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Text File | 1992-08-04 | 65.4 KB | 1,954 lines |
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- SEA BATTLE
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- Instructions
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- Version 2.54
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- Copyright 1991
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- by
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- B. Hugo
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- 2535 5th Street
- Columbia City, OR 97229
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- SEA BATTLE INSTRUCTIONS
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- TABLE OF CONTENTS
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- INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . 1
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- SHAREWARE CONCEPT . . . . . . . . . . . . . . . . . . . . . . 2
- To purchase . . . . . . . . . . . . . . . . . . . . . . 2
- Scenario Sets . . . . . . . . . . . . . . . . . . . . . 2
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- INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . 3
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- PLAYING SEA BATTLE . . . . . . . . . . . . . . . . . . . . . 4
- Turn sequence . . . . . . . . . . . . . . . . . . . . . 5
- Advanced Features and Commands . . . . . . . . . . . . . 10
- Land . . . . . . . . . . . . . . . . . . . . . . . . . . 11
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- SCENARIO CONSTRUCTION . . . . . . . . . . . . . . . . . . . . 13
- Information Sources . . . . . . . . . . . . . . . . . . 13
- Installing the Scenario Editor: . . . . . . . . . . . . 13
- Suggestions . . . . . . . . . . . . . . . . . . . . . . 24
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- SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . . . 25
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- INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
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- SEA BATTLE INSTRUCTIONS
- INTRODUCTION
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- INTRODUCTION:
-
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- Sea Battle is a one or two player simulation of World War II era
- naval combat. Each ship is controlled individually, and each
- turn the player who 'commands' it must decide which guns will
- fire and at what targets, what maneuvers will be made, and when
- to fire torpedoes.
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- Turns represent one minute of combat, distances are measured in
- nautical miles ( 1 nm = 2000 yds ), speeds are in knots ( 1 kt =
- 1 nm / hour ), and bearings and courses are in compass degrees
- ( 0 deg = North, 90 deg = East, 45 deg = Northeast etc.) Ships
- used in the game include Battleships (BB), Heavy Cruisers (CA),
- Light Cruisers (CL), Destroyers (DD), and Destroyer Escorts (DE).
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- Sea Battle consists of many different games or 'scenarios' stored
- as files on the disk along with the Sea Battle program. Each
- scenario file contains the position, course, speed, and other
- data for each ship that participated in the historical or
- hypothetical battle. This allows addition of new scenarios
- without altering the Sea Battle program itself. You can purchase
- new scenarios or created your own with the scenario editor if you
- have the required historical data. You can even design your own
- ships and battles.
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- Page 1
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- SEA BATTLE INSTRUCTIONS
- SHAREWARE CONCEPT
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- SHAREWARE CONCEPT
-
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- Sea Battle is a "Shareware" product. This means you may copy the
- game, scenarios, and instructions and share them with others.
- Because I don't have to pay for advertising, packaging, or
- printing manuals I can offer Sea Battle for a fraction of what
- equivalent commercial games cost. You are able to try out the
- game and make sure it works on your computer before buying.
-
- If you decide to keep Sea Battle after trying it you are
- obligated to purchase it. If you decide not to buy Sea Battle,
- you should give away or destroy all of your copies.
-
- To purchase Sea Battle send $20 to:
-
- Bruce R. Hugo
- 2535 5th Street
- Columbia City, OR 97018
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- Please specify disk type: 5-1/4" 360K, 5-1/4" 1.2M, or 3 1/2".
-
- You will receive the latest version of the game, the scenario
- editor and scenarios 1 through 21. There are also three
- additional Scenario Sets available for 5$ each and a Ship
- Database for $10:
-
- Set 3 - 12 battles
- Including Empress Augusta Bay, Cape St. George, Kula Gulf,
- Kolombangara, Vella Gulf, Horianu, Vella Lavella.
- U.S. - Japanese engagements in the Pacific.
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- Set 4 - 12 battles
- Including Punta Stilo, Cape Spada, Cape Teulada, Matapan,
- Kerkenah, Gavdos.
- British - Italian engagements in the Med 1940-1941.
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- Set 5 - 12 battles
- Including Sirte, Pantelleria, Cape Bon, Malta.
- Mostly British - Italian engagements in the Med 1941-1942.
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- Ship Database
- A library of over 800 ships for use with the scenario
- editor.
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- SEA BATTLE INSTRUCTIONS
- INSTALLATION
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- INSTALLATION
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- Required Diskettes:
-
- Depending on where you obtained this copy of Sea Battle you
- could have different parts of the complete game. If you got
- Sea Battle from a Shareware Distributor (Reasonable
- Solutions, Micro Star, etc) then you have just the game,
- instructions, and first ten scenarios. If you got Sea
- Battle from a friend you should have the game, scenario
- editor, instructions, and scenarios 1 through 21. If you
- have registered (purchased) Sea Battle then you have the
- latest version of the game, instructions, scenario editor,
- scenarios 1 through 21, and any additional scenario sets you
- ordered.
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- Hard Disk Installation:
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- To install Sea Battle on a hard drive, you should copy all
- of the files on the game (or only) disk into a separate
- subdirectory (ie. \SEABATTL). The instructions
- (SEABATTL.DOC) do not have to be in this subdirectory.
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- Floppy Installation:
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- Sea Battle can be used on a computer with a single floppy
- drive. After booting your computer, place the game disk in
- the floppy drive and follow the instructions for playing Sea
- Battle.
