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Gunner Fury

Game Design Document v3.0.2

Property of Myuberconcept.com | Last update - 08/11/2020

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Index

Page List/Page Number

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Overview

We are working on new update that changes current gameplay significantly different, such as:

  1. New genre, from traditional RTS to Naval Simulation Modern Warship
  2. More sensors, such as radar, radar warning receiver, caution panel, sonar
  3. More data about radar, sonar, weapons to accommodate new gameplay
  4. We aiming for Skirmish mode (10% scale), to be released on STEAM for free
  5. The plan is to get profit by selling DLC’s such as Maps, Ships, Weapon, etc
  6. Also aiming for Investor for full scale development, which contains more ship, game modes, multiplayer and maps

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RTS to SIMULATOR

RTS mean you control multiple units and free camera’s to move around the battlefield. For this new gameplay, you still able to control up to 3 ships, except the camera will stick to your ship. Means you no longer able to observe the war zone visually. To replace that, we will develop new sensors to scan and read the ocean to help ship’s navigate and attack or defend themself from any incoming attack.

Technically, you don’t need your eyes to see what happen out there, your sensors can do more than that.

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Sensor - Radar #1

According my research, naval radar can track/see ship’s at 30km max. Because of earth's roundness (horizon calculator).

In order to see and attack a target more than 30km, you need to send another ship close enough to Locate/Identified the target’s via data link.

SR001

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Sensor - Radar #2

How the radar scan and display information to Radar - MFD screen.

Ship1

Player Ship

Radar Beam

1 rotation per second

Other Ship

Radar Scan Area

Ship1

Radar - MFD

Ship1

Starting to fade out

Ship1

Completely disappear

SR001

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Sensor - Radar #3

Radar formula.

SR001

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Sensor - Data Link

Data Link is a way of transmitting and receiving digital information, which mean you can see what other ship sees. That mean you can have 3 ships act as 1.

Ship1

Ship2

Ship3

Player Ship

Radar Scan Area

Target

Attack

Attack

DL001

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Sensor - Radar Warning Receiver (RWR) #1

Radar warning receiver (RWR) systems detect the radio emissions of radar systems up to 30 kilometers. Their primary purpose is to issue a warning when a radar signal that might be a threat is detected (wikipedia).

Ship1

No emission

detected

Ship1

Emission

Detected�from North

Ship1

Emission

Detected�from North and East

N

S

W

E

N

S

W

E

N

S

W

E

RWR001

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Sensor - Radar Warning Receiver (RWR) #2

How to stop your ship from emitting emission ? Just Turn Off your radar.

By doing that, your ship will no longer giving its position but still receive Emission from other ship (as long enemy radars are still active), RWR will keep working whether the radar is On or Off.

RWR001

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Sensor - Sonar #1

From what I learned, sonar can detect ship way farther than naval radar does, because sound (acs or acoustic) generated by ship’s engine can travel via water, unlike radar that limited to earth horizon curves. Other than that, you need sonar to guide and detect incoming torpedoes. Sonar operated in 2 ways:

  1. Passive sonar, listening any incoming acoustic produced by ship engine. You cannot get positive ID until the targets are close enough
  2. Active sonar, emitting pulses of sounds and listening for echoes to get target (ships, submarines, torpedos, sea mines) direction, range and identification (wikipedia)
  3. Sonar effectiveness greatly influenced by weather conditions, during heavy rain sonar performance reduced from 10 to 40 percent

SON001

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Sensor - Sonar #2

Passive sonar allow your ship to listen and gets other ships direction, but not enough to get their actual location until they get very close. Active sonar will send pulses which provide information about targets location/Identification, this action will expose your ship’s position to enemy sonars.

Ship1

Passive

Sonar

N

S

W

E

Ship1

Active

Sonar

N

S

W

E

SON001

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Sensor - Sonar #3

How the Passive Sonar and Active Sonar scan and display information to MFD screen.

Ship1

Player Ship

Other Ship

Passive Sonar scan

Sonar - MFD

Ship1

Target

Identified

Ship1

Player Ship

Other Ship

Active Sonar scan

Sonar - MFD

Sonar Pulse

SON001

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Sensor - Sonar #4

Passive sonar formula.

SON001

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Sensor - Sonar #5

Active sonar formula.

