BUBIMIR
THE  UNDERWATER COMBAT SIMULATION 
Technical  Supplement 
for  IBM  PC  Compatibles 
TEe II  :\  I C  \  LSI  P  P  L E "  E "" 
Contents 
Your  Sub War  2050  pa cka ge  should  c ontain  a  Game  Ma nua l ,  a  cop y  of 
UnderCurrents,  this  Technical Supplement ,  a  Key  Guide,  a  set  of 3. 5"  high  density 
disks  and a  r egistration card. 
Required  Equipment 
  Computer 
Sub War 2050 r equires  an mM PC AT  or a  computer  100%  compatible with this model. 
The  computer  must  have  a  high  density floppy  disk  drive  and a  hard disk. 
Sub War 2050 r equires an 80386 processor and at least  1Mb RAM. 
  Controls 
Although  Sub War  2050  can  be  run  entirely  from  a  standard  or  portable  P C 
keyboard,  a  mouse and joystick  are  strongly  r ecommended . 
  Display 
Sub War 2050  r equires  a  color monitor with a  VGA graphics  system.  If you are  using 
a  compatible graphics card/monitor, it must  be  100%  compatible with VGA systems. 
  Disk Drives 
SubWar 2050 must  be installed  onto a  hard disk  with 12Mb of free  space . 
  DOS 
You must  have Microsoft MS-DOS  ver sion 5.0 or higher . 
TEc:lI\lC\1.  ~ I I ' I ' I . E ' I E \ T 
Copy  Protection 
Sub War  2050  has  no  dis k  copy  protection .  However ,  the  program  as ks  you  a 
manual-I'elated  ques tion .  Use  the  manual  to  anSWel"  the  question .  Mi croProse 
l"egr ets  that  continuing  casual  and  organized  software  piracy  r equires  that  thi s 
minimal form  of copy protection  is  retained. 
Installation 
An  installation  program is included  on the  SubWar 2050 Disk  A. 
Insert  Disk  A  into  your  fl oppy  drive  (dl"ive  A  or  B)  a nd  designate  that  dl"ive  (by 
typing "A:  [Return]" or " B:  [Return],, ). 
When the  new  prompt appears,  type " INSTALL [Return]" 
Please follow  the  on-scr een  text which  appears. 
The  default (pI"e-set)  installation  routine  places  SubWar 2050 in  a  directol"y  named 
C:\MP S\SUBW 
Loading  Instructions 
Switch  on  yOUI" machine  and  wait until  the  C: \> prompt appear s. 
Type  " CD  MPS \ SUBW  [Return]"  and  then  t ype  "SUBWAR  [Return ]"  to  mn 
the game. 
Note: If you  have  installed  SubWar 2050  to  another  directory,  you  must  t ype  "CD 
[name  of your directory]" first. 
If the  game  fail s  to  load, r ead  the  Problem  Section of this Technical Suppl ement. 
Sound 
SubWcu  2050  s upport s  the  PC  int e t'nal  spea ke r ,  AdLib  compatibl e  cards , 
SoundBlaster compatible ca rds  and  the  Roland  LAPC-1  ca rd . 
Operating  Difficulties and  Loading  Problems 
Q.  Why can't I  install the game to my hard disk? 
1.  You  must  check  all  system  requirements,  especiall y  any  mention  of  hard  di sk 
space  r equired, listed in  thi s Technical Supplement. 
2.  If you  still  have  a  pl'Oblem,  you  should  make  copies  of the  ol'iginal di sks  and  use 
the  duplica tes  in  place  of the  ot'iginals;  sometimes  you'U  get  a  t'ead  en-Ot'  due  to  a 
diffet'ence in  head  alignment. 
3.  If the  game  still  does n' t  work,  make  sure  you  are  not  l'lmning  a  compression 
utilit y program on your hat"d  disk . 
4.  Finally,  tt"y  installing the  game on  another machine  to  see if the problem  recut's. 
Q.  How do I  copy disks? 
Fl'Om  the  C: \> pl'Ompt,  use  the  DOS  command  DISKCOPY A:  A:  [Retum].  Follow 
the  on-sct"een  pt'ompts. 
Q.  Why won't my game load? 
You  must have  612,096 b ytes  (598K) of Conventional Memor'y  and  10K UMB  (Uppel" 
Memor'y Block) or'  620,288  bytes  (606K) Conventional Memo.y  and no UMB. 
To  check  that  you  have  allocated  an  uppe r'  memot"y  block,  look  fOI"  the  line 
DOS=UMB  (MS-DOS  6)  ot"  DOS=HIGH, UMB  (MS-DOS  5)  in  you,'  PC's 
CONFIG.SYS  fil e. 
Slow Running 
If yo u  al"e  not  I' unning  ft'om  a  boot  di s k ,  please  e n s ut" e  that  yo u  have 
SMARTDRV.SYS  or  SMARTDRV.EXE  loaded  into  yo ut"  CONFIG.SYS  or 
AUTOEXEC.BAT. 
TECII\IC\L              
Conventional Memory 
To check  how much  Conventional Memory is  available,  type  MEM/C  from  the C: b 
prompt  and  press  the  Return  key.  Look  for  the  Largest  Executable  Program 
details . If there is  not enough Conventional Memory,  you may  need  a  Boot Disk. 
Q.  What is  a  Boot Disk? 
This  is  a  Start Up  disk  for  your  computer which  contains  alternative start  up  files  to 
those on your hard disk.  The  Boot Disk  will allow  you more  Conventional Memory. 
Making a  Boot Disk 
Instructions  for  making  an  MS-DOS  Boot Disk  (also  known  as  a  System  Disk)  will 
be found in  your Microsoft manual. 
U sing a  Boot Disk 
Inse rt  the  Boot  Di sk  into  yOUt'  flopp y  di sk  drive  A  and  the n  switch  on  the 
computer. You should leave the  disk  in the floppy  drive  during play. 
Q.  Can I  run my game through Windows? 
No, this is not r ecommended ,  unless specifically mentioned in the system  r equirements. 
Q.  Does my game run with DR DOS? 
Success  is  not  guaranteed.  MicroProse  games  are  currentl y  designed  to  run  with 
MS-DOS  5.0 or 100%  compatible  DOS. 
TEC''''C\L  ~ I  PPLE"E'''' 
Q.  What is  Base Memory? 
Thi s  i s  the  original  1Mb  ( 1024K)  III  yo ur  ma chine .  It is  divide d  up  into 
Conventional  Memory  (640K) ,  wher e  MS-DOS  and  all  P C  programs  load  and 
Upper  Memory (384K),  wher e system  driver s (such as  the mouse  driver )  r eside. 
In  MS-DOS  5.0  the  bulk  of  the  operating  syst em  and  associated  driver s  are 
normall y  loade d  into  Uppe r  Me mor y.  Othe r  dri ve r s  h eld  in  the  area  of 
Conventional Memory will r educe your 640K available for  the program. 
Q.  What is  Extended Memory (XMS)? 
Further memory,  beyond  the  1Mb  of Base  Memory  on  your PC  is  called  Extended 
Memory.  XMS  can  be  used  to free more  Conventional Memory so  that bigger  games 
can be  run. XMS  can also  be  used  to simulate  Expanded  Memory. 
Q.  What is  Expanded Memory (EMS)? 
EMS  was  originally  designed  to  give  the  PC  more  memory  to  run  programs.  It has 
been  around  far  longer  than  XMS  so  most  programs  take  advantage  of it.  Most 
MicroProse  games  take  advantage  of  EMS.  The  DOS  command  EMM386. EXE  can 
be  used  to turn XMS  into EMS  and should be in your CONFIG.SYS. 
Remember  that hard disk  space is  also  measured  in Megabytes  (Mb).  Don' t  confuse 
this with memory  - the  two  are completely  differ ent! 
Technical  Assistance 
If you  have  read  through  the  Problems  Section  of  this  technical  supplement  and 
still  experience  difficulties  with  the  game,  you  may need  some  help from  us.  As  we 
receive  many calls  every day,  we  can  deal  with  your inquiry more efficiently if you 
have the following information available: 
1.  The correct name of the game 
2.  The type of computer you are running it on 
3.  Your DOS  version 
4 .  How much conventional memory you have 
5.  The exact error message reported (if any) 
6.  The  version #  of the game 
Call  us  at  (410)  771-1151,  Monday  through  Friday  9:00  a.m.  to  5:00  p.m.  EST. 
Have a  pen and paper handy when you call.  Alternately, you can write to Customer 
Service at the address shown in this document. 
Virus 
Be aware that a  virus may have  transferred into your hardware from another piece 
of software .  Pirated  copies  of games  are  an  incredibly  common  source  of  virus 
problems, it always pays to own original software. 
Software  Fau It 
In  the  unlikely  event  of a  software  fault  please  return  the  complete  package,  with 
your  receipt,  to  the  place  of  purchase.  MicroProse  regrets  that  goods  cannot  be 
replaced unless bought from the  company directly. 
The  Read  Me  File 
The  latest  notes  regarding  this  program  can  he  found  in  a  file  named 
README. TXT  in  the  SUBWAR  directory.  These  notes  may  be  read  by  using 
eit h er  standard  DOS  commands  or  the  DOS  5.0  text  editor  (type  EDIT 
README. TXT). 
TECII\IC\!.  SII'I'I.E\lE\T 
A  0  I v  I  s  Ion  0  f  S pee t  rum  Hoi 0  B Y t     Inc. 
180 Lakefront Drive, Hunt Valley, MD  21030 
(410)  771-U51 
Game  Design  and  Program Copyright  1994 Particle Systems 
Documentation,  Packaging and  Logo  Copyright 1994 MicroProse 
Thi s documentation,  accompanying manuals a nd  Ooppy  disks are copyrighted . The  owner  o[ this 
product  is entitled  to  use  this  product  for  his or  her  per sonal use.  Except [or  back-up  copies o[ the di sks 
fo,'  per sonal use and  the quoting of b"ief  passages [or the  purposes of reviews,  no one  may  transfe,', 
copy,  back-up, give or sell  any  part  of  the  manual or the  information  on  the disks, or  transmit  in  any 
fOlom  or by  a n y  means,  electronic,              photocopying,  r ecord_jng or  othe r"wi se withoullhe  prior 
pe"mi ssion of the  publisher. Any  per son  or pC"sons  r eprod ucing any part of this  program,  in  any  media , 
for  any  reason,  sha ll  be guilty of copyright violation and shall  be subj ect  to civil  li ability at the 
discretion of the copyri ght holder. 
Made in the  USA 
Bua_A 
THE UNDERWATER COMBAT SIMULATION 
MicroProse,  180 Lakefront Drive, Hunt Valley, MD 21030 
(410) 771-1151 
Game  Design  and  Program Copyright  1994 Particle Systems 
Documentation,  Packaging and Logo  Copyright 1994 MicroProse 
This  documentation,  accompanying manual and  floppy  di sks are  copyri ghted.  The  owner  of thi s  product 
is  entitled  to use this  product  for  his or  her  per sonal  use.  Except for  back-up copies of the  di sks  for 
per sonal use and  the  quoting of brief passages  for the  purposes of reviews ,  no one  may  transfer ,  copy, 
back-up,  give  or sell  any  pa rt of the  manual or the  information on  the  disks, or transmit  in  any  form  or 
by any  means ,  electronic,  mechanical , photocopying,  recording or otherwise without the  priolo 
permission  of the publisher .  Any per son or persons  r eproducing any part of this  program,  in  any  media , 
for any  reason ,  shall  be  guilty of copyright violation and shall be  subj ect  to civil  liability at the 
di scretion of the  copyright holder. 
Made in the USA 
(;  \  'I E  'I  \, I  \  L 
CREDITS 
Game  Design &  Programming  Michael  Powell for Particle  Systems 
3-D  Shape Design  Saul Markese 
Michael  Powell 
Additional Shape Design  Amanda Roberts 
Kevin Ayre 
Graphics and Animations  Mark Scott 
Eddie  Garnier 
Additional Graphics  Martin Smillie 
Mission  Design  Mike Brunton 
Music  and Sound Effects  Matthew Walden 
Quality Assurance Management  Pet er  Woods 
Quality Assurance Testing  Andrew Luckett 
Darren  Kirby 
J ames  Hawkins 
Andrew Hieke 
Pet er  Moreland 
Matt Showalter 
J eff Dinger 
Destin Strader 
Brian Wilson 
Documentation  Kristian Ramsay-Jones 
Packaging Design  Julie Burness 
Sarah Warburton 
John Emory 
Game Manual Design  Sarah Kerr 
Joe Morel 
Undercurrents  Design  Sarah Warburton 
Managing Editor  Alkis Alkiviades 
Product Marketing Manager  John Davis 
Producer  Tim Roberts 
Publishers  Paul Hibbard 
Peter  Moreland 
Special Thanks  to Peter Hunter  at the  Institute  of Oceanographic  Studies for 
Under sea  Topological  Data. 
(;  \  "E  'I  \  ~    I  \  L 
CONTENTS 
Quick  Start ..... ... .......................................... ...................... ..... 5 
Introduction ............ ...................... ..... .................... .. .................... .  9 
The Manuals ............................... ........... ........... ..... ..... .. ......... 9 
Controls ..... ... ..... .. .... .. ............................. .. ............... ..... ........ 10 
The Controller  . ........... . .... .. .......... ....... .... ......................... 10 
The Selector  ... .. ..... . ..... .. .... . ..................... ... .. ............... . ... 10 
Getting  Started ................... .. .... .. ..... .. ... ... ......... .......... ........... .. ... 11 
Sorting the Materials .... ... ..... ....................... ..... .. ... ..... ... ........ 11 
Installing/Loading Sub War 2050 ......................................... .. . 11 
Copy Protection .... .. ..... .. ........... ..... .. .......... ........................ ... 11 
The  Command  Center ...................... ....... ........... .. ................ ..... .. 12 
New Campaign ............................ ...... ...... .. ... ................... .... .. 13 
Quit ............ .............. ............. ................................... ............ 13 
Game Options ................. ...... .... ....................... ........ .. ..... ..... . 14 
Simulated Combat ...... ... ... .. ..... .. .............. .. ...... ....... .......... ..... 16 
Pilot Roster ..... ..... ... ... ..... .. .......... ..................... .... ................ 16 
Mission Briefing ....... ............. ... ... ....... ................................. .. 17 
The Orders ....... . ................................ . ........................ .. ... 18 
The Mission Map ... . .............. .. .... . ........................ . ... .. ........ 18 
The 3-D Briefing .... . ........................................ . .... . ............ 19 
Configure Subs ... ........ .. ................ ....................... ........ ..... .... 20 
The Configuration Screen  ...... . ..... .. ........ . ........ . .......... ..... .... 20 
The Arming Screen . .. .. . ........... ....... .... ... ...... ...... . ....... . . . . . .... 21 
Enter Mission .. ........................ ...... ....... .. .. ...... ..... ............ ...... 21 
(;  \  \1  E  \1  \  \  I  \  L 
CONTENTS 
The  Mission ..... ............ ............ ..... .................................... .. ........ .  22 
Piloting Your Submarine ............................... ... .. ... .... ... .. ... .... 22 
Pt-inlary Controls ... . ............................... . .... . .................... . 22 
The 3-D Displa y .... . .... .. . . ..... . ... .......... ....... ..... ... ... .. . ........... 23 
The Head-Up Display ......... . ............. . ................ ... .............. 24 
The Cockpit Di splays  ... . .... ... ................................ . ............. 26 
Full-Sct'een  Displays  ...... .... . .... . ...................................... . .. . 30 
Other Controls  .................... . .... . ..................................... .. 31 
Views  ...... ........ ................... ...... ........ ......... ............................ 32 
Cockpit Views  . . ........ .. .... . ........ ....... ..................... ...... ....... 32 
External Views  ................................................................. 32 
Returning to  the Sub Carrier ... .... ............. .. .......................... 33 
Mission  Debriefing ........... .. ......... ... ..... ... ... ....... .. ................. ....... 34 
ElUIEIHYAA 
Quick Start 
Training  Missions Guide 
1 
Install  and  Load  Sub War  2050  b y 
referring to  the Technical Supplement. 
2 
After  the  animated  Int ro,  you' ll  be 
taken  to  the  Copy Protection scr een. 
Quit 
Mi ssion 
Briefing 
3 
Your  fir s t  mission  will  b e  a 
Training Mission. 
  Move  th e  cur s or  (using  joys tick , 
mous e  or  k eyboat-d)  to  the  top-left 
of  the  sc r ee n.  You  will  see 
  Type  in  the  answer  from  the  manual 
r efer ence  given  and  YOll ' U be  taken  into 
YOlll'  sub carrier  Command  Center. 
The  Command  Center 
Game 
Options 
Configure 
Subs 
Enter 
Mission 
<  e w  Campaign>  hi ghlight e d  in  a 
central message  box. 
  Select  (press  Joystick  Fire  Button , 
Left  Mouse  Button  or  Return  Key)  to 
enter the  Campaign Screen. 
4 
Move  your  c ur s or  ove r  the  top 
button  ( the  arrow  symbol)  and 
select  until  you  see  <Training>  under 
the  pilot's name. 
  Select the second button to view a  general 
description of the  Training scenario. 
  Select  the  lowest  button  t o  r eturn  to 
the  Command Center . 
5 
Move  the  cursor  to  the  bottom  left. 
Highlight <Pilot Rostei'> and select. 
  Look at the  Pilot Scr een . 
  Sel ec t  the  top  l eft  button ,  t yp e  in 
your name  and press  Return. 
  Select  the  bottom left button to  r eturn 
to  the  Command Center . 
6 
Mo ve  the  c ur s or  to  <Mi ssion 
Bri efin g>  (second  from  the  l eft ) 
and select. 
You' ll see  an outline  of your fIrst  training 
mission .  This  is  a  Navigation  t est.  You 
must  st eer  through  3  gr een  triangular 
mission  marker s  (called  <W aypoints 
then  back  to the Sub Carrier. 
Instruments 
Target ing 
Display 
Navigati on 
Display 
  Sel ect  the  second  from  the  bottom 
butt on  to  look  at  a  3-D  diagr am  of 
yo ur  propo se d  mi ss ion.  Don ' t 
worr y  about  confi guring  your  s ub 
for  now. 
  Select  the  lowest  button  to  r eturn  to 
the  Command Center . 
7 
Move  the  cursor to  <Begin  Mission> 
(bottom  right )  and  Select ;  t o  jump 
into  your cockpit. 
In  The  Cockpit 
8 
You  are  advi sed  to  use  the  Pause 
function  as  often  as  possible  until 
you  ar e  f a miliar  with  all  the  s ub 
control s.  You ' ll  b egin  the  mi ssion 
h aving  been  launched  from  just  below 
the  sub carrier . 
