Contacts Once a contact has been detected. its range. the arrays will no longer be able to pick out any sounds from the environment at all. the periscope. Observe the Narrowband Search display. The display shows the narrowband frequencies emanating from the contact. sea state. your own movement has an adverse effect on your sensors. The height of the peaks above the horizontal axis indicates the strength of the signal. The Narrowband Search display shows 360 of narrowband energy.. You can classify a target using narrowband sonar. 3. can help you make the right decisions in combat. 5 kts for the hull array. array sensitivity decreases. Click on the Spherical Array. p. All that being said. the amount of turbulence caused by weather. Raised peaks indicate contacts. What’s important to remember here is that a louder signal doesn’t necessarily indicate a closer contact. Set the Frequency Scale. The maximum speed varies by array: 20 kts for the spherical array. you should be able to obtain a match. 7. it may appear as a very faint contact (for more information on thermals. has an additional effect. see Sonar & The Ocean Environment. Hint: If you know the type of ship you’re looking for. 2. To classify a contact using narrowband: 1. Click to place the bearing cursor on a Narrowband Search peak.Jane’s 688(I) User’s Manual SIGNAL STRENGTH Signal strength is the amount of noise generated by the contact. Hull Array. It is recommended to begin with the highest range and then to select a lower range if better resolution is needed. i. Knowing an enemy’s capabilities. If the array still doesn’t Sheet 54 of 116 . or ESM. the same merchant ship would be significantly quieter traveling at a lower speed. or hostile. click on the Frequency Scale switch to lower the frequency range. This in itself is often enough data with which to launch weapons at the target. locating the contact’s position and movement in space. p. 3. Targeting Contacts Target 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. see ESM. The associated sonar number is displayed under the button. 76 Classification Using DEMON The sonar DEMON can’t be used to classify targets with any certainty. a full solution can be readily found by connecting the dots and drawing a line for the course and speed. 6. The stadimeter allows you to classify ships by letting you compare the photograph you took with a library of ship silhouette images. Click on one of the four tracker buttons at the top of the display to choose the contact you wish to analyze.or four-bladed propellers. 3. range.Jane’s 688(I) User’s Manual report any information. Click on the Rotate buttons to match the silhouette angle to that of the ship in the photo. 124. Targeting With Active Sensors Active sonar and radar provide both bearing and range. quieter. unpredictable course changes. click on the Photo button to take a picture of it. Click on the Raise Periscope switch.e. contact audio. Fishing Vessels/Trawlers/Pleasure Craft: Three. very quiet when submerged and at low speed. Photograph the contact. smoother sound than merchant ships. noisy. Ensure that the ship is at periscope depth (60 feet) and your speed is under 5 kts. etc. adjust the frequency scale. Raise the periscope.  The shaft rotation speed is indicated by the first line on the left. a submarine.. Submarines: Five or seven-bladed propellers. the greater your chances of successfully hitting the target. Click on the Spherical Array or Towed Array button. whether it’s a ship. 2. Click on the Back or Next button to cycle through the images in the ship silhouette library. Obviously the solution would get better with more than Sheet 55 of 116 . and then click on the DEMON button. If the lines in the display seem to blur together.  Select the Sonar station. Classification Using the Periscope Select the Periscope station. If necessary. since range is a critical piece of information. A series of vertical frequency lines appear on the display. noisy. Click on the Rotate arrow buttons to rotate the periscope to the target’s bearing. If the target’s bearing and range are known at two different times. often maintains predictable course. switch to Low Light Level TV. 4. the more information with which to guide the weapon.) or out of the array’s range. Select a sonar array. 139 Classification Using ESM The ESM mast provides instant classification of any surface ship or aircraft in the vicinity currently employing radar. Click on the LLLTV switch.  Rotate and zoom silhouette. Switch to the stadimeter. Select a sonar tracker. i.  Match silhouette to the photo. click on the Zoom buttons adjust the magnification of the silhouette. 5. Find the contact. the DEMON can be used initially to figure out what kind of contact you’re looking at. erratic courses and speeds. The other lines indicate individual blades on the propeller. speed. To classify a contact using DEMON: 1. 2. frequently stopping and starting. Once you detect a target. increase the frequency range.  Use the blade count. Warships: Typically five-bladed propellers. When operating at night. if the lines run off the right edge of the display. and course — that is. For instructions on ESM detection and classification. the contact may be in the array’s blind spot (See Sonar on p. To classify contacts with the periscope: 1. Click on the Zoom In arrow button to increase magnification. If necessary. Merchant Vessels/Tankers: Typically three or four blades. However. possibly unpredictable course changes. however. Wait a moment as the periscope is raised. and general behavior patterns to determine the type of ship you’re looking at. Click on the Stadimeter button to switch to the Stadimeter screen. if intelligence data provided in your mission briefing implies that the contact is traveling on certain course or at a particular speed. Select a contact. The more you change your contribution to the bearing rate. Sheet 56 of 116 . Targeting With Passive Sonar A more complex situation arises when only the target’s bearing is known. To perform TMA on passive sonar contacts: 1. a new factor is added to the bearing rate. This is the target solution which would be used to direct weapons should they be launched. and the second taken a few minute later. The solution appears in the lower right hand data fields as the TMA Solution. use that information. To perform TMA on active sonar contacts: 1. The bubble indicates the range to the contact when you pressed the mark button. Find the ruler. After several minutes a bearing fan is created. as is the case with passive sonar. One way to refine the solution into a single possible track is to change own ship course and/or speed. If you can’t locate the ruler on the TMA display.e. Now two bearing lines can be drawn—one for the first bearing. When a good match between the ruler and the bearing/range lines has been achieved. Select a contact. 2. Click on the Selected Track pull-down menu. First consider how this would look if your submarine weren’t moving. It represents the lines of bearing for the target over a specific time period. When you designate a contact using passive sonar. though the principle remains the same. All designated contacts for which there is sensor information appear in the list. Select the TMA station.Jane’s 688(I) User’s Manual two points since any errors in the data would be less harmful over a longer period. click on Enter Solution to enter the solution in the TMA system. Center view of your submarine. This will automatically estimate the contact’s course and speed. 5. Click on the ends of the ruler to move just the end or to adjust the length of the ruler. 142 Since you don’t have the precise range (i. several solutions for the target might match this bearing fan. Of course. 6. you mathematically reduce the number or solutions to the available data. distance of the contact from your ship) when using passive sonar. Adjust the ruler to fit the bearing lines. 3. For example. Educated guesses based on intelligence estimates can make the problem simpler. Because your ship moves as well as the contact. As you’ll see in the TMA instructions. will result in a single possible solution. Click on the Zoom and Pan arrow buttons to adjust the scale and centering of the display. By changing your contribution to the bearing rate. 2. click on the Center on Ruler button. All designated contacts for which there is sensor information appear in the list.. Enter Target Solution. or distant and moving much more quickly. you need to have already designated a contact in broadband or narrowband. the more dramatic the change in the data. If the geography of the area constrains the ship to steer a certain course. Center view of your submarine. Performing TMA on Passive Sensor Contacts To perform TMA on passive sensor contacts. two or three own ship maneuvers. Click on the bubble in the middle of the ruler to move the entire ruler. 143 At all times you want to bring as much information to bear on the problem as possible. the target can be anywhere along the bearing line extending from the submarine. such as speed. As far as you know. the sonar operator automatically tracks the contact and periodically sends a bearing update to the target. the contact could be close to you but moving slowly. eliminates a large number of possible target solutions. A second bearing is taken a few minutes later. Select the contact you’re interested in. enter those values in your TMA solution. Click on the Zoom and Pan arrow buttons to adjust the scale and centering of the display. if you’ve classified the contact. Note the location of bearing/ranges you’ve marked. 4. Select the contact you’re interested in. Knowing a second value. Assuming the target maintains its course and speed. Adjust the ruler on the display until the “tick marks” are aligned with the bearing/range lines. For example. TMA would be easier if you had more information than just the change in the target’s bearing. Think of the bearing as a line extending from the submarine toward the contact. Click on the Selected Track pull-down menu. or legs. Contact bearing/ranges are displayed by a line with a bubble at the end. you can estimate its current speed using a special sonar mode known as DEMON. You use the ruler to draw a line between the contact bearing ranges. The ruler represents your best estimate of the target’s speed and course. When a good match between the ruler and the sensor bearings has been achieved. and then click on the DEMON button.  If there was a previous TMA solution. Click on one of the four tracker buttons at the top of the display to choose the contact you wish to analyze. Click on the bubble in the middle of the ruler to move the entire ruler. adjust the ruler to achieve the best fit. Merge contacts when necessary. This is then fed into a spectrum analyzer. If you know what the contact is. This lock in your entered data and allow you to manipulate the speed strip without overriding it. 5.  You use the ruler to estimate a target solution from the given data. you know how many times its propeller shaft must turn in order to produce one knot of speed. Select a sonar tracker. a contact tracked by sonar and seen through the periscope). (Remember to always keep the TMA Solution updated with your best solution. the system solution will not be changed until you click the Enter Solution button again. Adjust the ruler on the display until the “tick marks” align well with the contact bearing lines. A third “leg” or more will refine the solution further. continued TMA may not be prudent anyway. 6.)  If one TMA solution does not fit all of the observed sensor bearing data.. The TMA solution can be refined by changing your course and/or speed. Change course and/or speed. These values will appear in the TMA Solution Input data fields and activate its corresponding Lock button. Refine your solution. Select a contact from the Merge Track pull-down menu. 147). After steadying on the new course and/or speed. Click on the ends of the ruler to move just the end or to adjust the length of the ruler. If you have additional data on the contact’s range.  Where you place the ruler on the TMA display is your estimate of the target’s range. Determining Contact Speed Using DEMON The Sonar station in DEMON mode can be used to determine a contact’s speed. To analyze a contact using DEMON: 1. This second “leg” should help to eliminate solutions that are unreasonable. 2.  With experience. the data can be merged into a “master” contact. so long as you’ve already classified the contact.) Note: if you leave the TMA window without entering your solution. or speed. DEMON stands for demodulated noise. This is called turns per knot. which will change the relative motion between the submarine and the contact. The associated sonar number is displayed under the button. 9. This is the target solution which would be used to direct weapons should they be launched.g. If you can’t locate the ruler on the TMA display. 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. or TPK. you’ll learn when the solution is good enough to support a weapon launch. or at great ranges. 7. with a closing course and speed matching own ship at time of designating the target. Select the Sonar station. Click on the Spherical Array or Towed Array button. the ruler will represent the default solution of Target Range 10. Enter any known data in the Target Solution Input data fields. This decision can be undone by clicking on the Split button.Jane’s 688(I) User’s Manual 3. but is highly susceptible to bearing error off the bow or stern of own ship. and is used to determine the speed of a known contact. 4. Find the ruler. click on the Center on Ruler button.  If this is the first time that TMA has been performed on the selected contact. 8. consider the fact that the contact itself may have changed course and/or speed. The two together—rotation speed and turns per knot . your solution will be replaced by the system solution when you return to the TMA window.provide you with a fairly precise measurement of target speed. you may know the target’s course from an intelligence message received while underway. Continue to adjust the ruler or enter new data in the TMA Solution Input area in order to achieve a better target solution. The solution appears in the lower right hand data fields as the TMA Solution. (Note: Depending on the tactical situation. Select a sonar array. click on Enter Solution to enter the trial solution in the TMA system. This will lock in your entered data and allow you to manipulate the speed strip without overriding it. Attempt to achieve a better fit of the ruler by disregarding some of the earlier data and looking only at recent bearings. and then click on the Merge button. 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. For instance. Enter solution. which determines the rotation speed of the propeller shaft. Adjust the ruler to fit the bearing lines. however. click on the digits in the appropriate data field. The tick marks on the ruler correspond to each bearing line sent by sonar to the TMA station. 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.  If information from more than one sensor pertains to the same contact (e. A series of vertical Sheet 57 of 116 . course. This method is most accurate on close range contacts a beam of own ship.000 yards. DEMON passes the sound of the contact’s propeller through a specialized set of acoustic filters. The shaft rotation speed is indicated by the first line on the left. The system is the first submarine combat system in the US Navy to integrate navigation. signal conditioners. 3.) 6. This will enable operators to perform multiple tasks and handle multiple targets simultaneously. the larger the propeller. classification. Click on the Back or Next button to cycle through the images in the ship silhouette library. displays and disk storage devices. (Shaft RPM can be calculated by multiplying this frequency by 60. Click on the Turns Per Knot switch to set the known TPK value for the contact. The other lines indicate individual blades on the propeller. Select the Periscope station. including 64 generalpurpose and 35 specialised processors. 4. Sheet 58 of 116 . The frequency will be displayed in the Cursor Frequency display. combat control and weapons launch. click on the Photo button to take a picture of it. Click on the Rotate buttons to match the silhouette angle to that of the ship in the photo. Click on the Image Adjust buttons to separate the two halves of the image. click on the Zoom buttons adjust the magnification of the silhouette. Wait a moment as the periscope is raised. Click on the Raise Periscope switch. Harpoon and Tomahawk cruise missiles. sonar and weapons system data for improved target detection. The integrated combat system will carry out target motion analysis and calculate a firecontrol solution for Mk 48 ADCAP torpedoes. Warships and large merchant ships would have turns per knot ratios of seven to twelve. Click on the Stadimeter button to switch to the Stadimeter screen. Find the contact. 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. To determine a contact’s range and course with the periscope: 1. 9. the lower the speed at which it is designed to turn. When operating at night. If the lines in the display seem to blur together. AN/BSY-1 Submarine Combat System. localisation. The estimated TPK for generic ships are as follows: GENERIC CIVILIAN SHIP Small craft: Medium craft: Medium shipping: Large shipping: TPKs 30 20 15 10 In general. This will be the shaft line. Click on the Zoom In arrow button to increase magnification. The distributed processing architecture system comprises 117 units. 3. The system also integrates the high frequency. and provides a passive listening mode. This operates over 360° in long-range search. 149 Determining Range and Course Using the Periscope Stadimeter The periscope stadimeter can be used to estimate a surface ship’s range. Click on the Rotate arrow buttons to rotate the periscope to the target’s bearing. digital beamformers. 5. Likewise. click on the Frequency Scale switch to lower the frequency range. Once you detect a target. Look at the Speed display and note the estimated speed of the contact. The system is designed to improve data processing and management capabilities using new and more capable computers.Jane’s 688(I) User’s Manual frequency lines appear on the display. if the lines run off the right edge of the display. 8. Point the mouse cursor at the right edge of the most prominent line on the left and click. Raise the periscope. If necessary. Note estimated contact speed. Match silhouette to the photo. new data displays and additional software and increased automation in areas such as surveillance. The estimated range to the ship is displayed in the Range display. Set the Turns Per Knot for the known target. adjust the frequency scale. Ensure that the ship is at periscope depth (60 feet) and your speed is under 5 kts. 5. The aim is to reduce the response time between initial detection and launching of the weapon. 4. Turns Per Knot for military ships can be found in the ship descriptions in the on-line Jane’s Information section. 2. Switch to the stadimeter. 6. Smaller propellers on smaller ships and boats would turn at much higher shaft speeds for the same speed through the water. If necessary. Place the Frequency Cursor on the most prominent left-hand line on the display. BSY-1(V) integrates the medium to low frequency bowmounted Submarine Active Detection System (SADS) sonar used for the detection and fire-control solutions on hostile subsurface to surface targets. a ship’s course can be determined by observing the target aspect or angle on the bow (AOB). Adjust the image to find range. increase the frequency range.6 million lines of tactical software code are used in this system. detection and tracking of targets. switch to Low Light Level TV. Rotate and zoom silhouette. 7. Adjust the image such that the top of the highest mast is even with the waterline on the other half of the image. Click on the LLLTV switch. Photograph the contact. Some 3. torpedoes are fired from reloadable tubes in the sub. either active or passive. Weapons are loaded by shutting the muzzle door. sliding the weapon into the tube. countermeasures. the missile ignites. and decoys. They travel under their own power for distances up to 20 miles. Eight Los Angeles class submarines and 23 Improved Los Angeles class submarines have twelve vertical launch tubes installed at the bow. one affects the range of the weapon. to locate the target. and shutting the breech door. and a breech door between the tube and the submarine’s interior. Mark the contact. the signal ejector is actually a two-barreled installation. beginning its flight toward its target. Hence. Located on the port side of the middle level of the Forward Compartment. with weapon requirements. The muzzle door is then opened. Vertical Launch Tubes Vertical launchers for TLAMs (Tomahawk Land Attack Missile) work differently. To send contact information to the TMA station. Modern weapons have electronic connections from the weapon through the breech door to the fire control system. When a torpedo is “fired”. The only place that water can go is into the torpedo tube ejection ports. click the Mark button. opening the breech door. You must manually mark the contact to send updated information to TMA. Mk 48 ADCAP Torpedoes The classic submarine weapon since WWII. They are loaded at the pier and cannot be reloaded once the boat is underway. Note: Periscope information is sent to the TMA station only when the Mark button is pressed. the muzzle door and slide valve open together.) The vertical launch tube is pressurized with air. 151 688(I) Weapon Launchers Torpedo Tubes The main weapon launcher in a sub is the torpedo tube launching system. Once clear. High pressure air operates a turbine ejection pump that forces a large quantity of water at high pressure into the impulse tank. There are four horizontal torpedo tubes. 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. but when a tube is made ready to fire. This water flow into the tube flushes the weapon out even though the ship may be moving through the water at high speed. a solid propellant gas generator produces the gas that forces the missile from the tube.Jane’s 688(I) User’s Manual 10. This allows transmission of target information to the weapon. there’s nothing you can do. The torpedo tube breech door is manually operated. The crew will not automatically send updated periscope information to the TMA station. When fired. the torpedo tubes are angled outward slightly. Weapons are moved within the Torpedo Room and loaded into the tubes hydraulically. The tubes have a muzzle door between the tube and the sea. 153 688(I) Weapon Types Submarines are equipped with a variety of weapons. If you are out at sea and haven’t loaded enough TLAMs. Also remember that when setting the speed of the torpedoes. The normal method of launching weapons is called the “impulse” method. it is actually pushed out of the tube before it begins running. there are two three-inch diameter tubes that are used to launch a variety of pyrotechnic signals. This was made possible by a redesign of the forward main ballast tank structure and the air banks located there. Each torpedo tube has openings in it near the inner end that will allow water to enter behind the weapon to push it out. each designed for specific objectives. Signal Ejector Similar in principal to the torpedo tubes. Sheet 59 of 116 . Some can even be steered by receiving commands over a wire connected to the submarine. A slide valve normally covers the openings. Torpedoes may use sonar. Surrounding each pair of torpedo tubes is an impulse tank filled with water. two on each side of the ship. Because of the large sonar sphere at the bow. using a diaphragm at its top as a boundary to the sea. the importance of a thorough briefing. A Jammer raises the noise level between the torpedo and your sub-marine.Jane’s 688(I) User’s Manual ADCAP. The launch process is similar to that of the Harpoon. It carries a 500 pound high explosive. An attack with a cruise missile from a submerged ship is particularly devastating and surprising. TLAM-C and TLAM-D have ranges of approximately 485 nm. Major improvements were made in acoustic and search/homing logic. Several block improvements have been made to the weapon. TASM variants fly at a low cruise altitude to avoid detection and switch on the active radar homing at a predetermined distance. They can be used against either surface ships or land targets. carries a warhead in excess of 500 pounds of high explosive. ADCAP is a wire-guided. waypoints. however. TLAM uses inertial guidance and predetermined waypoints to fly to its target. acoustic homing torpedo that is propelled by the combustion of a monopropellant fuel (self-oxidizing fuel). A Decoy emits a signal designed to draw the enemy torpedo away from the sub and toward the decoy. creating a fog bank that inhibits a torpedo’s active sonar ability. blast type warhead. Once the booster has been burned up and separates. Once over land. it is able to use terrain contour matching (TERCOM) to con-firm and update its flight path. When the capsule broaches the surface of the water. mines can be fired from a sub. This remains a useful application of a submarine’s stealth capabilities. Today. Launching Weapons One of your primary objectives is to seek out and destroy enemy ships. the Tomahawk missiles must be encapsulated.000 feet. weapons. Countermeasures Countermeasures are defensive weapons. ADCAP is 21 inches in diameter.000-pound single warhead and the TLAM-D delivers sub-munitions. 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 TASM uses inertial guidance and either active radar or anti-radiation terminal homing. Use them to prevent an enemy’s torpedo from destroying the sub. just as torpedoes are. Harpoon has a range of over 50 nm and flies at sub-sonic speed. Terminal guidance is provided by an active radar homing system. the solid propellant booster ignites after the missile has cleared the torpedo tube. and strongholds. and selectable terminal trajectories. the Tomahawk begins powered flight even before leaving the water. UGM-84 Harpoon Anti-Ship Missile The encapsulated Harpoon missile can be launched from a submarine torpedo tube. has a range in excess of 20 nautical miles (nm). the missile descends to a low altitude and is powered by a turbojet cruise engine. can reach speeds of 55 knots. Regardless of whether it is launched from a horizontal or vertical tube. Both types of countermeasure can be preset to stay deep or shallow. the missile continues powered flight on its turbofan engine. When the booster separates. It flies at Mach 0. UGM-109 Tomahawk Cruise Missile Cruise missiles can be launched by submarines from either the torpedo tubes or from vertical launch tubes specifically designed for this purpose. Mk 67 Submarine Launched Mobile Mine (SLMM) Since their early days. submarines have been used to place mines in harbors. The SLMM is self-propelled. Harpoon has considerable ability to discriminate between targets and countermeasures. Like torpedoes. Sheet 60 of 116 . The TLAM-C delivers a 1. however. If launched from the horizontal torpedo tubes. Tomahawk missiles were produced in anti-ship (TASM) and land attack (TLAM) variants. The SLMM is essentially a modified Mk 37 electric torpedo. mines can “swim” to a location that may be in an area too shallow for the sub to operate submerged.7 to deliver a 1. The most common countermeasures are launched from the submarine and remain in the location where they are launched. A highly maneuverable missile with extensive on-board computer logic circuitry. a solid rocket booster ignites to begin flight. which stands for “advanced capability” is a major upgrade of the Mk 48 heavyweight torpedo. The torpedo warhead was replaced with mine components and the torpedo propulsion and guidance are used to place the mine. Block 1C has increased range.000 pound conventional warhead at ranges out to approximately 250 nm. and can dive to depths of nearly 3. the torpedo steers an intercept course until it is close enough to detect the target and begin homing. If at periscope depth. For a surface ship target. CEILING can be used to provide protection to the operator’s submarine or other friendly forces. 