Document1 11/12/97 3:45 pm Page 1 THE UNDERWATER COMBAT SIMULATION Game Manual
SW Eng tec sup 10/12/97 6:58 pm Page 1 THE UNDERWATER COMBAT SIMULATION Technical Supplement for IBM PC Compatibles
SW Eng tec sup 10/12/97 6:59 pm Page 2 TECHNICAL SUPPLEMENT Contents Your SubWar 2050 package should contain a Game Manual, a copy of UnderCurrents, this Technical Supplement, a Key Guide, a set of 3.5” high density disks and a registration card. Required Equipment ● Computer SubWar 2050 requires an IBM PC AT or a computer 100% compatible with this model. The computer must have a high density floppy disk drive and a hard disk. SubWar 2050 requires an 80386 processor and at least 1Mb RAM.
SW Eng tec sup 10/12/97 6:59 pm Page 3 TECHNICAL SUPPLEMENT Copy Protection SubWar 2050 has no disk copy protection. However, the program asks you a manual-related question. Use the manual to answer the question. MicroProse regrets that continuing casual and organised software piracy requires that this minimal form of copy protection is retained. Installation An installation program is included on the SubWar 2050 Disk A.
SW Eng tec sup 10/12/97 6:59 pm Page 4 TECHNICAL SUPPLEMENT Sound SubWar 2050 supports the PC internal speaker, AdLib compatible cards, SoundBlaster compatible cards and the Roland LAPC-1 card. Operating Difficulties and Loading Problems Q. Why can’t I install the game to my hard disk? 1. You must check all system requirements, especially any mention of hard disk space required, listed in this Technical Supplement. 2.
SW Eng tec sup 10/12/97 6:59 pm Page 5 TECHNICAL SUPPLEMENT Conventional Memory To check how much Conventional Memory is available, type MEM/C from the C:\> prompt and press the Return key. Look for the Largest Executable Program details. If there is not enough Conventional Memory, you may need a Boot Disk. Q. What is a Boot Disk? This is a Start Up disk for your computer which contains alternative start up files to those on your hard disk. The Boot Disk will allow you more Conventional Memory.
SW Eng tec sup 10/12/97 6:59 pm Page 6 TECHNICAL SUPPLEMENT Q. What is Base Memory? This is the original 1Mb (1024K) in your machine. It is divided up into Conventional Memory (640K), where MS-DOS and all PC programs load and Upper Memory (384K), where system drivers (such as the mouse driver) reside. In MS-DOS 5.0 the bulk of the operating system and associated drivers are normally loaded into Upper Memory.
SW Eng tec sup 10/12/97 6:59 pm Page 7 TECHNICAL SUPPLEMENT Technical Assistance If you have read through the Problems Section of this technical supplement and still experience difficulties with the game, you may need some help from us. As we receive many calls every day, we can deal with your enquiry more efficiently if you have the following information available: 1. The correct name of the game 2. The type of computer you are running it on 3. Your DOS version 4.
SW Eng tec sup 10/12/97 6:59 pm Page 8 TECHNICAL SUPPLEMENT ® Seriously Fun Software MicroProse Ltd. The Ridge, Chipping Sodbury, Avon BS17 6AY Tel: 0454 329510 Game Design and Program Copyright ©1993 Particle Systems Documentation, Packaging and Logo Copyright ©1993 MicroProse Ltd This documentation, accompanying manuals and floppy disks are copyrighted. The owner of this product is entitled to use this product for his or her personal use.
SW Eng GP man 11/12/97 10:31 am Page 1 THE UNDERWATER COMBAT SIMULATION MicroProse Ltd. The Ridge, Chipping Sodbury, Avon BS17 6AY Tel: 0454 329510 Game Design and Program Copyright ©1993 Particle Systems Documentation, Packaging and Logo Copyright ©1993 MicroProse Ltd This documentation, accompanying manual and floppy disks are copyrighted. The owner of this product is entitled to use this product for his or her personal use.