  Press  Key  P  to  P ause  the  simulation. 
Familiarize  yourself  with  the  cockpit 
controls  and  look  at  the  Game  Manual 
pages  18  to  30  if  y ou  want  full 
<Mission>  details. 
  Press Key P  to Unpause the simulation. 
Weapon 
Display 
Sonar Cross 
Section  (SCS) 
Display 
Damage 
Status 
9 
Make  sure  your  Navigation  Display 
scr een  (on  the  left  of the  cockpit)  is 
not set  to Map Mode but shows Waypoint 1 
(Waypoints  are  navigation  points  to  be 
passed  through  in  the  mi ssion .)  Press 
key M once, if it does  show a Map 
Thi s  s cree n  will  s how  ( in  blue)  th e 
Waypoint  numbe r  ( 1),  a  co mpa ss 
heading,  the  di st ance   Range  and  its 
d e pth .  Mi ss ion  Wa ypoint s  will  b e 
s hown  a s  Green  Triangles  o n  yo ur 
Head-Up  Di splay. 
1 0 
Your  fir s t  aim  in  this  Training 
mi ssion  will  be  to  pass  through 
all  three  GI"een  Triangles  "Waypoints" 
and  th en  ba c k  to  th e  s ub  Carne l" 
(marked  by a  fourth  triangle) . 
  Now,  look  at  the  Instnlment  Di splay 
( the  small  sc r een  on  top  of  the  main 
di splay in the  cockpit) . 
This  shows  your current status: 
your compass  heading  in  degrees 
s mall  r e d  l eft  or  ri ght  arrows 
pointing  you  in  the  dil'ection  of  the 
first  Waypoint 
the  sp eed  of  your  s ub  (in  knots) 
and your throttle  setting 
your curt"ent depth 
11 
You' r e  not  moving  yet ,  so  you' r e 
advised  to incr ease your throttle. 
  Press the Plus Key  until the throttle is set 
to 50. 
  Now,  get  used  to  your controller. Try  to 
turn in the direction of the tiny r ed  arrow. 
  Look  at  the  depth  of  Waypoint  l. 
Look at yOUI" depth. 
Tr y  to  mat c h  the  d epth  of  the  fit" s t 
Waypoint. 
12 
If  yo u  aim  for  the  co rrec t 
headin g  and  get  to  the  correc t 
depth,  you' ll  eventually see a  small gr een 
triangle.  This is your first Waypoint. 
  Head  for  this  tri angle. 
13 
As  yo u  ge t  close  to  the  gr ee n 
tl"iangle  Waypoint,  it will incr ease 
in  size  and  yo u  must  aim  yo ur  sub  t o 
pass  through  it. If you  fail , try again. 
  Pa ss  tht"ough  the  fir s t  Waypoint. 
Look  at  the  Instrument  di splay.  Thi s 
will  now  s how  <  Waypt  2  >  ,  a  n ew 
Compass Heading,  range  and depth . 
  Repeat  the  above  procedure  until you 
have  passed  through  th e  3  mi ss ion 
Wa ypoint s.  You  will  then  be  given  a 
Fourth  Wa ypoint.  Thi s  is  your  t"oute 
bac k  to  yOUl"  s ub  carrieL  When  yo u 
ha ve  passed  Wa ypoint  4  yo ur 
Navigation  Training  miss ion  i s  over. 
You  will  be  returned  to  the  catTier  and 
be  Debriefed  with full  mi ssion  details. 
  Once  back  in  the  Command  Cente r 
Scr'een,  return  to  Mission  Briefing.  You 
will  still be playing the Training Scenario. 
14 
The  n ex t  mi ss ion  will  b e  a 
weapons  test.  You  will  have  to  go 
t o  Waypoint  3  and  tor'pe d o  three 
dummy  targe t s,  then  r e turn  to  ba se 
( Wa ypoint  4).  For  mor e  d e tail s  on 
weapons see  the  Game Manual page  21. 
  Re pea t  the  procedure  f ollowed  in 
your'  first  mission  and  make  your  way 
to  Waypoint  3.  When  you  have  passed 
tht"ough  the  third  gr een  tl"i angle,  stop 
your engines  (press  Shift/  Minus  Key  - ) 
and  look  at"ound  you  (stay  in  <Forward 
View> for now). 
  Look at the  dummy  targets.  If you  are 
close  enough  they  will be  colored  red  on 
the  HUD  (Head-Up  Display)  with  a  line 
leading  to  the  nearest  thermal  grid  (fot 
full  d etail s  on  thermal  grids  see  the 
Undet  Curr-ents Magazine) . 
15 
The  object  marked  with  a 
diamond-shape  i s  the  current 
target.  Other  objects  will  b e  in  a  box-
sh ape.  Other  d e tail s  appear  on  th e 
main  central targeting display (see  page 
28 Game Manual for details) . 
You can press the ReturnfEnter key to select 
each of the 3 objects in turn as targets. 
  Press  the  Return  key 3  times  and  the 
diamond will switch  to all three obj ects. 
  Look  at  the  l owest  r eading  on  the 
large  central  display  marked  <  Conf >. 
Thi s  i s  th e  'Confiden ce  Fa c tor '  for 
hitting  that diamond-shaped  target.  If it 
i s  over  a  value  of  100  - you  are 
guaranteed  a  hit.  Move  the  sub  until 
you  have  a  number over 100. 
  Look  at  the  Weapon  Display  (on  the 
right of the cockpit). It will show <Torpedo 
8>  on  the  second  line.  IT  it doesn't press 
BackSpace Key  lmtil it does. 
  Now, press  the  Space Bar to fire  your 
torpedo.  Watch it hit the  target. 
The  next  target  will  be  marked  with  a 
diamond. 
  Repea t  the  above  procedure  for  the 
next  targeted  contact. 
  When  you  have  destroyed  all  three 
objects,  h ead  for  Waypoint  4  (Your 
sub-ca rr-ier ).  The  mission will end when 
yo u  pass  through  Waypoint  4.  On ce 
again  you  will be  Debriefed  (Look at the 
money you' ve been allocated! ). 
Tt'aining Missions  continue  in  a  similar 
style,  but  in  the  next  mission  you  will 
be  put  under  press ure.  Get in,  shoot  a 
robot sub and get out quickly! 
Sonar 
Whe n  you  b egin  mi ssion s  against 
anything  that i s  going  to  shoot  back , 
you 'n have  to  get  to  grips  with  Sonar 
(Lower  right on the  Cockpit).  Full details 
are  to  be  found  in  the  Under  Curt'ents 
Magazine  that came in your Sub War 2050 
package (see page  6 Attack  Tactics). 
Basically,  the  quieter  you  are  the  less 
chance  ther e  is  of you  being detected  by 
the  enemy.  Key  S  cycles  through  Sonar 
Modes  - Off - Passive  - Active. 
If you  turn it Off you  will not be  able  to 
detect  targets. 
If you  set  it for  Passive,  you  won' t  give 
away  your position  to  the  enemy  during 
high risk  encountet s. 
IT  you set  it for Active  you' ll get  the best 
r es ult s  but  you'll  b e  in  dange r  of 
detection. 
The  yellow  bar  scal e  indicates  how 
' noisy'  you  are.  It will  change  color  to 
r ed  if you  are  being extremely  noisy. 
Extreme noise  means early  death! 
16 
Consult  the  "Read  Me  File"  on 
the  installed  game  for  the  ver y 
lates t  gameplay  information  b y  u sing 
standard DOS  commands. 
For  full  tac ti cal  and  background 
information  cons ult  the  Under 
Currents Magazine. 
For full  gameplay information  consult 
the  Game Manual  &  Key Guide. 
For  full  t eclmical  information  consult 
the  Teclmical Supplement. 
INTRODUCTION 
S 
ubWar  2050  i s  a  unique  simulation .  It combines  ele ments  of  s ubmarine 
warfare,  fli ght  simulation  and  s trat egy  game;  se t  in  a  r eali s ti c  futur e 
world scenario. 
You  take  the  part  of  one  of  the  new  breed  of submarine r s,  piloting  the  la t est  in 
ma rine  t ec hnology;  the  fi ghte r  sub.  Working  for  huge  co rporations  a s  an 
independent mel'cenary, each  mission  you  carry out is  rewarded  in hard cash . 
One  moment ,  you  are battling  using  tactics  which  are  drawn from  air warfare .  The 
next ,  you  are  diving  deep  to  reduce  your cavitation  and coming  to  a  halt  to  r educe 
your passive  sonar visibility. 
Va ri ed  mi ssions  in  fOUl'  theaters  of  war ,  simulated  combat  mode  and  a  full 
complement  of  training  missions  make  SubWar  2050  the  d efinitive  unde rwater 
combat simulation. 
The  Manuals 
This manual is organized  to  help you  stal't playing SubWar 2050 quickly: -
The section  on  The  Command  Cenlel' will  introduce  you  to  the  differ ent levels  of 
play in Sub War 2050. 
The  section  on  The Mission  explains  how  to  operate your sub's control ,  navigation 
and combat systems. 
The  sepal'ate  UnderCurrents  manual  contains  information  which  may  be  useful  as 
you  get  deeper into the game. 
c;  \" E  ,,\ '\  l  \  L 
Controls 
The Controller 
You  can  play  SubWar 2050  using  a  combination  of Keyboard,  Mouse  or Joystick. 
For piloting  submarines,  it  is  recommended  that  you  use  a  Joysti ck  and  for  menu 
selection  it is  r ecommended  that you  use a  Mouse. 
In  this  manual ,  which is  applicable  to  all  computer  systems ,  these  thtee devices  ar e 
known  as  the  Controller. 
The Select or 
During  the  game,  you may be asked to  select  from  a  list  of options. You  will  be  able 
to  use  either  the  Keyboard  Return/Enter key,  the  Left  Mouse  Button  (abbreviated 
to LMB) or the  Joysti ck  Fire Button. 
In  this manual ,  these devices  are  referred  to  as  the  Selector . 
(;  \  \1  E  \1  \  \  I  \  L 
GETTING  STARTED 
Sorting  the  Materials 
Your  Sub War  2050 package  contains  this  Manual ,  a  copy  of  UnderCurrents ,  a 
Technical Supplement ,  a  Key Guide  and a  set  of disks to run the  simulation. 
Installing/Loading  SubWar 2050 
The  Technical  Supplement  gives  specific  instructions  fOI'  installing  and/or  loading 
Sub War 2050 for your particular computer. 
Copy  Protection 
M telo the  opening  scr eens,  you  are  taken  to  the  Copy  Protection  scr een .  Enter  the 
correct  word  fr om the manual  using the  r efer ence given. 
Whe n  yo u  have  complet ed  the  Copy  Prot ection ,  you  are  t r ansferred  t o  The 
Command Center , on board the  sub carrier . 
(;  \  \. E  \.  \  '\ I  \  L 
THE  COMMAND  CENTER 
The  Command  Cente r  is  the  central  room  of  your  sub  calTi er.  The  Command 
Cente l"  sCl"een  contains  a  numbe l"  of options  which  are  accessed  by  moving  the 
CUI'SOI"  ovel'  an 'active' al"ea  of the  sceeen  and pl"essing the  Selector. 
New 
Campaign 
Quit---
Simulated 
Combat 
Mission 
Briefing 
Game 
Options 
Whe n  you  move  the  CUI' SOI"  ove l"  an  ' ac tive'  al"ea  of  the  Command  Cente l" ,  its 
functi on  is  displayed  in  the  box  at the  top  center' of the  SCl'een. 
12 
(;  \  "E  'I  \  '\ I  \  L 
New  Campaign 
Select 'New  Campaign' to begin  a  new campaign.  You may choose from:-
North  Pacific 
Antarctica 
North Atlantic 
South  China Sea 
- Training 
- The Hot Cold  War 
- The Treasure Trove 
- Trouble in  Paradise 
North Pacific/Sea of Japan  - Small Insults,  Big Business 
The  training  campaign  is  r ecommended  for  rookie  sub  pilots.  Each  of  the  other 
four scenarios  have their own  unique  chall enges  and may be  played in  any order. 
Click on the  B  icon  to  change  the  current  campaign.  You  may  change  your 
CUlTent campaign  at any  time;  the  position  r eached in your previous  campaign  will 
be  saved. 
rr=I_ 
Click on the  1=.1 
Click  on  the  ~ 
Quit 
icon to view  the  scenario briefing text. 
icon  to  l-eturn  to  the  Command Center. 
Select ' Quit '  to  exit Subwar 2050 and return to  your computer's operating syst em. 
(;  \  \.  E  \.  \  \  t  \  L 
Game  Options 
Select  ' Game  Options' to make  game  configuration changes.  To  change  a  particular 
game  option ,  click  on the  G  Icon. 
Click  on the  ~  icon  at the  bottom  of the  Game  Options  scr een  to  r eturn  to  the 
Command Center . 
Calibrate Joystick 
Select  this option to calibra te  an analogue  joystick . 
Control Mode  - Mouse/Joystick/Keyboard 
Select  this option to  change  the  submarine  control mode. 
Terrain  Shading - Textured/PlainlWireframe 
Select  this  option  to  change  the  3-D  terrain  shading  mode  - fully  textured  terrain 
can slow the frame  update  rate  significantly,  es pecially on slower  machines . 
Object Shading - Textured/PlainlWireframe 
Select  this option to change  the  3-D obj ect  shading mode. 
(;  \  \,  E  \,  \  \  I  \  L 
Collisions  - On/Off 
Selecting  'Collisions  Off'  prevents  your submarine  from  sustaining damage  if it hits 
the  seabed  or another  submarine. 
Selec ting  ' Colli sions  On '  is  more  diffi cult  to  play,  but  will  r es ult  in  a  higher 
mISSIOn  scor e. 
Enemy Skill Level - HighfMediumfLow 
The  enemy  skill  l evel  affec t s  the  intelli gen ce,  aggr ess ive ness  a nd  numbe r  of 
opponents  you encounter  during a  mission. 
Playing on a  high  skill level  will r es ult in a  higher  mission score. 
Screen Zoom - On/Off 
Select  ' Scr een  Zoom off'  to  turn off the  zoom effect  between  scr eens. 
(;  \  '1  E  ,,\:\ I  \  L 
Simulated  Combat 
Selecting ' Simulated Combat'  puts  you  into a  fighter  sub simulator , in the middle  of 
a  multi-s ub  underwater  dogfight.  'Simulated  Combat'  allows  you  to  perfect  your 
underwater combat technique  without getting killed. 
The  score  which  you get at the  end of a  ' Simulated Combat'  session  is  dependent on 
several  fa ctors,  including  how  many  enemy  subs  you  destroy  and  the  number  of 
weapons it took  to  destroy  them. 
For  more  d e tail s  on  piloting  s ubmarines,  see  the  sec tion  of  thi s  manual  on 
' The Mission' . 
Pilot  Roster 
The  Pilot Roster  scr een  allows  you  to  select  or cr eate  a  pilot. 
If you  wish  to  playa differ ent pilot ,  click  on  one  of the  eight  number ed  icons  along 
the  bottom of the pilot status  display.  If the  pilot is  unavailable  for  action ,  they  are 
listed  as either  ' KIA'  (Killed In Action) ,  ' MIA'  (Missing In Action) or 'Captured'. 
(;  \  "E  ,,\ '\ I  \  L 
If you  want to  create  a  new pilot ,  e1j ck  on  one  of  the  eight  numbered  icons  to  select 
the pilot you  wish  to  delete, then  click  on the  8  icon.  Type  in  the  new  pilot 's 
name  using  the  keyboard  and  press  I  Return I. The  default  campaign  for  new  sub 
pilots  is  ' Trailling'.  Return to  the  Command Center  and enter  the  'New Campaign' 
scr een  if you wish  to select  a  differ ent campaign. 
If you  wish  to change  the face of the selected  pilot, click  on the  ~  icon. 
Cli ck  on the  m icon to  view the  selected  pilot's medals  and awards. 
Cli ck  on the  ~  icon  to  r eturn to the  Command Center. 
Mission  Briefing 
When  you have  cr eated  or selected  a  pilot in the  Pilot Roster  and you  have  selected 
a  campaign , you  are able to  enter  the  Mission Briefing. 
The Mission Briefing consists of three scr eens:-
  the Order s - click  on the  ~  icon. 
  the Mission  Map - click  on the  m Icon. 
  the 3-D  Briefing - cli ck  on  the  ~  Icon . 
Cli ck  on the  ~  icon  to  r eturn to  the  Command Center. 
(;  \  "E  ,,\:\ I  \  L 
The  Orders 
The  Order s  scr een  consist s  of a  brief description  of the  mission's  objectives,  rules 
of engagement and intelligence  data  on enemy activity.  To view  the  next page of the 
Mission Briefing,  click on the  B  icon. 
The Mission Map 
The  Mission  Map  is  a  top-down  view  of  the  mission  area.  You  may  also  call  up  a 
Mission Map  when  you  are in the  cockpit of your submarine. 
(;  \  \1  E  \1  \  'I \  L 
The  3-D  Briefmg 
The  3-D  Briefing  augments  the  Mi ssion  Map  by  providing  a  3-D  view  of  the 
mission area.  Additional data is provided on this screen concerning the  depth of the 
mission waypoints. 
The  3-D  view may be  manipulated  by using  the  ten icons in the  top  right of the  3-D 
briefing screen :-
Select the  m or 
m 
icons  to move  the  display  West  or East. 
Select  the 
~ 
or  ffi  icons  to move  the  di splay Notth or South. 
Select the 
r!] 
or 
~ 
icons  to move  the  display  up or down. 
Select the 
~ 
or 
~ 
icons  to  rotate  the  display to  the  right or left. 
Select the 
~ 
or 
ffi 
icons  to  tilt the  display fot'ward or backward. 
Note:  To cycle  through the  mission waypoints, press the [Spacebar I. 
( ;  \  \1  E  \1  \  '\  I  \  L 
Configure  Subs 
When  you  have  completed  your  Mission  Briefing,  you  may  enter  the  ' Configure 
Subs'  screens.  This consists of two displays:-
  the  Configuration Screen 
  the Arming Scr een 
The  Configuration Screen 
This  is  the  first  screen  in  the  'Configure  Subs'  section.  It consists  of a  3-D  display 
of  the  sub(s)  you  are  taking  on  yoU!" mission  and  their payload ,  orders,  type  and 
formation  position. 
Click on  the  m or  ~  icons  to select  the  next/previous sub. The  selected  sub 
is  highlighted  with  a  pair of yellow brackets. 