2. The torpedo should also be checked to ensure that it properly receives commands. Select a firing tube by clicking on the number of a torpedo tube in which an ADCAP is loaded. Being ready to launch is important so that coordinated strikes can be initiated when the operational situation dictates. of high explosive and capable of speeds up to 55 knots. 3. For a submarine target.) After electrical checks are satisfactorily completed. The Weapons Control Coordinator (usually the Weapons Officer) oversees the preparation of the torpedo and advises the Approach Officer (usually the Commanding Officer) concerning the capabilities of the torpedo and its placement. can be used against submarines and surface ships. it is good enough to place the weapon within acquisition range. Clicking on the Select Target arrow provides a list of contacts for which there are solutions in the TMA system. (The A-cable is the means of providing the weapon with presets and inputs from the TMA system prior to time of launch. and the A-cable and guidance wire are connected. Select a target from this list. flooded. It is a wire-guided. the U. 4 knots or less) and at shallow depths (e. Select weapon presets by clicking on “P” (PRESETS) and then making choices from the options list presented. Sheet 61 of 116 . and the pressure is equalized with sea pressure before the muzzle door is opened. Speed and depth limits are the same as for the horizontal launch of missiles. DEPTH should be at the best estimate of the target depth or at least on the same side of the layer. When launching a missile. Following launch. A tube can be unassigned by clicking again on the tube number. including a depth estimate based on the TMA solution. The Fire Control Coordinator (usually the Executive Officer) over-sees the refinement of the firing solution until. keel depth of 150 feet or less). It has a maximum range in excess of 20 nautical miles. speed.Jane’s 688(I) User’s Manual Preparations can be lengthy and noisy. The system solution for the selected target will be displayed in the TARGET DISPLAY area.g. 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. ADCAP Torpedo Launch The ADCAP torpedo. Vertical Launch of Missiles The vertical launchers have to be loaded in port. Torpedo Firing Procedure PREPARING THE WEAPON FOR LAUNCH 1. Prior to launch. Targeting information also has to be sent to the missile prior to launch. it is possible to confirm that the missile is flying normally. 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. The ADCAP is launched from a horizontal torpedo tube.. Launching Missiles Horizontally Advanced preparations are advised but not for the same reasons. The TMA solution for the target (bearing. in his opinion.S.g. 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). course. the enemy is probably farther away so noise is not as much of a consideration. acoustically homing torpedo carrying a warhead of more than 500 lbs. 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”). the torpedo is loaded into the tube. the tube is flooded. set DEPTH to be just below the keel depth of the ship. Note: Because some of this process is noisy.. so the preparation consists only of pressurizing the tubes and opening the hatches. The Approach Officer has the final approval of the firing solution and the settings that are sent to the torpedo prior to launch. and equalized and have muzzle doors open before coming within the detection range of the enemy. so it is a good idea to have tubes loaded. Harpoon and Tomahawk missiles should be launched at low speeds (e. it is best to do it early if the ship is in a situation which could require the launching of torpedoes. Navy’s heavy-weight torpedo. g. These actions are complete when the lights stop flashing. LAUNCHING THE WEAPON 1. 5. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. Allow approximately 3000 yards for the torpedo to search if possible. (The torpedo search can alert the enemy. If the firing interlocks are not closed. it begins to search and the acquisition cone symbol is seen on the display. Observe the torpedo symbol on the display marked by the number of the tube from which it was launched.) SPEED selects the torpedo speed until it begins to home on the target. The torpedo should be proceeding toward the target on an intercept course (torpedo is leading the target). Note: Reloading tubes will cut the wire if the weapon is wire-guided. If the firing interlocks are not closed. Press the Weapon Load Out button to see the available weapons on the racks. Click on the Content Label until the desired weapon appears. steady on course. POST-LAUNCH CONTROL OF THE WEAPON 1. Observe the I indication is bright which means that all conditions for launch are met and the firing interlocks are closed. depth of water). Order the muzzle door opened by clicking on M. Run to Enable should not be short unless the target range is short or there is doubt about the accuracy of the TMA solution. 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. and that there is no inconsistency between the torpedo presets and the TMA solution. 3. These actions are complete when the lights stop flashing.. 3. Snapshot (Quick Reaction Firing) Procedure PREPARING THE WEAPON FOR LAUNCH 1. Select a firing tube by clicking on the number of a torpedo tube in which an ADCAP is loaded. The remaining presets will be set to the default values. Ceiling 0 feet. select the number of the tube fired before sending commands. Steering will only be necessary if it appears that the acquisition cone will not sweep over the target’s position at any time. that the target has Sheet 62 of 116 . Once the torpedo has enabled. The muzzle door will not open until the tube is properly flooded and equalized. The loaded weapon can be changed any time by the same method. If wire commands are necessary. Make changes as required by the existing situation (e. Run to Enable 1000 yards. 3. Default values of the presets are: Depth 200 feet. 2.Jane’s 688(I) User’s Manual ACOUSTICS is used to select the mode of acoustic homing. 2. Floor 3000 feet. Select W (WIRE GUIDE) to display the controls that send commands to the torpedo after launch. 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. it should be reloaded for future use. 3. Observe the indicators all return to the non-ready state and the torpedo tube contents indicator goes dark. Clicking on the Select Target arrow will provide a list of contacts for which there are solutions in the TMA system. and Speed High. Order the muzzle door opened by clicking on the M button. Ensure the ship meets the operational conditions for launch: near horizontal. A tube can be unassigned by clicking again on the tube number. The muzzle door will not open until the tube is properly flooded and equalized. Once homing it will speed up to maximum speed. 2. 2. This is necessary to ensure that the correct torpedo gets the commands in the event that more than one torpedo was fired. Acoustics Active. check that the tube is properly prepared. 161 LAUNCHING THE WEAPON 1. 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). RUN TO ENABLE sets the distance the torpedo travels before it begins to search. 4. that the target has been properly assigned. Select Snapshot from this list. check that the tube is properly prepared. RELOADING TUBES 1. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. Observe the I indication is bright: this means all conditions for launch are met and the firing interlocks are closed. 4. 4. Once the tube has been fired. Type in the bearing of the threat in SNAPSHOT Bearing. Press OK when done. Select weapon presets by clicking P (PRESETS). and the proper speed and depth for the specific ordnance. 2. 6. 6. The muzzle door will not open until the tube is properly flooded and equalized. 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. 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. The default values of the HARPOON presets are: Destruct Range 50 nm. SEEKER PATTERN determines whether the area searched will be wide or narrow. Electrical checks are completed and the tube is flooded and equalized with sea pressure. SEEKER RANGE is the range at which the missile will begin to home. 5. DESTRUCT RANGE is the range at which the missile will self-destruct if it has not encountered a target. depth less than 150 feet. 3. 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.Jane’s 688(I) User’s Manual been properly assigned. 3. Seeker Pattern: Wide. Prior to launch. 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). the encapsulated missile is loaded into the torpedo tube and the A-cable is connected to provide fire control system inputs to the missile. Harpoon Firing Procedure PREPARING THE WEAPON FOR LAUNCH 1. of high explosive. Observe the I indication is bright which means that all conditions for launch are met and the firing interlocks are closed. 4. The missile should be proceeding toward the target on an intercept course. that the target has been properly assigned. Sheet 63 of 116 . These actions are complete when the lights stop flashing. This can prevent the missile from acquiring an unintentional target that is nearby. Click on the Select Target arrow to get a list of contacts for which there are solutions in the TMA system. The system solution for the selected target will be displayed in the TARGET DISPLAY area. Observe the missile symbol on the display marked by the number of the tube from which it was launched. The missile is launched from the tube by clicking on the Fire button. If the firing interlocks are not closed. It carries a warhead of 500 lbs. 2. and the proper speed and depth for the specific ordnance. steady on course. Observe the indicators all return to the non-ready state and the torpedo tube contents indicator goes dark. The outer muzzle door is opened to make the launch tube fully ready. This can be used to protect friendly and neutral forces. LAUNCHING THE WEAPON 1. A tube can be unassigned by clicking again on the number. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. Select a target from this list. Select weapon presets by clicking P (PRESETS) and making choices from the options list presented. POST-LAUNCH DISPLAY 1. Ensure the ship meets the operational conditions for launch: speed less than 5 knots. This process should be completed well before the anticipated time of launch. It can be used to protect friendly or neutral forces that are at shorter range than the target. Seeker Turn On 0 nm. While the Fire Control Coordinator is refining the solutions for all contacts. check that the tube is properly prepared. 2. Order the muzzle door opened by clicking on the M button. Select a firing tube by clicking on the number of a torpedo tube in which a Harpoon is loaded. and that there is no inconsistency between the missile presets and the TMA solution. It is an active radar homing missile with a range of over 50 nautical miles and a sub-sonic cruise speed. Launching Harpoons The HARPOON missile is an anti-ship cruise missile that can be launched from the horizontal torpedo tubes of a submarine. 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. 5. Ensure the ship meets the operational conditions for launch: near horizontal. and that there is no inconsistency between the torpedo presets and the TMA solution. Observe the indicators all return to the non-ready state and the torpedo tube contents indicator goes dark. 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. It is an inertially guided missile that uses terrain contour matching (TERCOM) for position updates when over land. looking for threats to the missile along the way and checking the time-on-target (TOT). and sending flight guidance information to the missile. opening the muzzle hatch. 2. Order the selected launch tube pressurized equal to sea pressure by clicking on the P button. The vertical launch tubes must be loaded before leaving port. Sheet 64 of 116 . This can be used to protect friendly and neutral forces. The flight guidance information sent to the missile includes waypoint data and target data. If the missile was well placed.7. Once the tube has been fired. 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. 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. DESTRUCT RANGE is the range at which the missile will self-destruct if it has not encountered its target. and. Prior to launching any missiles. the encapsulated missile must be loaded and the A-cable connected to provide fire control system inputs needed for flight guidance. He reviews the target data and ensures that it is assigned to the correct missile. the missile begins to search and the seeker pattern symbol is seen on the display. Press OK when done. Tomahawk Firing Procedure (Vertical Launch) PREPARING THE WEAPON FOR LAUNCH 1. This action is complete when the light stops flashing. Click on Define Target Waypoints and then click in the area of the desired target in the TARGET DISPLAY area using the targeting crosshairs. The weapon will not be able to compensate for errors greater than 1 nm. and the torpedo tube is flooded and equalized with sea pressure. 3. Observe the I indication is bright which means that all conditions for launch are met and the firing interlocks are closed. Order the muzzle hatch opened by clicking on the M button. Using the tasking message. Four waypoint icons should appear on the map. and that there is no problem with the missile flight path as planned. that the target has been properly assigned. If the firing interlocks are not closed. Additional waypoints can be used to avoid defenses. Note: If the total distance of flight from the ship to the target as increased by the waypoints exceeds the missile’s maximum range. The target is selected by assigning waypoints. Ensure the ship meets the operational conditions for launch: speed less than 5 knots. The loaded weapon can be changed any time by the same method. Select a firing tube by clicking P (PRESETS) beneath the tube number on the Target Display Panel. the seeker pattern should pass over the target vessel. Electrical checks are completed. It has a range of approximately 485 nautical miles and a cruise speed of Mach 0. Preparations for the launch of a TOMAHAWK are begun well before the desired launch time. the Combat Systems Officer (CSO) (usually just called “Weps”) oversees the planning for each missile (or sortie). LAUNCHING THE WEAPON 1. This can be done by clicking and dragging the waypoint icons on the TARGET DISPLAY area or by changing the waypoint position boxes in the Weapon Presets Display. 2. It carries either a single 1000 lb. Prior to launch from a torpedo tube. The actions necessary to launch a TOMAHAWK from a vertical tube include pressurizing the tube. 4. He also reviews the flight path of each missile. The muzzle hatch will not open until the pressure is equalized. precisely position the forth and third way-points over the coordinates for the target and landfall waypoint respectively. during the transit to the launch point.Jane’s 688(I) User’s Manual 2. which is one minute of latitude (or longitude at the equator). 5. The default value of Destruct Range is the weapon’s maximum range. high explosive warhead or sub-munitions. Press the Weapon Load Out button to see the available weapons on the racks. RELOADING TUBES 1. check that the tube is properly prepared. Waypoints are used to guide the missile around defensive positions or to adjust the time of flight so that missiles fired at different times can arrive at the target at the same time. a red marker will indicate the point of maximum flight. Launching Tomahawks The 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. Once the seeker has turned on. Click on the content label until the desired weapon appears. The muzzle hatch can then be opened to make the tube fully ready to fire. 3. depth less than 150 feet. it should be reloaded for future use. 2. The submarine must be correctly positioned. Press the Weapon Inventory button to see the available weapons on the racks. in extremis (e. These actions are complete when the lights stop flashing. Using the Signal Ejector Loading the signal ejector is a manual process that can be time consuming.. 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. The missile should be proceeding toward the target on the course laid out by the operator. If the firing interlocks are not closed. The missile(s) will be DR’d to the target at nominal flight speed. what the depth of water is and what type of bottom exists. An advantage of the mobile mine is that it can be planted in water shallower than the submarine would choose to enter. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. Once the tube has been fired. the submarine can turn toward deeper water while reloading and then make another pass along the launch course. The loaded weapon can be changed any time by the same method. 2.. Order the muzzle door opened by clicking on the M button. All the tubes that Sheet 65 of 116 . 5. Observe the missile symbol on the display marked by the number of the tube from which it was launched. Press OK when done. The missile should be proceeding toward the target on the course laid out by the operator. 3. Tomahawk Firing Procedure (Torpedo Tube) PREPARING THE WEAPON FOR LAUNCH The procedure is the same as when launching from a Vertical Launch tube. After electrical checks are completed. torpedo evasion) it is appropriate to launch countermeasures regardless of the ship’s speed or rate of course change. In a hostile environment. the display is only a representation of what was intended to happen. and what the strength and direction of currents will be between the launch point and the aim point. and that there is no problem with the missile flight path as planned. The submarine must know where the mines are to be located. It will travel to the aim point where it will wait until it has detected a target. Observe the indicators all return to the non-ready state and the torpedo tube contents indicator goes dark. the SLMM can be launched a long distance from its intended position. POST-LAUNCH DISPLAY 1. A mine insertion has to be carefully planned. This can be repeated as many times as necessary to plant the mine field. The muzzle door will not open until the tube is properly flooded and equalized. the display is only a representation of what was intended to happen. The missile is launched from the tube by clicking on the FIRE button. 2. Click on the Content Label until the desired weapon appears. depth less than 150 feet. 2. 6. Since there is no communication with the missile(s) after time of fire. Observe the I indication is bright which means that all conditions for launch are met and the firing interlocks are closed. Since there is no communication with the missile(s) after time of fire. If this is the case. The missile is launched from the tube by clicking on the FIRE button. Ensure the ship meets the operational conditions for launch: speed less than 5 knots. the tube may be flooded and equalized and the muzzle door may be opened. 2. the submarine may make repeated passes along a launch course in water sufficiently deep for submerged operations. RELOADING TUBES 1.g. Basically a modified Mk 37 electric torpedo (mine components replace the torpedo warhead). LAUNCHING THE WEAPON 1. Although the launch success rate may be higher for lower ship speeds. check that the tube is properly prepared. POST-LAUNCH DISPLAY 1. it must be reloaded for future use. The missile( s) will be DR’d to the target at nominal flight speed. The SLMM is loaded into a torpedo tube and the A-cable is connected.Jane’s 688(I) User’s Manual 6. Observe the missile symbol on the display marked by the number of the tube from which it was launched. Launching Mines The Mk 67 Submarine Launched Mobile Mine (SLMM) is loaded and launched in a similar manner to that used for torpedoes. Observe the indicators all return to the non-ready state and the launch tube contents indicator goes dark. that the target has been properly assigned. After launching all mines loaded in the tubes. it is a good idea to have a jammer and a decoy loaded at all times. 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. Press the Weapon Load Out button to see the available weapons on the racks. The submarine will be successful if it can manage to remain undetected by the torpedo or can confuse the torpedo homing logic. 3. 4. and possibly a depth change. the submarine must maneuver so that the firing solution of the enemy is no longer valid. Order the muzzle door opened by clicking on the M button. 2. it must be reloaded for future use. Evasive Maneuvers The best defense is never to be caught. The target is selected by assigning a waypoint. it may be possible to put the submarine on the opposite side of a thermal layer from the torpedo (you have to know the Sheet 66 of 116 . an increase in speed (probably to maximum). when something goes wrong—an enemy has detected your submarine and launched weapons against you—evasive maneuvers are required. Observe the mine symbol on the display marked by the number of the tube from which it was launched. Using the tasking message for the location of the mine field and a plan for laying the field. Observe the “I” indication is bright which means that all conditions for launch are met and the firing interlocks are closed. 4. 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. If the firing interlocks are not closed. As soon as the torpedo is reported. Torpedo Evasion No submarine can outrun a modern anti-submarine torpedo. Depending on the local conditions. and that there is no inconsistency between the presets and the fire control solution. If the torpedo is well placed (the enemy had a good fire control solution on your submarine prior to launching the torpedo). DEPTH preset should be the desired run depth to the aim point.Jane’s 688(I) User’s Manual are to be used for mines would be loaded and made ready. check that the tube is properly prepared. 2. The loaded weapon can be changed any time by the same method. These actions are complete when the lights stop flashing. 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. 2. Order the selected torpedo tube flooded and equalized with sea pressure by clicking on the F and E buttons. Since there is no communication with a SLMM after it has been launched. Teamwork is required. RELOADING TUBES 1. the reload party must reload the tubes as quickly as possible. and the torpedo will not pass close enough to your submarine to be able to detect it. However. position the mine destination by dragging the way-point to the desired location. The submarine maneuver should include a course change to get away from the projected track of the torpedo. The SLMM is launched from the tube by clicking on the FIRE button. POST-LAUNCH DISPLAY 1. The SLMM should be proceeding toward the aim point. Fire control information will be pre-computed for each mine. The navigation party must keep the submarine exactly on the launch course. Mine Launch Procedure PREPARING THE WEAPON FOR LAUNCH 1. The coordinates of the waypoint can be viewed by clicking on the waypoint on the chart 3. Press OK when done. the SLMMs will be DR’d to the aim point as planned by the operator. Default value: 100 feet. Select a firing tube by clicking on P (PRESETS) of the desired tube in the Target Display Panel. Launch points will be selected along the launch course so that the range and bearing to the aim point will be known in advance. 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. early detection is essential. 5. Once the tube has been fired. LAUNCHING THE WEAPON 1. 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. Click on Define Target Waypoints and then click in the area of the desired tar-get in the TARGET DISPLAY area. 2. Left-lick on the Content Label until the desired weapon appears. Observe the indicators all return to the non-ready state and the torpedo tube contents indicator goes dark. The muzzle door will not open until the tube is properly flooded and equalized. The sonar operators must be able to recognize a torpedo even before it begins active homing. that the target has been properly assigned. launch an ADCAP torpedo at the bearing on which the torpedo was initially detected. the helicopters can track him more easily and will dump more torpedoes. Evasion plans may also include the use of countermeasures. Other units can be deployed from a submarine. the SEALs depart and the submarine can either loiter on station or go to another area to await the recovery operation. If the commander decides to keep his speed down and attempt to outmaneuver the torpedoes. Marine Reconnaissance (Force Recon) units.e. If the incoming torpedo was not air-dropped.Jane’s 688(I) User’s Manual water depth and the sound-speed profile (SSP)) by going shallow or deep. His plan must take into consideration all factors in the local environment. astern. The SEALs have the most experience working from submarines and are capable of submerged launch and recovery. the Commanding Officer should know in advance what they will do to evade torpedoes. Larger equipment and substances that are not brought into the submarine atmosphere (such as gasoline for the outboard motors) must be stored external to the pressure hull. will not work because the torpedo can over-take the submarine in a tail-chase. Neither scenario is good. Sheet 67 of 116 . Be especially wary if enemy ASW helicopters are patrolling your sector. they hurry to the suspected launch point and begin a thorough search for submarines. ASW helicopters search for submarines using dipping sonar— sonar arrays that dangle from a cable and dip into the ocean. Placing the torpedo at 180 degrees relative. slow to reduce noise and regain tactical control. 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. The divers then leave the pressurized air bubble and exit the hatch. 5. The equipment may include combat rubber raiding craft (CRRC) with outboard motors if there is a long distance to go. When the entire team has locked out. When Sonar reports a “torpedo in the water” or the active intercept receiver indicates that a torpedo is actively homing. 2. When the pressure is great enough. or Navy Sea-Air-Land (SEAL) units. Decoys give false returns to the torpedo that is homing and will cause the torpedo to home on the decoy instead of the submarine. but that would require surfaced launch and recovery. These helicopters can detect both torpedo and missile launches. the hatch can be opened.. 