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Text File | 1992-01-13 | 33.6 KB | 1,651 lines |
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- BATFISH
- Submarine Combat Simulator
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- Captains Notes
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- Copyright August ,1989 John W. McCue
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- Authors Note
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- There are many different makes and models of personal
- computers available on todays market. BATFISH has been coded
- with this in mind and should work on most equipment. One
- thing that the software cannot work around is the general
- speed of individual processors. You may experience some
- slowing of the game when you are dealing with either large
- scenarios or have large numbers of targets visible. If you
- find this to be the case, you will find a vast improvement in
- performance by adding a math co-processor to your machine.
- Testing has shown that a generic XT model computer with a
- co-processor will perform as well as, or better than, more
- advanced machines. These chips are relatively inexpensive
- when compared with more costly machines and will enhance your
- enjoyment of BATFISH and many other packages you may have.
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- THIS PROGRAM IS COPYRIGHTED AND IS BEING DISTRIBUTED AS
- SHAREWARE. YOU ARE ENCOURAGED TO FREELY COPY AND DISTRIBUTE
- "BATFISH" PROVIDED THAT ALL ACCOMPANYING FILES ARE TRANSFERRED
- WITHOUT MODIFICATION, AND YOU CHARGE NO FEE TO DO SO.
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- You may play BATFISH for free ONLY until such time as you can
- reasonably determine if you like it or not. This does NOT mean
- until you have mastered the game and/or become bored with it!
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- If you enjoy it, send payment of $15.00 along with a copy of
- the registration form. This program is complete, and is not
- "crippled" in any way. When you register, in addition to
- having met your legal and moral obligation, you will be put
- on the mailing list for future upgrades/enhancements and new
- programs by the author.
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- Introduction
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- Congratulations, Captain! CINCLANTFLT has just issued new
- orders. You have just been promoted out from behind your desk
- at Fleet Operations Headquarters. With no actual experience
- in submarine command, fleet operations or combat strategy,
- you have been selected by the review board as being more than
- qualified to fill the vacancy. You will take command of a
- Fleet Class Submarine without delay (or any training).
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- General Notes
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- The submarine you now command is a generic collection of all
- the best attributes of several different classes of
- submarines. General 'housekeeping' duties on board are
- performed by your junior officers (the little lackeys),
- removing the need for you to worry about them. However, you
- command the submarine and are responsible for anything that
- may endanger her. For example, the engine room staff will
- charge your batteries when surfaced without being told or the
- torpedo room crews will reload torpedo tubes when they are
- empty (providing you have closed the outer door on that
- tube).
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- Major Electric Corporation and Hydro Dynamics Inc.
- constructed your vessel at the Fleet yards in one of the
- secret costal Naval Yards. Initial testing and work-ups
- indicate that your vessel meets all operational requirements
- laid out in the contract. However, the manufacture indicates
- that your submarine MAY dive below the contract test depth.
- Care should be taken below this depth because you may damage
- your vessel to the point where recovery is not possible.
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- Notes on Starting BATFISH
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- Set your default directory to the location where the games
- files are stored. At the DOS prompt, enter the command:
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- BATFISH
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- After the game has loaded, you will need to register your
- ship and yourself. You will also be asked to enter a 'console
- code'. The console code is used to identify a specific game.
- This sill allow multiple players to use the game.
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- When you exit from the game, the current status will be
- stored automatically so you can restart it later. To restart
- a saved game, enter your console code after the BATFISH
- command. For example, if you started a game with a console
- code of SUBM, to restart it you would use:
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- BATFISH SUBM
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- You are also able to start, or restart, a game with a
- specific scenario. Using the example above, you can start
- BATFISH in scenario 14 by entering the command:
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- BATFISH SUBM 14
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- BATFISH comes with a predefined scenario file which will give
- you many hours of enjoyable and challenging play. You can,
- however, create and use your own custom scenario file(s) to
- give you endless possible combinations to suit your taste,
- style and skills. This feature is truly unique among gaming
- software today. See the notes on the scenario builder at the
- end of this document, and enjoy!