Click on  the  @  icon  to enter the Arming Screen. 
Note:  The ~  icon  and  the  ~  icon  are only  used  011  the Wingmen  Orders Screen 
(See  page 31). 
:W 
(;  \  \. E  \.  \  1\  I  \  L 
The Arming  Screen 
Tot-pede- 2  F'CoO:    et..=  ::::        
-................   -
               2 
--
This  scr een  allows  you  to  adjust  the  payload  of  your  sub  to  suit  you r  parti cular 
tactics  or  skill level.  For  example,  when  you  have  become  a  proficient sub pilot you 
might p r efer  to  take  rocket s on a  mission inst ead  of torpedoes . 
Click  on the  m or    i cons  t o  sel ect  the  n ext/previous  weapon  bay.  The 
selected  weapon b ay is  highlighted  with a  yellow box. 
Cli ck  on the    icon to load more  of the  selected  weapon onto  your sub. 
Click  on  the  ffi  icon to unload the  selected  weap on  from  your sub. 
Click  on the    icon to  r eturn to the  Command Center. 
Enter  Mission 
When  you  have  configured  your  submarines,  click  on  the  bottom  right-hand 
monitor to begin  your mission . 
21 
(;\\1":  '1\,\1  \1, 
THE  MISSION 
Piloting  Your  Submarine 
You  begin  most  missions  under the  submarine  carrier, moments  after launching. 
Primary  Controls 
Submarine controls  are split into three different groups -
Directional Controls which allow you  to  turn,  dive and climb. 
Engine  Controls which allow you  to control your speed. 
Ballast Tank Controls which provide additional control over depth.  These controls 
may  also  be  used  when  you  are stationary, hiding from passive sonat". 
Directional Controls 
Joystick  Keyboard  Mouse 
pitch  down 
roll  right 
pitch  down 
roll  left 
(;  \  \1  E  \1  \  '\  I  \  L 
Press [I] to  lock  your submarine into  single-plane  maneuvering.  With  this  function 
on, moving the  contl"Oller  to  the left  or l'ight will  make  the  sub turn in that direction 
with  no  change  in  its  roll  angle.  Single-plane  maneuvering  is  useful  when  you  are 
lining up on targets  and when  you  are running on the  surface. 
Engine  Controls 
G 
8 
(Shift 18 
CD 
CD 
(Shift 1  [iJ 
Incr ease throttle 
Decr ease throttl e 
Set throttle  to  minimum  power 
Set  throttle  to  1/3  power 
Set throttle  to  2/3  power 
Set throttle  to maximum power 
Ballast Tank  Controls 
Flood ballast  tanks 
Flood/blow ballast  tanks  to  r emain at current depth 
Blow ballast  tanks 
Note:  If you  want  to  dive  or  climb  r eally  fast ,  combine  the  dive  controls  with  the 
engine  controls. 
The  30 Display 
It is  too  dark  to  navigate  a  submarine  visually  at depths  below  about 200  feet.  For 
thi s  r ea son  a  3-D  seafloor  di spl ay,  generated  fr om  seafloor  s urvey  data,  i s 
projected  onto  the  inside  of your sub's cockpit.  This  'virtual world'  display  is  also 
used  to show your opponents' submarines  via active  sonar imaging. 
(;  \  "E  ,.  \  \  (  \  L 
The  Head-Up  Display 
The  Head-Up  Display  is  overlaid on  the  3-D di splay and shows  the  following data: -
Artificial Horizon 
When  your sub  is  not at a  high  nose-up  or nose-down  angle ,  you  will be able  to  see 
the  at"tificial  hodzon  bar.  This  is  displayed  on  the  HUD  as  a  short  (Oe d  line, 
allowing you  to see  if your sub is in  a  level  attitude. 
Waypoints 
When  you  reach  a  waypoint ,  it will be  displayed  on  your HUD  as  a  gr een  tria ngle. 
If you  fl y  through  the  centre  of  this  triangle,  your  sub's  na vigation  sys tem  will 
automatically switch  to  track  the  next  mission waypoint. 
Thermal Layers 
Thermal  layer s  are  boundaries  between  warm  and  cool  water  which  are  set  up  by 
ocean  currents.  They  are  very  important  to  sub  pilots  because  they  reflect  sonar 
just  like  a  mirror  r efl ec t s  light.  If you  position  your  sub  with  a  thermal  layer 
between  it and the  enemy,  you  will  be invisible  to  their sonar. 
Thermal layer  boundaries may be  one of two  t ypes :-
From warm to cool water - displayed on your HUD  as  a  gr een  grid. 
From cool to  warm water - displayed  on your HUD  as  a  red grid. 
The rmal  layer s  are  also  useful  to  ori entate  yo urself.  For  exa mpl e,  if  you  are 
upside-down you will see r ed  thermal layer s  below  you. 
:! I 
Waypoint 
marker 
Artifi cial 
Horizon 
(;  \  "E  ,,\, I  \  L 
Targeting 
When  your  sonar  detects  an  object ,  it  will  mark  it  with  a  box  on  the  HUDo  The 
currently  targeted  object is  marked  with  a  diamond-shaped  box,  all  other
o 
contacts 
are  maroked  with  square  boxeso  The  HUD  targeting  di splay  al so  presents  the 
foUowing  target information:-
  the  object's  distance  from  the  nearest  thermal  boundaryo  This  is  r epresented 
by  a  line  extending vertically from  the  sonar contact  to  the  thermal boundaryo 
If theroe  is  no theromal  boundary nearby,  this line  will not be  displayedo 
  target  type, which may be  one of the following:-
SUB - a  submarine 
BIO - a  marine life  form 
SHP - a  ship 
HLI - a  helij et 
TRP - a  torpedo or rocket 
MNE - a  mine  or deptb charge 
TRN - a  transponder 
Dey - a  decoy 
STR - a  structure  such as  an  underwater  base 
DBR - underwater  debris 
UNK - unknown 
  ta rget  rating,  denoted  by  the  color of the  tracking box:-
Blue  - friendly object 
Red  - enemy object 
GtOeen  - neutral or unknown object 
The Head-Up Display  may  be toggled on or off by  pressing lE)o 
0)-
_ 0) 
(;  \  'I E  'I  \  '\ I  \  I. 
The  Cockpit  Displays 
Targeting 
Sonar 
Cross 
Display 
Section 
(SCS) 
Display 
Navigation 
Display 
Damage 
Status 
The  cockpit  display  consists  of four  large  scr eens,  augmenting  the  3-D  display  and 
the  HUD.  The r e  are  also  two  small  di spla ys  for  instant  a ssessment  of  your 
detectability  and damage status. 
(;  \  'I E  \1  \  \  I  \  L 
Navigation Display 
The  Navigation  Display  has  two  modes ;  Waypoint  and  Map.  Press  [E:TI  to  toggle 
between these two modes. 
In Waypoinl mode, the Navigation Display lists the following information:-
WAYPT 
BEARING 
RANGE 
DEPTH 
TIME 
CLRNC 
- waypoint currently being tracked by the navigation system. 
- the bearing along which you must travel to reach the waypoint. 
- the distance to the waypoint. 
- the depth of the waypoint. 
- the  elapsed  mission  time  (you  will  be  told  in  the  briefing  if you 
have a  set time to complete the mission). 
- the  clearance  between  the  seabed  and  your  sub.  If you  get  within 
100 feet of the seabed, this readout will change from yellow to red. 
In  Map  mode,  the  Navigation  Display  shows  a  map  of  the  immediate  terrain  with 
your sub in the centre. As  on the HUD, all objects are color coded:-
Yellow - your sub  Blue - friendly object 
Red  - enemy object  Green - neutral or unknown object 
Instruments 
The Instruments consist of three rows of figures:-
The top line shows your current heading in degrees.  The direction  you must  turn to 
reach  the currently selected waypoint is  also  shown,  as  arrows  to  either side  of the 
heading readout. 
The  second  line  shows  the  speed  of your  sub  in  knots,  followed  by  your  throttl e 
setting (between 0  and 120). 
The last line  shows your current depth in feet. 
(;  \  'I E  'I \  '\ I  \  L 
Targeting Display 
The  targeting  di splay  gives  a  r eadout  of  data  concerning  the  currently  target ed 
sonar contact.  To  change  the  currently target ed  sonar contact ,  press I  Return I. 
CONTACT 
TYPE 
RATING 
BEARING 
COURSE 
SPEED 
RANGE 
CONF 
- the  number  of  the  currently  tal"get ed  contact  followed  by  the 
total number  of sonar contacts. 
- the  type of contact (e.g.  SUB  - a  submarine).  This  may  change as 
your sub gets closer  to a  contact  and identifies it more positively. 
- the  target 's rating (fri endly,  enemy, unknown). 
- the  bearing which  you  must  follow  to  r each  the contact. 
- the  course which  the  contact is following. 
- the  speed  at which  the  contact  is  travelling. 
- the  distance from  your sub to the  contact, in nautical  mil es. 
- the  confidence  factor  of  your  submarine's  weapon  systems  in 
hitting  the  targe t ed  object  with  an  a ctive  homing  torpe do . 
Confidence  fa ctol"s  are  based  on  many  separate  considerations 
including the  time  the  object  has  been  tracked  for  and  the  amount 
of  noise  it  i s  making.  Confidence  fa ctors  in  excess  of  100  are 
required to guarantee a  hit. 
Note:  if a  torpedo  is  fired  at  you,  it will be  targeted  automatically  to  give  you  the 
maximum chance of avoiding it.  By  making maximum use of the  external views,  you 
should be  able  to  anticipate the  torpedo's maneuver s  and outsmart it. 
(;  \  \I  E  \I  \  \  I  \  L 
Weapon Display 
The  Weapon  Display  allows  you  to  see  what  weapons  you  have  selected  and  how 
many are r emaining. 
The  top  line  of  the  di splay  shows  which  weapon  bay  is  selected .  To  change  the 
selected  weapon bay, press I  Backspace I. 
The  second  line  of  the  display  shows  the  weapon  carried  in  the  selected  bay  and 
number  of these weapons r emaining. To fire  a  weapon, press I  Spacebar I. 
The  third line  of the  di splay is  the  weapon status.  This can be  one of the  following:-
READY 
ARMING 
EMPTY 
DAMAGED 
- the  selected  weapon  is  r eady  to be launched 
- the  selected  weapon has just  been  launched and is  arming itself 
- the  selected  weapon bay is empty 
- the  weapon systems  are damaged 
The  final  line  of the  Weapon  Display  is  the  sonar status.  Press  ~  to  change  your 
sub's sonar mode.  You may choose between: -
PASSIVE 
ACTIVE 
- passive (listening) sonar on 
- active (echo) sonar on 
If an enemy  torpedo is launched  at you ,press [QJ  to  release a  decoy,  then  carry out a 
hard turn.  This should allow you to escape  unscathed . 
Sonar Cross-Section (SCS)  Display 
The  SCS Display is  a  bar scale  running from left  to  right which allows  you  to see the 
amount  of noise  you  are  making.  If the  display is  black ,  you  are  completel y  silent. 
If it is  yellow,  you are making some  noise  and you  risk  enemy  detection . If it is  r ed, 
you  are  broadcasting  your position  to  ever yone  in  the  immediate  vicinity.  To  keep 
your noise level down , you  must  run slowly  and use active sonar  with extreme  ca l:e. 
Damage Status 
The  eight  bars  below  the  SCS  Display  r epresent  the  status  of  your  sub's  primary 
systems.  The  bar scale  is  entirely green  if the  sys tem  is  undamaged ,  yellow  if partl y 
damaged ,  r ed  if heavily  damaged  and black  if destroyed.  See  Damage  Status  in  the 
next  section for full details. 
( ;  \  "E  ,,\ \  I  \  L 
Full  Screen  Displays 
Map Screen 
Press  OJ  to  enter  the  mission  map.  This  is  similar  to  the  Mission  Map  in  the 
Command Center, but has some additional functions :-
Click on the  icon to incr ease  the  map magnification. 
Click on  the  icon  to decrease the  map magnification. 
Click  on  the  ~  g  icons  to  toggle  the  auto-centering  function  on  or  off. 
Auto-centering keeps  your sub at the center of the map display at all times . 
Click on  the  ~  icon  to r eturn  to  your sub's cockpit. 
Damage Status Screen 
Your sub is  equipped  with  a  complex  network of damage assessment and  automatic 
repair  sys tems.  Press  ~  to  enter  the  scr een  which  contr'ols  these  sys t ems;  the 
Damage  Status scr een . 
The Damage  Status screen  allows  you to  assess your current damage  status and modify 
your sub's automatic damage r epair systems to r epair important systems first. 
In the  bottom of the  Damage  Status screen ,  there is  a  list of your sub' s  primary systems. 
These include  such items as Hull Structure, Weapon Systems  and Sensor Systems. 
For each  primary system,  there  is  a  display consisting of, from left  to  right: -
  the name  of the system. 
  a  bar chart which  shows  the  damage  status.  This  is  green if the  system  is  fully 
operational ,  yellow  if partly  damaged ,  red  if heavily  damaged  and  black  if 
destroyed. 
  a  brief  description of the  r epair state.  This may be:-
OPERATIONAL 
UNDER  REPAIR 
MINOR DAMAGE 
MAJOR  DAMAGE 
DESTROYED 
- the  system is fully  operational 
- the system is  under repair 
- the system  h as suffered minor damage 
- the  system  has  suffer ed  major damage 
- the  system  is  beyond r epair 
;w 
(;  \  "E  ,,\ '\  I  \  I , 
To select  a  particular damage system,  click  on the  m or ~  icons. 
To make  this syst em  the  priority  system  to r epair,  click  on the  m icon .  Rep airs 
will  now  be  made  to  this  syst em  before  all other s. 
Click  on  the  ~  icon to  r eturn t o  your sub's cockpit. 
Wingman Orders  Screen 
You  will  need  to  give  order s  to  your  wingmen  during  missions .  Press  @]  to  display 
the  Wingman Order s  Scr een. 
The  Wingman Order s  scr een  consists  of a  3-D  di splay  of the  sub(s)  on  your mission 
and their type, damage  status,  order s  and formation position . 
Click  on the  m or  [E]  icons  to  select  the  next/previous  sub .  The  selected 
sub is  highlighted  with a  pair of  yellow brackets . 
Click  on the  ~  icon to ch ange  the  highlighted  sub's position in the  formation. 
Click  on the  ~  icon to  change  the  highlighted  sub's order s . 
Click  on  the  ~  icon to r eturn to your sub' s cockpit. 
Object Viewer  Screen 
Press  @]  to  enter  the  Obj ect  Viewe r ;  a  r efer ence  library  of 3-D  images .  You  may 
wish  to  consult  this  l i b r ~ ~ t o  r eview  the  shapes  of enemy  vessels  befor e  engaging 
the  enemy.  Click  on the  l1J  or  the  [E]  icon  to  vi ew  the  next/previous  obj ect. 
Click  on the  ~  icon to  r eturn to your sub's cockpit. 
Other  Controls 
Press [Shift 1  ~  to  activate  your submarine's ej ection capsule . 
Press [Shift 10  to accelerate the  passage of tinle. 
Press ~  to pause the  game. 
Press [Shift 1  [Q)  to  either  end  or abort  the  current  mission  and  return  to  the  Control 
Center. 
Press  [Escl  t o  display  the  'Game  Options'  scr een ,  allowing  you  t o  make  ga me 
configuration changes  mid-mission 
Press 0  to activate  autopilot. 
C;  \  'I E  'I  \  '\  I  \  L 
VIEWS 
Cockpit  Views 
When  you  are  in  the  cockpit ,  you  may  move  your  viewpoint  to  the  left ,  right ,  up 
and down: -
GJ moves  the  view  to  the left 
o moves  the  view  to  the  right 
G ['e-center s  the  view 
CJ  moves  the  viewpoint up or  down,  allowing you to see more  or less of the  3-D  world 
m or  QJ  hides  the  cockpit completely,  di splaying full-scr een  3-D 
External  Views 
Flypast  Camera View - Press m 
  a  stationa r y viewpoint whi ch  tracks  your sub as it goes past. 
Chase  Camera View - Press [ill 
  a  view  whi ch  follows  your sub from  just  behind,  allowing you  to  see  all  around 
it.  This  view is  ver y  useful  when  maneuvering in a  r estricted  space. 
Weapon  Camera View - Press m 
  a  view looking out of  the  nose of the last  weapon you fired. 
Tactical  View - Press [ill 
  tracks  the  currently  targeted  sonar contact  in the  background with  your sub in 
the for egr ound and is  a  ver y  useful view in  underwater  dogfight s. 
(;  \  "E  \1  \  \  I  \  L 
Inverse Tactical View - Press m 
  tracks  your sub in  the  background  with  the  currently targeted  sonar contact in 
the  for eground  and  is  u sefu l  for  seeing  what  the  en emy  i s  doing  in  an 
underwater  dogfight. 
Current  Contact View - Press [ill 
  a  view  through  the  nose  of the  cun-entl y  targeted  sonar  contact ,  allowing  you 
to  see if it is lining  up on  you.  This is  a  very  useful view when  you have  targeted 
a  hostile  torpedo. 
Returning  to  the  Sub  Carrier 
When  you  want to land back  aboard the  sub carrier ,  you  must  bring yoU!"  sub into 
a  p osi tion  immediatel y  b el ow  the  carrier 's  h a ngar .  The  carrier 's  automati c 
docking  system  will  then  pilot  your sub  into  its  hangar bay.  Press  [Shift I [Q)  to  end 
the  mi ssion. 
(;  \  "E  'I  \  \  l  \  L 
MISSION  DEBRIEFING 
W
he n  yo u  have  compl e t ed  yo ur  mi ssion ,  yo u  will  be  take n  to  the  mi ss ion 
debl"iefing  scteen.  The  debri efin g  presents  a  summary  of the  mi ssion  and  you 
are paid  depending on  your mission  performance. 
If you  achieve  an  outstanding  I"es ult  in  your  lni ssion,  you  may  qualify  fOI"  an  awal"d 
from eithel" the mercenary's union 0"  the compan y who you are cUlTently wodcing fOI". 
To  get  a  mel"Cenary  award,  it is  only  neCeSSa l"y  to  score high  points  on  the  mi ssion . 
To  ge l  a  mOl" e  valuable  CO rpOl"at e  Awa l"d ,  yo u  mu s t  carTY  o ut  the  mi ss ion 
objectives  with  maxi mum  damage  to  the  enemy  and  minimum  damage  to  fri endly 
fOl"CeS,  using the  minimum  amount of weapons (a nd  ther efore  money) . 
