688(I) Hunter/Killer Walkthrough :
This walkthrough for 688(I) Hunter/Killer [PC] has been posted at 22 Mar 2010 by kamaran rasool and is called "FAQ/Strategy Guide". If walkthrough is usable don't forgot thumbs up kamaran rasool and share this with your freinds. And most important we have 1 other walkthroughs for 688(I) Hunter/Killer, read them all!
|
kamaran rasool |
Walkthrough - FAQ/Strategy GuideJane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ by Kasey Chang released September 18, 2002 0 Introduction 688(I) H/K (from here on, just 688i) is a terrific simulation from Sonalysts and Jane's, and yet, it could be so much more. The FAQ by Adam Yoshida doesn't cover the subjects I expect it to, so here's my version. This section is mainly about the FAQ itself and some legalese. You can read the most often asked FAQs at the end of this section, or skip right to [1] for the "stuff". This USG/FAQ covers version 1.07 and the realism patch. If you like the FAQ, send me $1.00 (one dollar). :-) See 0.3 0.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have (and exist, at the time of this document's release). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among many others. 0.2 TERMS OF DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, etc.). I only release it to Gamefaqs, so they would always have the latest. If you get it from anywhere else, beware that it may NOT be the latest and greatest version. To webmasters who wish to archive this FAQ on their website, please read below. This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001- 2002, all rights reserved excepted as noted in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "688(I) Hunter/Killer Unofficial Strategy Guide and FAQ" is copyrighted (c) 2001-2002 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) NOTE TO WEBMASTERS: The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, IF ALL ABOVE RESTRICTIONS HAVE BEEN FOLLOWED. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, you did not meet the statutory contract conditions, thus you have no right to display this document. If you still do so, then you are infringing upon my copyright. This section was added for any websites who don't seem to understand this. 0.3 VOLUNTARY CONTRIBUTION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of one (1) US Dollar would be very appreciated. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.4 HOW AND WHEN TO CONTACT ME PLEASE let me know if there's a confusing or missing remark, mistakes, and thereof... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified below. I'll try to answer it and include it in the next update. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97, with some notetaking on a Handspring Visor with the Targus foldable keyboard. Some editing done with Editpad (editpadclassic.com). 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet Command Volume II, and a few more. Most of them should be on http://www.gamefaqs.com, the biggest FAQ site around. To contact me, see 0.4 above. 0.6 DISCLAIMER/ COPYRIGHT INFORMATION 688(I) Hunter/Killer is a Jane's Simulation, published by Electronic Arts, created by Sonalysts. This USG is not endorsed or authorized by Jane's, Electronic Arts, or Sonalysts. The information compiled in this USG has been gathered independently through the author's efforts except where noted. This FAQ contains some material from Adam Yoshida's 688i FAQ, and some material from the Seawolves' and Marauders' websites regarding multiplayer. This guide includes strategies and tactics of approaching each and every mission. If you need just a little help, don't read the rest! There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. 0.7 REVISION HISTORY 21-SEP-2000 Initial Release 01-DEC-2001 Updated with Sub Command info, updated format, added standard intro information 18-SEP-2002 Second revision, more Sub Command info, some debug issues, updated contact address. Mission checklist moved to just before mission walkthroughs. 0.8 THE MOST OFTEN ASKED QUESTIONS Q: Can you send me the game (or portions thereof)? A: No Q: Can you send me the manual (or portions thereof)? A: No Q: Do you have any editors or cheats that you can send me? A: No. See section 11 Q: What's the latest version? A: As of the date of the FAQ, V1.07, which includes all previous patches. You'll need matching versions to play multi-player. Latest version disabled 3D view in multiplayer to prevent cheating. Q: Why does the torpedo just keep circling above the enemy sub and does not hit it? A: You set the "floor" limit too high. The enemy sub went below it, and your torpedo cannot follow. Q: The enemy keeps shooting down my TLAM or Harpoons! What do I do? A: Fire more at one time. You need to saturate his defenses. For TLAMs, plot the waypoints around the SAM sites. Or, just kill the shooter first... Q: Why when I launch the torpedo, it just sinks? A: You can't launch torpedoes while you're surfaced. Q: Why do my torpedo never hit the target, and I get a report that the torpedo has performed a "breakaway maneuver"? A: That's what exercise torpedoes do when they "hit". An actual hit on the hull, even with an exercise torpedo, can cause damage to the target. Q: Why when I launch Harpoons or TLAMs, they just sink? A: You're too deep. Max launch depth is about 120 ft. Q: Why do "boss" Newton yell at me even though I did good in the campaign? A: You need at least two good missions to get on his good side. Q: Is there any cheats? A: No cheat codes. You can activate some "cheats" in the options. Q: I can't get past mission X! A: See specific mission notes in section 8, 9, and 10. Q: Why can't I run the game on NT/2K/XP? A: Apparently Criterion 3D lib used by Sonalysts to make 688I isn't fully compatible with NT/2K/XP. Criterion has released an update that should solve the problem. Go to Subsims.com and look for the updated Renderware libs. Q: What happened to Jane's Combat Simulations? A: Jane's severed their relation with EA. EA wanted out of the sim business and Jane's didn't get too much out of the deals any way, apparently. So they parted ways. 1 Jane's 688(I) Hunter/Killer General Information From here on, the game will simply be referred to as "688i". 