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The Project 64 etext of the Hunt for Red October manual. Converted to
etext by The Southern Star, obtained from either The Ranch (Harold
Robbins), WireNuts (Jim Dillard), or Enterprise (Tom Hoot) BBS's in
Austin TX. The original document was called "H.Red.Oct.dox", supplied
by Tom Hoot <thoot@neosoft.com>.

HUNTRO10.TXT, July 1996, etext #54.

*********

THE HUNT FOR RED OCTOBER

BACKGROUND INFORMATION

Submarines have been described as the "Capital Ships" of today.
Every major maritime power is investing in sophisticated technology
and design research to make these potent weapons harder to discover
and more deadly.

The submarine's main enemy is sonar. Whilst passive measures, such
as new hull designs and anechoic (noise-absorbing) tiles have become
more widespread, submarines still have to endure the nerve-wracking
hunts for their presency by the sonar beacons carried on modern ships
and aircraft.

Once located by the hunters, the traditional weapon for attacking
submarines is the depth-charge. however, to allow a modern day
submarine with sophisticated weapons systems into depth-charge range
is very dangerous for a surface vessel.

Most Soviet Anti-Submarine Warfare vessels carry a rocket launcher
system to provide the greater range required. This solves the problem
of a torpedo being too slow and limited in range as it can be
delivered to a point where it will "home-in" on the target.

The U.S. Navy is about to introduce the ASW-SOW (Anti-Submarine
Warfare-Stand Off Weapon) which uses a rocket fired from a safe
distance to deliver the torpedo the the target area. The torpedo
parachutes into the sea homing-in on its target.

Submarines can fire torpedoes at other submarines, but normally the
defending submarine can outrun it.

Even greater threats to submarines are mines and aircraft. Most
submarines carry mine warning equipment to help avoid U.S.Navy Captor
mines. These have no Identification - Friend or Foe (IFF) function
and automatically release an acoustic torpedo if triggered.

The threat from the air is even more deadly as this is far more
difficult for the submarines to detect or defend against. A task
force hunting down a submarine can extend around itself a search zone
far in excess of the submarine's effective torpedo range.

A typical ASW engagement has several distinct stages.

The first stage is the search, where the hunter seeks out his
quarry. At this stage the hunter may be operating in excess of
optimum ASW speed, and hence be vulnerable. It is likely that the
search will be confined to passive sensors, aided by any other input
that may be obtained from satellites or seabed detection sensors.

Once contact has been established classification begins. The
acoustic signature of the target will be compared to those in the
hunter's data banks. This will determine the type of target and to
avoid giving away the hunter's position will be accomplished, if
possible, by using passive sensors again.

The hunter then moves into an attacking position to maximise the
opportunity for success for its weapons. In the case of submarines
this is about half the maximum range of 10-12 nautical miles of its
torpedoes.

If the attack is unsuccessful there follows a phase of highly
manoeuvrable "dog-fighting" between the combatants, before the
engagement is terminated, either by a fatal hit, or by one of the
participants breaking off the conflict.

Once locked in combat the homing torpedo is a deadly enemy. Towed
arrays streamed about 400 yards astern can be used to generate
simulated propellar noise or flak to distract incoming torpedoes.

If a submarine threat is identified it must be fully investigated.
Whilst the main body of a task force may turn away, ASW ships and
aircraft will attempt to establish contact. Tactics such as a "noisy"
sprint followed by a totally silent "drift" to the target are still
employed by modern-day nuclear submarine commanders in order to gain
advantageous attacking positions.

In summary, the commander of a nuclear powered submarine controls
one of the most powerful weapons known to mankind.

Difficult to detect. Swift to strike.

Pressurised decisions are the order of the day - one mistaken
judgement could be your last.


COMMANDER'S BRIEFING

As the most senior of Russian submarine commanders you are ordered
to test the latest in Soviet naval technology - a submarine so quiet,
with a revolutionary new drive system, that it is almost
undetectable.

But you have decided to defect. Your officers have been hand picked
and are willing to risk their lives to join you. The enlisted crew
members suspect nothing and you must ensure that this remains the
case. Your carefully worded mission orders (which are completely
fake) are designed to conceal your true purpose.

Unfortunately, any Soviet naval vessel of importance carries a
KGB-appointed Political Officer of a rank close to or even higher
than your own, and this person would certainly recognise the
falseness of your orders. Shortly after departure you kill him. You
have also alerted the Soviet authorities to the enormity of your
crimes by sending a confession on cassette to your Admiral explaining
the defection. They will try to stop you at all costs. Moreover, you
cannot rely on the Americans for 100% support. They are far from
certain that this is not some double-bluff operation.