Yo u  may  l"eview  your  medal s  and  awards  by  selecting  Pilot  Ros ter"  tn  the 
Command  Center. 
(;  \  'I E  'I  \  '\ I  \  L 
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:1(, 
UNDERA 
CURRENTS 
Contents 
World News 
page  2 
Improving 
Your Tactics 
page  5 
Me,"cenar y pilot  ' Tige,"' 
Johnson  describes  the 
tactics  which  have  lead  to 
his noto,"iety 
Subs of the World 
page  12 
Our annual review describes 
the submarines and sub-
sur-face weapons serving 
with  the world's major 
co'"pomte defence units 
Underwater Warfare 
page 33 
Alan  Cl"Ockelt tt"aces  the 
hi stot"y  of the submat"ine 
f,"om its ot"igins over 
400  yea r s ago to today's 
sub carriers 
One Day 
page 58 
Corpor ate sub  pil ot 
Roberto Deladra gives  us 
an  insight into life on  an 
Italian sub carrie." 
CREDITS 
Editor : KrUtiara Ranuay-J_ 
Aaaoeiate Editor: AlIcia AIIriIIiades 
Admin: Julie Punerill 
EI)ITC)HI  \1. 
Unwelcome 
Intervention 
As we predicted last issue,  the  Indonesian 
government intervened  to  'limit ' the underwater 
conflict between  Richteur International and 
O'Sullivan pic.  Company property  suffered  extensive 
damage,  as is  always the  case when govenunent 
forces get  involved.  The  end result is  that  0  'SuUivan, 
which  was  already experiencing financial 
difficulties,has  been forced  out ofbusiness . 
W
hy  can ' t  the 
government 
forces  k eep 
their noses out of our 
a ffair s?  Ours  are  private 
confli ct s,  us ually 
involving  no collateral 
damage  or  ci vilian 
ca su alti es.  The  feeling 
among  the  staff h er e  at 
Under CUlTents  is  tha t 
government forces  get 
in vol ved  in  corporate 
conflict s  to justify  their 
exist en ce  to  the  p ublic  -
making  us  out t o  be  the 
bad gu ys, while  their 
p ropaga nda  machines 
turn them  into  heroes . 
Desip and Typeeetting: 
Sarah Warbunma 
Sub moe:  Martin Smillie and 
Anps FisItlIwrue 
Let  us  not  for get  the 
lessons  of the  20th 
century; ever y 
war in which 
government for ces 
were invol ved 
r esulted  in heavy 
ci vilian casualties 
and almost  total 
destruction  of  wha t 
they wer e  meant to 
be  defending! 
If any  government 
officials  are reading, 
t a ke  this  advice - leave 
corpora te  defense to 
the  professionals. 
Computer Graphics: Mark Sco" 
Desip and Typesetting of 
Game Manual: Sarah Kt!rr 
Art Director: Julie Burne  .. 
All photographs in  this  manual are Crown  Copyright,  ltnperial  War  Mu-seum. 
Court esy of the  Trustees  of t he  lrnperiaJ War  Museum,  London. 
\\  OHLI)  :\  E\\  ~ 
Pacific Coastal 
Mining Rights:-
All Allderson owned  'Tornado'figh. ter sub 
SUB  WAR  LOOMS 
As  we  went  to  press,  the  war  of words 
between  the  Ame r ican  Anderson 
Corporation  and  J apanese  Industrial 
Giant  Hideyoshi  was  taking a  new  turn. 
Almost  20 years  ago , 
Hideyoshi agr eed  by 
treaty  not to  mine 
within 50  miles  of the 
US  West  Coast.  Over 
the  last  year,  Hideyoshi 
has  been  establishing 
mines  closer  to the  West 
Coast  of the  USA and 
the  latest  mine,  the 
Ohka facility , is  just 
within the  50 mile  limit. 
Hideyoshi officials  state 
that this is  due  to 
' adver se conditions 
when  operating far out 
at sea ', but Ander son 
officials insist  that 
ARCTIC  CONFLICT 
DRAWS  CLOSER 
In early  March ,  Deeping-Drew  Inc  acquired  the 
prosp ecting  rights  t o  the  sought-after  Sector 27 in 
the  Ar cti c  Qua drant P x223 .  This  pitched  them 
right next  to the  Nicholson Extraction Corp, 
who has  been  mining Sect or  26 for the  last  six 
months.  I gnoring warnings  i ssued  b y  DD,  Nicholson 
vehicles h ave fr equently  enter ed  Sector 27  and 
Hideyoshi i s  ' way out of 
line' in their mining 
operations . An armed 
conflict  seems inevit-
able .  Ander son  and 
Hideyoshi have sub-
stantial fighter  sub 
forces  of their own,  but 
both have  approached 
mer cenary  sub fighter 
organiza tions, openl y 
offering large  sums  of 
money for the  hottest 
sub pilots . 
raids  b y  DD fighter 
subs  have  claimed 
two Nicholson  ' Floor 
Crawler '  prosp ecting 
vehicles .  DD is  moving 
three  Enterprise  cl ass 
sub carrier s into the 
r egion, and it seems that 
this situation will be 
r esolved  with a  corpor at e 
war ver y  soon. 
\\(11(1 , 11  \ E \ \ ~ 
New  Freelance  Sub  Fighter 
Organization  Founded 
As  the  Tokyo  Sub  Expo  '50  opens,  so  too  does  a 
new  Japan- based  mercenary  sub 
fighter  organization. 
The  Sword and Shield  r eputable  and wealthy 
Society  has  been  set  up  employer s' .  The  Societ y 
to cater  for  'elite  sub  has  a  strict  rule  of 
pilots  who excel at their  presenting member s 
craft and wi sh  to work  with only  the  most 
for only  the  most  demanding contracts . 
BSS  DISCOVER 
NEW  LUDINUM 
90 SEAM 
Our SOUl'ces inform us 
that a  fresh  seam of 
Ludinum 90 has been 
di scover ed  by  the 
Berger-Smith-Scott Corp 
'somewhet'e in the  South 
Atlantic' .  This  rumour 
has sent BSS  stocks 
soaring in markets 
acr oss the world but has 
yet  to be  confirmed 
by Under sea  Mining 
Federation auditors. 
" Jimbo"  Ramsay, BSS 
Chief  Executive,  has 
r efused  to comment. 
"limbo" Ramsay 
0  
New Sub 
Carrier 
Revealed 
Tyler  Underwater  Ship-
yards has  r evealed  their 
new sub carrier 
for 2051 ,  at the  Tokyo 
Sub Expo ' 50.  The 
craft ,  known  as  the 
Constellation class , is 
capable  of carrying and 
ser vicing 12 fighter  subs 
and has more leisure 
facilities than your local 
mega  complex. It t'etails 
at a  cool $2825 million. 
Any  taker s? 
"()HI , I)  l\ E" S 
MOD2  STANDARD 
LIGHTNING  AVAILABLE 
The other big news of 
the show is the latest 
version of the popular 
American Lightning class 
light-weight  fighter sub. 
As we know, when 
Ferrara produced  the 
excellent Mk96 torpedo, 
it would only function 
correctly when  fired  from 
the Ferrara Aquila class 
fighter  sub.  This boosted 
sales of the Aquila, but 
did not help most  of us; 
the Lightning was already 
being used  by over  80% 
of freelance fighter s. 
SubAm has now modified 
the design of the 
Lightning's torp tubes, so 
she can fire the Mk96 
without any problems.  The 
mod2 Lightning r emains at 
German  U-boat Discovery: 
FURTHER  REVELATIONS 
Espamarine  SA  has refused  to  comment on the latest 
rumours  surrounding the  IIO-year  old German 
U-boat discover ed  last  month in the Eastern Atlantic 
quadrant Nm527.  We  know that the  sub was fleeing to 
Brazil  when  it was caught b y  a  British  anti-sub plane 
and sunk,  but the  st ory  does  not end ther e.  Our 
sources have discover ed  that the  U-boat Captain 
ca rried with him,  st or ed  in airtight container s, some 
of  the  fines t works of art owned  by Germany. 
Presumably  these wer e  to be  sold in Brazil . 
the same price ($38 
million) as the modI , 
anyone still operating the 
modI can have it upgraded 
by SubAm to mod2 
standard for just $7700. 
It is  planned  that  the 
sub will be  raised  and 
preserved  as  a 
centrepiece in the lobby 
of the Atlantic Mining 
Corporation head-
quarter s  at Atlantic 
Tower , New York.  Wh at 
will happen  t o  the 
priceless artefact s in the 
sub is  yet  to be 
uncovet'ed.  Espamarine 
deep  r ecover y  vehicles 
are  known to be moving 
into position  right now. 
Improving 
Your  Tactics 
So you've just spent your last miUion on 
the latest in fighter sub  technology and 
you're there - 2000 feet  down at 80 knots 
with the underwater world displayed in 
glorious  3-D aU  around you.  Your briefed 
target  approaches;  a  transport - should be 
an easy kiU.  You go active,  lock a  torpedo 
on and BOOM;  you're hit by a  rear 
quarter attack you didn't  even see  coming. 
You  didn't  check your most vulnerable 
zone - behind you,  in your 'baffles '. 
During my I." 
Now that I'm retiring 
5 years  as  a 
as a  mere pilot, it's a 
mercenary 
good time to put down 
pilot, it amazed me 
on paper the rules that 
that so few meres 
I've been following 
knew  any tactics  at 
since my first under-
all.  There were a 
water engagements. 
handful who could 
All sub tactics are 
pull off a  few 
based around stealth. 
good tricks under  You will be more 
pressure, but I  only  effective if you manage 
met two  pilots who 
to keep the element of 
I  thought were 
surprise. The section 
really good. 
of this article on 
BY 
Chris  'Tiger' Johnson 
Avoiding Detection 
gives  you details on 
how to achieve this. 
When it comes to sub 
versus sub fights, there 
are two tactics; attack 
and defense. You've 
got to know when to 
switch between attack 
and defense and you 
shouldn't press home a 
poorly planned attack; 
you'll end up dead. 
.. 
"lit It 0  \I \  (;  ..  0  I  It  T  \  C TIC S 
Attack Tactics 
Active Sonar sends out a 
high-pitched 'ping' noise 
and listens to the  echo. 
The data from 
this sound profile is 
projected onto the inside 
I 'sil/g , t('lil' ('  SOl/ar 
of the submarine's 
cockpit, enclosing the 
pilot within a  3-D image 
of the surrounding 
underwater world. 
If you are in a  high-
threat environment, you 
. should avoid using active 
sonar; it broadcasts your 
presence to the enemy 
and may be used to 
pinpoint your sub. 
'ping' 
~  f ~ s T 
~ 
Passive sonar is  simply an underwater microphone, listening out for  the sound 
of impellers or even the sound of turbulent water around  the hull of a  moving 
submarine. 
Passive  sonar is less 
effective  than active 
sonar,  but does  not 
give  away  your 
position to  the enemy. 
My  personal pref-
erence is  to stick with 
passive  sonar 90%  of 
the time,  only  'going 
active'  when I  am  sure 
that I  am  safe from 
attack . 
Attack Tactics 
EXfJloilillf.( 1/'('  '/'(""'(lill 
To set up an ambush, use 
underwater rock or ice 
           to hide from 
active sonar. Lie still and 
use your passive sonar to 
detect the enemy. Attack 
while stationary and 
watch the result of your 
attack - don' t move 
unless you  are fired on; 
you' ll give yourself away 
and you may miss the 
A  good  firing  position 
is  one which strikes  a 
balance  between 
escaping enemy detec-
tion  and  being close 
enough to minimize 
the  chances of the 
enemy  avoiding  your 
torpedo.  If the  enemy 
has  no  towed  sonar 
array,  then it is  always 
best to  attack from 
behind. 
chance to carry out a 
follow-up  attack. 
It is important to select 
an appropriate weapon 
system and fire at an 
optimum time.  Don't 
waste torpedoes on 
short-range shots when 
rockets would be better. 
flit (I II (''' l'(' r;  1If.( 
If your opponent detects 
you,  a  close-range 
maneuvering battle could 
take place.  I  have always 
tried to avoid these, since 
they are usually very 
hard work and any slight 
mistake  will leave you 
dead. One of my 
colleagues described sub 
vs .  sub dogfights as being 
like a  'knife fight in a 
telephone booth'. 
lIidd('1I  EII(,IIIi(' .  .; 
Enemies  who are hiding 
from passive sonar by 
lying 'dead in the  water' 
may be scared into 
moving by firing a 
homing torpedo  ' blindly' 
in their general 
direction.  Avoid 'going 
active' yourself; this will 
almost  certainly result in 
the enemy launching a 
torpedo at you. 
If you get into a 
maneuvering battle,  try 
to  get into your 
opponent's'six-o-clock' 
(immediately behind) 
and  match speed and 
maneuvers exactly. 
Don' t  forget to keep 
your wits about you; 
another suh could easily 
move into your 'six' 
while you  are pursuing 
your target. 
"II' H 0' PU;  \  0  I  H  T  \  C TIC ~ 
Defensive Tactics 
Defensive  tactics  are  last  resort measures which are  carried out to 
prevent your sub from  being destroyed. 
netllruillg Fin' 
Firing a homing torpedo 
down the bearing of a 
running enemy torpedo 
will often find a target. 
Even if it does not, it will 
delay the enemy sub's 
follow-up  attack while they 
attempt to outmaneuver 
your torpedo. 
I 
I 
I 
I 
U,'iillg  } 'ollr Strellgth ... 
If you  are piloting a  deep 
sea sub,  dive  out of the 
enemy's range;  you  ca n 
turn around and shoot 
him from  below. If you 
are piloting a  really fast 
fighter, turn around and 
speed off in the  opposite 
direction to  the enemy. 
Every sub has  unique 
features which  you  could 
use to your advantage; it' s 
up to you  to exploit them. 
Turning very tight in 
the  water  generates  a 
pocket of turbulence 
which  can confuse 
the  active  sonar of 
homing torpedoes. 
This pocket  of 
turbulent water is 
known among fighter 
sub cr ews  as  a 
' knuckle'. 
I"!'HO'I\(;  'Of  H         
Defensive Tactics 
Defensive tactics  are  last  resort  measures which are  carried out to 
prevent your sub from  being destroyed. 
lIip:"  ."lfJ""t1         ... il'" 
1I till" II I' "      
After cr eating a 
' knuckle'  or dropping a 
decoy or noisema ker, 
you should turn away 
from  the torpedo. 
11.'iillp:  /)('t'oy ...  tllUl 
S"i  ... "IIHlJ.,'r ... 
These should only  be 
used  as  a  last  r esort 
countermeasure  and are 
most  effective if 
r eleased  approximately 
1  to 2  seconds  before 
torpedo impact. 
Torpedo evasion  t echnique 
1.  An  enemy acti ve  homing         
has acqujred  your  submarine. 
It is  less  than  fi ve  seconds  _ 
'\ f.om  impact.  "" ......  -
,  , 
,  , 
   . 
2.  T he  torpedo It'acks 
your sub  until  you 
release a  decoy.  The 
torpedo  then  aC{lwres  the 
decoy and  homes  onto 
that  instead . 
3.  You  turn away from 
the  tOl' pedo,  taking care 
t hat it ca nnot  r e-acqujre 
you  if  it does  not detonate 
when  it  reaches  the 
decoy.       
I" PH 0' I  \  (;  "0 I  H  T  \  C TI C ~ 
Avoiding  Detection 
Avoiding detection is  more important than any other 
consideration.  If the  enemy sees  you before you see them,  the 
chances are  that you will lose  the fight. 
Thermal layers are  the 
boundaries which  are 
set  up by ocean 
currents between  the 
sunlight-heated surface 
water and  the cooler 
deep  water. 
When sonar first  came 
into use, submarine 
cr ews discovered that if 
they dived deep enough , 
ship-based  sonar 
suddenl y  r eached  a  point 
where it could not det ect 
them  at all.  The 
submarine  had 
disappear ed  from sonar 
beneath  a  thetmal  layer. 
Because sound travels 
slower in  dense cold 
water ,  the  sonar signal 
was  being r eflect ed  back 
up to the lowet'  density 
warm wat er ,  Submarines 
have been  using the ocean's 
thermal layer s  to hide 
from  sonar ever since , 
Thermal layer s are 
displayed  on your fighter 
sub's 3-D cockpit display 
as a  grid of either  r ed  or 
gr een. A  r ed  grid denotes 
a  thet'mallayer  from 
lower  to higher 
temperature water , a 
gr een  grid is a  thermal 
layer from higher  to 
lower  temperature water. 
If you  position your sub 
so that ther e  is  a  thermal 
layer  between  you  and 
the enemy, neither  sub 
will be  able to see each 
other. This is an excellent 
defensive tactic, 
In general ,  it is  bes t  to 
stay  close  to  the 
thermalla yer s  a t  all 
times  and st ealthil y 
attack  the  enemy  before 
they  get  the  ch ance  t o 
r eturn fire , 
opposite  sides of a 
Thermal Layel'  are 
invisible  to each  other 
Avoiding  Detection 
Avoiding detection is  more important than any other 
consideration.  If the  enemy sees you before  you see them,  the 
chances are  that you will lose  the fight. 
I.,yi III-f  '/)('(1(/  ill 
lilt'  H (11('1" 
This must only be carried 
out if the enemy is 
uncertain of your exact 
position.  Remaining 
motionless  reduces your 
passive sonar emissions 
to zero, forcing the 
enemy to  'go active' and 
give away their position 
to you . This allows you to 
lock  and launch a 
torpedo at them. 
Cavitation noise is the 
sound made by air 
bubbles forming as a 
result of water  boiling at 
the tips of a  sub's 
propeller/impeller  blades. 
It can  r eveal your 
submarine's position to 
the enemy even if they are 
using only passive sonar. 
The  propulsion units of 
modern fighter subs  are 
designed to minimize 
Summary 
You don' t  need  to 
r emember ever y  detail 
of the  tacti cs  outlined 
above, but a  broad 
under standing of them 
could give  you  the  edge 
which leads  to  victory 
in battles. 
Even if you  gain nothing 
else from  this  article, 
remember this:- your 
'six-o-clock' is  your most 
vulnerable zone.  I  kill ed 
more fighter  subs  by 
shooting them in the 
back  than any other 
way.  If you  want to 
survive  out ther e, you've 
got  to r emember to 
'check  six'. 
cavitation, but will still 
cavitate  when running at 
shallow depths  and high 
RPM.  Old subs are most 
susceptible  to cavitation 
due  to their high RPM 
'open' props. 
To  suppress  your 
cavitation  noise  you 
must  either  r educe 
your sp eed  or dive  to 
the  higher  press ure 
deep  water. 