SON001

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Ship Classes

To accommodate new gameplay, various ship’s with specified class is required, such as:

  1. Battlecruiser, act as main support to deliver extra firepower at a distance. It’s slow with thick armour and more countermeasure than other class
  2. Destroyer, act as the hunter to destroy enemy group. Fast ship’s with various weapons to support multi purpose mission
  3. Corvette, to scout the sea to see and guide attack to potential target’s. The ship's design heavily emphasizes low visibility, radar cross-section and infrared signature, perfect for stealth job

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Ship Specification #1

XX61 Battlecruiser weapon�configuration

  1. Heavy Naval Gun
  2. Auto Gun
  3. Missiles (MIS)
  4. CIWS
  5. Chaff & Flare (C/F)
  6. Decoy Torpedo (DCY)

View full spec here

1

2

3

5

6

4

GU1

GU2

GU3

XX61001

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Ship Specification #2

XX61 Battlecruiser additional�detail.

  • GU1 share rotation to�FCR1 (left and right)
  • GU2 share rotation to�FCR2 (left and right)
  • GU3 share rotation to�FCR3 (left and right)

GU1

GU2

FCR2

FCR1

TV

GU3

FCR3

XX61001

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Ship Specification #3

XX51 Destroyer weapon�configuration

  1. Medium Naval Gun
  2. Torpedoes
  3. Missiles (MIS)
  4. CIWS
  5. Chaff & Flare (C/F)
  6. Decoy Torpedo (DCY)

View full spec here

1

2

3

5

6

4

GU1

GU2

TV

XX51001

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Ship Specification #4

XX530 Corvette weapon�configuration

  1. Medium Naval Gun
  2. Auto Gun
  3. Torpedoes
  4. Missiles (MIS)
  5. CIWS
  6. Chaff & Flare (C/F)
  7. Decoy Torpedo (DCY)

View full spec here

GU1

TV

1

2

3

4

6

7

5

XX530001

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Ship Specification #5

XX530 Corvette additional detail.

  1. CIWS share rotation to�FCR (up and down)
  2. CIWS contained 2 parts:�- Missiles launcher�- Rotary cannon

View full spec here

FCR

CIWS

Missile launcher

Rotary cannon

1A

1B

XX530001

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Ship Specification #6

XX32 Corvette weapon�configuration.

  1. Light Naval Gun
  2. Torpedoes
  3. Missiles (MIS)
  4. Chaff & Flare (C/F)
  5. Decoy Torpedo (DCY)

View full spec here

1

2

3

4

5

XX32001

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Naval Gun - Recoil

Each Naval Gun will have�recoil animation where the�barrel moving backward Into�Naval Gun body while Firing.�The Barrel will moving back�to normal position while�not firing.

  1. Gun not firing
  2. Gun firing

Gun Body

Barrel

Muzzle Flash

Recoil

1

2

NGR001

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Naval Gun - Barrel Angle

Each naval gun can reach angle from 90° to 0°

Exclude Heavy naval gun, limited to 45° max

90°

Light Naval Gun

And

Medium Naval Gun

NGB001

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Naval Gun - Rotation

Each Naval have Rotation�Limitation according their location�and Size.

  • The gun will not firing�if exceeded rotation�limitation
  • An error message�“Rotation Exceeded”�will be displayed on�Ship Diagram

Rotation Radius

Rotation Limitation

NGROT001

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Chaff/Flare launch trajectories #1

Chaff/Flare launched to the AIR

to confuse missiles (wikipedia):

  • Up to 50 meters above sea�Surfaces
  • Up to 50 meters away from�the ship
  • Any missiles within 300�Meters will be attracted�by Decoy Effect
  • Each decoy effect last for�1.5 seconds from launch�until burn out

Decoy

Effect

Decoy

Effect

Decoy

Effect

Decoy

Effect

Launch Direction

CF001

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Chaff/Flare launch trajectories #2

Any incoming missiles attracted by “Decoy Effect” which will change its course away from ship and exploded.

300 meters

Decoy Effect

Missiles

Chaff/Flare

Launcher

CF001

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Missile Trap Door

Each missile silos (and xx32 torpedo/decoy tube), has trap door’s that need to be opened in order to launch the missile.

