User manual UBISOFT DESTROYER COMMAND

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[. . . ] destroyer manual2 1/4/02 2:15 PM Page 1 TABLE OF CONTENTS INTRODUCTION . . 7 . 13 . 16 . 46 . 66 . 70 . 72 1 destroyer manual2 1/4/02 2:15 PM Page 2 INTRODUCTION Welcome GETTING STARTED This section will help you get started playing Destroyer Command. D ESTROYER COMMAND takes you into the harrowing seas of the North Atlantic and the balmy Pacific where you will serve as a destroyer commander in the United States Navy. You will combat German, Italian and Japanese forces in a wide variety of naval actions. You will be tasked with protecting convoys, screening battle groups, hunting enemy submarines, supporting infantry landings, battling enemy aircraft and surface units and much more. . . [. . . ] You have the option of either firing a salvo (all torpedoes in a mount) or firing them one at a time. Note that when firing single torpedoes the spread angle selection has no effect. Firing a torpedo is then as simple as pressing the red fire button. Use the solution gauge to determine the probability of a torpedo hitting the target. However, you will probably want to wait until you get fairly close to the target. Your odds of a hit greatly improve if you can attack from less than 2000 yards. The number of torpedo mounts and the amount of torpedoes those mounts contain varies greatly depending on the type of destroyer you are operating. Using Manual Targeting Mode Manual targeting should be considered only by advanced players, as it involves a deeper understanding of the torpedo fire control problem. To set up a manual firing solution, you will need several bits of information: · Relative bearing to the target · The target's course relative to your destroyer · The target's speed · The target's range One way to get this information is by reading the best estimates of your sensors from the CIC plot. Find the object on the plot and move the mouse cursor over it to bring up the info window. Note that sometimes this information is not available because your sensors don't have an accurate fix on the target. Relative bearing can be determined using the observation deck or torpedo view screen, which provides this information for the target in your crosshairs. This assumes, of course, that you can make visual observations of the target. A good way to do this is to use the Vessel ID panel on the multifunction control panel. Select the vessel you are observing in the Vessel ID panel and then rotate it until it looks like it has the same angle as the target you are observing. The angle shown on the Vessel ID panel will approximate the target's relative heading. Range can be read accurately from the radar station if your radar is operational. Otherwise, you will have to "guesstimate" range from your observations or by using the ruler on the Navigation plot. Patient observations, experience and knowledge of the vessel's capabilities will help you here. The Vessel ID control panel can give you a maximum speed for the target if you can determine the correct type of ship that you are dealing with. Once you have all of this information, you can enter it into the fire control system and it will determine a gyro angle for your torpedoes. If you are making observations through the Torpedo Director, relative bearing and heading are entered automatically. If you want to enter the target heading manually, click the Target Heading knob and drag with your mouse to move the needle to the bearing you want. Click on the Target Speed knob and drag with your mouse to set the correct speed for the target. [. . . ] A video card with 16 megabytes of video RAM is required for 32-bit color depths. We recommend a video card with 32 megabytes or more for true color at the highest resolution. · Accelerated Keyboard Switching this option on will result in faster keyboard input, designed to help those who experience lag when entering text at text inputs. This setting defaults to off. · Realistic Reloads Turning this option off will result in dramatically dramatically faster gun and depth charge reload times. · Player Ship Emits Smoke Allows for the appearance of smoke to be turned on or off. This is particularly helpful for players who are experiencing lower frame rates in outside views. · Vulnerability Turning this option off will make your destroyer impervious to any type of damage. · Fog This option allows you to turn atmospheric effects within the game on or off. · Run Aground Turning this option off will allow your destroyer to run aground without sustaining any damage. · MipMapping This option enables the use of multiple levels of texture detail for smoother textures at the expense of more video RAM usage. [. . . ]

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