Ghost Boat quick reference
One page to keep beside the console. The full captain’s manual is on the console too: press ?.
First minutes
- Power up the trainer, choose Training on the main menu, and run Civilian 1: The Console. The ten civilian tutorials take about two hours and teach one idea each; then Naval 1: Taking Command teaches the navy’s orders. The Ghost lessons teach the attack boat’s weapons: the solution, straight runners, homing torpedoes, the line-up, jamming and the beam, each with when to use it.
Spacepauses at any time.?opens the manual and pauses the trainer.qleaves an exercise and saves it; Continue on the main menu picks it up again.Escnever quits.- On the title screen,
↑/↓choose,Enteropens, andEscgoes back to the main menu. Scenarios holds the challenges, War Campaign the war, and Options the theme, colours and sign-in.
Signing in
Any key skips the sign-in. C on the title screen (or Options, then Captain and sign-in) opens the captains page: Enter signs in, a always logs in as this captain, n adds a captain, c changes career, f files Form FP-1138, s turns the sequence on or off. --no-signin skips sign-in for one run.
Flying: autopilot or orders
A civilian hull flies on autopilot. The arrows act at once.
| Key | Does |
|---|---|
← → |
Steer, 5° a press (Shift for 1°) |
Shift+↑ Shift+↓ |
Pitch, 5° a press |
↑ ↓ |
The speed the autopilot holds (or the throttle, flying by hand) |
c |
Autopilot on, or manual control |
x |
Cut the drive; on autopilot, come to rest |
A warship flies by orders. The arrows dial an order; nothing happens until you press Enter, and the crew takes a few seconds to answer.
| Key | Order |
|---|---|
← → |
Dial a heading, 5° a step (Shift for 1°) |
Shift+↑ Shift+↓ |
Dial a pitch, 5° a step |
↑ ↓ |
Dial the engine telegraph: all stop, ahead slow, half, standard, full |
Enter |
Give the dialled order (Esc drops it) |
x |
All stop, without Enter |
Newton, not the sea. Turning the nose does not change where you are going; only burning does. To slow down, turn round and burn (full stop on the conn).
Senses
| Key | Does |
|---|---|
P |
Ping. Gives range at once, and tells everyone where you are |
b |
Rig for silent running, or back to normal |
h |
Raise or lower the navigational shield |
u |
Jury rig what has failed (an old boat) |
n |
Rose, nav plot (plan), nav plot (profile), 3-D |
< > { } |
Turn and tilt the 3-D view |
[ ] |
Zoom the nav plot |
o |
True or relative bearings |
Weapons and defence
| Key | Does |
|---|---|
f |
Fire at the contact with the best solution |
g |
Gauss gun burst (destroyers and cruisers) |
j |
Drop a static buoy: a loud lure for homing torpedoes |
d |
Launch a decoy that sounds like you |
J |
Begin jamming: jam the loudest incoming torpedo |
a |
Acknowledge the master alarm |
, . |
On the fire control window: choose a contact |
Enter |
On the fire control window: put the shot on the conn line |
Time and the console
| Key | Does |
|---|---|
Space |
Pause |
+ - |
Time compression, x1 to x100k. Drops to x1 when something happens |
Tab v z L |
Focus a window, change what it shows, swap it into the main window, next layout |
F2 to F10 |
Console setups: bridge, sensors, nav, engineering, comms, science, damage, stealth, travel. setup weapons has no key. |
s or ☰ |
Menus of every station and every action (the mouse works too) |
l |
The whole ship’s log: 1-8 kinds, f or c one contact, / search, Enter detail, p show on the plot. Also in the replay |
N |
Night orders: what wakes you |
S |
Standing orders: what the crew does before you answer, and what each board setting buys |
W |
The plotting menu: filters, layers, shadows, zones |
r |
When the engagement is over: the replay, true tracks and a debrief on a map you can turn and tilt |
i |
After a failure with an instructor’s note: the replay at the moment it blames. Also jumps there inside the replay |
t e m |
Theme, color effects, sound |
The conn
Press Enter with nothing dialled (or :) and type an order. ↑ brings back earlier ones.
