Jane’s (I) Hunter/Killer Unofficial Strategy Guide and FAQ by Kasey Chang See A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. Mar 8, @ am. Manual for (i). I just downloaded the game via Steam. I read that a manual is a must. Where is it? I can’t find one on. (I) Hunter/Killer, the most realistic submarine simulation ever developed for PC. Master the sonar and weapons control systems, learn to develop real target.

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Judging from the swiftly-growing number of “Virtual Fleets” of online players of I i. Hey guys I have a problem I cant reload torpedoes either when I switch weapons in the tube or fire a torpedo.

You should expect no less of a first-rate simulation. Every aspect of modern submarine warfare the Navy will allow us to know of is represented.

Each year programs are released that eclipse those that came before them.

(I) Hunter/Killer

This game turned my son gay. The graphics are very sharp and detailed. Each new release raised the hurdle, yielding more satisfying gameplay. T hree types of mission formats are featured: You can hear three guys talking at you simultaneously, without the “cut-out” audio sound characteristically heard when three wav files compete for the same CPU space.

And you do it with stealth, while maintaining a minimal presence among the enemy. Training, Single, and Campaign. With this subsim you “build” a firing solution. An ESM Electronic Surveillance Measures mast that detects radio and radar transmissions of surface vessels and aircraft. I guess it fits.


This subsim is no longer being produced individually but can be purchased for a limited time in the Naval Combat Pack, along with Sub Command and Fleet Command. You very rarely use the periscope and a “bridge” station for surfaced reconnoitering is nonexistent.

You exercise “intense patience” detecting, classifying, and targeting the hunteg adversaries of the sea.

You don’t target enemy SSNs with a single mouse click. Over pages in length, the manual guides the new player through the complex fire control and target acquisition exercises that are vital to successful gameplay. Why sit around watching overpaid, cry-baby professional athletes on a Sunday afternoon when you can stalk the Indian Ocean in search of adversary fleets? There are no unwieldy tasks required of the player; everything is direct and easy to work. A key element in the staying power of a sim today will soon be recognized by its ability to “take your ship into battle with or against other human players.

Creating a fun and easy mini campain or mission.

Jane’s 688(I) Hunter Killer (US) Manual

I was ready for an anchor tattoo after finishing the second tutorial. The layout is so efficient, there is almost no need to use the keyboard. It crashed one time in 26 missions.


Some geospatial data on this website is provided by geonames. I am planing to create one that is going to be called Steel Sharks any one intrested please get in thuch with me, and we can p There are no “map views” with real-time symbols laid out to give you godlike powers of destruction. The type of enemy warships you will encounter are generally described in the pre-mission briefing, so you have an idea what to look out for and how to tailor the load out to best suit the mission.

T he designers of I made one notable concession to realism in the name of playability–a “3-D Object Viewer”. Those programmer-types must be taking acting lessons. They just released this collection so get it now. This subsim was out of stock from the manufacturer for 4 years. All this information is fed into an elaborate Target Motion Analysis station.

Strangely enough, the graphics in the 3-D viewer are underwhelming; blocky, pixelated, and jerky. I can live with that. Nevertheless, you can face stiff opposition in some missions.