PHM PEGASUS Typed in by ???. Edited by PARASITE. NOTE: this is an IBM (Or similar) manual, and I haven't seen this one on the AMIGA yet, but here it is anyway, I hope it's useful. BRIEFING TRANSCRIPT (The following address by Colonel Salisbury was delivered to the top graduating students from the Annapolis Naval Academy. The address followed an intelligence summary by Captain Pietro Salieri of the Italian Navy and an operations summary by Commander James Swinburn of the British Navy. Admiral Oliphant was in attendance.) Good morning. I'm sure you all know each other by now, so introductions should not be necessary. My name is Vernon Salisbury, and I am the Commanding Officer of TAG (for "Terrorist Action Group"), the special NATO task force formed to combat international terrorism and piracy on the high seas. You have all been selected on the basis of your dedication, your commitment to world peach, and, of course, your naval skills. You are the cream of your graduating class, the best there is in the world today. We have high hopes for you; with your help, we will combat the piracy and terrorism that has become epidemic on the high seas. In our search for the ultimate weapon against naval terrorism, we have found that one vessel combines the elements of speed, maneuverability and firepower to provide a force that is almost impossible to resist by most terrorist vessels. I refer to the new hydrofoil, a hybrid vessel that has been described as part boat and part aircraft. You will be gaining first-hand experience with hydrofoils int he next few weeks, but a short introduction may be in order for those among you unfamiliar with the fundamental concepts. Briefly, the hydrofoil is a vessel that "flies" over water rather than cutting through it. To achieve this, the hydrofoil uses lift devices similar to the airfoil wings of an aircraft, except that its foils use the lift buoyancy of water rather than that of air, with the result that when the hydrofoil the hydrofoil is relatively unaffected by water resistance and surface turbulence, allowing it to travel fast and economically even over choppy seas. This, together with its maneuverability and firepower, makes the hydrofoil the ideal patrol vessel for keeping the peace in "sensitive" areas around the world. Three different hydrofoils have been made available to use: the PHM Pegasus, the Italian Sparviero, and the Israeli Flagstaff II. The Hydrofoil Operation Manual in your information packet in front of you contains all the information you need on these three vessels. Your information packet also includes detailed descriptions of the missions you will be undertaking. Ship information and silhouettes are provided throughout the manual to help you identify the enemy vessels that you are likely to encounter in your assignments. Some of you may be tested on your ability to identify your enemies by their silhouettes. Finally, your information packet includes the Command Summary Card, which summarizes all the important operating instructions. We recommend you keep this handy during your missions. Things happen fast out there, and there isn't always time to consult your manual for information. 1 Table of Contents Part I: Getting To Know Your Hydrofoil............................... 3 Part II: Assignments................................................. 3 Scores....................................................... 3 Ranks........................................................ 4 One on One........................................... 5 Turkey Shoot......................................... 5 Battle Training...................................... 5 Graduation Exercise.................................. 5 Sink the Bismarck.................................... 6 Splash 20............................................ 6 Missile Alley........................................ 7 Pegasus Vice......................................... 7 Terrorist Attack..................................... 8 A Better Part of Valor............................... 8 The Med Flight....................................... 9 Search For Terrorists................................ 9 El Tiburon Loco...................................... 9 The Cold Cordon..................................... 10 Surveillance Mission................................ 11 Supply Convoy....................................... 11 Jihad: Persian Gulf................................. 12 Jihad II............................................ 13 Part III: Hydrofoil Operation....................................... 13 Introduction................................................ 13 The View from the Bridge.................................... 14 Operations Map.............................................. 15 Weapons and Defenses........................................ 16 Damage...................................................... 17 Operating Instructions...................................... 19 Part IV: Technical Data............................................. 21 Design Development and Background........................... 21 The NATO TAG Hydrofoils..................................... 26 2 Part I: Getting To Know Your Hydrofoil Preliminary Training: If this is your first experience controlling a hydrofoil, you may want to sit back and watch a demonstration. Here's how: When you have the PHM Pegasus up and running (see your Command Summary Card for details), you will be presented with a selection of assignments. Each assignment is a mission taking you to various sensitive parts of the world. These are described in detail in Part II of this Handbook. To watch the demonstration, select Mission 0 from the list. As you watch, take note of the two "view modes" (Bridge and Operations Map) and the features you can control from each. You may want to read Part III of this Manual as you watch the demonstration. When you feel you are ready to undertake a real mission, press Shift-Q to quit the demonstration then select another scenario. We suggest you start with one of the early missions before attempting the more advanced ones. Part II: Assignments Once you have received basic hydrofoil training, you will be in a position to undertake the following assignments as part of the TAG task force. Of the various assignments, the first few are part of your advanced training, and provide you with simulated combat experience. We strongly recommend that you gain proficiency in these early assignments before you proceed to the more advanced missions. At the end of each assignment you will receive a score and a rank, based on your performance during the mission. Scores are calculated on the basis of five factors, as described below. Note that the actual values will vary from mission to mission, because of the different objectives of each one. For example, in Battle Training, speed and destruction are the most important factors, while survival is not. By contrast, in A Better Part of Valor, survival is most important, while destruction of enemies is relatively unimportant. SCORES 1. Main Objective: Full points are awarded if the mission is successfully completed; no points if the main objective was not accomplished. Range: 1000 - 5000 points. 2. Enemies Destroyed: Points are awarded for each enemy destroyed. Range: 50 - 500 points. 3. Enemies Damaged: Points are awarded for each enemy hit but not destroyed. Range: 25 - 250 points. 3 4. Time Remaining: Points for time remaining are awarded only when the mission is successfully completed before time runs out. Points are for each minute of time remaining. Range: 1 - 4 points/minute. 5. Survival Bonus: Survival points are awarded when the mission is successfully completed, assuming you haven't been blown out of the water by the enemy. Points are awarded for each of the twelve sections of the ship that are capable of sustaining damage (six for the hull and six for the systems). Full points are awarded for undamaged sections, half for slight damage (yellow on the damage display*), and no points for heavy damage (red on the damage display). Range: 20 - 200. RANKS Ranks are based on points earned, with different scales for each mission, depending on their relative difficulty. For example, because the early training exercises are the easiest of all the missions, you can only advance as high as Lieutenant, no matter how high your score. More difficult missions, such as the Search For Terrorists, allow you to achieve the rank of Captain, while the most difficult ones, such as the Supply Convoy, allow you to reach the top rank of Admiral. In any case, to achieve the top rank in an assignment you must accomplish the main objective. The ranks, in ascending order, are as follows: Deck Mopper, Ensign, Lieutenant, Commander, Captain, Commodore, Rear Admiral, Admiral. ---------------------------------------------------------------------------- Class: ASSAD Manufactured by: Italy Type: Missile Corvette Used by: Libya, Iraq Length (feet): 202 Tons Disp. (full load) 670 Cruising speed (knots): 14 Max speed (knots): 32 Guns: 76mm, twin35mm Anti-Ship Missiles: 2,4, or 6 Otomat Other: 6 Torpedo tubes, can lay mines Notes: A powerful missile boat, capable of attacks at up to 80 miles away. ---------------------------------------------------------------------------- 4 THE MISSIONS (* = Included in IBM version only) One on One* Objective: Destroy the enemy ship before it destroys you. Rank Attainable: Ensign Enemy Vessels: PHM Hercules Strategy Tips: Be quick and accurate with the guns! You are matched against the PHM Hercules in a test of your rapid-fire shooting skills. This even match of two ships with radar-assisted high speed cannons should result in a quick defeat for one or the other. Start firing, and don't let up! Turkey Shoot* Objective: Shoot down Soviet Hormone helicopters within allotted time. Rank Attainable: Lieutenant. Enemy Vessels: Hormone Helicopters Strategy Tips: Use your cannon quickly, with an eye to accuracy. This is a safe training exercise, emphasizing accuracy and speed while manually aiming the cannon. A dozen simulated Hormone-type Russian helicopters are flying in evasive patterns near your position. You must shoot them all down in your allotted time to complete your objective. Battle Training Objective: Sink all simulated enemy ships Rank Attainable: Lieutenant Enemy Vessels: Patrol Boat; OSA I, Nanuchka II. Strategy Tips: This is a good learning assignment. Use your gun on the patrol boats, and save your missiles for the bigger ships. Ten enemy ships will be introduced to your training area off Key West, one at a time. These vessels will range from simple patrol boats all the way to the powerful Nanuchka II missile corvettes. This exercise is designed to familiarize you with the PHM and its weapon systems. Graduation Exercise Objective: Sink all simulated enemy ships. Rank Attainable: Lieutenant Enemy Vessels: Patrol Boat; OSA I, Nanuchka II. Strategy Tips: Get moving right away; you're a sitting duck if you don't. Use your missiles on the more distant ships and your guns on the closer ones. Watch your radar for fast-moving 5 dots approaching your ship. These are enemy missiles. Use chaff to deflect them (see Part III of your Manual for instructions on using chaff). In this exercise, all the enemy vessels you encountered in the first assignment will be coming at you at once, doing their best to blow you out of the water. Sinking all the enemy vessels as quickly as possible is more important than surviving undamaged. Sink the Bismarck* Objective: Destroy the German battleship Bismarck Rank Attainable: Commander Enemy Vessels: The Bismarck Strategy Tips: Fire missiles early to slow him down. Maneuver quickly but carefully into gun range. A mysterious time warp send your hydrofoil back to the cold waters of the North Atlantic early in World War II. You must use your cannon and the only two Harpoons to survive the trip to sink the legendary battleship Bismarck. Use your speed and maneuverability to dodge the massive cannon shells of the Bismarck - one hit on your small craft will spell your doom! Winston Churchill said it best: "I don't care how you do it, you must sink the Bismarck!" Splash 20* Objective: Sink all simulated enemy craft. Rank Attainable: Commander Enemy Vessels: Patrol Boar; OSA I, Nanuchka II. ---------------------------------------------------------------------------- Class: Large Patrol Craft Manufactured by: Many Type: Standard Patrol Used by: Many Vessel Length (feet): 125 Tons Disp. (full load) 90 Cruising speed (knots): 15 Max speed (knots): 27 Guns: Varies - twin 30mm or 40mm typical Anti-Ship Missiles: None Notes: This is a generic class representing many lightly armed patrol vessels. ---------------------------------------------------------------------------- 6 Strategy Tips: Your top priority is the first group of enemies. Use your guns on enemies close at hand, missiles on the distant ones, and move as quickly as possible. Reduce radar range to minimum in order to spot incoming missiles, and keep that gun firing! Splash 20 is designed to test the experienced commander's ability to destroy active targets quickly. A dozen enemy ships quickly appear in your immediate vicinity. Once the first minute of the scenario passes, a number os ships up to 8 replaces those which you've sunk so far. So, if you've sunk 6 enemy ships, 6 replace them; if you sink 9 enemy craft, 8 will be replaced (a maximum of 12 enemy ships is active at any one time). To achieve the maximum rank of Commander, you must destroy at least eight of the original twelve ships within the first minute, and go on to destroy a total of 20 ships before time is up. If all goes well, it will be the enemy's bow sinking under the waves - not yours. Missile Alley* Objective: Destroy all aggressor missile boats. Rank Attainable: Commander Enemy Vessels: Komar Strategy Tips: Keep an eye out for incoming missiles; remember that your gun can shoot them down. Another training exercise to brush up on our missile avoidance skills. You must head due South at full speed, destroying all of two separate waves of missile boats along the way. Good luck, you'll have your hands full. Pegasus Vice* Objective: Capture 4 drug running speedboats Rank Attainable: Commander Enemy Vessels: Speedboats Strategy Tips: Fire a warning shot across the bow of all suspicious craft; your goal is search and seizure, not destruction. Four drug runners from South America are trying to sneak past your hydrofoil into Miami, carrying their deadly contraband. The criminals' speedboats are indistinguishable from civilian craft, giving them excellent cover. You must use your deck gun to fire warning shots at any speedboats you see, forcing them to stop. Hit any ship - even a smuggler craft, and the press has a field day at your expense. The mission then ends in failure. Once a boat has stopped, bring it up on the binocular view and move in close to search it for drugs. You'll need to get right next to the speed boats - the radar blips should be side-by-side on the lowest-scale radar view. You must find and capture the 4 outlaw boats within the allotted time to complete your object (but which 4?). 7 Terrorist Attack Objective: Sink all terrorist vessels Rank Attainable: Commander Enemy Vessels: Patrol Boats, OSA I, OSA II, Zhuk Strategy Tips: The terrorist vessels are to the west of your starting position and moving rapidly north. Try to cut them off, while avoiding (or destroying) their allies coming in from the northeast. Save your missiles for the OSA class ships. Approximately eight hours ago, terrorists attacked a seaside resort, killing dozens of vacationers and wounding hundreds. The terrorists were seen fleeing west in various patrol craft. Witnesses estimate seven to ten vessels of varying types, some suspected to be OSA I missile boats, others small patrol vessels. Your mission is to seek and intercept these vessels, and sink them. Be advised that interventionist forces from nearby countries may attempt to aid the terrorists as they try to escape to their base. Be particularly alert for enemy ships heading southwest out of Syrian waters. The terrorist base is suspected to be somewhere on Cyprus, but the terrorists split off into at least four separate groups when fleeing. An Israeli Flagstaff II with Gabriel missiles had been made available. A Better Part of Valor Objective: Escape with your hydrofoil off the south edge of the map with as little damage as possible. Rank Attainable: Captain Enemy Vessels: Komar and Assad missile boats. ---------------------------------------------------------------------------- Class: Vosper-Thornycroft "121 ft" Manufactured by: U.K. Type: Fast Attack Craft - Used by: Venezuela Gun/Missile Length (feet): 121 Tons Disp. (full load) 170 Cruising speed (knots): 16 Max speed (knots): 41 Guns: 76mm or 40mm Anti-Ship Missiles: May have 2 Otomat Notes: This is a variably armed ship. Some have the Otomat missile and a 40mm gun, used mostly for anti-aircraft. Others have only the 76mm Oto Melara. ---------------------------------------------------------------------------- 8 Strategy Tips: Keep moving at full speed. Engage enemies at extreme range with your missiles if they are in your path. War is brewing in South America. Your PHM is needed there as soon as possible. From your base at Key West, you will need to navigate the dangerous Yucatan Straits between Mexico and Cuba in order to reach southern waters. To accomplish your objective in this assignment, you will need only get the PHM to the southern edge of the map. Look out for enemy vessels who will be trying to stop you. Use your SeaSprite helicopter to screen your PHM and help you avoid the enemy, or to help you seek out and destroy them. The Med Flight* Objective: Carry peace documents safely out of the Mediterranean Rank Attainable: Captain Enemy Vessels: Patrol, Komar, Assad Strategy Tips: Hold a fast, straight course due west until you approach Tunisia. Change course to the