
BATTLE STATIONS
A tutorial for Silent
Hunter: the World War II Pacific submarine warfare simulation
© Valor at Sea.com
THE
CHRISTMAS TREE
Aboard a US
submarine, a crewman would be assigned to monitor the boat's condition board, which
reported the status of the
sub's ballast tanks, valves and hatches. Commonly referred to as the
"Christmas tree", the board contained red and green lights indicating
which valves or manifolds were opened or closed. This is the station where the
hydraulic actuators for the main ballast tanks were operated, controlling the
boats diving and surfacing function. Silent Hunter takes some
creative liberty with the Christmas Tree, converting its function into a
"Damage Control" or status board. Hitting the F8 key will take you to
that screen (Hit the F8 key a second time and you are
taken to the torpedo
room). It is wise to keep a close eye on this board whenever you are being depth
charged. It will indicate the current condition of your sub, specifically noting
any compartments or equipment damaged. By moving your cursor and clicking on a
compartment that has been highlighted (damaged), information as to the
extent of the problem and the repair time will be stated. Flooded compartments
will be shown by, believe it or not, a graphic of rising water. While it may not
be overly realistic, a quick check of the repair time will tell you how serious
the flooding is. Heavy flooding may not allow the pumps to keep up, and then you
have a problem. You certainly don't want to dive and compound the issue, but in
the meantime, you're getting hammered by DC's from some pesky destroyer.
Flooding in a battery compartment could lead to chlorine gas being detected at
which time your only alternative may be to surface. Some damage is repairable
while submerged. More extensive damage may only be able to be repaired on the
surface (eg. hydrophones) or not at all while on the current patrol (like a
rammed periscope). Pressure hull trouble is never 100% repairable. You may stop
the flooding, but the hull's strength integrity has been compromised.
DECK GUNS
Your submarine is equipped
with at least one 4 or 5 inch deck gun. Narwhal and Tench class boats have two.
Historically, these weapons were used to polish off the wounded victim of an
attack in order to conserve torpedoes. For the most part, it is a good idea to
follow suit and keep this limited source of fire power reserved for delivering
the coup d' grace to a crippled ship. Of course, take advantage of the
opportunity for some target practice on a sampan (they might warn the IJN of our
presence in the area) but as a general rule do not consider it as a primary
weapon of choice against escorts, warships or armed merchants. Odds are we'll
lose every time.
The
deck gun, like the TDC can be utilized in either the auto or manual mode. In
auto, you flip the switch to that setting and your AI trained crew locks, loads
and fires. Setting your selection to manual requires a little bit more skill,
but it is well worth the effort to give it a shot (no pun intended). Your gun
will only have a 350º degree turning radius (this prevents you from shooting up
your conning tower) so position your sub at the optimum angle. Setting up your
target is a pretty simple affair. Come to at least within 1500 to 2000 yds, line
up the target in the cross hairs, mark and let her fly (you can click on the
button or hit the F key to fire). Use your initial shot as a "ranging"
shot. If you don't get a hit on the first round, determine whether your are
overshooting or undershooting. Adjust your trajectory and fire another round.
Keep making adjustments until you score a direct hit. Depending on the size of
the vessel you are trying to finish off, you can expend quite a bit of ammo so
be sure that you carefully consider the choice of using your deck gun or sending
the final blow via a fish.
Accuracy with the deck gun is
achieved fairly easily when the seas are glass smooth and your target is an
unarmed merchant. It is quite another story in rough water and/or against a
crippled ship that can bite back. In rough seas you'll need to time your shot
according to the crest of the waves and the rocking of the boat. Fire at the
lowest ebb of the wave and your shot could land well before your target.
Shooting when your too high on the wave may cause the shot to go sailing too far
overhead, so it may take a few ranging rounds until you figure out the correct
timing. Keep in mind too, that your target is rocking and rolling to the seas so
it might take a while and a bunch of ammo to finish her off. Be especially
careful when shooting at an escort, warship or armed merchant. Crippled or not,
until she's sunk she can still fight back.
AA GUNS
If you are running along the
surface and were unable to dive quickly enough to avoid an attack by enemy
aircraft, you may choose to duke it out with them using your Anti Aircraft guns
(AA Guns). Hit the "M" key which takes you to the 1MC menu and
select "Man the AA Guns". The computer AI controls the actual
firing of the weapon and the more experienced your crew is, the better are your
chances of surviving a strafing/dive bombing run by enemy planes. If you
manage to hit a hostile aircraft and you happen to be on the bridge at the time,
you'll see the graphics display of the attacking plane as it spins and sputters
before it crashes into the sea.