| Order | Does |
|---|---|
helm 045, helm 045 +10 |
Come to a heading (and elevation) |
helm s090, helm p045 |
Turn by a bearing off the bow |
reverse |
Helm only: end for end, the drive left as it is |
helm quiet, helm full |
Turns held under the MAG rate (slow, silent), or full rate again |
match s1 |
In testing: the helm points for the burn that matches s1’s velocity and says how much; you give the throttle |
reverse half, reverse 50 |
End for end with the drive cut, then the drive at half (or full, standard, slow, or a percentage) |
point 100,-50,20 |
Point at a chart position, km |
ahead half, thr 40, all stop |
Drive orders |
burn to 2.5, burn 30 |
A controlled burn, then coast |
full stop, slow to 0.5 |
Turn end for end and burn down to rest, or to a speed |
beam s1, steer s1, away s1 |
Turn to put a contact abeam, ahead, astern |
fire s1, salvo 3 s1, fire s1 homing, fire s1 mk2h |
Torpedoes |
fire s1 contact, exploder contact, exploder prox |
Exploder for one salvo, or standing |
check s1 |
Fire control’s answer for each weapon, without firing |
drop s1 |
Take a silent contact off the table until it is heard again |
mark 045, mark s1, mark b off, mark off |
Up to three bearing marks on the rose |
load 2 mk2h, load 2 empty, load 2 rack |
Change a tube now: a reload’s time, and it is heard |
reload 2 mk1, reload 2 same, reload 2 empty |
Choose what a tube takes next: silent |
jam s1, jam s1 60%, jam +, jam off |
Jamming, at a share of full power |
eccm on, eccm 60%, eccm +, eccm off |
Counter-jamming, likewise |
carrier s1 40m |
A cold carrier: it coasts, then releases two torpedoes |
launch picket, launch picket 2, launch screen |
A carrier’s flight deck: craft that listen far out, or guard you close in |
launch strike s3, launch strike 4 s3 |
Strike craft at a contact with a solution: two unless you say |
recall, recall picket, recall all |
Call craft home; launches still waiting are struck off |
deck, sorties |
The hangar and the launch queue; each craft’s mission, Δv, time left and where it is |
show deck |
The flight deck window: every craft with its Δv and endurance bars |
push, push off |
Drive past its rating, at a risk |
overload on, overload off |
Guns over their rating, at a risk |
dc quiet, dc work |
Stand the damage parties down, or send them back |
shadow s1, shadow own, shadow off |
Shade what a contact cannot see, by your estimate of it |
filter held, filter off |
What a rose shows (also weapons, solved, hostile, torpedoes, courses) |
layer reach, layer loud, layer reset |
What a plot draws (also lob, ellipses, vectors, trail, rings, labels, bands, and craft, our craft’s rings home) |
vectors 30, vectors auto |
The plot’s vector time |
zone, zone alpha 500, zone off alpha, zones |
A tripwire box: the crew calls when a contact’s estimate enters |
guard port 270 330 |
A guard arc off the bow: the crew calls a bearing on it |
silent, ultra, normal |
Rig the boat |
shield status, reactor status |
Any system reports its setting: also the transponder, assist, radiators, sensors, generator, scrubbers, electrolysis and jammer |
battery, heat, fuel, prop, hull, air, cabin, crew, helm, pos, alt, accel, turn, tubes, guns, pinger, cm, sig |
The crew reads that gauge from its own instruments: the cross-check for a broken gauge |
gauges |
The gauges damage control knows are broken |
reports all, reports normal, reports quiet |
How much the crew reports on its own. Kept for the next exercise |
mag status |
The boat’s magnetic field, what makes it, and how close a magnetometer must come to feel it |
board, board patrol |
List or set the board’s named settings: standard, patrol, quiet, battle |
board preview patrol |
What a setting would buy and cost on your boat |