1.1 WHAT IS 688I? 688i is a game from Jane's Combat Simulations which simulates the Improved version (thus the "I") of the American Los Angeles-class nuclear attack submarine. All US submarines since WWII also has a number as the class, and Los Angeles-class is also called 688- class. Sonalysts, a naval contractor, designed the game. They also create simulations for the Department of Defense and the US Navy. In fact, the US Navy uses 688i as a training tool. The 688-class, which is also known as Los Angeles-class, is the current mainstay of the U.S. submarine fleet. The improved version moved the dive planes from the conning tower to the bow to improve maneuverability, added 12 vertical launch system (VLS) launch tubes for Tomahawk cruise missiles, additional quieting, and improved sonar and computer support. 1.2 HOW REALISTIC IS 688I? The original version of the game is VERY unrealistic, it features almost instant torpedo reload times, extremely fast turn rates, and fast tube unload time. The "realism patch" available from Jane's website (janes.ea.com) corrects the problem. There are several aspects of the sub simplified for play. There's only one towed array (real 688 have two, a short one and a long one), and only one periscope (real 688 have two). There is no "damage control" procedure. Otherwise, the game is very authentic. On the other hand, some of the more "famous" ships and subs are missing. The Soviet Alfa SSN and the Typhoon SSBN are notable examples. A lot of 1.3 HOW DO I GET IT? 688i is currently available as a "gold box" budget label from Electronic Arts. The price should be under $15. 688i is also available as a part of the Janes' Naval Warfare collection along with Fleet Command and F/A-18. Try your local software vendors, or order online directly from http://store.ea.com Beware that Jane's have broken their relationship with Electronic Arts. Jane's F/A-18 was the last Jane's title from EA. Xicat managed to publish Jane's Attack Squadron. Sub Command was a pure EA title without Jane's endorsement. 1.4 HOW DO I PLAY MULTI-PLAYER? 688i supports Internet multiplayer, but only via IP address matching. There's no built-in "lobby" or server search support. You may be able to use Gamespy as a player-matching tool. EACom is a similar playmatching service, but you may have to pay for that. Please also see section 12 Multiplayer. 1.5 EXPANSION PACK? SEQUEL? The expansion pack, titled "Under the Ice", was cancelled a while back. Jane's Fleet Command is the "spiritual" sequel to 688i. Apparently when creating Aegis, which was supposed to be a Aegis destroyer sim to play with/against 688i, Sonalysts changed the scope of the program to do a whole fleet battle, and we got Fleet Command instead. Sub Command, from Sonalysts and EA is the successor to 688i. You get to play 688i, Akula, or the Seawolf. It was launched in October 2001. You can find it in stores for about $20 as of the release of this guide (August 2002). 2 How to read the briefing: when not to follow orders. The briefing in 688i are written to resemble real submarine tasking orders. However, you don't need to follow the orders completely. Often, some creative interpretation of the orders is needed for maximum success. The main thing to read is the "goal list", on the "laptop" in your stateroom. The goal list has two sections, critical goals, and non-critical goals. You MUST complete all critical goals to "pass" the mission (and in the campaign, to advance to the next mission). The non-critical goals are there to bring up your score. Here are some of the mission types you'll see in 688i 2.1 TLAM STRIKE Goals: go to this location, arrive to within a few miles, plot the TLAM waypoints around nearby SAM sites, launch at the proper time, destroy the target. Complications: one or more enemy vessels blocking your way to the launch point, last second additions to the targets, Helix patrols. Comments: While in real life you don't really want to call attention to yourself before the launch, in 688i it doesn't matter. If it's on the non-critical goal list, you can kill it any time you feel like it, before or after the critical goal. The surface combatants have SAMs that can shoot down your TLAMs, especially if your TLAMs have to fly near them. Sinking them first prevents them from interfering in your mission. Remember to check for last-minute target updates just before launching. Also doublecheck your coordinates. 2.2 BOOMER HUNT (KILL ENEMY SSBN) Actions: kill the boomer, preferably BEFORE you kill the escorts. Complications: one or more SSNs acting as escorts, sometimes mines. Comments: Hunting a boomer is a tough business. They are usually escorted by at least one SSNs equivalent to you, and they are VERY, VERY quiet. Soviet boomer "bastions", where boomers hide, are often protected by mines. And boomers do have torpedo tubes. They won't hesitate to use them if they hear you coming. Maintaining stealth is VERY important here, as you want know where they are, and keep them from learning where you are. Go slow, don't go below 750 feet (or your hull will "creak"), and keep listening. Avoid the escorts and find the boomer. Once you find the boomer, keep the range open (at least 10000 yards) so they don't detect you. Then launch one torpedo at each contact and start evading. 