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1994-08-05
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GREAT NAVAL BATTLES VOL.2 GUADALCANAL 1942-43
version 1.1 6/8/94
The contents of this file, in order, include:
- Game Clarifications and Additions
- Game Hints
- Additional Questions and Answers
- Additional Technical Information
- Vesa Drivers
- Game Memory
- Summary of New Command Keys
- Directory of Ship Classes
GAME CLARIFICATIONS AND ADDITIONS
Version 1.1 Clarifcations and Additions:
Bug Fixes & New Features:
1) Fixes most of the DOS4GW games crashes during game play.
2) Fixed most mouse trail problems during game play.
3) Increased Betty Bomber endurance, so as to reach
Guadalcanal.
4) Fixed crash bug in Japanese CS class ships damage screen.
5) Improved turn rates for CA's and BB's.
6) Added an option for the user to alter gunnery,
torpedo and bomb damage. Check in "Controls" in the menu bar
and look for the "Options" selection. The effects are as
follows, "Gunnery": hits can be increased or set to normal,
"Torpedo": sets U.S. torpedoes to historical dud rate or
or no duds, "Bombs": damage can be increased or normal,
"Aground": allows ships to run aground or turn off this
feature in the game.
7) Clarifaction: In the User's guide, page 2 under the heading
"Autoexec.bat", please add a line to load the mouse driver.
For example: LOADHI MOUSE.
.
GENERAL
1) If you experience a game crash, reload your most recent save,
go to the Memory Report in the Controls menu located at the top
menu bar, and record the numbers found there before calling
SSI technical support. These numbers will show the amount of free
memory and will be a big help to tech. support.
2) IMPORTANT: Your game may slow down if you have too many map
filters on. Filters like range circles or torpedoes will slow down
the game, so turn them off to speed up the game.
3) We have included Gravis native modein the sound install menu as a
courtesy to our users. We do not gurantee 100% compatibility because
out testing revealed some intermittent problems.If you have problems
using this card in its native mode, we suggest that you use the
Sound Blaster emulation option in the sound install menu.
4) Currently in the game, computer will occassionally plot to close
to land and may run some ships aground. If you wish you can edit
the GNB.bat file with your DOS editor and add the following command.
Towards the end of the file look for the following:
gnbg.exe vesa480.dll
alter this command line to look like this:
gnbg.exe vesa480.dll AGROUND
This allow ships to ignore portions of land while the task force
moves. You still cannot plot thru islands but this will allow
you to clip a corner or two.
4) If you manually plot the course for a bombard mission you must
target the appropriate "X" in the waters off Guadalcanal. The
Japanese must target the blue (American) "X" and the Americans
must target the red (Japanese) "X". Likewise when you manually
plot a supply run you must target the "X" that matches your side
(red for Japanese and blue for American). REMEMBER that plot must
end in close proximity to the appropriate "X".
5) Ship speed can be affected by the direction and strength of the
wind. Your task force will slow down if they are sailing against
the wind.
6) Light carriers (CVL) will be listed as CV's in the game.
7) You can adjust the music volume by hitting the ALT 1 through
ALT4 keys; you may also turn off the speech by hitting
ALT- A. You can use these keys only during game play.
8) You can alter the delay time for messages by accessing the
Controls menu and using the "Message" option.
9) When you select "smoke" for your task force, you will not see a
graphical representation of the smoke (it slows down the game), but
the effect do take place.
10) If a ship starts sinking while you are in Fast Mode you are
dropped out of Fast Mode until the ship sinks and then Fast Mode
resumes.
11) If your troops run out of supplies (0 supplies) you will be given
automatic defend orders. You can choose another option but when the
battle report comes the computer will not let you attack and will
place you in defend.
12) You will recieve one plane per plane type every day as
reinforcements. Carriers also replaces one plane per plane type
while at sea.
13) Save games each take up 500K of disk space, so if you are
low on disk space you may get a "Save File Failure" message.
Maintain a few megs of free space on your hard drive if you
make lots of new saves.