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. he runs the risk of taking a hit. and both can be avoided by keeping a low profile when making attack runs. Launch countermeasures from the three-inch launcher. The submarine commander is now caught in a difficult situation. 3. When they do. 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. Being shallow means that it will be easier and faster to get the swimmers in and out of the submarine. using self-contained underwater breathing apparatus (SCUBA). being near the bottom may help by giving the torpedo false target returns from the bottom. Place the bearing of the incoming torpedo at 120–150 degrees or 210–240 degrees relative to the submarine. Special Forces Operations Naval Special Warfare (NSW) may involve the insertion of special operations forces (SOF) into a hostile territory. Whenever the submarine is in a potentially hostile situation. SOF include such units as Army Rangers. (This will put the launching platform on the defensive. (A decoy and a jammer should be pre-loaded and ready for launch at all times. Torpedo Evasion Procedure 1. Once outside the submarine. When it is clear that the torpedo will miss or when the torpedo has shut down. it may drop torpedoes into the water. A submerged launch or recovery of SEALs requires the submarine to hover at a shallow depth. If the water is shallow. If he increases speed to outrun the torpedoes.) SUPPLEMENTARY ACTIONS Plot the bearings to the incoming torpedo and attempt to determine its course. the divers enter the escape trunk and flood it to a pre-determined level. Reload the three-inch launcher and the torpedo tubes as required. 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.) 4. the SEALs begin to rig their equipment while others are locking out. accelerate to maximum speed. The remaining volume is pressurized with air to a pressure equal to sea pressure. Countermeasures can be of two types: decoys and jammers. i. To lock out. Once a helicopter gets a fix on your position. Change depth drastically if the overall depth of water will permit. Shut the drain valve. to lock in the SEAL team(s).) 5. 9. 1. 7. 2. Trunk operator and two SEALs with necessary equipment enter the trunk and secure the hatch. Repeat steps 2 through 8. Once the rendezvous is made. Open the vent valve and then open the drain valve to drain the water from the trunk. the submarine is shallow or at periscope depth with no more than approximately 1 knot of water flow across the deck. Open the drain valve to check the escape trunk dry. Shut the drain valve.) 4. Waiting at periscope depth. Open the vent valve and then open the drain valve to drain the water from the trunk. SEALs depart the trunk one at a time. Actions The Officer of the Deck must give permission to conduct each step of the procedure. the submarine would most likely be at a pre-determined location at a specified time. 3. one at a time. to lock out the SEAL team(s). 7. Launching Special Operations Forces. Sheet 68 of 116 . To effect a surfaced launch or recovery of SOF personnel. 2. Undog (open) the upper hatch. (It will not open yet due to sea pressure. 8. Push open the upper hatch. Shut and dog the upper hatch. When the lock out evolution is complete.  Depending on the sea state. as required. 10. Pressurize the escape trunk using high-pressure air until the pressure is equal to that of the surrounding sea water. the submarine will search for the SEALs visually and with passive sonar while listening on designated radio circuits. Open the lower hatch. 4. Submerged Lock in Procedure Initial Conditions  The submarine has arrived at the designated recovery point and made contact with the SEAL teams returning from their mission. The submarine may be hovering instead of trying to control depth with the normal control surfaces.  All necessary personnel are on station. below.  Depending on the sea state. The Commanding Officer must authorize any change in the rig for dive. the less the chance of detection and attack by enemy forces. as required. (It will not open yet due to sea pressure. Push open the upper hatch. The actual procedural requirements are listed in the section. 3. The sooner the evolution can be completed and the submarine can re-submerge.Jane’s 688(I) User’s Manual To recover the SEALs. Two returning SEALs can enter the trunk. Open the drain valve to check the escape trunk dry. rig the escape trunk for dive. Shut and dog the upper hatch. 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. 8. Actions The Officer of the Deck must give permission to conduct each step of the procedure. The SEALs will stow some of their equipment topside and take the rest below decks as they lock in. Shut the drain valve. Submerged Lock out Procedure Note: The following procedure is for information purposes. Flood the trunk to the bubble line. Pressurize the escape trunk using high pressure air until the pressure is equal to that of the surrounding sea water. indicating in part the complexity of the operation. The submarine may be hovering instead of trying to control depth with the normal control surfaces. the submarine is shallow or at periscope depth with no more than approximately 1 knot of water flow across the deck. 5. Undog (open) the upper hatch.  All necessary personnel are on station. 6. 6. the submarine again hovers for the recovery.  SEAL teams have been briefed and are fully ready to commence the mission. 9. Repeat steps 2 through 8. The Commanding Officer must authorize any change in the rig for dive. 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. Open the lower hatch to allow the SEALs to re-enter the submarine. Shut the drain valve. 1. Flood the trunk to the bubble line. Move SOF personnel and equipment topside expeditiously. Surface the ship with a short (5 second) emergency main ballast tank blow. The Commanding Officer must authorize any change in the rig for dive. Communications were established to determine the time of the rendezvous. 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. Surface the ship with a short (5 second) emergency main ballast tank blow. The submarine is at periscope depth.  All necessary personnel are on station.” Recovering Special Operations Forces Initial conditions Sheet 69 of 116 . Secure the low pressure blower if that was used. and whether there are any wounded. 1. station personnel on the bridge and on deck with weapons to provide selfdefense capability against hostile forces. Launching Special Operations Forces 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. Verify the rig for dive and submerge the ship. the XO will announce that “All SEALs are away. Immediately start an air charge to replenish the high pressure air banks. 2. Immediately start an air charge to replenish the high-pressure air banks. 7. As soon as the SOF have been recovered. 1. 4. 3. 4. Actions 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. 6. Drain and open the weapons shipping (forward) hatch and/or the escape trunk (midships) hatch.  The submarine is at periscope depth. 3. Surfaced Recovery Procedure Initial 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. rig the escape trunk for dive. Actions  When all conditions for launch have been met. whether there are enemy forces in the area. Secure the lowpressure blower if that was used. If the situation warrants it. Drain and open the weapons shipping (forward) hatch and/or the escape trunk (midships) hatch. 8. Verify the rig for dive and submerge the ship. As soon as the SOF have been launched.  The SOF have all been briefed and are fully ready to begin the mission.  All necessary personnel are on station.  The SOF have been detected.Jane’s 688(I) User’s Manual 10. rig the hatches and the bridge for dive. 7.  The submarine is at periscope depth or shallower with no more than approximately 1 knot of water flow across the deck. station personnel on the bridge and on deck with weapons to provide selfdefense capability against hostile forces. When the lock in evolution is complete. 2. Actions The Officer of the Deck must give permission to conduct each step of the procedure. rig the hatches and the bridge for dive. Surfaced Launch Procedure 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 SOF that will disembark. Man the bridge with the minimum amount of equipment for the Officer of the Deck. 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. 8. 5. If the situation warrants it. 5. Move SOF personnel and equipment below decks expeditiously. Man the bridge with the minimum amount of equipment for the Officer of the Deck. 6. If the rescue is to be conducted in a hostile area. Actions 1. Surface Search and Rescue Procedure Initial Conditions  The submarine has arrived at the best known location of the person. Actions 1.) The XO will report “Conn. After some time. XO. the safer the operation. depending on the number of trips necessary to rescue all the survivors. but is much more vulnerable to enemy detection and attack. 2. the XO will announce that “All SEALs have been recovered. This operation is very similar to the surfaced special forces recovery. The sub then slows to near zero speed and hovers in place while the DSRV conducts the rescue. The XO will report “Conn. using intelligence and the ship’s sensors to locate the downed sub. (The submarine may have waited on station or may have departed and returned to the recovery point. The DSRV is mated to the hatch. surfaces. sonar.” Search and Rescue Operations Principles of the Operating Procedure Search 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. the ship is on the surface or at periscope depth.  b. and travels to the location to search. 5. a submarine may be tasked to conduct the operation if it is the closest to the point of rescue. 3. When the ship has met the speed and depth requirements (slow and surfaced). Once the person is located. The first is rescuing a person on the surface. A problem with using the submarine for SAR is the vulnerability of the sub while surfaced. The submarine is better able to search from the surface.  Depending on the level of hostility in the area. Once the per-son(s) is located. The submarine learns the best known location of the person(s). the rescue will be conducted. Slow to near zero speed and hover at a safe depth. Quickly submerge the ship and continue operation. the submarine’s stealth makes it a good choice for the job. the submarine approaches the person. 4. This operation may be long.  The DSRV is attached with personnel standing by for operations. DSRV Operations Initial Conditions  The submarine is in the correct area to conduct the SAR. A submarine can carry the DSRV to the location of the search. Immediately commence ventilating (push Ventilate button) and start an air charge (push HP Air button) to replenish the HP air banks. the XO will report that the person is on board.Jane’s 688(I) User’s Manual  a.  All necessary personnel are on station. DSRV operations will be conducted.” 3. and slows to conduct the rescue. 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. ESM) to search the area for the person while maintaining safe position with respect to threat contacts. lower it after 5 seconds). radar if surfaced. The submarine is at periscope depth or shallower with no more than approximately 1 knot of water flow across the deck. the operation will be complete.” Sheet 70 of 116 . Actions When all conditions for recovery have been met. the ship quickly surfaces the ship by conducting a 5 second emergency blow (raise the Emergency Blow Valve handle. XO. The DSRV is away. with the exception that the person in the water is not trained in the procedure. such as a downed pilot or sailors from a ship. When complete. The quicker the rescue can be conducted and the submarine can be submerged. The ship uses all sensors (periscope. The submarine has arrived at the designated recovery point at the designated time. 2. There are two types of SAR operations for a submarine. keeping in mind the possible detection of the submarine during the SAR. If not already on the surface. the ship drives as close as possible. (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 propulsion can be maintained. If more water is taken aboard than the maximum positive buoyancy.  The OOD should emergency surface the ship if the ship was very deep at the beginning of the casualty. the residual speed will still get the submarine moving toward the surface. The ability to survive a flooding casualty depends on submarine design factors and the training of the crew. the depth at which the flooding occurs. The ship control party should keep a moderate up-angle on the ship. and pass the word passed again.  The Approach Officer (CO) or the OOD is manning the periscope.) The amount of water taken aboard during a flooding casualty is proportional to the size of the hole. Crew training is also important to be able to locate.  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. Immediate Actions  The officer on the periscope immediately lowers the periscope.  If the ship emergency surfaced.) The time to stop the flooding can be decreased by having emergency closure valves that operate remotely on all sea water systems of significant size. Flooding Procedure Immediate Actions  Flooding most likely occurs as a result of a close explosion.  Flooding results in reduced propulsion. Emergency Deep Principles of the Casualty Procedure The most vulnerable time for the submarine with regard to encountering another vessel unexpectedly is when proceeding to periscope depth. and repair the source of flooding. The person discovering the flooding should report. 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. pass the word to “Prepare to surface” and complete the normal surfacing procedure. and an angle on the ship. Recharge the main air banks following the emergency blow. That is almost three atmospheres increase in pressure for every 100 feet. 179 Initial Conditions  The submarine is at or approaching periscope depth.Jane’s 688(I) User’s Manual Casualty Procedures Flooding is one of the most feared of submarine casualties. additional weight can be compensated for with speed and an up-angle on the hull.  The OOD should use enough speed to maintain the ordered depth as long as propulsion is available. reduced ability to control ship’s depth. 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. (Depth matters because submergence pressure increases by 44. the location of the flooding and the source of the water if that can be determined. and the length of time it takes to stop the flow of water into the submarine. speed should be used to achieve an upward depth rate. by the fastest means. sound the Collision Alarm. if propulsion is lost. or if the amount of water flooded into the ship begins to have a noticeable effect on ship control.  The OOD rings up All Ahead Full on the Engine Order Telegraph and orders a safe depth (150ft or deeper). Supplementary Actions Sheet 71 of 116 . A submarine has a certain amount of positive buoyancy when it is on the surface. then the submarine will be negatively buoyant and will sink. a large angle could keep the damage control parties from being able to move in the ship. If propulsion power is lost because of flooding in the engine room. If flooding occurs.  The officer on the periscope sees a contact that is an immediate collision threat.4 pounds per square inch for every 100 foot depth increase. isolate.  The Chief of the Watch (COW) will announce on the general announcing system “Flooding in the ______ (compartment or space)”. If the OOD believes that a risk of collision exists. the protection of global security interests necessitates the need for multinational maritime forces. environmental protection. it appears likely that international conflicts may increasingly shift to sea areas. reaching a consensus on the threat was not difficult beyond some minor points. These improvements made it necessary to obtain target data through external sensors in order to target long-range weapons effectively. These developments have resulted in significant changes to naval strategy and tactics. the effectiveness of naval platforms was limited by the range and capabilities of onboard weapons and sensors. over the last 50 years. and t the requirement for urgent action to protect the environment. submarines will continue to cause problems for surface forces by virtue of their stealth. t increasing terrorism. or at least the harmonisation. and national interests overseas will continue. t expansionist foreign policies. countries are faced with a multitude of potential threats including: t ideological and cultural conflicts which have existed throughout history. and the real-time dissemination of processed data to individual platforms will further increase. Meanwhile. t rising nationalism and racism. the resolution of emerging new crises requires multi-polar and multi-national arrangements. t the spread of organised crime. we have witnessed the development of guided weapons and cruise missiles with greater precision. Aircraft carriers. wide area surveillance and targeting systems and advanced datalinks maintain a significant advantage. Naval strategy and tactical doctrines reflected these limitations. those navies possessing long-range weapons. correlation and fusion of data. From an international perspective. The Future Of Seapower by Admiral Guven Erkaya Commander-in-Chief. With the development of a new world order. larger warheads and ranges far beyond those of onboard detection and identification sensors. these weapons will reduce the importance of manned aircraft as strike assets. leading to marked reductions in radar. range and destructive power of missiles will further improve. social and other national policies must be aligned with the main thrust of a common foreign and security policy. naval forces will be able to control larger sea areas. t the proliferation of weapons of mass destruction. infrared and electromagnetic signatures. protection of sea lines of communication. t imbalances in the distribution of finite world resources among a rising global population. whilst at the same time being capable of neutralising point targets located deep inland. Today. Without this real-time data transfer. in addition to sea control and power projection. Foreign and defence policies . Sheet 72 of 116 . the collection. and countries which participate in coalition operations will naturally increase their stature and influence on the world stage. However. humanitarian aid. weapon ranges were shorter than detection and identification ranges until the 1950s. Cruisers and other large escorts will maintain their importance.Jane’s 688(I) User’s Manual  The OOD slows the sub as soon as the ship is at a safe depth. The importance of constant surveillance. economic. Addressing these security risks requires the combination. natural maritime resources. of various policies. the exclusive economic interest of countries has now expanded to 200 miles (322km) and even further in some cases. Indeed. In the meantime. and nuclear-powered submarines will remain the most suitable platform. will continue to form the back-bone of the bluewater task force. While national sovereignty over the seas was limited to just three miles (4. Improvements are expected in stealth technology. search and rescue. and cooperation with other agencies against organised crime. Launched from naval platforms at standoff ranges. The accuracy. The economic use of the seas and the sea bed has increased over the last half century. acoustic. The effectiveness of cruise missiles will also increase. As such. Traditional tasks . Turkish Naval Forces Generally speaking. the potential firepower offered by modern weapons and surveillance systems will not translate into tactical and strategic advantage. Given the ever greater exploitation of maritime resources. Today. The role of the ballistic missile in global deterrence will continue. Navies will also find a greater role in low intensity conflicts (including the support of peacekeeping operations).need to be combined. Before the end of the Cold War. while naval guns will benefit from the wider use of smart munitions.8km) in the past.such as defence against threats from the sea. which will continue into the next century.once seen as separate . Hence. continuous and real-time transfer of data obtained through off -board sensors to weapon platforms became necessary. Remember that a torpedo is not a bullet. The Harpoon is a better weapon for small targets like a patrol boat. Use Jane’s Online to assist in classifying ships and determining their capabilities. All ships have some anti-submarine capability. Being detected by anything can be a problem. or selected on the display and positioned by typing in the desired coordinates. realize that drawing attention to Sheet 73 of 116 . determine the fire control solution. exploiting the additional capabilities obtained through the revolution in technology. If you choose to destroy the interfering threats. even if it is just a sail-boat with a radio to tell a warship where you are. each of which will help you to detect and classify the targets. you will proceed to the indicated location and search using your sonar system. and will attack anything that moves in their areas. WEAPON: Mk 48 ADCAP torpedo. identify it quickly and determine its capabilities to detect you. The waypoints can be dragged to position. Remember that other units are searching other areas. The periscope is an excellent source of bearing and range data. range). Move slowly and shut off any unnecessary noisy equipment. SENSORS: Again. you will be assigned an area to search. ESM and the periscope will help you locate and identify any threats to you or the missile. You may use either passive or active sonar. The torpedo will inflict more damage and is less susceptible to being destroyed. and the periscope. Anti-Surface Ship Warfare PURPOSE: Find and destroy the surface ship of interest. fire a weapon. 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. Other waypoints can be used to avoid obstacles or threats to the missile. Control the situation to prevent the enemy from getting close enough to detect you. You must detect without being detected. ESM. a ship can simply drive away from a good torpedo shot if it has enough of a head start. or at least be delayed as you run from the incoming torpedo. WEAPONS: Mk 48 ADCAP torpedo for closer ranges (5 to 15 nautical miles (nm)). speed. A missile cannot be traced to its origin unless waypoints are used. your mission will tell you where to begin. Strike Warfare PURPOSE: Covertly place the submarine in position and fire Tomahawk missiles at shore target(s). If you are firing multiple missiles (sorties). SENSORS: Passive sonar. Harpoon (UGM-84) antiship missiles for farther ranges (out to 50 nm). Consider the mission of the sub you are hunting. A good navigational fix is important to get the missile to the correct position. TACTICS: Once you detect the contact. Many ships will be able to detect the torpedo when it enables (begins active search). SSNs will be looking for targets just like you are. determine a fire control solution (bearing. TACTICS: If you are detected by the other submarine. and their inherent attributes of mobility. While closing range. The navigation chart may show threats and obstacles.Jane’s 688(I) User’s Manual Navies. firing a weapon can be like a flashing an “I am here” sign over your submarine. Once you have detected a submarine. and may turn and fight once they detect you. and achieve a hit without being destroyed yourself. Part of this is to stay stealthy. you can use sonar. ESM detection of the target ship’s surface search radar may be your first detection. but active could allow the enemy to detect you first. The sooner the torpedo enables. Get the highest value ships first. 182 Choose your weapon based on range and detection threat. SSBNs will be hiding and will tend to run from conflict. Always be prepared to attack and evade an attack because as quiet as you are. The fathometer will help you prevent grounding in the potentially shallow waters near shore. will continue to offer invaluable options to politicians in the maintenance and protection of the national interests into the next century. the sooner the target is alerted. If you are part of a battle group. WEAPON: Tomahawk (UGM-109) land attack missile. as the others will be more difficult to get after the first weapon explodes. drive toward the contact (close range) to within torpedo or missile range. you can use waypoints to delay the arrival of earlier fired sorties. so stay within your sector of the ocean. 181 Mission Profiles Anti-Submarine Warfare PURPOSE: Detect. TACTICS: The last waypoint should be placed at the coordinates of the target. you may fail in your mission. Choosing the proper depth with respect to the sound speed profile (SSP) will help you detect the enemy sooner. With that data. From there. course. Use your position and the torpedo settings to help you target the desired ship first. flexibility and endurance. and the third waypoint at the coordinates of the landfall waypoint. but makes you slow and vulnerable to detection by radar. Avoid being detected and attacked by enemy ships or aircraft. The fathometer will help prevent grounding the submarine. This is easier and quicker. sonar and ESM will help detect forces that could endanger you or the SOF. After firing. marking the position of any mines encountered. One method to find a safe route is to follow another ship’s path. Use your position information (fix. Being at periscope depth also severely limits submarine speed. maneuver quickly to avoid it by the largest possible margin. Send any discovered information back to your command when it is safe to transmit.Jane’s 688(I) User’s Manual yourself will make it more difficult to fire your missiles on time and safely. Mines must have a flat or gently sloping bottom to stay in position. This is a more difficult operation. safer for both the submarine and the SOF. even a sailboat or a fisherman can detect a submarine and radio for help. TACTICS: A submarine may be capable of navigating through a mine field. surface ships. etc. Again. TACTICS: It is vital to place the mines quickly and accurately. 