SW Eng GP man 11/12/97 10:31 am Page 2 GAME MANUAL CREDITS Game Design & Programming 3-D Shape Design Michael Powell for Particle Systems Saul Markese Michael Powell Additional Shape Design Amanda Roberts Kevin Ayre Graphics and Animations Mark Scott Eddie Garnier Additional Graphics Martin Smillie Mission Design Mike Brunton Music and Sound Effects Quality Assurance Management Quality Assurance Testing Documentation Packaging Design Matthew Walden Peter Woods Andrew Luckett Darren Kirby Jam
SW Eng GP man 11/12/97 10:31 am Page 3 GAME MANUAL CONTENTS Introduction ..................................................................................5 The Manuals ..........................................................................5 Controls .................................................................................6 The Controller ...................................................................6 The Selector ......................................................................
SW Eng GP man 11/12/97 10:31 am Page 4 GAME MANUAL CONTENTS The Mission .................................................................................18 Piloting Your Submarine .......................................................18 Primary Controls ..............................................................18 The 3-D Display................................................................19 The Head-Up Display.........................................................20 The Cockpit Displays ......
SW Eng GP man 11/12/97 10:31 am Page 5 GAME MANUAL INTRODUCTION S ubWar 2050 is a unique simulation. It combines elements of submarine warfare, flight simulation and strategy game; set in a realistic future world scenario. You take the part of one of the new breed of submariners, piloting the latest in marine technology; the fighter sub. Working for huge corporations as an independent mercenary, each mission you carry out is rewarded in hard cash.
SW Eng GP man 11/12/97 10:31 am Page 6 GAME MANUAL Controls The Controller You can play SubWar 2050 using a combination of Keyboard, Mouse or Joystick. For piloting submarines, it is recommended that you use a Joystick and for menu selection it is recommended that you use a Mouse. In this manual, which is applicable to all computer systems, these three devices are known as the Controller. The Selector During the game, you may be asked to select from a list of options.
SW Eng GP man 11/12/97 10:31 am Page 7 GAME MANUAL GETTING STARTED Sorting the Materials Your SubWar 2050 package contains this Manual, a copy of UnderCurrents, a Technical Supplement, a Key Guide and a set of disks to run the simulation. Installing/Loading SubWar 2050 The Technical Supplement gives specific instructions for installing and/or loading SubWar 2050 for your particular computer. Copy Protection After the opening screens, you are taken to the Copy Protection screen.
SW Eng GP man 11/12/97 10:31 am Page 8 GAME MANUAL THE COMMAND CENTRE The Command Centre is the central room of your sub carrier. The Command Centre screen contains a number of options which are accessed by moving the Cursor over an ‘active’ area of the screen and pressing the Selector.
SW Eng GP man 11/12/97 10:31 am Page 9 GAME MANUAL New Campaign Select ‘New Campaign’ to begin a new campaign. You may choose from:North Pacific Antarctica North Atlantic South China Sea North Pacific/Sea of Japan - Training The Hot Cold War The Treasure Trove Trouble in Paradise Small Insults, Big Business The training campaign is recommended for rookie sub pilots. Each of the other four scenarios have their own unique challenges and may be played in any order.
SW Eng GP man 11/12/97 10:31 am Page 10 GAME MANUAL Game Options Select ‘Game Options’ to make game configuration changes. To change a particular game option, click on the icon. ➦ Click on the icon at the bottom of the Game Options screen to return to the Command Centre. Calibrate Joystick Select this option to calibrate an analogue joystick. Control Mode - Mouse/Joystick/Keyboard Select this option to change the submarine control mode.
SW Eng GP man 11/12/97 10:31 am Page 11 GAME MANUAL Collisions - On/Off Selecting ‘Collisions Off’ prevents your submarine from sustaining damage if it hits the seabed or another submarine. Selecting ‘Collisions On’ is more difficult to play, but will result in a higher mission score. Sonar Realism - Realistic/Simplified During real underwater engagements, the only way of seeing stationary enemies is to use your active sonar.