2.3 HUNT ANOTHER SSN (ASW OPERATION) Goals: kill the enemy sub(s) Complication: neutral targets in the area, usually... Comments: You are probably tasked to hunt down Akula(s) or Kilo(s), and they're tough customers, though no tougher than you are. The problem is finding them before they find you. You should have a general idea what direction they're coming. Head in that direction, but keep your towed array unmasked. Maintain stealth until you hear them coming. 2.4 HUNT SURFACE TARGET(S) (ASUW OPERATION) Goals: Kill the enemy vessels... Complications: neutral targets in the waterways, escorts, shallow water, Helix patrols... Comments: You can identify ships via their sonar signatures, using the narrowband console, but you'll need to have a solid signal. If you're close enough, you can also try a periscope observation. Evade all the escorts and get close, then feed the target a torpedo... 2.5 MINING THE ENEMY PORT Goals: Get within 10 miles of the mine coordinates, at least 15 minutes before the deadline, and launch the mines at specific target coordinates. Complications: the whole Rebel Russian Navy is in your way... Subs, escorts, even choppers. Comments: Treat it like a TLAM mission. You may choose to take out all that are blocking your way, if you have the ammo for it. 2.6 SEAL TEAM DROP OFF / PICKUP Goals: get to the specified location, within a few miles of specific coordinate, then slow to 2 knots, periscope depth, and wait until the SEALs launch. Complications: patrols and helicopters, and often, mines and shallow water. Time limit. Comments: Sprint and drift is the only way to go, as you need to evade the escorts and patrols, while arriving at the target on time. 2.7 RESCUE A DOWNED PILOT Action: get there, find him, surface the sub close to him, pick him up. Complications: patrols, shallow water Comments: Sprint and drift to the coordinates, then use HF sonar to find the contact. When you're point-blank, surface the ship. Feel free to kill the patrols if they get in your way. 2.8 DSRV DEPLOYMENT Treat it like either SEAL team or TLAM mission. Remember to save before arriving at the launch point. You may have something else to do before getting there. 3 Finding the enemy: knowing your sensors There are five ways of finding the enemy in your 688i. They are passive sonar, active sonar, radar, periscope, and ESM. Most of the time you'll be using passive sonar only. 3.1 PASSIVE SONAR Passive sonar actually has three components. The spherical array in the bow, the hull array on the sides, and the towed array that you must deploy manually but is the most sensitive of all. 3.1.1 Spherical array Named so because it actually IS a big sphere encased in the bow, spherical array is not quite as sensitive as the towed array, but you don't have to worry about deploying/retrieving it either. Note that it is not a 360 sensor. There are blind spots behind you known as "the baffles" that it cannot cover. See the manual for details on coverage areas. Spherical array contacts are noted with WHITE lines in the TMA console. 3.1.2 Hull array Located along the flanks of the hull, the hull array has very low sensitivity compared to the other two arrays. Its main purpose is to help classify the contact via the narrow-band frequency graph, but you'll need to get quite close, less than 5000 yards. 3.1.3 Towed array The most sensitive of the passive sonars, it's also the most delicate and takes time to deploy. It is capable of detecting contacts well over 20 miles away, depending on the sound conditions, but again, it has blind spots like the area directly ahead of you. If you have one deployed, do NOT engage in reverse! You'll chop it right off your tail. And you only have two. Towed array contacts are noted with PURPLE lines in the TMA console. 3.1.4 Sonar notes The best place to get a good read on contacts is your 3 o'clock/ 9 o'clock line, where both your towed array and your spherical array and try to get a read on them. Turn to place the contacts there, then slow down and wait for the TMA (target motion analysis) to develop better solutions. Without knowing the range, computer always put in 10000 yards as a range. So the first time you see a contact, it'll ALWAYS show up at/around 10000 yards. As time go on, you'll get more information to better triangulate the contact and the range information will improve. This also means you should NEVER fire a shot based on the first contact information. You need two or three readings on the plot before you can get an accurate position fix. The TMA range estimates are based on the water temperatures and conditions. If the water is bending sound (see the XBT screen) paths, expect the range to fluctuate wildly (from 10000 to 30000 yards, for example) until you change the water conditions yet again. It is common for the range to suddenly double or halve when you cross a thermal layer. The sound suddenly is travelling a different path to you, and TMA just process the data as if sound is travelling straight. Take that into account when planning your torpedo shot. A "combination" plot done with both spherical array and towed array are marked with PURPLE lines in the TMA screen. 