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- PLAYING SEA BATTLE
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- To Start:
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- 1. Ensure SEABATTL.EXE and the scenario files are on the active
- disk drive or directory.
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- 2. From DOS type: SEABATTL
-
- NOTE
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- If you are using a Hercules Graphics display you must
- first load MSHERC.COM by typing MSHERC at the DOS
- prompt.
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- 3. When the program has loaded you will be prompted with:
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- Enter Scenario:
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- Type in the name of the scenario you wish to play. The
- scenario names and descriptions are at the end of these
- instructions. Ex: type 'BISMARK' and press the RETURN
- or ENTER key (referred to as 'RETURN' for the rest of
- the manual for consistency.)
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- If the name you enter does not match a scenario on disk
- a list of all available scenarios will be displayed
- with the first scenario highlighted. Use the cursor
- keys to highlight the scenario you want to play and
- press RETURN.
-
- NOTE
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- To change graphics types, press RETURN instead of
- entering a scenario name. You can then choose from
- CGA, EGA, VGA, or Hercules graphics display.
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- 4. The program now prompts you with:
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- Enter Visibility:
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- Enter the distance (in nautical miles) at which ships
- will sight each other. This number is typically
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- between 20 and 25 during conditions of ideal visibility
- during the day, and much lower for scenarios that take
- place at night or in fog. The scenario description
- will recommend a visibility to use, although you may
- enter a different value to see what effect it would
- have had on the battle.
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- <EXAMPLE> type: 24 (RETURN).
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- 5. The next prompt asks you if you want the computer to play
- one side. If you do, type: 1 (RETURN). If you are playing
- another person, type: 2 (RETURN).
-
- NOTE
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- If you select the two player game, the program will ask you
- to enter the name of each side. You can use the nationality
- of the ships, each player's name, or any label you desire.
- The name you enter is used to help you identify which side
- each ship is on.
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- If you select the one player game, you will get to choose
- which side you want to play.
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- 6. The program now lists ships that have been sighted. This
- happens at the beginning of each turn since the distance
- between opposing ships will change as the ships move.
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- Turn sequence:
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- 1. The ships in the scenario are maneuvered in the order that
- they were loaded from the scenario file. If computer is the
- first to move and has a ship within gunnery range of your
- fleet, the turn may begin with messages informing you that
- one or more of your ships are being fired on.
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- 2. When it is your turn to move, the program will print a
- status display of the ship you are controlling first. This
- display gives the following information:
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- - Ship name
- - Current course and speed
- - Ordered course and speed (if different from current)
- - Maximum speed and turn rate
- - Minutes of game time elapsed
- - Percent structural damage the ship has sustained (when
- this value reaches or exceeds 100%, the ship is
- crippled and may eventually sink)
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- - Reserve buoyancy (Flotation) remaining (the ship will
- sink if this drops to zero or less)
- - A list of operating gun and torpedo mounts and
- ammunition left
- - A map of the area around the ship. Ships are
- represented by the first letter of their name along
- with a vector pointing in the direction the ship is
- going. Torpedo spreads are displayed as small circles
- with vectors. Contacts held only on radar are
- displayed as small 'blips' without labels or vectors.
- Land is displayed in green if the scenario has any.
-
- NOTE
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- In the two player mode, friendly torpedo symbols
- are not displayed unless the "U" command
- (described below) is used first. This minimizes
- the chance of the opposing player seeing torpedoes
- that his ships have not yet sighted.
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- From here you have a number of commands available. To use
- any of the following commands, press the key indicated in
- the description below. You do not need to press RETURN
- after using one of these commands.
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- S Displays the status report described above
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- T Lists the bearing and range to all sighted enemy
- ships.
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- B Lists the bearing and range to all friendly ships.
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- N Changes map scale. You will be prompted to enter
- a range (in miles) and press RETURN. The map will
- display all ships within the distance entered.
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- + Increases the map scale by 40%.
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- - Decreases the map scale by 40%.
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- M Displays a full screen color map if you selected
- 'CGA' graphics.
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- H Orders the Helm to change course. You will be
- prompted with: 'Enter ordered course:' Type in
- the compass heading you wish the ship to steer
- then press RETURN. The ship will turn to the new
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- course at the current maximum turn rate. The turn
- rate increases as speed increases.
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- E Orders a new speed. After 'Enter ordered speed:'
- Type in the speed you want the ship to go and
- press RETURN. The ship's speed will increase or
- decrease each turn until the ordered speed is met.
- If a speed faster than the ship's maximum is
- ordered, the ship will come to its maximum speed.
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- UP arrow (or the 8 on the numeric keypad)
- Fires the forward set of turrets. If there are
- operating turrets and ammunition, the program will
- respond with: 'Enter target: '. Type in the name
- of the desired target. You only need to enter
- enough letters to keep the program from confusing
- the intended target with another enemy ship. If
- both the REPULSE and REVENGE were part of the
- enemy fleet and you wanted to fire at the REPULSE,
- you would need to type in at least 'REP'.
-
- NOTE
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- To fire at a target, it must be a floating enemy
- ship that is sighted visually by at least one
- friendly ship. It must be within the range and
- arc of fire of the forward turrets. Each round
- fired will either miss (displayed as MISS) or hit.
