Before going into a mission you have to decide what you are carrying, and it may differ depending on what you want to focus on during particular points of the campaign. You've got dumb fires, wire guided, TLAMS, harpoon's, etc to use. The enemy AI is quite well done, and about the entire soviet fleet is in the game along with all the modern weapon types. The water has thermals simulated and you can use different densities of water to your advantage. You've got to deal with passive/active radar, sonar, visual, etc. Needless to say the game is quite well done. It's not Silent Hunter 3 level of campaign, but again I think if the developer gets decent sales off of this the game will be further improved to hopefully include such level of simulation w/ crewed positions and a greater real-time campaign like the silent hunter series.
The two different campaigns basically have you playing a bunch of generated battles around the campaign map and ending up with different outcomes based on how successful each mission is.
It has one-off battles and two different campaigns. It currently does not have 'stations', but the game has the meat and potatoes of what matters. UWSim started with the RAUVI and TRIDENT research projects as a tool for testing and integrating perception and control algorithms before running them on the real robots and has continued its development until today.It's a solid simulation with a developer open to modding. One of them is UWSim, the Underwater Simulator, which was developed in the IRSLab for marine robotics research and development. These simulators are commonly used by research institutes for testing robot control and coordination algorithms before or during the development of a submarine. There are also a number of simulators available for underwater robots such as AUVs.
The vehicle simulator game Naval Ops: Warship Gunner 2 (2006) by Koei features submarine hulls & puts the player through several submarine piloting missions, though several other missions are also restricted against submarine use. The adventure game Codename: ICEMAN (1989) by Sierra On-line contained a submarine simulator portion. Iron Wolf VR (virtual reality game, early access)
(Heavily stylized, futuristic series sharing more in common with space combat simulators.)Īrchimedean Dynasty (First game of AquaNox series) The first submarine simulator available to the civilian public was Thorn EMI's Submarine Commander of 1982.
Game displays generally include an overhead map or "radar" view, showing the submarine and any ships whose position can be detected, the periscope view if the sub is close enough to the surface, a set of gauges showing depth and course, and a boat plan showing torpedo availability, damage to various subsystems and other in-game issues that may arise. Another popular category is modern attack submarines, especially those of the Los Angeles class also known as "688s" after the hull identification number of the first vessel of the class. Games usually feature either US submarines in the Pacific Ocean, or German U-boats in the Atlantic Ocean. Most submarine simulators use World War II as the setting its submarine warfare was lengthy and intense, the historical material is extensive, and the limited capabilities of the period's submarines place a high premium on game playing skill. Submarine simulators are notable for the highly-variable pace of the game it may take hours of simulated time to get into position to attack a well-defended convoy, and sub simulators typically include an option for players to adjust the ratio of real time to simulated time up and down as desired. The usual form of the game is to go on a series of missions, each of which features a number of encounters where the goal is to sink surface ships and to survive counterattacks by destroyers. A submarine simulator is usually a computer game in which the player commands a submarine.