north, then west to pass between Tunisia and Sicily. You can outgun most of your enemies; however, don't waste time in attacks if they take you off course. A new peace treaty between Israel and Jordon has enraged Israel's Arab foes. They've threatened to shoot down or blow up any plane or car carrying both the documents and the two nations' Ambassadors to the signing ceremony in Paris. Your hydrofoil has been assigned to slip through the net. Your objective: escape off the west edge of the map before the time is up. Search for Terrorists Objective: Sink the two fleeting Nanuchka II class ships Rank Attainable: Captain Enemy Vessels: OSA I, OSA II, Nanuchka II. Strategy Tips: Try to avoid the other ships on your way to your objective (the two ships fleeing south together). Save your missiles for them. Two missiles corvettes have unsuccessfully attacked an American base off the southern coast of Sicily. A Sparviero hydrofoil (armed with Exocet missiles) and an AB 212 helicopter are available to help hunt them down. The mission objective is to sink both attackers (who will be fleeing south to a friendly port) before they escape. They are thought to be fleeing toward Tripoli, and can be distinguished from similar vessels by their course. Although a variety of enemy ships will be patrolling along a line north of Tripoli, remember that the fleeing ships are your main objective. El Tiburon Loco* Objective: Preempt attack on the U.S. Rank Attainable: Commodore Enemy Vessels: Matka-class Soviet hydrofoils 9 Strategy Tips: The name of this scenario tells it all - a "crazy shark" is out to wreak havoc on the U.S. Locate both enemy squadrons as quickly as possible, then use your missiles to save travel time. A rogue Cuban naval commander has decided to take matters into his own hands, and has launched a unilateral attack on the US! Two squadrons of five Matka class Soviet built hydrofoils (each armed with 2 anti-ship missiles and a deck gun similar to your own) are closing in on Florida. You must stop them at any cost, while taking care not to harm the civilian pleasure craft in the area - no easy trick. Muster all your resources to defend the Florida Coast. Cold Cordon* Objective: Prevent Soviet Nanuchka corvettes from raiding U.S. convoys. Rank Attainable: Commodore Enemy Vessels: Nanuchka III Strategy Tips: Using the helicopters effectively is the key to finding the Nanuchkas. Twelve Nanuchka III class missile corvettes are heading into the North Atlantic to raid US convoys. Your hydrofoil is stationed near Rekjavik, Iceland, along with a single Seahawk helicopter. A logistics error has left you without chaff rounds, and your only defense against missiles is your cannon. A supply vessel with another Seahawk is positioned to your Southwest. The supply vessel can refit you once with shells and chaff rounds, if you move in close and shut down your engines. Your objective is to find and sink all the Nanuchkas before they exit off the South edge of the map. ---------------------------------------------------------------------------- Class: ZHUK Manufactured by: U.S.S.R. Type: Fast Attack Craft - Used by: Algeria, Angola, Patrol Bulgaria, Cuba, Ethiopia, Iraq, Mozambique, Nicaragua, Syria, U.S.S.R., Yemen Length (feet): 75 Tons Disp. (full load) 50 Cruising speed (knots): 16 Max speed (knots): 30 Guns: 2 twin 14.5mm Anti-Ship Missiles: None Notes: An older patrol craft, used mostly in coastal waters. ---------------------------------------------------------------------------- 10 Surveillance Mission Objective: Find and photograph all eight cargo vessels in the Caribbean without sinking any. Rank Attainable: Read Admiral Enemy Vessels: Cargo Ships, OSA II Missile boats. Strategy Tips: The cargo ships move slowly, but they are scattered all over the sea and will eventually reach safe port. Move fast, and use your helicopters to find them as soon as possible. It is suspected that military equipment is being smuggled to the dictator through an outwardly neutral South American country. A cargo ship has been photographed loading up with tanks and aircraft parts in the Baltic, and is believed to be approaching Nicaragua. Seven ships of similar construction carrying farm machinery and building supplies are also entering the area to provide cover for the arms ship. Your mission is to find all eight ships and photograph them at close range so their identities can be established and compared with that of the suspected arms ship. Photography is accomplished automatically by approaching within 1500 feet of the ship and training your binoculars on it (by choosing it as a target). Be careful not to sink them! Sinking one of these vessels will result in an international incident, and will immediately end the mission in failure. Use your two Seahawk helicopters to scout out the cargo ships. Some of the dictator's forces are believed to be in this area, so try to identify any ships you find at as long a range as possible. Watch your fuel usage! Supply Convoy Objective: Get your convoy ship to the southern part of the eastern edge of the map. Rank Attainable: Admiral Enemy Vessels: Vosper-Thornycroft 121 ft class. Strategy Tips: Conserve fuel by keeping your engine setting at 2 or less as much as possible, sprinting ahead at high speed only when you spot enemies or when you fall behind your convoy ship. Keep the convoy moving at full speed toward the south one-third of the east edge of the map, and use your helicopters to spot attackers before they can get close. Keep your hydrofoil between the attackers and your convoy ship. A South American country has been taken over by a dictator, who has succeeded in turning the Caribbean into a war zone. Your mission is to escort a special high-speed cargo ship carrying medical supplies and foot to a group of refugees. The dictator's forces consist of two varieties of a convertible Vosper-Thornycroft ship that comes with either two missiles and a small caliber gun, or just a 76mm canon identical to your own. 11 Jihad: Persian Gulf Objective: Escort the supply ship safely into the Indian Ocean. Rank Attainable: Admiral Enemy Vessels: OSA I and OSA II missile corvettes Strategy Tips: You're on your own for this one. Your mission is to escort a supply ship out of the Persian Gulf. The only complication: a war is going on, and innocent ships are being fired upon without warning. The supply ship is trying to evacuate western workers from the war zone, but the captain is too frightened to try to escape through the maelstrom of warring factions that fill the Gulf. You will need to make your way through the Straits of Hormuz to Kuwait where you will rendezvous with the supply ship. The supply ship will respond to your controls in the same way as an auxiliary helicopter (see Part III of your Manual). Try to avoid conflict if possible. Enemies are less likely to attack if you are peaceful. However, if you take hostile action or if you get too close, they will pass the word to their fleet to attack. The supply ship will be a tempting target for them at all times, so guard it well. In any case, remember that your primary mission is to get the supply ship out safely - damage to your hydrofoil is important only insofar as it comprises that mission. Use your two Seahawk helicopters to provide you with critical information on ship movements. Watch out for the ongoing battles - if you get too close you will be presumed hostile and fired upon. Watch your fuel and time limit! ---------------------------------------------------------------------------- Class: Sikorsky Seahawk Manufactured by: U.S.A. Type: LAMPS III helicopter Used by: U.S.A., Japan Length (feet): 40 Take-off weight (lbs): 20,000 Cruising speed (knots): 145 Max speed (knots): 160 Guns: None Anti-Ship Missiles: None Other: 2 Mk 46 torpedoes Notes: This later model variant ot the Army's Blackhawk helicopter is much improved over the LAMPS 1 helicopter. ---------------------------------------------------------------------------- 12 Jihad II* Objective: Escort cargo ship safely out of the Persian Gulf Rank Attainable: Admiral Enemy Vessels: OSA I, OSA II Strategy Tips: Draw upon cargo ship's resources as you fight your way past opponents. Keep all enemy craft far from your cargo ship. This escort scenario is much like the original Jihad scenario, with two important differences. More enemies block your way, but the cargo ship you are assigned to escort out of the Gulf can reload your hydrofoil with new cannon shells and chaff rounds once during the mission. To reload, position your hydrofoil close to the cargo ship, then bring both boats to a complete stop. Deal with your enemies, and escort the cargo ship safely through the narrow Straits of Hormuz and out of the embattled Gulf. Part III: Hydrofoil Operation INTRODUCTION The hydrofoil is an all-weather, high-speed, compact weapons system, making it ideal for strike, patrol and surveillance missions. Because of its fully submerged foils (see Part IV for technical details), the hydrofoil is capable of sustained high-speed runs across heavy seas, with a maneuverability unmatched by any other sea-going vessel. In addition, the hydrofoil carries an arsenal consisting of a 76mm gun, missiles (Gabriel, Exocet, or Harpoon, depending on configuration), and chaff for radar deflection. As hydrofoil commander, you can switch between the view from the hydrofoil's bridge and a top-down view of the operations map. Each uses its own set of keyboard and joystick controls. Specific operating instructions are given in the Command Summary Card, included in your information packet. 