( 
Sl  BS  .)F  TIlE  \\.)HI,I) 
Subs  of 
heWD 
Since  our first  Sub  review  of May  2041, we have 
established ourselves  as  the  leader in gathering 
information on modern sub-surface weapon systems. 
- , 
All the  entries  in this  review  are  both in prolluction 
and freely  available  througho  t  the world. 
Subs which are  only availp,ble  to go  ernmen 
large  corporations  are  not included. 
Last year  aw several  nology has not  The emphasis these 
new systems come  advanced signifi- days seems to be  on 
into service including  cantly, however,  upgrading and irn-
one completely new  with only one major  proving existing 
weapon: the PBRS  new type coming  equipment rather 
(Particle Beam  onto the world  than developing 
Rocket System).  market over the  completely new 
Submarine tech- last  two years.  submarines. 
!'il  B!'i  OF  TilE  \\OH!.!) 
Enterprise  Class 
-Sub  Carrier-
PRICE 
$2360 million 
IN-SERVICE DATE 
2039 
DISPLACEMENT 
60,000  tons (unloaded) 
LENGTH 
742  ft 
PROPULSION 
Fusion nuclear powered with 
conventional screw drive 
MAX.  SPEED 
35  kts 
MAX.  DIVING  DEPTH 
4500 ft 
ARMAMENT 
10 fightet  subs 
20 crui se  missiles 
4  torpedo  tubes 
DEFENSE & SENSOR SYSTEMS 
Noisemakers Decoys 
Active and passive  sonar 
Sidescan sonar Surface radar 
Surface RWR 
QV-82  airborne drones 
Mk96 underwater  drones 
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Sf  BS  CtF  TilE  \\CtHI , lt 
Tsunami  Class 
-Sub  Carrier-
PRICE 
$2170 million 
IN-SERVICE  DATE 
2042 
DISPLACEMENT 
55,000 tons  (unloaded) 
LENGTH 
649 ft 
PROPULSION 
Fusion Nuclear power ed  with 
electro-magnetic/due ted  impeller 
drive 
MAX.  SPEED 
37  kts 
MAX.  DIVING  DEPTH 
4300 ft 
ARMAMENT 
8  fighter  subs 
10 cruise missiles 
6  torpedo tubes 
DEFENSE & SENSOR SYSTEMS 
Noisemakers Decoys 
Active and passive  sonar 
Sidescan sonar 
Surface radar Surface RWR 
QV-82 airborne  drones 
Mk96 underwater  drones 
Sl  BS  OF  TilE  \\OHLD 
Tornado  Class 
-Heavy Fighter Sub-
PRICE 
$62 million 
IN-SERVICE  DATE 
2050 
DISPLACEMENT 
220 tons 
LENGTH 
86 ft 
PROPULSION 
Fusion nuclear  powered 
with electromagnetic/ducted 
impeller  drive 
MAX.  SPEED 
80 kts 
MAX.  DIVING  DEPTH 
4600 ft 
ARMAMENT 
4  torpedo tubes 
Particle Beam Rocket  System 
Mine-laying capability 
DEFENSE &  SENSOR SYSTEMS 
Noisemakers Decoys 
Active and passive  sonar 
Sidescan sonar 
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~ ( B ~  OF  TilE  \\Olt!,!) 
Lightning Class 
-Light Fighter Sub-
PRICE 
$38 million 
IN-SERVICE  DATE 
2043 
DISPLACEMENT 
120 tons 
LENGTH 
65 ft 
PROPULSION 
Fusion nuclear powered  with 
electromagnetic/  d ucted 
impeller drive 
MAX.  SPEED 
100 kts 
MAX.  DIVING  DEPTH 
2000 ft 
ARMAMENT 
2  torpedo  tubes 
DEFENSE &  SENSOR 
SYSTEMS 
Noisemakers 
Decoys 
Active  and passive  sonar 
Sidescan sonar 
~ l  B ~  OF  TIlE  \\OHLJ) 
Typhoon  Class 
-Heavy  Fighter Sub-
PRICE 
$45  million 
IN-SERVICE  DATE 
2048 
DISPLACEMENT 
210 tons 
LENGTH 
92  ft 
PROPULSION 
Fusion nuclear power ed 
with electromagnetic/ducted 
impeller dl'ive 
MAX.  SPEED 
85  kts 
MAX.  DIVING  DEPTH 
4200 ft 
ARMAMENT 
4  torpedo tubes 
Mine-laying capability 
DEFENSE & SENSOR SYSTEMS 
Noisemakers 
Decoys 
Active and passive sonar 
Sidescan sonar 
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~ I  B ~  OF  TilE  \\OJ(I,U 
Hurricane  Class 
-Light Fighter Sub-
PRICE 
$36 million 
IN-SERVICE  DATE 
2044 
DISPLACEMENT 
140 tons 
LENGTH 
69 ft 
PROPULSION 
Fusion nuclear  powered 
with  electromagnetic/ducted 
impeller  drive 
MAX.  SPEED 
90 kts 
MAX.  DIVING  DEPTH 
1800 ft 
ARMAMENT 
3  torpedo tubes 
DEFENSE &  SENSOR 
SYSTEMS 
Noisemaker s 
Decoys 
Active  and passive  sonar 
Sidescan  sonar 
Sl  BS  C)F  TilE  "C)HI , I) 
Trieste  Class 
-Ultra-Deep Sub-
PRICE 
$230 million 
IN-SERVICE  DATE 
2042 
DISPLACEMENT 
1,400 tons 
LENGTH 
251 ft 
PROPULSION 
Gas  turbine/electric  powered 
with  ducted  impeller  drive 
MAX.  SPEED 
30 kts 
MAX.  DIVING  DEPTH 
12500 ft 
ARMAMENT 
2  torpedo  tubes 
DEFENSE &  SENSOR 
SYSTEMS 
Noisemakers 
Decoys 
Active and passive  sonar 
Sidescan sonar 
--
--
Sl  BS  OF  TilE  \\OHLI) 
Whirlwind  Class 
-Ultra-Deep Sub-
PRICE 
$198 million 
IN-SERVICE  DATE 
2039 
DISPLACEMENT 
1,200 tons 
LENGTH 
287  ft 
PROPULSION 
Gas  turbine/electric  powered 
with  conventional scr ew drive 
MAX.  SPEED 
20  kts 
MAX.  DIVING  DEPTH 
11000 ft 
ARMAMENT 
4  torpedo tubes 
DEFENSE & SENSOR SYSTEMS 
Noisemakers 
Decoys 
Active and  passive  sonar 
Sidescan sonar 
~ ( B ~  CF  TIlE  \\CHI , I 
Powers  Class 
-Reconnaissance Sub-
PRICE 
$31  million 
IN-SERVICE  DATE 
2047 
DISPLACEMENT 
400  tons 
LENGTH 
160 ft 
PROPULSION 
Gas turbine/electric power ed 
with ducted  impeller  drive 
MAX.  SPEED 
40 kts 
MAX.  DIVING  DEPTH 
5500 ft 
ARMAMENT 
None 
DEFENSE & SENSOR SYSTEMS 
Noisemakers 
Decoys 
Active and passive sonar 
Sidescan sonar 
Surface radar 
Surface RWR 
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~ I  B ~  OF  TilE  \\OH!.!) 
Thunderbolt  Class 
-Reconnaissance Sub-
PRICE 
$29 million 
IN-SERVICE  DATE 
2045 
DISPLACEMENT 
330 tons 
LENGTH 
147 ft 
PROPULSION 
Gas  turbine/electri c powered 
with ducted impeller drive 
MAX.  SPEED 
MAX.  DIVING  DEPTH 
5200 ft 
ARMAMENT 
None 
DEFENSE &  SENSOR 
SYSTEMS 
Noisemakers 
Decoys 
Sidescan  sonar 
Active and passive  sonar 
Surface radar 
Surface RWR 
Mk96  underwater  drones 
cn=  40kts 
~ I  B ~  OF  TilE  \\OHLI) 
Endurance  Class 
-Refueller Sub-
PRICE 
$285 million 
IN-SERVICE  DATE 
2040 
DISPLACEMENT 
12,000 tons 
LENGTH 
566 ft 
PROPULSION 
Gas  turbine/electric powered 
with conventional scr ew drive 
MAX.  SPEED 
25  kts 
MAX.  DIVING  DEPTH 
1500 ft 
ARMAMENT 
None 
DEFENSE &  SENSOR 
SYSTEMS 
Active and passive sonar 
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Type  17 
-Refueller Sub-
PRICE 
$341 million 
IN-SERVICE DATE 
2043 
DISPLACEMENT 
10,000 tons 
LENGTH 
510 ft 
PROPULSION 
Gas  turbine/electric  power ed 
with conventional scr ew drive 
:!  I 
MAX.  SPEED 
28 kts 
MAX.  DIVING  DEPTH 
1200 ft 
ARMAMENT 
None 
DEFENSE &  SENSOR 
SYSTEMS 
Active and passive sonar 
Sf  BS  OF  TilE  \\OH!,!) 
Fury  Class 
-Troop  Carrier Sub-
PRICE 
$27 million 
IN-SERVICE  DATE 
2046 
DISPLACEMENT 
150  tons 
LENGTH 
101  ft 
PROPULSION 
Gas  turbine/electric  power ed 
with conventional  screw drive 
MAX.  SPEED 
25  kts 
MAX.  DIVING  DEPTH 
4500 ft 
ARMAMENT 
30 troops 
DEFENSE &  SENSOR 
SYSTEMS 
Active and passive sonar 
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~ l  B ~  OF  TilE  "OHLH 
Jumbo  Class 
-Transport Sub-
PRICE 
$314 million 
IN-SERVICE  DATE 
2037 
DISPLACEMENT 
32,000 tons 
LENGTH 
652  ft 
PROPULSION 
Gas turbine/electric  power ed 
with con ventional scr ew drive 
MAX.  SPEED 
20 kts 
MAX.  DIVING  DEPTH 
3000 ft 
ARMAMENT 
None 
DEFENSE &  SENSOR 
SYSTEMS 
Active and  passive  sonar 
Sl  BS  OF  TilE  \\Olttl) 
Type  25 
-Transport Sub-
PRICE 
$331  million 
IN-SERVICE  DATE 
2044 
DISPLACEMENT 
38,000 tons 
LENGTH 
705 ft 
PROPULSION 
Gas  turbine/electric powered 
with conventional screw drive 
MAX.  SPEED 
26 kt 
MAX.  DIVING  DEPTH 
2800 ft 
ARMAMENT 
None 
DEFENSE &  SENSOR 
SYSTEMS 
Active and passive sonar 
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Revenge  Class 
-Heavy  Missile Sub-
PRICE 
$1549 million 
IN-SERVICE  DATE 
2038 
DISPLACEMENT 
15,000 tons 
LENGTH 
574 ft 
PROPULSION 
Fusion nuclear powered with 
ducted  impeller drive 
MAX.  SPEED 
40 kts 
MAX.  DIVING  DEPTH 
3500 ft 
ARMAMENT 
6  torpedo tubes 
24 ballistic missiles 
DEFENSE & SENSOR SYSTEMS 
Noisemakers 
Decoys 
Active and passive  sonar 
Sidescan sonar 
~ I  B ~  C_F  TilE  \\C_HI , I_ 
Tempest  Class 
-Heavy  Missile Sub-
PRICE 
$1384  million 
IN-SERVICE  DATE 
2034 
DISPLACEMENT 
18,000 tons 
LENGTH 
610 ft 
PROPULSION 
Fusion nuclear power ed  with 
ducted  impeller  drive 
MAX.  SPEED 
35 kts 
MAX.  DIVING  DEPTH 
3300 ft 
ARMAMENT 
4  torpedo  tubes 
28 ballistic  missiles 
DEFENSE & SENSOR SYSTEMS 
Noisemaker s 
Decoys 
Acti ve  and passive  sonar 
Sidescan sonar 
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Mk96  Torpedo 
The Mk96 is  the  most 
widely  used  torpedo in 
the  world and  is  capable 
of h-avelling in excess of 
100 kts _ The  sta ndard 
Mk96 is fitted  with  an 
active  sonar seeker  head 
but may be  modified  to 
accept passive  sonal- or 
thermal homing heads_ 
M704 Rocket 
The  M704 rocket  is more 
effective  than a  torpedo 
at short range  because, 
even  though it is 
unguided , it is  very fast. 
The M704 may be  fired 
f,-om  standard diameter 
torpedo tubes_ 
Mk90 Anti-Torpedo 
Torpedo 
The Mk90 is  a  small 
wal-head torpedo which 
is  very fast  and 
maneuverable_  It is 
optimised  to destt-oy 
p 
e 
o 
m 
n 
s 
hostile  tOl-pedoes, but 
may be  used  to  inflict 
minor damage  on subs _ 
Mk97 Cluster-
Rocket Torpedo 
The  Mk97 is  a  standard 
torpedo with an armor-
piercing warhead which 
contains  multiple  short 
range  l"Ockets _ This 
allows it to destroy even 
the  thickest  skinned 
submal"ines_ 
UGM-167 Cruise 
Missile 
The UGM-167 has been in 
use for over  10 years and 
is still the world's 
principal long-range 
surface attack  missile_  It is 
launched from a 
submarine, surfaces,  then 
deploys wings  and cruises 
at high speed  and low  level 
to the  target.  It is suitable 
fOl- use against any ship or 
land-based  installation_ 
: ~  u 
UIM-194 Sur/ace-
to-Air Missile 
Helij ets and heli coptel-s 
equipped  with  dipping 
sonar can  pre  ent a 
signifi cant threa t  to 
submarines_ 
The UIM-194 allows  an 
underwater  sub to 
des troy  any ail-borne 
threat. 
Particle Beam 
Rocket System 
(PBRS) 
The  PBRS  s hort  range 
charged  particle 
pul se/rocket  weapon 
wa s  developed  t o  allow 
s ubmarines  to  s trike 
unde rwater  tal-ge ts 
with  the  a ccu racy  and 
fir epower  of airborne 
weapons_ 
It function s  by 
tr a nsmitting  an 
extremely  hi gh  e ne rgy 
pul se  whi c h  vaporizes 
a  cylinder of wate r  t o 
the  target.  An  armor-
pi er cing  roc ke t  i s  then 
ins t an taneous l y  fir ed 
a t  Ma ch  2  thl"Ough 
th is  tube_ 
Sensor 
Systems 
Active Sonar 
Active  sonar is  a  sound 
transmission and analysis 
device which  uses sound 
echoes  to visualise the 
underwater  world. 
Passive  Sonar 
Passive  sonar is  a  sound 
analysis device which is 
used  to  track  under-
water  obj ects from their 
noise signature. 
Side-Scan Active 
Sonar 
Side-scan active  sonar is 
short-ranged  active 
sonar which  enables a 
submarine  to  sense 
nearby subsea  terrain. 
Periscope 
Fibre-optic video peri-
scopes have replaced 
optical periscopes in all 
but the oldest submarines. 
The risk  of detection by 
enemy surface radar is 
gr eatly reduced  with the 
fibt'e-optic periscope. 
Sl  BS  4.'"  TilE  \\4.HI , I. 
Satellite Imaging 
Infra-red  data on  ocean 
currents, salinity, etc. 
gather ed by satellites can 
sometimes detect sub-
marines at shallow depths. 
Magnetic Anomaly 
Detector (MAD) 
MAD devices  are  used  to 
locate  older  steel-hulled 
vessels  by  detecting the 
effect  they  have  on the 
earth's magneti c field. 
Surface Radar 
Radar is  a  radio wave 
transmission and 
analysis device. It may 
be  used  to detect 
airborne  enemies when 
you are  submer ged  at 
periscope  depth. 
Swface Radnr Warning 
Receiver (RWR) 
A  RWR is  a  radar 
analysis device. It may 
be used  to detect  enemy 
radar emissions  when 
you  are  submerged  at 
periscope  depth. 
QV-82 Airborne Drone 
The  QV  -82 is a  pilotless 
vertical  take  - off/ 
; ~  I 
landing aircraft used  for 
r econnaissance. 
Mk96  Undenvater 
Drone 
The  underwater  drone 
ver sion  of  the  ubiquitous 
Mk96 torpedo is 
equipped  with multiple 
r econnaissance sensors 
in place of  the  warhead. 
Defense 
Systems 
Noisemaker 
The  noisemaker  is  a 
small bubble-generating 
device which  can 
temporarily blind a 
hostile  active sonar 
homing torpedo. 
Decoy 
Decoys  are larger  than 
noi semaker s, but ar e 
more effective  since they 
actually imitate  the 
sonar r eflection of your 
sub,  attracting enemy 
active sonar  homing 
torpedoes. 
Surface  VHF Radio 
Ver y  High  Frequency 
radio: used  for long-
range  communication 
when  the  sub is 
surfaced . 
ELF Radio 
Extremely Low Freq-
uency radio:  used  to 
r eceive long-range 
transmissions  when  the 
sub is  submer ged. 
~ l  B ~  OF  TilE  \\nHLI) 
Communication 
Systems 
Blue-Green Laser 
Satellites may use  this  to 
r elay messages if the 
submarine's position is 
known.  Subs operating 
together  underwater 
can  also  use this at 
close range  to  inter -
communicate. 
Acoustic Phone 
Thi s  h as been  in  use for 
over  a  century.  It 
operates b y  trans-
mitting audible  sounds 
at close  range,  but i s 
seldom u sed  today  due 
to  the  risk  of enemy 
det ection.  
TOKUDA  KABUSHIKI 
KAISHA  PRESENT 
Over 55,000 acres 
of floating 
exhibition space, 
filled  with the 
latest submarine 
and seafloor craft. 
Over 10,000 
exhibitors with 
more vessels and 
more facilities 
than  any other 
exhibition. 
Easy access to 
Tokyo 
ai rlspaceport. 
Tokyo hotels only 
5  minutes by 
magrail. 
Exhibition open 24 hrs until June  1st,  fighter sub demonstration 
day in  Tokyo Harbour on May 25th. 
See the world's most powerful vessels under one roof! 
I  'I)EH\\  \TEH  \\  \HF\HE  . 
The  Pioneers 
The first  underwater vessels were  open-
ended barrels lowered from  ships  by a 
rope,  these  became known as  'diving bells '. 
T
he principle of the 
diving bell is simple: 
an empty cup forced into a 
bowl  of water  upside down 
will  not fill , air is trapped 
inside the cup. The diving 
bell was basically a huge 
cupful of air which could 
be breathed for a limited 
period of time by an 
underwater  explorer. As 
eady as 320 BC, 
Alexander  the Great 
descended into the sea in a 
diving bell to observe 
underwater life. The 
diving bell is not a true 
submarine, however , 
because it can only travel 
up and down, like an 
elevator. 