SW Eng GP man 11/12/97 10:31 am Page 12 GAME MANUAL Simulated Combat Selecting ‘Simulated Combat’ puts you into a fighter sub simulator, in the middle of a multi-sub underwater dogfight. ‘Simulated Combat’ allows you to perfect your underwater combat technique without getting killed. The score which you get at the end of a ‘Simulated Combat’ session is dependent on several factors, including how many enemy subs you destroy and the number of weapons it took to destroy them.
SW Eng GP man 11/12/97 10:31 am Page 13 GAME MANUAL If you want to create a new pilot, click on one of the eight numbered icons to select the pilot you wish to delete, then click on the icon. Type in the new pilot’s name using the keyboard and press R E T U R N. The default campaign for new sub pilots is ‘Training’. Return to the Command Centre and enter the ‘New Campaign’ screen if you wish to select a different campaign. ➦ If you wish to change the face of the selected pilot, click on the icon.
SW Eng GP man 11/12/97 10:31 am Page 14 GAME MANUAL The Orders The Orders screen consists of a brief description of the mission’s objectives, rules of engagement and intelligence data on enemy activity. To view the next page of the Mission Briefing, click on the icon. ➦ The Mission Map The Mission Map is a top-down view of the mission area. You may also call up a Mission Map when you are in the cockpit of your submarine.
SW Eng GP man 11/12/97 10:31 am Page 15 GAME MANUAL The 3-D Briefing The 3-D Briefing augments the Mission Map by providing a 3-D view of the mission area. Additional data is provided on this screen concerning the depth of the mission waypoints. The 3-D view may be manipulated by using the ten icons in the top right of the 3-D briefing screen:Select the or icons to move the display West or East. Select the or icons to move the display North or South.
SW Eng GP man 11/12/97 10:31 am Page 16 GAME MANUAL Configure Subs When you have completed your Mission Briefing, you may enter the ‘Configure Subs’ screens. This consists of two displays:● ● the Configuration Screen the Arming Screen The Configuration Screen This is the first screen in the ‘Configure Subs’ section. It consists of a 3-D display of the sub(s) you are taking on your mission and their payload, orders, type and formation position. Click on the or icons to select the next/previous sub.
SW Eng GP man 11/12/97 10:31 am Page 17 GAME MANUAL The Arming Screen This screen allows you to adjust the payload of your sub to suit your particular tactics or skill level. For example, when you have become a proficient sub pilot you might prefer to take rockets on a mission instead of torpedoes. Click on the or icons to select the next/previous weapon bay. The selected weapon bay is highlighted with a yellow box. Click on the icon to load more of the selected weapon onto your sub.
SW Eng GP man 11/12/97 10:31 am Page 18 GAME MANUAL THE MISSION Piloting Your Submarine You begin most missions under the submarine carrier, moments after launching. Primary Controls Submarine controls are split into three different groups Directional Controls which allow you to turn, dive and climb. Engine Controls which allow you to control your speed. Ballast Tank Controls which provide additional control over depth. These controls may also be used when you are stationary, hiding from passive sonar.
SW Eng GP man 11/12/97 10:31 am Page 19 GAME MANUAL Press L to lock your submarine into single-plane manoeuvring. With this function on, moving the controller to the left or right will make the sub turn in that direction with no change in its roll angle. Single-plane manoeuvring is useful when you are lining up on targets and when you are running on the surface.
SW Eng GP man 11/12/97 10:31 am Page 20 GAME MANUAL The Head-Up Display The Head-Up Display is overlaid on the 3-D display and shows the following data:- Artificial Horizon When your sub is not at a high nose-up or nose-down angle, you will be able to see the artificial horizon bar. This is displayed on the HUD as a short red line, allowing you to see if your sub is in a level attitude. Waypoints When you reach a waypoint, it will be displayed on your HUD as a green triangle.
SW Eng GP man 11/12/97 10:31 am Page 21 GAME MANUAL Targeting When your sonar detects an object, it will mark it with a box on the HUD. The currently targeted object is marked with a diamond-shaped box, all other contacts are marked with square boxes. The HUD targeting display also presents the following target information:● the object’s distance from the nearest thermal boundary. This is represented by a line extending vertically from the sonar contact to the thermal boundary.
