User manual GAMES PC SILICON DREAMS

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Manual abstract: user guide GAMES PC SILICON DREAMS

Detailed instructions for use are in the User's Guide.

[. . . ] Refer to the "Troubleshooting" section for more details. If you get the following error when you begin the game: "Failed to Init Heap", then you must create a boot disk. (This error means that your computer doesn't have enough XMS to run the game). NOTE: Hard drive size and total system memory available have no bearing on free RAM. [. . . ] Left­clicking there restores the SELECT SUB NAME window, where the submarine name can be changed at any time. Submarine Speed The button below the selection button reads Stop as a default. Left­clicking on this button cycles through the following speed settings: Ahead 1/3, Ahead 2/3, Ahead Standard, Ahead Full, Ahead Flank, Back Emergency, Back Full, Back 2/3, Back 1/3 and returns to Stop. Crew Quality The Crew Quality button cycles through three options for crews on submarines: Green Crew, Veteran Crew, and Elite Crew. Crew quality on player's submarines affects loading and repair times, as well as their accuracy with anti­aircraft guns or the deck gun when it is set to Auto. Depth The Depth panel has three numerical buttons on it for setting the initial depth for the player's submarine. Left­clicking on these buttons sets the depth in increments of hundreds, tens, and zero to nine feet. Three other buttons, PERI, RAD, and SURF, set the submarine's depth at the following preset depths: Periscope depth is 65 feet, Radar depth is 48 feet and Surface depth is 15 feet. The submarine's test depth, which is the deepest it can submerge safely, is also listed for reference. The Importance of Visibility Visual Range Visual Range Radar Range Radar Range As soon as another ship or ships have been placed on the map, the Toolbox window and Chart screen change to reflect this. The player's submarine has a blue circle around it if the selected ship is inside visual contact range. A black circle indicates the effective radar detection range if the submarine is equipped with radar. Another way to check this is by using the Next­and Previous­Object buttons to select the ships you have placed. An "Eye" icon appears in the lower right corner if the active object is in visual range, and a "Radar" icon appears if the object is within radar range of the submarine. 13 Visibility is based on the size of the Japanese ship and quality of the submarine crew. If more than one enemy ship has been placed in the scenario, for example a small cargo ship and the battleship Fuso, use the Next­ or Previous­Object buttons to switch from one to the other and watch the circle change size. Left­clicking on the Object ID button displays the Select Ship Type window where the identity of the ship can be changed using the method described in the "Add Ship" section on this page. Orders If the active object is a ship or submarine, the button below the Object ID button is the Orders button. It functions slightly differently depending on whether or not the active object is a ship or a submarine. If the active object is a Japanese ship, it can be given several different kinds of orders depending on its class. Capital and Merchant Ships !The ship sits where it is placed even if given a course and speed using the Compass and Speed controls. Note: The ship can not move or fire weapons without orders. Convoy Escort ! Convoy Leader ­ When the active ship is designated as a convoy leader, the Plot Course window appears, and the mouse pointer is connected to the ship with a drag­line. The mouse pointer and line can then be used to assign a course, via a series of way points, for the ship and its convoy to follow. When the course is complete, left­click on the Done button to complete the process and return to the Toolbox window. A convoy leader has a yellow cross inside a yellow box superimposed over it at high levels of magnification. Left­clicking on the Clear button before the Done button clears the current way points and restarts the process. A ship that is a convoy leader has an additional button appear in the Toolbox window; the Zigzag button. This button is an on/off toggle which causes the convoy to maintain a zigzag course when on. This tactic was used by Japanese ships to make themselves a harder target for U. S. [. . . ] SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THE CD OR DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD "AS IS. " THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. ) The enclosed software program and this rule book are copyrighted. [. . . ]

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