13 THE VIEW FROM THE BRIDGE Refer to Figure 1, below. The top half of the screen shows the view from the bridge. Inset at the top of the screen shows a close-up view through binoculars. |----------------------------------------------| | |----------------| | Binocular Aim | == | -|-----------------|- View Corrector | | |----------------| | Aiming Light -----|--------| -|- ---------------------|- Cursor | |------------------------------------------| | | | |----------------------|-|- Radar | |--------|----------|------------|---------| | | | | | | | | | | 400 | + | |-----| | | | | | 2.5 | |-----| | | Weapons | | 24 | |||||| |---|---------|-|- Radar Range Indicator--|-| | 02468 | | |-----| | | | | XX XX | RAM|||||| ---|--- | |-----|-|-|- Damage | | XX XX | SPEED|||||| | | | | Indicator | |--------|0..1..2..3..4..5 \---|---------|-|- Gyrocompass |----------|-----------------------|---------|-| | MODE: AIMING TIME: 1 | | |--|- Time |----------------------------------------------| Compression Figure 1: Bridge View ---------------------------------------------------------------------------- Class: Soviet Cargo Ship Manufactured by: U.S.S.R. Type: Standard Soviet/Warsaw Used by: Many Pact Length (feet): 200 and up Tons Disp. (full load) 500 and up Cruising speed (knots): 8 Max speed (knots): 15 Guns: Unarmed Anti-Ship Missiles: Note: Used to transport a variety of goods. ---------------------------------------------------------------------------- 14 The lower half of the screen shows the hydrofoil's instruments. These are described as follows: Gyrocompass - Indicates hydrofoil's current bearing; north is straight up. RPM - Indicates engine speed. Speed - Indicates hydrofoil's speed in knots (nautical miles per hour). Radar - Shows all craft within currently selected radar range. Range Indicator - Shows currently selected radar range in nautical miles. Weapons Status - Indicates which weapon system is currently active and the number remaining. Fuel - Indicates the percentage of fuel remaining. Warning Indicators - Warning indicators show a potential problem: Depth: Indicates danger of running aground. Depth warning flashes to indicate that the hydrofoil is pointed to land. An automatic avoidance system keeps the hydrofoil from running aground; just turn the ship away from land to stop the warning. Lock: One or more enemy missiles are locked onto your hydrofoil. This means that the enemy have fired (or are about to fire) missiles at you. Damage - The damage indicators show which parts of the hydrofoil have sustained light or heavy damage. See detailed discussion below. OPERATIONS MAP You can switch from the view from the bridge to a map of the surrounding area (see Figure 2). |----------------------------------| | | | /\ ------------|-- Convoy | \/ | Helicopter 1 -|------- 0 | | | | |-| -----|--- Hydrofoil | | | 0 --------------|-- Helicopter 2 Currently | | Selected |----------------------------------| Craft---------| HYDROFOIL KNOTS: 50 TIME: 1 | Time ---| NOW 5:45 | Elapsed | ENDS 12:00 | |--|-------------------------------| | Total Time Allowed to Complete Scenario Figure 2: Operations Map 15 The map shows the entire area of operations for the current assignment. It shows all the major land masses, the borders of the assignment area, the current location of the hydrofoil, the locations of all the friendly forces and the locations of all enemy forces that are within radar range. The hydrofoil is shown in white, together with its maximum radar range. In addition, the operations map shows the locations of your helicopters (if applicable, see below). Control of such helicopters or an escorted convoy is maintained from the Operations Map. See your Command Summary Card for details. WEAPONS AND DEFENSES Your hydrofoil is equipped with the very latest in offensive and tactical weaponry. The following information is a general description of each of the weapons and defense systems. Specific operating instructions can be found in the Command Summary Card. 76mm Cannon The Oto-Melara 76mm automatic water-cooled cannon is widely used by navies throughout the world. Its fire rate of 90 rounds per minute makes it effective even against aircraft and missiles, while its range of almost ten miles makes it effective against small ships. Note, however, that because of the time needed for a shell to travel to its target, the Oto-Melara's effective range against moving targets is approximately six miles. Thus, even though your fire control radar (see below) allows you to lock on a target, you will need to "lead" your cannon ahead of moving targets further than one or two miles away. The further the moving target, and the faster it moves, the more you will need to lead your cannon, and the greater the likelihood of error. For best results, use the "aim corrector lights" around the binocular view to adjust your aim (see Aiming and Firing Weapons, below), and "walk the shells" in toward the target. ---------------------------------------------------------------------------- Class: NANUCHKA II Manufactured by: U.S.S.R. Type: Missile Corvette Used by: Algeria, India, Libya, U.S.S.R. Length (feet): 198 Tons Disp. (full load) 900 Cruising speed (knots): 15 Max speed (knots): 34 Guns: Twin 57mm Anti-Ship Missiles: 4 SS-N-2C Styx Other: 1 SA-N-4 Anti- aircraft missile launcher Note: A Libyan ship of this class was sunk by US warplanes in April, 1986. ---------------------------------------------------------------------------- 16 Chaff Rockets The Mark 34 Chaffroc system on your hydrofoil allows you to fire exploding rockets filled with aluminum foil ("chaff") into the air. When they explode, the rockets disperse their chaff into the air, attracting the enemy missiles and deflecting them from your ship. Because the enemy missiles will tend to follow the chaff as your hydrofoil moves away, your best strategy is to fire the chaff when you are traveling at right angles to the oncoming missile. Timing is also important. If you fire too early, the missiles will lock back onto you when the chaff disperses. If you fire too late, the missiles will not have time to be deflected to the chaff before their proximity warheads explode. Chaff is best fired when the enemy missile is about a mile away. Harpoon Missiles The Harpoon missiles are you most accurate and most potent weapons. They will hit their target 90 percent of the time and will destroy most small ships with a single hit. Because your radar is likely to be more accurate over greater distances than the enemy's, you can destroy an enemy vessel by firing a Harpoon at your maximum (40 mile) sighting range even before the enemy has a chance to launch against you. Gabriel Missiles (Israeli hydrofoils only) This missile has a shorter range than the Harpoon missiles (see above), but their guidance systems are reputed to be slightly more accurate than those of the Harpoons. Also, they carry a 400 pound high explosive warhead. Use the Gabriels against ships beyond gun range. Exocet Missiles (Italian hydrofoils only) A French missile, used effectively by Argentina in the Falklands war. The Exocet is very similar in effect to the Harpoon missile, and appears in the same location on the control panel in bridge view. Radar Your radar system's range is generally 40 miles, although it is greater from the front or the back of the hydrofoil. You can take advantage of this by turning the hydrofoil towards the target. Your hydrofoil is represented by a flashing "blip" in the center of the display. If the blip is not flashing, another vessel must be very close to you. Auxiliary Craft Some assignments involve the use of search helicopters. In such cases, helicopters are controlled from the Operations Map (see Command Summary Card). The same applies to convoy ships, where applicable. DAMAGE Your hydrofoil is capable of operating even if it sustains damage. The following outlines the different kinds of damage and the effect each has on the hydrofoil's operation. Refer to Figure 3. 