DIVE 500
About
A text-command driven submarine simulation (prototype).
SPECIFICATIONS --------------------------------------------------- NEVER EXCEED DEPTH: 1800FT PLACES MAXIMUM STRESS ON HULL CRUSH DEPTH: ~1950FT MAX. SAFE PITCH ANGLE: 30' MIN. SAFE PITCH ANGLE: -30' PITCH OUTSIDE OF THESE MARGINS PLACES PRESSURE STRESS ON HULL --------------------------------------------------- HUD ------- Elements detected on sonar are displayed in the following format: ^ 100 FT * 200 FT ^ denotes absolute depth in feet. * denotes distance from the vessel. Distance may not be displayed for all items. BLUE SQUARES denote synthetic read-outs: These provide absolute depth measurements for nearby terrain features. The choice of depth for the vessel's manoeuvres can be decided from these measurements. COMMANDS -------- SWEEP <TIME IN SECONDS> EXAMPLE: SWEEP 2 Performs a sonar sweep in the direction of travel for the given number of seconds. Approx. 5 seconds permits a single 360-degree sweep. ACTIVE SONAR Toggle continuous sonar sweeps on and off. WARNING: The ORIGIN of a sonar pulse CAN be determined by other vessels in some conditions. It is recommended that you use continuous sweeping only to get initial surveys of the terrain. It is ill-advised to continuously sweep once an enemy position has been detected. DIVE <ABSOLUTE DEPTH IN FEET> EXAMPLE: DIVE 368 Dive to (or surface to) a specific depth in feet. WARNING: As a buoyant object subject to the laws of physics, the vessel will overshoot or undershoot this depth by a given margin depending on velocity. i.e. A longer dive will result in a more noticeable overshoot. FULL STOP Stop all motion and all commands immediately (including diving and loading of torpedoes). NOTE: This does not cancel ACTIVE SONAR. WARNING: After being in motion the vessel will still have some momentum. It is not possible to immediately come to a complete stop. This must be factored into commands. STEADY <SPEED> EXAMPLE: STEADY 6 Begin steady forward motion at the specified speed. NOTE: This command is a toggle and other commands can be run while steady forward motion is in progress. Steady forward motion will continue during other manoeuvres (like DIVE and PITCH) until canceled with FULL STOP. Recommended speeds: =================== 3 = Crawl. Useful during close combat. 6 - 8 = General forward motion when terrain is known and clear 12 - 22 = Fast escape or intercept. Not recommended when close to dangerous terrain. TURN ABOUT Rotate the vessel around to face the opposite direction. This process takes several seconds during which no other commands can be issued (exc. FULL STOP). FORWARD <SECONDS> EXAMPLE: FORWARD 4 Move forward at the slowest speed for the specified number of seconds. This can be used to 'edge forward' when STEADY is inappropriate (e.g. because of terrain proximity) PITCH <ANGLE IN DEGREES> EXAMPLE: PITCH -29 Pitch the vessel up or down, affecting all subsequent motion. PITCH 0 returns the vessel to a neutral position again. LEFT FACING =========== 30 DEGREES \ \ -----0 NEUTRAL < / / -30 DEGREES RIGHT FACING =========== 30 DEGREES / / > NEUTRAL 0 ------ \ \ -30 DEGREES BATTLESTATIONS Prepare the vessel and crew for combat. This is a prerequisite for loading and firing torpedoes and takes a number of seconds to complete. This order cannot be undone: The vessel REMAINS IN THIS STATE until enemy vessels are destroyed. NOTE: Crew stress accrues for every hour spent in combat, which modifies the speed and effectiveness of various orders. LOAD TORPEDO Load a torpedo for firing. The vessel must be in BATTLESTATIONS. FIRE TORPEDO Fire a loaded torpedo in the direction (and PITCH) of travel. The initial travel speed of the torpedo is fairly low and it will take a number of seconds to become visible on the HUD. NOTE: The maximum visibility range of a fired torpedo is approx. 250FT. After this point, it is only visible from sonar scans.