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- Notes on Command Registration
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- After you have started BATFISH, you will be required to
- register the name of your vessel, the name of the captain who
- will command your vessel and a unique console code for your
- vessel. The console code will allow more than one player to
- be active and allows BATFISH to identify all aspects of your
- command. Batfish will not allow more than one occurrence of a
- console code. However, following an untimely loss of a
- command, BATFISH will allow a console code to be used again.
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- Notes on the Patrol Sector
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- The Patrol Sector you have been assigned is somewhere in the
- Mid Atlantic. There is not a speck of land to be seen for
- several hundred miles in any direction, so you should not run
- into very much. Some have described this area as the end of
- the earth. It isn't really, but you can see it from here.
- (and it really looks rather pleasant) CINCLANTFLT has not
- imposed any boundary on you, so you are free to roam at will.
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- The Hydrographic Service at CINCLANTFLT has filed a report
- for your patrol area stating that water thermal boundaries
- may be present. These boundaries between water masses of
- different temperatures are ideal for distorting and masking
- sound waves. You may find it useful to locate this boundary,
- if it exists, as this is the only way to avoid detection by
- escort ships while they are using active sonar in your area.
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- Notes on Scenarios
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- Play in BATFISH is broken down into individual scenarios.
- Each scenario consists of one or more ships that are loaded
- into your patrol sector. Once in your patrol sector, these
- ships will attempt to manoeuver and speed away from you. There
- are two ways that ships may leave your sector. They will
- either get to far away for you instruments to detect, or you
- will have sunk them. When all ships have left the patrol
- sector, the next scenario will be loaded. This will continue
- until no further scenarios are available, or you find
- yourself joining your trophies in Davey Jones Locker.
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- As mentioned previously, you may create your own scenario file
- or use the default file supplied. A sample file is included at
- the end of this document.
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- Notes on Targets
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- Targets are ships in your patrol sector. You objective is to
- sink as may tons of shipping as possible with the least
- number of torpedoes. So you will have to make a judgement
- call as to the largest targets available for a given
- situation.
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- When lining up on targets, remember to compensate for target
- speed, distance, size and zig-zag patterns. Hits registered
- against targets must be serious enough to sink them. Minor
- damage may slow the target but repairs can be made to correct
- the damage. In short, make sure the ship is going down, don't
- assume that is should.
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- Care must be taken when going into combat against warships of
- any kind. Should you be caught on the surface, or allow them
- to locate your periscope, they will shell you with deck guns
- and that can ruin your whole day. Other hazards you will
- encounter include depth charges dropped from destroyers and
- torpedoes fired from opposing submarines. You should exercise
- caution where it is appropriate.
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- Notes on Replenishment At Sea
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- CINCLANTFLT has placed a large submarine auxiliary
- replenishment ship at your disposal. This vessel will provide
- you with all the torpedoes that you. You will contact the
- replenishment vessel by radio when you need it. Be extremely
- careful. DO NOT SINK IT!!!
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- When attempting to rendezvous with your support vessel, you
- must manoeuver into a position along side it. The distance
- between the two vessels must be small enough to pass lines
- from one boat to the other but not so close as to ram one
- another. Your speed is also critical. Once you have
- successfully connected with the other vessel, replenishment
- will commence (at a very feverish pace) with little
- intervention from you. You may break off at any time you
- wish, should it be necessary.
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- The captain of your supply boat is an experienced commander.
- He has been provided with a full accounting of your level of
- knowledge and experience. As a result, he will generally stay
- well out of harms way. That is, until you call for him. When
- he is making an approach, it will take very little to spook
- him and abandon any attempt to rendezvous. You may find it
- necessary to request resupply more than once.