Silo

Missile

Trap Door

Missile Silo�Idle

Trap Door Open

Missile

Launched

Trap Door

Close

MTD001

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Decoy Torpedo

Any incoming torpedoes attracted by “Decoy Effect” which will change its course away from ship and exploded.

Decoy Effect

Radius�50 meters

Torpedoes

Decoy Torpedo

Decoy Torpedo

Launcher

DCT001

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UI Flowchart

Main Menu serves as place for

Player set up their ship group and�Mission. Click “Embark” to launch�start mission (in-game UI)

Setting display basic option to

Tweak graphic and audio. Also

display mapped keyboard

User my open external Link on�News module via browser.

Game Result UI will be displayed�After completing the game.

UIF001

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Main Menu UI

Main Menu serves as the main�place to prepare the mission�and play the game.

  1. Game setting
  2. Ship model
  3. Game version
  4. News
  5. Ship slots
  6. Ship status
  7. Mission generator
  8. Key Mapping
  9. Exit (close game)

1

4

5

6

3

2

MM001

9

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Game Setting

Setting graphic, sound,

control, etc

Need UI

WIP

GST001

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Ship Model

Click any ship to interact with�ship model similar to sketchfab.

  1. Scroll button to zooming
  2. Left click to rotate 360
  3. Press ESC to stop�interacting

SMV001

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Game Version

Display current version before and after update.

GV001

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News

Display new update, contents, announcement, etc

Might contain External link

Linked from myuberconcept twitter

NWT001

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Ship Slots

Rule to assign ship to a slot.

  • Only 3 slots available
  • Each slot available for 1�ship only
  • 2 or more slots cannot�be assigned for the same�ship
  • Game cannot be started�with less than 3 slots

Empty Slot

Combo List

with highlighted text

by mouse pointer

Filled slot

SS001

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Ship Status

Each ship status will have simple diagram which�display ship’s Overall Specification (Overview).

  • RCS - 0 to 100 (radar cross section)
  • POW - 0 to 10 (fire power)�- Battlecruiser 9 -10�- Destroyer 7 - 8�- Corvette 5 - 6�- Other 1 - 4
  • SPD - 0 to 100 (km/h)
  • ACS - 0 to 100 (acoustic)
  • DEF - 0 to 1000 (armor)

View ship spec here

RCS

DEF

POW

SPD

ACS

Overview of XX51 Destroyer

Value Zero (0)

SST001

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Mission Generator #1

Select Map

  • Hormus

Select AI

  • Easy - enemy has slow reaction, use guns only, will follow on given waypoint
  • Normal - enemy has slow reaction, use guns, few missiles missiles/attack, will follow on given waypoint
  • Very Hard - enemy has fast reaction, use guns, alot of missiles/attack and torpedoes, will chase/hunt player or allied ships

Select Mission Mode

  • Patrol - follow assigned waypoint to detect and destroy target
  • Escort - protect VIP to reach assigned waypoint
  • Search and Destroy - destroy all enemy within assigned mission area

MG001

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Mission Generator #2

Select Time

  • Day
  • Night

Select Weather

  • Clear
  • Raining - sonar effectiveness reduce 10 - 20 percent
  • Heavy Raining - sonar effectiveness reduced 30 - 40 percent

Select Traffic

  • Low
  • Medium
  • High

MG001

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Key Mapping

Key mapping for this game is not customizable.

Ship Control

  • Ship 1 - 1
  • Ship 2 - 2
  • Ship 3 - 3
  • Cruise Speed - W
  • Max Speed - W
  • Stop - S
  • Turn Left - A
  • Turn Right - d

MFD - GPS

  • Select GPS - G
  • Zoom In - <
  • Zoom Out - >
  • Mouse Mid Button - Pan

MFD - SHO

  • Select SHO - F
  • Zoom In - <
  • Zoom Out - >
  • Apply - Enter

MFD - TMW

  • Select TMW - TAB

MFD - WPN

  • Select WPN - Z
  • MAN - X
  • RFO - C
  • FAW - V
  • Zoom In - <
  • Zoom Out - >

MFD - Radar & Weapon

  • Radar Online - R
  • Radar Offline - R
  • Gun 1 - 4
  • Gun 2 - 5
  • Gun 3 - 6
  • Missile - 7
  • Chaff/Flare - E
  • Zoom In - +
  • Zoom Out - -

