A downloadable game for Windows and Linux

A text-command driven submarine simulation (prototype).
SPECIFICATIONS
---------------------------------------------------
NEVER EXCEED DEPTH:     1800FT
    PLACES MAXIMUM STRESS ON HULL

CRUSH DEPTH:            ~1950FT

MAX. SAFE PITCH ANGLE:  30'
MIN. SAFE PITCH ANGLE: -30'
    PITCH OUTSIDE OF THESE MARGINS PLACES PRESSURE STRESS ON HULL
---------------------------------------------------


HUD 
-------

Elements detected on sonar are displayed in the following format:

              ^ 100 FT
              * 200 FT
  
^ denotes absolute depth in feet. 
* denotes distance from the vessel. 

Distance may not be displayed for all items. 

BLUE SQUARES denote synthetic read-outs: These provide absolute depth measurements
for nearby terrain features. The choice of depth for the vessel's manoeuvres can be decided
from these measurements.



COMMANDS
--------

SWEEP <TIME IN SECONDS>

EXAMPLE: SWEEP 2

Performs a sonar sweep in the direction of travel for the given number of seconds. 
Approx. 5 seconds permits a single 360-degree sweep. 




ACTIVE SONAR 

Toggle continuous sonar sweeps on and off. 

WARNING: The ORIGIN of a sonar pulse CAN be determined by other vessels in some conditions. 
It is recommended that you use continuous sweeping only to get initial surveys of the terrain.
It is ill-advised to continuously sweep once an enemy position has been detected.




DIVE <ABSOLUTE DEPTH IN FEET>

EXAMPLE: DIVE 368

Dive to (or surface to) a specific depth in feet. 

WARNING: As a buoyant object subject to the laws of physics, the vessel will overshoot or undershoot
this depth by a given margin depending on velocity. i.e. A longer dive will result in a more 
noticeable overshoot. 




FULL STOP 

Stop all motion and all commands immediately (including diving and loading of torpedoes). 
NOTE: This does not cancel ACTIVE SONAR.
WARNING: After being in motion the vessel will still have some momentum. It is not possible to immediately 
come to a complete stop. This must be factored into commands.




STEADY <SPEED> 

EXAMPLE: STEADY 6

Begin steady forward motion at the specified speed.
NOTE: This command is a toggle and other commands can be run while steady forward motion is in progress.
Steady forward motion will continue during other manoeuvres (like DIVE and PITCH) until canceled with 
FULL STOP. 

Recommended speeds:
===================
3        = Crawl. Useful during close combat.
6  - 8   = General forward motion when terrain is known and clear
12 - 22  = Fast escape or intercept. Not recommended when close to dangerous terrain.




TURN ABOUT

Rotate the vessel around to face the opposite direction. 
This process takes several seconds during which no other commands can be issued (exc. FULL STOP).




FORWARD <SECONDS>

EXAMPLE: FORWARD 4

Move forward at the slowest speed for the specified number of seconds. This can be used to 'edge forward'
when STEADY is inappropriate (e.g. because of terrain proximity)




PITCH <ANGLE IN DEGREES> 

EXAMPLE: PITCH -29

Pitch the vessel up or down, affecting all subsequent motion. PITCH 0 returns the vessel to a neutral position
again.

LEFT FACING
===========

30 DEGREES
          \
           \
       -----0 NEUTRAL  <
           /
          /
-30 DEGREES


RIGHT FACING
===========

             30 DEGREES
            /
           /
> NEUTRAL 0 ------
           \
            \
            -30 DEGREES






BATTLESTATIONS

Prepare the vessel and crew for combat. This is a prerequisite for loading and firing torpedoes and takes a number of seconds 
to complete. This order cannot be undone: The vessel REMAINS IN THIS STATE until enemy vessels are destroyed.

NOTE: Crew stress accrues for every hour spent in combat, which modifies the speed and effectiveness of various orders.




LOAD TORPEDO

Load a torpedo for firing. The vessel must be in BATTLESTATIONS. 




FIRE TORPEDO

Fire a loaded torpedo in the direction (and PITCH) of travel. The initial travel speed of the torpedo is fairly low and 
it will take a number of seconds to become visible on the HUD.

NOTE: The maximum visibility range of a fired torpedo is approx. 250FT. After this point, it is only visible 
from sonar scans. 

Download

Download
DIVE500_win64.zip 9 MB
Download
DIVE500_linux64.zip 6 MB

Install instructions

Unzip and run DIVE500.exe on Windows

On Linux only a 64-bit executable is included: It is assumed that SDL2, SDL TTF, SDL Image and SDL Mixer are already installed. Otherwise consult the relevant instructions for your distro.

VOLUME NOTICE:
The default master volume is relatively low. You can use

MASTERVOLUME <level>

to change the master volume in-game. Values are between 0 and 128 (max volume)

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