The first submarine was 
an  tmderwater boat built 
in 1620 for the English 
King James I by 
Dutchman Cornelius van 
Drebbel.  The submarine 
was made from grease-
oaked leather stretched 
onto a wooden frame. 
Twelve oars protruded 
through watertight holes 
in the leather , and twelve 
oarsmen sat inside to 
pl'Ovide propulsive power. 
But no matter  how hard 
the oarsmen  rowed, 
Drebbel's submarine 
could not dive and only 
managed  to plunge down 
to about fifteen feet. 
One and a half centuries 
later , David Bushness in 
the USA designed  a 
submarine for attacking 
British ships. This tiny 
craft, named Turtle, had 
two man-powered 
propellers, one for going 
forwards or backwards 
and one for ascending or 
descending.  On 
September  6th 1776, 
Turtle came very close  to 
sinking the British man-
of-war Eagle, but failed  to 
attach an explosive device 
due to the tough, metal-
sheathed  hull of the Eagle. 
The Turtle continued 
trying to sink British 
ships, but was eventually 
destroyed. 
Another American, 
Robert Fulton, designed  a 
submarine in 1800 for 
Napoleon. This vessel was 
the first submarine to 
carry the name Nautilus. 
It had many of the 
features found on 
modern submarines 
including water  ballast 
tanks (used  to  dive and 
surface) and a conning 
tower  (for the captain 
to  navigate the sub when 
on the surface).  It 
generated  considerahle 
interest among the French 
military, especially when 
Fulton sank an old French 
schooner  as a demon-
stration. Napoleon's 
admirals were not 
impressed  however ; they 
felt that the submarine 
was an ungentlemanly 
weapon and persuaded 
Napoleon to stick  to  using 
surface warships.  One of 
Napoleon's officer's wrote 
' This type of warfare 
carries with it an 
objection:  those who 
tmdertake it, and also 
(\I)EI(\\  \TEI(  \\  \I(F\I(E  _ 
those against whom it is 
launched , will all perish. 
And this cannot be called 
a gallant death. ' 
Fulton approached the 
British  and American 
govelnments, but interest 
was limited due to the 
per ception of the 
submarine as an 
' underhand'  weapon.  He 
went on to design the first 
commercially successful 
paddle steamer, but never 
forgot his submarines. He 
spent all of his paddle 
stearnel  pl"Ofits on building 
an 80 foot armored 
submarine called Mute, 
but died before she could 
be launched. 
During the American Civil 
War , the Confederate 
forces built an 
experimental submarine; 
the CSS Hunley. This 
little man-powered sub 
was capable of true 
underwater  travel , but 
drowned  several cr ews in 
training including Captain 
H.L. Hunley himself. 
Finally, the Confederate 
forces decided  to take the 
Hunley into action and on 
February 17th 1864, the 
brand new Federal steam 
sloop USS Housatonic 
was attacked. The weapon 
used  by the Hunley was a 
nose spar filled with 90 
pounds of explosives.  This 
was jabbed into the side of 
the Housatonic, a  huge 
explosion followed  and the 
enemy ship immediately 
started  sinking. 
Unfortunately the Hunley 
and her crew were 
dragged  down with the 
sinking Housatonic. 
In 1888, the first 
submersible torpedo boat, 
Gymnote was launched in 
France.  This vessel was 
powered  by a combination 
of a petrol engine when on 
the surface and batteries 
when  underwater. The 
French soon found that 
the petrol engine was not 
ideal for submarine 
operations because it gave 
off poisonous vapors and 
was inefficient in 
operation. In contrast, the 
batteries were ideal for 
submarine use; allowing 
the submarine to run 
underwater  for extended 
periods of time. As well as 
an advanced  propulsion 
system, Gymnote was 
armed with the latest in 
sub weapon technology; 
the torpedo. Designed by 
Robert Whitehead  in 
1868, the torpedo carried 
an explosive warhead  on a 
steady course at a 
predetermined  depth, 
making it deadly when 
used  against surface ships. 
In 1904, the French 
launched  the Aigrette 
which  was the first sub to 
be powered  by a 
r evolutionary new engine 
designed  in Germany by 
Rudolf Diesel.  The Diesel 
engine  burned oil without 
a spark, which meant 
that it did not give off the 
poisonous vapors of the 
petrol engine and was far 
more effi cient. However 
the early Diesel engines 
wer e unreliable, and the 
French continued to use 
the steam engine in most 
of their early submarines. 
As  the Diesel engine was 
improved  it did gradually 
appear  in service and 
was eventually used  to 
power  German sub-
marines in 1912.   
I  \BEH\\  \TEH  \\  \HF\HE 
World  War  I 
At the  outbreak of  World War I ,  the 
submarine was  still very much in its  infancy. 
T
he types of submarine 
operated by differ ent 
countries varied widely 
and more than half of all 
the submarines in the 
world were still the 
inefficient, dangerous 
petrol-engined variety. 
Without a  doubt , the 
most formidable 
submarines of World 
Wal
o 
I  wer e the German 
Unterseeboote (undersea 
boats), known to the 
Allies as 'U  -boa ts ' . It 
should be noted  that 
submarines are known to 
sailors as  ' boats' and 
never  as  'ships'. 
The first success for the 
U-boat came with the 
sinking of a  British 
cruiser on September 5, 
1914.  Shortly after this, 
on September 22, a single 
U-boat sank three 
armored cruiser s in less 
than a  quarter  of an 
hour.  These events 
proved  that the 
The crew of a  World  War 1 Royal Navy submarine preparing to dive. 
submarine was  truly a 
force  to be r eckoned 
with. From now on , all 
cruiser s were forced  to 
operate with a  destroyer 
escort to detect and deter 
U-boats.  Allied  ships 
were soon fitted with 
' bulges' : light casings 
filled  with air and water 
compartments to  absorb 
the impact of torpedoes. 
U-boats started  to make 
their presence felt by 
targeting Britain's food 
supply. The British 
fishing fleet was  attacked 
in the North Sea, but it 
was in the Atlantic that 
the U-boats did most 
damage.  The convoys 
carrying supplies from 
America to Britain soon 
started to suffer heavy 
losses . One of the most 
tragic events of World 
War I  was the sinking of 
the British  passenger 
liner  Lusitania  by a 
U-boat , resulting in the 
loss  of 1, 198 passengers 
and crew. 
British  submarines did 
not have  as many  targets 
as the U-boats, but still 
managed  to inflict heavy 
I  '\  I) E H \\  \  T  E H  \\  \  H F  \  H E 
losses.  Patrols in the 
North Sea  sank German 
fishing vessels and V-boats 
wer e tracked  down by 
British  hunter-killer 
subs. During one raid in 
the Mediterranean, the 
t en  year old British 
submarine B-ll 
penetrated five  rows of 
mines and sank the 
Turkish  battleship 
Messoudieh . 
In 1916, Allied  destroyers 
wer e fitted  with the 
' hydrophone', a  device 
for finding the position of 
a V-boat from the noise 
made by its propellers. 
This device is still in use 
today, as ' passive sonar' . 
At the same time as 
receiving the hydrophone, 
Allied  destroyer s wer e 
issued  with  the  first 
depth charges . A  depth 
charge is basically  a 
drum of explosive fitted 
with a  h ydrostatic  valve 
to detonate it at a  pre-
set  depth. 
The conditions for the 
crews of World War I 
submarines wer e 
primitive when  compared 
to the surface ships. The 
lack  of proper  Instead of concentrating 
ventilation led  to a  build- on improving existing 
up of condensation which  V-boats, Germany was 
not only  made food  working on several new 
mouldy and bedding wet  designs at once; from 
but also caused  electrical  huge  'V-cruiser s' to 
system faults . The early  small , quick-build ' UB-
diesel engines wer e  dirty  boa ts ' . Although  this 
and unreliable and  led  to technologically 
engine room cr ews would  advanced  subs, it also 
soon be  cover ed  in grime  meant that less boats 
when working. The low  could be produced.  The 
power  output from  the  German navy was denied 
batteries used  in these  submarines when  they 
subs meant that their  most  needed  them. As  the 
underwater  endurance  Allied  armies  advanced 
was limited  and they  through Europe, the 
spent most  of their time  V-boats lost their bases 
r unning under  diesel  on the French  coast 
power ,  on the  surface.  and their effectiveness 
dropped  dramatically.  
A  German Navy 'U-139' class  U-Cruiser  running  unde r diesel 
power  Oft  the  surJace. 
I  'I)EH\\  \TEH  \\  \HF\HE 
When  Germany surr-
endered  in 1918, U-boats 
had sunk more  than 
5,000 Allied ships. 
Although 199 U-boats 
had  been  lost ,  the 
Gel'man Navy still had 
138 left.  Even  in  these 
pioneet'ing days of 
inefficient powel'  sources 
and cramped  conditions, 
the  submarine had 
pl"Oved  to be  a 
formidable huntel".   
'U-35' , an early  Type VlI U-Boat ,  ntnlling  on the surface. 
Post-World  War  I 
By the  end of World  War I,  the submarine 
had acquired a  bad reputation among the 
general public. 
T
he sinking of 
mer chant shipping 
was seen as morally wrong 
and popular sentiment 
was for banning 
submarines altogether. 
In 1922, America , 
Britain and Japan 
signed  the London Naval 
Treaty agreeing not to 
perform unrestricted 
submarine  warfare  on 
mer chant ships.  In the 
meantime ,  Germany was 
being forced  to limit its 
armed forces  to 
t'elatively low levels. 
German  submarine 
research continued , 
however. 
In 1935, the US 
launched  the  first  of an 
advanced new  type  of 
submarine,  the ' P'  class. 
This boat had a 
lightweight diesel  engine 
and a  high-performance 
batter y. This made  the 
.  : ~  a 
'P' class  faster and more 
maneuverable  than 
other comparable 
submarines . An air 
conditioning sys tem  took 
car e  of the  condensation 
problems which  plagued 
ea rlier  submarines  and a 
Torpedo Data Computet 
(TDC) made  torpedoes 
much  more  accurate. 
In  1937,  Germany 
launched  a  very 
powerful submarine;  the 
type VII U-boat.  The 
type VII had a 
submerged  displacement 
of  871  tons,  a  maximum 
speed  of 17 kts  surfaced 
and 8  kts submer ged 
and was  armed with 
l  \I)EH\\  \TEH  \\  \HF\HE 
14  torpedoes.  The  cr ew 
of 44 could stay at sea 
for  20 days ,  allowing the 
type  VII to operate deep 
into the  Atlantic from 
bases in  France. 
Sonar was  deemed  useful 
enough  to be fitted to 
destroyer s, but early 
models suffered  by 
being short-ranged  and 
easily confused .   
One of the main 
advances in post-World 
War I  naval technology 
was  SONAR (SOund 
Navigation And 
Ranging).  This was  a 
device  which  used  sound 
to find the position of 
submarines,  tt'ansmitting 
a  loud 'ping'  and 
listening for the echo. 
A  Germ.an.  Navy Type  VII  V-Boat in drydock. 
World  War  II 
By 1939, submarines were starting to evolve 
into very sophisticated fighting machines. 
M
st World War II 
ubmarines had a 
diesel engine for use on 
the surface, with an 
electric motor for use 
while submerged. 
The batteries which 
powered  the electric motor 
wer e charged  from  the 
diesel engine while the sub 
was on the surface. The 
batteries allowed  the sub 
to travel for about an hour 
when submerged  at 
maximum speed. Because 
of the inefficiency of 
early batteries, all 
World War II subs had 
a higher  maximum speed 
when  surfaced  than 
when  submerged. 
The  maximum diving 
depth of most 
World War II subs was 
around 400 feet.  In most 
conditions this would 
allow the submarine to 
dive below the cold water 
layer.  Cold water , being 
denser , reflected the 
probing sonar waves of 
enemy sub hunter s. 
Early in the war, torpedoes 
were powered by a steam 
turbine.  Unfortunately, the 
fuel burnt to produce this 
steam left a trail of 
bubbles in the wake of the 
torpedo, ' pointing' back to 
the firing submarine. Later 
in the war, electric 
torpedoes like the American 
Mk18 of 1944 put an end 
to this problem.   
t  ")EI(" \TEI("  \I(F\I(E 
The  War  in 
the Atlantic 
At the  beginning of World  War II the 
Germans had 56 submarines to Britain ~ 
57.  But while  the  German V-boats  had 
thousands  of  freighters  as  targets,  the 
British submarines  could not attack 
German food supplies which arrived 
by rail,  not sea. 
G
erma[)y picked up 
where it had left off 
in 1918. The Atlantic was 
soon littered with  the 
wreckage of Allied 
merchant ships, and the 
Allies started  desperately 
searching for ways  to 
counter  the ever  present 
German threat.  Destroyer 
escorts offered some 
protection to  the cruisers, 
but the first year of the 
Atlantic war belonged  to 
the U-boat. Sonar was 
used on Allied  destroyers, 
but was not very effective 
due to its limited  range. 
The T ype  IX  U- Boat  'U-383 , t akenjrom  an attacking  RAF 'Sunderland' flyill g  boat . 
I  :\  I) E It \\  \  T  E It  \\  \  It F  \  It E 
V-boatcorrunanders  The introduction of radar  destroyers were not as 
perfected the tactic of  onto Allied destroyers in  easy to hit as the 
operating several  late 1940 was the first  merchant ships, so 
submarines together , in  real step toward defeating  Allied shipping losses 
groups known as  ' wolf  the V-boats, allowing the  inunediately started 
packs' . These generally  Allies  to catch them on  to decline. 
operated at night and by  the surface. When the 
During World War II, 
sharing information on  V-boats dived to escape, 
British submarines 
the position of Allied ships  the short-ranged Allied 
joined forces with 
the V-boats could engage  sonar could pinpoint the 
refugee submarines from 
many merchantmen as  V-boat and an effective 
all over Europe and 
they passed by. As many  depth charge attack could 
ventured as far as 
as twenty V-boats could  be carried out. 
Iceland and Norway in 
be in a  single  ' wolf pack' . 
To counter the Allied  search of V-boats. 
Learning from their 
sonar, V-boats sometimes  Norwegian freighter s 
earlier mistakes, the 
used Pillenwerfer, (pill  carrying iron ore for 
Germans concentrated 
thrower) which consisted  Germany were raided  by 
resources on building 
of a  perforated canister  Allied subs but German 
one class of V-boat,  the 
containing a  chemical  dive bombers and mines 
type VII.  These  subs saw 
rrrixt ure. WhenPillen- hampered operations in 
extensive service initially 
werfer was released, it  these waters. 
in coastal waters , but as 
would react with the 
The most successful raids 
the pressure from Allied 
water and generate a 
by British subs were in 
coastal escorts and air 
huge cloud of fine 
the Mediterranean Sea. 
patrols increased they 
bubbles to confuse 
German and Italian ships 
were forced to search for 
Allied sonar. 
bound for Mrica were  at 
targets further into the  By 1941, the most  sea for just one or two 
Atlantic.  Shore-based  experienced V-boat crews  days, and would  travel in 
anti-sub aircraft from  had been killed and the  small convoys at high 
both Britain and the  V-boats were ordered to  speed.  Even  with these 
VSA could not reach the  change tactics. They were  odds stacked against 
mid-Atlantic and this  told to hit  the destroyers  them, British submarines 
region soon became  first , and pick  off  accounted for 450/0  of all 
known among Allied  the merchant shipping  German ships lost in the 
merchant crews as  ' The  when this threat had  Mediterranean. 
Black Gap'.  been eliminated. The 
I  \I)EI(\\  \TEI(  \\  \I(I-'\I(E 
A Hoyal Navy'/"  Class submarine.  Fifty three of these submarines fonned 
I.he backbone of the Hoyal Navy submarine.fleet during World  War  II. 
Throughout the war, 
midget submarines wel'e 
used extensively by the 
British, Italians and 
Germans. "Midgets"  were 
used  to raid coastal 
shipping, and a notable 
success was the damaging 
of the buge Gel'man 
battleship Tirpitz at ABen 
Fjord in Norway by the 
British  midget subs.  A 
typical midget sub was the 
15 ton Gemlan Seehund 
class with 2 torpedoes, 2 
CI'ew, a  maximwn speed of 
6 kts and a  range of just 
500 miles.  In January 
1945, several of these 
midget subs wer e operating 
vel'y close to the British 
shore, just off Margate and 
in the Thames Estuary. 
Meanwhile in  the 
Atlantic,  the shipyards of 
Britain, Canada and the 
USA were producing ships 
faster  than the U-boats 
could sink them.  The 
introduction of the 
centimetric wave  l'adal' 
on Alli ed  COI' vettes in 
May  1941 gave the Allies 
the ability to detect  the 
periscope of a  U-boat 
from  a  gr eat di stance. 
Within a  couple of years, 
Allied  anti-sub aircraft 
were using radar to 
detect U-boats and were 
even  Cal'fying out attacks 
at night. 
The U-boats  tarted  using 
a  new weapon in  1943; the 
acoustic homing torpedo. 
This weapon accounted 
for several Alli ed  ships, 
lmtil  the Allies  l'ealised 
what was happening and 
bought ' Kangol'  petrol-
driven  hammel'S  and 
fitted  them to floats, 
towing them  behind theil' 
ships.  The strongel' 
acoustic signal from  the 
hammer attracted  the 
Genna" Navy  'Seehull.d' midget subs (t  their base ill.  occupied  Europe. 
I  :! 
(\I)EH\\  \TEH  \\  \HF\HE 
torpedo and it detonated 
harmlessly, far away from 
its intended  target. 
The Allies  were still 
having problems with 
their sonar systems. They 
were fmding that a  slight 
disturbance in the sea 
would dl' amatically 
reduce  the effectiveness of 
their sonar. This meant 
that, due  to the waves  to 
the side and r ear of a 
destroyer, sonar was only 
effective when the 
destroyer  was facing a 
V-boat . The Allies 
decided  to  put sonar onto 
buoys,  floating still in the 
water, in 1944. This 
device would radio the 
position of submer ged 
vessels back to Allied 
destroyers or anti-sub 
aircraft. Depth charges 
could then  be placed  with 
deadly accuracy.  The 
sonar buoy came to be 
known  as  the 'sonobuoy' 
and is still in use today. 
In 1944, Allied  radar 
forced V- boats to  start 
using a device called  a 
Schnorkel.  This allowed 
them  to run their diesel 
engines while submerged 
at periscope depth. The 
Schnorkel was basically 
a  pipe, similar to  the 
'Snorkel '  used by divers, 
but with  the addition of 
a  valve to close off the 
pipe when  it went under 
the water. 