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- Hits will either explode against the ship's armor,
- or penetrate and possibly damage a critical ship
- system. All hits will contribute to the total
- damage sustained, with lighter shells doing less
- damage than heavier ones, and penetrating hits
- doing much more than non-penetrating hits. The
- effect of the hit is displayed as:
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- <EXAMPLES>
- HIT! Shell explodes against deck
- HIT! Shell penetrates armor belt and explodes
- in engine room
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- The chance of a shell hitting depends on the speed
- and size of the target ship, range, and accuracy
- of the firing ship. The chance of penetrating
- varies with range, thickness of the target ship's
- armor and the size of the shell. As opposing
- ships get closer, the number of hits will
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- increase, and the number of hits that penetrate
- will increase.
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- Large shells striking ships with little or no
- armor may pass through the ship without exploding.
- These hits still do damage, although not as much
- as if the shell had exploded.
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- DOWN, LEFT, and RIGHT arrows (2, 4, 6 on the numeric
- keypad)
- Fire the aft, port, and starboard turrets
- respectively.
-
- * Fires Torpedoes. You will be asked for the target
- ship's name. Use enough letters to avoid
- confusion with other targets. If the torpedoes
- have more than one speed setting, you will be
- asked to specify High, Medium, or Low speed.
-
- The program will compute an intercept course for
- the torpedoes. If the target is faster than the
- torpedoes and is moving away, no torpedo course
- will be displayed for that speed option. If a
- valid torpedo course can be computed, it will be
- displayed along with the time to impact and the
- maximum time the torpedoes will run. If the time
- to impact is greater than the maximum torpedo run
- you can still fire, but the torpedoes will miss
- unless the target turns toward them.
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- If the target ship is not within visual range, the
- fire control system cannot compute an intercept
- course. You will be given the option to supply a
- torpedo course if you want to fire anyway.
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- After 'Enter number of torpedoes to fire:', type
- the number of torpedoes you wish to fire at the
- target and press RETURN (Enter 0 to not fire.)
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- If you do not want to use the generated intercept
- course, enter 'OVER' (for override) instead of the
- number of torpedoes to fire. You will be prompted
- to enter the torpedo course.
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- If you fire more than one torpedo at a target, the
- program will display: 'Enter spread angle: '.
- Spread angle is the angular separation between
- each torpedo fired. If 6 torpedoes were fired
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- with a spread angle of 1 degree the "spread" would
- travel outward in an arc 5 degrees wide. A large
- spread angle will increase the size of the spread
- and make it more difficult for the target ship to
- evade the torpedoes. It will also decrease the
- number of hits, since the torpedoes will be
- farther apart at impact. If a zero spread angle
- is entered, the torpedoes are all fired on the
- same course and will either all hit or all miss.
- Torpedoes were usually fired in large spreads to
- maximize the chance of getting a hit against
- maneuvering targets.
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- A recommended spread angle will be displayed that
- will result in exactly one hit if the target does
- not maneuver. To use this recommended value, you
- can press RETURN instead of entering a value.
-
- Q Saves the current game in progress and allows you
- to exit to DOS. After 'Enter Save File:' type in
- a name for the saved game. Do not use the name of
- an existing scenario or you will erase it. If you
- do not want to save the game, press RETURN instead
- of entering a file name.
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- After saving the game the program will ask you if
- you want to continue playing. Enter 'YES" to
- resume the game. If you do not resume the game,
- you will be able to either exit to DOS or play
- again.
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- To resume a saved game, run Sea Battle and after
- 'Enter Scenario:', type in the name you used to
- save it.
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- X Switches sides with the computer. This command
- has no effect if used during a two player game.
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- 0 Continues play with the next ship in the scenario.
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- 3. After the action directed by the selected command is
- complete, the program returns to the 'Enter Command' prompt.
- You can select another command or press 0 to continue the
- game with the next ship. Game time does not pass, and
- certain orders (course and speed changes) do not take effect
- until the end of the turn after orders have been given for
- all ships.
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- 4. If the next ship is friendly the current player continues by
- entering commands for the new ship. If the next ship is an
- enemy ship, then the other player chooses which commands he
- will use. If the computer is the enemy player it will
- control the ship and you will be informed of any guns being
- fired at you by the message: 'Shell splashes rising near
- XXX' indicating that ship XXX is being fired at (but has not
- yet been hit) or 'XXX HIT!' followed by the effects of the
- hit.
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- 5. After the last ship in the scenario has been maneuvered, the
- program checks for torpedo sightings or hits, then begins
- the next turn, starting with a list of all sighted ships.
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- 6. The game continues until further combat is impossible. This
- can occur when all ships on one side are sunk or out of
- visual range, or when all ships have exhausted their
- ammunition and torpedoes. At this point the players
- evaluate their performance based on the scenario objectives.
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- Advanced Features and Commands:
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- Several commands are available that are not necessary for
- play. You should try them after becoming familiar with the
- basic commands.
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- I Prevents the computer from firing or maneuvering
- for a given amount of time. You will be asked for
- the minimum and maximum number of minutes that you
- want the computer to not maneuver or attack. The
- computer will select a random amount of time
- between these two values. Ships will still
- maneuver to avoid torpedoes and land. This is
- useful for simulating surprise when the computer
- is your opponent. It has no effect in the two
- player game.
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- U Status displays of all torpedo spreads fired by
- friendly ships:
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- - Target ship
- - Number of torpedoes
- - Torpedo size
- - Spread angle
- - Torpedo course
- - Torpedo speed
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- - Bearing from target to torpedoes
- - Distance between target and torpedoes
- - Current CPA (closest point of approach: the
- distance (in feet) that the center of the
- torpedo spread will miss the target by if the
- target does not maneuver)
- - Time left until the torpedoes hit (or pass
- the target)
- - Turn number when torpedoes will run out of
- fuel
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- In the two player mode, this command will also
- display all friendly torpedo symbols on the next
- map.