The simulation starts in the Reykjanes Ridge. The primary aim here
is to avoid detection amongst the deep rock formations. Interspersed
in this area will be Russian vessels, both surface and submarine,
U.S. attack submarines, and a complete underwater listening network,
with the sole aim of preventing vessels such as the Red October from
slipping through.

Whilst stealth is vitally important at this stage, so is the fact
that progress needs to be made. Events planned for later in the
voyage include the failure of the nuclear power plant. You will
therefore need to use the diesel back-up engines to replace the
nuclear powered propulsion system. Extended use of these engines
increases the need to surfact to recharge the batteries, and
therefore increases the risk of discovery. Failure to make sufficient
headway early in the game will result in greater problems later.

Once your false orders have been read to the crew, you must not
raise their suspicion unnecessarily. To journey to the wrong part of
the map will raise worried questions from your navigation officer,
and may result in your being relieved of your command.

The plan is simple. Your orders have directed you to test the
defences of the eastern seaboard of the USA. As you cross the
Atlantic, your engineering officer will fake a leak in the nuclear
power plant which necessitates the crew being evacuated onto an
American vessel. The heroic officers of Red October will scuttle the
vessel to prevent it from falling into capitalist hands.

In reality the Americans have arranged a rendezvous with Red October
in order to scuttle one of their own submarines and keep Red October
for themselves.

The rendezvous is scheduled to take place just outside US territorial
waters.  To enter US territorial waters may not be catastrophic for
you, but docking at a US post most certainly would be. Under maritime
law the Soviets would be able to reclaim the Red October swiftly.

This simulation gives you the chance to pit your wits and skills
against the world's most powerful fleet. Are you up to the job?


GAMEPLAY, STRATEGY AND TACTICS

The control mechanism of the Red October is entirely icon driven to
allow the swift transmission of orders. Once an order has been issued
by the Captain, the officer responsible will acknowledge and execute
it. Once complete, the officer will confirm it via the message
window.

Control of speed, depth and bearing are the three tenets by which a
submarine commander lives or dies. They are continually displayed on
the left-hand panel and allow the Captain to evaluate the main
display area data.

This area can either be used to review the local position or the
broader North Atlantic projection. The latter map shows approximate
positions of all known fleets and, of course, the Red October. This
data, however, may become flawed as time progresses and the position
of ships alters.

The contour screen is of greatest use to the Captain in the early
part of the game, as he negotiates the very complex series of valleys
in the Reykjanes Ridge - affectionately renamed by the crews of the
Soviet Northern Red Banner fleet as "Gorshkov's Railroad" after their
Admiral Gorshkov.

This area is the main dispersal route for Soviet ballistic missil
submarines.  It is also where Soviet and US attack submarines
surreptitiously wait to track and ultimately eliminate any threat.

The contour screen allows the player to plan routes through the
Ridge area, as well as any other shallow areas. Sonar sweep can be
superimposed on the contour screen to allow identification of other
vessels in the vicinity.

You may also use the display area for the periscope view which show
full details of all vessels in the area. The attack scope will lock
data into the fire control computer to allow the maximum chance of a
"hit".

A submarine's main strategic strength is surprise. The ability to
attack without warning and escape into the depths silently is the key
to survival.

Red October has a unique advantage over all rivals and
contemporaries. It is fitted with the caterpillar drive system, which
facilitates a silent, virtually undetectable, passage through the
ocean's waters. To use this system, however, reduces speed by nearly
two-thirds. The longer Red October delays reaching its clandestine
rendezvous with the US Navy the greater the chance of detection by
the Soviet fleet. Any undue delay must be avoided - the net will tighten!

To fulfill your mission you must deliver Red October to the
Americans, intact and irretrievable. Failure means certain death.


NAVIGATION

During the initial section of the game you must navigate through
Reykjanes Ridge, some of the most dangerous submarine landscapes
known. Using the gradiometers you can utilise projected cross
sectional displays which help you plot the safest route through the
area.

The principle routes through the Ridge are well documented and known
by all submarine commanders. Both Russian, US, and NATO forces will
be in position and must be avoided. To disguise your presence
requires the nerve to manoeuvre Red October around massive obstacles
and camouflage the sonar input to other vessels.

The main danger to avoid is grounding or damaging Red October. Its
carefully designed hull is aimed at minimising noise and cavitation
and fragile hull sensors provide much of the electronic data needed
for navigation. Great care must be used.

There is also the danger from mines. "Captor mines" deployed by the
US Navy have no IFF sensors (Identification Friend or Foe). These
fire acoustic torpedoes at submarines which trigger pressure-sensitive
launch mechanisms.  Other mines may also be present. They hydrophonics
officer will keep you posted on these dangers.