NAVIGATION
1) There are two new orders in the Navigation Orders panel:
"Manual" and "Tactical". "Manual" allows you to manually set
speed and course. "Tactical" allows the computer to run the ship
during combat.
2) You cannot steer the ship by clicking on the rudder. If you
wish to manually direct the course of your task force you need to
access the Navigation Panel and set the orders (Set Orders command)
to Manual. Use the "Set Course" button to enter a new heading.
This command also works with detached ships that are under
tactical orders.
3) If you use the custom formation option, the computer will
automatically sets up the flagship in the center. You must arrange
your task force in relation to the flagship.
4) Be careful not to make your custom formations too wide or they
may have trouble in confined waters.
TORPEDOES
1) The target readout for the torpedoes turns 180 degrees away
from the target if a friendly ship is interposed between your ship
and target ship.
2) Japanese torpedo mounts will try to reload during combat
but they may not finish reloading until the ship is out of combat.
American ships do not reload during combat.
3) If you switch the Torpedo Control on the bridge to manual control
it prevents the ship from firing torpedoes on its own.
4) When you manually fire torpedoes you should set the game speed
to x1, otherwise the compute button does not update properly.
AIR OPERATIONS
1) You can click directly on the map to send an airstrike to a
suspected enemy position without a contact report. However the
chance of the strike hitting a target is small, as the airstrike
really needs a contact report.
2) Your air strike missions are restricted by the shortest range of
the planes involved. If the contact is beyond the range you will
not get a target. Try resetting the strike without the planes with
the shortest range.
3) You can only set search range and direction from the Air Ops
screen (F5) of each ship or base. This option is not available from
the Flag Bridge.
4) A base acts like the flag bridge of a carrier force. You can
launch CAP from the "Flag Bridge" of the base. All other air
operations must take place in the Air Ops screen (F5).
5) "Scout" missions have been renamed "Search" missions.
6) The aircraft ranges listed when you ready an aircraft represent
the operational range in nautical miles for a one-way trip.
7) The second speed listed in the Aircraft Briefing screens is the
payload speed of the listed aircraft.
BASE OPERATIONS
1) The Flag Bridge screen also doubles as the base screen.
2) When you are on the "Base" screen, clicking on the Cargo button
will list the current number of supplies and troops in that base.
3) When loading a ship a number will appear next to the name,
indicating the number of hours it takes the ship to load. Once the
ship has finished loading you will see an "L" next to the name.
Also, when you fuel or repair a ship, you will see the number of
hours to complete the fueling or repairs.
4) There has been a change in how fueling occurs for a ship at
a base. You can no longer select the amount, as the computer will
automatically fuel the ship to 100% capacity.
Map Filters
The map filters have been rearranged to be more efficient and a
couple of new filters have been added.
1) Be careful when you use the Map filter option "Autocenter".
You will be unable to move the map position from the chosen ship or
task force.
2) There are two new map filters. The first is "Range Circles"; which
sets a series of circles in 250-mile increments around the base or
task force. This can be a useful option for planning airstrikes.
The second new filter is the "TF Plot Times"; which will displays
the time in days, hours, and minutes to reach each way point in your
plot.
DAMAGE CONTROL
1) During combat your damage control crews are less effective.
The fastest way to repair a ship is to get out of combat.
2) As long as one of the Main Gun Directors is functioning, your guns
should be able to fire at will.
3) Damage to your ship's shaft or rudder reduces the ship's
speed to zero and prevents it from turning.
SUPPLIES
1) During unloading of a Supply Run, each ship unloads up to
50 troops and 500 supplies per hour.
2) The formula for supply consumption is determined by multiplying
the number of troops by the combat option (defend=1, probe=2,
attack=3, offensive=4) and dividing by five. For example, 1000
troops on a probe mission would use the following supply
(1000 x 2 = 2000/5 = 400 tons of supply used). The final number
has some random variation applied after the calculation, so the
number obtained should be consider an approximation.