17 Chaff and/or Gabriel Missiles Radar | __|_ |-Cannon Missiles---------- _|\|\|--|__|--/-__ | | | | | / \___|__|__|__|___/ | | Engines Fuel Tank |---| |---| |-----|---|---|---|----\ Hull ___ / |_____| | | | \ Compartments \ | | | | | / |-----|---|---|---|----/ |---| |---| Figure 3: Damage Indicator Hull Damage The hydrofoil's hull is separated into six watertight compartments. Light damage (shown in yellow on the damage indicator, * see Figure 3, above) to any or all of the six compartments does not affect the ship, but serves as a warning that continued hits will cause heavy damage. Heavy damage (show in red on damage indicator*) to a critical number of compartments can sink your hydrofoil. This critical number varies among the different hydrofoils, as follows: the PHM can sustain heavy damage to four compartments before sinking, the Israeli Flagstaff II will sink after heavy damage to three compartments. Note, however, that even with a critical number of compartments heavily damaged, a hydrofoil can still remain afloat while foilborne, but will sink only when hullborne. Note also that when foilborne, more of your hull is exposed, increasing the probability that enemy hits will damage it. ---------------------------------------------------------------------------- Class: OSA I/OSA II Manufactured by: U.S.S.R. Type: Fast Attack Craft - Used by: Algeria, Bulgaria, Missile Cuba, Egypt, E. Germany, India, Libya, Syria, Iraq, Rumania, Poland, U.S.S.R. Length (feet): 128 Tons Disp. (full load) 210/214* Cruising speed (knots): 30 Max speed (knots): 38/40* Guns: 2 Twin 30mm Anti-Ship Missiles: 2 SS-N-2A Styx Notes: The SS-N-22C version of the Styx missile is six feet longer than the SS-N-2A of OSA I, and has almost double the range. ---------------------------------------------------------------------------- 18 System Damage 76 mm Cannon: Light damage may cause your gun to misfire; heavy damage will disable it completely. Radar: Light damage restricts your radar range to 20 miles; heavy damage restricts the range to 10 miles. Even though your radar may be heavily damaged, you still have a limited longer range view on your Operations Map, which simulates spotting by binoculars to compensate for the damaged radar. Chaff: With light damage, the chaff rockets may misfire, expending a round in vain. With heavy damage, they will not work at all. Missiles: With light damage, missiles may misfire; with heavy damage, they will not work at all. The same applies to the gabriel missiles on the Flagstaff hydrofoils. Fuel Tanks: Light damage increases fuel drain; heavy damage increases it even more. If you run out of fuel, your mission will end in failure. Keep to low speeds if you are running out of fuel. Engines: Light damage decreases your maximum speed. Heavy damage decreases your maximum speed even more, sometimes to the point of rendering you completely immobile. Note that with light damage you may still have enough power to remain foilborne, but if you come down off your foils you may not have enough power to get back up. This could result in difficult tactical decisions in circumstances where you need to choose between staying foilborne and maintaining a higher speed, and coming down off the foils to slow down and conserve fuel. OPERATING INSTRUCTIONS You can operate your hydrofoil either from the Bridge or from the Operations Map. To switch from one to the other, press V on the keyboard. From the Bridge you can maneuver the hydrofoil, or select, aim and fire your weapons. You can also adjust your radar scanning range from 2.5 miles to 40 miles. From the Operations Map you can control your auxiliary vessels (helicopters or a convoy of ships, where applicable), or you can set your hydrofoil on a course using automatic pilot. Some operations are available in either mode. Thus, from either the Bridge or the Operations Map you can pause and restart proceedings, you can quit and select a new mission, and you can speed up or slow down the passage of time. (You can speed time up to 128 times; when you do so, every element is affected equally). These are discussed up to 128 times; when you do so, every element is affected equally). These are discussed in detail below. Specific commands are given in the Command Summary Card. Bridge Maneuvering the Hydrofoil: You can maneuver your hydrofoil with either the keyboard or joystick. Moving the joystick forward speeds up the hydrofoil, while moving it back slows it down. Moving the joystick right or left moves the hydrofoil right or left. See your Command Summary Card for keyboard equivalents. Note that maneuvering the hydrofoil manually from the Bridge has the effect of disengaging the automatic pilot (see discussion under Operations Map). 19 Aiming and Firing Weapons: You can also use the joystick to aim and fire your weapons. Pressing the Spacebar toggles the joystick between maneuvering the hydrofoil and aiming your weapons. To aim at a target, you first need to select it from among the enemy craft within your radar range by pressing T several times until the desired target is bracketed on your radar screen. At that point the targeted vessel appears in the binocular view at the top of the screen. To aim your gun, move the aiming cursor (see Figure 1) so that it is over the target in the binocular view. Move the joystick forward to move the cursor up, and move it back to move the cursor down. Moving the joystick left or right moves the cursor left or right. To fire a weapon, press the joystick fire button or Return on the keyboard. You can correct your aim corrector and fire again. Note that you only need to aim your gun. Missiles automatically go toward the ship in the binocular view at the time of firing, while chaff affects all incoming missiles depending on their distance from the hydrofoil. You can select among the available weapons from the keyboard. See your Command Summary Card for details. Operations Map Automatic Pilot: To set a course for your hydrofoil, first make sure that the hydrofoil is selected (by pressing the appropriate key, see your Command Summary Card). Move the crosshair to your destination point and pressing key 1 through 5. Pressing 5 moves the hydrofoil to its destination at full speed, while 1 moves the hydrofoil at its slowest speed. If you already have a speed selected, you can press the joystick button to move the hydrofoil to the new destination at the currently selected speed. Pressing 0 stops the hydrofoil. When you return to the Bridge, changing direction (with keyboard or joystick) disengages the automatic pilot and returns you to manual control. You can, however, change the hydrofoil's speed from the Bridge (by pressing keys 1 through 5) without disengaging the automatic pilot. ---------------------------------------------------------------------------- Class: KOMAR Manufactured by: U.S.S.R. Type: Fast Attack Craft - Used by: Cuba, Egypt, North Missile Korea, Syria, Vietnam Length (feet): 88 Tons Disp. (full load) 85 Cruising speed (knots): 30 Max speed (knots): 40 Guns: Twin 25mm Anti-Ship Missiles: 2 SS-N-2A Styx Notes: This older class of ship has less endurance and range than the OSA. ---------------------------------------------------------------------------- 20 To re-engage automatic pilot, return to the Operations Map, select the hydrofoil, then press the joystick button or select a speed as before. Your hydrofoil will then move toward the previously selected destination. Messages on the Bridge and Operations Map indicate current status of the automatic pilot. Controlling Auxiliary Craft: When you are in the Operations Map you can also control the auxiliary craft that are available to you. Depending on the assignment, these can include helicopters, or a convoy of ships. To control an auxiliary craft, first select it by pressing the key for that craft (see your Command Summary Card for details) and then move the crosshair to the destination point. Press a key 1 through 5 to set the auxiliary craft's speed and start it off towards the destination. Auxiliary craft in the Operations Map can be identified by their icons. To display the craft icons, press D. This changes the display from radar circles (circles around each craft showing its radar range) to the vessel icons. This feature is particularly useful if many enemies are nearby. Time Compression: You can use time compression to speed up events in the Operations Map until you get to the center of the action. You can then slow events back down, or you can leave them speeded up. If you like, you can play through the entire mission with time compressed up to 128 times normal. If you compress time to more than eight times normal, any action from the enemy (such as a missile or cannon shot) will automatically slow it back down to eight times. This way you can use time compression to make your assignments more challenging. Part IV: Technical Data (Prepared by Colonel Vernon Salisbury, Pegasus Hydrofoil Testcraft Master, Ret.) A: DESIGN DEVELOPMENT AND BACKGROUND Early Developments During the second half of the 19th Century, Thomas Moy, an aeronautical engineer, reasoned that by testing wing sections in water instead of air he could observe and measure the forces acting upon them more accurately. In 1861, after attaching three sets of wings (or foils) to his experimental craft's hull, he observed that it took