When other vessels are in the area the Red October comes into her
own. The caterpillar drive system minimises the risk of discovery,
however, to use any active system will negate this advantage.

To avoid detection it is vital to minimise speed and noise levels
and vary depth according to local conditions. By using the inbuilt
systems advantages of Red October and the surrounding terrain you
will have a better chance of evading pursuers.


UNDER ATTACK

Once located, it is possible that a submarine could track Red October
without you realizing because of the limitations of passive sonar.
It is essential therefore that the commander regularly checks that no
"tail" has been acquired.  The manoeuvre known as "Crazy Ivan!",
requiring a sudden 360 turn, is a useful ploy. It results in a
following submarine having to react rapidly, silently and change its
course, if it is not to be revealed.

If the Red October is attacked there are several options available.

The most simple is to outrun the torpedo. Modern torpedoes are not
as fast as a submarine at full power and the longer the missile is in
the sea the greater the potential to deflect or confuse it. This
method creates a great deal of noise, however, and precludes a long
"cat and mouse" engagement.

A second option is to lay an electronic decoy. These decoys simulate
propeller noise and submarine sounds in the water and are towed about
400 yards behind the submarine, where a missile may explode
harmlessly.

A third and more risky option is to head towards the torpedo. In
order to prevent the torpedo from detonating, it must be intercepted
within the "safe detonation" area. This is the minimum distance
(about 1000 meters) that a torpedo must travel from the attack
submarine before it can explode otherwise the attack submarine itself
may suffer damage. By intercepting a torpedo within the minimum
distance, it will hit your submarine but not explode.


ON THE ATTACK

Red October's defensive capability is restricted to four torpedo
tubes.  Designed principally as a floating nuclear missile launch
pad, the torpedoes are her only method of despatching a pursuing
enemy to the deep.

Having identified an enemy it is vital for the Red October to get
into torpedo range. The maximum range is ten to twelve nautical
miles. Normally, however, submarine commanders prefer to sneak in
close to half that range to increase the chances of a hit. Whilst
acoustic torpedoes can be launched by using sonar bearings through
the fire control computer, it is perhaps illuminating that many
attacks are still carried out with periscope sightings, despite the
obvious risk of discovery.

If the manual override mechanism on the torpedoes has been
initiated, the bearing and elevation in relation to the target vessel
are important. The sooner the missile reaches the surface, the more
likely it is to be spotted visually and electronically. The missile
should not be fired too deep as decoys may deflect the torpedo from
its target.


AMERICAN TACTICS

Throughout this simulation the US Navy has one aim; to track the Red
October, and assist the commanding officer to defect in accordance
with its plan to get its hands on the sub.

To achieve its objective the US fleet will shadow the searching
Russian fleets whilst trying to track Red October with attack
submarines from the Reykjanes Ridge.

Once the Red October has been located, the US Navy will try to
establish surface contact at the rendezvous point and ensure that an
old US submarine is scuttled so that Red October can take on a new
identity.

The only thing that can alter the US tactics would be if Red October
launched an attack on US forces. This would rsult in the US Navy
joining the Russian forces in a "seek and destroy" mission for Red
October, to prevent the "rogue ship" from causing a nuclear war.


RUSSIAN TACTICS

Russian tactics are to stop the defection - at any cost.

All other nuclear ballistic missile submarines are recalled to base
to prevent the US misinterpreting their action in deploying three
search fleets in the Atlantic Ocean. Each fleet will carry out
organized and joint search patterns for Red October in the Ridge and
throughout the Atlantic.

The Soviet naval air force will support each fleet through wide
search patterns to trace the missing submarine.

At the beginning of the simulation, the Soviet attack submarines
will take up position off the major US military and commercial ports
on the Eastern Seaboard of the USA to blockade entry by the Red
October.

All Soviet "spy" trawlers will be instructed to trace the Red
October using the latest and most sophisticated tracking equipment.
Information from these vessels can be a source of great danger to Red
Octover and her crew.

Russian tactics will vary with each game. The split second nature of
decision making and the pressure to succeed can cause surprise
reactions from the pursuing Soviet navy.

If the Red October defects, many Soviet officers face disgrace. They
may lose their jobs, perhaps even their lives.  To succeed they may
take foolhardy risks with their own ships and crew.

As the game progresses the tension and the systematic search pattern
used by the Soviet fleet increase the chance of detection. However,
the Soviet navy is renowned for the poor security of its
communications concerning strategic positions.

The careful use of ESM - Electronics Surveillance Measures - may
provide that vital piece of information on the deployment of Soviet
forces to ensure your success.


