Silent Service
CRACKED 1986 BY DOUBLE A..
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Copyright Notice
Copyright 1986 by Double Inf, INC
All cracking rights reserved
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INTRODUCTION
SILENT SERVICE is a detailed simulation of World War II submarine missions in
the Pacific. It places you into the role of submarine captain, present you with
the same information, problems,  and  rescources  available  to  an  actual  sub
captain. Included are  numerous  commands,  and  realistic  graphics  and  sound
effects combine to provide a dramatic level of realism and playability.
As is detailed later, US submariens played a crucial role in stemming the tide
of Japanese imperialism and winning the war in the Pacific. The primary mission
of the American Silent Service was to take on the Japanese Navy in their home
waters and to neutralise the Japanese Merchant Marine. As submarine commander
in this elite force, you will be evaluated based on the number and types of
ships which you sink.
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TARGET IDENTIFICATION PRACTISE
A vital skill which each sub captain must possess is the ability to recognise
and identify enemy targets. If you select one of the dangerous Patrol Mission
scenarios you will be given a chance to refresh your target identification
skills. Look up the ship requested(example: Japanese "Type 1" Destroyer)in this
Operation Manual. Determine which of the four ship silhouetts displayed on the
screen matches the silhouette in the Operation Manual. Type the number of the
matching silhouette (1,2,3,4). If you correcly identify the ship you may
proceed on your patrol. If you are incorrect, you will be re-assigned for
further training and will proceed to Torpedo/Gun Practise at Midway island.
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SCENARIOS
There are three types of scenarios "Torpedo/Gun Practice" places you outside
the American base at Midway Island. Four old cargo ships are anchored there as
torpedo and gunnery practice targets. The second set of scenarios:
"Convoy Actions" recreat various actual submarine attacks on a convoy.
"War Patrols" allow you to command an entire patrol, beginning at the submatine
bases at Midway, Brisbane, or Fremantle: continuing through a number of convoy
actions; and concluding with a return to base.
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BATTLE STATION: CONNING TOWER
The conning tower is the captain's primary station in battle. The conning tower
contains the attack periscope, the map plot, critical gauges and instruments,
and submarine controls. As the battle proceeds, the  captain commands  the  sub
from his nerve centre. The conning tower screen acts as menu screen - from this
screen, you may select any of the five detailed battle station screens which
are described soon. Use the keyboard joystick to position the captain at the
desired battle station and press the trigger. Centre - Periscope, Up - Bridge,
Left - Instruments and Gauges, Right - Maps and Charts, Down - Damage Reports.
To access the Binoculars battle station you must first go to the Brigde, then
press the fire button again. You may return to  the  conning  tower  from these
screens by pressing the fire button.
You may also select two special functions from this screen.If you selcted a War
Patrol scenario, the "Continue Patrol" function (joystick down and left) ends
the current convoy battle and returns you to the patrolling screen. You will
not be allowed to break off the engagement if you are being tracked by enemy
escorts, have tropedos active, or immediately after sinking an enemy ship. If
you selected a Convoy Action scenario, the "End of Game" function (joystick
down and left) will end your mission.
The "Quartermaster's Log" option (joystick down and right)is used to review
your accomplishments so far in this patrol.
If you prefer, keystroke commands may be used to make these selections.
All other keyboard commands are ignored until you select a battle station.
When you are at the conning tower screen, the simulation is paused. Note that
some selections are not available under certain conditions: i.e. the Bridge if
you are under water, etc.
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BATTLE STATION: PATROL NAVIGATION MAP (WAR PATROL SCENARIOS ONLY)
The patrol screen simulates the time required to proceed to and from your base
to enemy controled waters as well as the patrolling activity between engagement
(A typical patrol lasted up to two months.) This screen displays a map of the
Western Pacific Ocean. You are free to explore any area of the map. Use the
joystick to move your submarine (black dot) to  the  areas which  you  wish  to
patrol. The screen border will change from light blue in the daytime to dark
blue at night. When a convoy is sighted, the screen border will turn red. You
may engage the convoy by pressing the fire button, or you may continue
patrolling. Note that enemy ships are generally found along the heavily
travelled convoy routes (see centre insert map) and close to land. Valuable
tanker and troop ship convoys are more likely to be found near Japan.
-----------------------------
BATTLE STATION: MAPS AND CHARTS
The maps and charts screen displays information available from the navigator
and the tracking party. Map information, visual sightings, radar and sonar are
combined on this screen to show the location of your submarine, torpedoes, and
all known enemy ships. Your submarine is represented by a black dot, torpedos
and enemy ships are white dots, green areas represent land masses and island.
You may enlarge or shrink the map to any of four levels of detail (using the Z
and X keys). The initial map shows the entire Western Pacific. The Patrol Area
map shows a 500 by 300 mile area. Zoom again and you will see the Navigation
Map which shows 60 by 40 miles. The most detailed map; the Attack Plot Map,
shows an area of 8 miles by 5 miles. On the Attack Plot, ships are displayed
with an small "tails" which indicate the direction each ship is moving. If an
enemy ship is no longer within range, a dot will flash slowly at its last
known position.