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. Two types of insertion/ recovery are possible. Naval Special Warfare PURPOSE: Insert and/or recover Special Operations Forces (SOF) SENSORS: The periscope.) while remaining undetected. but more covert and. Driving slowly will give you the best reaction time. SENSORS: The periscope. Once a mine is located. The submarine is vulnerable during both insertion and recovery. therefore. WEAPON: Mk 67 submarine-launched mobile mine (SLMM). high frequency (HF) sonar can be used to locate the mines. communications. TACTICS: Stealth is key to a successful mission. be ready to defend yourself against all the enemy can throw at you. ESM. Sheet 74 of 116 . and passive sonar will all be used to monitor the area for threats. Surveillance PURPOSE: Monitor enemy forces (submarines. Remember that any active sonar transmission may be detected by a capable ship or submarine. Verify that you are at the correct speed and depth prior to firing the missile. dead reckoning (DR)) and the chart to position the mines. The mines may be precisely positioned by selecting the waypoint and typing in the desired coordinates. will need to use a surfaced launch/recovery. Keep track of the location of the mines to ease your return trip. Prior planning will speed the process. but it is much safer to go around. such as Marines. Recovery may be even more dangerous if the enemy has become aware of your presence. You should always keep one torpedo loaded in case of attack. You will likely need to reload mines after the first launch. If you must go through. Choose the desired location of the individual mines by defining the waypoint in the weapon presets screen. Since you will probably be in shallow water. estimated position (EP). Other forces. You must balance the need to have your sensors (ESM and the scope) up against the risk of being detected visually or by radar. Both procedures must be done with the submarine operating at very slow speeds. SENSORS: Outside information (intelligence data) on location of the mine field and high frequency active sonar. constantly be aware of the depth of water below the ship. The procedure must be carefully controlled to prevent flooding. SEAL forces can be locked in/out while the ship is shallow (at or just below periscope depth). Always be ready to defend yourself if you get detected. SENSORS: Use sonar defensively. 183 Navigating a Mine Field PURPOSE: Find a course through or around the mine field. Mine Warfare Laying a Mine Field PURPOSE: Use the stealth of the submarine and the travel distance of the mine to covertly place a field of mines in enemy territory. Radio will also be important to send and receive information about the contacts. but more easily detected by enemy forces. making ship control more difficult. Rough seas can make the operation very difficult for the SOF and the ship. port movements. To avoid the mine field. drive through an area that is difficult to mine. ................................223 Radio/ESM ....................................................................190 Radio/ESM ....................................192 Navigation ............224 ATTACK KRIVAK (13:25–13:50) .................213 Fire Control (Launcher Panel)....................................................................................................................................208 Navigation ...........................................206 Sonar (Broadband)......................228 Fire Control (Target Display Panel)......................................................................................227 Sonar (Broadband).................231 ATTACK CUBAN ARMORY (13:50–14:15)..........................................................................................................................................190 Situation Assessment (12:00–12:05) ....................................................219 Navigation .....................................................232 Sheet 75 of 116 .................................................................................................................................227 Navigation ................................................. Course.........................................................................................220 Target Motion Analysis (TMA) ........Jane’s 688(I) User’s Manual Chapter 5: Advanced Tutorial PREREQUISITE................................................228 Periscope ....................226 3-D Viewer .............................................227 Change Course and Speed .....228 Fire Control (Launcher Panel)..............232 Radio/ESM .................................223 Change Depth and Speed .....................................................................228 Change Speed and Depth .............................................................212 ATTACK HOSTILE SUBMARINE (12:40–13:00) ................200 Radar .......................................................................................................................................................................................218 Increase Speed and Go To Periscope Depth .....................206 Change Depth and Course ..................223 Navigation ....203 Target Motion Analysis (TMA) .................................................................................................................224 Sonar (Broadband).................................210 Target Motion Analysis (TMA) ......188 PREPARATIONS.........................................................................195 Target Motion Analysis (TMA) ..................................................188 Selecting the Mission....................................................................................................................................................... and Speed to Close Range ...........................................................................................198 Target Motion Analysis (TMA) ..........215 3-D Viewer ............. Course.......................................................................................................................210 Sonar (DEMON)......................................................................................230 Fire Control (Launcher Panel)...................222 Change Depth..................213 Fire Control (Target Display Panel)..........................................................................................................................................................223 Change Depth...225 Fire Control (Launcher Panel)............................225 Fire Control (Weapons Panel) .................................................216 SEARCH FOR KRIVAK (12:40–13:05) ....................................................................................................................................................................227 Target Motion Analysis (TMA) .....................206 Target Motion Analysis (TMA) .................................................205 SECOND DETECTION (12:20–12:40) ...............................196 Sonar (DEMON).......................................................191 PRACTICE TARGET MOTION ANALYSIS (12:05–12:20) ........................................................192 Sonar (Broadband).........................218 Radio/ESM ....................................................... and Speed To Close Range .218 Target Motion Analysis (TMA) ......230 3-D Viewer or Periscope ....................................................................................................223 PREPARE ATTACK ON KRIVAK (13:05–13:25) .... ... Click OK go to the Port of Call screen....... When the Single Missions screen appears.... Select Ship Control Panel to go to the Ship Control Panel.... When you’re ready. When the ship reaches 60 feet.... Uncheck the boxes next to Sonar: Sonar Supervisor Assisting..........  Dead reckon a target’s position based on intel information.....  Maneuvering the ship.233 3-D Viewer or Fire Control (Weapons Panel) . It’s important that you have a thorough understanding of the following:  All basic commands and displays in the Gen Info Area..... make sure that your crew assistants are currently deactivated.......... Wait a moment while the mast is raised and a satellite downlink is established.. Situation Assessment (12:00–12:05) You start the mission at the Tutorial Contents screen........ course. Eventually you’ll receive a new message.. Before you select your mission................. Prerequisite As a prerequisite to this tutorial.. Click on the Raise Radio Antenna switch.  Set your own weapon presets...... TMA: Plot Coordinator Assisting and Fire Control: Weapons Coordinator Assisting...) Once it’s finished. Click on the Lower Radio Antenna switch........... 190 Go to Periscope Depth.. click on the Crew button. Click on the Options button............ One Step At A Time.. including changing depth.... Click on the submarine to get underway.. 189 - Selecting the Mission From the Main menu.... and speed... If any of these options are selected.......... You’ll learn how to perform Target Motion Analysis without using a TMA Assistant.232 Fire Control (Launcher Panel)...Jane’s 688(I) User’s Manual Fire Control (Weapons Panel) ...... Click on the Depth control in the Gen Info area to order a depth of 60 feet.....  Using all passive arrays (narrowband sonar) to classify sonar contacts. click on the option until the check disappears in the box...  Using the passive spherical and towed array (broadband sonar) to detect and designate sonar contacts. select the Single Missions button.....  Launch Harpoon anti-ship missiles and Tomahawk cruise missiles. Stream the Towed Array by clicking Stream to deploy the towed array...... Remember to use the Pause button while stopping to read directions.... From the Options screen... you should raise the radio antenna and check for new messages and intel data....... Pause the game while you review your latest orders... the default weapons load is adequate for this mission.234 187 The Advanced Tutorial demonstrates the more complex operations in the game... You’ll also learn how to:  Use radar and ESM as aids in locating surface ships.. click Off to deactivate the winch.. click on the first mission in the list...... Sheet 76 of 116 ......  Launching torpedoes. click OK to return to the Main menu.. Once again. (This may take a couple minutes...... Allow the array to stream to its maximum length of 2600 feet............233 Radio/ESM ................... Preparations Start at the Main menu.... you should already have completed the Quickstart tutorial in Chapter 1.....  Use the periscope stadimeter to calculate target range.......... Radio/ESM Switch to Radio/ESM screen. Click on the Designate button to enter the contact in the tracking system. In a moment you’ll learn how to merge the two. Click on the Designate button to enter the contact in the tracking system. Hold down the right mouse button again and select Neutral. Select Surface from the menu. Switch to the Towed Array . the real contact is the one that did not demonstrate any shift in bearing. Designate the Towed Array Contact Two contact traces appear on the waterfall display. Classify the Contact Switch to the Narrowband screen. The signature lines don’t match that of the Victor II. so that both reflect a neutral surface ship. The contact is designated S1 and assigned sonar tracker “A”. Update the Contact Markers Point the cursor at the S1 marker on the map.. 195 Notice that there’s also a marker for S2. this can take up to six or seven minutes. The mirror image trace is the one that made a slight shift in bearing when the towed array first picked up the contact. Click on the top of the display directly above the real contact. since you know they represent a single entity. The contact is designated S2 and assigned sonar tracker “I”.Jane’s 688(I) User’s Manual Practice Target Motion Analysis (12:05Ð12:20) Sonar (Broadband) Having played this mission before. Click on the top of the display directly above the contact. they represent information obtained from different sources (the spherical array and the towed array). Select the towed array sensor and observe the narrowband display. As you recall from the Quickstart. you know that you’re looking for a Victor II class submarine. Notice that the spherical array has already picked up the tanker. Hint: Try the “Tanker” profile. However. A pop-up menu appears. first you should update your map display to reflect what you know about the contact. You can use this moment to go to the Jane’s Information station and look up information on the Victor II submarine. You need to change course in order to allow the towed array to pick up the tanker. You’re almost ready to perform TMA on the contact. you already know that the first ship you encounter is a tanker heading west. Notice that the map symbology is updated to reflect what you know about the contact. You’ll have to wait several minutes until your towed array follows your submarine onto the new course. Adjust the Map Display Click on the Center On Own Ship and Contact Overlay buttons. You can use the tanker as an opportunity to learn how to perform Target Motion Analysis. 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.Click on the Towed Array button to switch to that sensor.e. Click on the Sonar Profiles Switch to search for a match. Designate the Contact. From the mission orders. Navigation Switch to the Navigation station. Sheet 77 of 116 . Click on the Narrowband button. Though both markers refer to the same object (i. 193 Change Course Click on the Course control in the Gen Info area to change course to 060. Narrowband mode is used only for the purposes of classifying contacts. your own ship masks the forward 60 degrees from the towed array sensors. Switch to the Sonar screen. Hold down the right mouse button. For now you should update the data on S2 just as you did for S1. the tanker). Click on the Zoom In button until the display is at 10 nm per inch scale. With your array out at 2600 feet. Click on the Turns Per Knot Switch to set the display at 15 TPK. 197 Sonar (DEMON) Switch to the Sonar screen. Here’s how it works. The next step in the process is to determine how fast the target it going. If you know what the contact is. 198 A tanker is a medium-sized ship. which determines the rotation speed of the propeller shaft. Enter Turns Per Knot for the Tanker.) Determine the Tanker’s Speed. finding the target’s bearing. The contact is now designated as M1 on all maps and displays. range. A cursor appears above the line on which you clicked. and range). The two together—rotation speed and turns per knot—provide you with a fairly precise measurement of target speed. Select S1 for Tracking. you are in effect telling the Fire Control and Weapons computers: “ I estimate the target to be at this range. (The other lines indicate individual blades on the propeller—this is sometimes useful for classification purposes but is irrelevant in the current scenario. course. A series of vertical lines appear on the display. The shaft rotation speed is indicated by the first line on the left. To do this. you must merge the contact information. Make certain that the “A” tracker is selected. This is then fed into a spectrum analyzer. Target Motion Analysis (TMA) Switch to the TMA screen. Click on the drop-down menu below Merge Track and select S2. The DEMON passes the sound of the contact’s propeller through a specialized set of acoustic filters. 201 Sheet 78 of 116 . What is the TMA Ruler? The ruler represents your best estimate of the target’s speed. This is called turns per knot. The DEMON indicates that the tanker is doing approximately 15 knots. point to the right edge of the first line in the series and click. As you learned in the Quickstart. 196 Merge the Contacts It would be useful to be able to view the spherical array data and the towed array data at the same time. enter the speed you just derived using the DEMON. 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. (Note that the ruler changes length to reflect the new speed estimate). Here you’ll view the target’s change in bearing. at this speed. By moving the ruler around the TMA board. speed. you know how many times its propeller shaft must turn in order to produce one knot of speed. or TPK. Click on the Speed control digits to enter 15 as the target’s speed. Click on the Spherical Array button. In the TMA Solution Input area... and then click on the DEMON button.e.Jane’s 688(I) User’s Manual Target Motion Analysis (TMA) Switch to the TMA screen. spherical array data appears on the TMA board as white lines. this is the first step in achieving a target solution (i. DEMON stands for demodulated noise. and course. while data from the towed array appear as purple lines.” Enter Target Speed. For this you need to use the DEMON. and is used to determine the speed of a known contact. Click on the drop-down menu below Selected Track and select S1 to display the contact’s tracking data. On the TMA board. Click on the Merge button. Its propeller shaft must rotate 15 turns to produce one knot of speed. To determine the tanker’s speed. heading this direction. use the Zoom buttons to see the ruler more clearly. and drag the range cursor over to the blip. this would be the data that would be fed to the Fire Control station when launching weapons. Small islands in particular can be mistaken for ships. Radar Switch to the Radar screen. 204 Lower the Radar Mast . while the circle represents its range. hold down the left mouse button. Mark the Tanker If you observe the display carefully. you increase its resolution and the accuracy of your range finding. Point the cursor at the bubble in the middle of the ruler. Learning TMA is a not easy. using the radar puts the submarine at risk of being detected by hostile ships in the area. Normally.Click on the Raise Radar Mast switch. and drag until the end is on the oldest bearing line (the one farthest to the right). Target Motion Analysis (TMA) Switch to the TMA screen. Surface ships appear as light blips which —depending on surface conditions— may be difficult to immediately discern. set the range to 20 kiloyards by clicking on 20. Now click on the Mark button. If you raise the radar mast at a depth greater than 58 feet. If necessary. It might take some practice before you can easily pick out a ship from the “background clutter” created by waves and land masses. so you want to point the arrow to the left. hold down the left mouse button.Before you leave the Radar station. By decreasing the sensor’s range. The line is the target’s bearing. In this tutorial. Sheet 79 of 116 . Land may also appear lighter than the ocean’s surface. 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. You already know the tanker’s bearing and speed—you can now accurately determine its range and course using the TMA board. Stacking the Dots The dot stack in the upper left is a graphical representation of the error between tick marks and bearing lines. 203 Raise the Radar Mast . the radar mast will be damaged. Notice that your estimate is now in the TMA Solution window to the lower right. They represent the estimated position of the contact at two minute intervals. You can now mark the target and derive its range. you can use the radar for a short period with little danger. Eventually you’ll see a lighted band sweeping around the display. Look at the tick marks on the ruler. Adjust the ruler so that the tick marks match the bearing lines. Be sure to center the blip in the cursor circle.Jane’s 688(I) User’s Manual Estimate Target Range and Course. You’ll notice that the purple bearing lines representing the towed array do not evenly match the white bearing lines of the spherical array. If you were attacking this target. Enter Solution When you have a good target solution. When you find it. If necessary. Point at the range cursor. Select the Radar Contact You can now compare the radar bearing/range with your estimated range. You know the tanker is moving in a westward direction. however. your analysis is valid. Now point to the front of the ruler. When the dots are on the center line. pause the game while you attempt to get a good target solution. The TMA board now displays the target “mark” as a line with a circle. Wait a moment as the mast is raised and the radar begins emitting. Click on the Center On Ruler button. hold down the left mouse button. click on the Lower Radar Mast switch. you’ll make out a lighter “blip” to the north. send it to the Fire Control station by clicking on the Enter Solution button. Change your depth to 58 ft. Curious how accurate your solution is? You can check the accuracy using the submarine’s radar. Click on the drop-down menu below Selected Track and select R1. and drag the front of the ruler so the arrow is pointing to the left. Classify the Contact As you did with the tanker.Click on the drop-down menu below Selected Track and select M1. In this case. one is the real contact. The contact is designated S4 and assigned sonar tracker “J”. As your ship crosses the thermal layer (220 feet). the radar aided you in gaining a more accurate target solution. Merge the Contacts Click on the drop-down menu below Merge Track and select S4. Navigation Switch to the Navigation station. and drag the ruler over to the circle. Second Detection (12:20Ð12:40) Change Depth and Course - You know the Victor II is north of you heading south somewhere below the thermal layer. The contact is now designated as M2 on all maps and displays. 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. A pop-up menu appears. while the other is a mirror image. Click on the Depth control in the Gen Info area to order a depth of 350 feet.Click on the drop-down menu below Selected Track and select S3 to display the contact’s tracking data. The contact is assigned the number Sierra 3 (S3) and the sonar tracker “B”. 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. and then click on the Broadband button. Select Submerged from the menu. Target Motion Analysis (TMA) Switch to the TMA screen. Point at the ruler on the TMA board. Compare With Your Estimate . Was it close? Don’t worry if your estimate was off. switch to Narrowband to classify the contact.Click on the Spherical Array button to select it as your sensor. Update the Map Display Point the cursor at the M2 marker on the map and hold down the right mouse button. The map symbology is updated to reflect what you know about the contact. 206 Monitor the Spherical Array . You’re now viewing your estimated range. Click on the Merge button. Hint: Try the Victor II Switch to the Towed Array Click on the Towed Array button to select it as your sensor. and then click on the Designate button. Place the ruler’s single tick mark in the circle. Click on the top of the display directly above the real contact. Hold down the right mouse button again and select Hostile. hold down the left mouse button. As you know. Click on the Course control to change your course back to 000. Designate the contact by clicking on the Designate button. It’s time to go find it. There are two new contacts. Sheet 80 of 116 . Sonar (Broadband) Switch to the Sonar screen. watch the waterfall display. Select S3 for Tracking .Jane’s 688(I) User’s Manual 205 Determine Range You can now compare your estimate with the radar data. Note the range indicated in the Target Solution Input area. Attack Hostile Submarine (12:40Ð13:00) Fire Control (Target Display Panel) Switch to the Fire Control station. First you must enter the number of the contact you plan on attacking. There are a few steps you must take before launching a torpedo. and then click on the B button to select B as your current tracker. Select Spherical Array. Program Weapon Presets Click on the P symbol. The DEMON informs you that the Victor II is going 10 knots. You’re ready to launch a weapon at the enemy submarine.Jane’s 688(I) User’s Manual Sonar (DEMON) Switch to the Sonar screen. Wait a few minutes while your sonar operator continues to monitor the Victor’s movement. the target solution you estimated at the TMA station appears in the upper left corner of the Fire Control display. enter the speed you just derived using the DEMON. 100 of the Academy Training section of this manual. The length of the ruler will now represent an object moving at 10 knots. Turns Per Knot for military ship types is available at the Jane’s Information station. Select M2 as Target.Click on the Enter Solution button to send your solution to the Fire Control station. resume gameplay and change your course to 090. 211 Target Motion Analysis (TMA) Switch to the TMA screen. Select Torpedo Tube Your ADCAP torpedoes are currently loaded in tubes 3 and 4. Once three or four have appeared. The TPKs for generic civilian ships can be found on p. 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. you’ll eliminate some of the possible target solutions and thereby achieve a more accurate solution. pause the game and adjust the ruler just as you did for the tanker. so you have to set the presets for the weapon yourself. By changing your ship’s contribution to the bearing rate. and then click on the DEMON button.) Adjust the frequency display to 20 hertz.Click on the symbol designating Torpedo Tube 3. These are the instructions given the torpedo prior to launching. Right now there are several valid target solutions for the data you have. You no longer have a Weapons Assistant active. Your final solution will look something like this: Enter TMA Solution . “P” stands for presets. Click on the Speed control digits to enter 10 as the target’s speed. favoring the most recent data. Estimate Range and Course Wait a while for enough bearing lines to appear on the TMA. Click on the Fire Control drop menu at the top of the screen and select M2. Adjust TMA Solution Adjust your TMA solution. Change Course to Change Bearing Rate To ensure that you have an accurate solution. Click to set the Ceiling at 40. (Note that the ruler changes length to reflect the new speed estimate). This prevents the torpedo from accidentally tracking any surface vessels in the area. Tracker “B” Click on the Spherical Array button. Enter Turns Per Knot for Victor II Enter 7 as the Turns Per Knot for the Victor II. Sheet 81 of 116 . You’ll notice that once you select M2 as your current target. Click on the Lock button to lock the speed setting at 10. . Enter Target Speed In the TMA Solution Input area. M2) has been designated for the weapon in this tube. the Krivak was located at 28-08N. Notice as the torpedo is launched from your submarine. ESM stands for electronic warfare support measures. This tells you that a target (in this case. You’re now going to search for the Krivak using the ESM mast. Try out the various camera views as well as the zoom and pan features. Radio/ESM Switch to the Radio/ESM station. Note that the number indicating Torpedo Tube 3 is lit. Once the Victor II is destroyed. Click the F button to flood the tube. Wait a moment while the mast is raised and a satellite downlink is established. The button flashes for a moment—once it’s fully flooded. Click the E button to equalize the pressure in the tube with sea pressure. This is critical—if the torpedo goes active too early. Click to set the Run To Enable value at roughly half of the current target range. Note that at 12:00 (when you started the mission). 217 Search For Krivak (12:40Ð13:05) It’s now time to search for the Krivak (Cuban Frigate).e. Eventually you’ll hear the entire ship implode. You usually want the torpedo to travel on the same side of the thermal layer as the target—when the weapon goes active. Point to the triangular cursor. and a second time to fire the torpedo. (Target range appears in the upper left corner of the Fire Control display. You’re now ready to fire the torpedo. Increase Speed and Go To Periscope Depth Since surface ships are best detected above the thermal layer. The viewer now tracks your ADCAP as it travels toward 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. Fire Control (Launcher Panel) Click on the Launcher Panel button to switch to the Launcher Panel. 