COMMAND MANUAL

Red October is the latest Soviet nuclear ballistic missile submarine.
Armed with 26 SS-N-20 Seahawk misiles, each with eight 500-kiloton
multiple independently targetable re-entry vehicles -- MIRVS -- it
reppresents a potent weapon, capable of destroying two hundred
cities.

Red October is also the first Soviet submarine to be equipped with
the unique "Caterpillar" propulsion system. This allows the submarine
to reduce the amount of cavitation sound it emits and therefore to
remain virtually undetectable.

In this simulation of The Hunt for Red October you are Captain First
Rank Marko Ramius, Commander of Red October. Your mission is to guide
Red October to the Eastern Seaboard of the United States of
America...to DEFECT.


THE DEFECTION

The plot to defect has been devised over many months of planning. The
simulation starts as Red October begins to negotiate the Reykjanes
Ridge off the Icelandic coast. This area is the major route for
Soviet submarines leaving the ports used by the Northern Red Banner
fleet for the Atlantic Ocean and the US coastline.

To navigate this area takes great skill as the US and NATO have
concentrated their submarine detection networks on this area. The
objective for the player is to navigate to the Atlantic, rendezvous
with the US Navy away from the Soviet fleet and arrange a transfer of
crew. This allows the US Navy to create a suitable subterfuge on the
fate of Red October to allow them to smuggle the vessel secretly to
port. To sail Red October openly into a US port would result in the
Soviet authorities reclaiming the vessel under maritime law.

The crew of a hundred enlisted men are not aware of the planned
defection. It is important therefore not to deviate greatly from the
orders, albeit false, given to the crew at the beginning of the
voyage. These orders are that Red October is to probe the eastern
seaboard defences of the USA and on completion to head to Cuba on a
courtesy visit. Designed to disguise the true intention of the
mission as well as tantalise the crew with the excitement of the
Cuban visit, the orders are far removed from those originally given
to you be the Political Officer.

You must also take into account that the Soviet fleet's only aim is
to prevent Red October from falling into American hands. If it is
necessary to destroy Red October then it will.


LOADING INSTRUCTIONS

Amiga : Insert disk at workbench prompt and the disk will auto-run.


CONTROLLING THE RED OCTOBER

Once the game has loaded you will be shown the High Level Command
Screen (Figure 1). Also on the map will be a mouse pointer (in the
shape of an arrow and sickle). By moving the pointer over the relevant
parts of the sceen and clicking once on the left-hand mouse button the
action indicted will be selected.


COMMAND STRUCTURE

Figure 1: High Level Command Screen

 !---------------!----------------------------------!----------------!
 !               !                                  !                !
 !               !                                  !       C        !
 !               !                                  !                !
 !               !                                  !      SONAR     !
 !               !                 A                !----------------!
 !               !                                  !                !
 !               !                                  !       D        !
 !               !                                  !                !
 !               !                                  !     ENGINES    !
 !               !                                  !----------------!
 !               !                                  !                !
 !               !                                  !       E        !
 !---------------!                                  !                !
 ! 30 DEC 221:45 !                                  !     WEAPONS    !
 !---------------!                                  !----------------!
 !               !                                  !                !
 !---------------!                                  !       F        !
 ! SPEED 00000   !                                  !                !
 !---------------!                                  !     SCOPE      !
 ! HEADING 0000  !<--B                              !----------------!
 !---------------!                                  !                !
 ! DEPTH  00000  !                                  !       G        !
 !-------!-------!----------------------------------!                !
 !   /\  !                                          !      MAPS      !
 !       !                     H                    !----------------!
 !   \/  !                                          !
 !-------!------------------------------------------!

	A - Main Display Window			E - Weapons Officer
	B - Main Control Panel			F - Periscope
	C - Sonar Officer			G - Main Display Control
	D - Engineering Officer			H - Message Window

A. MAIN DISPLAY WINDOW

This is a large scale projection of the North Atlantic area. The
position of Red October is shown on it as a small red submarine. It
also shows known positions of major fleet formations, both Soviet and
NATO, in blue and green respectively. These positions will be updated
throughout the game based on the latest intelligence available to Red
October.

B. MAIN CONTROL PANEL

	!---------------------------!
	! !-----------------------! !
	! !          A            ! !
        ! !-----------------------! !
	! !------!     !---------!  !
        ! !      !     !    N    !  !
        ! !  C   !     !W      E !<--- B
	! !      !     !    S    !  !
        ! !      !     !---------!  !
        ! !      !                  !
        ! !------!                  !
        ! !-----------------------! !
        ! !      30 DEC 21:45     !<--- D
        ! !-----------------------! !
        ! !                         !
        ! !-----------------------! !
    E --->! SPEED    050          ! !
        ! !-----------------------! !
    F --->! HEADING  134          ! !
        ! !-----------------------! !
    G --->! DEPTH    000          ! !
        ! !---------!--!----------! !
    H --->! CONTOUR !  !   SONAR  !<--- I
        ! !---------!  !----------! !
        !---------------------------!