1MC
MENU
The 1MC system in
a sub was used for boat wide communications. In Silent Hunter it offers some
interesting options. To access the 1MC menu, hit the "m" (lower case)
key or click on the speaker icon in the lower right hand corner of your control
room screen. The pop up menu contains: Abandon ship, Man the Deck Gun, Man
the AA Guns, Rig for Red / Secure from Red, Rig for Silent Running / Secure from
Silent Running, Jettison Debris, Rescue Pilot. I'll briefly cover those
areas not mentioned elsewhere on this site.
ABANDON SHIP
Okay, you're on
the losing end of a long depth charging encounter with an enemy destroyer and
you have no hope of evading. A submerged escape seems impossible and chlorine
gas has been detected - you absolutely must surface. The problem is that those
escorts are right above you. If your diesels are still working you might try
to make a run for it. You know that if you blow your ballasts and surface
they're going to shell you for all they're worth. Survival appears hopeless .
. . unless you abandon ship. You'll be captured and probably be sent to one of
the infamous Japanese POW camps. Click on the ABANDON SHIP button and take
your chances.
If your boat is
in dire straits and it's sinking is inevitable (or you're hopelessly
stuck after having run aground) but you are fortunate enough to be out of
harms way, abandoning ship is not necessarily a bad idea. Hopefully you'll be
rescued by friendlies and be given a new sub to command. It's similar to
ABORT, except you retain any sinkings recorded to your credit while on the
patrol.
NOTE: Pass out
the Momsen lungs - you need to be at a depth of 180 feet or less to abandon
ship.
Rig/Secure
for/from RED
Submarines
employed a "RED" lighting system in the control room and conning
tower to allow for better night vision. Often, crew members on watch would
wear red colored goggles when moving through areas of the boat not covered by
red lighting. The red lights (or goggles) would allow their eyes to adjust to
the night's darkness quicker when on watch, thus giving them a considerable
advantage. It's use is limited obviously in Silent Hunter . . . but it adds a
nice touch of authenticity. It might reduce the possibility of your periscope
being spotted by the enemy at night if you were using only white lights.
RIG/SECURE
FOR/FROM SILENT RUNNING
There may be
the need for your submarine to employ a tactic of pure stealth -
Silent
Running. Whether you are trying to evade detection from attacking
escorts or penetrating a harbor for a photo recon mission, using your ability
to go "silent" is a great tactical advantage. By selecting this
option, your speed is reduced to 1/3 and all unnecessary movements and extraneous
functions cease - including any required repairs and torpedo reloads.
JETTISON
DEBRIS
Just about
every submarine movie ever made includes a scene where the boat was able to
effect an escape from certain destruction at the hands of a relentless
attacker by loading their torpedo tubes with all sorts of junk and sending it
towards the surface. Throw in a good oil slick for an added touch and sure
enough, the depth charging ends and the attacker heads off, satisfied that he
has sent another submarine to the bottom. The ability to fool an attacker by
jettisoning debris in Silent Hunter has met with mixed results. Some skippers
report great success using this tactic others avoid it like the plague. It
depends on who you talk to I guess. The deeper your depth the better are your
chances that it might work. . . just be careful not to over do it.
NOTE: For
information about Life Guard
missions (Pilot Rescue) click
here.
TORPEDOES
Depending on the time of the
war you are engaged, your boat will be outfitted with any one of three types of
torpedoes (and quite possibly a combination). At the outset of hostilities in
December of '41, the steam powered Mark 10 torpedo was standard ordnance in the
S-Boats. Carrying a warhead containing 497 pounds of T.N.T. it was later
converted to carry 485 pounds of Torpex and fitted with the Mk 3 contact
exploder. The Mk 10 had a range of 3500 yds and a maximum speed of 36 knts. Like
the MK 14 which was the loadout for the fleet boats, the MK 10 experienced
depth control problems as well, however these were identified by January
of 1942 and corrected.