standing, standing lure decoy, standing off |
The crew’s reactions. Rows: lure, evade, array, jam, pinged, battery |
shed tubes, restore tubes, restore all |
Open or close a breaker |
priority tubes 3, priority auto |
Reorder the board |
aux on, aux off, aux auto |
Run the generator |
bank a off, bank a on |
Isolate a battery bank |
refuel, refuel stop |
Take fuel from a tanker or base alongside |
save, save before the attack |
Save the exercise (not in iron mode) |
log <text> |
Write your own line in the log, handy for play-test notes |
filter s1, filter eng, filter off |
Narrow the log window |
night, night transit, night patrol, night ambush, night standing |
Night orders |
call me on ping, call me pause on contact, call me never on lost |
What reaches you. Torpedoes, hits and the end always do |
call me at 02:00, call me battery 30, call me waypoint, call me off |
Your own calls |
call s3 hostile, name s3 fat one, ignore s3, pin s3 |
Your own call on a contact, beside the crew’s |
help |
List every order |
Reading the contacts table
| Column | Means |
|---|---|
S1, S2 |
Contacts, by the order you heard them |
TYPE |
The crew’s best guess: unknown, civilian?, military?, then a class. Only an opinion. info s1 shows the odds |
RANGE km |
A range and its error. ?200-900 is a limit from the signal and the crew’s calls, never a solution |
TMA |
How good the solution is: POOR, FAIR, GOOD. You need FAIR or better to shoot |
SIG |
dB above your threshold. Rising: closing or getting louder. Falling: opening or going quiet |
Rose HEARD AT ~ |
How far off you could be heard now, by your own estimate. A red-shaded contact is inside it |
| Course | Click the focused plan to arm one; Enter gives it, Esc drops it, and it lapses after 8 s |
| Overlay | p takes up the pencil: click a note, drag a line, click a mark to rub out. Pencil down: drag a note to move it |
| Plot marks | ⊗ launch 12m is where you were loud: a ring grows at your speed. It never says whether anyone heard |
| Plot | Drag to pan; centre s1 follows a contact, C comes home at the standard range |
HEAR |
Which sensors have it: P passive array, I infrared, X beacon (it is announcing itself), x beacon gone silent, E EM (it is transmitting), M magnetic (it is close) |
DZ km |
Height above (+) or below (-) you, once range is known. Ranges are 3-D |
Symbols: ○ friendly, ◇ hostile, □ neutral, ✣ unknown. A fighter wears the top half: ◠ ⋀ ⊓ ⌒. ⊕ WPT is a waypoint from your orders, not a contact.
Rules of thumb
- Listen before you act. A ship that burns or pings is heard far beyond where it can hear or see you.
- Range comes from a leg change. Fly straight and the solution stays
POOR. Turn about 90° (beam s1), burn briefly, and drift. - Burning makes you deaf as well as loud. Cut the drive to listen.
- A homing torpedo chases the loudest thing it hears. Drop a static buoy, slide off its line, and go quiet.
- A carrier sees with her craft. Her own hull is too loud to hear a quiet boat. Put pickets far out, keep a screen for torpedoes, and land craft before their pilots tire: each faint ring on the plot is how far out one can be and still make the deck. The challenge The Flight Deck walks you through it.
- Under air cover, go dark. Craft are loud and half deaf. When one comes near, rig for silent running (
b), keep radio silence and drift: what it hears, the destroyers hear.Launch transientsmean a flight deck, and craft on the way. - A jammer blinds a seeker. Against jamming escorts, fire straight runners on a
GOODsolution: onGOODthe fan closes. - Jamming is a confession. It hides you inside its cone and tells everyone else exactly where you are.
- Civilians and the navy are not equals. A civilian hull is heard far off and hears little. A warship is the reverse.