User Guide

SHIPS & SURFACE CRAFT WEAPONS SYSTEMS
The key to a warship’s power are its weapons systems.
Aim Weapon
C
Fire Weapon
z
Change Weapon
y
The Naval Academy mission “Manning the Guns” guides you
through the use of all types of ship-borne weapons systems.
Aerial Ordnance” covers aircraft weapons systems.
“Silent Hunting” details submarine weapons systems.
For details of Aircraft Weapons Systems,
see page 16.
CROSSHAIRS
The crosshairs changes to show weapons system is currently
selected, and the status of those weapons. The image at the left
shows its neutral state.
AA Crosshairs
The crosshairs for Anti-Aircraft (AA) and AA flak cannons differs
from those of other ship-borne ordnance in one crucial way: it is
dynamic. This means the crosshairs’s appearance changes when
your shots are on target.
Target inactive = Your shots will not hit their target.
Lock-on target = Your shots will very likely hit their target.
Aiming at Fast Moving Targets
When you man the guns against airborne
targets, placing the crosshairs directly over
your intended target often does not change
the crosshairs’s state. This happens because
you must “lead” the target, i.e. aim the
weapon to fire where the target will be in
the future. Notice in the image at right that
the active crosshairs is a good distance
ahead of the aircraft.
The Leading Target Indicator is active
in Rookie difficulty mode only.
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Artillery Crosshairs
Artillery are large-caliber main guns, suitable for attacking
armored vessels, land-based fortifications and large cargo ships
— all surface targets. Artillery can only be aimed at a solid
surface, and not at airborne units.
WEAPON STATUS INDICATOR LIGHTS
Green = Weapon is ready to fire and in range of the target.
Red = Weapon is not ready to fire or is out of range of the target.
Flashing red = Weapon is reloading.
Yellow = Weapon is in range but turning and will be ready soon.
Purple = Weapon is out of ammunition.
Grey = Weapon damaged, but is repairable.
(See page 25.)
Torpedo Crosshairs
A bubbling torpedo wash is a sight that strikes fear into the
heart of every seaman. These propeller-powered underwater
missiles are guaranteed to blow holes in any ship they strike.
Ships with hull breaches are in imminent danger of sinking,
unless quickly repaired.
Torpedoes are difficult to aim at long distances and, once
launched, cannot be guided.
Torpedoes are most effective when a group of them are fired
in an arc, known as a “spread.” This technique gives the
helmsman of the enemy ship less room to maneuver and avoid
all the torpedoes launched.
Depth Charge Crosshairs
The depth charge is the only weapon effective against
submerged submarines. Depth charges cannot be directly aimed
at a target, because they are dropped from the back of the ship.
Using them successfully requires skillful piloting maneuvers
and split-second timing.
Pull
x
to move to underwater view and drop depth charges. Further trigger
pulls release additional groups of charges.
You can still control the ship’s movement with
L
.
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