Game Camera

  • Missile - F1
  • Torpedo - F2
  • Identified Ship - F3

MFD - Sonar

  • Passive - T
  • Search - T
  • Torpedo - 8
  • Decoy Torpedo - Q
  • Zoom In - ]
  • Zoom Out - [

TV Gun Camera

  • Left Click - Fire
  • Right Click - Change camera filter
  • Scroll Up - Zoomin
  • Scroll Down - Zoom Out

KKM001

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InGame UI

The new UI contains multiple�set of MFD to control player�ships, sensor and weapons.

  1. Caution Panel
  2. Camera Direction
  3. Mission Message
  4. Ship & Navigation MFD
  5. Ship & Health Diagram
  6. Radar & Weapon MFD
  7. Sonar & Weapon MFD
  8. Selected Player Ship

1

2

4

5

6

7

3

8

IGU001

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Caution Panel

Caution panel to display alert to player ships, such as being targeted by enemy ship or attacked. By default caution panel will not display anything until certain warning appear such as “LOCK” which mean the ship being targeted by enemy ship.�

�Missile and Torpedo warning along with audible alert will be displayed within specific range:

  1. Missile warning at 30 km, audio warning at 10 km of targeted ship
  2. Torpedo warning at 10 km, audio warning at 10 km of targeted ship

CP001

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Game Camera Direction

Current camera heading will be displayed at the top of the screen, represent as Compass Value. The game camera will be similar to Cold Waters, where the camera pivot located at mid of the ship body. Player can rotate the camera left, right, up, down, zoom-in and zoom-out via mouse. Player cannot move the camera away from the viewed ship model.

Ship1

Top view

N

S

W

E

Game Camera

Heading needle

Ship

Location

Camera rotation

Zoom-in

Ship length

Zoom-out

ship length + 40%

Top view

Compass�Value

CAM001

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Mission Message

List of game messages.

  • [player ship name] destroy [enemy ship name]
  • [player ship name] destroyed
  • [player ship name] damaged, hull integrity [xxx%]
  • [ship name] incoming torpedoes
  • [ship name] incoming missiles
  • [ship name] Securing [waypoint name]
  • Securing [waypoint name] complete
  • [waypoint name] being captured by enemy
  • [waypoint name] captured by enemy
  • All Ship destroyed, game over
  • VIP [ship name] damaged, hull integrity [xxx%]
  • VIP [ship name] destroyed
  • VIP [ship name] secured
  • HVT [ship name] destroyed
  • HVT [ship name] escaped

MES001

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MFD (multi function display)

The MFD (multi function display) panel contain 2 main parts, such as:

  1. Buttons, each buttons represent Function and Shortcuts (if available)
  2. Screen, display menus to operate ships, sensors and weapons,�The screen is pan-able via mouse middle button

1

2

Click here to view MFD flowchart

MFD001

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Ship & Navigation MFD

The panel to control and navigate each selected ship’s.

  1. Ship selector (S1/Ship 1, S3/Ship 2, S3/Ship 3)
  2. Ship Stop (STO), go to ship specification
  3. Ship Cruise Speed (CRU), go to ship specification
  4. Ship Maximum Speed (MAX), go to ship specification
  5. GPS (global positioning system), control ship navigation
  6. SHO (ship heading override), control ship heading
  7. TMW (tactical map and weapon), open tactical view to navigate�and attack
  8. WPN (weapon mode), set weapons autonomization
  9. CNT (center), set the GPS Screen to ship position
  10. Increase/Decrease GPS map scale by 10, 20, 30, 60 kilometers
  11. Ship icon and compass

1

2

3

4

5

6

7

8

9

10

11

NAV001

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GPS (global positioning system) #1

Order ship to move.

  1. Select a ship
  2. Put mouse ( ) pointer to �mfd screen, it’ll changes�to “+” along with vector�line and distance info in�XXk (xx kilometers)�Left click to apply new�Destination
  3. New vector added in�Dotted dashes.�Right Click to delete
  4. Select speed option

�Note: Added new destination�will Erase previous one.

2

3

4

1

GPS001

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GPS (global positioning system) #2

Ship icon detail.