This panel provided the Captain with instant control over the major
navigational functions. Icons can be activated by a single click as
follows.

A - Speed Indicator - On this guage the Captain can change speed by
clicking on the required level and then the execute button. This is
used when the Captain wishes to change speed very quickly.

B - Compass - The compass allows the Captain to click on a required
heading and then click on the execut button, to change course.

C - Depth Guage - On the depth guage, by clicking on the depth
required, the Captain can make rapid adjustments whilst still
analysing other data on the main screen display. Once executed the
main indicator will move to the indicated depth position.

D - Clock - A "gametime" clock may be accelerated by holding the mouse
button down continuously over the right-hand area of the clock. To
slow the clock to gain time, press the mouse button continuously over
the left-hand side of the clock. This speeding up of the clock allows
the Captain to accelerate the passage of time until a further order is
required or message received.

N.B. It is dangerous to use this function in areas where navigation
is complex, otherwise you run the risk of grounding and damaging Red
October.

E - Speed Readout - This indicates the current speed in knots. By
clicking on the icon the Captain is given the option of increasing or
decreasing speed. (Figure 3.1).If he selects 0 knots he is giving the
order of "total silence". This may be used when trying to avoid
detection.

F - Heading Readout - This provides accurate control of the heading of
Red October. When setting a course this is the best method of ensuring
that the course set is correct. However, if the Captain wishes to
perform an evasive manoeuvre involving rapid changes of course he may
elect to use the quicker compass method outlined in B above.

G - Depth Readout - Depth is given in meters. It is essential that the
Captain is aware of this for two reasons - first, he must not dive
below the safe pressure depth of 450 meters. Secondly, he must ensure
that depth is apprepriate for the seabed terrain.

H - Contour Display Control - This turns the contour display map in
the main area on and off, as the Captain requires.

I - Sonar Display Control - This turns the sonar display area on and
off, as the Captain requires.


Figure 3.1: ORDER EXECUTION PANEL

Once the Captain has selected the parameter he wishes to change --
speed, heading or depth, he must execute the order for his officers to
obey.

		!-------------------------------------!
		! !---------------! !---------------! !
	   A --- >!    EXECUTE    ! !    CANCEL     !< ---B
                ! !---------------! !---------------! !
		!        !------------------!         !
                !        !      SPEED       !< --------- C
                !        !------------------!         !
	        ! !---------------------------------! !
           D --- >! 0 0 0       KNOTS               ! !
                ! !---------------------------------! !
                ! !-------------!   !---------------! !
           E --- >!   DECREASE  !   !   INCREASE    !< --- F
                ! !-------------!   !---------------! !
                !-------------------------------------!

A - Execute Order - Clicking on this button will execute the order
selected by the Captain. This must be done before any order form the
main control panel can be executed.

B - Cancel Order - This cancels the order originally selected by the
Captain and can only be prior to execution. Once an order is executed
then only a fresh order countermanding it will prevent it from being
carried out.

C - Function - This shows the function that the Captain is adjusting -
speed, heading or depth.

D - Function Readout - This shows the level of the function at the
time of the order, and can then be changed to the new level required,
by using increase/decrease buttons.

E - Decrease Button - Decreases the level shown in "D" until it
reaches the level required by the Captain.

F - Increase Button - Increases the level shown in "D: until it
reaches the level required by the Captain. Combined with "E" it allows
the Captain to "fine tune" the submarine's speed, heading or depth,
rather than the approximate orders given via the main control panel.

On execution of an order the original panel (Figure 3) will return
and the Captain can adjust other parameters whilst new orders are
being implemented.  Each change of the instructions must be executed
and acknowledged by the relevant officer. The officer will also report
when the order has been accomplished. Once an order has been given the
Captain can concentrate on other more pressing matters, safe in the
knowledge that his hand-picked officers will respond correctly. This
flexible and simple command structure means that numerous orders may
be given and complicated manoeuvres performed with the minimum of
effort.


GIVING ORDERS TO OFFICERS

Clicking on the Sonar Icon displays the functions of the Sonar
Officer.

Sonar represents the ears of the modern submarine. Sonar technology
has developed to such a degree that listening to the sound patterns of
a vessel as it moves and operates enables trained operatives to
recognise vessels with remarkable accuracy. Submarines operate with a
continuous passive sonar which gives approximate details of targets
and their identity or heading.  The data, however, is highly
subjective and it requires verification by visual sighting, further
triangulation or by the use of "active" sonar to gain an accurate fix
on the target. It also leaves vulnerable blind spots which can be
exploited by hostile attack submarines.