TRANSLATION OF JAPANESE SPEECH
JAPANESE ENGLISH
Tekikan Hakken Enemy spotted
Gyorai Hakken Torpedoes spotted
Tekikan Gekichin Enemy ship sinking
Meirei Dentatsu We are transfering command, sir
Honkan Gekichin Our ship is sinking
GAME HINTS
SUPPLY RUNS
The Japanese player must be very careful planning and running Supply
Run missions. These are critical to the Japanese in the campaign
game. As the Japanese player you face a major problem running
against U.S. air power in Henderson Field and from the U.S. carriers.
In order to survive your missions must arrive at Guadalcanal during
the early evening so that your ships can unload and retreat before
the Allied air power can strike. Create a task force of destroyers
and cruisers and load them with supplies. Run the task force down
and hide in the slot. The "slot" itself begins around 300 miles
northwest of Guadalcanal. It will take you at least a day or two
before you reach the "slot". If you arrive early in the morning or
late afternoon, stop your TF and wait. The best time to go down the
slot is around 1400 hrs (2:00 PM) and go at full speed, so that
you should make it to Guadalcanal by 2200 hrs (10:00PM). By this
method you can avoid U.S. airstrikes from Henderson; however, if
there are U.S. carriers around, you may have to modify your schedule.
Note that the Japanese transports only move at approximately 15 knots,
so if they are a part of the task force you will have to change your
tactics.
TORPEDO ATTACKS
The torpedo attack is one of the more difficult skills to master in
the game. A lot depends on timing and luck. It is difficult to hit
a moving ship and if you are American, the chances of your torpedoes
hitting something and actually working are very slim. The best way
to hit a ship with torpedoes is to launch several waves at the target
ship but at different angles. What you want to do is force the
target ship into a position where it cannot avoid the torpedoes.
You can detach a destroyer or two and send them around the flank of
the enemy Task Force and have them launch torpedoes. Your main force
should then launch another wave from the opposite side. You can
also plot your Task Force for a torpedo run in one direction, then
turn sharply and launch a second set on the new plot.
CAMPAIGN GAME
The main goal of the campaign game is not just to sink a lot of enemy
ships, but to maintain a hold on Guadalcanal. If your base runs out
of men, it will fall to the enemy. With this in mind, the control of
the seas around Guadalcanal becomes important, as the side who can
dominate the seas can best resupply its bases on Guadalcanal.
For the Japanese the first campaign will be a difficult one, as you
are initially facing a larger American force. Until you get your
carriers into play, lay low and stick to night missions. Use your
Betty bombers to harass the American TF's off of Henderson Field. If
you can sink transports, you will find that it helps in the long
term. One of the strengths for the Japanese is the ability to use
destroyers as transport. The destroyer's speed allows them to avoid
the enemy air by arriving, unloading, and leaving before daylight.
As the Americans, use your initial advantage to make multiple supply
runs and bombardment missions before the Japanese carriers show up.
In night battles be careful of the Japanese torpedo attacks as one
hit could sink a cruiser. Use Henderson Field to your advantage;
remember to transfer some PBY's there so you can launch search
missions. Protect your carriers; as each carrier could be worth
as much as 70,000 points, and losing one or two of them will cost
you the game.
ADDITIONAL QUESTIONS AND ANSWERS
Q: Why are there two Name options under Aircraft when the map filters
are displayed?
A: The map filters have been modified from the form shown in the
user's manual. The first Name option is under the formation heading
and when toggled on displays the names of overall flight formations.
The second Name option displays the names of individual planes
when they are making their attack runs and performing their search
missions.
Q: Why am I unable to transfer ships from Truk to Rabual or vice
versa?
A: Historically, both of these bases were separate commands in the
Japanese Navy and did not transfer ships to each other.
If you wish to move some ships to another base, you can avoid the
separate command issue by using the "Return to Base" order when you
have completed a mission.
Q: Why do I receive land combat reports, that indicate zero
casualties?
A: Most likely both you and your opponent are in defensive mode,
therefore you have no losses.
Q: Why do I receive contact reports that are not listed in my
Target Selection menu?
A: Your search planes have a much long range than your strike
planes (Kates, VALs, Avengers, etc.). The contact will not be listed
as a target until your strike planes come within a reasonable range
to hit the contact.