3.2 ACTIVE SONAR Active sonar transmits a sound pulse into the water, and tries to read the reflection. Active sonar pulse gives away your position and bearing. Don't use it very often. In fact, you would probably use the "single pulse" mode, where you need to open the XMIT cover, THEN push it once to send off one pulse. Once the reflection comes back, move the cursor to the "bright" spots and hit the MARK button to mark contacts. Also listen for the sound cues. As each contact is returned you'll hear a "ping". There's actually also a high frequency (HF) mine-hunting sonar used to look forward for small objects, such as mines. Enemy vessels do not seem to be able to detect this sonar, so use it all you want. Active sonar contacts are marked with YELLOW lines (including HF sonar contacts) on the TMA console. As you can guess, active sonar tells the whole world who's listening where you are, so be ready to evade as soon as you transmitted the pulse. 3.3 RADAR 688i does have radar, but it's a VERY weak one, and you'll need to be at periscope depth or surfaced, at a dead stop. It takes a LONG time to get that thing rigged properly. It is also VERY delicate. If you tried to deploy it going 5 knots, the radar will be damaged. You probably will never need to use it with all the other sensors available. Enemy radars CAN detect the antenna itself, so use of radar with enemy vessels still around is not recommended. 3.4 PERISCOPE Periscope has a limited range, usually no more than 5 miles. You can use the analysis mode to guess target's heading, bearing, and range by taking the height of the target's mast vs. the sea level. Since the mast height is known, the range can be deduced by some math (done by the computer). See the manual for further details. As you can guess, you need to be at periscope depth to use the periscope. At night, you can engage the LLTV (low-light TV) mode, which turns the view green, but is a bit more visible. You also have zoom up to 24X. Hold down the SHIFT key to rotate faster. It is possible to detect a periscope via radar, so spend as little time using the periscope as possible. 3.5 ESM ESM, or Electronic Support Measures, is basically a directional antenna use to find where the radar signal is coming from, and from that you'll get a target bearing, but no distance. Based on the radar frequency received, you can also guess at the class of the radar source. Beware that if you "mark" a contact's bearing with ESM, the range is always entered as 10000 yards. The actual range will vary greatly. NEVER trust ESM range unless you have MULTIPLE ESM lines. 3.6 SOME NOTES ON THE SENSORS ESM, passive sonar, and periscope are passive sensors and does not point back at you. However, ESM and periscope requires you to be at periscope depth, where you can be detected more easily. Therefore, MOST of your fighting should be done by passive sonar alone. It takes more time to refine the solutions, but it is also the most stealthy way. 3.7 TMA (TARGET MOTION ANALYSIS) TMA is basically a best guess at the target's motion based on your own motion (direction and speed), contact's bearing, estimated speed, etc. It involves some VERY complicated math and a lot of guesswork, since a target turn can throw most of your calculations out the window. When playing with "assistants" (not the cheat, those "points" you used for upgrades in the "outfitting" screen) it's recommended that you raise the ratings of TMA first, then sonar. Fire control does the least and can be upgraded last. 3.8 CLASSIFYING AND MERGING CONTACTS If you're not playing with TMA assistant, you will have to classify and merge contacts yourself. Right-click on the target to classify it as friendly, neutral, hostile, or unknown. You can also classify it as air, surface, or subsurface. You'll also have to merge contacts manually, as each sensor's contacts are reported separately. It is up to you to know which contacts are actually pointing at the same vessel. Select one primary contact, and the secondary contact below that, then click the MERGE button to merge. I personally always play with the assistants on. 4 Killing the enemy: knowing your weapons Your 688i is a formidable weapons system. The Mk. 48 ADCAP is one of the best torpedoes in the world. Harpoon is a very capable anti-ship missile. The Tomahawk Land Attack Missile is a great cruise missile capable of great precision, and SLMM (submarine launched mobile mine) is a very powerful weapon in the right hands. However, they are not foolproof, and here's some notes on how to deploy them properly. 4.1 THE MK. 48 ADCAP TORPEDO ADCAP, which stands for Advanced Capabilities, is the second release of the Mk. 48 torpedo. It's believed to be designed specifically to go after the Alfa class Soviet subs, which can go 45-48 knots and dive to 3000 ft (more than twice that 688i can). Usually one ADCAP can kill most ships in the game. Very few would need another. The ADCAP torpedo, however, is not a foolproof weapon. Decoys and jammers can fool it, and while it is fast and has good range, the range is limited. The torpedo has three modes. Pre-enabled, enabled, and shut down. Pre-enabled mode means the torpedo is in transit. It travels at a reduced speed, and the sensors are turned off (i.e. it won't explode). Upon reaching the enabled distance, the torpedo will activate. The torpedo transit depth is usually the launch depth, though it will continue at the current depth if it was pre- enabled later. You can enable the torpedo at any time. You can also change the direction of the transit with the steering controls. Enabled mode means the torpedo will go to the specified depth and start searching for a target in the sensor range. If