If more ships, torpedos, etc. are active than the tracking party can handle,the
most distant objects may be dropped from the map. As on most screen, the bottom
of the screen displays messages from the crew and the sub's speed, depth, and
course.
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BATTLE STATION: BRIDGE
The bridge screen provides a wide-angle view of nearby ships, islands, and
coastline. This screen also displays the current visibility condition (good,
average, or poor) You may only select this screen if your sub is on the surface
To look to the left or right, press the joystick in that direction. Notice that
the "Bearing" changes as you rotate. Bearing is the direction in which you are
looking expressed in compass degrees. Bearing 000 indicates you are looking
North, 090 is East, 180 is South and 270 is West.Holding down the joystick fire
button will increase the speed of rotation. Note that the joystick does NOT
change the heading of your submarine, only the direction in which you are
LOOKING. Use the keyboard commands to control the sub while on the bridge.
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BATTLE STATION: PERISCOPE/BINOCULARS
This screen displays the view through the attack periscope during daylight/dusk
dawn and the view from the bridge Target Bearing Transmitter binoculars at
night (the attack periscope did not transmit enough light to be used at night).
This screen shows an enlarged image of visible ships and land.The periscope may
be rotated using the joystick (hold down the fire button for fast rotation).
When the crosshairs turn white, the  Torpedo  Data  Computer  is activated  and
target tracking is displayed.
You may fire a torpedo by pressing "T", fire the deck gun by pressing "G", or
request target information from the Identification party by pressing the "I"
key.
The Torpedo Data Computer displays the range to the target, the target's speed
and "angle on the bow", the computed gyro lead angle necessary to hit the ship,
and the target's course. This last piece of information is not available if you
have selected the "Enter Angle-on-Bow" reality level.
This screen may be selected when the sub is on the surface or at periscope
depth in daylight (44 feet or less).
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INSTRUMENTS AND GAUGES
This screen displays vital status information. The straight up position for all
gauges represent a zero value,with increasing values in the clockwise direction
the primary instruments and gauges are:
(A) BATTERY LEVEL - a gauges indicating the amount of electricity remaining in
the battery. The battery is used for submerged cruising and gradually recharged
when on the surface. If your battery is exhausted you will be unable to move
while underwater. A fully charged battery will allow one hour of high speed
manoeuvering underwater, five or six hours at slow speed.
(B) BATTERY CHARGE LIGHT - indicates the battery is being charged
(C) BATTERY IS USE LIGHT - indicates the battery is being drained
(D) SPEED - a gauge indicating the  sub's  speed  through  the  water.  Maximum
surface speed is 20 knots, maximum submerged speed is 10 knots.
(E) DEPTH - a gauge showing the current depth below the surface. Periscope
depth is 44 feet or less. Note that measured in feet below the surface; zero
depth means the sub is on the surface.
(F) PERISCOPE INDICATOR - if periscope is raised INDICATOR will appear.
(G) TORPEDO READY INDICATOR - a series of lights indicating which forward and
aft torpedoes tubes are ready for firing. Green indicates ready, black
indicates empty. Torpedo reloading is performed automatically and requires
about 10 game minutes per tube. The green number under each column of torpedoes
indicates how many bow/aft torpedoes remain in addition to those already in the
tubes. The red number above the indicator indicates how many deck gun shells
remain.
(H) FUEL LEVELS - there vertical tubes showing the diesel fuel levels in the
three main tanks. The diesel fuel floats on top of the water.The tubes show the
amount of fuel(black) and water(white) in each tank. Full tanks allowed for 50
to 60 days cruising.
(I) DEPTH UNDER THE KEEL - a gauge showing the depth from your sub to the ocean
bottom. When this gauge reads zero you will run around. Maximum is 500 feet.
(J) WATER TEMPERATURE - a gauge showing the temperature of the water outside
the submarine. A blue dial that the submarine is below a thermal gradient layer
(K) "CHRISTMASS TREE" - light indicating the status of all hull openings. Green
light indicates closed, red light indicates open. Hull openings are closed
automatically when you give the order to dive.
(L) COMPASS - indicates the direction the submarine is heading.
(M) THROTTLE 1-5 throttle settings. All stop 1/3,2/3, full and flank speeds.
(N) CLOCK - shows the time of day. The sweep hand shows MINUTES and the number
printed below is the HOUR (0-23) in 24 hour time. Dusk in the Pacific is from
7:00 PM (Hour 19) to 8:00 PM (Hour 20) dawn is from 5:00 AM to 6:00 AM.
(O) DIVE BUBBLE - a horizontal tube showing whether the submarine is diving or
surfacing.