Q: Why do B-17s and Bettys seem to do very little damage to Henderson
or Guadalcanal?
A: Neither of these two planes was very useful in land bombing roles
in this campaign. First, Henderson Field was very difficult to
damage by bombs alone, and second, bombing at high altitudes often
resulted in very inaccurate bombings.
Q: Why doesn't my task force move even after I set a plot for it?
A: Since you are in manual mode you need to set the speed for your
task force (it is probably at 0).
Q: Why do my search planes turn around at 4:00PM and head home.
A: It is because at that time the pilots know they need to head
back before sunset. Make sure you launch your air formations early
enough to allow them time to do their missions.
Q: Why did my air strike go after a secondary target close to the
original target I selected?
A: The pilots have a tendency to attack the first thing they see.
This happened quite often in the actual battles.
ADDITIONAL TECHNICAL INFORMATION
VESA Drivers
What exactly is a VESA driver? Good question. The VESA driver itself
is a small program which loads into memory and interacts with your
video board. This little program (in conjunction with your video
board) is then is able to display resolutions such as 640x480,
800x600, and 1024x768, all using 256 glorious colors. This enhanced
resolution can be used to great effect in many ways. A VESA driver
is also a driver which follows standards set by the Video Electronic
Standards Association. This Association is responsible for setting
and supporting industry-wide video graphics standards for the benefit
of end-users.
Why is this driver needed? The driver is necessary since the original
VGA standard (introduced in 1987) set 320x200 as being the highest
resolution available. Video board companies soon upped the ante with
higher-resolution VGA boards (also knows as Super VGA, or SVGA,
boards) and quickly found a need to make these boards compatible with
each other. Hence, the VESA association was formed to set standards
for these boards. We should note here that every video board company
has its own VESA driver, and that a VESA driver made for one video
board does not necessarily work with another.
Great Naval Battles II uses a high-resolution 640x480x256 mode in
order to more accurately depict the detail of naval combat.
Obviously, in order to reap the benefits of this higher resolution,
you need to install the VESA driver before playing the game.
Our installation program tries to identify the video board you are
using, and installs the appropriate VESA driver in the GNB2.BAT file.
Running the game by typing GNB2 and pressing Enter/Return should work
for the majority of users.
However, some video boards may not be detected by the installation
program, or the VESA driver used may not work with your board. If you
have trouble running the game with the GNB2 command, try
typing START2 and press Enter/Return. The START2.BAT file includes
a universal VESA driver that should work with most video boards.
One other option you may wish to consider is installing your VESA
driver in your AUTOEXEC.BAT file so it is always available upon
boot-up. To do this, you will need to know the location and name of
the VESA driver for your video board. Add the complete path and
filename for the driver as a line in your AUTOEXEC.BAT file using
the EDIT command. As an example, we have included an AUTOEXEC.BAT
with an Orchid VESA driver installed. Note that you may need to
refer to your video card manual and DOS manual for additional
information.
Example AUTOEXEC.BAT
PATH=C:\;C:\DOS;C:\MOUSE;C:\UTIL
C:\UTIL\ORCHDVSA
PROMPT $P$G
Note: This examples assumes the VESA driver resides in the UTIL
directory.
GAME MEMORY
Great Naval Battles Vol.2 requires a large amount of extended
memory in order to run. This game does not use expanded memory,
it is very important that you do not use EMM386.sys in your
CONFIG.SYS file in your computer. This game needs at least 3,080,192
bytes of extended memory in order to run.
SUMMARY OF NEW COMMAND KEYS
ALT 1 - ALT 4 Change Music Volume
ALT A Turn Speech ON/OFF
PAGEUP/DOWN Page up/down the ship list in a task force or base.