only moderate speeds to lift his craft out of the water. Over the next 70 years several inventors presented widely varying ideas in this area, although most were applied to seaplanes and not to marine surface craft. The first craft which could 21 accurately be termed a hydrofoil was an experimental vessel built by Professor Enrico Forlanini of Italy. Forlanini was an eminent airship designer who turned to marine aircraft and boat building in the early 1900's. He discovered that a foil's lifting capability in water increased with the square of the foil's forward speed. Thus, a foil moving at twice its initial speed would produce four times as much lift. Form this Forlanini deduced his "foil ladder" arrangement. He realized that by placing foils in a ladder-like arrangement, he could raise the hull high off the water, eliminating hull resistance almost entirely. This system gave a ship not only constant lift but also gave it virtually constant drag over a wide speed range. In 1906, his craft, driven by aircraft props, achieved a speed of 44 mph, demonstrating the feasibility of his system. Other Contributions Crollo and Ricaldoni. In 1907, General A. Crollo and O. Ricaldoni tested a remarkably advanced vehicle, similar in design to Forlanini's. It was driven by airplane propellers (with variable pitch at that) and was lifted by three sets of foils, with the front foil in the form of a wide "V". This was the predecessor of today's surface piercing foil designs. The V-shaped front foil reduced drag and provided more stability than Forlanini's machine. It reached a speed of 50 mph. Alexander Graham Bell. These early craft were obviously faster and had greater potential than displacement vessels of their day, but no more development for military or commercial use was to be conducted for the next 30 years. Not even Alexander Graham Bell's HD-4 was able to achieve much more than a speed record of 70.86 MPH. Back then, people simply had no need to travel across the water at more than 40 mph. ---------------------------------------------------------------------------- Class: Small Algol Variant Manufactured by: U.S.A. Type: Special Fast Cargo Used by: U.S.A. Container Ship Length (feet): 250 Tons Disp. (full load) 2000 Cruising speed (knots): 20 Max speed (knots): 33 Guns: Unarmed Anti-Ship Missiles: Notes: Special ship designed for rapid movement of small, important cargo. ---------------------------------------------------------------------------- 22 In the next 20 years hydrofoil development was all but forgotten, with the exception of a German, Professor Tiejens, who carried out exhaustive studies of foil reactions in waves. Another engineer, U. Grunberg of France, studied the related problem of sensing ongoing waves and designing a foil system which could make appropriate changes in lift to compensate for wave size. Von Schertel Supermar. Most of today's commercial hydrofoils are based on a simple design by Baron Hans Von Schertel. He launched his first test craft in 1928. Six years and six hydrofoils later his commercially practical design caught the eye of Koln-Dusseldorf Steamship Company. They placed their first order for a surface piercing hydrofoil in 1937 with Gebruder Sachsenberg AG at Dassau, Germany. From this first commercial order evolved the Schertal-Sachsenberg combine which was reborn in Switzerland after World War Two. Supermar AG licensed nine out of ten hydrofoil vessels built outside the Soviet Union. During the war German hydrofoil patrol craft were built by Hitler and then taken over by the Soviets. There are an estimated 1000 hydrofoils in the Soviet Union today. Later Developments The United States Navy became actively interested in hydrofoil development in 1957. A small contract was given to Gibbs & Cox to convert a small Cris Craft into a fully submerged foil system hydrofoil vessel from a design by the Massachusetts Institute of Technology. Technical progress in computers and sensors for aircraft automatic control and the research previously mentioned were combined to build and successfully operate this experimental craft. This research craft was named Sea Legs, and successfully "flew" from Boston to Annapolis in one jump in the open sea along the Atlantic seaboard. This seemingly effortless voyage inspired the Navy to become serious about the military potential of the new type of hydrofoil ship. Sea Legs' design was a canard configuration with one foil forward on the centerline and with two foils aft attached to the outboard sides of the transom. The rudder was attached to the aft edge of the forward strut. Propulsion was a standard marine gasoline engine mounted forward in the main salon of the cabin, connected to a very long propeller shaft so as to achieve the lowest angle of attack for the propeller when foilborne. The autopilot was a bread board electronic analog computer connected to a set of ultrasonic height sensors mounted over the bow. A sensitive gyroscope and accelerometers connected in turn to servo controlled hydraulic actuators which adjusted the angles of the foil surfaces. The height sensors measured the height of the waves just ahead of the forward foil and instructed the autopilot to make corresponding changes to compensate for the wave's subsurface orbital turbulence. The accelerometers and gyro compensated for the other outside 23 disturbances and simply kept the ship on an even keel, or in this case well balanced upright on its foils. Sea Legs contributed to hydrofoil development in two very important respects: (1) proving the fully submerged foil concept (2) the determination of the United States Navy to pursue the development of fully submerged foil systems for patrol and combat service to keep a jump ahead of Soviet surface piercing hydrofoil ships. Incidentally, while the Navy was funding Sea Legs, The Boeing Company built and tested Little Squirt, the first water-jet propelled fully submerged hydrofoil research craft, thereby perfecting their own system. With the data and knowledge gained from Sea Legs and Boeing's Little Squirt the United States Navy started to build the first operational hydrofoil ship. In 1960, the Navy announced a contract with Boeing to finish detail design and to produce and test the Bureau of Ships preliminary design of PCH-1 Patrol Craft Hydrofoil One, a prototype. It was envisioned and designed as a patrol hydrofoil whose major mission would be interdiction of high speed enemy nuclear submarines. PCH-1 Highpoint became a research and development hydrofoil operated by the Hydrofoil Special Trials Unit out of The Naval Shipyard, Bremerton, Washington. Her sea-going ability was remarkable in the open ocean off the Oregon and Washington coastlines, and she once crossed the bar at the entrance to the Columbia River while foilborne, in sea conditions running over 30 feet. Destroyers and other vessels crossing this bar under similar conditions had taken hours to complete the transit, but Highpoint safely completed the bar crossing in a matter of minutes. ---------------------------------------------------------------------------- Class: Kaman Seasprite Manufactured by: U.S.A. Type: LAMPS 1 helicopter Used by: U.S.A. Length (feet): 38 Take-off weight (lbs): 12,800 Cruising speed (knots): 130 Max speed (knots): 143 Guns: None Anti-Ship Missiles: Can carry torpedoes or depth charges Notes: LAMPS stands for Light Airborne Multi-Purpose System, and is a U.S. Navy designation for their ship-based helicopters. ---------------------------------------------------------------------------- 24 AGEH-1 Plainview is the largest hydrofoil in the world, according to the Guinness Book of Records. It was built as a research hydrofoil and made notable contributions in electronics and data gathering before being placed on the inactive list. PGH-1 Flagstaff and PGH-2 Tucumcari. These Patrol Gunboats were designed and built by Grumman and Boeing to the same specifications. PGH-1 Flagstaff was built as a conventional hydrofoil system (two foils forward and one aft) similar to a conventional airplane. Propulsion was through a super cavitating prop with its gears and shafts in the aft strut. PGH-2 Tucumcari was a canard configuration with water-jet propulsion. Both hydrofoils met or exceeded the specifications and were deployed to Viet Nam with excellent war records. PGH-1 Flagstaff was placed on the inactive list after testing by the United States Coast Guard. PGH-2 was grounded on a reef in the Caribbean and was stricken from the active list. Both vessels were the inspiration for further developments. The Flagstaff II designed and built for the Israelis is a bigger and more capable design based upon the experience gained on the PGH-1. It featured better navigation, guns, and missiles. PHM-1 Pegasus The PHM-1 Pegasus series Hydrofoil Ships were ordered, cancelled, and then reordered by Congress. Based on the design and experience of the PGH-2 Tucumcari, and upon the experience gained from both peacetime and