Towald  the end of the 
war, V-boats we I'e fitted 
with the formidable 
Schnee-Orgel10-tube 
torpedo launcher , which 
sent a heavy batter y of 
torpedoes at the  target. 
This was  highly effective 
when it was used , but the 
system did not come into 
widespread use before the 
end of the war . 
The ultimate V-boat was 
the type XXI, which 
implemented  all the 
lessons learned from 
early V-boats.  The 
improvements included a 
streamlined hull , 
improved  battery power 
output, a  Schnorkel and 
a  rapid-reloading system 
for the  torpedoes. 
V2511 , the first  type XXI 
V-boat, was launched in 
1945, one week before the 
German surrender . It went 
on to evade several sub 
hunting vessels and made 
an undetected dununy 
attack on a British cruiser 
before surrendering. The 
history books wer e closed 
for the V-boat, but the 
type XXI heavily 
influenced  the design  of all 
future submarines.   
The Type (XC  V-Boat 'V505' being  boarded  by a party from  the  VSS 
Guada.lcall.(/.l.  This subm.arine is  now all. pll.blic display in Ch.icago. 
I  '\I)EH\\  \TEH  \\  \HF\HE 
The Pacific War 
The Japanese attack  on Pearl Harbor, Hawaii 
on December 7,  1941 marned the oulbreak of 
the war in the Pacific. The submarine was to be 
one of the most important weapons of this war. 
I
t was involved  right at 
the start when  the 
J apanese sent five midget 
submarines  to Pearl 
Harbor , to  attack  any 
survivors of the air raid. 
Even  though  they 
managed  to penetrate 
some harbor defenses, all 
five midgets wer e 
destroyed  and no more 
US ships wer e attacked. 
The Japanese had more 
than just midget subs, 
however . The main 
Japanese submarines wer e 
known to the Allies as 
' I-boats', and their design 
was heavily influenced by 
the German U-cruiser s of 
World War I. The 
Japanese even  built a 
submarine which 
displaced  5000 tons and 
could operate 3 seaplanes 
from its deck. Heavily 
armored, it was not a 
practical vessel because it 
was slow to dive and 
clumsy to handle. 
While Japanese 
submarines did manage to 
sink a number  of US 
carrier s they wer e not 
used  as effectively as the 
German submarines in the 
Atlantic. The Japanese 
tended  to use their subs 
defensively, keeping them 
close to surface vessels 
and never fully exploiting 
their offensive potential. 
The Americans wer e 
learning from the Atlantic 
war, and US Navy 
submarines in the Pacific 
borrowed  German tactics. 
US subs experimented 
with ' wolf packs' and 
eventually settled on using 
three boat ' wolf packs' . As 
well as simply attacking 
ships, American  subs also 
shadowed  the main 
Japanese battle fleets, 
reporting their movements 
to other  US forces. 
When US submarines 
attacked  a Japanese 
convoy, they would target 
the larger  cargo  vessels 
first and dive to escape the 
inevitable depth charges 
which followed . This was 
the same tactic as that 
used  by the U-boats 
during the first years of 
the Atlantic war. It was 
ver y effective against the 
J apanese supply lines. 
In 1941 the first Gato class 
submarine was launched . 
The Gato class was the 
basis for all other  US fleet 
subs built during World 
War II.  This meant that 
American shipyards wer e 
able to concentrate on 
refining this design 
throughout the Wal". The 
Gato class  subs wer e  50% 
biggel" than their Bdtish 
equivalent, the  ' T'  class, 
because the US submarines 
had  to be lar ger for long 
Pacific patrols. 
The Gato class had a 
submer ged  displacement 
of 2415 tons, a maximum 
I  \I)EH\\  \TEH  \\  \HF\HE 
The Japanese  I-Boat '1-17' during its launching ceremony at Yokosuka on the 19th July 1939. 
speed of 20 kts surfaced  fitted to US submarines  had developed the steam 
and 10 kts submerged and  had a maximum range of  powered Mk14 torpedo 
was armed with 24  just over 9 miles, allowing  with a magnetic proximity 
torpedoes. The crew of 80  it to be used well beyond  detonator, designed to 
could stay at sea for 60  visual range during day or  explode beneath a ship 
days before the Gato  night. The Japanese  and break its keel. In 
needed to be refuelled.  forces did not install  service, however, the 
November 1942 saw the 
radar until July 1944, but  Mk14 was found to be 
introduction of surface 
by then it was too late.  highly unreliable. 
radar into US Navy  The Pacific war was not  Eventually, in 1943, it was 
submarines. Radar  without problems for  found that torpedoes 
supplemented the existing  American submarines.  which were striking the 
sonar and visual sighting  The main problem was not  sides of enemy vessels at 
techniques, allowing a sub 
with their excellent Gato  angles were detonating, 
to track enemy shipping 
class subs, but with their  while those hitting 
from afar. The first radar 
torpedoes. The US Navy 
'straight on' were not. 
I  ;) 
I  'I)EI(\\  \TEI(  \\  \I(F\HE 
The US Navy investigated  midget subs into Kaiten  would change  course. 
and found a design flaw  one  man suicide subs.  After  3  hours of high 
with the contact exploder ,  This machine was not  speed  pursuit she did. 
which was actually being  successful  against US  Archerfish  cut in ahead 
damaged  when  the  shipping because it  of Shinano, dived  and 
torpedo hit the target  lacked  long-range  fired  6  torpedoes.  Ever y 
vessel , preventing the  detection gear and had a  torpedo struck  home but 
torpedo from detonating.  ver y low performance.  the huge  Shinano still 
Once this design fault had  The design of the Kaiten  took seven  hours  to sink. 
been corrected , the Mk14  could not be improved  Shinano was bot h  the 
was found to be highly  for the simple  r eason  largest  warship ever  sunk 
effective. The Mk14 was  that its cr ew could not  by a submarine and the 
used  throughout the r est  r eturn to  say what had  youngest ; downed  before 
of the war and was even  gone  wrong.  a  single aircraft had 
used  by many sub 
Toward the end of 1944, 
flown from her  deck. 
captains in preference to 
the USS  Archerfish  was  Per sistent attacks by US 
the electric (but slower ) 
on pat rol just off Tokyo  submarines, minelaying 
Mk18 of 1944. 
Bay. For 29 days she  aircraft and fast carrier 
In 1944, the US Navy in 
found nothing,  t hen  one  attack  forces eventually 
the  Pacific was order ed  to 
night in Novemher  an  wiped  out  the J apanese 
destroy Japan's war-
enormous  r adar contact  naval  air arm. Once 
making capability.  Now, 
appear ed  on  her  scr eens.  Japanese fightel' cover 
when  US  submarines 
Ar cherfi sh  gave chase.  had been  eliminated , US 
sighted  a convoy they 
The r adar contact  turned  bomber s could  attack  the 
tar geted  the destroyer's 
out to be  the last  hope of  remnants of the Japanese 
first.  As  well as cargo 
the Japanese Fleet Ail'  fleet , but even with its 
vessels, US Navy  subs 
Arm, the 59,000 ton  armed  for ces in  tattel'S, 
began to sink some of the 
super  carrier  Shinano.  the Japanese kept on 
most powerful ships in 
She had j ust  been  fighting.  The nuclea r 
the Japanese Navy, 
launched  and was on her  bombs unleashed  on 
including the 30,000 ton 
way to  be fitted  with  Hiroshima  and Nagasaki 
aircraft carriel'  Shokaku, 
catapults and planes.  on  6th and 9th of August 
in June 1944. 
Ar ched"ish was moving  1945 malked  the end of 
Desperate at  the failure  much  slower  than the  World  War II and the 
of  their submarines,  the  Japanese carrier , but hel'  beginning of a  new era .  
J apanese modified  their  Captain hoped  Shinano 
I  :\  I) E It \\  \  T  E It  \\  \  It F  \  It E 
THE  FIRST  POST-WAR 
SUBMARINES 
During the post-war 
In 1948 the US initiated  The  post-war movement 
years,  Germany and 
the Greater  Underwater  towards streamlined hulls 
Japan were prevented 
Propulsive Power (GUPPY)  started  to make 
program. This updated  submarines capable of 
from producing 
current US Navy sub- higher  speeds when 
military hardware. 
marines with the latest  submerged  than when 
This  left  the  USA, 
developments from such  surfaced. All  that was 
France,  Britain and 
vessels as the type XXI  needed  now was a power 
the  USSR  as  the  only 
U-boat.  The GUPPY  source which could be 
modifications kept the  used  underwater  for 
nations developing 
diesels of the 40's in ser- extended  periods of time. 
new submarines.  vice for the next  30 years.  
I  '\I)E((\\  \TEH  \\  \(('\HE 
The  End  of the  Cold  War 
The  1980   saw the last period of accelerated development of the nuclear 
submarine, which slowed down when the Cold War came to an end in 1990. 
In 1981 the US launched 
the 560 foot USS Ohio. 
Carrying 24 Trident 
ballistic missiles, each 
with 12 150 kiloton 
nuclear warheads, Ohio 
class  subs wer e over 
3 times as powerful as 
their predecessors, the 
Benjamin Franklin class. 
Ohio class  subs had a 
submerged  displacement 
of 18,750 tons and a 
maximum speed  of 20 kts 
on the surface and 30 kts 
submerged . It was armed 
with 24 Trident ballistic 
nuclear missiles and 
4  torpedo tubes.  Ohio 
had an endurance of 
9 years, but the 155 cr ew 
generally stayed  at sea 
for no more  than about 
70 days at a  time. 
Ohio was not the only 
560 foot submarine at sea 
in the 1980's, however. 
On 23rd September  1980, 
a  sub was launched  at 
Severodvinsk  in the 
USSR which  was large 
even  by today' s 
The  Royal Navy nuclear powered attack sub HMS  'Collquer.or',  accompanied by 
thefrigate HMS            The 'Conqueror' became thefirst lIuclear sub to sink 
an enemy vessel in action when it sallk the Argelltine 'General Belgrano' in 1982. 
standards. Tipping the 
scales at 26,500 tons and 
carrying 20 multiple 
nuclear warhead ballistic 
missiles,  the Typhoon 
class  was talked  about in 
hushed  tones around the 
offices of the  Pentagon 
during the early 80's. 
The Typhoon class also 
became  the inspiration 
for  a  book, The Hunt for 
Red  October , in which 
writer  Tom Clancy 
foresees the silent drive 
units which  we take for 
.1  H 
granted  today. As  well as 
the heaviest  submarine of 
the 20th century, the 
Russians also built the 
fastest ; the Alfa class. 
With a  titanium alloy 
hull and nuclear power , 
the 260 foot Alfa was 
capable of a  maximum 
submerged  speed  of 
45 kts. As well as 
travelling fast , Alfa could 
also dive to 2,500 feet , 
over  twice as deep  as 
most  subs of 
the time. 
(  \I)EH\\  \TEH  \\  \HF\HE 
THE  21 ST  CENTURY 
LD-12 loading rooots in the docking bay oj  a  modern submarille ca.rrier. 
B
y  the  end  of the 
20th century, 
Russian submarine 
technology was  at least 
10 years  ahead  of the 
USA.  Submarines  had 
been  using active  sonar 
absorbing surface 
coatings since the  earl y 
1980's,  but the  search 
was  on for  a  way  of 
propelling a  submarine 
without a  noisy  exposed 
propeller.  Russian 
scientists  concentrated 
their research  efforts  on 
developing a  practical 
electromagnetic  drive. 
An  electromagneti c  drive 
fWIctions  by  taking  in 
water ,  charging  it  with 
negative  ions  and  then 
accelerating the  charged 
wate r  by  using a  circular 
electromagne t  array. 
Tlus  high speed  water  is 
then  passed  out of an 
exhaust ,  propelling the 
submarine  forward.  An 
electromagne tic drive 
has  no  moving  parts;  it is 
silent in  ope ration. 
The  prototype  electro-
magnetic  ' Sile nt Drive' 
Ulut  was  given  its  first 
sea  trial  in 2002,  on a 
modified  Russian  Alfa 
class  nuclear sub.  The 
Alfa  escaped  passive 
sonar de tection  at  ranges 
as  close as  200m  but had 
one  problem;  the  silent 
drive used  power  at an 
alarming  rate  and  the 
Alfa  could go  no faster 
than  25kts. 
Even  though the  electro-
magne tic  drive degraded 
- .) 
. )  -
pe rformance ,  the 
Russian navy  went ahead 
with  production  of an 
operational sil ent drive 
sub,  the  Akula  III  class 
of 2004 .  When  the 
Russo-American 
technology sharing 
agreement of 2005 was 
signed,  silent drive 
r esearch  data was 
immediately  made 
available  to  US  scientists. 
Work started  in  the  USA 
on  finding  a  way  of 
improving the  powe r 
output from an 
electromagneti c  drive. 
US  scientists  spent two 
years  modifying  magne t 
po wer  outputs  and 
finding  alte rnative  ways 
of introducing negati ve 
ions  into wate r ,  but to 
no  avail.  The 
breakthrough  came 
when  Eddy  Sowleski ,  a 
tal ented  ae ro  propulsion 
engineer ,  proposed  the 
ElectroMagne tic-Ducted 
Impeller  (EMDI)  dri ve. 
The  prototype  EMDI 
dri ve  c onsis t e d  of a 
s tandard  el ectro-
magnetic  dri ve 
e xhaus ting  through  a 
I  \I)EH\\  \TEH  \\  \HF\HE 
tube  containing  a 
32-blade  fan.  Whil e 
the  EMDI  drive  was 
not  totall y  sil e nt ,  t est s 
proved  that  it  was 
t e rrifically  powerful. 
The  design  was 
r e fined  and  soon  it 
was  r ead y  to  be  given 
its  fir st  sea  trial. 
The  attack sub  USS 
Minneapolis-Saint  Paul 
was  chosen  to  be  fitted 
with  the  prototype 
EMDI  d'l"ive.  This  sub 
promptly set  up a  new 
world  submarine  speed 
r ecord  of 59 kts  on 
May  31st 2008, during 
the  first  EMDI  sea  trial. 
The  first  production 
EMDI  sub,  the  19, 800 
ton  Nevada  class  of 
2007 was  also  the  first 
EMDI  sub  to  be  fitted 
with  a  variable  pitch 
fan.  By  stopping  the  fan 
and  rotating  its  blades 
to  align  with  the  flow 
through  the  impeller, 
the  Nevada  could  run in 
total  silence  at speeds 
up  to  21  kts.  Unde r  full 
EMDI  power,  Nevada 
could  run  safely  at up 
to  57 kts.   
The  First Advanced 
Technology Submarines 
~  s silent drive subs 
J-i.hecame more wide-
spread, pioneering 
engineers at Legendre 
Sous-Marins (LSM) in 
France began work on 
a new concept in 
submarines.  They 
realised that, as well as 
being stealthy, a 
submarine needs to be 
fast  and maneuverable. 
They established that the 
main cause of drag on a 
submarine was turbulence 
close to the surface of 
the hull . To get rid of this, 
the new sub would be 
coated with a  very rough 
skin, the texture of which 
was inspired  by the skin 
of sharks. 
With very large dive 
planes for increased 
maneuverability, power 
from a lightweight fusion 
r eactor linked  to a 
standard EMDI drive and 
all-composite structure, 
the new sub promised 
unrivalled  performance. 
Construction began  on a 
prototype to test these 
new theories. To further 
emphasise  the  advanced 
design of this sub, LSM 
named  it Nautilus. 
The Nautilus was 
launched  at Chel"bourg 
on January 21 , 2014, 
exactly 60 years after  the 
USA launched  their 
nuclear Nautilus. The 
new sub was as much  of a 
revelation as its 1954 
nuclear namesake and 
went on to raise the 
tmderwatel' speed  record 
to 63 kts. More 
importantly, its advanced 
design allowed  it to 
outmaneuver any torpedo 
then  in existence. 
The design of the Nautilus 
was used  as the basis for 
the Requin Tigre class of 
2017 which  was produced 
in very large numbers 
and sold by LSM to, 
among other s,  Russia 
and America.   
I  '\I)EH\\  \TEH  \\  \HF\HE 
Corporate Wars 
A number  of inter-
success could be achieved 
national  companies 
DurIIt6 1M early 
through the use of force. 
established  underwater 
"""of   J,, 
Even though corporate 
prospecting teams 
ee,.,.",.,aIae 
wars were forbidden  by 
to  gather seafloor 
goHrrtlINrdI o/.1Ie 
international law ,  secr et 
manganese  and it was 
II1Of'Id tNre 
wars went on, especially 
not long before these 
be  ...... lo0d0pt 
in the poorer regions  of 
companies started to 
a  MOre aolerGld 
the  world where payoffs 
undertake full-scale 
auiIade IOIMrd 
or the  threat of a  run 
underwater  mining. 
each oIIactr.  "tar 
on the  currency had 
Seafloor mining com-
belu1Hla f:...,.,rie. 
more  influence. 
plexes  such  as the 
tU bece1lllnt1 rore 
and after alae  .".rW 
In 2024,  the  Chinese 
Australian Neptune wer e 
upre  ..  ,. 01 alae 
government passed  a 
built,  housing over 300 
workers,  1800 feet  under 
90i baubae .. 
ruling that all 
the  sea.  During the late 
bepra 10 ftourith. 
corporate  wars  should 
b e  r egi ster ed ,  allowing 
2010's,  the  advances in 
companies  to  legall y 
underwater  mining 
submarines to strike a 
battl e  in  China's 
techniques  were  leading 
pipeline  owned by the 
t e rritorial  waters. 
to some  companies  Chinese state-owned 
The  Chinese stated 
reaping huge  benefits for 
conglomerate Norinco in 
that the  r esolution 
relatively little  outlay. 
the  South China Sea. 
would "protect  inn-
This  slowly led  to the 
The  situation degraded 
ocent civilians  by 
under sea mining 
into a  confli ct ,  but at the 
forcing  corporations 
companies  becoming 
end of it all ConDyn 
to  follow  government 
more  economically 
owned  the  right to mine 
guidelines" ,  but the 
powedul than any others 
an extra 80,000 square 
economic  pressure 
on the planet.  miles of territory. 
put on China by 
In 2021 ,  a  di spute over  The  progress of thi s 
ConDyn  International 
mining telTitory led  conflict  was followed 
and  SubAm Inc  helped 
ConDyn International to  closely by other mining 
in  pushing the 
use its security fleet  of  compani es.  The r esult 
resolution  through . 
two  Requin Tigre class  proved  that economic 
;)  I 
I  '\I)I-:H\\  \TEH  \\  \HF\HE 
The  Chinese r esolution  of business life.  They are  tyrannical multi-nationals. 
was  condemned  by  many  less violent than the 
The establishment of the 
of the  world's govern- national wars of the 20th 
Mer cenaries Union in 
ments, but over  the  next  century because civilian 
July 2026 r edressed  the 
year sever e  economic  casualties and collateral 
balance and ensured  that 
pressure from several  damage is rare. Mter  all, 
any company had access 
oil-producing  a  company which  has been 
to an effective defense 
multinational s forced  bled  to death in a war is 
force.  Mer cenary pilots 
these countries to follow  useless to the victor. 
