Fast Attack чит-файл №1

By Craig Davis (TheGoths@aol.com)

HOW THE FAST ATTACK STUFF WORKS

The Fire Control Console (F.C.C.) and T.M.A.

The hardest part of the world of the fast
attack skipper is getting a good shooting
solution using your passive sonar. Target
Motion Analysis, or T.M.A., is why real fast
boats have an entire Fire Control Tracking
Party. You don't have all the men, but you do
have all the tools. Your primary tool here is
the Fire Control Console or F.C.C. This is the
magic "Line up the Dots" machine. The most
important thing to understand about the F.C.C.
is this; it is not a real, smart, user
friendly computer. It is more of a "problem
solver" with all of the initial data and
updates entered by the operator. All the
F.C.C. does is confirm the solution. And an
important note here; the F.C.C. solution is
not the correct solution, only one possible
solution. This is why you must try and back up
any purely passive sonar solution with any
other means you can safely use. Change course
to get a better cross bearing line. Try and
track the target for as long as you can. The
longer the track the better chance you have to
refine and "tweak" your solution. It's o.k. to
use your active sonar for a single ping on a
hostile sub. The next sound the enemy hears
will be your torpedo launch anyway. The same
applies to your periscope. If the F.C.C. dials
in and shows a ship contact to be at 3200
yards, stick the scope up. If the ship is a
single dot at 6X magnification, it's time to
tweak your solution! You must use active sonar
and the periscope with caution. Use them to
confirm a solution, not to get a solution. The
enemy is quick to localize and shoot at you if
you give them the chance by using your active
sensors too much. The "Plot" can be a useful
tool here. By letting you try out various
solutions in a more easy to use format than
the F.C.C. screen, the plot can help you
verify your data instead of just plugging
numbers into the F.C.C. and trying to luck
into a shooting solution. Most missions have a
time limit, so the quicker you can arrive at a
good shooting solution the better.

Sonar: your ears to the world

Sonar is your primary tool for observing the
world around you. You will live, or die,
depending on how well you use this tool. The
passive sonar screen, or "waterfall" display,
is the one you will spend most of your time
at. It is here that you will assign contacts
to the A.T.F. tracker and also to the computer
classifier. However, don't think this is all
you will do on the waterfall screen. Sonar is
your most important backup and confirmation of
your F.C.C. solution. The brightness of the
contact line shows how noisy the target is,
and how straight the line is the change in
bearing of the contact. And finally, when you
place the "fangs" of the tracker on a contact
you will HEAR the contact. This is a very nice
touch on the part of Sierra, and a lot of fun.
If sonar reports "biologics" listen to them
and you will hear, for example, dolphins or
other marine life. It's kind of neat. If your
mission is to sink patrol boats but not the
merchants with them, the faster, higher
pitched screw noise of the patrol boats will
help you to pick them out long before Sonar
can classify them. The sound you hear can help
you in another way. Most surface ships are
very noisy. If the contract track is very dim
on a merchant contact, it usually means it is
very far away. Passive sonar can't determine
range very well, but the bearings are very
accurate. This is one primary cross-check on
the F.C.C. solution. If your solution has the
contact more than about four or five degrees
off the heading on the passive tracker screen,
it is time to tweak the solution. If you have
changed course to get cross bearings, check
the waterfall screen. If you are tracking a
close target you should see a bearing change
in the target after you have run on the new
course for awhile. If the track stays very
steady, this could mean that the contact is
very far away, far enough so that your new
baseline doesn't alter the bearing to the
target. If you are tracking an Akula class
sub, for example, and the contact line is
medium bright, and the bearing line slanted
sharply after your last course change; it's
probably time to ping with active sonar and
try to pull off a "snapshot."

Weapons: Fangs out!

When you start any mission in Fast Attack, you
begin with empty tubes. As soon as you can, go
to the torpedo room and load all four tubes.
While they are loading, go to the WLR-9 and
load a decoy. When your weapons are loaded,
assign a target track to each tube, ready the
tubes and flood them. This is not how it is
done in the real world, but the game does not
care if you run around with hot weapons. The
time, and noise, you save will come in handy
later on.

The Bearing Only Torpedo Launch or "snapshot"
is for when you don't have any real shooting
solution but need to get a weapon in the water
RIGHT NOW! We will assume the worst case
scenario: Sonar reports "torpedo in the water"
or "Launch transient." You don't have any
solution, only the track from sonar. Go to the
torpedo room, assign the track to a tube and
launch. You will then go automatically to the
F.C.C. in Torpedo mode. As soon as you are
there, Enable your torpedo and steer it to the
bearing of the contact or WLR-9 intercept. If
your torpedo acquires its target, it is time
to start thinking about your torpedo evasion
plan. If your torpedo does not acquire, and
the enemy torpedo has not acquired you yet,
it's usually better to remain slow and keep
the wire intact as long as possible. The Mk-48
will lock onto and kill the first thing it
"sees" after you enable its sonar (even your
own boat!). Keep the wire intact, use Active
sonar, the WLR-9, and anything else you can to
get a bearing to the target and adjust your
MK-48's course as needed. If a weapon locks on
(yours or theirs!) begin your evasion plan. A
snapshot is a last ditch, better than nothing,
shot. It can save your bacon but use it with
great care. Remember the Mk-48 won't care what
it hits after you enable it.

I hope this helps some. I will try and update,
correct and expand this section as I get
deeper into the game.
                               
[Editor's Note: Craig, the reviewer, spent six
years in the U.S. Navy as a submariner on
nuclear submarines.]