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- W Status displays of all torpedo spreads fired by
- enemy ships. For maximum realism you should not
- use this command, since the information would not
- really be available.
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- 5 Lists the current course, speed, damage, and
- flotation of all ships. For maximum realism, you
- should not use this command.
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- A Displays all of the parameters for a particular
- ship. See the scenario creation section of these
- instructions for a description of each parameter.
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- G Assigns a target to a set of turrets. You will be
- propmted to press the arrow key for the turrets to
- assign and to specify a target. Pressing ENTER
- instead of specifying a target clears the
- assignment for the turrets. Turrets assigned to a
- target are marked with a "*" on status display and
- will fire automatically at the end of the turn.
- The Target List shows which ships have been
- assigned by dipslaying F, A, P, and/or S next to
- the ship name (F = Forward Turrets, A = Aft,
- etc.).
-
- F Fires all turrets assigned to targets with the "G"
- command immediatly (instead of at the end of the
- turn).
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- Land:
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- Five of the battles included with the first 20 scenarios
- occurred in or near 'Ironbottom Sound' the body of water
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- between Guadalcanal, Savo Island, and Florida Island.
- Scenarios in sets 3, 4 and 5 include other land features.
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- Ships that come too close to land may run aground on the
- surrounding shoal water (which is not displayed on the map).
- When this is about to occur, the message 'Yellow Sounding'
- or 'Red Sounding' will be shown on the ship's status
- display. A yellow sounding occurs when the ship is
- dangerously close to shallow water, a red sounding means
- that the ship will probably run aground next turn unless
- turned away from land. Ships that run aground take damage
- and are easier to hit since they cannot maneuver. A
- grounded ship which accumulates 100% damage is wrecked and
- cannot fire its weapons.
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- SCENARIO CONSTRUCTION
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- General:
-
- The registered version of Sea Battle includes a scenario building
- feature. To create a new scenario type 'NEWSCEN' at the DOS
- prompt. (The file NEWSCEN.EXE must be in the default directory.)
-
- You should sketch the starting positions of the ships on graph
- paper so that you can enter the x and y coordinates of each ship
- during the construction process. You will be able to easily
- modify the position of the ships later if you need to.
-
- Information Sources:
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- If any of the ships in your scenario do not exist in one of the
- scenarios included with Sea Battle, you have several ways to get
- the needed ship data:
-
- 1. If another ship of the same class exists in one of the
- scenarios, you can copy that ship into your scenario and
- rename it. (Ex: USS LOUISVILLE has the same characteristics
- as the USS NORTHAMPTON which is used in the scenario for the
- Battle of Tassafaronga.)
-
- 2. You can reference a book on World War II naval vessels. For
- most of the ships I used CONWAY'S ALL THE WORLD'S FIGHTING
- SHIPS 1906-1291 and 1922-1945.
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- 3. If you have purchased the Ship database you can retrieve
- ship data from it.
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- 4 I have given typical values to use for each ship parameter
- if you need them.
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- Installing the Scenario Editor:
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- Hard Disk: Copy NEWSCEN.EXE (and SHIPBASE.DBF if you have the
- ship database) to the same directory where
- SEABATTL.EXE and the scenario files are stored.
-
- Floppy Disk: Place the disk containing NEWSCEN.EXE in drive A
- and start the scenario editor. When the initial
- menu is displayed, you can remove this disk and
- replace it with one containing the scenarios you
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- SEA BATTLE INSTRUCTIONS
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- want to work on. If you have the database disk it
- should be in drive B.
-
- If you have only one disk drive and want to use
- the database, you will have to replace the working
- scenario disk with the database disk before
- selecting the 'Ship Database' option. Switch back
- to the scenario disk before using options 'Read
- File', 'Write File', or 'Add Land'.
-
- Scenario Editor Commands:
-
- After starting the Scenario Editor a pull-down menu bar is
- displayed along with the copyright notice. If you have a mouse
- you can make menu selections by first clicking one of the 9
- selection categories (File, Edit, Add, List, Copy, Sides, Move,
- Land, Database) followed by the sub-category (the sub categories
- of File for example are Read File, Write File, and Quit.) If you
- don't have a mouse, pressing the Alt key activates the menu bar.
- You can highlight the desired category using the left and right
- cursor keys and pressing RETURN make a selection. Chose the sub-
- category by highlighting it with the up and down cursor key and
- pressing RETURN.
-
- Command: (Category)
-
- Read File: (File)
-
- Loads an existing scenario for modification. You may then
- edit, move, add, or delete any ship. If you have already
- created (or loaded) ships, the Read File command will add
- the new ships to the scenario. Any land associated with the
- file is not added to the scenario (use Add Land to add land
- features from another scenario.)
-
- Write File: (File)
-
- Writes the new scenario to disk, including any land features
- specified by the Add Land command. Only ships designated as
- Friendly or Enemy are saved. You will be prompted for a
- scenario name to use. If you use the name of an existing
- file, the old data will be overwritten.
-
- Edit Ship: (Edit)
-
- Allows ship parameters to be changed. A display of ship
- data will be shown with numbers next to each parameter or
- group of parameters. To change ship data, enter the number
-
- Page 14
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
-
-
- next to the parameter you want to alter and press RETURN.