078-42W. It’s an excellent means of instantly finding the bearing and classification of any ship employing radar or electronic communications devices in the area. Sheet 82 of 116 . the button stays lit. Click on the Speed control to order a speed of 5 knots. Raise the Radio Antenna and Receive Target Update Click on the Raise Radio Antenna switch. Eventually you’ll receive an intelligence update on the position of the Krivak. The ESM mast is a passive sensor capable of detecting electronic transmissions (such as radar) from other ships. Pause the game and read the new intel message. Note that the Interlock Indicator (I) is now also lit.Click on the drop menu at the top of the screen.) This programs the torpedo to begin searching for the enemy submarine after it’s reached that range. right-click on the Depth control in the Gen Info area to order a depth of 60 feet. You’ll hear crushing sounds as pressure on the Victor II’s hull increases. Click on the Fire button twice—once to lift the safety shield. the button stays lit. This is the depth at which the torpedo will travel until it’s enabled (i. Eventually you’ll notice a contact represented by a bright “spoke”. it will have an easier time acquiring the target. “active”).Jane’s 688(I) User’s Manual - - - Click on the Depth arrows until the setting shows 400 feet. Click the M button to open the muzzle door. 3-D Viewer Switch to the 3-D Viewer station. Lower the Radio Antenna Click on the Lower Radio Antenna switch. The button flashes for a moment—once the door is open. Wait a moment while the mast is raised. Select ADCAP from the list of objects. heading due east at 15 knots. it will waste fuel and time searching for the target. it will sink to the bottom. The button flashes for a moment—once pressure has been equalized. 216 View the ADCAP . Click on Return. hold down the left mouse button. Raise the ESM Mast Click on the Raise ESM Mast switch.. the button stays lit. Select ESM Contact Click on the Drop Selected Contact button to discontinue tracking M2. Press e to place a second Nav Aid marking the estimated position of the Krivak. 078-42W) appears in the upper right corner. suggesting that the frigate is a fair distance away. you didn’t successfully mark the contact when the signal was being received. Target Motion Analysis (TMA) Switch to the TMA station. Since not quite an hour has passed. Dead Reckoning the Krivak’s Current Position You’re now going to estimate the Krivak’s current position based on the intel data you received. Mark Contact and Lower the ESM Mast As the next signal is received. The ESM mast only picks up the radar transmission as it sweeps over you. you’ll have to return to the ESM station. If this is the case. Now move the cursor until the Krivak’s last known position (28-08N. Press R again to deactivate the Distance/Bearing Ruler Tool. Note that the signal fades in and out as the surface ship’s radar rotates. Point to the Nav Aid Marker and press the R key to activate the Distance/Bearing Ruler Tool. Move the mouse cursor over the map and press the X key to display longitude/latitude coordinates. use the following table: Nautical Miles 0. depending upon how quickly you move through the mission.37 4050 6076 8101 10126 12152 14177 16202 18228 20253 40507 60761 81014 Sheet 83 of 116 . Notice that the ESM sensor has classified the contact as a Krivak class frigate. Click on the ESM Mast Lower switch to lower the ESM mast. For the target’s range. Move the mouse cursor to the right until the Distance/Bearing readout in the lower left corner reads 090/14 nm. One of the features of the 688(I)’s ESM equipment is that it provides quick classification of the radar source.Jane’s 688(I) User’s Manual and drag the cursor until it’s over the contact. press and hold down the mouse button. Release the mouse button. assuming it hasn’t changed course or speed. Press e to mark this position with a Nav Aid Marker. 219 Navigation Switch to the Navigation station. and drag the cursor over to the second Nav Aid Marker. Enter 090 as the target’s course and 15 knots as the target’s speed.5 1 2 3 4 5 6 7 8 9 10 20 30 40 Yards 1012 2025. Note the range from your submarine to the estimated position. Enter Known Target Data You can now enter enough data to have an approximate target solution. click on the drop-down menu below Selected Track and select E1. Target Motion Analysis (TMA) Switch to the TMA station. Now point the cursor at the Own Ship Marker. and mark the contact again. If E1 doesn’t appear in the drop-down list. The Signal Level Indicator shows that the transmission is relatively weak. raise the ESM mast again. Note: There may be slight differences in your Distance/Bearing readout. click on the Mark button to send the bearing of the contact to the TMA station. You may have to zoom out in order to find the coordinates. To display the bearing you marked at the ESM station. you can assume that the Krivak has traveled 14-15 nm to the east. Update Map While transiting. Providing the Krivak doesn’t change course or speed. Right-click on the E1 marker and select Surface from the pop-up menu. raise the ESM mast. Navigation Switch to the Navigation station. Change Depth. Change Speed A successful Harpoon launch requires a low speed. When the submarine reaches the new depth. and then select the Weapons Panel. Order a depth of 150 feet. then with torpedoes. Order a speed of 3 knots. and then select Broadband mode. It should eventually appear around bearing 240. Course. you will be able to intercept it without the need of sensors. order a speed of 10 knots. Watch the waterfall display for a new sonar contact. 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. Once the submarine reaches the new depth. Change Depth and Speed Return to periscope depth and confirm the bearing of the Krivak using ESM. take a moment to update the navigation map. Prepare Attack on Krivak (13:05Ð13:25) You’ll now prepare your attack on the Krivak. 223 Change Depth. Reacquire Bearing. and then click on the Designate button. Attack Krivak (13:25Ð13:50) You’ll now attack the Krivak with two weapons: first with a Harpoon anti-ship missile. Lower the ESM mast. Select S5 as Target Sheet 84 of 116 . Order a speed of 5 knots and a depth of 60 feet. The contact is designated S5 and assigned tracker “C”. Mark the current bearing of the Krivak. Course. Monitor the Spherical Array Select the spherical array as your sensor.Jane’s 688(I) User’s Manual 50 101268 Click on the Enter Solution button to send this data to the Fire Control station. Change course to 205. Radio/ESM Switch to the Radio/ESM station. The TMA computer will now compute the ship’s course as if it were receiving actual sensor data. Fire Control (Weapons Panel) Switch to the Fire Control station. order a speed of 10 knots. Designate the Contact Click on the contact. Once you reach periscope depth. Right-click again and select Hostile. and Speed to Close Range You now need to close range on the Krivak. and Speed To Close Range Order a depth of 150 feet and change course to 180. Sonar (Broadband) Switch to the Sonar screen. Target Motion Analysis (TMA) Switch to the TMA station. Note the Krivak’s Current Bearing Position the cursor over the S5 sonar contact and note the bearing. enter the Krivak’s bearing (which you just noted at the Sonar station).Jane’s 688(I) User’s Manual You are now going to launch a Harpoon anti-ship missile at the Krivak. Click on the symbol designating Torpedo Tube 1. This tells you that a target (in this case. The button flashes for a moment—once pressure has been equalized. View the Harpoon . You may have realized that you don’t have range information for S5—in other words. Click the M button to open the muzzle door. Change Course and Speed Now change your own course to match the Krivak’s bearing. the button stays lit. Enter Current Data In the Target Solution Input area.Click on the Enter Solution button to send this data to the Fire Control station. You’ll need to finish it off with another weapon. Point at the Own Ship Marker. You’re now ready to fire the Harpoon. The missile simply flies along the current bearing path until it encounters a ship. so its current speed is 0 knots. and drag the cursor until it’s on top of the hostile ship marker. which it then attacks. With Harpoon missiles it doesn’t make a difference. and a second time to fire the missile. Order a new speed of 10 knots in order to close range with the damaged ship. Enter 0 as the current Speed for the target. while you know the target’s bearing (provided by ESM and dead reckoning). The button flashes for a moment—once the door is open. 3-D Viewer Switch to the 3-D Viewer station. Monitor the bearing and range of the Krivak using the Bearing/Range Tool. . Close Range With the Krivak Allow yourself some time to close in on the wounded Krivak. the Fire Control system doesn’t have a range value for the missile. Click the F button to flood the tube. Fire Control (Launcher Panel) Click on the Launcher Panel button. Sheet 85 of 116 . 227 Navigation Switch to the Navigation station. Sonar (Broadband) Switch to the Sonar station. Select Torpedo Tube Harpoon missiles are currently loaded in torpedo tubes 1 and 2. Click the E button to equalize the pressure in the tube with sea pressure. You could use another Harpoon— however. Watch the Harpoon as it travels toward the target. Close to within 4 nm of the stricken frigate. Click on the Fire button twice—once to lift the safety shield. the button stays lit. The missile will strike and damage the Krivak. Click on the Fire Control drop menu at the top of the screen and select S5 as your current target. but it won’t manage to sink it. hold down the left mouse button. Select Harpoon from the list of objects. so click Return. S5) has been designated for the weapon in this tube. The Krivak has been severely damaged.Click on the drop menu at the top of the screen. try using the periscope and torpedoes instead. These are adequate for the Harpoon launch. Note that the Interlock Indicator (I) is now also lit. Set Weapon Presets Click on the P symbol to view the presets. Note that the number indicating Torpedo Tube 1 is lit. the button stays lit. The button flashes for a moment—once it’s fully flooded. Flood.) You’ll need to reload Torpedo Tube 3 with another ADCAP. S5) has been designated for the weapon in this tube.Click on the symbols designating Torpedo Tubes 3 and 4. Wait a moment as the periscope is raised. The button flashes briefly before the tube is returned to its pre-launch state. This mast height is used to reckon the ship’s range. Note that the silhouette includes information on the height of the ship’s tallest mast.Jane’s 688(I) User’s Manual Change Speed and Depth Order a speed of 4 knots and a depth of 60 feet. You’ll notice that half of the photo shifts as you press Up or Down. Once the Krivak is centered in the cross-hair. Click on Empty until the word ADCAP appears. take a picture of it by clicking on the Photo button. so click Return. Click on the buttons. Fire Control (Launcher Panel) Click on the Launcher Panel button. Periscope Switch to the Periscope station. Click on the Port or Starboard button to rotate the silhouette so it matches the photo. Reload ADCAP in Torpedo Tube 3 It may take two torpedoes to finish off the Krivak. Using mast height data. Select Torpedo Tube . Click on the M button to close the muzzle door. as you’ll see below. Note that the number indicating Torpedo Tube 1 is lit. Click on the Depth control arrows to set the torpedo depth at 20 feet. Raise the Periscope When you’ve reached periscope depth. Set Weapon Presets Click on the P symbol for Torpedo Tube 3 to view its presets. Select V1 as Target . raise the periscope by clicking on the Raise Periscope Switch. (It may take only one. the stadimeter calculates the range to the target.Click on the Weapons Panel button. All other presets are adequate. This tells you that a target (in this case. but it’s better to be safe rather than sorry. Repeat for the above for Torpedo Tube 4. Adjust Silhouette to Match Photo Pause the game. Fire Control (Target Display Panel) . equalize pressure. Fire Control (Launcher Panel) Switch to the Fire Control station. Click on the Mark button to send the visual solution to the TMA and Fire Control stations. Click on the Next button under Ship Silhouette until you’re viewing the Krivak’s silhouette. Switch to Stadimeter Click on the Stadimeter button to go to the Stadimeter.Click on the Fire Control drop menu at the top of the screen and select V1 as your current target. Click on the Zoom In button until the periscope is at full magnification (24x). 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. and open muzzle doors for Torpedo Tubes 3 and Sheet 86 of 116 . 229 Determine Range Range is determined using the Up and Down buttons under Image Adjust. Locate Target and Take Photo Click on the Rotate buttons to rotate the periscope to the bearing of the Krivak. The button flashes briefly while the torpedo is loaded into the tube. switch to the Radio/ESM station. Click to place an edit cursor in the box. Move the cursor to the coordinates displayed in the preset window. Use the keyboard to delete and enter a the correct landfall waypoint coordinates: 26-29N. You now should be ready to tackle an entire 688(I) campaign on your own. Click the left mouse button to set the target waypoint. Double-click on the Fire button to launch. Congratulations on a job well done. Point the crosshair at the Cuban armory— make sure the waypoint coordinates in the upper right corner match those of the target: 26-24N. switch to the 3-D Viewer and track it as it flies toward the target. Arrange waypoints 1 and 2 anywhere over blue water on the north side of the island. Your mouse cursor turns into a crosshair icon. 077-16W. double-click on the Transmit Mission Report button. then click on M to open the muzzle door. End Mission . 233 Radio/ESM When you’ve successfully destroyed the Cuban armory. Fire both weapons. 077-06W. Switch to the Radio/ESM station. Click on P to pressurize the tube. Fire Control (Launcher Panel) Click on the Launcher Panel button. 077-14W. Further more. Click on the target waypoint (the last waypoint) and confirm that the coordinates are correct. Attack Cuban Armory (13:50Ð14:15) Radio/ESM The last part of your orders was to destroy a Cuban armory. 234 Sheet 87 of 116 . Click on the Define Target Waypoints button. Fire Control (Weapons Panel) Switch to the Fire Control station. 077-06W. Define Waypoints Click on the P button under Vertical Tube 8. Review Strike Orders and Target Coordinates Review the target coordinates for the Tomahawk launch. You can also view its progress by viewing the map at the Weapons Panel in Fire Control. Note that the target is located at 26-24N. the land-fall waypoint (the second to the last waypoint) must be at 26-30N. 3-D Viewer or Fire Control (Weapons Panel) Once the cruise missile has been launched.To end the mission and read a debriefing on your performance. Adjust Map Click on the Zoom Out button until both your submarine and the marker indicating the armory position are visible on the map. Launching a Tomahawk is similar to launching from a torpedo tube. and then click on the Weapons Panel button. 3-D Viewer or Periscope Use either the 3-D Viewer or Periscope station to watch the Krivak when the weapons strike. Click on the landfall waypoint (next-to-last waypoint).Jane’s 688(I) User’s Manual 4. ............................................................................................................SAN JUAN No................MIAMI No .................SSN 757 Builders...........................................General Dynamics (Electric Boat Div) Laid down ............................................................................................................SSN 751 Builders ..............................................................General Dynamics (Electric Boat Div) Laid down .................. ALEXANDRIA No ....PA Name ...6 Aug 1988 F/S ..................................................................................................................................................................................................... ALBANY No ................................AA Name..General Dynamics (Electric Boat Div) Laid down ...................General Dynamics (Electric Boat Div) Laid down.................................................................11 Feb 1989 F/S.......................................................................................................................................16 Aug 1985 Launched .............AA Name ....................................................................................................22 Apr 1985 Launched ..................................................................................................................................................................................................................................................................SCRANTON No .......26 Jan 1991 F/S ..................................................................................................................................21 Oct 1989 F/S ................................................30 June 1990 F/S ......................................13 May 1986 Launched ...................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................AA Name .........................................................................................................................................................................................................Newport News Shipbuilding Laid down ...................Jane’s 688(I) User’s Manual Appendix A: The 688i SSN and Its Weapons From JANE’S FIGHTING SHIPS 1995-96 The 688(I) Series History Name.............................................................................................................................................12 Nov 1988 Commissioned ...........................................................................................................................................................................................................................................................................................Newport News Shipbuilding Laid down ..20 Dec 1985 Launched ..........................................................................General Dynamics (Electric Boat Div) Laid down........................ 29 June 1986 Launched ..19 June 1987 Launched .......................................................................................................................................................................................SSN 754 Builders.........................................................SSN 756 Builders ......23 June 1990 Commissioned ....13 June 1987 Commissioned..................................................................SSN 752 Builders...................23 Jan 1988 Commissioned ................3 July 1989 Commissioned .................................7 Apr 1990 F/S ............................................................................................................................................................12 Sep 1987 Commissioned.........................6 Dec 1986 Commissioned.......................AA Name .............................................PASADENA No ..........SSN 753 Builders ...TOPEKA No ............................................................................................SSN 755 Builders.............................................................................................................................................................................................................................................................24 Oct 1986 Launched .................................................................................................................................................AA Name.....................................................................................................................................29 June 1991 Sheet 88 of 116 ............................ .12 Dec 1992 Commissioned ........................................................................................................................................................................................................................................................Newport News Shipbuilding Laid down......................................................................................................................JEFFERSON CITY No .............................................................................................................................................................................................................................................................................................................BOISE No .25 Aug 1988 Launched .................................................................................AA Name .........................................................................................30 Jan 1992 F/S .................................................................9 July 1991 Launched..........................................................................................................ANNAPOLIS No .....................28 Oct 1989 Commissioned ...........General Dynamics (Electric Boat Div) Laid down................24 Mar 1990 Commissioned .Jane’s 688(I) User’s Manual F/S ............................................................................SSN 762 Builders.........SSN 765 Builders ............................................................................ASHEVILLE No ...........................................................................................AA Name ..........................................................................................................Newport News Shipbuilding Laid down ...................................9 Jan 1993 F/S..........SPRINGFIELD No ..................SSN 763 Builders..................................................................................................SSN 759 Builders .......................................................................................................AA Name.AA Name .......................................................................................................................................................................29 Jan 1990 Launched ......................................................................................General Dynamics (Electric Boat Div) Laid down...........18 May 1991 Commissioned.............11 Apr 1992 F/S ......................15 June 1988 Launched .......................................................................................................................COLUMBUS No ............................................................................PA 237 Name ........................................................20 Oct 1990 Commissioned ..................................................................................................................................................................................................24 July 1993 F/S ......................................................................................................SSN 764 Builders ..................................MONTPELIER No .......................................................................................................................................................................SSN 758 Builders .....................................................................................................................Newport News Shipbuilding Laid down..........................................................General Dynamics (Electric Boat Div) Laid down ..............................................................................4 Jan 1992 Commissioned ..................................................................AA Name .......8 Jan 1994 F/S .......................................................................................................................................General Dynamics (Electric Boat Div) Laid down.............................................................19 May 1989 Sheet 89 of 116 ...........................28 Sep 1991 F/S.....................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................SSN 760 Builders..........Newport News Shipbuilding Laid down .......................................................................................................................................................................................................................7 Nov 1992 F/S .........................................................................................................................................1 Jan 1987 Launched ....AA Name............21 Sep 1987 Launched.............SSN 761 Builders..................................................................................................................................7 Jan 1991 Launched.SANTA FE No ...................................................................PA Name.......................................................................1 Aug 1992 Commissioned........................................................................................................................ ................................................HARTFORD No ....................17 Aug 1990 Launched .....................................PA Name......................13 Mar 1993 F/S .....AA Name........................................................................................................................................Feb 1996 F/S ...............................................................................................................................................................................4 Dec 1993 Commissioned ...............................6 Apr 1991 Commissioned ........................................................................................................................................................................................................................................................Bldg Name.......................................................................................................................CHARLOTTE No ...................................................SSN 773 Sheet 90 of 116 ........................................................................................................................................................................................................................24 Apr 1993 Launched ......................................................................................................................................................................................................................................................................................................................................................................................................Sep 1995 F/S .....28 Feb 1992 Launched .........Aug 1995 F/S .............................................................................................................................General Dynamics (Electric Boat Div) Laid down ....................................................AA Name ............................SSN 771 Builders.........................................................6 Nov 1993 F/S .3 Oct 1992 Commissioned ......................TOLEDO No ................................28 Sep 1991 Commissioned .....................................................................2 Mar 1990 Launched ..................................................GREENEVILLE No ..........................................................................................................................SSN 769 Builders ...............................................SSN 766 Builders ..........................................................................................................COLUMBIA No ..............................................................................................................10 Dec 1994 F/S ..............................................................................................................................AA Name ...........SSN 768 Builders.Newport News Shipbuilding Laid down ...............................................................................................................................................17 Sep 1994 Commissioned .....................................10 Oct 1994 F/S....................................................................................................................................................................................................................Bldg Name ....................6 May 1991 Launched.............24 Sep 1994 Commissioned ............Bldg Name ...............................................................................................................................28 Aug 1993 Commissioned .........................................................................................................................................................................................................SSN 772 Builders ...........General Dynamics (Electric Boat Div) Laid down ............CHEYENNE No .........................................................................................................15 Mar 1994 Commissioned..........................................SSN 770 Builders ....................................Newport News Shipbuilding Laid down ...................................................................27 Apr 1992 Launched.................................................................................15 Aug 1991 Launched...........................................................................................................Newport News Shipbuilding Laid down..........HAMPTON No ...............................................................................................................................Jane’s 688(I) User’s Manual Launched ......................................AA Name.........................................................9 Mar 1995 F/S ............................................................................Newport News Shipbuilding Laid down ...............................................................................................................................TUCSON No ....................................................Newport News Shipbuilding Laid down .........................................................................................................................................................SSN 767 Builders .................................................................................................................................................................................................................................................................................... and retrofitted in others.... 