A - Sonar/Contour Display - This screen calls up the contour display
of the sea bed. This accurate relief map is supplied by gradiometers
fitted to Red October which sense the depth of the Ocean, and project
the known area around the vessel.

The gradiation is by color, white being the peaks of rock formations,
and the darkest blue, the sea bed itself.

By using this information together with the sonar information
supplied, and superimposed on the map, the Captain can navigate his
way through the treacherous Reykjanes Ridge to the relative safety of
the mid-Atlantic.

The contour control turns the contour display on and off, as
indicated in the main control panel section. When turned off, the
contour map becomes the sonar screen.

This screen indicates all sonar contacts picked up from either
passive or active sonar. Each reference is keyed and details of the
contact are shown in the message window. The bearing shown is from Red
October to the sonar contact.  The range is in nautical miles,
together with the approximate heading of the contact. Approximate
speed in knots is also shown.  This information is updated by use of
passive or active sonar. It may be considered necessary by some
commanders to verify data with visual sightings. The message window
data can be used by either the hydrophonics window or as the fire
control computer to lock onto a target for analysis or attack.
Selection is made by moving the opinter over the appropriate symbol
and clicking once on the left-hand mouse button.  When there are a
large number of sonar contacts on screen the list can be scrolled up
and down using the arrows shown on the left-hand side of the message
screen. The sonar information window can also be turned back to the
ordinary message window by clicking on the page symbol between the
scroll arrows.

B - Active Sonar - Clicking on this icon authorises the emission of an
active sonar signal. The results are two-fold. An accurate sonar
picture will be given, allowing the Captain to assess a target, its
speed, heading and identity. It will also indicate to the ships on the
receiving end of the active sonar that, if they had not already
discovered it, a potentially hostile submarine is in the area and may
be about to launch an attack.  This use of active sonar may also give
the target ships a fix on the submarine';s bearing.  The use of active
sonar is therefore risky. But the benefits in terms of prosecuting an
attack are substantial as it will reveal detailed information on the
target vessels essential for an attack to succeed.

C - Cross Section Window - This gives the Captain a window in the
message area which shows a cross-sectional analysis of the sea bed.
This can either be along the 90 or the 180 axis of the submarine and
alternated between them within the window. The views may also be
magnified and de-magnified to allow the careful planning of routes
through the more complex areas of the sea bed.

Figure 4.4

        !-------------------------------------------!-------!-!
        !                                           ! ----- !< --- A
        !                                           !-------! !
        !       /\                                  !-------! !
        !      /  \  /\        /\                   !   0   !< --- B
        !     /    \/  \      /  \                  !-------! !
        !    /          \    /    \    /\    /\     !   /\  ! !
        !   /            \  /      \  /  \  /  \    !       !< --- C
        !  /              \/        \/    \/    \/\/!-------! !
        ! /                                         !       ! !
        !/                                          !   \/  !< --- D
        !                                           !-------! !
        !--------------------!----------------------!-------!-!
                             !
                             E

A - The 90 cross section gives the forward view of the submarine to
allow the planning of routes directly ahead.

B - The 180 cross section shows a projection to the side to allow an
all round view of what routes are available to the Captain.

C - The magnification button extends forward the view of the sensors.

D - The de-magnification button reduces the forward magnification of
the sensors.

E - Actual representation of sea bed formations (magnified).

D - Hydrophonics - This allows an analysis in the cross section window
of the hydrophonic signal of the highlighted target to be compared
with a library of existing signals.(Figure 4.5)  It allows the Captain
to make an accurate assessment of vessels in the target area.