wartime fleet exercises, they feature better systems, equipment, living quarters, and more effective guns and missiles. The Pegasus class hydrofoil is an all weather vessel capable of performing a surface warfare role. The space and weight margins allow the addition of weapons or sensors for anti-submarine and anti-air warfare. The ship can be deployed anywhere in the world, replenished by the fleet or by a commercial tanker with appropriate fuel, and logistically supported. Functioning in a fleet task group, PHM hydrofoils provide high search effectiveness, concentration of attack firepower, and versatility in the choice and location of the attack platform. It is a significant threat to an enemy task group, hit and run terrorists boats, drug smuggling, gun running, or any larger more expensive naval vessel attempting to operate independently. PHM Tactical Concept. The hydrofoil ship is an ideal low value barrier to deploy between high value vessels during tense pre-war tactical maneuvering, before the war opens into full scale hostilities. It can perform a "tattle tale" function by keeping enemy ships under close surveillance. The fire power of its missiles is equivalent to a battleship or cruiser and its speed permits a quick counterstrike reaction. If enemy missiles are detected in the air, PHM can deflect them with chaff away from itself or other higher value fleet assets. On board communications permit coordination of attack or defense with other fleet assets, such as ships, aircraft, or submarines. Space aboard is limited but sufficient to transport and land small counter insurgency units, such as seal teams, frog men, etc. PHM hydrofoils can 25 routinely replenish at sea from auxiliary replenishment vessels, FFG frigates or LSD Landing Ships. The Mobile Logistic Group supports these hydrofoils from mobile type containers both aboard ship or ashore. Their homeport is Key West Florida, where they keep watch in the Straits of Florida, Straits of Yucatan, Caribbean Sean, and the Gulf of Mexico. For more information, see Part B, The NATO TAG Hydrofoils. B: THE NATO TAG HYDROFOILS NATO has three types of hydrofoils in its TAG task force: the PHM Pegasus, the Israeli Flagstaff II, and the Italian Sparviero. The following technical reference guide provides information in addition to the Operating Guide above. Introduction The NATO Hydrofoil is an all-weather, high-speed, sea-going weapons platform. It is designed to operate offensively against hostile surface combatants and other surface craft, and to conduct surveillance, screening, a nd special operations. Propulsion The NATO Hydrofoil uses both hullborne and foilborne propulsion. These can be used together or separately, as required. Hullborne: Two Motoren-und Turbinen-Union (MTU) 8V331TC81 Mercedes Diesel engines drive two Aerojet Liquid Rocket Company waterjets with steering nozzles and reversers. Foilborne: A single General Electric LM2500 Gas Turbine drives and Aerojet waterjet propulsion system. Sparviero utilizes a GE LM 1500 Gas Turbine. The Flagstaff II Gas Turbine drives a super-cavitating propeller through gear boxes at the top and bottom of the single aft foil and strut system. The Aerojet waterjet propulsors are axial flow units developing thrust in the nozzles from the flow of sea water. The intakes for the hullborne units are in the hull. The intakes for the foilborne unit are in the front of each pod at the junction of each foil and its strut on the aft two foils. When the foils are retracted the intakes are at the hull where the strut mates with the hull. Sparviero utilizes a single waterjet propulsor. The air intakes are on the side of the deckhouse, with demisters to entrap salt and sea water, thereby preventing damage to the turbine or diesel engines. The exhausts for both the diesel and the turbine generators are through the small stack unit aft of the deckhouse. Power Electrical as well as hydraulic power is generated by two turbine generators. Hydraulic power is developed on the auxiliary power units by two Vickers hydraulic pumps. Hydraulic actuators 26 apply the power to control the nozzles, reversers, strut retraction, bow thruster, and foilborne controls. Pressurized reservoirs supply the hydraulic fluid required. Hydrofoils Hydrofoils are underwater wings, designed to "fly" in the water, in the same way as airplane wings fly in air. Because water is much more dense than air, small hydrofoils can lift PHM size ships. Hydrofoils come in two varieties - Surface Piercing and Fully Submerged (see Figure 3). Surface Piercing hydrofoils use a large V-shaped foil at the front and a smaller one aft. Fully Submerged hydrofoils use foils that extend six to eight feet below the surface. Each type has its advantages. The Surface Piercing hydrofoils are more susceptible to surface turbulence, but are more stable when executing high speed turns. The Fully Submerged type, on the other hand, can provide a smooth ride even in heavy seas (up to 15 feet or more), but are less stable at high speed turns. Boeing's Automatic Control System (ACS), which make corrections through trailing-edge control surfaces (similar to the ailerons on an aircraft wing), has virtually eliminated any turning instability. The Fully Submerged type is the one that is used by the U.S. Navy on the PHM Pegasus as well as by the Sparviero and Flagstaff II hydrofoils, while the Russian hydrofoils are predominately Surface Piercing. Either kind provides quick response and a maneuvering capability exceeding that of most modern jet airplanes. \ / | \ / | | | \ | / | | | -------------- / \ --- / \ Surface Piercing Fully Submerged Figure 4: Varieties of Foils Canard configuration of the hydrofoils (one forward and two aft) improves the rough water capability of the PHM by allowing the aft flaps to control roll even if the forward foil loses lift. Sparviero also utilizes a canard configuration. Flagstaff II uses a conventional hydrofoil arrangement of two hydrofoils paired forward, and one aft at the transome. This puts the foilborne propulsion propeller on the centerline in the water where the propeller wake cannot interfere with the flow of the water over the foils. Foilborne operation is smooth and easy to perform. After setting the depth (see Note), simply advance the throttle. The ship accelerates, lifts automatically to the ordered foil depth, and increases to the cruise speed. The throttle setting controls the cruise speed. Note: The depth is set automatically in simulation. 27 Hydrodynamics of the hydrofoils is designed to keep the ship operating within its speed and maneuver capability, called its operating envelope. Water flow over the hydrofoils must be kept smooth and clean, as is the case with airplane wings. Navigation NATO Hydrofoil ships use standard navigation procedures. Foilborne navigation at high speed is safer and more accurately conducted if the track is plotted beforehand. Autopilot control is a function of the gyro compass and the control system. Steering is standard as for all ships at sea, but the planned track is usually done well in advance of getting underway. Keeping on track even at high speed is then much easier. Rapid radar plotting and calculating is required on hydrofoil ships, to avoid incidents and collisions which could ruin your whole day. It is important to keep radar surveillance coordinated with lookouts watching forward when at foilborne speeds. Communications Military units are in contact with each other and higher authority at all times. Communication is selected on the basis of the requirements in effect at the time. For example, radio links in plain language are used bridge-to-bridge between warships and freighters, tankers, fishermen, or yachts. Orders, or other warship information is scrambled. In addition, running lights and light signals are standard for international or inland waters, according to the rules of the road. Flashing signal lights in Morse code may be sailor talk between signalmen or official communications. Flag signal communication, frequently called wig-wag or semaphore, is another communication which is official, and allows sailors to communicate between ships, or men between portholes. Flag signal hoists have been used for centuries, and still serve the same purpose. Telephone lines are the first to be connected ashore when making port, and the last to be disconnected when getting underway. Telephones, intercoms, and announcing systems are standard throughout warships. Damage Control Compartmentation provides protection from fire or flooding and a means of containing damage to permit damage control parties to put out a fire or repair a hole in the hull. Damage control parties are trained to take action as the situation requires, even if the ship is still engaged in combat. Dewatering each compartment is effected by pumps with waterproof motors. Auxiliary hand held pumps assist or replace compartment pumps. Shoring to hold bulkheads or plug holes in the hull can be placed in position by the damage control party. 