325 hp (242 kW) SPEED. COMBAT DATA SYSTEMS: CCS Mk 2 (688-750) with UYK 7 computers...........9) MAIN MACHINERY: Nuclear.... direction finding. 14 torpedoes.9 Mach..0 BEAM (ft): 33...... ft (m): 362 x 33 x 32... McDonnell Douglas Harpoon........... 2 turbines. TORPEDOES: 4 ........ Block III missiles. JOTS... Tercom aided inertial navigation system (TAINS) to 2500 km (1400 nm) at 0..... active radar/anti-radiation homing to 460 km (250 nm) at 0.... MOSS based Mk 48 torpedo with noise maker..8 Tomahawk.... 35000 hp (26 MW)....21 in (533 mm) tubes midships.... high Sheet 91 of 116 . Ametek BQS 15... CEP 80 m.............. depth to 900 m (2950 ft)....... CEP 10 m..3 x 10......... nuclear warhead 200 kT... WEAPONS CONTROL: Mk 117 torpedo fire control system fitted on build to SSN 700 onwards............................2 Apr 1995 Commissioned............Newport News Shipbuilding Laid down ... WLR-10.........7 Mach........ warhead 454 kg..... SSM: GDC/Hughes Tomahawk (TASM).3 SPEED (knots): 32... warhead 267 kg... for example . active radar homing to 130 km (70 nm) at 0. passive towed array.1 x 9........ torpedo decoy................ wire-guided (option).... low frequency.. RADARS: Surface search/navigation/fire control: Sperry BPS 15 A/16......... There are also two versions (TLAM-C/D) with either a single 454 kg HE warhead or a single war-head with submunitions...........3 (110... IBM BSY-1 (751-773) with UYK 43/UYK 44 computers......Bldg 239 688(I) Specifications LENGTH (ft): 362........ warhead 227 kg...... being installed from 1994....... Mk 81 Mod 3 OTHT. BQG 5D wide aperture flank array (SSN 710 and SSN 751 onwards). intercept........ Gould Mk 48. 1 shaft. inertial guidance.......6 July 1992 Launched ......... ADCAP first carried in 1990...... Air Turbine Pump discharge........... COUNTERMEASURES: Decoys: Emerson Electric Mk 2..... 1 Magnetek auxiliary prop motor......7 Mach. range 900 km (485 nm)..Aug 1996 F/S .... SONARS: IBM BQQ 5D/E... active close-range including ice detection............... knots: 32 dived COMPLEMENT: 133 (13 officers) MISSILES: SLCM: GDC/Hughes Tomahawk (TLAM-N). anti-ship........... radar warning. 6927 dived DIMENSIONS........... ESM: BRD-7.... 4 Harpoon. WLR-1H (in 771-773). active/passive homing to 50 km (27 nm)/38 km (21 nm) at 40/55 kts. altitude 15-100 m..... I/J band..... passive/active search and attack..... which places 12 launch tubes external to the pressure hull behind the BQQ 5 spherical array forward. Nuclear war-heads are not normally carried...Jane’s 688(I) User’s Manual Builders .. Total of 26 weapons can be tube-launched... 1 GE PWR S6G.. USC-38 EHF (in some).0 DRAUGHT (ft): 32. tons: 6080 standard........ land attack.... increases TLAM-C ranges by more than 30 per cent....... MINES: Can lay Mk 67 Mobile and Mk 60 Captor mines............0 DISPLACEMENT......... From SSN 719 onwards all are equipped with the Vertical Launch System....... BQR 23/25 (being replaced by TB-23/29 thin line array during overhauls)................................... BGIXS and TADIX-A can be fitted. WLR-8(V)2. OPERATIONAL: Increased emphasis on the ability to operate under the Arctic ice has led to improvements in ice detection sensors. Diving depth is 450 m (1475 ft). PROGRAMME: Various major improvement programmes and updating design changes caused programme delays in the late 1980s. 1979-$326 million. DESIGN: The Los Angeles hull is considerably larger than that of its predecessor.Jane’s 688(I) User’s Manual frequency. before the last entered service. drawn out program is difficult to assess. The S6G reactor is a modified version of the D2G type fitted in Bainbridge and Truxtun. Nine of the class took part in the war with Iraq in 1991 and two fired Tomahawk from the eastern Mediterranean. Nuclear weapons disembarked but still available.000. From SSN 751 onwards the class is fixed by an “I” for “improved.000.777 t to 6. Against this. Subroc phased out in 1990. 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. three having already done so. Raytheon SADS-TG active detection system (being retrofitted).000. 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. and the earliest boats are now being paid off as they come up for refueling. 62 Los Angeles class SSNs will have been built in over a period of 20 years. throughout the long life of the program the Los Angeles class has provided the yardstick against which all other submarines have measured. Many other ideas are being evaluated with the main aim of allowing contractors easy access for trials at sea of new equipment.8m versus 89. Programme terminates at 62 hulls. three of which have paid off. Further. WLY-1 (fitted in Albuquerque for testing) acoustic intercept and countermeasures system will replace WLR 9A/12 acoustic intercept in the late 1990s. and 1983-$844 million. EHF communications are being fitted. MODERNISATION: Mk 117 TFCS back-fitted in earlier submarines of the class. MIDAS (mine and ice detection avoidance system) (SSN 751 onwards). The towed sonar array is stowed in a blister on the side of the casing. the Los Angeles S6G having a power output of 26 MW compared to the Sturgeon’s S5W plant with 11. The planes are retractable mainly for surfacing through ice.1m) which increases submerged displacement from 4. the total program cost may have been of the order of $55. not helped by a long strike at the Electric Boat Division. This suggests that. the Sturgeon class. The additional internal volume also gave the crew excellent access to all engineering equipment enabling preventive and corrective maintenance to be carried out. Reactor core life between refuellings is estimated at 10 years. three have already been stricken at the end of very active and useful lives. Normally eight Tomahawk missiles are carried internally (in addition to the external tubes in 719 onwards) but this load can be increased depending on the mission. More on The Los Angeles Class from Jane’s Major Warships. Further. The cost of such a long.2 MW. indeed. Memphis was withdrawn from active service in late 1989 to become an interim research platform for advanced submarine technology. 1997 PROGRAM: This is one of the greatest defence programs ever undertaken. 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. Augusta was the trials platform for the BQG-5D wide aperture array passive sonar system. From SSN 751 onwards the class is prefixed by an `I’ for `improved’. but sample costs per boat (in “then year” dollars) were: 1976-$225 million. Various major improvement programs and updating design changes caused program delays in the late 1980’s. An after casing hangar is fitted for housing larger UUVs and towed arrays. The Los Angeles’ are longer (109. 1981-$325 million. When the building program ends. Also from SSN 751 the forward hydro planes are fitted forward instead of on the fin. these boats have been regularly improved and have been constantly in service in every ocean in the world. not helped by a long strike at the Electric Boat Division.” The program has ended with the 62nd hull.900 t. The S6G reactor is a modified version of the D2G Sheet 92 of 116 . This greater internal volume enabled a much more powerful nuclear plant to be installed. 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. in very round terms. Various staged design improvements have added some 220 tons to the class displacement between 668 and 773. high frequency. while SUBROC ASW missiles were phased out in 1990. One of the main aims is to allow contractors easy access for trials at sea of new equipment. as well as strengthening the sail and placing the sailplanes forward in later units of the class. 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. The sensor fit is comprehensive and includes the bow-mounted BQQ-5 sonar. which is being installed in the SSN 21 class and may also be retrofitted in at least some of the Los Angeles class. A large hangar is being fitted on the after deck to house larger UUVs and towed arrays. single-piece fibreglass dome. most of which have been installed in new-build boats and retrofitted to the older boats. but were eventually canceled in favour of more Los Angeles class. Constant efforts have been made to improve sound quieting and from SSN 751 onwards the class has acoustic tile cladding. 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. Nine of the class took part in the Gulf War against Iraq in 1991. One of the prime advantages claimed for wide-angle arrays is that they provide a near instantaneous range to the target. one from the eastern Mediterranean and the other from the Red Sea. and was estimated to cost only 75 percent of that of a Los Angeles class boat. Norfolk fired the first ADCAP torpedo on 23 Jul 1988 and sank the destroyer Jonas K Ingram. 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. Augusta (SSN 710) was the trials platform for the BQG-5D wide aperture array (WAA) passive sonar system. MODERNISATION: In such a long-running programme it is inevitable that there have been constant improvements. In addition. which incorporate several sections of HY100 steel to test its suitability for use in the Seawolf class. REPLACEMENT: There have been repeated criticisms of the costs of the Los Angeles programme and many efforts to produce a cheaper replacement. improved sound quieting and upgraded propulsion systems. SSN-768 onwards have two additional stern fins (as proposed for the Seawolf class). immediately abaft the BQQ-5 sonar dome. These projects always sought to obtain as much as possible of the Los Angeles’ capabilities and performance at a much reduced price. Sheet 93 of 116 . SSN-756 and later boats are capable of carrying and launching mines. which was fitted in Albuquerque (SSN 706) for testing. undergoing a major overhaul lasting from January 1994 to mid-1997 which includes the installation of a large diameter tube for testing the new. which resulted in improvements in ice detection sensors. and from SSN-751 onwards these have been deleted and replaced by retractable planes in the bows. 244 The WLY-1 acoustic intercept and countermeasures system. principally because they contained analogue systems which were totally incompatible with the digital fire-control systems then being installed. two of which fired Tomahawk missiles. The nuclear version of Tomahawk (TLAM-N) is no longer embarked but remains available ashore. 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. The first six were actually put into the FY83-85 building programmes. One of a number of such attempts was the late 1970s Fleet Attack Submarine (FA-SSN) which would have displaced some 5. and always came to naught. using a combination of triangulation and wave-front curvature measurement of the target’s radiated noise.Jane’s 688(I) User’s Manual type fitted in the cruisers Bainbridge and Truxtun. and the passive BQR-15 tactical towed array. which is covered by a huge. OPERATIONAL: These SSNs were designed during the Cold War. EHF communications are also being fitted. large torpedoes and unmanned underwater vehicles (UUVs). Reactor core life between refuelings is estimated at 10 years. but when it was realised that this reduced the number of torpedoes that could be carried. 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. but only at the expense of some of the torpedo load. The hulls are constructed of HY80 steel. 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. 12 vertical launch tubes were fitted in SSN-719 and all subsequent boats. navigation and communications equipment. however.000 t and been powered by an S5W reactor. except for SSN-753 and -754. 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. Early boats were modified internally to enable them to launch Tomahawk missiles from their torpedo tubes. will replace WLR 9A/12 acoustic intercept in the late 1990s. The boat is. 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. control group. a 150 per cent increase in the diving depth and the ability to acquire the target at a 17 per cent greater range. Concern about retaining nuclear submarine construction expertise in the new strategic environment has led to several proposals to continue production. 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. the Los Angeles class will continue in service for many years. 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. would have a 400 per cent increase in range. speed and acoustic capabilities in the Expanded Operating Envelope Program. and Omaha (SSN 692) and Cincinnati (SSN 693) were. Tests showed the Gould version to be superior and production contracts were awarded in July 1971. compared with Mark 37. In 1965 development contracts for what became the Mark 48 were issued to Clevite Corporation (later Gould Inc) and the Westinghouse Electric Corporation. Honeywell/Raytheon/Westinghouse and Hughes Aircraft Company/Gould and the latter received a $36. stricken in FY95. the Mark 83 transmitter. An improved version. fuel tank group and afterbody.Jane’s 688(I) User’s Manual SSN-689 had a minor collision with a Russian Navy Sierra class SSN on 2 November 1992 and was subsequently designated for scrapping. Laboratory modifications were made to a few torpedoes for tests. Prototypes had their first test runs at Nonoose Bay in early 1982 in a programme which involved some 240 runs. reducing adverse envi-ronment and countermeasure effects. This showed the Mark 48 was structurally reliable at the depth needed to engage `Alfa’ class submarines. led to a re-examination of US Navy torpedo requirements. as the first nine are stricken.7 million development contract in November 1979. in fact. 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. 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. and additional speed could be achieved. Competing for the contract were two consortia. Sheet 94 of 116 . led to the recognition by the mid-1950s that the Mark 37 would not be an adequate weapon for submarine use. the vertical coverage was adequate as was the self-noise at higher speeds with the existing nose and array. twice the speed. the target speed recognition capability required could be achieved. homing and re-attack modes. The operational requirement was issued in November 1960 and envisaged a weapon which. Internally it consists of a nose group. and these changes were implemented in the form of a programme to update fleet torpedoes to Mark 48 Mod 4 Near-Term Update standard with the first delivered in December 1980. In May 1988 Westinghouse won a second source contract. The transducer unit is in the front of the nose to transmit and to receive acoustic signals. Testing was completed by the end of 1984 and during that year initial production began. warhead group. especially with nuclear-propelled ships. 245 MARK 48 The continued development of the Soviet submarine threat. probably in FY98. It is also used to analyse all acoustic signals for valid target returns. as one such being to construct nine more Los Angeles class at a rate of one per year. was delivered from 1977 but in November 1978 the development of the Soviet `Alfa’ class submarines. until the New Attack Submarine is ordered. reducing shipboard tactical constraints and enchancing surface target engagement capabilities. In the long term an ADvanced CAPability (ADCAP) was required and this was defined as providing sustained long acquisition range. The HCL at the rear of the nose group and above the receiver contains the computer which directs torpedo manoeuvres in the search. Mod 3. both inclusive) will be laid up for disposal rather than have their reactor cores replaced. Following operational evaluations the weapon entered series production in the first half of 1989 as Mark 48 Mod 5. The nose group consists of the Mark 72 transducer. It is also probable that the first 30 units (SSN-688 to SSN-718. with regular updates. the Mark 68 receiver and the Mark 1 Homing Control Logic (HCL). Meanwhile. capable of 40 kts. target speed. The grain-loaded combustion chamber and alternator are mounted on the forward bulkhead with the alternator assembly. The fuel tank and afterbody sections. The charge case and nose section are strengthened to withstand entry into the water at high velocities without distortion. The control group consists of either the Mark 154 or Mark 168 command control unit. 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. The Mod 1 version had a one-way communications wire link but this was replaced by two-way wire link in Mod 3. has been improved to meet the expanding operating envelope (depth. In production. Bendix Oceanics was awarded a contract worth over $13 million in mid-1989 for 367 systems. The Mk II is currently supplied with a Torpex filling. 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. ADC Mk 3 Countermeasure ADC Mk 3 is a submarine-launched countermeasures equipment. The lower electronics section in which the signals are generated and amplified consists of ceramic transducers and impedance-matching networks for the acoustic transmitter. It is fully compatible for carriage and release from a wide range of ASW helicopters and fixed-wing maritime patrol aircraft. The Mark 12 electronic assembly at the rear of the compartment contains target detection electronics which detonate the warhead. The command control unit in the lower third of the compartment implements fire-control instructions. Information on this device is restricted and no other technical details have been released.Jane’s 688(I) User’s Manual The warhead group consists of the Mark 107 warhead. detonator and primer assembly which can withstand severe vibration and shock to ensure accurate detonation at the set depth. Mk II Depth Charge The 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. The fuel tank group houses not only the Otto monopropellant fuel but also the wire dispenser used for command guidance after launch. acoustic and non-acoustic modes. Warhead sensor electronics have also been improved by Loral. 247 In the Mark 48 Mod 5 ADCAP hardware changes involve replacing the entire nose of the weapon housing the acoustics and beam forming circuits. Above this section is a thermal battery which powers a pressure-controlled motor driving a small. However a Polymer Bonded Explosive (PBX) filling is an alternative. The device is a wideband 6 in (15 cm) unpowered jammer ejected from submarines. produced by Hughes. weapon speed options) and improved surface target capabilities. produced by Argo-Tech. The 300 kg warhead has the Mark 21 and the Mark 2 within it. have been modified for increased fuel delivery rate and greater capacity for improved speed and endurance. ADC Mk 2 Mod 1 Countermeasure The ADC (Acoustic Device Countermeasure) Mk 2 Mod 1 is a submarine-launched decoy designed to counter acoustic torpedoes. This allows data from the weapon’s homing and guidance system to be relayed to the submarine fire-control system. the Mark 155 gyro control unit and the Mark 156 Power Control Unit (PCU). AS-228 Depth Charge Sheet 95 of 116 . The charge is fitted with a modern fuze comprising pistol unit. This means the weapon can be guided more accurately from the sub-marine. The acoustic modes of operation allow active or passive target detection capabilities. The Mark 48 torpedo is capable of operation in wire-guided active or passive. maintains the torpedo at the commanded speed and monitors the depth to ensure the weapon stays within the commanded maximum and minimum depth limits. designed primarily to jam torpedo sonar homing heads. steering control surfaces and engine accessories. The Mk II depth charge tolerates the harsh vibration levels associated with helicopter operations. the Mark 21 exploder. the Mark 2 arming device and the Mark 12 electronic assembly. shrouded propeller which keeps the decoy hovering. In August 1992 a contract was awarded for 130 additional units. The command control element. On impact with the sea the hydropneumatic arming system is activated. It is an 8 cm diameter device which hovers vertically at a preselected depth emitting an acoustic signal. The afterbody contains the 500 hp external combustion gas piston engine. the air intake and the Sheet 96 of 116 . An official request for proposals was issued in January 1971 and seven months later McDonnell Douglas won a development contract. was made at the Pacific Missile Test Center. fuze and seeker. The charge itself can be launched by conventional methods from naval vessels or from aircraft. The guidance compartment has the Texas Instruments PR-53/DSQ-28 J-band (10 to 20 GHz) two-axis active radar seeker with flat.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. Operational testing was completed in June 1978. air. This was modified as a result of the sinking of the Israeli destroyer Eilat by Styx missiles in 1967. The sea-skimming performance was improved. warhead. Internally the Harpoon is divided into guidance. is also supplied as a separate unit as a replacement for outdated fuzes in depth charges and bombs of other manufacture. phased-array antenna which may be rotated 90ø. 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). Behind it is the mid-course guidance unit which includes a Lear Siegler three-axis attitude reference platform and an IBM 4PiSP-OA 16bit digital computer which acts as the autopilot. The first test flight of this system. including helicopters. AN/SWG-1A(V) Harpoon The most widely used Western ship-launched anti-ship missile began life as a requirement for an airlaunched anti-ship vessel weapon as part of the Lockheed P-3C Orion step improvement program.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. and submarine action. Five development test flights were scheduled for 1991 and five operational evaluation flights for early 1992. The fuze. In September 1989 McDonnell Douglas received a $9. from Turkey. Point Magu. 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. manufactured by Industrias Cardoen. 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). which had been previously proposed for an air-launched anti-submarine weapon designed for use against surfaced `Juliett’ and `Echo’ class missile-carrying submarines. 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. Between the lower pair of wings is a flush air intake. was placed later in that year. The detonator also incorporates three safety measures for handling and transportation. Both the wings and fins are of cropped delta platform with the former being broad while the latter are narrow. in an air-launched configuration. Following this event the US Navy expanded the requirement into a multiplatform missile including surface ships and submarines. Air-launched Harpoon and those shiplaunched from Asroc launchers have fixed wings but the remainder have wings that are on streamlined hinges just above the wing roots. 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 missile was given the name Harpoon. The Block 1B system. the first foreign order. featured improved ECCM performance while in the Block 1C. The first UGM-84 became operational in 1981 and by mid-1994 1000 had been delivered to the US Navy. inertia. propulsion and control sections and an integral booster. The 221.and surface-launched Harpoons sank the Iranian frigate Sahand and the fast attack craft Joshan. the missile was capable of an indirect approach to the target by means of way points and the seeker had enhanced ECCM performance. the shiplaunched version showing a 100 per cent success rate. submarines (UGM-84A) and surface warships (RGM84A). introduced in 1982. In an engagement between American and Iranian warships in the Persian Gulf on 18 April 1988. California in late September 1991. introduced in 1985. In an engagement fought between the US Navy and Libyan naval forces in the Gulf of Sidra on 24-25 March 1986. In May 1973 the US Navy selected the Harpoon as its prime anti-ship missile from aircraft (AGM-84A). there were a number of improvements to the range. The new weapon was required by the US Navy but McDonnell Douglas had been conducting private studies since 1965 for a similar requirement. The Harpoon missile is a slim cylinder with pointed nose and cruciform wing-fin configuration.Jane’s 688(I) User’s Manual The 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 launcher-containers are inclined at an angle of 35ø while the launcher systems either face forwards. with target data entered manually. 