Figure 4.5

 !---------------------------!------------------------------------------!
 ! !-----------------------! !                                          !
 ! !                       ! !                                          !
 ! !-----------------------! !                                          !
 ! !------!     !---------!  !                                          !
 ! !      !     !    N    !  !                                          !
 ! !      !     !W      E !  !                                          !
 ! !      !     !    S    !  !                                          !
 ! !      !     !---------!  !                                          !
 ! !      !                  !                                          !
 ! !------!                  !                                          !
 ! !-----------------------! !                                          !
 ! !      30 DEC 21:45     ! !                                          !
 ! !-----------------------! !                                          !
 ! !                         !                                          !
 ! !-----------------------! !                                          !
 ! ! SPEED    050          ! !                                          !
 ! !-----------------------! !                                          !
 ! ! HEADING  134          ! !                                          !
 ! !-----------------------! !                                          !
 ! ! DEPTH    000          ! !                                          !
 ! !---------!--!----------! !                                          !
 ! ! CONTOUR !  !   SONAR  ! !                                          !
 ! !---------!  !----------! !                                          !
 !------!--!--------!--------!---------------!------------------!-------!
 !      !  !        ! Bearing  Range  Heading! <<--->><<--->><< !      !
 !  /\  !  !        !  251     01.6    051   !        B         ! !--! !
 !------!  !        !  xxx     xxxx    xxx   !------------------! !/\!<--!
 ! !--! !  !        !  xxx     xxxx    xxx   !------------------! !--! ! !
 ! !  ! !  !        !                        ! dfkapdflaa doaf  ! !--! ! C
 ! !--! !  !   A    !                        !        D         ! !  ! ! !
 !------!  !        !                        !------------------! !\/!<--!
 !      !  !        !                        !      KRIVAK      ! !--! !
 !  \/  !  !        !                        !--------!---------!      !
 !------!--!--------!---------------------------------!----------------!
                                                      !
                                                      D

   A - Sonar Screen Traces
   B - Current Trace Acoustic Signature
   C - Scroll Arrows for Data Bank
   D - Current Data Bank Acoustic Signature
   E - Current Data Bank Identity.


E - Exit to Higher Command Level - This icon allows the Captain to
return to the higher level of icons, and is present at all sub levels
of command icons.


DRIVE CONTROL

Figure 5: Engineering Officer

This icon calls up the Engineering Officer, and allows the selection
of Red October's propulsion method.

The most important factor in running Red October will be the
Captain's choice of power and drive. This in turn determines the
amount of cavitation and general noise level.

The advantage of the caterpillar drive is based on the use of
impellers rather than propellers. The submarine sucks water in through
the bow, and the impellers eject it from the stern, thereby moving the
ship. This eliminates the cavitation sounds caused by propellers.

When conventional propellers turn at high speed they develop an area
of low pressure behind the trailing edge of the blade. When these
areas collapse under pressure, water rushes forward against the blade,
causing noise and vibration, making detection easier.

The speed advantage of nuclear power compared with diesel power is
significant.  The noise factor when using diesel power is also a
problem when trying to avoid detection. However, after day 10 of the
game, the nuclear power plant is withdrawn from use (as part of the
defection plan) and the Captain is forced to use either the diesel
power, or the more silent but slower caterpillar drive.  The choice of
propulsion is up to the Captain and the changeovers will be executed
by the engine room on demand.

Figure 5.1

NUCLEAR - Nuclear Power

DIESEL - Diesel Power

CATERPILLER - Caterpiller Drive

PROPELLER - Propeller Drive

EXIT - Exit to Higher Level


WEAPONS SYSTEMS

The Red October has only torpedoes to fire, and hence the Captain
must decide simply when and what to fire.

Figure 6: Weapons Officer

This selects the weapons officer and allows control of Red October's
offensive capability - acoustic torpedoes.

Target selection can be either manual, or via the sonar messgae
window which also acts as the fire control computer. The details from
this system are used to aim the Red October's torpedoes.

Figure 6: Torpedo Tube Status

This icon gives the status of Red October's four torpedo tubes,
including how many torpedoes are left for each tub. To change tubes,
clice the left-hand mouse button over the icon.

Figure 6.2: Manual Override

If the Captain is unsure of the reliability or success of his acoustic
torpedoes, he may select the manual override option.

This brings into operation the heading and elevation control (Figure
6.3). By clicking on the arrows the Captain can set the heading and
elevation angle for each torpedo. The difficulty is to avoid setting
the angle too steeply to avoid possible visual sighting of the torpedo
by the target, thereby alowing it to take evasive action.

Figure 6.3:

           !------------------------------!----------------!
           !           HEADING            !   ELEVATION    !
           !                              !                !
           !       !--------------!       !   !-------!    !
           !       !              !       !  -!       !    !
           !       !              !       !  -!       ! /\ !\
           ! /     !      !       !   \   !  -!       !    ! \A
   B---------\     !      !       !   /   !  -!       !    ! /                    !       !      !       !       !  -!-------! \/ !
           !       !      !       !       !  -!       ! \/ !/
           !       !--------------!       !   !-------!    !
           !            180               !      000       !
           !-------------!------------------------!--------!
                         !                        !
                         C                        D

   A - Scroll Arrows to raise/lower angle of elevation
   B - Scroll Arrows to change heading port/starboard
   C - Current heading of acoustic torpedo
   D - Current angle of elevation of acoustic torpedo

Figure 6.4: Launch Torpedo

The FIRE icon launches the torpedo. The noise and effect of launching
a torpedo is a significant danger in that it gives away your position
to the target.