there are no contacts to home on, it will start a snake search pattern in the specified direction. You can turn it back to pre-enabled at any time. You can also shut down the torpedo, which means it will stop and sink to the ocean floor. It cannot be reactivated. You can fire the torpedo in active mode, where its onboard sonar will attempt to seek out the target within 4000 yards, or in passive mode, where it will only listen for target within 2500 yards. You COULD also turn the seeker off, but why would you do that? ADCAP is wire-guided. A VERY long spool of wire attaches the torpedo to your control console. You can pre-enable or enable the torpedo at any time, even shut it down, as long as the wire is still attached. To detach the wire, close the "muzzle door" (see the F, E, and M buttons at the fire console? F=Flood, E=Equalize Pressure, and M=Muzzle door). That'll cut the wire on the torpedo, and you will no longer control it. From there on, it can hit its target, go off into infinity and sink, or hit somebody else (neutral or friendly), it is no longer up to you. Therefore, it's best to keep the torpedo in your control until the torpedo has acquired its target or has already killed its target, to avoid "friendly fire" or "collateral damage" situations. If there's a thermocline (thermal layer), consider launching the torpedo from the other side of it against your target. It gives your target minimal time to react upon acquisition of the torpedo. This applies to both subs and surface vessels as targets. Consider steering your torpedo to NOT head directly at your target so that if the enemy snapshot a torpedo at the reciprocal heading you're not in the way. Instead, head about 45 degrees off the bearing, then when you're half way there, turn the torpedo toward the target. Passive torpedoes are very useful. The AI can't seem to detect the passive torpedoes until the very last moment, and by then it's too late to launch countermeasures. Against human players, an incoming passive torpedo does NOT trigger a "torpedo in the water!" warning that you would normally get when a torpedo is detected. ADCAP is very useful against surface ships, since surface ships cannot launch decoys, and they are always near the surface. Launch close enough, and you're virtually guaranteed a hit. ADCAP against subs requires a bit more planning. If there's a thermocline, consider launching two torpedoes, one above and one below, to pincer him. Also vary the heading a little so they converge on the target. Remember to check the floor and ceiling levels carefully. The fire control assistant does a really poor job of setting them up. Use the cursor to check the depth from you to the target, and set the "floor" setting to a little above that. For example, if the minimum depth along the path is 267, set the floor depth to about 250. If the depth is beyond 1500, set 1500. The default floor setting is 810 ft, and Akulas can go deeper than that. When the torpedo gets there, it just keeps circling and circling... Then eventually heads off to somewhere unknown. Set floor to 1500 and don't let this happen to you. The ceiling level can be left at the default, though if there's neutral traffic above, consider setting the ceiling to 80-100 ft. 4.2 HARPOON ANTI-SHIP MISSILE Harpoon is one of the premier anti-ship missiles in the US arsenal. It has several variants. The Navy uses several air- launched variants aboard the carriers, both the AGM regular version, as well as the "SLAM" TV-guided version. The sub- launched version is encased in a "floating" capsule to help it reach the surface. However, this capsule only works if launched at LESS THAN 150 feet. If you fire off Harpoons or Tomahawks and they just float in the sea and sink slowly, this is why. Launch at 100 ft is preferred. Harpoons, while very fast, can be engaged by SAMs, and unless the target is small, one hit will not sink the vessel. Always fire Harpoons in pairs or more in order to saturate the target's defenses. Consider the destruct range and seeker range carefully. Seeker range is the minimal range. Any contacts inside that range will be ignored. Or in other words, the missile will go beyond that point before activating the seeker radar. The missile will self- destruct if it went beyond the destruct distance without homing in on anything. The seeker cone setting is either wide or narrow, and usually you'll use wide. Use narrow only if you're sure about the targeting and you have neutral traffic nearby that you don't want to hit. Sidenote: SAMs, whether from SAM bunkers or surface vessels, have a range of 10 miles. They are always launched in threes and less than a minute between each shot. 4.3 TOMAHAWK LAND ATTACK MISSILE There actually was a Tomahawk Anti-ship Missile (TASM), but those have apparently been phase out, leaving us the Tomahawk Land Attack Missile, or TLAM, the version used against Iraq so many times, and that's the one you get to launch in 688i. TLAM is always launched at a specific coordinate given over SSIXS (the secure radio used by US subs). If given a strike mission, you'll also be given a launch location, as well as the timeframe of launch (usually about 15 minutes). You must get to the launch coordinates (or come close to within the parameters, like within 5 miles) at or before the launch window, and launch during the window. Beware of last second additions and changes to the tasking list. Always check the radio again at the beginning of the launch period to make sure there are no additional changes. If you need to destroy a SAM site with TLAMs, launch FOUR TO SIX TLAMs at the SAM site. TLAMs fly slowly, and a SAM site will have plenty of time to engage them. Also, put three to five seconds between each launch so that one explosion don't take out more than one TLAM. TLAM can follow four different waypoints, and you can use this to go around SAM sites, approach targets from different directions, etc. As mentioned before, SAM sites have range of 10 miles, so plot the TLAMs to fly more than 10 miles away from SAM sites, which would be visible on the target screen. You can type in the target coordinates by clicking on the numbers You will need to enter a dash between the degrees and the minutes. 