- You will be prompted to enter the new value or further
- specify which item you want to modify:
-
- <EXAMPLE 1> To change a ship's name enter 0 (RETURN). You
- are prompted to enter a new name.
-
- <EXAMPLE 2> To change a ship's ammunition supply for the
- port turrets to 500 rounds, enter 24 (RETURN). You are
- further prompted to enter 4,500 (RETURN) since all of the
- port turret data is referenced by item 24.
-
- When you are done editing, press (RETURN) instead of
- specifying a parameter to change.
-
- Add Ship: (Add)
-
- Allows you to enter all data for a new ship. You will be
- prompted for the following items (if you do not have a
- reference book or it does not have all of the required data,
- use the typical values listed):
-
- a. Name:
-
- Enter the ship's name
-
- b. # of Ships:
-
- Enter 1 unless this ship represents a group of small
- vessels. For scenarios with large numbers of
- Destroyers, Torpedo Boats, Transports, etc, you can
- reduce the number of units you must control by
- representing 2 or more of them by one ship unit.
-
- c. Length (ft):
-
- Enter the overall length of the ship (usually
- abbreviated as 'oa' in reference books) or use the
- following typical values: Destroyer (DD) 350, Light
- Cruiser (CL) 530-600, Heavy Cruiser (CA) 625,
- Battleship (BB) 625-875.
-
- d. Beam (ft):
-
- Beam or 'width' of ship. Typical values: DD 35,
- CL 45-60, CA 50-70, BB 90-120.
-
- e. Belt Armor:
-
- Page 15
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
-
-
- Average thickness of the ship's armor belt. Typical
- values: DD 0, CL,CA 2.5 - 5.0, BB 8.0 - 16.0.
-
- f. Deck armor:
-
- Average thickness of the armored deck. Typical values:
- DD 0, CL,CA 1.0 - 2.5, BB 2.0 - 6.0.
-
- g. Flotation:
-
- An abstract combination of displacement, compartmen-
- tation, and watertight integrity. Typical values:
- DD 1.0, CL (5,000 tons) 1.5, CL (10,000 tons) 2.5,
- CA (10,000 tons) 3.0, BB (30,000 tons) 7.0, BB (48,000
- tons) 10.0, BB (65,000 tons) 13.0. Adjust these
- numbers for ships with displacements differing
- significantly from those given or for those that had
- better than average underwater protection. The BISMARK
- (42,000 tons) for example has a flotation of 11 (rather
- than 9) due to its extensive compartmentation.
-
- For multiple ships, enter the total flotation. A ship
- representing four destroyers should have a Flotation of
- 4.0 (not 1.0).
-
- h. Max Speed:
-
- The ship's maximum speed (in knots). Typical values:
- DD 33 - 39, CL,CA 32 - 36, BB 21 - 30+.
-
- i. Max Turn Rate:
-
- The number of degrees per minute that the ship can turn
- at 30 knots. Reference books give tactical diameter at
- a certain speed; the program can compute turn rate from
- these values if you press (RETURN) instead of entering
- a number. Typical values: DD 180, CL 90 - 180, CA 90,
- BB 72.
-
- j. Radar:
-
- An abstract combination of fire control accuracy, radar
- status, and bridge status. Typical values: Fire
- control radar operational 2.1 - 3.0, No radar 1.0 -
- 2.0, Poor accuracy 0.0 - 1.0, bridge destroyed -1 -
- -0.1. The PRINCE OF WALES did not have her main
- battery calibrated prior to her battle with the
- BISMARK, so her value of Radar is 0 for that scenario.
-
- Page 16
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
-
-
- k. Enemy ship (0=No, 1=Yes):
-
- Enter 0 for friendly (Human or Player A), 1 for enemy
- (Computer or Player B). Any other value will result in
- the ship not being included in the scenario when the
- Write File command is used.
-
- l. Damage factor (DF):
-
- An abstract combination of overall ship protection,
- size, and damage control ability. A ship with a small
- damage factor takes less damage from a hit than one
- with a large damage factor. Typical values: DD 100 -
- 160, CL (5,000 tons) 50, CL (10,000 tons) 24 - 40, CA
- 20 - 40, BB 1 - 2.5. If you know the ship's standard
- displacement, the program can estimate a value for DF
- and enter it automatically. Since only ship type and
- displacement are used in this estimate, it is more
- accurate to find a similar vessel in one of the
- included scenarios and use its value of Damage factor.
-
- m. Fwd Turrets:
-
- Enter the total number of forward firing turrets on the
- ship (or group of ships: Ex. A ship representing 4
- destroyers with 2 forward turrets each should be given
- 8 forward turrets.)
-
- n. Fwd guns/turret:
-
- Enter 1 for single mount, 2 for dual mount, etc. If
- the ship had a strange turret arrangement, choose a
- combination of turrets and guns/turret which yields the
- correct total number of guns. The PRINCE OF WALES,
- which had one forward turret with 4 guns and one with 2
- guns should be given two turrets with 3 guns each.
-
- o. Fwd SRM:
-
- SRM = rate of fire in shells per minute per gun.
- Typical values:
-
- Gun size SRM Gun size SRM Gun size SRM
- 5" 12-15 8" 4 14" 1.5-2
- 5.5 6 11 2.5 15 1.5-2
- 6 5-6 12 3 16+ 1.5-2
-
- p. Fwd Ammo:
-
- Page 17
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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-
- Total number of shells in the forward turret magazines
- of the ship (or group of ships). Typical values are
- given as number of minutes of continuous firing, i.e. a
- Battleship with an ammunition supply of 60 min, SRM of
- 1.5, and 2 triple turrets would have 60 x 1.5 x 2 x 3 =
- 540 rounds. Typical values DD 15 - 30 minutes, CL 30,
- CA 30 - 40, BB 60.