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- Notes On Displays
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- The information displayed on your different instruments is of
- great value to you. Instrumentation will tell you what your
- submarine is doing, what its current state is and is a
- primary link to the world outside the hull of your boat. You
- should pay close attention to what the are telling you.
- Submarine control systems, over which you exercise your
- authority, will provide you with two indicators. These are
- yellow and green. The yellow indicator will indicate what you
- have ordered and the green one tells you what the submarine
- is doing. For example, if you have ordered a speed of 30
- knots from a speed of 0 knots, the yellow indicator will
- point at 30 while the green indicator will slowly climb from
- 0 to 30 as the speed of your boat increases. (Remember,
- that's almost 2,400 tons of submarine you are trying to move
- and it will not pull wheelies)
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- Attitude reporting, depth for example, will only have a green
- indicator. These instruments are relating the attitude of the
- submarine based on other factors that impact your boat.
- The main screens you will see represent the areas where you
- will be when in command. They consist of the Control Room,
- the Bridge, and the CIC (Combat Information Center). Each of
- these areas will have a changeable insert to assist in your
- command functions. Most information can be obtained from
- other areas when needed. However, where physical limitations
- exist, they have been enforced. For example, you will not be
- able to use the periscope from the radar room or the bridge
- because it is in the control room.
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- Also note that some instruments are subject to noise
- infiltration. This is causes by a number of things. The most
- obvious will be noise caused by excessive speed and wakes
- caused be ships and torpedoes. On occasion, there will be
- insufficient information available to you crew when you
- request plots. Be aware of this behaviour and manoeuver your
- ship accordingly. Remember, you are the captain.
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- Control Room
- ______________________________________________________
- | _______________ _______________ |
- | |Damage Control| | Torpedo | |
- | | State Board | | State Board | |
- | |_______________| |_______________| |
- | |
- | ______ ______ ____________ ___ ___ ________ |
- | | 1 | | 2 | |_____7______| | 8 || 9 || ||
- | |______| |______| ____________ |___||___|| ||
- | ______ ______ | | ______ | 10 ||
- | | 3 | | 4 | | | | 11 | | ||
- | |______| |______| | 14 | |______| |________||
- | ______ ______ | | ______ ______ |
- | | 5 | | 6 | | | | 12 | | 13 | |
- | |______| |______| |____________| |______| |______| |
- |______________________________________________________|
- |_____________________Message Area_____________________|
- |_____________________Menu Area________________________|
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- CIC
- ______________________________________________________
- | ____________ | |
- | |_____7______| | 14. Insert |
- | ________ | |
- | | | | - Radar |
- | | | | - Sonar |
- | | 10 | | - Radio Direction Finder |
- | | | | - Listening (passive sonar) |
- | |________| | - Plot Board |
- | ______ ____ | |
- | | 11 | | 8 | | |
- | |______| |____| | |
- | ______ | |
- | | 2 | | |
- | |______| | |
- | ______ | |
- | | 1 | | |
- | |______| | |
- |___________________| Radius Ring |
- |____Message Area___|__________________________________|
- |_____________________Menu Area________________________|
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- 1. Rudder Angle 2. Speed
- 3. High Preassure Air 4. Battery Power
- 5. Aft Ballast 6. Forward Ballast
- 7. Torpedo State (Quick Ref.) 8. Diving Plane Angle
- 9. Viewing Direction 10. Depth Gauge
- 11. Compass 12. Rate of Change of Depth
- 13. Boat Attitude (Bubble) 14. Selected Insert
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- Periscope
- _____________| |______________
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- ========| View with Hash Marks |========
- ========| |========
- |Angle(absolute) Magnify |
- |_______________________________|
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- Bridge
- ______________________________________________________
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- | View From Bridge |
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- |______________________________________________________|
- | Angle in Degrees From Current View |
- |______________________________________________________|
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- Notes On Torpedoes
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- Your submarine is configured with 6 forward tubes and 2 aft
- tubes. Each torpedo tube is loaded with one torpedo and you
- will have 24 reloads available, for a total of 32 torpedoes
- in all.