4.4 SUBMARINE LAUNCHED MOBILE MINE (SLMM) SLMM is an interesting weapon, and you'll only called upon to use it twice: once in an exercise, the other in the campaign finale. When employed properly, it can be very devastating, but it takes up space and forces you to carry less weapons. To employ SLMMs properly, you must know the activation depth. In the case of the finale, you're tasked to take out the Kuznetsov, which has a draft of 35 ft. So setting the SLMM depth to 20 ft would ensure it WILL go off as the carrier goes by. Do NOT rely on the default (100 ft). I've deployed AT LEAST TWICE (one at 100 ft, the other time at 40), and the carrier just drove on by, with no damage. SLMMs are launched to stop at a particular location (coordinates would be radioed to you). To employ them properly, launch the FURTHEST one FIRST. If you launch that one last, it will set the earlier mines off! SLMM have a range of 15-20 miles, but their travel speed is quite slow. Close to within 10-12 miles, then launching them. You can type in the target coordinates by clicking on the number. You will need to enter a dash between the degrees and the minutes. 5 Evading the enemy: knowing the way out Situation awareness is critical in any type of combat situation, so you that you can classify your threats and deal with them appropriately. 5.1 STEALTH: PREVENT YOURSELF FROM BEING DETECTED Stealth is basically slip in, without being seen, bypassing the guards. The guards never even know you've been there. Submarine is an ideal vessel to do that. Here are a couple techniques to avoid detection 5.1.1 Hug the bottom The closer you are to the bottom, the harder you are to detect, unless the enemy is close by and using active sonar. You don't want to go beyond test depth though, and going beyond 750 ft would cause the hull to "groan" under water pressure, which is a sure giveaway that a sub is nearby. Consider going slow near the bottom, no more than 20 ft off the ocean floor. WARNING: running aground can cost you 200 pts or more per occurrence. 5.1.2 Hide behind the thermocline If there's a thermocline, get on the other side of it. Thermocline severely degrades sonar efficiency (both yours and theirs). 5.1.3 Do NOT cavitate (unless you need to) Cavitation occurs when the propeller is spinning so fast water bubbles at the blades' edges. If you want to go faster, go deeper first. Water pressure at deeper depths reduces/eliminates cavitation. If you have the improved propeller upgrade, you can go about 25% faster without causing cavitation. Rule of thumb: number of feet down, divide by 10, subtract 1, is the fastest speed you can go without cavitation. For example, at 150 feet, you can go 14 knots without causing cavitation. 150/10 = 15, 15-1 = 14. You can get the exact chart at the Marauders' website. (url's at the end of the document) 5.1.4 Keep your distance If you see a hostile contact, consider going around it. Change course so you're heading 90 degrees off his heading, in the direction that'll take you away from it, until you lose contact. Then start a sprint-and-drift routine until you reacquire contact, and eventually you'll work your way past it. 5.2 YOU'VE BEEN FOUND, NOW WHAT? If the hostiles are heading toward you, and you've been painted by active sonar, it's time to evade, or fight, or both. First, determine what type of active sonar is painting you. Use the active sonar intercept console in the sonar screen to tell the heading and strength. Signal strength: Red means they got you for sure and would be sending a torpedo your way any second. Yellow means they see something suspicious and would be coming for a closer look. The frequency of the active sonar tells you what type of vessel. A 15 kilohertz sonar is probably the Helix helicopter with the dipping sonar, and since you can't shoot them, they're bad news. Use Jane's ship database to find the sonar info on the ships you encounter. If you see a 20 kilohertz signal, go flank immediately. That's a TORPEDO's active sonar and coming toward you! No matter what the signal strength is, drop a decoy and evade immediately! If the pinger is in torpedo range (within 15000 yards), you should feed him an ADCAP immediately, as it's probably heading toward you. Killing it stops any more torpedoes from launching. Use snapshot if you need to. After that, duck behind a thermocline if there is one. Then go deep and try to open the range. 