-
- q. Fwd Caliber:
-
- Diameter of the gun in inches. Convert from
- millimeters by dividing by 25.4. Typical values:
- DD 4.5 - 5.5", CL 5 - 6", CA 8", BB 11 - 18".
-
- r. Fwd Range:
-
- Maximum gun range in nautical miles (nm).
- 1nm = 2000 yds = 1830 meters. Typical values:
-
- Gun size Range Gun size Range Gun size Range
- 5" 7-10 8" 14-16 14" 18-20
- 5.5 11 11 23 15 18-20
- 6 12-13 12 18.5 16+ 17-23
-
- s. Fwd Turret Side Armor:
-
- Average thickness of the turret side armor in inches.
- Typical values: DD 0.1 - 0.5, CL 1.0 - 6.5, CA 2.5 -
- 6.5, BB 12.0 - 26.0.
-
- t. Fwd Turret top armor:
-
- Average thickness of the turret top armor in inches.
- Typical values: DD 0 - 0.5, CL 1.0 - 3.0, CA 1.5 - 3.0,
- BB 6.0 - 7.6.
-
- u. Fwd Max Left Bng:
-
- The maximum relative bearing (to the left) to which the
- forward turrets could be trained. Typical value 200.
-
- v. Fwd Max right Bng:
-
- The maximum relative bearing (to the right) to which
- the forward turrets could be trained. Typical value
- 160.
-
- w. Fwd Shell Weight:
-
- Page 18
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
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- Weight of an armor piercing (AP) round in pounds.
- Typical values:
-
- Gun size Weight Gun size Weight Gun size Weight
- 5" 55# 8" 260# 15" 2000#
- 5.5 85 11 945 16 2240-2700
- 5.9 100 12 1350 18.1 3220
- 6 130 14 1500
-
- x. Fwd Barrel Length:
-
- Barrel length expressed as a multiple of diameter
- (caliber). Typical value: 45.
-
- y. Aft turrets, guns/turret, SRM, etc:
-
- Same data as for forward firing guns except:
- Aft Max left Bng: Typical value: 020
- Aft Max right Bng: Typical value: 340
-
- z. Stbd turrets, guns/turret, SRM, etc:
-
- If the ship has a secondary battery (BB, CA, some CL)
- enter the same data as for forward guns except:
-
- i. Stbd Ammo: Typical value: enough for 20-30 minutes
- of continuous firing.
-
- ii. Stbd Caliber: Typical values BB 4.5 - 6.0, CA,CL
- 4.0 - 5.0.
-
- iii. Stbd Turret side armor: Typical values BB 0.0 -
- 5.5, CA,CL 0.0 - 2.0.
-
- iv. Stbd Turret top armor: Typical values BB 0.0 -
- 2.0, CA,CL 0.0 - 2.0.
-
- v. Stbd max left bearing: Typical value 000 - 030.
-
- vi. Stbd max right bearing: Typical value 180 - 150.
-
- aa. Port Turrets:
-
- Data for the port turrets is assumed by the program to
- be the same as starboard turrets. If the port turrets
- are different from the starboard ones, you can change
- the values using Edit Ship.
-
-
- Page 19
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
-
-
- ab. Torpedo Mounts:
-
- The total number of torpedo mounts on the ship (or
- group of ships). Most Cruisers (except U.S.) and all
- Destroyers carried torpedoes. Typical values: 1 - 5.
-
- ac. Tubes/Mount:
-
- The number of torpedo tubes on each torpedo mount.
- Typical values: 1 - 4 (for a total of 5 - 12 tubes.)
-
- ad. Torpedoes Loaded:
-
- Total number of torpedoes tube loaded at the beginning
- of the battle.
-
- ae. Reserve Torpedoes:
-
- Number of torpedo reloads. Most cruisers and Japanese
- destroyers carried one reload per tube.
-
- af. Diameter:
-
- Torpedo diameter in inches. Typical values: 21
- (Japanese 24.)
-
- ag. Warhead Size:
-
- Weight of warhead in pounds. Typical values: 800#
- except 1000# for Japanese 24" torpedoes.
-
- ah. Reload Rate:
-
- Rate at which tubes can be reloaded in units of
- torpedoes per minute per mount. Typical values 0.06 -
- 0.15.
-
- ai. Low Speed:
-
- Low (or only) speed setting of torpedo in knots.
- Typical value: 36.
-
- aj. Low Speed Endurance (min):
-
- Run time of torpedo at low speed in minutes. Typical
- values 7 - 11 (Japanese 23.)
-
- ak. Medium Speed:
-
- Page 20
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
-
-
- Medium speed setting of torpedo. Some torpedoes did
- not have a medium setting.
-
- al. Medium Speed Endurance (min):
-
- Run time of torpedo at medium speed.
-
- am. High Speed:
-
- High speed setting of torpedo. Typical value: 45
- (Japanese 49).
-
- an. High Speed Endurance (min):
-
- Run time of torpedo at high speed. Typical values
- 5 - 7 (Japanese 13).
-
- ao. X Coord:
-
- X coordinate of starting position of ship.
-
- ap. Y Coord:
-
- Y coordinate of starting position of ship.