DIRECTORY of SHIP CLASSES
JAPANESE SHIPS
BB's
NAGATO CLASS
Mutsu
KONGO CLASS
Kongo, Hiei, Kirishima, Haruna
YAMATO CLASS
Yamato
CV's
JUNYO CLASS
Junyo, Hiyo
RYUJO CLASS
Ryujo
SHOKAKU CLASS
Shokaku, Zuikaku
ZUIHO CLASS
Zuiho
CS's
CHITOSE CLASS
Chiyoda, Chitose
CS MARU CLASS
Kamikawa Maru
NISSHIN CLASS
Nisshin
CA's
TAKAO CLASS
Chokai, Takao, Atago, Maya
FURUTAKA CLASS
Furutaka, Kako
AOBA CLASS
Aoba, Kinugasa
NACHI CLASS
Myoko, Haguro
MOGAMI CLASS
Suzuya, Kumano
TONE CLASS
Tone, Chikuma
CL's
YUBARI CLASS
Yubari (not in manual, appears in ship briefings list)
TENRYU CLASS
Tenryu, Tatsuta
SENDAI CLASS
Jintsu, Sendai
NAGARA CLASS
Nagara, Yura, Isuzu
DD's
KAMAKAZE CLASS
Asakaze, Oite, Yunagi
MUTSUKI CLASS
Uzuki, Mochizuki, Yuzuki, Mutsuki, Yayoi
SHIRATSUYU CLASS
Kawakaze, Umikaze, Suzukaze, Shiratsuyu, Shigure, Murasume,
Samidare, Harausme, Yudachi
KAGERO CLASS
Arashi, Kagero, Maikaze, Isokaze, Urakaze, Hamakaze,
Hagikaze, Tanikaze, Kuroshio, Oyahio, Hatsukaze, Yukikaze,
Hayashio, Amatsukaze, Tokitsukaze, Nowaki
HATSUHARU CLASS
Yugure, Ariake
ASASHIO CLASS
Natsugumo, Minegumo, Asagumo
FUBUKI CLASS
Sazanami, Oshio, Shirakumo, Asagiri, Yugiri, Amagiri,
Akebono, Uranami, Shikinami, Ayanami, Fubuki, Shirayuki,
Hatsuyuki, Murakumo, Isonami
AKATSUKI CLASS
Akizuki, Akatsuki, Ikazuchi, Inazuma
YUGUMO CLASS
Makinami, Naganami, Yugumo, Akigumo, Kazegumo, Makigumo
MINEKAZE CLASS
Hakaze, Akikaze, Tachikaze
ALLIED SHIPS
BB's
NORTH CAROLINA CLASS
North Carolina, Washington
SOUTH DAKOTA CLASS
South Dakota
CV's
LEXINGTON CLASS
Saratoga
YORKTOWN CLASS
Enterprise, Hornet
WASP CLASS
Wasp
CVE's
LONG ISLAND CLASS
Long Island
CA's
NEW ORLEANS CLASS
New Orleans, Minneapolis, San Francisco, Astoria, Quincy,
Vincennes
PORTLAND CLASS
Portland
PENSACOLA CLASS
Salt Lake City, Pensacola
NORTHAMPTON CLASS
Chester, Northampton, Chicago
AUSTRALIA CLASS
Australia
CANBERRA CLASS
Canberra
CL's
BROOKLYN CLASS
Boise, Helena
ATLANTA CLASS
Juneau, Atlanta, San Juan
PERTH CLASS
Hobart
DD's
PORTER CLASS
Phelps, Balch, Selfridge, Porter
FARRAGUT CLASS
Dewey, Hull, Farragut, Macdonough, Worden, Dale
BENHAM CLASS
Benham, Ellet, Wilson, Lang, Sterett, Stack
BENSON CLASS
Grayson, Gwin, Aaron Ward, Farenholt, Laffey, Monssen,
Buchanan, Lansdowne, Duncan, McCalla, Lardner, Meredith
BAGLEY CLASS
Maury, Patterson, Mugford, Ralph Talbot, Jarvis, Bagley,
Blue, Helm, Henley
MAHAN CLASS
Preston, Mahan, Lamson, Conygham, Shaw, Cushing, Smith
SIMS CLASS
Hughes, Anderson, Russell, Morris, Mustin, O'Brien
FLETCHER CLASS
Nicholas, Fletcher
J.Young