  1. Heading vector
  2. Ship icon (body)
  3. Ship identification
  4. Current direction, will�keep updated each�times new direction�added
  5. Player/other ships that�not being selected will�display their distance�(XXk = kilomers) from�selected ship

5

S1

360

S1

335

S1

290

2

1

3

4

GPS001

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SHO (ship heading override)

Rotate ship heading manually

  1. Left click and hold the�heading lever, rotate�to new heading
  2. Current lever heading
  3. Current ship heading
  4. Other ship heading
  5. New lever heading
  6. Click APL button to�Apply new heading
  7. Ship will start rotating�to selected heading

Note: previous destination�from GPS will be deleted

6

2

3

5

7

1

4

SHO001

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TMW (tactical map & weapon) #1

TMW works to coordinates�Navigation and Attack between�Player and Friendly ships.

  1. Caution Panel
  2. Mission Message
  3. Black Screen
  4. Map Vector
  5. Grid Vector
  6. Player Ships Waypoint
  7. NPC Ships Waypoint
  8. Player Ships UI
  9. NPC Ships UI
  10. MFD Buttons
  11. MFD Screens
  12. Minimap
  13. Player Missiles

1

2

3

4

5

6

7

8

9

10

11

12

13

TMW001

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TMW (tactical map & weapon) #2

TMW location were taken from�A real location, were historical �conflict happened between�US Navy and Iranian Navy at�“Straits of Hormuz”.

TMW001

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TMW (tactical map & weapon) #3

Minimap represent reduced view of “Strait of Hormuz” by 60 x 60 km,�covered with Vector Graphic represent Map and Navigation.

  1. Land
  2. Grid
  3. Enemy Border/Territorial
  4. Player Waypoint
  5. NPC Waypoint

1

2

3

4

5

Grid Line enabled

TMW001

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TMW (tactical map & weapon) #4

Layers order.

1

2

3

4

5

6

7

8

Ship Model

Game Level

Black Screen

Opacity 75%

Map vector

Grid vector

Player Waypoint vector

NPC Waypoint vector

Player Ship UI

NPC Ship UI

MFD Buttons

MFD Screens

Mini Map

Caution Panel

Mission Message

Option Screen

Exit Game screen

TMW001

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TMW Hormuz - Escort

Mission Brief:

  1. Proceed to navigate Waypoint A, B, C and Extraction�- Each waypoint require amount of time to secure�- 1 ship takes 60 seconds to secure�- 2 ships takes 40 second to secure�- 3 ships takes 30 seconds to secure�- secured waypoint change color from white to blue�- secured all waypoint will unlock Extraction waypoint�(color change to blue)�- player ship cannot pass Red line
  2. Secure waypoint A, continue escort VIP#1 to waypoint B
  3. Secure waypoint B, continue escort VIP#2 to waypoint C
  4. Secure VIP#1 and VIP#2, continue to Waypoint Extraction�(All remaining ship)
  5. Mission accomplished

HOE001

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TMW Hormuz - Patrol

Mission Brief:

  1. Proceed to navigate Waypoint A, B, C, D and Extraction�- Each waypoint require amount of time to secure�- 1 ship takes 60 seconds to secure�- 2 ships takes 40 second to secure�- 3 ships takes 30 seconds to secure�- secured waypoint change color from white to blue�- secured all waypoint will unlock Extraction waypoint�(color change to blue)�- player ship cannot pass Red line
  2. Continue to Waypoint Extraction (All remaining ship)
  3. Mission accomplished

HOP001

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TMW Hormuz - Search and Destroy

Mission Brief:

  1. Proceed to navigate Waypoint A, B, C and Extraction�- Each waypoint require amount of time to secure�- 1 ship takes 60 seconds to secure�- 2 ships takes 40 second to secure�- 3 ships takes 30 seconds to secure�- secured waypoint change color to blue�- secured all waypoint will unlock Extraction waypoint�(color change to blue)�- player ship allowed to pass Red line within Kill Box (blue box)
  2. Destroy any ship within Kill Box (blue box)
  3. Continue to Waypoint Extraction (All remaining ship)
  4. Mission accomplished

HOSD001

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WPN (weapon mode) #1

Set weapon autonomization.