-
- aq. Course:
-
- Ship's starting course.
-
- ar. Speed:
-
- Ship's starting speed.
-
- List Ships: (List)
-
- Lists all ships currently loaded, their side (friendly (.),
- enemy (E), or none ( ), coordinates, course, and speed.
-
- Copy Ship: (Copy)
-
- Copies all of a ship's parameters except Name, coordinates,
- course, and speed (you will be prompted to enter them.) You
- will be asked to specify the old (source) ship number and
- new ship number to copy to (use Ship List to get these
- values). If the new ship already exists, it will be
- overwritten by the copy. This feature is useful when two or
- more ships in a scenario are of the same class.
-
-
- Page 21
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
-
-
- Pick Sides: (Sides)
-
- Allows selection of each ship as friendly (enter a .), enemy
- (enter an E) or not used (press RETURN.) Unused ships are
- not saved to disk by Write File. To change the side of one
- ship, use Edit Ship.
-
- Move Ships: (Move)
-
- Allows you to position a selected ship using the eight
- cursor keys. You will be prompted to enter a scale (same as
- Map command in the game) and ship name. A map of the area
- around the selected ship will be shown. Use the cursor keys
- to move the selected ship north, south, east, west,
- northeast, etc. using the cursor pad (7/Home is northwest,
- 9/PgUp is northeast, etc). Pressing RETURN allows you to
- select another ship to be moved, pressing RETURN after
- 'Enter ship:' returns you to the main menu.
-
- Other commands that can be used from the Move Ship display:
-
- N Selects the next ship in the scenario
- P Selects the previous ship in the scenario
- C Change course of selected ship
- S Change speed of selected ship
- + Increase map scale
- - Decrease map scale
- L Land display on/off. With land display turned off,
- ships can be moved more quickly.
- G Grid display on/off. Ships can be moved more quickly
- if the grid display is turned off. (EGA, VGA only)
-
- Choose a large scale (10-20) at first to get the ships into
- the general area, then a smaller one (2-5) to position them
- in the formation you want.
-
- Land (if any has been selected using Select Land) is shown
- along with circles showing shoal water (where ships will run
- aground). If you position a ship inside one of the circles
- it may run aground on the first turn.
-
- Change # of Ships: (Edit)
-
- Changes the number of ships for a selected ship or ship
- unit, automatically updating flotation, number of turrets,
- ammunition, torpedo mounts, etc. This is easier than using
- Edit Ship to change a group of 4 destroyers into a group of
- 3 for example.
-
- Page 22
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
-
-
- Add Land: (Land)
-
- Adds land to a scenario. Enter the existing scenario file
- from which you want to use the land.
-
- Quit: (File)
-
- Returns to DOS. If you do not first use Write File to save
- the created scenario your work will be lost.
-
- Ship Database: (Database)
-
- Retrieves ship data from the ship database. You will be
- prompted to enter the desired country, class and name. You
- must specify at least one parameter or the program will
- return to the main menu.
-
- The first entry matching the parameters you enter will be
- listed on the screen:
-
- Ex: J,BB,H results in display of the entry:
-
- # Ship Country Class Comp/Mod Mod/Sunk
- 1 Haruna J BB 04-19-15 09-30-34
- 2 09-30-34 01-01-44
- 3 01-01-44 07-28-45
-
- (the multiple entries represent significant modifications)
-
- From here you can:
-
- (N)ext Display next ship in database (In this example the
- japanese BB Hiei)
-
- (A)dd Add displayed ship to your scenario. If there is
- more than one entry (as in this example) you will
- be prompted to chose one (based on the date of the
- battle you are recreating).
-
- (R)e- Specify new Country, Class and/or Name
- search
-
- (Q)uit Return to main menu.
-
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- SEA BATTLE INSTRUCTIONS
- PLAYING SEA BATTLE
-
-
- You do not have to supply all of the parameters:
-
- ,,PR finds first ship name beginning with PR (PRIMAGUET)
- ,CL,H finds first CL beginning with H (HELENA)
- ,, returns to main menu
-
- Erase All Ships: (File)
-
- Deletes all ships without exiting the editor.
-
- Suggestions: To create a scenario
-
- 1. Use Read File to load an existing scenario that contains
- some of the ships (or ships of the same class) that you want
- to use. If you have the ship database, retrieve all of the
- ships you need from it and skip to step 8.
-
- 2. Remove the unneeded ships by designating them as unused
- using Pick Sides. Save the partially completed scenario to
- disk.
-
- 3. Use the Erase All Ships command.
-
- 4. Load your partially complete scenario using Read File and
- use Edit Ship to rename any ships whose data was obtained
- from a similar ship from another scenario. Use Read File to
- load another scenario that has more of the ships you need.
-
- 5. Repeat steps 2 through 4 until there are no more ships that
- you need in existing scenarios.
-
- 6. If more than one ship of the same class is used in your
- scenario, use Copy Ship to generate the others. Use Change
- # of ships to setup units representing more than one ship.
-
- 7. Use Add Ship to create the remaining ships.
-
- 8. Use Select Land if you want land in your scenario.
-
- 9. Use Choose Sides if necessary to get all of the ships on the
- correct side.
-
- 10. Use Move Ship to position all of the ships and choose their
- initial courses and speeds.
-
- 11. Save the scenario using Write File.