5.3 TORPEDO AVOIDANCE Avoiding torpedo is a last resort. You don't want them to launch at you in the first place. However, it's a skill you'll need to survive, and it's actually not that hard, but requires good timing. The idea is to get out of the torpedo "nose cone" where it sees its target, while the decoy remains in the search cone, and the torpedo destroy it instead of you. First, go FLANK speed. Second, drop a decoy for the depth you're in (deep or shallow). Then go to active sonar intercept and find WHERE the torpedo is coming from. Then head 70 degrees OFF of that bearing. Change depth to opposite of where you were. Repeat until torpedo loses tracking or you got hit. For example, say you are cruising at 200 ft heading 030 when you suddenly got a LOUD ping, then "Torpedo in the water, bearing 180!" First step is go FLANK. It'll take a while for the speed to build up, and you'll need all the speed you can get to avoid a torpedo. Don't worry about cavitation now. Second is drop a decoy appropriate for the depth you're in. If you're shallow, drop a shallow decoy or jammer (I tend to drop BOTH a jammer and a decoy, but that's just me), and vice versa. 200 ft is shallow, so drop shallow decoy (you should always have the appropriate set loaded for your depth as you make depth changes). Third, go to sonar and find where's that torpedo pinging from, should still be bearing 180. You need to head either 250, or 110, depending on which one is closer to your current heading. If you can't remember 70 degrees off, remember 90 degree off (90 or 270 in this case), then turn another 20 degrees. If it's not pinging yet, assume it's from the old bearing and evade off of that. In this case, 110 is closer from 30, so turn to heading 110. Remember that the default turn rate is quite low, only 10 degrees rudder. Feel free to help it by clicking on the rudder graph to force it to 30 degree tight turn. Remember to click on a heading again to stop the turn once you've reached the desired heading. Now, change depth. If you're shallow, go deep, and vice versa. Across the thermocline if there is one. Add or subtract at least 400 ft in depth. Once depth change is half way complete (within 200 ft), check sonar again, adjust heading to compensate. When you reach the desired depth drop another decoy (for the appropriate depth), then change depth again. AVOID the torpedo before it gets to the one-second ping interval. By then, it's probably too late. Still, it's worth trying as you keep going up, then down, while turning to keep ahead of the torpedo. Keep switching back and forth between the active sonar intercept and the conn to steer the ship, and keep dropping decoys and jammers. Repeat until you lose the torpedo, or it hits you. The improved propeller (40 knots flank!) is very useful in dodging incoming torpedoes. 5.4 SPRINT AND DRIFT As you probably noticed, your sonars don't work too well at speeds greater than 15 knots. Therefore, real SSN's adopted a method known as sprint and drift. They go high speed for a short interval, then drift for a while to listen to make sure the area is clear, then repeat. You should do the same. Sprint at maximum no-cavitation speed for about 10-15 minutes, then slow to 4 knots and listen for a while. Repeat until you get to where you need to go. 6 Upgrades: what do they do and how they affect your ship You can "purchase" upgrade equipment for your sub, or upgrade the assistants, with the points you earn from the missions. 6.1 ASSISTANT UPGRADES There are three different assistants: TMA assistant, Sonar assistant, and Fire Control assistant. TMA assistant is the most critical, but the sonar comes in a VERY close second. Upgrade them first. Leave fire control for last, since even at max level he does a very poor job. There are four levels to each assistant upgrade, 1-4. It costs 1000 pts to upgrade each by one level. You COULD downgrade, but you'll only get 250 pts back. So don't do it. Improved sonar assistant will be able to classify contacts faster, detect them at longer ranges, separate multiple contacts on the same bearing, and etc. Improved TMA assistant will be able to get you more precise TMA solutions for the contacts, and thus giving you better firing solutions. Improved Fire Control assistant doesn't really do anything. You'll need to do most of its work even at level 4. So upgrade it last, or don't do it at all. 6.2 SHIP UPGRADES The improvements you can get for your sub are as follows: 6.2.1 Improved towed array Improved towed array is 25% more effective than the standard towed array. You can now find targets at even further distances! Very useful. Get this or Own Ship Quieting first. 6.2.2 Improved spherical array Improved spherical array is 25% more effective. This is probably third on your list since it's quite useful. 6.2.3 Improved hull array Improved hull array is 25% more effective. Since hull array is only good for about 4000 yards, that's not much of an improvement. Leave this for last. 6.2.4 Improved ADCAP Improved ADCAP have an expanded active search cone of 120 degrees instead of the regular 70 degrees. Search range remains 4000 yards (or 2500 in passive mode). You can get this fairly late as this is not that much of an improvement. 6.2.5 Own ship quieting Makes your ship 25% quieter. This is either first or second item you should acquire for your ship. 6.2.6 Improved propeller Makes your ship about 25% faster, less worry about cavitation. Your flank speed is now 40 knots instead of 32, very useful when evading torpedoes. Get this after the improved spherical array. 6.2.7 What should I get? There's debate whether you should get own ship quieting first, or go for the increased detection range first. Both are equally valid choices. I personally go for improved towed array, then improved spherical array. Then I take own ship quieting, then improved propeller, improved ADCAP, then finally, improved hull array. 7 Mission Checklist Some general hints about missions... Things you should do first. 