Figure 6.5: Lay Flack

This icon allows the Captain to lay electronic decoys to deflect and
confuse incoming torpedoes and missiles. The disadvantage of using
such a decoy is that it creates extra noise which highlights your
presence in the area.

Whilst the Red October's primary role is to launch offensive missiles
thate is no doubt that her offensive ship-to-ship weaponry would
enable her to undertake an engagement with a surface vessel with a
high degree of confidence and success.

Figure 7: Periscope Systems

This section of icons can only be called by the Captain when at
periscope depth. Once achieved, the Captain may select his periscope
view and check the horizon accordingly.

Figure 7.1: Search Scope

This gives a horizon view and is used to test if it is safe to surface
and for identification of targets. To scroll the view, simply click
over the direction arrows.

Figure 7.2:

   !------------------------------------------------!
   !                                                !
   !                                                !
   !                                                !
   !                                                !
   !                     H                          !
   !                                                !
   !                                                !
   !                                                !
   !------------------------------------------------!
   !          B                                     !
   !    A                  D           F       G    !
   !              C                E                !
   !------------------------------------------------!

   A - Sonar Activity
   B - Battery Charge Level
   C - Periscope Left
   D - Periscope Bearing
   E - Periscope Right
   F - Compressed Air Level
   G - E.S.M. Activity
   H - Periscope View

Figure 7.3: Attack Scope Icon

This allows the Captain to take readings from the control panel and
use them directly in his fire control system to enhance the prospects
of a successful attack (Figure 4).

Figure 7.4:

   !------------------------------------------------!
   !                                                !
   !            !---------------------!             !
   !            !                     !             !
   !            !     !----------!    !             !
   !            !     !    A     !    !             !
   !            !     !----------!    !             !
   !            !                     !             !
   !            !---------------------!             !              !
   !------------------------------------------------!
   !                                                !
   !                      B                         !
   !                                                !
   !------------------------------------------------!

   A - Attack Sight
   B - "Lock-on Target" Control

Figure 7.5: Night Scope

This uses the latest image intensification technology to ensure that
the Captain can also use visual reference.

Figure 7.6: Electonic Surveillance Manual (ESM)

The ESM antennae enables any messages being transmitted between ships
to be intercepted and relayed to the Captain. It allows the overall
perspective of fleet positions on the Atlantic map to be updated and
may also give useful information about enemy intentions during the
serach or rendezvous.

The use of the periscope makes it easier to be detected through radar
or even visual contact. Henct to deploy the periscope is a risky
option. however, many modern submarine commanders prefer the security
of visual sightings and identifications before launching an attack.


THE MESSAGE WINDOW

As the Captain gives orders and the situation changes, he will
receive text information in the message window.

Figure 8: Message Window

	 !-------!-------------------------------------------------!                   /\  !                                                 !      MAPS      !
    A -- !   /\  !                                                 !
         !       !   Message:                                      !
    B -- !  !--! !                                                 !
         !  !--! !                                                 !
         !       !                                                 !
    C -- !   \/  !                                                 !
	 !-------!-------------------------------------------------!


   A - Scroll Messages Up
   B - Scroll Messages Down
   C - Change to/from Sonar Reference Window

This contains all verbal responses to orders and other information
including sonar contacts, ESM transmission intercepts, damage control
reports and much more....

Messages can be scrolled up and down so that information may be
retrieved if required. The message window also doubles as the sonar
and fire control window by clicking on the central icon. It may also
be partially overwritten by the hydrophonics data or the cross section
window.

Information is a submarine commander's lifeline. Observation of the
data that passes through this window is absolutely vital for the
success of your mission.


PLAYER OPTIONS

By clicking on the right hand mouse button, the player can call up a
series of player options in the form of a desk top. These are called
up by moving the icon pointer over them and clicking the left-hand
mouse button.

Figure 9: Player Options

ABOUT RED OCTOBER - This section pulls down text information on Red
October as general background for the player.

SAVE GAME - This option allows the player to follow a series of
on-screen prompts to save his current position on a blank formatted
disk.

LOAD GAME - This option allows the player to re-load a previously
saved position from disk. In this way a game can be spread over
several days, weeks or months.

RECOGNITION CHARTS - This allows the player to pull down recognition
charts of ships to assist his evaluation of periscope information.

STRATEGY HINTS - This allows the player to pull down strategy hints on
submarine warfare, and tactics for avoiding detection and attack.

CONTROLLING RED OCTOBER - This gives details of how to control Red
October and the detailed use of the systems it operates.

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The end of the Project 64 etext of the Hunt for Red October manual.

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