The larger fleet boats could
accommodate a longer torpedo which would describe the Mark 14. Having been
considered the "latest high technology" at the time, the steam powered
MK 14 had a range of 4500 yds at a speed of 46 knts. One advantage of the Mk 14
was that its' speed was adjustable. By lowering the speed control, the Mk 14 was
capable of traveling 9000 yds at 31.5 knts. This fact is modeled in Silent
Hunter and we have the ability to set the desired speed. The adjustment dial is
found on the TDC screen. Simply turn the control to either the fast or slow
setting, depending upon your need. For most attacks, the setting of choice
would be 4500 yds. For long range shots at a stationary target (eg: when
targeting anchored ships in port) choose the slower setting. Nick Danger, who
has been a frequent contributor to many of the Silent Hunter forums, has
mentioned an additional use: "You may encounter an enemy convoy
technique similar to that of the Allies in the Atlantic, where you have is a
series of ships very tightly bunched and difficult to approach. A solution is to
fire one or two torpedoes, set at low speed and at long range into the heart of
this gaggle of ships. You might get lucky and hit something or get
the convoy to change direction. This is about the closest you can get
to simulating the German FAT torpedoes which were fired into Allied convoys,
where they would home in circles until they picked up some propeller noises and
would home in."
The Mk 14 was fitted with 507
pounds of T.N.T. and later converted to carry a payload of 688 pounds of Torpex.
The MK 6 exploder was a part of the package which was designed to run under a
target's keel and be detonated by the magnetic field which was generated by the
helpless vessel, thus increasing the potential target area. Unfortunately, the
MK 6 was defective for various reasons and this is all too well modeled in SH.
You will find yourself in an attack mode against an unescorted convoy of
merchants, only to find out that many of your shots are either duds, premature
detonations or target underruns (The historical implications during the war are
covered in more detail in the Sub
War section of this site). You will see that as the war progresses,
improvements are made to the reliability of the Mk 14. Eventually, as the the
magnetic detonator is eliminated and the contact exploder is historically
replaced, the Mk 14 becomes a very effective weapon.
The MK 18 was modeled after
German torpedoes, a sample of which was captured in 1942. The main benefit to
the MK 18 was that it employed electric propulsion and did not leave the tell
tale wake of the steam torpedoes. While an improvement over the MK 14 in aiding
in maintaining stealth during an attack, they were not without their
shortcomings. Slower speeds and reduced range (4000 yds at 27 knts) the MK 18
also tended to be affected by cold water temperatures. Defective stabilizing
fins also often accounted for misses.
Firing your torpedoes is easy
enough. Once you've developed an acceptable solution, you can either click on
the red torpedo tube button located on the TDC screens or use the hot keys of
Alt 1 thru 10. Quickly clicking to your CHART screen will allow you to track the
path of the Mk 10 and Mk 14 torpedoes. I have found that body language has no
effect of the torpedo track. No matter how hard you try, squirming, leaning and
waving at the fired ordnance will not change its' course : ) Torpedo reload
times depend on the experience level of your crew. Green crews are notorious for
taking what seems like an eternity to reload.
For more information about WW
II torpedo specifications check out this highly informative and detailed
website.
COMMANDING
THE HELM
Being able to
control the movement of your submarine is obviously a critical skill
needed in
order to be able to negotiate a successful attack. Fortunately it is a
fairly simple endeavor. Hitting the F7
key takes you to the gauges screen where the engine-room telegraph,
compass, manual helm, depth to keel gauge and speed gauge are located.
Also found on this screen are the compressed air, flooding, fuel, battery
charge status, oxygen level and (if you select the option) fathometer
gauges.
DRIVING
YOUR SUB
There are a
several of ways to get your sub headed in the direction you want. The
first way is by using the compass on the gauges screen. Left click on any
compass bearing and a red line from the center of the compass will extend
outward to the selected mark on the gauge. The white compass needle will
immediately begin to turn in the direction you've indicated as your boat
begins to travel along the heading you've ordered. You can alter your
course at any time by left clicking on the manual helm, which is the
rectangular box positioned directly under the engine room telegraph. The
manual helm controls the degree which your right or left rudder will turn
in response to your orders. Clicking on "35" will allow for a
right or left "full" rudder and the result will be a tighter
turn. This is very useful when in close quarter combat and you need to
make a radical course change. The same steering effect can be achieved by
using the left and right arrow key shortcuts. Each time you press a key,
your sub's rudder will turn 5°. You can always return to a previously set
course by clicking on the "resume" button on the compass.
An easy way
to set a course is to hit the F5 key and plot your waypoints on the chart.
Clicking on the "Way Point Selection" button allows you set
predetermined course changes by left clicking on any part of the chart.
Your boat will follow this route until you order a manual course change. A
quick check of your compass will show the heading of your sub. Using this
tool is especially useful when patrolling. You can set a straight line or
zig zag patrol pattern much easier and more accurately then ordering a
manual course change. It is also particularly useful when navigating
narrow waterways. Zooming in on the chart screen and setting way points
through the channel will prevent you from running aground while in
transit.