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- Your crew will load torpedoes after you have fired them and
- closed the outer doors. Once the torpedoes are loaded, they
- are primed (set for depth and armed). When you fire a
- torpedo, a large quantity of air is required to force it out
- of the tube.
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- A torpedo has sufficient range to hit a target that is well
- over the horizon, assuming you can aim that well. Each is
- equipped with both a magnetic exploder and a contact
- exploder. So you can achieve a hit on a ship even if there is
- no physical contact. However, CINCLANTFLT has issued the
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- "The Magnetic Exploders currently installed on the MARK 41
- series have been known to detonate prematurely within the
- magnetic field generated by larger vessels. Commanding
- officers should be aware of this behaviour and react
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- Notes on Damage Repair
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- As the Captain of the submarine, you are responsible for
- ordering emergency repair work for any damaged spaces. Due to
- manpower limitations, you only have one damage control crew.
- When they are assigned to do repair work, they will work
- until the level of damage is reduced to a lower level. You
- will see the change in the Damage Control State Board. But
- remember, you command and they blindly obey. If you interrupt
- them and/or change their work assignment, the damage control
- crew will do as they are told and any repair work done to
- that point is wasted.
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- Certain areas of the submarine are integrated together, more
- for your convenience than anything else. When assigned to
- repair one of these areas, they will begin working where the
- most damage has occurred. Where damage is equal, then the
- crew will start on the most valuable compartment. Damage
- repair areas include:
- - Forward and Aft torpedo rooms
- - Engine room
- - CIC
- (radar, sonar, sound, RDF and plot)
- - Control room and Conning tower
- - Planes room
- - Steering gear
- - Ballast tanks
- - Battery compartment
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- Notes on Combat Strategy
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- Hey! You're the Captain!
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- Notes on Entering Commands
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- As the captain, you are responsible for issuing commands for
- any and all functions that are required for the safe and
- efficient operation of your submarine. Several methods for
- entering commands are provided depending upon the function
- desired. A mixture of 'hot keys' and menus are provided.
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- Menus
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- The menus operate on three levels. The first level represents
- a selection of general functions, the second level represents
- the selection of specific functions and the third level
- executes the specific function requested.
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- When you are in menu mode, the following HOT keys perform the
- following functions.
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- 'left arrow' OR
- '4'
- moves the menu selection bar one option to the left. The menu
- bar will wrap around when necessary.
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- 'right arrow' OR
- '6' OR
- 'space key'
- Moves the menu selection bar one selection to the right. The
- menu bar will wrap around when necessary.
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- 'up arrow' OR
- '8' OR
- 'return' OR
- 'down arrow' OR
- '2'
- Select the option that is currently highlighted by the menu
- selection bar. When you are at a second level menu, and you
- select an option that is used to change the speed or toggle
- some aspect of the game, the 'up arrow'/'8'/'return' keys
- will act to speed up the function selected while the 'down
- arrow'/'2' keys will act to slow the function down.
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- Other keys.
- Each menu option starts with a unique letter for that series
- of options. To select the desired option, just enter the
- letter. The default action taken is the same as to hitting
- the ENTER key. Any key that is not 'HOT', as defined above,
- will take you out of menu mode and return you to command
- mode. For safety reasons, the key you enter to get back to
- command mode will not be acted upon but the keyboard
- interface will consume the key stroke.
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- Menu Options
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- Level 1: MAIN
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- Function:
- Allows you to select a specific set of functions.
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- INSERT
- Select a new insert for the current screen.
- COMPARTMENT
- Select a new compartment.
- MODE
- Change a mode of operation of a specific function.
- RANGE
- Change the range of an insert or adjust the magnification
- factor.
- NOISE
- Turn noise element on or off.