  1. Select a ship
  2. Select WPN
  3. Select configuration�- MAN (manual)�- RFO (return fire only)�- FAW (fire at will)

Note: each selected ship will�have different weapon�configuration

3

1

2

WPN001

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WPN (weapon mode) #2

Weapon autonomization configuration.

  1. MAN - all weapon manually controlled by player
  2. RFO - ship will attack automatically once attacked by enemies
  3. FAW - ship will attack automatically attack identified targets within attack ranges

Note: each ships can attack up to 3 targets, depend on weapon number and specification.

WPN001

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WPN (weapon mode) #3

Multiple attack configuration for 1 gun (10 burst every 3 seconds) and missiles (2 missiles every 5 seconds).

Gun 1

Missile

#1 Primary Target

#3 Secondary Target

#2 Secondary Target

Missile attack range

Gun attack range

WPN001

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WPN (weapon mode) #4

Multiple attack configuration for 2 guns (10 burst every 3 seconds) and missiles (2 missiles every 5 seconds).

Gun 1

Missile

Gun 2

#1 Primary Target

#3 Secondary Target

#2 Secondary Target

Missile attack range

Gun attack range

WPN001

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WPN (weapon mode) #5

Multiple attack configuration for 3 guns (10 burst every 3 seconds) and missiles (2 missiles every 5 seconds).

Gun 1

Missile

Gun 2

#1 Primary Target

#3 Secondary Target

Gun 3

#2 Secondary Target

Gun attack range

Missile attack range

WPN001

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Ship & Health Diagram

Panel to view ship diagram.

  1. Assigned slot
  2. Ship name
  3. Ship health
  4. Ship class
  5. Ship model, top down view
  6. Ship weapon list
  7. Weapon TV, automatically�active when attacking

1

2

4

3

5

6

7

SHD001

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Radar & Weapon MFD #1

The panel to operate Radar and Weapons.

  1. RON (radar online)
  2. ROF (radar offline)
  3. GU1, GU2, GU3 (Gun 1 - 3)
  4. MIS (missiles silo)
  5. C/F (Chaff/Flares)
  6. TV (weapon camera, if applicable)
  7. ATK (weapon attack)
  8. IDL (weapon idle)
  9. CIWS (close in weapon system, if applicable)
  10. Increase/Decrease radar screen by 10, 20, 30, 60 kilometers
  11. RST (reset all lock and set all weapon to idle)
  12. Rotating radar beam
  13. Ship icon and compass

1

3

6

7

8

9

11

10

13

4

5

2

12

RDW001

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Radar & Weapon MFD #2

If radar set to ROF (radar offline).

  1. No enemy ships and radar beam displayed, nothing to lock
  2. RWR still active
  3. Ship with radar offline no longer emitting radar emission which�reduce possibility being targeted, unless already identified
  4. Gun operational require manual control
  5. C/F (Chaff/Flares) and warning system still operational

1

4

5

3

2

RDW001

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Radar & Weapon MFD #3

MFD screen has various way to manipulating default mouse pointer ( ), to fit certain function.

+

Pointer changes to “+”

and continuous

vector line

[ ]

Changes to “[ ]”

in order to�pick/lock target

Player Ship

Pointer

outside MFD screen

Radar MFD

Enemy Ship

RDW001

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Radar & Weapon MFD #4

Lock target with Gun.

  1. Select a gun
  2. Put mouse ( ) pointer to �mfd screen, it’ll changes�to “+” vector line.�Point to ship Icon, It’ll�change to “[ ]” and�- Target range (XXk)�- Optimal range (XXk)�Left click to lock
  3. Diamond shape lock
  4. Select ATK to attack
  5. Gun label on ship icon
  6. Ammo quantity reduced

1

2

3

4

5

6

RDW001

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Radar & Weapon MFD #5

If WPN set to RFO and FAW.

  1. Weapon has blue label
  2. ATK button disabled�- has RED Label�- control disabled�- set WPN to MAN�to re-enable

1

2

RDW001

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Radar & Weapon MFD #6

Ship icon detail, viewed from Ship number 1 (S1).