SW Eng GP man 11/12/97 10:31 am Page 22 GAME MANUAL The Cockpit Displays Weapon Display Instruments Sonar Cross Section (SCS) Display Targeting Display Navigation Display Damage Status The cockpit display consists of four large screens, augmenting the 3-D display and the HUD. There are also two small displays for instant assessment of your detectability and damage status.
SW Eng GP man 11/12/97 10:31 am Page 23 GAME MANUAL Navigation Display The Navigation Display has two modes; Waypoint and Map. Press M to toggle between these two modes. In Waypoint mode, the Navigation Display lists the following information:WAYPT BEARING RANGE DEPTH TIME CLRNC - waypoint currently being tracked by the navigation system. - the bearing along which you must travel to reach the waypoint. - the distance to the waypoint. - the depth of the waypoint.
SW Eng GP man 11/12/97 10:31 am Page 24 GAME MANUAL Targeting Display The targeting display gives a readout of data concerning the currently targeted sonar contact. To change the currently targeted sonar contact, press r. CONTACT TYPE RATING BEARING COURSE SPEED RANGE CONF - the number of the currently targeted contact followed by the total number of sonar contacts. - the type of contact (e.g. SUB - a submarine). This may change as your sub gets closer to a contact and identifies it more positively.
SW Eng GP man 11/12/97 10:31 am Page 25 GAME MANUAL Weapon Display The Weapon Display allows you to see what weapons you have selected and how many are remaining. The top line of the display shows which weapon bay is selected. To change the selected weapon bay, press B . The second line of the display shows the weapon carried in the selected bay and number of these weapons remaining. To fire a weapon, press X. The third line of the display is the weapon status.
SW Eng GP man 11/12/97 10:31 am Page 26 GAME MANUAL Full Screen Displays Map Screen Press 1 to enter the mission map. This is similar to the Mission Map in the Command Centre, but has some additional functions:Click on the icon to increase the map magnification. Click on the icon to decrease the map magnification. Click on the icons to toggle the auto-centring function on or off. Autocentring keeps your sub at the centre of the map display at all times.
SW Eng GP man 11/12/97 10:31 am Page 27 GAME MANUAL or To make this system the priority system to repair, click on the will now be made to this system before all others. Click on the icons. ➨ To select a particular damage system, click on the icon. Repairs icon to return to your sub’s cockpit. Wingman Orders Screen You will need to give orders to your wingmen during missions. Press 3 to display the Wingman Orders Screen.
SW Eng GP man 11/12/97 10:31 am Page 28 GAME MANUAL VIEWS Cockpit Views When you are in the cockpit, you may move your viewpoint to the left, right, up and down:< moves the view to the left / moves the view to the right > re-centres the view ;moves the viewpoint up or down, allowing you to see more or less of the 3-D world 2 or V hides the cockpit completely, displaying full-screen 3-D External Views Flypast Camera View - Press 3 ● a stationary viewpoint which tracks your sub as it goes past.
SW Eng GP man 11/12/97 10:31 am Page 29 GAME MANUAL Inverse Tactical View - Press 7 ● tracks your sub in the background with the currently targeted sonar contact in the foreground and is useful for seeing what the enemy is doing in an underwater dogfight. Current Contact View - Press 8 ● a view through the nose of the currently targeted sonar contact, allowing you to see if it is lining up on you. This is a very useful view when you have targeted a hostile torpedo.
SW Eng GP man 11/12/97 10:31 am Page 30 GAME MANUAL MISSION DEBRIEFING hen you have completed your mission, you will be taken to the mission debriefing screen. The debriefing presents a summary of the mission and you are paid depending on your mission performance. W If you achieve an outstanding result in your mission, you may qualify for an award from either the mercenary’s union or the company who you are currently working for.
SW Eng GP man 11/12/97 10:31 am Page 31 GAME MANUAL NOTES 31
SW Eng GP man 11/12/97 10:31 am Page 32 GAME MANUAL NOTES 32