SPECIFICATIONS --------------------------------------------------- NEVER EXCEED DEPTH: 1800FT PLACES MAXIMUM STRESS ON HULL CRUSH DEPTH: ~1950FT MAX. SAFE PITCH ANGLE: 30' MIN. SAFE PITCH ANGLE: -30' PITCH OUTSIDE OF THESE MARGINS PLACES PRESSURE STRESS ON HULL --------------------------------------------------- HUD ------- Elements detected on sonar are displayed in the following format: ^ 100 FT * 200 FT ^ denotes absolute depth in feet. * denotes distance from the vessel. Distance may not be displayed for all items. BLUE SQUARES denote synthetic read-outs: These provide absolute depth measurements for nearby terrain features. The choice of depth for the vessel's manoeuvres can be decided from these measurements. COMMANDS -------- SWEEP <TIME IN SECONDS> EXAMPLE: SWEEP 2 Performs a sonar sweep in the direction of travel for the given number of seconds. Approx. 5 seconds permits a single 360-degree sweep. ACTIVE SONAR Toggle continuous sonar sweeps on and off. WARNING: The ORIGIN of a sonar pulse CAN be determined by other vessels in some conditions. It is recommended that you use continuous sweeping only to get initial surveys of the terrain. It is ill-advised to continuously sweep once an enemy position has been detected. DIVE <ABSOLUTE DEPTH IN FEET> EXAMPLE: DIVE 368 Dive to (or surface to) a specific depth in feet. WARNING: As a buoyant object subject to the laws of physics, the vessel will overshoot or undershoot this depth by a given margin depending on velocity. i.e. A longer dive will result in a more noticeable overshoot. FULL STOP Stop all motion and all commands immediately (including diving and loading of torpedoes). NOTE: This does not cancel ACTIVE SONAR. WARNING: After being in motion the vessel will still have some momentum. It is not possible to immediately come to a complete stop. This must be factored into commands. STEADY <SPEED> EXAMPLE: STEADY 6 Begin steady forward motion at the specified speed. NOTE: This command is a toggle and other commands can be run while steady forward motion is in progress. Steady forward motion will continue during other manoeuvres (like DIVE and PITCH) until canceled with FULL STOP. Recommended speeds: =================== 3 = Crawl. Useful during close combat. 6 - 8 = General forward motion when terrain is known and clear 12 - 22 = Fast escape or intercept. Not recommended when close to dangerous terrain. TURN ABOUT Rotate the vessel around to face the opposite direction. This process takes several seconds during which no other commands can be issued (exc. FULL STOP). FORWARD <SECONDS> EXAMPLE: FORWARD 4 Move forward at the slowest speed for the specified number of seconds. This can be used to 'edge forward' when STEADY is inappropriate (e.g. because of terrain proximity) PITCH <ANGLE IN DEGREES> EXAMPLE: PITCH -29 Pitch the vessel up or down, affecting all subsequent motion. PITCH 0 returns the vessel to a neutral position again. LEFT FACING =========== 30 DEGREES \ \ -----0 NEUTRAL < / / -30 DEGREES RIGHT FACING =========== 30 DEGREES / / > NEUTRAL 0 ------ \ \ -30 DEGREES BATTLESTATIONS Prepare the vessel and crew for combat. This is a prerequisite for loading and firing torpedoes and takes a number of seconds to complete. This order cannot be undone: The vessel REMAINS IN THIS STATE until enemy vessels are destroyed. NOTE: Crew stress accrues for every hour spent in combat, which modifies the speed and effectiveness of various orders. LOAD TORPEDO Load a torpedo for firing. The vessel must be in BATTLESTATIONS. FIRE TORPEDO Fire a loaded torpedo in the direction (and PITCH) of travel. The initial travel speed of the torpedo is fairly low and it will take a number of seconds to become visible on the HUD. NOTE: The maximum visibility range of a fired torpedo is approx. 250FT. After this point, it is only visible from sonar scans.
System requirements for Linux
System requirements for PC
Last Modified: Nov 14, 2022
Where to buy
itch.io