01 CONTACT LIST
The CONTACT LIST (top-left) shows all detected vessels in sensor range.
• ■ RED = Hostile | ■ AMBER = Unknown
• ■ GREEN = Friendly | ■ BLUE = Neutral
• Click any row to select a contact and load its TMA data.
• Use the THREAT dropdown per row to reclassify threat level.
• Hit TGT button on a row (or right-click on the plot) to designate that contact as your fire target. Friendly contacts cannot be designated.
02 TACTICAL FIRE CONTROL PLOT
The circular TACTICAL PLOT is your live situational display.
• ◈ Diamond = Submarine | ○ Circle = Surface Ship
• ◎ Ring around a symbol = currently designated target
• Left-click a symbol to select it (loads TMA panel)
• Right-click a symbol to immediately designate it as your fire target
• Your own submarine (OWNSHIP) is the green arrowhead at the center.
• Fired torpedoes appear as white dots; a thin yellow line indicates an active wire-guided weapon.
• Fired cruise missiles appear as orange diamonds with a speed trail - they travel much faster and are autonomous (no wire guidance).
03 TMA - TARGET MOTION ANALYSIS
When a contact is selected, the TMA PANEL updates automatically every 2 seconds.
• Displays computed BRG, RNG, SPD, and P(K) (probability of kill).
• P(K) is colour-coded: RED >70% · AMBER 40–70% · GREEN <40%.
04 EVENT & FIRE CONTROL LOG
Every action is timestamped in the scrollable EVENT LOG.
• Green = informational | Amber = warning / state change
• Red = critical events (fires, detonations)
• The log auto-scrolls; scroll up manually to review earlier entries.
05 TUBE & WEAPON STATUS
Four torpedo tubes (odd) and four missile tubes (even) are shown in the TUBE GRID (top-right column).
• Click a tube to select it as the active tube.
• Use the dropdown inside each tube card to change the loaded weapon type.
• Tube states: LOADED → FLOODING → READY → FIRED
• Available weapons: JALAVAJRA (Tubes 1–4 - TORPEDO) · BHUJANGAVEGA (Tubes 5–8 - CRUISE MISSILE)
06 FIRE SEQUENCE - STEP BY STEP
Follow this sequence to fire a weapon:
① Select an active tube (click tube card - ensure it is LOADED)
② Designate a target (right-click plot or TGT button in contact list)
③ Click FLOOD & EQUALIZE - waits ~3.5s, then button glows green ✓
④ Click OUTER DOOR OPEN (now unlocked) - button glows green ✓
⑤ Click UPLOAD PRESET (now unlocked) - button glows green ✓ after ~1.2s
⑥ Press [ FIRE ] - weapon away!
07 WIRE-GUIDANCE CONTROL
After firing, steer from the WIRE-GUIDANCE PANEL.
• Use the arrow buttons or Numpad 8/4/6/2 to steer depth and course.
• The SPEED CMD slider adjusts torpedo speed (10–55 kt).
• CUT WIRE severs guidance immediately; ENABLE HOMING activates onboard seeker.
08 WEAPON PRESET PARAMETERS
The PRESET PANEL configures weapon behaviour before firing.
• DEPTH LIMIT slider - maximum operating depth (50–800 m)
• ENABLE RNG slider - range at which the seeker activates (200–5000 m)
• HOMING MODE dropdown - ACTIVE/PASSIVE · PASSIVE ONLY · ACTIVE ONLY · WAKE HOMING
• Click UPLOAD PRESET on the active tube to push these parameters.
09 ACOUSTIC ENVIRONMENT
The console uses a noise-based Web Audio engine - all sounds are synthesised from filtered noise, not oscillators.
• Buttons: tight bandpass snap (3.2kHz) + body resonance - mechanical key feel
• Flood & equalize: valve-open rush → turbulent water fill (filter sweep) → air-bubble gurgle → pressure-equalized thunk, ~3.5s total
• Torpedo launch: pneumatic ejection thump → water displacement swoosh → bubbling wake
• Detonation: distant sub-bass thump + muffled rumble + faint shimmer + long low reverb tail
• Propeller noise: surface ships within 2.5km range produce blade-chop AM noise, volume proportional to proximity
• Sonar ping toggle (header bar): when enabled, emits a pure 2000 Hz sine transducer strike every 5 seconds - instantaneous attack (mallet feel), 200ms natural decay, zero sustain. Processed through a synthesised 4.5s hall reverb (low-pass filtered at 4kHz to simulate sound travelling through water) and a ping-pong delay at 620ms/1100ms to simulate echoes bouncing off distant hulls