You command a fleet submarine on war patrol, 1943. Hunt enemy convoys,
line up your periscope, loose your torpedoes — then go deep and silent while the
escorts hammer the sea above you with depth charges. Sink tonnage. Come home alive.
An original homage to the classic submarine simulators of the early '90s.
CAPTAIN'S ORDERS
The hunt. Use the CHART to find convoys.
Surfaced you're fast (20 kt) and your lookouts see far, but you can be seen — and shelled.
Submerged you run on batteries (9 kt max) and deep down you only get hydrophone bearing lines.
The attack. Get ahead of the convoy, come to SCOPE depth (45 ft),
raise the periscope (SCOPE view) and train it with ←→
(hold Shift for fine). Put the crosshair on a ship: the attack computer shows range, speed and a
green ▼ lead marker on the bearing tape — steer the scope onto the marker and
FIRE (Space). Torpedoes arm after 200 yd and run 4,500 yd at 46 kt.
Z toggles 4× magnification.
The escape. Escorts converge on your firing point. Go deep
(below 250 ft is beneath the thermal layer — much harder to ping), slow to ⅓ or STOP, and creep away.
Depth charges are lethal inside ~60 yd. Test depth 350 ft; below 450 the hull starts to fail.
Keys.M chart · O scope ·
1–5 telegraph · S surface · P scope depth ·
D deep · ↑↓ ±25 ft · T time compression ·
Space fire.