1. There is also a data processor and a data conversion unit. This is then transmitted to the SWG-IA which activates the missile. with the development of indirect attack versions using `dog leg’ flights (Block 1 C/D).02 tonnes while the Mark 141 weighs 5. The missile is fitted with a sabot assembly at the nose to provide further support and shock protection. However. The aft body mates with the rear of the missile by means of pyrotechnic bolts and consists of a folding control fin and planes. 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. but offset from the centreline. The nose cap consists of a broach pressure sensor. The EHCLS weapon control unit is subdivided into two 10 x 30 cm sections. depending upon class. The booster provides some 5400 kg of thrust for about 2. Behind it is the electrical actuation system and the Thiokol or Aerojet 137 kg booster. with combined axial/centripetal compressor. unpowered. The Encapsulated Harpoon Weapon System (EHWS) receives target data manually or automatically through the ship fire control system. the launchers can now face any direction. target bearing and the weapon coverage for each launcher. 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. This consists of the weapon control console with a data system cabinet and a weapon control and indicator panel.38 m wide and 3. either the Mark 113 or the Mark Sheet 97 of 116 . Both can launch missiles at the rate of one every 2 seconds but with four launcher-containers the Mark 140 weighs 4. Submarine-launched weapons are in special. medium or large acquisition `windows’) as well as providing target range and bearing data for a Range and Bearing Launch. or are at 90ø to the centreline facing starboard and port.65 m long.42 m{2}. which gives a max-mum thrust of 2. In submarines. selects the flight pattern and seeker search modes (with small. 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.Jane’s 688(I) User’s Manual pyrotechnically initiated Teledyne CAE J402-CA-4000 single-spool turbojet. the Israeli (Mark 140) and Pakistani (Mark 141) navies and these weigh 2. the main body and the aft body. the launcher switching unit and launcher relay assemblies. Here the seeker is activated early to scan a 90ø sector. Alternatively there can be a Bearing Only Launch in which the missile is aimed along the target bearing. The Mark 140 system is 4.92 kN and an endurance of 15 minutes.9 seconds. The ship fit also includes the McDonnell Douglas AN/SWG-1A (V) weapon control system. Within the data system cabinet is a data processor with data conversion unit. The Harpoon data processor. the Mark 140 Mod 0 for fast attack craft and corvettes and the Mark 141 Mod 1 for larger warships. 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). explosive bolts and a nose removal rocket. Each submarine carries six to eight missiles. but in Mark 117 the Harpoon fire control system is integrated (see Mark 113/117/118 command and weapon control systems entry). It also controls the launch sequence. The main body is a tube with shock isolation rails which also guide the missile out during the exit phase. These consist of a nose cap. If no target is acquired after a suitable time the missile resorts to a preset search pattern. These two may be separated in ships with smaller CICs. The missile may be launched to engage targets at 180ø to the platform’s course and up to four may be launched simultaneously.85 m high and requires 6. The Block 1C may be launched up to 80ø off axis. target bearing and weapon coverage for each launcher. There are two dedicated launcher systems. The sabot straps are cut and the sabot falls away during the exit phase.15 tonnes. On the bridge there is an engagement course indicator which shows ship heading. The weapon control console has launcher switching units which link with the launcher relay assemblies on each launcher support structure. which together select the operating and attack modes as well as monitoring tube status. Usually ships carry a pair of launcher systems. Data is received from ship sensors and processed by the fire control system. On the bridge is an engagement course indicator which shows the ship heading. power conversion unit and simulator/test set are in the weapon compartment. although some earlier capsules were built by McDonnell Douglas in St Louis.9 tonnes. Normally launcher systems have four launcher-containers but twin-container configurations are used by the Iranian. the data unit and the control panel. 251 The missile may be fired from the Mark 11/13 (used with Tartar or Standard) or the Mark 112 (ASROC) launcher. built-in test circuits and power supplies. junction box. It links the capsule system sequencing controls to the submarine through an umbilical cord. buoyant capsules all of which are now manufactured by Lucas Aerospace. In the Block 1 and Block 1B the missile then descends to its cruising altitude and at a point preset by the launch platform. SLAM is a conventional Harpoon missile but with the seeker replaced by a Hughes imaging infra-red seeker. The missile is 65 cm longer and 90. 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. It is also meant for use in locations where covert mining would be particularly desirable from a tactical standpoint. which will have a 75 per cent increase in range. The capsule is then ejected from the torpedo tube at a velocity of some 15. Wing slot covers will be added.09 m long x 485 mm diameter and weighs 754 Sheet 98 of 116 . Subsystem contractors have still to be selected. The changes can be performed in country and no alterations to the SWG-1A are necessary. It measures 4. The missile then operates in the same way as air. The Block 1G is for ships and submarines whose lightweight launcher-containers are too small for Block 1D.25 m/s and once it is clear both the fin and the planes deploy.and surface-launched Harpoon. The booster burns for 3 seconds and takes the missile out of the water to near cruise velocity at which point the turbojet operates.0 n miles (1. 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 operator selects both the seeker search pattern mode and the source for target data allowing the seeker to select one of three search modes. 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. Seaskimming and high angle dive attacks are available. It can fly at relatively high altitude for the first part of its path to avoid friendly ships or intervening low land masses. A longer ranged SLAM incorporating a new seeker head and the wing unit of Tomahawk was unveiled in 1994 as SLAMER. In the terminal phase the Block 1 missiles would then climb suddenly at a distance of about 1. The Block 1C has a similar performance to the Block 1B but has a number of additional options. In both systems this terminal phase is an option and sea-skimming is the other option. which facility is especially useful as the missile is also capable of multiple waypoints. 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 jettisoned and the booster is ignited. Initially the planes assist buoyancy movement. The GPS system includes a navigation processor. In the event of a target of opportunity being discovered by the aircraft. In the event of the target being lost the missile will undertake a clover-leaf like search pattern until it re-acquires the target.8 km) from the target to make a 30ø dive attack upon the target. but when the optimum glide angle of some 45ø is reached they neutralise this movement. In the test this aircraft was a LAMPS III (Light Airborne MultiPurpose System Mk III) helicopter (Sikorsky SH-60B Seahawk). Block 1D. During the cruising phase the autopilot is updated through the GPS receiver/processor to ensure the seeker is pointed directly towards the target. 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. activates its seeker to acquire and designate the target. there will be a new battery and the missile guidance unit will be modified. the angle depending upon the angle of the torpedo tubes. 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 Block 1D missile is currently intended only for air and surface ship launch. medium and small) or one variable search patterns. The seeker is believed to optimise the horizontal radar cross-section but is adjustable. 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. using a self-propelled mine to reach water inaccessible to other vehicles. a datalink and a multichannel Rockwell-Collins Global Positioning System (GPS). SLMM The 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. The missile’s mid-course guidance unit has minor hardware and software modifications. and a Mark 82 interface so the missile remains compatible with the SWG-1A weapon control system.Jane’s 688(I) User’s Manual 117. It will be 65 cm longer through the addition of a larger fuel tank with 32 kg of fuel. The Harpoon can fly one of three fixed (large. 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. This and the extra fuel will increase damage inflicted. The missile is launched from a launcher system and is then supported by an aircraft.72 kg heavier than a conventional Harpoon. and compares this with the scene viewed below the missile by a TV camera. The Block 3 upgrade programme will include a GPS receiver to supplement or replace the Tercom system. Three further development programs are under discussion and include an ASW variant armed with a torpedo.5 Sheet 99 of 116 . Test flights of the Block 3 began in 1991. but these have now been canceled. In the early days it was planned that the weapon would have a nuclear warhead to provide an additional survivable nuclear force. and comparing this with radar altimeter measurements of ground elevations below the missile during a set number of sections en route to the target. laser radar. The terminal phase DSMAC system uses a stored digital representation of the target area. The first underwater test firing was conducted in 1976 and General Dynamics (now Hughes Missile Systems) was awarded the development contract. Missiles are ejected vertically from a steel launch canister or from torpedo tubes. The missile carries a single warhead. Some earlier missiles will be retrofitted with these improvements. Tercom is achieved by storing digital terrain profile map information in the missile before launch. with a CEP of 10 m being reported. These developments may be met by improvements to the basic Tomahawk design. This latter system is claimed to be extremely accurate for attacking land tar-gets. The Mk 67 SLMM consists essentially of a modified Mk 37 torpedo. BGM-109 Tomahawk Development 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. a conventional submunition warhead land attack missile. BGM-109D. which on burn out is succeeded by a Williams International 65 kg F107-WR400 turbofan producing about 272 kg thrust. and the BGM-109Dwith 166 combined effects bomblets BLU-97B each weighing 1. 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 BGM-109A uses inertial navigation with terrain contour matching (Tercom). alterations involved include some reworking of the Mk 37 torpedo bodies and replacement of the torpedo warhead with the applicable mine components. The boost motor is jettisoned during cruise flight. 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 might incorporate propfan engines and stealth technologies. Initial launch thrust to take the missile up to cruise speed from its launch container is provided by a boost motor weighing 250 kg. A block 4 upgrade is already planned for Tomahawk. The first test flight was completed in February 1991. Development programmes are in progress which will result in the canisters being built of lightweight composite materials. and improved guidance computer. The Tomahawk Block 3 upgrade program (which has only been applied to the land attack versions BGM109A/C/D) includes a GPS receiver. Guidance varies between the various versions. rather than steel. warhead and propulsion systems. and (c) the BGM-109C TLAM-C (Tomahawk Land Attack Missile-Conventional) with a conventional HE warhead A fourth version. and with an in-service date of about 2000. The BGM-109B uses inertial plus active radar terminal guidance. an advanced sea-launched cruise variant and a conventional cruise missile. TLAM-D. Procurement plans for the Mk 67 SLMM for 1987 were 273. the BGM-109B/C with old Bullpup B 454 kg unitary HE warheads. entered service in 1989. The BGM-109A is fitted with a W80 135 kg nuclear warhead. time of arrival control. synthetic aperture radar and GPS options mentioned above.Jane’s 688(I) User’s Manual kg. together with a damage assessment capability and data link. The BGM-109C/D versions have inertial and Tercom mid-course guidance used with DSMAC for terminal guidance. a new penetrator warhead for use against reinforced concrete targets. Tooling and other plant facilities were installed in FY78 for production of Mk 67 sub-launched mobile mines in 1979. 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. Others are reported to have unrolled spools of carbon fibre to cause shorting between electrical power supply cables. 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. 258 Sheet 100 of 116 . 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. fragmentation and incendiary capabilities. These sub-munitions can be dispensed in groups against up to four separate targets. Range capabilities between the various versions differ because of the weight of the guidance systems and the warheads used.Jane’s 688(I) User’s Manual kg and with shaped charges. Both the BGM-109C and D versions have a programmable terminal dive attack mode option. Libya: One in December 1976. OPERATIONAL: Two VLF/ELF communication buoys. one in February 1970. The other distinguishing feature. Leningrad. SINS. The engineering standards around the bridge and casing are noticeably to a higher quality than other classes. Another 12 are in reserve but are unlikely to go to sea again. one in March 1969. Cod Eye. The class was then in series production at Severodvinsk and Komsomolsk with a construction rate of between one and two per year. All based in the Northern Fleet at Olenya. OPERATIONAL: 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 built at Severodvinsk and launched at the rate of about one per year. Diving depth. A most successful class which has been deployed worldwide. is the pressure-tight fitting on the after end of the missile tube housing. OPERATIONAL: Probably only one in the Baltic and one in the Pacific are still active. two in February 1978. 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 follow-on class is expected by the end of the century. Construction is still taking place at St Petersburg as well as at Komsomolsk. DELTA IV PROGRAMME: First of class launched February 1984 and commissioned later that year. India: One in April 1968. Sheet 101 of 116 . Pert Spring SATCOM. 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. Some of these have been deleted. Also there are probably two 650 mm torpedo tubes. This is not fitted in all of the class. one in March 1980. The outer casing has a continuous acoustic coating and fewer free flood holes than the Delta III. A follow-on of the Zulu class. one in February 1984. forming the bulk of the submarine force in the Mediterranean in the 1960s and 1970s. one in November 1973. SALES: All new construction (except those for Poland): Cuba: One in February 1979. Navigation systems include SATNAV. The building rate is about three a year. The fifth and subsequent hulls are sometimes referred to as the Akula II class. This is a dispenser for a buoyant communications wire aerial or sonar thin line towed array. one in February 1975. 259 FOXTROT CLASS (TYPE 641) (SS) PROGRAMME: Built between 1958 and 1971 at Sudomekh. Six based in the Northern and six in the Pacific Fleets. These are similar to devices tested on a Hotel II class from the early 1980s. Diving depth. KILO PROGRAMME: First launched in 1979 at Komsomolsk and commissioned 12 September 1982. 1300 ft (400 m). Production continued until 1984 for transfer to other countries ie Cuba. Subsequent construction also at Nizhny Novgorod and Admiralty Yard. One to Poland in 1987 and a second in 1988. 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. This programme completed in late 1990. all now for export. one in February 1981. STRUCTURE: The very long fin is particularly notable. apart from the size being greater than Delta III. one in November 1969. one in October 1974. 1000 ft (300 m). Diving depth was 820 ft (250 m) but this is reducing with age.Jane’s 688(I) User’s Manual Appendix B: Submarines & Weapons SUBMARINES AKULA II PROGRAMME: First of class launched July 1984 at Komsomolsk and operational at the end of 1985. Only 60 out of a total programme of 160 were completed as the changeover to nuclear boats took effect. The most recent to be launched were one at Komsomolsk on 26 September 1994 and one at Severodvinsk in December 1994. A number of prominent non-acoustic sensors appear on the fin leading edge and on the forward casing in the Akula IIs. India. which may be a TV camera to monitor communications buoy and wire retrieval operations. Libya. one in December 1973. one in January 1982 and one in February 1983. OPERATIONAL: ELF/VLF communications buoy. 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). The Oscar II has a hull lengthened by 36. this class is capable of being holed and still surviving.05 m and the casing is made of GRP. Tireless 5 July 1979. 877K has an improved fire control system and 877M includes wire-guided torpedoes from two tubes. The basic Kilo is the Type 877. Pressure hull length is 51. with an option for two more. and have been building since 1987 to a Yugoslavian design. Talent 10 September 1984. Diving depth. MODERNISATION: Type 1006 radar is being replaced by Type 1007. STRUCTURE: SSM missile tubes are in banks of 12 either side and external to the 8.8 m (170 ft) or 53 m for Type 636. Trafalgar ordered 7 April 1977. Battery has a 9700 kW/h capacity. India (eight). SAVA STRUCTURE: An improved version of the Heroj class.1 ft (11 m) and an increased displacement of 1400 tons. about 34 m in length. The Oscar IIs are divided. Accommodation is poor. Iran (two) and China (one). From 1995/96 sonar 2076 starts to replace 2074 and 2046. Romania (one). Two based in the Black Sea (177 and 471).7 x 5. The position of the missile tubes provides a large gap of some 3 m between the outer and inner hulls. Before then some Midgets were also imported from Yugoslavia. presumably as the result of some deficiency found in first of class trials.5 m diameter pressure hull. Some have been lost in operations against South Korea. short range classification sonar. Batch 2 will Sheet 102 of 116 . OPERATIONAL: One probably non-operational in early 1995. Pressure hull is 42. All at Severodvinsk.4 m. Foreplanes are on the hull just for-ward of the fin. Pert Spring SATCOM. which is some 13 years after the last of the Batch 1s was commissioned. Some have two short torpedo tubes. five in the North and five in the Pacific. they are inclined at 40ø with one hatch covering each pair. suggesting the design was intended for only short periods at sea. Number reported as being about 60 and of more than one design. and the second a year later. The two Oscar Is are based in the Northern Fleet and are probably in reserve. There are also about 50 two-man submersibles of Italian design 4. Torbay 26 June 1981. All to be updated with Type 2076 sonar systems. This update also includes Marconi Type 2077. Algeria (two).Jane’s 688(I) User’s Manual STRUCTURE: Has a better hull form than the Foxtrot or Tango but is still fairly basic by comparison with modern Western designs. Further transfers are expected to Iran and China. 1000 ft (300 m). 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. TRAFALGAR PROGRAMME: The first of an improved class of Fleet or Attack Submarines. Invitations to tender for three of an improved version. Turbulent 28 July 1978. 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. were issued on 14 July 1994 for response by June 1995. Diving depth. MIDGET SUBMARINES (SSC) COMMENT: Built at Yukdaeso-ri shipyard since early 1960s. the second in refit at Tivat. built with USSR electronic equipment and armament. Trenchant 22 March 1983. integrated with SMCS and countermeasures.9 x 1. The third of class is the first Oscar II. Details given are for the latest type of Midget. 790 ft (240 m) normal. The Coastal submarines are of the Sang-O class and are building at about two a year. OSCAR II PROGRAMME: First Oscar I class laid down at Severodvinsk in 1978. which could not have been corrected in time to change hull number two. at least one of which has been exported to Iran. 300 m (980 ft). These are also probably of a Yugoslavian design based on the Heroj of which they are a smaller version. An order for the first of these Batch 2 is scheduled for 1996 with an in-service date of 2004. Diving depth. two in the Baltic. the whole resulting in the very large beam. Export versions have the letter E after the type or project designator. Triumph 3 January 1986. Operate from eight merchant mother ships (see Auxiliaries). Oscar IIs are still building at one a year. OPERATIONAL: With a reserve of buoyancy of over 30 per cent and a heavily compartmented pressure hull. Alternatively it could have something to do with plans to incorporate an SS-N-24 type weapon system in due course. All of the class belong to the Second Submarine Squadron based at Devonport. and fully reelable towed arrays. VHF/UHF aerials. Fitted with Pilkington Optronics CK 34 search and CH 84 attack optronic periscopes. Diving depth in excess of 300 m (985 ft). The first. Kremmny 2 IFF. VICTOR III PROGRAMME: An improvement on Victor II. the first of class being completed at Komsomolsk in 1978. `Mukha’ and `Sokol’ (NATO designation `Babuchka’) class fast attack and patrol craft. Leningrad and Gorky.Jane’s 688(I) User’s Manual incorporate the PWR 2 reactor and all those weapon systems improvements going in to Batch 1. Pert Spring SATCOM. With construction also being carried out at Admiralty Yard. 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. STRUCTURE: Designed to be considerably quieter than previous submarines. class completed 1978. `Muravey’. Much improved acoustic quietening puts the radiated noise levels at the upper limits of the USN Los Angeles class. Diving depth. led to the development of 400 mm weapons which were generically designated Type 40. 9 m longer to provide more space for torpedo stowage. The weapons were later used in `SO 1’. 1000 ft (300 m) approx. Simultaneously they were issued to a variety of nuclear-propelled submarines which usually had four stern tubes for these weapons. STRUCTURE: The streamlined pod on the stern fin is a towed sonar array dispenser. OPERATIONAL: VLF communications buoy. there was a very rapid building programme up to the end of 1984. OPERATIONAL: Trafalgar was the trials submarine for Spearfish which started full production in 1992 and was first embarked operationally in Trenchant in early 1994. 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). Tomahawk cruise missiles are being considered. entered service in 1961 with the `Poti’ class corvettes (Project 204 Small Anti-submarine Ship). The last of the class completed sea trials in October 1992. then the `Kara’ and `Kresta’ class cruisers. Construction then continued only at Leningrad and at a rate of about one per year which terminated in 1991. VHF and UHF aerials. 1000 ft (300 m). 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. Kremmny 2 IFF. STRUCTURE: An enlarged Victor I design. These three survivors are based in the Northern Fleet and rapidly being paid off. Other options for Batch 2 include dry dock shelters for special forces. Navigation equipment includes SINS and SATNAV. Navigation equipment includes SINS and SATNAV. Diving depth. One of the class has the trials SS-N-21 SLCM mounted on the forward casing. `Mirka II’ and `Petya’ class frigates (Patrol Ships in Soviet terminology). Export versions of these torpedoes include the air-launched APSET-95 and the surface ship-/submarine-launched USET-95. OPERATIONAL: VLF communications buoy. `Stenka’. 16 based in the Northern and 10 in the Pacific Fleet. Batch 2 is 4 m longer to accommodate PWR 2. These first equipped the `Krivak’ class frigates. Sheet 103 of 116 . The pressure hull and outer surfaces are covered with conformal anechoic noise reduction coatings. `Svetlyak’. Vessels equipped with Type 40 torpedoes included the `Hotel II’ and `Hotel III’ class SSBNs. VICTOR II PROGRAMME: First appeared in 1972. Leningrad. `Echo I’ and `Echo II’ class SSGNs as well as `November’ class SSNs. Built at Admiralty Yard. Enemy Weapons TYPE 40 DEVELOPMENT: 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. the `Udaloy I’ class destroyers and `Neustrashimy’ class frigates. `Pauk I’ class corvettes. Retractable forward hydroplanes and strengthened fins for under ice operations. as well as providing a short-range antisubmarine weapon for nuclear submarines. SET-40. Other improvements include speed and endurance. A sea-water activated battery occupies the middle of the weapon with the electric motor and actuators in the rear. 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. fins in cruci-form configuration and twin contra-rotating propellers in front of a rudder. Externally it is a traditional design of a long slim cylinder with pointed nose. a shrouded propulsor and a parachute pack at the rear. The E40-79 is reported to be a thermal-powered. The USET-95 is launched either by surface ships or submarines. while the rear of the weapon contains the electric motor and the actuators. It is launched from surface ships. possibly silver-zinc oxide. The Test-71ME is a submarine-launched anti-submarine torpedo with active/passive homing and wire guidance for depth and course. The SET-40 is a battery-powered weapon with active seeker which has a range of 585 m. Type 53-38. However. The warhead has both impact and proximity fuzes. It also is used from surface ships. Externally it is a short. 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. The APSET-95 is an air-launched weapon. Publicity material from the manufacturers suggests that the weapon might also be a wake-homer for use against surface ships. but submarines are likely to retain dual role weapons. for example. Little information has been available about the internal organisation until recently. 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. under the Soviet Navy’s concept of layered defence. DESCRIPTION: Former Soviet Navy heavyweight torpedoes are of extremely conservative design when compared with Western weapons. The middle of the weapon has the batteries. It has a maximum operating depth of 300 m and a 100 kg warhead. 