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DAMAGE REPORTS SCREEN
This screen indicates the nature of any damage to the submarine. Damage may be
caused by depth charge attacks or enemy gunfire. Types of damage include:
Bow/Aft torpedo damage: these torpedo tube doors have been damaged.
The torpedoes will not fire.
Periscope damage: the periscope housing has been damaged. The periscope cannot
be lowered or raised.
Dive Plane damage: the bow and stern dive planes have been damaged.
The submarine will only dive or surface at half its normaly rate.
Fuel Leaking: the extenal fuel tanks are leaking. Fuel will be consumed at
twice the normal rate. In addition, fuel rising to the surface will make the
submarine easier to detect by enemy destroyers.
Engine Damage: the main diesel engines are damaged. Surface speeds are reduced
by half.
Machinery Damage: the main diesel engines are damaged. The extra noise makes
the enemy's sonar tracking easier.
Battery Damage: batteries are used up at twice the normal rate when submerged.
If the "Port Repair Only" reality level is not selected repairs are attempted
by the crew automatically.
If your sub is taking on water, the leakage rate is indicated in gallons per
second (GPS). Leakage will often cause your sub to descend, although the dive
planes may be able to counter-act the dive. This information is provided in the
top right hand side of Damage Reports Screen.
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SUB CONTROL DIAGRAM AND STATUS AREA
The bottom two lines of most screens contain the sub control diagram and the
status area.The sub control diagram on the left is a rear view of your sub with
the current rudder, dive plane and throttle settings displayed. Left and right
arrows indicate left/right rudder, up and down arrows indicate up/down dive
planes, and a number 1-5 shows the throttle setting. The bottom line displays
your current speed (in knots),depth (in feet) and heading (in degrees). The top
line is used to keep you informed of status messages from the crew.
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KEYBOARD COMMANDS
 ##############################################################################
 #COMMAND     #    KEY    #                    DESCRIPITON                    #
 ##############################################################################
 # MAP        # F1        # Select the Maps and Charts battle station screen. #
 #            #           # If you are already at the Maps and Charts,        #
 #            #           # pressing this key will re-centre the map.         #
 # BRIDGE     # F3        # Select the Bridge battle station screen.          #
 # SCOPE      # F5        # Select the Periscope/Binocular battle station.    #
 # GAUGES     # F7        # Select the Gauges and Instruments battle screen.  #
 # DAMAGE     # F2        # Select the Damage Reports battle station screen.  #
 # LOG        # F4        # Display the Quartermaster's Log for the patrol.   #
 # PATROL/END # F8        # Return to the Patrol Selection display to search  #
 #            #           # for another convoy. This ends the game if you are #
 #            #           # playing a "Convoy Action" scenario.               #
 # ZOOM       # Z         # Expand the situation map display Used to take a   #
 #            #           # closer look at at nearby ships and terrain        #
 # UNZOMM     # X         # Compress the situation map display. Used to get a #
 #            #           # wider view of ship locations and land areas.      #
 # THROTTLE   # 1-5       # Throttle setting.All stop,1/3,2/3.Full speed.     #
 # DIVE       # D         # Causes your sub to dive to a deeper depth.        #
 # SURFACE    # S         # Causes your to come up to a lesser depth.         #
 # REVERSE    # R         # Reserve the engines.                              #
 # EMERGENCY  # CONTROL E # Blow emergency tanks.                             #
 # PERISCOPE  # P         # Raise/Lower periscope.                            #
 # ID         # I         # Identify target on scope.                         #
 # TORPEDO    # T         # Fire torpedo.Bow or aft tubes will be selected    #
 #            #           # automatically depending on which faces the target #
 #            #           # more directly.                                    #
 # GUN        # G         # Fire the 4-inch deck gun.                         #
 # UP 25      # >         # Add 25 yards to the deck gun range deflection.    #
 # DOWN 25    # <         # Subtract 25 yards from the deck gun range def.    #
 # FASTER     # F         # Increase the time scale to cause the simulation   #
 #            #           # to proceed more rapidly.                          #
 # NORMAL     # N         # Return to normal time scale.                      #
 # LEFT       # C         # Left Rudder.Press again for Full Left Rudder.     #
 # RIGHT      # V         # Right Rudder.Press again for Full Right Rudder.   #
 # CANCEL     # ENTER     # Cancel turn and dive commands.                    #
 # WAIT       # W         # Pause the simulation-press any key to continue.   #
 # CONNING-   # SP. BAR   # Return to the conning tower screen.               #
 # TOWER      #           #                                                   #
 # RELEASE-   # ?         # In a desperate situation, a sub might release     #
 # DEBRIS     #           # derbis and oil which would rise to the surface.   #
 # AOB        # A         # Enter Angle-on-Bow estimate.Angle-on-Bow is       #
 #            #           # entered in degrees by holding the joystick left   #
 #            #           # or right.Fire to enter the estimate.              #
 ##############################################################################