-
-
-
- Page 24
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- SEA BATTLE INSTRUCTIONS
- SCENARIOS
-
-
-
-
-
- SCENARIOS
-
- The scenarios (described in SCENARIO.DOC) were chosen from real
- and possible battles and range from small engagements to large
- fleet actions. The visibility listed is the actual sighting
- distance at the time the battle took place, but you can modify it
- to see how the outcome might have been affected.
-
- A short background is given for each scenario, along with
- scenario objectives that each side attempts to achieve. Rather
- than use an abstract point system based on ships sunk or damaged,
- SEA BATTLE allows you to determine results based on the actual
- objectives of the commanders who fought (or would have fought)
- the battles.
-
- To simplify some scenarios, two or more small ships (destroyers,
- merchant ships, etc) have been combined into a group which is
- maneuvered and fought as a single ship.
-
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- SEA BATTLE INSTRUCTIONS
- SCENARIOS
-
-
-
-
-
- INDEX
-
- Advanced Features and Commands . . . . . . . . . . . . . . . . . . 10
- Battleship . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 18
- Change graphics . . . . . . . . . . . . . . . . . . . . . . . . . . 4
- Commands
- + - Increase map scale . . . . . . . . . . . . . . . . . . . . 6
- - - Decrease map scale . . . . . . . . . . . . . . . . . . . . 6
- * - Fire Torpedoes . . . . . . . . . . . . . . . . . . . . . . 8
- 0 - Continue play with next ship . . . . . . . . . . . . . . . 9
- 2 on keypad - Fires Aft Turrets (DOWN Arrow) . . . . . . . . . 8
- 4 on keypad - Fires Port Turrets (LEFT Arrow) . . . . . . . . 8
- 5 - List Short Status All Ships . . . . . . . . . . . . . . . 11
- 6 on keypad - Fires STBD Turrets (RIGHT Arrow) . . . . . . . . 8
- 8 on keypad - Fires Forward Turrets (UP arrow) . . . . . . . . 7
- A - Display Parameters for Particular Ship . . . . . . . . . . 11
- B - Bearing and range to friendly ships . . . . . . . . . . . 6
- DOWN Arrow - Fires Aft Turrets (2 on keypad) . . . . . . . . . 8
- E - Engine Telegraph (Change Speed) . . . . . . . . . . . . . 7
- F - Fire assigned turrets . . . . . . . . . . . . . . . . . . 11
- G - Assign turrets to target . . . . . . . . . . . . . . . . . 11
- H - Helm (Change Course) . . . . . . . . . . . . . . . . . . . 6
- I - Prevent Maneuvers/Attacks . . . . . . . . . . . . . . . . 10
- LEFT Arrow - Fires Port Turrets (4 on keypad) . . . . . . . . 8
- M - Display color map (CGA only) . . . . . . . . . . . . . . . 6
- N - Change map scale . . . . . . . . . . . . . . . . . . . . . 6
- Q - Quit/Save . . . . . . . . . . . . . . . . . . . . . . . . 9
- RIGHT Arrow - Fires Stbd Turrets (6 on keypad) . . . . . . . . 8
- S - Status Report (Own Ship) . . . . . . . . . . . . . . . . . 6
- T - Bearing and range to sighted enemy ships . . . . . . . . . 6
- U - Torpedo Status . . . . . . . . . . . . . . . . . . . . . . 10
- UP Arrow - Fires Forward Turrets (8 on keypad) . . . . . . . . 7
- W - Incoming Torpedo Status . . . . . . . . . . . . . . . . . 11
- X - Switch Sides . . . . . . . . . . . . . . . . . . . . . . . 9
- Commands, Scenario Editor
- Add Ship . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
- Change # of Ships . . . . . . . . . . . . . . . . . . . . . . 22
- Copy Ship . . . . . . . . . . . . . . . . . . . . . . . . . . 21
- Edit Ship . . . . . . . . . . . . . . . . . . . . . . . . . . 14
- Erase All Ships . . . . . . . . . . . . . . . . . . . . . . . 24
- Move Ships . . . . . . . . . . . . . . . . . . . . . . . . . . 22
- Pick Sides . . . . . . . . . . . . . . . . . . . . . . . . . . 22
- Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
- Read File . . . . . . . . . . . . . . . . . . . . . . . . . . 14
- Select Land . . . . . . . . . . . . . . . . . . . . . . . . . 23
-
- Page 26
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- SEA BATTLE INSTRUCTIONS
- SCENARIOS
-
-
- Ship List . . . . . . . . . . . . . . . . . . . . . . . . . . 21
- Write File . . . . . . . . . . . . . . . . . . . . . . . . . . 14
- Destroyer . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 15
- Fire Turrets . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 8
- Heavy Cruiser . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
- Information Sources . . . . . . . . . . . . . . . . . . . . . . . . 13
- Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
- Ironbottom Sound . . . . . . . . . . . . . . . . . . . . . . . . . 11
- Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
- Light Cruiser . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
- Parameters
- bearing . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
- course . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
- distances . . . . . . . . . . . . . . . . . . . . . . . . . . 1
- speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
- Red Sounding . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
- Scenario editor . . . . . . . . . . . . . . . . . . . . . 1-3, 13, 14
- Scenario selection . . . . . . . . . . . . . . . . . . . . . . . . 4
- Spread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8-11
- Spread angle . . . . . . . . . . . . . . . . . . . . . . . . . . 8-10
- Status display . . . . . . . . . . . . . . . . . . . . . . 5, 11, 12
- To Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
- Turn sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
- Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 8
- Yellow Sounding . . . . . . . . . . . . . . . . . . . . . . . . . . 12
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- Page 27
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