  1. Enemy ship Heading vector
  2. Enemy ship icon (body)
  3. Enemy ship identification
  4. Player ship number 1�attack enemy with�Gun (GU1)
  5. Player ship number 2 (S2)�is attacking the same�enemy ship
  6. Player ship number 3 (S3)�Is attacking the same�enemy ship
  7. Unknown ship

T052

2

1

3

4

T052�GU1

5

T052�GU1�S2

6

T052�GU1�S2

S3

U

7

RDW001

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Radar & Weapon MFD #7

Weapon TV (if available)

  1. Select Gun
  2. Select TV
  3. MFD screen changes�to gun camera
  4. Heading arrow�follow gun rotation
  5. Gun current direction
  6. Gun crosshair
  7. Trajectory guide
  8. Attack while in TV mode
  9. Zoom-in and Zoom-out
  10. CTR (manual control)

Note: Reselect TV to close�TV mode

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Radar & Weapon MFD #8

Gun manual control.

  1. Available gun to control
  2. Available ships
  3. Exit manual control
  4. Use mouse to control�the Gun�- Left click to fire�- Scroll button to zooming�1x, 4x, 16x, 64x�- Right click to change�camera filter from�white hot and color

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Radar & Weapon MFD #9

Lock target with Missile.

  1. Select missile silo
  2. Put mouse ( ) pointer to �mfd screen, it’ll changes�to “+” vector line.�Point to ship Icon, It’ll�change to “[ ]” and�- Target range (XXk)�- Optimal range (XXk)�Left click to lock
  3. Diamond shape lock
  4. Select LAU to launch
  5. Missile icon in flight
  6. Missile quantity reduced

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Radar & Weapon MFD #10

Missile Camera.

  1. Press F1 to view missile�Camera
  2. Player can rotate the�camera left, right, up, down
  3. zoom-in and zoom-out via�Mouse scroll button

Missile

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Radar & Weapon MFD #11

Naval Gun - CIWS.

  1. Select Gun
  2. Select CIWS
  3. Select TV to view�CIWS camera
  4. Select TV again to close�TV mode

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Radar & Weapon MFD #12

Chaff/Flare countermeasure.

  1. Select C/F to launch�chaff and flare
  2. If used correctly�incoming enemy�Missiles will be�blinded
  3. Onboard radar�Will be blinded�temporarily for�1.5 seconds

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Sonar & Weapon MFD #1

The panel to operate Sonar and Weapons.

  1. PAS (passive sonar)
  2. SRC (search mode or active sonar)
  3. TOR (torpedo)
  4. DCY (decoy torpedo)
  5. LAU (launch torpedo)
  6. Increase/Decrease sonar screen by 10, 20, 30, 60 kilometers
  7. RST (reset all lock)
  8. Ship icon and compass

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Sonar & Weapon MFD #2

If sonar set to SRC (search mode).

  1. Ship will emitting pulses of sounds and listening for echoes�to get target information
  2. Enemy ships within detection range will be instantly identified�according their ACS specification
  3. Enemmy sonar will picking up your ship location
  4. Ships with active sonar (search mode) can be heard and identified�by passive sonar from up to 60 kilometers

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Sonar & Weapon MFD #3

Lock target with Torpedo.

  1. Select Torpedo silo
  2. Put mouse ( ) pointer to �mfd screen, it’ll changes�to “+” vector line.�Point to ship Icon, It’ll�change to “[ ]” and�- Target range (XXk)�- Optimal range (XXk)�Left click to lock
  3. Diamond shape lock
  4. Select LAU to launch
  5. Torpedo icon moving
  6. Tube quantity reduced

Note: works for PAS and SRC

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Sonar & Weapon MFD #4

Launch Decoy Torpedo.

  1. Select DCY (decoy)
  2. Left click and hold the�direction lever
  3. Rotate the lever to�incoming enemy�torpedoes
  4. Select LAU (launch)
  5. Decoy icon moving
  6. Tube quantity reduced

Note: if launched properly,�enemy torpedoes will start�chasing the decoy.

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Game Interruption

Press “ESC” button to open

Interruption menu while in�gameplay to access:

  • Option (setting menu)
  • Leave Combat (quit game)
  • Back (back to gameplay)

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Game Result UI

Game Result UI after completing

or abort a mission.

  • Display list of destroyed�Enemy ships
  • Display list of destroyed�Player ships

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