28 Ship Handling Hullborne the PHM is a twin water-jet which handles like a twin screw vessel. It is assisted by a bow thruster and can be maneuvered laterally into a tight berth. Sparviero has a single water-jet. Foilborne ship handing is similar to standard ship handling, with conning orders to a helmsman. It can also be handled like a speed boat, with the Captain on the helm driving it like a sports car. Close encounters at high speed call for excellent coordination between the Conning Officer and the Helmsman. Ship Operation Planning Speed, Time, and Distance are related by the equation 60D=ST, where Distance is in nautical miles, Speed is in knots, and Time is in minutes. Time is also measured by fuel burned when foilborne, or hullborne. Weather and Sear are not significant operational factors unless the wind and sea become very stormy with very high seas. Tides and drafts are of concern entering and leaving the harbor or crossing river bars. Foilborne and foils down operation requires water depth sufficient to land and navigate on the hull, with the draft of foils extended; foils up only requires keep clearance unless the bottom will damage the waterjets. Takeoff and landing require sufficient space to get foilborne, either a straight-a-way like an airplane or in a turn. The time to take off in a turn is increased, but the time to land in a turn is decreased. Sufficient sea room is necessary in either case. Sea Water Cooling The sea water even in the tropics keeps the machinery and equipment from overheating and malfunctioning. It is bled out of the propulsion systems and fed through heat exchangers in the ship. It cools the gun barrel during firing, allowing continuous rapid firing. Ship Maintenance Cycles On board maintenance is accomplished by the crew, while periodic maintenance is done by the Mobile Logistic Support Group. Trouble shooting in port is effected by both. Maintenance is cycled to keep the ship operational and ready at all times. Inspections are performed on a scheduled basis and whenever any indication of unusual performance is noted. Squawks of "equipment out" are red tagged. Each is then considered individually and on the basis of the operational requirements for the next mission. Military Equipment Naval Rifle, 76 mm Oto Melara, rapid fire water-cooled cannon mounted on the forward deck. Harpoon Missiles, canister loaded, mounted on launchers at the transom aimed port and starboard over the shoulder. RBOC Chaff, mortar loaded, mounted on the top of the deck house aft of the pilot house and mast. Fire Control System, Mk 92 Gun fire control system, and the surface-to-surface missile fire control system, mounted in the deck house Combat Information Center. 29 Ammunition, small arms, and pyrotechnics are stored in a locked magazine for use in hand-to-hand combat and crew security. Emergency Procedures Casualty control: an ounce of prevention is worth a pound of cure, applies to almost every situation. Cross training of members of the crew in trouble shooting, fighting fires, repairing battle damage, and controlling flooding is essential in small size high speed combatants. Collision with friendly vessels can be avoided by close watch ahead, radar warning, and rapid plotting of the course and speed of vessels forward of the beam. The exceptional turning speed and small radius enable hydrofoils to dodge around obstacles other ships may not be able to avoid hitting. Intentional collision with enemy vessels and the use of the stainless steel foils as can openers along the sides of thin steel ships is a last ditch, command decision, with high risk of loss of the hydrofoil. Figure 5: PHM Pegasus PHM PEGASUS RECOGNITION DRILL To play PHM Pegasus, you'll need to enter specific information about some fo the different enemy fleet vessels. A silhouette of a particular ship appears onscreen, and you're requested to enter the appropriate speed, weight or length for the vessel shown. Ship information and silhouettes are provided throughout the manual; page through the manual until you find the ship that matches the onscreen image. You'll see the requested information next to the ship's silhouette. Type in the correct answer and press Return. Permission to sail is now granted. If you fail to enter the correct value, you can either press Return to view the Demo or press any other key to escape to DOS. Type in HF and your graphics mode code when you return to the prompt, then press Return to try again. KEYBOARD COMMAND SUMMARY KEY: EFFECT: Operations Bridge Mode Map Mode P Pause/Resume Play Same Ctrl-Q Quit scenario Same V Toggles view between Same Operations Map and Bridge + Each press doubles time rate Same up to 128 x real time 2 - Each press halves time rate Same down to real time (1 x) N Returns time rate to real Same time (1 x) S Toggles sound on/off Same Directional Arrows* Aim weapons up, left, Moves destination right, down cursor 1-5* Sets hydrofoil's maximum Sets maximum speed for speed hydrofoil or auxiliary vessel O* Stops hydrofoil Stops hydro/auxiliary vessels D NA Toggles between radar circle and vessel icons F1* NA Selects Hydrofoil F2* NA Selects Helicopter 1** F3* NA Selects Helicopter 2** * accessible through the joystick (see the Joystick Control section) ** when available; see the manual for more details 3 F4* NA Selects Convoy Ship** R/CTRL-R Each press halves/doubles NA radar scan from 2.5 miles to 40 T/CTRL-T Selects targets for view in NA binoculars/cycles backwards through targets W Toggles through available NA weapons 6 Selects cannon NA 7 Selects chaff rocket NA 8 Selects missiles NA (Harpoon or Exocet) 9 Selects Gabriel missiles** NA Spacebar* Toggles between maneuver*** NA and weapons aiming modes Return* Fire currently selected NA weapon Comma* Turn Hydrofoil left NA Period* Turn Hydrofoil right NA * accessible through the joystick (see the Joystick Control section) ** when available; see the manual for more details *** only effective on machines with joysticks installed 4 JOYSTICK CONTROL You can use the joystick either to control the hydrofoil or to aim and fire your weapons. From the Bridge, in Maneuver mode, you can control the hydrofoil's movement by moving the joystick left or right, and its speed by moving it forward or back. In Aiming mode, use the joystick to move the aiming cursor around the binocular view. Fire your weapons in either mode by pressing the fire button. You can toggle between Maneuver and Aiming mode by pressing the Spacebar (on 2-button joysticks, press the second button). From the Operations Map, use your joystick to move the destination cursor, and press the fire button to set off on your course. Use the second fire button to select the craft you want to control (pressing the second button repeatedly toggles through the available craft). TRAVELLING ON AUTOPILOT At different points during a scenario, you may wish to set your craft on autopilot, then sit back and enjoy the view. Of course, setting a destination is a crucial step in going to autopilot. Use the Function keys (F1 - F4) to select the craft you intend to control. If no course has been set, a cursor appears directly above your craft. Use the keyboard cursor keys or the joystick to move the cursor around to various points on the map, then press Return to specify a destination. Now set your speed and begin to sail (or fly) in the direction of your selected destination. Autopilot is automatically disengaged when a ship's course is changed manually in Bridge view. DAMAGE INDICATORS As you sail through any of the scenarios in PHM Pegasus, your craft may receive damage if hit by fire from enemy vessels. The extend of the damage will depend upon the type of weapon scoring the hit, as well as the size of your own craft. At screen right (from the bridge view), you see two diagrams of your craft; the top image shows functions from a side view, while the bottom picture shows a top-down view of the hydrofoil's hull divided into six watertight compartments. Damage, when taken, registers simultaneously on both the function and the compartment views of your craft. Your ability to perform a certain task may be hampered if you take on damage to compartments crucial to your ship's operation. 5 On an undamaged hydrofoil, compartments and functions appear as solid white or yellow blocks (depending on which graphics mode you have). Light damage to any of the compartments and functions results in a dithered, checkerboard pattern; although light damage won't affect your ship's handling, it does serve as a warning that continued hits will cause serious harm to your vessel. Heavy damage results in compartments on your damage indicator turning black; damage of this type to several of the six compartments may result in the sinking of your hydrofoil. Different hydrofoils can absorb different amounts of damage before sinking. For more information, consult the Hull Damage section of your manual. End.