SPEED
The speed
at which your submarine operates will depend on several factors.
Your
submarine is propelled two separate systems: One or more mechanical diesel
engines for surface running and an electro mechanical drive system powered
by battery when submerged. The amount of fuel or battery charge consumed
is directly related to the speed at which you boat is operating, so
resource conservation for both operating systems is critical. The
important relationship to keep in mind is that the faster you are running
the quicker you'll expend your fuel/battery supply. It might seem to be a
minor detail however poorly executed speed control could result in disastrous
consequences, particularly if you are attempting to evade an extended ASW
counterattack and your battery charge is nearing a critical low. The only
way to recharge your batteries is by running on the surface at 2/3 or
less. Here your diesel engines are also driving the generator which is
adding new life to your drained batteries.
WW II
submarines were very similar to sharks in that they required a constant
forward (or reverse) movement while submerged in order to maintain their
trim. By flooding the ballast tanks, the submarine's hull displacement
becomes less then that required to keep it afloat, so the boat begins to
"sink". This sinking was controlled by the amount of water and
compressed air the diving officer maintained in the ballast tanks. Once
you have reduced the buoyancy of the sub (meaning the weight of the vessel
has over come the displacement of water) you have in effect a
"rock", which unless it has a constant lateral motion, will sink
to the bottom. Submarines adhere to this axiom, and as such need to be
moving at all times during negative buoyancy. In Silent Hunter however
this is not exactly true. While not realistic, you can actually come to a
dead stop while submerged and maintain a constant depth.
It is
important to frequently monitor your battery charge gauge whenever
submerged, especially if you are involved with an extended evasion
strategy. Should you completely drain your battery stores you'll stop dead
in the water and you become a sitting duck for any destroyer pinging in
your area. In this case, your only alternative may be to "blow the
ballasts" (hit the "b" key) which will rush compressed air
into the ballast tanks, purging all the water and instilling positive
buoyancy. This will, hopefully, shoot you to the surface like a Trident missile
(blowing the main ballast tanks can also help you to extract yourself in
the event should ever run aground however it leaves you with few options
on the surface because it takes some time to regenerate the compressed
air). Once on the surface your diesel
engines will kick in and begin to recharge your batteries. Not bad, but if
you've had to perform this maneuver during an ASW attack you'll have a
serious surface fight on your hands . . . . .
Your
surface speed is dependent upon the "sea state" or prevailing
conditions. You will make much greater headway in calm, smooth surface
conditions then you will on a rough sea. Take a quick look at your
calendar by hitting Alt F10 and you'll be able to see what kind of sea
state you are faced with. The table below lists the maximum
available speed (in knots) for all of the boats modeled in Silent Hunter
for SURFACE RUNNING in CALM SEAS:
|
Class |
Ahead
1/3 |
Ahead
2/3 |
Standard |
Full |
Flank |
| S-Class |
5 |
7 |
9 |
12 |
14 |
| Barracuda |
5 |
9 |
13 |
15 |
17 |
| Narwhal |
5 |
10 |
12 |
14 |
16 |
| P-Class |
3 |
8 |
11 |
16 |
18 |
| Salmon |
4 |
9 |
14 |
17 |
19 |
| T-class |
4 |
9 |
14 |
17 |
19 |
| gato |
4 |
9 |
14 |
18 |
20 |
| balao |
4 |
9 |
14 |
18 |
20 |
| tench |
4 |
9 |
14 |
18 |
20 |
Engine
Room Telegraph and Helm Control Hot Keys
|
B |
Blow
tanks; emergency surface at maximum speed using your compressed
air reserves. |
|
C |
Crash
dive; your submarine heads for 200 feet at flank speed and maximum
dive angle. |
|
P |
Takes
your sub to periscope depth (65 feet). |
|
R |
Takes
your sub to RADAR depth (45 feet). |
|
S |
Surface
your boat normally. |
|
0 |
All
stop |
|
1 |
Ahead
1/3 |
|
2 |
Ahead
2/3 |
|
3 |
Ahead
standard |
|
4 |
Ahead
full |
|
5 |
Ahead
flank |
|
6 |
Reverse
1/3 |
|
7 |
Reverse
2/3 |
|
8 |
Reverse
full |
|
9 |
All
back emergency |
X
War Patrol
|
Silent Hunter
Commander's Edition |
|