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. It is stored and carried in a watertight container with nitrogen. electrically powered weapons are designated SAET or SET. It would appear that this became the prime role for torpedoes when they equipped surface ships. air-launched weapon with active seeker and capable of operating to 400 m. fat cylinder with pointed nose. The Test-96 is a submarine. Near the middle of the weapon is the 60 kg warhead with both impact and proximity fuzes. four cropped-delta fins in cruciform configuration. a sea-water scoop on the underside.Jane’s 688(I) User’s Manual DESCRIPTION: The Type 40s are a collection of 400 mm diameter lightweight ASW free-running torpedoes which are usually electrically powered. Behind it is the 80 kg warhead with impact and proximity fuzes and then the guidance section. It is described as having an acoustic active/passive seeker but a leaflet shows Sheet 104 of 116 . the wire dispenser being externally mounted. The first was SAET-50 which entered service in 1961 and was succeeded in 1966 by SAET-60. Internally the active/passive seeker is in the front of the weapon. The E40-75A is also an electrically powered weapon with passive seeker. The following descriptions are of export weapons but these are believed to be based upon former Soviet Navy weapons. The weapon has twin propellers and is reported to be wakeless. 266 TYPE 53/SAET/SET (TEST-71/TEST-96) HEAVY-WEIGHT TORPEDOES DEVELOPMENT: 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. Internally the active/passive seeker is in the front of the weapon with guidance section behind it. Wire dispensers are sometimes attached to the rear of weapons.and surface ship-launched dualpurpose wire-guided torpedo. These weapons are generally designated Type 53 with a suffix number indicating their date of acceptance into state service. Details of some weapons were first published in 1993 when leaflets upon Test-71ME and Test-96 were revealed. They are long slim cylinders with pointed noses and fins arranged in cruciform configuration with contra-rotating propellers immediately in front of the rudder. a practice which continued long after the Second World War. The sensor points upwards to detect the edge of the target’s wake then sweeps to either side until. As with Test-71 this weapon has both impact and proximity fuzes for a 250 kg warhead. 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 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. from published US sources. and 54 nm (100 km) at 30 kts.Jane’s 688(I) User’s Manual that in the anti-surface vessel role it is also a wake-homer. are provided although they may not be completely accurate: TYPE 65/DT/DST 92 DEVELOPMENT: Development of this weapon probably began in the early 1960s during the Seventh Five-Year Plan (19611965) to extend the armoury of weapons for use against NATO surface warfare groups and especially against aircraft carriers. The performance parameters are reported as a range of 27 nm (50 km) at 50 kts. the distance to the target can be gauged from the wake’s width. It has gas-turbine propulsion with high test peroxide. The warhead has both impact and proximity fuzes. later `Kefal II’ (NATO designation `Victor II’) nuclear attack submarines. The weapon entered service with the `Kefal II’ class in 1972. The weapon appears to use High Test Peroxide (HTP) propulsion with fuel tanks and turbine occupying most of the centre of the weapon. Internally the weapon has an active seeker in the nose with the 450 kg warhead behind it. in the terminal phase. The guidance section is in the rear of the weapon in front of the afterbody which contains the drive shaft and actuators. 268 Sheet 105 of 116 . A wide variety of weapons is used and the following details. The weapon is controlled in course and depth by the launcher and is capable of attacking surface ships at a 90ø angle. 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. kerosene and compressed air fuel. 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. The contra-rotating propellers are exposed forward of the rudder. vertical launch capableFT Static CM US—submarine-launched torpedo countermeasure Surface Depth Charge Chile—surface-launched depth charge. 205kg charge Torpedo-65cm Russia—ASUW torpedo fired from SSN Trafalgar UK—SSN Trident US—SSBN Ohio class TWR US—Torpedo retriever. ASUW or land attack. older but capable version Sheet 106 of 116 .Mine detonated by physical contact. used for training exercises Turya Russia—fast attack patrol boat. ASW weapon Tomahawk US—missile. sub or surface launched Torpedo-40cm Russia—surface-launched lightweight torpedo Torpedo-53cm Russia—ASW torpedo fired from SSN. both ASW and ASUW Nimitz US—aircraft carrier OSA Russia—fast attack craft. some ASW capabilities Grisha Russia—light frigate. torpedo hydrofoil Victor II Russia—SSN.Mine detonated by magnetic influence. older class Fram II Iran—destroyer FS 1500 Columbia—frigate. 100m max depth Spruance US—destroyer SSN 688(I) US—improved Los Angeles class. newer class Koni Cuba—frigate Kotor Yugoslavia—frigate Krivak Russia—frigate Kuznetsov Russia—aircraft carrier MiniSub North Korea—midget submarine Moored contact mine . missile capable Oscar II Russia—SSGN guided missile nuclear submarine P3-C US—land-based maritime patrol and ASW aircraft Perry US—guided missile frigate RBU 6000 Russia—ship-based depth charge launcher SAM US—surface-to-air missile Sava Yugoslavia—SS patrol submarine Silba Yugoslavia—LCT(roll-on roll-off)/minelayer Silkworm China—surface-to-surface missile Slava Russia—cruiser SLMM US—submarine-launched mobile mine. antisubmarine ship Harpoon US—antiship missile Harushio Japan—SS Hedge Hog US—ASW bomb spigot mortar Helix Russia—helicopter Heroj Yugoslavia—SS Il-38 May Russia—ASW airplane Kilo Russia—SS. jammer US—unpowered countermeasure used to jam torpedo signals Cruise Ship Large luxury cruise ship Delta Russia—SSBN DSRV US—deep submergence rescue vehicle F-15C US—fighter aircraft Foxtrot Russia—SS. useful against surface ships Moored influence mine . decoy US—self-propelled countermeasure for use against sonar and torpedoes Countermeasure.Jane’s 688(I) User’s Manual Appendix C: Object List ADCAP US—submarine launched torpedo ADCAP-ex US—exercise torpedo AH-1 Cobra US—helicopter Air Depth Charge UK—air dropped free fall depth charge Akula Russia—SSN Arleigh Burke US—guided missile destroyer Asheville Columbia—fast attack patrol boat Cargo Ship Generic cargo carrying merchant Cimmaron US—auxiliary oiler Container Ship Generic container carrying merchant Countermeasure. Jane’s 688(I) User’s Manual Victor III Russia—SSN. improved quieting and operating systems Sheet 107 of 116 . or nautical miles per hour kyds 1000 yards LLLTV Low Level Light television LogReq Logistics request MAD Magnetic anomaly detection MBT Main ballast tank Mk Mark MSG Message MUC Meritorious unit commendation NATO North Atlantic Treaty Organization Nm Nautical mile NTDS Naval Tactical Data System NUC Navy Unit Commendation OOD Officer of the deck PD Periscope depth PUC Presidential Unit Commendation RAPLOC Rapid localization RBU Rocket bomb unit RECV Receive Ro-Ro Roll-on/roll-off SAR Search and rescue SEAL Sea-air-land SECNAV Secretary of the Navy SIB Ship’s Information Book SLOC Sea lanes of communication SLMM Submarine-launched mobile mine SOA Speed of advance Sheet 108 of 116 . Submarine Force.S.Jane’s 688(I) User’s Manual Appendix D: Acronyms Acronyms and Abbreviations LIST ADCAP Advanced capability AOB Angle on the bow ASUW Antisurface warfare ASW Antisubmarine warfare Bk Book CM Countermeasure CO Commanding officer Comms Communications COMSUBLANT Commander. Atlantic COW Chief of the watch CV Carrier CVBG Carrier battle group DE Depression/elevation DEMON Demodulated noise DMWS Dual minature inertial navigation system DMA U.S. Defense Mapping Agency DOOW Diving officer of the watch DR Dead reckoning DRT Dead reckoning tracer DSRV Deep submersible rescue vehicle EOT Engine order telegraph EP Estimated position ESM Electronic warfare support measures Fm Fathom FWA Floating wire antenna GPS Global positioning system HF High frequency Hz Hertz ID Identification intrlck Interlock IR Infrared kts Knots. U. Jane’s 688(I) User’s Manual SOF Special Operations Forces SNR Signal-to-noise ratio SS Diesel-powered attack submarine SSBN Nuclear-powered ballistic missile submarine SSN Nuclear-powered attack submarine SSP Sound speed profile TERCOM Terrain counter matching TLAM Tomahawk land attack missile TMA Target motion analysis TPK Turns per knot UGM Guided missile (Underwater launched) VIS Visual VLF Very low frequency VLS Vertical launching system WCP Weapon control panel XMIT Transmit yds Yards Sheet 109 of 116 . 14 miles = 1. Mark Term describing the sending of bearings and/or range to a contact from a sensor to the TMA function. Tracker Device used to automatically follow a sonar signal and send information to the TMA function. Covert Unknown to others.82 kilometers. Jammer Countermeasure device used to raise background noise level. measured 0 to 180 degrees port or starboard. Watch Shift of work rotation. Snorting British term for snorkeling. preventing detection by torpedo or tracking by sonar. Waypoint Intermediate point used to define an overall path. Cavitation Bubbles created and collapsed at a propeller due to pressure changes. Coordinate Position of a point. Signal-to-noise Logarithmic ratio of signal to interfering noise ratio (SNR) used to measure acoustic noise interference. Snapshot Quick reaction torpedo firing procedure. 1 kt = 1 nautical mile/hr = 1. Flank Maximum attainable speed. Narrowband Acoustic signal separated into narrow frequency windows. referring to the bell sound as a new speed order is passed to the engine room. Watch station Location where an individual will conduct his/her assigned task during a watch. Countermeasure Device used to interfere with a torpedo detecting its target or with a sonar that is tracking a contact. Broadband Acoustic signal consisting of a broad range of frequencies. XBT Device used to measure the sound speed profile. Engine order Device used to send throttle (speed) orders to telegraph (EOT) the engine room. Isovelocity Material (water) with constant sound speed with respect to depth. not openly shown.82 kilometers/hr. 1fm = 6 ft = 1. 280 Sheet 110 of 116 . Sounding Measurement of depth. Starboard Right side of ship as seen facing forward. Leg Period of time on a given course and speed. Dead reckon (DR) Approximation of ship position calculated using measured speed and heading.”.8 m. fired from a submarine similarly to a countermeasure. often measured in latitude and longitude. Heading Direction of travel. measured 0 to 360 degrees from north. Port Left side of ship as seen facing forward. Bow Front of the ship.14 miles/hr = 1. Sonobuoy Small acoustic device that uses passive or active sonar. Helmsman Operator responsible for steering and relaying speed orders. Stadimeter Device used to measure distance to an object visually given the height of the object. Bell Term describing ship’s speed. Course Direction of travel. Fathom (fm) Measure of depth of water. usually deployed from aircraft. “The sounding is 15 fathoms. Nautical mile (nm) Measure of distance equal to 1 minute of latitude. measured 0 to 360 degrees from north. Knots (kt) Measure of speed in water.Jane’s 688(I) User’s Manual Appendix E: Glossary Angle on the Aspect of ship referenced to a line between bow (AOB) own ship and the contact. Snorkeling Submarine term for operating the diesel generator while submerged at periscope depth. causes a large amount of noise. 1nm = 2000 yards = 1. Transducer Electronic acoustic device used to transmit and receive sound. Stern Back of ship. Hydrophone Electronic acoustic device used to receive sound. Fairwater Structure on top of submarine used to protect masts and antennas. Planesman Operator responsible for controlling the bow and stern planes of the submarine. Fathometer Active sonar device used to measure water depth. Projector Electronic acoustic device used to transmit sound. can refer to the process or the result. Fix Location of ship determined using external reference. Maryland (1993).. Annapolis. Virginia (1989). Lightbody.. vol. Captain. Charlottesville.95 Available at SUBSIM Review.. Kaufman. Submarines: Hunter/Killers and Boomers. Inc.. 1. scoring. such as vessel and weapons performance. and proficiency levels of all friendly and enemy ships. Yogi. Poyer. tracking targets.. headings. David Miller ed. 1997. Steve.5 AIRCRAFT TORPEDEOS NAME Helix ADCAP-ex Torpedo-40cm Torpedo-53cm Torpedo-65cm 6 FREQUENCY (KHZ) 15 20 20 20 20 NAME ADCAP FREQUENCY (KHZ) 20 REFERENCE CARD MAXIMUM WEAPON RANGES TORPEDO RANGES The ranges below assume the weapon is traveling in a straight line at its lowest Sheet 111 of 116 . Naval Institute Press.. The Player’s Guide is packed with must-know intelligence based on the simulation’s technology and presented in a clear. Stillwell. hiding and attacking.  Game Mechanics: Practical information available only from the designers of 688(I) Hunter/Killer.5 Delta 3 DSRV 15 Foxtrot 15 Harushio 3.. subs and aircraft.. New York (1990).5 Kilo 4 MiniSub 15 Oscar II 3 Sava 8 SSN 688I 3. Andy.Jane’s 688(I) User’s Manual Appendix F: Bibliography Jane’s Major Warships 1997. The Jane’s Player’s Guide For 688(I) Hunter/Killer...  Mission Walkthroughs: Point-by-point walkthroughs of every mission in the game. concise manner.. depths. with detailed maps showing the locations.$16. former commanding officer SSN and SSB(N).S. and AI tendencies. Kaufman..5 Victor II 3 Victor III 2. USN (ret). Thomasson-Grant.. damage effects. Jane’s Information Group Limited. The creative team at Sonalyst. Beekman House. Silent Chase. That’s why we created the official Jane’s Player’s Guide For 688(I) Hunter/Killer.5 Trafalgar 3. Sharks of Steel. Paul..  Interviews: Fascinating insight into the minds of 688(I)’s creators.. SUPPLEMENTAL INFORMATION ACTIVE SONAR FREQUENCIES SUB SURFACE NAME FREQUENCY (KHZ) NAME Arleigh Burke FS 1500 Grisha Koni Kotor Krivak Kuznetsov Perry Slava Spruance Turya FREQUENCY (KHZ) 3 8 7 7 7 7 4 7 8 3 15 Akula 2.. London. It’s got the practical information you need to successfully complete missions on every level:  Strategies and Tactics: Actual U... Joe. tactics. speeds.. Navy tactics for sensing. Terry Jones. FT Get The Official Jane's Player's Guide For 688(I) Hunter/Killer A military simulation with the complexity of 688(I) Hunter/Killer is difficult to defeat without inside information. maneuvering. Click on the General tab and check to make sure the Com Port is correct. Ë First.Jane’s 688(I) User’s Manual speed. 8 REFERENCE CARD 1. please refer to the EA Help file. we want to help. the following sections may help. Both weapon search patterns and higher speed presets reduce weapon ranges significantly. 688(I) TROUBLESHOOTING If you have followed the directions and are still having trouble installing or operating the software. click Troubleshooting Guide and select a topic. PROBLEMS WITH MODEM CONNECTIONS If you’re having trouble connecting via modem. In the big box under the phone picture at the top of the window. The help file appears. Ë For technical troubleshooting information. click on the Properties button. 4. treat each one separately and follow the following steps for each one. open the ÿStart menu and point to Programs>Jane’s Combat Simulations>688I Hunter-Killer. 1.   PROBLEMS WITH YOUR SOFTWARE? If you are having a problem installing or using 688(I) Hunter/Killer. 5. The Advanced Connection Settings window appears. Click on the Connection tab. and uncheck the Only Connect at This Speed box.) 3. click Support Information. and then click on the Advanced button. From the Windows 95 Taskbar. Ë To find out how to get in touch with Electronic Arts Technical Support. Exit the game and go to the ÿStart Menu. ADCAP: 24.5 nm 40cm: 8 nm 53cm: 10 nm 65cm: 54nm at low speed / 27 nm at high speed HARPOON RANGE 70 nm TOMAHAWK RANGE 485 nm NAVIGATION SYMBOLS Own Ship Marker (blue) Friendly Hostile (blue) (red) Unknown Sub-Surface Surface Air 7 Neutral (green) Unknown (yellow) 688(I) HUNTER/KILLER ADDENDUM TO MANUAL Page 44 Mission Editor Hot Keys – L does not load a mission. 2. 688(I) uses the same modem driver that Windows 95 assigned to your modem when you installed it. make sure there is only one driver per modem in this box. 2. Click on the driver. that the Maximum Speed is set to the fastest speed possible for your modem. if you are experiencing any problems. However. The Modem Properties box appears. Sheet 112 of 116 . PROBLEMS WITH MULTIPLAYER CONNECTIONS If you’re having problems setting up multiplayer games via modems or a network. please make sure you have thoroughly read the Installation and System Requirements sections above. Double-click on the Modem icon. you should not have to do anything to get your modem working. (If two drivers appear. Click on the tab marked General (this should be the default tab). and once it is highlighted. your modem(s) may not be properly configured. Highlight Settings. If your modem functions properly outside of 688(I). then Control Panel. Holding down shift displays the current latitude/longitude/depth (the cursor must be over the map). Start the Windows 95 operating system and insert the 688(I) CD. try the following steps to make sure that you don’t have multiple drivers loaded. then click View Help. and then click on the Settings button next to it. staying connected. FIND OUT THE SERVER’S IP ADDRESS (SERVER) 1. Click on the TCP button. CONNECTING USING TCP/IP It’s assumed that all players have already contacted each other via a chat board. and then click OK. Also make sure that they have a check in the square next to Use Error Control. Client: From the Multiplayer screen. 3. you must make sure that all Client computers know the Server’s correct IP address. and you can differentiate between the two by selecting the com port of the modem you want to use. If the Server doesn’t know his IP address. Both Server and Clients click on the Connect button. Client: When your computer has found a Server’s machine. and that there is a check in the box next to Compress Data. 10 REFERENCE CARD ENTER THE SERVER’S IP ADDRESS (CLIENTS) Once all players know the Server’s IP address. 2. PROBLEMS WITH BUSINESS NETWORK CONNECTIONS We know you never play games at work . 2. telephone. 5. or other access to the Internet to play 688(I) through a TCP/IP connection. they must enter it at the SPX/TCP Settings screen: 1. or you may experience a slowdown in frame rate. Start 688(I) if you have not already done so. however. etc. click on the Server button until it’s highlighted.at least not during business hours. The SPX/TCP Settings screen appears. All players need to know the 12-digit IP address of the Server’s computer. click on the Client button until it’s highlighted. Communicate your computer’s IP address to the other players via chat board. when other network traffic is at a minimum. Most LANs or WANs are busiest during standard working hours. The SPX/TCP Settings screen appears. and that you have a “dot” in the hardware setting under it. Server: From the Multiplayer screen. Click on the Multiplayer button to go to the Multiplayer screen. NOTE: If you have more than one modem installed on the computer. If you’re on good terms with your network administrator. Click OK. 3. The Multiplayer screen appears again. his/her name appears in Connection Room window. CONNECT WITH CLIENTS To connect the Server and Clients: 1. Start 688(I) if you have not already done so. and DO NOT use the Auto setting on the 688(I) Modem Settings screen. 6. Click on a Server’s name to highlight it. you may request that he/she place you and your fellow 688(I) captains on the same network HUB or Router. Connect to the Internet via your normal service provider or LAN. he/she can find it by following the instructions below. 4. LAN Environment: In a LAN environment. Connect to the Internet via your normal service provider or LAN. During these times of peak network usage you may have trouble connecting. you should be able to connect to the Server (host) automatically. 3.Jane’s 688(I) User’s Manual 6. 2. Internet: If you’re playing over the Internet outside of a LAN environment. You will have to set up the modem you want to use manually. Sheet 113 of 116 . 4. follow the instructions below to make sure that all computers have the Server’s correct IP address. Click on the TCP button. The easiest way to solve this problem is to play early in the morning or late in the evening. Under TCP Settings. Most networks have a fast enough peak data transfer rate to play 688(I) but may not have a low enough latency rate. Make sure that the square next to Use Flow Control is checked. 5. type in the Server’s IP address in box provided. configure each one as described above. if you’re having trouble connecting to the Server’s machine. The Server should be the person with the fastest computer—this provides the best overall performance for the game. and then click on the Settings button next to it. etc. Important: Do not change the Broadcast Settings or Port number. Follow the instructions below to make sure that all computers have the Server’s correct IP address. Click on the Multiplayer button to go to the Multiplayer screen. telephone. The rest of the player’s are Clients. 4. 9 688(I) HUNTER/KILLER PROBLEMS WITH TCP/IP CONNECTIONS You must have an account with an Internet service provider. One player must be designated the Server. their names appear in the Waiting Room window. 4. 5. the Server and all Clients must use the same number. Type in the name of the person in the box next to the address so you’ll know who this address belongs to. 5. Communicate your computer’s SPX address to the other players via chat board. Server: As Clients choose your game. Server: From the Multiplayer screen. click on the Client button until it’s highlighted. When everybody you want has joined the game. WHAT IS THE PORT SETTING? Jane’s Combat Simulations has reserved Port 1791 for Internet communications. (It appears in the form of “xxx. The Server should be the person with the fastest computer—this provides the best overall performance for the game. and then click OK. 3. 688(I) HUNTER/KILLER TECHNICAL SUPPORT TROUBLESHOOTING DOCUMENTS ONLINE! Sheet 114 of 116 . 3. Both Server and Clients click on the Connect button. The Multiplayer screen appears again. etc. Click on the Multiplayer button to go to the Multiplayer screen. PROBLEMS WITH IPX/SPX CONNECTIONS It’s assumed that all players have already contacted each other via a chat board. 688(I) HUNTER/KILLER WHAT IS THE BROADCAST ADDRESS SETTING? The broadcast address is only used for TCP/IP over a local area network. If the Server doesn’t know his SPX address. 6. 12REFERENCE CARD ENTER THE SERVER’S IP ADDRESS (CLIENTS) Once all players know the Server’s IP address. 2. One player must be designated the Server. Under SPX Settings. 4. Connect to your Novell Network or LAN. 2. Server: As Clients choose your game. When everybody you want has joined the game. Click on a Server’s name to highlight it. telephone. and then click on the Settings button next to it. his/her name appears in Connection Room window. You will only need to change the port setting if you receive an error message stating that the TCP port is already in use.xxx” where x is a value between 0 and 9. Click on the Multiplayer button to go to the Multiplayer screen. We don’t advise anyone but a network administrator changing this value.Jane’s 688(I) User’s Manual 5. The rest of the player’s are Clients. Click on the SPX button. he/she can find it by following the instructions below.xxx. 5. The SPX/TCP Settings screen appears. 4. The SPX/TCP Settings screen appears.) Write down the number and save it for future use. No other program should be using this port number. If your LAN environment has a router or switch on your subnet. type in the Server’s SPX address in box provided. etc. 11 IP ADDRESS The 12-digit IP address for that computer is displayed in the Address Of This Computer box.xxx. and then click on the Settings button next to it. click on the Start Game button. Start 688(I) if you have not already done so. Client: From the Multiplayer screen. Click OK. All players need to know the 20-digit SPX address of the Server’s computer. Click on the SPX button. If you do have to change this number. 13 SPX ADDRESS The 20-digit SPX address for that computer is displayed in the Address Of This Computer box. 2. 688(I) constructs this address from your IP address. 688(I) will attempt to find other players by sending out a broadcast. Client: When your computer has found a Server’s machine. click on the Start Game button. their names appear in the Waiting Room window. FIND OUT THE SERVER’S IPX/SPX ADDRESS (SERVER) 1. CONNECT WITH CLIENTS To connect the Server and Clients: 1. telephone. click on the Server button until it’s highlighted. Connect to your Novell Network or LAN. Start 688(I) if you have not already done so. 3. they must enter it at the SPX/TCP Settings screen: 1. you can find these guides at http://www. ) If you have questions about the program.) Ë CPU type and speed in MHz Ë Amount of RAM Ë Sound card type Ë Video card type Ë CD-ROM type Ë Mouse driver and version Ë Joystick and game card (if any) Ë A description of the problem you’re having 14 REFERENCE CARD If you need to talk to someone immediately.O. (For game-specific information and additional troubleshooting.com/techsupp/troubles. We keep the product support pages updated on a daily basis. WARRANTY INQUIRIES: cswarranty@ea. so please check here first for no-wait solutions: http://www. If you are under 18 years of age parental consent required.ea.htm Here you will find troubleshooting information on DirectX. All messages are responded to in kind—if you send in a request by fax. Box 835 Slough SL3 8XU. Box 432 Southport Qld 4215. call us at (415) 572-2787 Monday through Friday between 8:30 AM – 11:45 AM or 1:00 PM – 4:30 PM. or letter. you can contact one of our other offices. or letter: Ë Computer manufacturer Ë Operating system (Windows 95. UK In Australia: For Technical Support. fax. our Technical Support Department can help. response will also come by fax. etc. In the United Kingdom. Joysticks.237@compuserve. 15 Sheet 115 of 116 .ea.com or 76004. please feel free to contact Technical Support via e-mail. Please have the above information ready when you call. visit our main page at http://www. This will help us answer your question in the shortest possible time. Australia Phone (753) 546465. Pacific Time. Ltd. Please be sure to include the following information in your e-mail message.com/techsupp If you are unable to find the information you need on our web site.ea. P. as well as information on regular system maintenance and performance.Jane’s 688(I) User’s Manual Electronic Arts Product Support now offers troubleshooting guides that help overcome some common difficulties. phone. and this information is the same as that used by our product support technicians. contact: Electronic Arts Ltd. phone the EA HOTLINE: 1 902 261 600 (95 cents per min. Modems. In Australia.ea.) CTS 7 days a week 10 AM–8 PM. Box 7578 San Mateo. and Networks.com FTP: Access our FTP Site at ftp.com WORLD WIDE WEB: Access our Web Site at http://www.ea. Our web site contains up-to-date information on the most common difficulties with our products.com/techsupp. P.O. EA Tech Support Fax: (650) 572-2810 Electronic Arts Technical Support P. fax.com If you live outside of the United States.com.237 INTERNET E-MAIL: [email protected]. If you have access to the World Wide Web. 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