7.1 START OF MISSION At the beginning of every mission you should do all this immediately: ú Open all torpedo tube doors (flood, equalize, muzzle door) This should be done before you're close enough to the enemy that the sound would alert them. Technically you should only do this when you are ready to shoot as the gyros and batteries in the torpedo have a finite life, but in 688i this is not simulated and therefore does not matter. ú Go to 150 ft or 60 ft and get the latest orders via whatever is convenient (floating wire or radio mast) Always do this at the beginning so you know where to go and what to do once you get there. ú Stream the towed array You'll ALWAYS need this, as it's the best sensor you have. ú Read the goals (your stateroom, the laptop on the desk) Often, this tells you more about your mission than the orders you get from radio. You don't necessarily do to do all this in this order, but they should be done as soon as possible. 7.2 MID-MISSION Consider saving the game after major goal(s) have been completed. For example, if you kill all the escorts before a TLAM mission, then save after you have destroyed the escorts. Then you have a chance to restore if you screw up the launch. You can end a mission at ANY time by going to the captain's stateroom, click on the cabinet, and click END MISSION. You'll have to start over from scratch, but it sure beats having the sub blown up from under you. You can also COMPLETE a mission at any time by using the "send mission report" button at the radio room, at ANY depth, even when you're still dodging torpedoes. If the primary goals are not complete, you will have to do the mission again. 7.3 END OF MISSION There are several steps you should check before you hit the "send mission report" button. Start the reload process for all the torpedo tubes. In a campaign mission, whatever you have loaded is what you get at the starting of the next mission, unless it's the end of the region. If you have an empty tube then, you'll have an empty tube later that you'll have to spend time reloading. Confirm that all critical goals have been met. You must meet all critical goals to "complete" the mission or go on to the next mission in the campaign. 8 Training Missions Training missions are simple to teach you the basics of ship handling and the elements of stealth, torpedo usage, Harpoon usage, TLAM usage, and other needed skills to survive and succeed as an SSN captain. Do these missions. You'll need those points for your initial upgrade any way, so do them. Practice torpedoes do not actually hit. It turns away at the last second, and you get a report that the torpedo had conducted a "breakaway maneuver". There are no exercise TLAMs, so you must remember to turn the weps console to TRAINING mode before the simulated TLAM launch. Due to space concerns, the mission logs included are edited slightly to remove non-essential portions. Note: "ran aground" penalty of -200 is implied, even if it's not listed in every mission. 8.1 TRAINING MISSION 1: SILENT SERVICE Go south 50 NM by 1600 (mission starts at 1200), while evading detection from surface assets. Furthermore, you have to go to periscope depth at least once between 1230 and 1530. Critical Goals: Arrive at Finish: 700 points Go to Periscope Depth: 300 points Penalties: Detected by Spruance Mission 1: -??? Detected by Spruance Mission 2: -??? Time Range Bearing Event 15:19:47 --- --- USS Pasadena (SSN 752) Survived 15:19:47 --- --- Spruance Survived 15:19:47 --- --- Spruance Survived Tactics: You are facing two Spruance destroyers. One is located roughly 10 NM south, the other roughly 40 NM south. The northern one is just going east and west, so just time him and sneak out behind him. The southern one is on a random box search, and his active sonar is on, so evading him is a bit more difficult. You need to get as close to the ocean floor as possible. Use the fathometer all the time, keep yourself within 20 ft of the floor, 10 ft at a time. You'll find a thermocline to get you past the second one. You can't go too slow, as you only have four hours. Once you find the thermocline, you can go flank if you wish. Draw a circle from your starting point, and drop a nav marker 50 miles due south, and use that as a "target" to approach. Don't forget to surface at least once during the trip. Do it half way between the two destroyers should do it quite well. 8.2 TRAINING MISSION 2: ASSAULT ON FREEPORT Transit to launch area, then launch a simulated TLAM strike against 4 targets. Critical Goals: Launch Point: 100 points Attack Target Mission 1: 200 points Attack Target Mission 2: 200 points Attack Target Mission 3: 200 points Attack Target Mission 4: 200 points Non-Critical Goals: Landfall Point Mission 1: 25 points Landfall Point Mission 2: 25 points Landfall Point Mission 3: 25 points Landfall Point Mission 4: 25 points Penalties: Actually launched missiles: -??? Time Range Bearing Event 19:03:59 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:04:16 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:04:32 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:04:51 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:20:29 215560 299 USS Pasadena (SSN 752) destroyed Warehouse 19:20:36 205524 272 USS Pasadena (SSN 752) destroyed Warehouse 19:27:23 221820 351 USS Pasadena (SSN 752) destroyed Factory 19:31:42 391712 240 USS Pasadena (SSN 752) destroyed Sonalysts 19:33:14 --- --- USS Pasadena (SSN 752) Survived 19:33:14 --- --- Warehouse Survived 19:33:14 --- --- Factory Survived 19:33:14 --- --- Sonalysts Survived 19:33:14 --- --- Warehouse Survived |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another 688(I) Hunter/Killer Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