- TIME
- Change the time attributes of the game.
- FIX
- Repair damage in selected compartment.
- EXIT
- Used to exit the game and manage setup files.
- RETURN
- Return to command mode.
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- Level 2: INSERT
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- Function:
- Allows you to change the screen insert currently displayed.
- You may select one of the following.
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- RADAR - active radar
- SONAR - active sonar
- LISTEN - passive listening
- DIR FND - passive radio direction finder
- PLOT - Plot board
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- MAIN - return to the main menu
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- Level 2: COMPART
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- Function:
- Allows you to change compartments.
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- CONTROL - control room
- RADAR - active radar room
- SONAR - active sonar room
- LISTEN - passive listening room
- DIR FND - passive radio direction finder room
- PLOT - plot room
- BRIDGE - bridge (if you are on the surface)
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- MAIN - return to main menu
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- Level 2: MODE
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- Function:
- Allows you to control operating modes for various functions.
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- DRAG - toggle the trace function (radar/sonar) on or off
- VERBOSE - toggle text messages on or off
- CLR MENU - toggle 'menu clear on level 2 select' on or off
- HOLD - toggle pause on or off
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- MAIN - return to main menu
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- Level 2: RANGE
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- Function
- Set the base operating range or magnification.
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- RANGE - set the range for the current insert
- MAGNIFY - set the magnification
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- MAIN - return to the main menu
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- Level 2: NOISE
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- Function
- Toggle noise elements on or off.
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- ALL - all noise elements
- ENGINE - engine noise
- SONAR - sonar noise
- RADAR - radar noise
- TARGET - target noise
- BLAST - explosion noise
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- MAIN - return to main menu
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- Level 2: TIME
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- Function
- Change the speed of various functions
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- RADAR - change sweep speed
- SONAR - change sound propagation speed
- PAN - change pan speed for periscope and bridge
- TEXT - change the speed that messages appear
- GAME - change the speed of the whole game
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- MAIN
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- Level 2: FIX
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- Function
- Repair damage to compartments on the submarine
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- BALLAST - repair ballast tanks
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- STRN GR - repair steering gear
- ENGINE - repair engine room
- POWER - repair battery room
- TORPS - repair torpedo rooms
- XCNT RM - repair control room and conning tower
- CIC - repair CIC and related compartments
- DVG PLN - repair diving planes
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- MAIN
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- Level 2: EXIT
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- Function
- Exit and control functions.
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- EXIT - exit and save game
- RESUPPLY - radio to resupply sub to head towards your position
- SV SETUP - save new defaults
- RS SETUP - restore saved defaults
- DF SETUP - restore factory defaults
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- MAIN - return to main menu
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- Hot Keys
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- Command mode operation is based upon defined 'HOT' keys.
- These keys are used to perform functions and issue commands.
- Keys are available for manoeuvering, selecting inserts and
- attacking.
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- H - Toggle hold on and off
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- S s - Sonar
- L l - Listen (passive sound)
- R r - Radar
- D d - Direction finder (radio emissions)
- P p - Plot
- F9 - decrease insert range
- F10 - increase insert range
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- tab - Toggle periscope up and down
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- z - Pan left 1 increment
- Z - Auto Pan left
- x - Look forward
- X - Look aft
- c - Pan right 1 degree
- C - Auto Pan right
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- ALT F9 - decrease magnification
- SHFT F9
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- ALT F10 - increase magnification
- SHFT F10
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- SHIFT F1 to SHIFT F8 - Toggle open/close outer door(s)
- ALT F1 to ALT F8
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- F1 to F8 - Fire
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- < , - range ring out
- > . - range ring in
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- + - increase speed
- - - decrease speed
- & - crash dive
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- 4 (left arrow) - turn left
- 6 (right arrow) - turn right
- 8 (up arrow) - planes up
- 2 (down arrow) - planes down
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- 7 (home) - blow aft ballast
- 9 (pg up) - blow forward ballast
- 1 (end) - flood aft ballast
- 3 (pg dn) - flood forward ballast
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- esc - menu toggle
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- Notes on the Scenario Builder
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- The BATFISH Scenario builder has been included with the
- package. The scenario builder will accept a text file as
- input and generate the scenario file used by BATFISH. For
- example, if you create a file named MYSHIPS.RAW, the command
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- SCENARIO MYSHIPS.RAW
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- will build and load the scenario you have constructed.