China 's lead. 
now make  up over  60% 
By 2026,  the  smaller  of the world's corporate 
Corporate wars soon  companies wer e  suffering  defense sub cr ews.  
became an accepted  part  at the  hands of the 
THE  DEVELOPMENT  OF  THE 
FIGHTER  SUBMARINE 
In 2025  the  first  true  gleaned  from these  was unsuitable  for long 
fi ghter  sub,  the  Eagle  sensors was proj ected  journeys .  Modified 
was launched. It was  within  the  two-cr ew  transport ships wer e 
similar in appearance to  cockpit using a  3-D  soon in widespread use 
the  Requin Tigr e  class,  proj ection system  taken  as  a  b ase for several 
but while  the French  sub  straight out of a  flight  Eagle  class  fightels. 
was designed  for  simulator.  During the  Gulf War of 
government fOl'ces, 
Within a  month of its 
2028-29,  however ,  all  the 
Eagle  was purely for 
launch , it had set  an 
sub carrier  ships in the 
corporate  defense units. 
underwater  speed  r ecord 
r egion  wer e  targeted  and 
This meant that Eagle 
of 68 kts  and had the 
sunk in the first  hour of 
weighed  just  324  tons 
maneuverability to 
the war. Warfare had 
compared  to  the  1225 
match.  Eagle was soon 
grown too sophisticated 
ton Requin Tigr e. The 
being sold to mer cenary 
for surface vessels to 
Eagle  was  also fitted  with 
pilots, and was even 
survive.  The  Eagle 
the latest  sensor systems 
adopted  by  some 
continued  to be  used  for 
to enable  it to carry  out 
government forces . 
short-range  defense 
a  complete  engagement 
work,  but it lacked  the 
of the  enemy  with  total 
Due  to the  cramped 
endurance to be  used  as 
st ealth.  Information 
cockpit of the  Eagle, it 
an effective  weapon.  
.) .) 
I  :\HEI(\\  \TEI(  \\  \I(F\I(E 
The  First Sub  Carriers 
S 
ubAm  Inc, who had 
the largest  under-
water  mining operation in the 
world, was finding that their 
sub carrier ships we I'e poor 
operating platforms for such 
a  potentially effecti ve 
sabotage weapon.  In 2032, 
they stalted work on a  ver y 
ambitious proj ect; the 
construction of a submarine 
which would CatTY fighter 
subs into action. By 2038, the 
proj ect had taken SubAm to 
the bl'ink of bankruptcy but, 
just as the company was 
selling off their last mine, the 
or'ders began to flood  in  fOI' 
the new vessel.  SubAm was 
catapulted  to the forefront of 
sub manufacture, and has 
not looked  back. Today, they 
offer a complete range of 
subs including the fastest 
pl"Oduction  sub in the wodd. 
The launch  of the first 
60,000 ton Enterprise  class 
sul) catTier took place on 
October  1 2039, heralding a 
new era in  submarine 
warfare.  Capable of carrying 
up to 6 Eagle class fighter 
subs, it could  take them to 
trouble spots anywhet'e in 
the world and operate them 
indefinitely.  As well as the 
fighter subs, Enterprise 
carried  an al'senal of 20 
cruise missiles, making it 
a complete offensive 
weapons system. 
Upgl'ades  to  the 
Enterprise class now allow it 
to opel'ate ten  fighter 
submal'ines and even  though 
the Tsunami class  has stolen 
some sales from  SubAm, the 
Enterprise is still  the world's 
most popular submarine 
catTier . The Entel-prise has 
only one fault - the price tag 
of $2360 million  puts it out of 
I'each  of all  but the ver y 
richest buyers.  
EuroMil 
...  Tomorrow's  .. 
*Weapons Today +: 
* ~  * * 
STRIKE  FAST 
STRIKE HARD 
The  Particle  Beam  Rocket System 
(PBRS)  is  the  newest weapon  in 
underwater warfare. 
The  PBRS uses a  high  energy 
particle beam pulse to  vaporise a 
cylinder of water,  then  fires  Mach 2 
armor-piercing rockets  along 
this  cylinder; neutralising any 
underwater threat. 
"MiJaro,  as  one of the 
largest  companies  in 
Italy, has  been forced 
to  operate Submarine 
Carrier s  to  protect  our 
marine  facilities 
against attack from 
hostile  companies .  Our 
two  American  built 
Enterprise class  sub 
carriers are equipped 
with a  wide  variety 
of weapons  to  deter 
any  aggressor. 
O\E  \)\,       
on  board  the 
I
n  the  second  of our  ' One  Day ' 
series,  we  look  at  a  typical  day 
in  the  life  of Captain  Roberto 
Deladra,  a  fighter  sub  pilot  on  the 
Enterprise  class  sub  carrr, er 
Verona,  operated  by  Milaro  Inc. 
Our main armament 
consi st s  of ten  Italian-
made  Aquila class 
fighter subs,  which 
are comfortable  and 
handl e  bea utifull y.  I 
was  one of a  team 
of Italian pilots 
who evaluated  the 
American  Lightning 
class back in 2046 and 
even  though  the 
Ameri can  sub is  faster, 
I  prefer the  Aquila . 
The Vel"Ona  normally 
patrols the ocean on its 
own.  The Roma, our 
sister ship, will usually 
be at port while we al'e at 
sea, but she may be 
called  to assist us in time 
of emergency. 
O!\E  1)\' 
Sub  Carrier Verona 
A  sonar visualisation of Verona at 3600 feet  taken from Captain Deladra's Aquila. 
My day begins with the  slept.  Shifts run 14 hours  spacious and comfortable 
gentle sound of classical  on and 10 hours off and  quarters to get some 
music, normally Vivaldi,  are organized so that  breakfast. The canteen is 
from my alarm, the lights  Verona always has  well equipped, but serves 
in my quarters slowly get  qualified personnel at  fish far too often. When I 
brighter and soon I am  every battle station.  am at sea, I prefer to stick 
awake. The time I get up  Mter washing and  to eating vege-meat with 
is governed by when I last  dressing, I leave my 
pasta, rather than fish . 
  When I  come  on 
dut y,  I  report to  the 
bri efing room for 
updates  on  the  tactical 
situation.  How I  spend 
the  I:esl  of the  day  is 
dete rmined  by  thi s 
briefing. 
If thet'e is  no 
threat ,  I  will  either 
spend  the  time  sorting 
out any  cr ew problems 
in  my  rol e  as  an 
officer, or I  might be 
sch eduled  to  take  an 
Aquila  out for a 
training mi ssion .  Most 
of my non-combat time 
is  spent in  the  crew 
room,  wher e  we  have 
the finest  entertain-
ment systems  available 
toda y.  As  well  as 
holographic TV,  we 
have  the  latest 
inte ractive  video 
systems .  The  software 
from  an  Aquila 
simulator is  linked  to 
the  intet'active  video 
()"' E  I)  \  , 
ONE  DAY 
... on board the  Sub  Carrier Verona 
Iholo TV,  and this  gets 
a  lot of use from 
the pilots . 
If we  are in a  time 
of tension,  I  may have 
to  crew one  of two 
' Ready Alert' subs, 
fu11y  at' med  and  r eady 
to  launch  within 90 
seconds  of r eceiving 
the  call.  Strapped in 
for  5  hours  at a  time, 
the  cosy  cockpit of the 
Aquila  is  essential for 
Ready  Alert duti es . 
If we  are  in  a  full 
scale  battle, I  will  brief 
and fly  missions  with 
both corporate and 
mer cenary fight er 
crews .  During battle 
ope rations  over my  last 
two  year s with  Milaro, 
I  have  claimed  six 
enemy  subs  including 
two fight er  subs. 
I  come  off duty 
after  14 houts  of 
operations.  I  might 
ca tch  a  movi e  in  the 
cinema ,  go  to  the 
swimming pool or even 
go  fOl"  a  walk around 
the  3 miles of corridor s 
on the  Verona before 
r etiring to my  quarter s 
and going to sleep . 
The  pay as  a  Milaro 
fi ghter  sub cr ewman i s 
pretty  good.  I  earn as 
much  as  a  senior 
executive, but of 
course I  am frequently 
in very  dangerous 
situations,  so  it is  not 
unrea sonable  to expect 
a  decent salary. 
Mer cenary fi ghter s  can 
earn even  more, but 
it 's a  tough life.  For 
us, a  conflict  may  last 
a  week  or two  and 
we' ve  never  been 
involved  in more  than 
two  a  year.  The 
freelance guys  are 
almost  always  at war 
and I  haven ' t  met  a 
mer e  who's survived 
the  business more  than 
a  couple  of years . 
Overall , working as 
a  fi ghter  sub pilot is 
r ewarding, well paid 
and can be  very 
demanding.  I  know 
that I  could never 
r eturn to  a  desk  job, 
but it doesn ' t  matter . 
Even  if my contract 
with Milaro is 
t erminated  I  know 
ther e's plenty  of work 
available  for me  a s  an 
experienced  fighter 
sub pilot. " 
Our thanks  to 
Captain Del adra and 
Milaro for  their help 
in the  preparation of 
this  article.   
The Verona  returns to its home  port of  Naples  at  the end  of  a 3 month  cruise.                 
CLASSIFICATION 2-G 
TRANSPORT SUB CAPTAINS 
(experience of Jumbo class transport subs preferable). 
CLASSIFICATION 77-M (or equivalent) 
DRILLING MAINTENANCE 
ENGINEERS 
CLASSIFICATION 59-S (3) 
GEOPHYSICISTS 
CLASSIFICATION 1-M HEAVY 
EQUIPMENT MAINTENANCE 
ENGINEERS 
Applications should be made to:-
Atlantic Mining Corp. 
Undersea Division, Atlantic Tower, 
New York,  NY, USA 
ATLANTIC 
111111 
Mining Corporation 
              \C  \  \,1 
Worldwide  underwater 
employment opportunities. 
Send now for FREE 
details.  McKinley Mining 
Cor poration ,  Norfolk 
Virginia 804-328-7448-
MKMC. 
Get  out of the water! 
Sub Fighter  Pilots wanted  as 
tacticians/advisors for  new 
me,cena r y Anti-Sub Outfit. 
We' ve  just  bought three ex-
US  Navy Boeing 777 Anti-
Sub Warfare (ASW) j ets and 
we' r e  r eady for action! 
Contact Deathwatch  ASW, 
Tenerife on 0267-297302-
DASW. 
' I' Qualified  Fighter Suh 
Instructors Required. 
Training syllabus  includes 
general ops, combat 
maneuvers and operating 
high  speed subs at depth. 
Experience  in Tornado or 
Lightning class essential , 
experience in Typhoon, 
Hurricane, Bataan or Asrin 
class useful.  Contact 
Ri chteur International on 
0473-572921-RICH. 
Wanted:  Fighter  Suh Pilot 
for  highly paid site  defense 
work.  We're not going to 
the  mercs - they've ripped 
us off once too of  Len. 
Contact  Box No.  7535, 
c/o UnderCurrents. 
             \\')'1-.1) 
Experienced, Transport 
Suh Pilot,  captain on 
UST-23D  commer cial subs, 
seeking other opportunities 
preferably in  the  corporate 
defence sector.  Replies  to 
Box No.  2730,  c/o Under -
Currents. 
Classification 2-E 
Reconnaissance 
Sub Pilot 
Classification 
39-H Undersea 
Tractor Drivers 
Classification 
35-K Computer 
Programmers 
Send details to:-
Pacific  Undersea 
Mining  Corp. , The 
Queen Mary Building, 
Long  Beach, Los 
Angeles, CA,  USA 
'JOICE  !'IT!'  \\  \\TEII 
Classification  'B'  Sub 
Pilot,  with  over  8 , 000 
hOll r s  on  Dragon  class 
hi gh-s peed  r econ  s ubs 
and  th e  r eflexes  of a 
fight e r  sllb  pi l ot.  Seeking 
wOl'k  in  me rce nar y 
/commercia l  defe nce  Te l 
0430-750309-KRIS. 
Sub  P il o t  Avail a bl e, 
A,  C  and  W  q ua l ifi ed, 
expe ri e nce  of Ligh t ning 
cl ass  fi ghte r s,  11  months 
co rpol' ate  se rvi ce, 
looking for  a  way  out of 
the  9  to  5  grind.  Rep l ies 
to  Box  No.  2517,  c/o 
Unde.'Currents.         
CLASSIFICATION  24-M PIPELINE 
MAINTENANCE SPECIALISTS 
CLASSIFICATION  105-M SUBMARINE 
OVERHAUL  CREW 
Details  should  be  sent to:-
North  Sea  Underwater Mining  pic 
10-15 longthorne  Street, london, 
England,  Europe 
.........  -.........                    
Underwater  Mining  pic 
BUBWAJA 
D 
Primary  Controls 
SUBMARINE  CONTROL  GUIDE 
FOR  IBM  PC  COMPATIBLES 
Mouse  Controls 
Single plane maneuver  mode on/off  Mouse forward 
Mouse hackward 
Mouse left 
Pitch  down 
Pitch up 
Roll/yaw left 
Keyboard  Controls 
[!J  Pitch  down 
0 
Pitch up 
[B  Roll/yaw left 
El 
Roll/yaw right 
Joystick  Controls 
Joystick forward 
Joystick backward 
Joystick left 
Joystick right 
Fire button 1 
Fire button 2 
Pitch down 
Pitch up 
Roll/yaw left 
Roll/yaw right 
Fire selected weapon 
Select  weapon 
Mouse right  Rolllyaw right 
Left Mouse Button  Fire selected weapon 
Right Mouse Button  Select weapon 
Engine  Controls 
G 
G 
[ShiftlG 
OJ 
[I] 
[shiftlG 
Increase throttle 
Decrease throttle 
Set throttle to maximum power 
Set throttle  to 2/3  power 
Set throttle  to  113  power 
Set throttle  to minimum power 
 ....... ~ P R O S E  .. 
-_-...-. 
~ ~ ~ ~ 
--------
A  Dlvilion  01  Spectrum  HoleByt. _  Inc. 
Copyright  1993 by MicroProse, all  rights  reserved. 
Ballast Tank  Controls 
Flood ballast tanks 
Floodlblow ballast tanks to  current  depth 
Blow ballast tanks 
Sonar Systems 
Sonar mode - passive/active 
Target next sonar contact 
Weapon  Systems 
I  Backspace] 
I  Spacebar ] 
@) 
Select weapon 
Fire selected weapon 
Release decoy 
Cockpit  Displays 
Head-Up Display on/off 
Navigation Display mode - waypoint/map 
Display last waypoint 
Full-Screen  Cockpit  Displays 
ITl 
@ 
~ 
@] 
@) 
039500005 0194 
Mission Map 
Damage Status 
Wingman Orders 
Object Viewer 
View Mision Orders 
Views 
Cockpit Views 
[IT] 
[ill or 0 
o 
CD 
G 
CJ 
Cockpit view 
Full screen 3-D view 
Look left 
Look right 
Re-center cockpit view 
Move viewpoint up/down 
External Views 
o 
[ill 
(ill 
m 
m 
(ill 
Flypast view 
Chase v i e ~ 
Weapon view 
Tactical view 
Inverse tactical view 
Current contact view 
Game  Controls 
IEl 
IShift]0 
I Shift ]@J 
I Shift ]1Il 
lEse] 
llil 
Pause game 
Accelerated time on/off 
Quit/end game 
Activate ejection capsule 
Display in-game options screen 
Toggle terrain detail between wire-frame, 
plain or textured 
Auto Pilot 
TECHNICAL  SUPPLEMENT 
FOR  MICRO PROSE  CD  ROM  TITLES 
TECHNICAL  REQUIREMENTS 
All  MicroProse  CD  ROM  titles  require  the  following:  DOS  5.0  or  higher,  a  hard  drive,  a  CD  ROM 
drive, the  Microsoft CD  ROM  Extension  (MSCDEX)  version  2.1  or higher, 2 MB of  Expanded  RAM, 
and  a VGA Graphics Card.  Each  product will  call  for different hardware configurations.  Reference 
the  box  label  for  specific  hardware  details.  Enhanced  CD  ROM  titles  such  as  F-14  Fleet  Defender 
and  BloodNet may require a Sound  Blaster compatible sound card for certain  game features. 
INSTALLATION 
The  installation  of  MicroProse  CD  products  is  very  simple.  Just follow  the  instructions  below, and 
you'll  soon be  playing one of the coolest games known to  mankind. 
  Turn on  your computer,  making sure that the  Microsoft CD  ROM  Extension is loaded. 
  Place the CD in  the CD  ROM  drive. 
  Make that drive the current drive.  (Type the  letter of that drive [usually OJ, followed  by a colon, 
then  press [Enter].) 
  Type the  word  INSTALL and press [Enter]. 
  Follow the on-screen  instructions. 
Several  MicroProse  titles  will  copy  files  to  your  hard  drive.  These  are  only  the  files  that  are 
absolutely  necessary to  play the  game  and  take  up  a minimum  amount of hard  disk space.  Some 
MicroProse  CD  titles,  such  as  World  Circuit,  will  allow  you  to  decide  how  many files  you  want  the 
installation program to copy to your hard drive. 
Many MicroProse CD  ROM  products will  temporarily use  expanded  memory and  hard  disk space 
to  cache  information. This  "caching"  process  will  take  a few  moments  but will  allow  scenes  to  play 
much faster and will  enhance your gaming experience. 
RUNNING  THE  GAMES 
After  the  installation  is  complete,  the  install  program  will  instruct  you  how  to  start  each  game  or 
game pack.  Simply repeat those instructions each time you  wish to  replay the game. 
TECHNICAL  ASSISTANCE 
For  customer  service  and  technical  support, call  MicroProse  at  410-771-1151  between  9:00  a.m. 
and 5:00 p.m. Eastern Standard Time, Monday through  Friday . 
034800004 0894 
...           
      --_  ..        
ENTERTAINMENT.  SOFTWARE