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- The internal structure of the scenario file consists of 3
- types of statements. These are:
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- Comment Statements
- Break Statements
- Ship statements
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- Comment Statement
- A comment is a line of text with the first character in a
- line being a '!' character. You may place any text on the
- line and you may have as many comments as you like.
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- Break Statements
- A Break Statement indicates to the Scenario Builder that one
- scenario is to be separated from another scenario. This
- statement must have a '+' character as the first character.
- You may enter any information you like on this line, after
- the '+' sign, and the Scenario Builder will treat this as
- comment text.
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- Ship Statements
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- A Ship Statement indicates to the Scenario builder that you
- want a specific ship to be loaded from the information you
- provide. Note that all numbers are either positive or
- negative whole numbers. The general structure of the
- statement is:
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- <ship type> <x> <y> <crs> <spd>
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- <ship type>
- Must be one of the following:
- CARRIER
- CRUISER
- BATTLESHIP
- DESTROYER
- SUBMARINE
- RESUPPLY
- CONTAINER
- TANKER
- TROOP
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- <X>
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- Is the x value of the starting position. This value is given
- in meters (or yards) and must fall in the range of -99,000 to
- 99,000.
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- <Y>
- Is the y value of the starting position. This value is given
- in meters (or yards) must fall in the range of -99,000 to
- 99,000.
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- <crs>
- This is the initial course of the ship. This value is given
- in degrees and must be in the range of 0 to 359.
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- <spd>
- This value represents the initial speed of the ship. It
- represents knots (or miles per hour) and should be in the
- range of 0 to 30.
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- See the example provided for details or have a look at the
- default BATFISH Scenario File provided in SCENARIO.RAW.
-
- There is no limit to the number of scenarios that can exist
- in a file. The level of complexity is up to you. You should
- remember that the more ships you put in, the slower things
- will run. If you have a fast enough machine, this will not be
- a factor. Don't forget your resupply boat(s).
-
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- Remember to include a resupply sub early enough in the
- scenario file for you to reload from.
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- If you have an existing submarine, and want to start a set of
- newly loaded scenarios, remember to force the scenario number
- back to zero using the command:
-
- BATFISH <console code> 0
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- Using the previous example, that is a console code of SUBM,
- the command would look like this:
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- BATFISH SUBM 0
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- Example of a Scenario File.
-
- !
- ! My BATFISH Scenario file
- ! June 1, 1990
- !
- ! 3 scenarios and a resupply submarine
- !
- !---------------------------------------------------
- ! Sen 0. Cannot forget supply boat.
- RESUPPLY 30000 40000 121 14
- !
- + Sen 1: a tanker and troop transport
- !
- TANKER 20000 5000 321 2
- TROOP 23000 7000 281 14
- !
- + Sen 2: two tankers and a destroyer
- !
- TANKER 40000 21000 253 13
- TANKER 40000 24000 253 13
- DESTROYER 51000 -18000 109 27
- !
- + Sen 3: this is deadly... try it
- !
- SUBMARINE -10000 20000 185 12
- SUBMARINE -12000 21000 185 12
- SUBMARINE -14000 22000 185 12
- SUBMARINE -16000 23000 185 12
- DESTROYER -18000 -21000 215 14
- DESTROYER -20000 -22000 215 14
- DESTROYER -22000 -23000 215 14
- !
- ! this is the end of the scenario file
- !
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