IronWolf VR

IronWolf VR

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Manual ( English translation from ten_pla )
By GamesbyChris
Explain how to operate submarines, viewpoints of instruments, battle methods and so on.
(All credit goes to ten_pla and Ryuu, This is only an English translation of their guild found here.
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=891114908)
   
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Instrument explanation (control room)
Forward direction

1. Radar: The red lamp on the outer side is the direction to the operation target point. X is a marine mine (If you advance the sea, mines do not explode)

2. Left meter: WAY POINT. Distance to the operation target point. (It is not the distance to the enemy ship)

3. RUDDER ANGLE: Rudder angle. Set Heading Up to 10 ° during use, up to 30 ° when Set Heading is turned off.
4. SUBMARINE ORIENTATION: The direction the submarine is facing

5. HYDROPHONE ORIENTATION: The direction the underwater listener is facing

6. PERISCOPE ORIENTATION: The direction the periscope is facing

7. SET HEADING: When on, the ship will automatically advance to the designated direction, and when it is turned off the rudder becomes manual



Starboard direction

1. KNOTS: Speedometer. The maximum speed is 6 knots while dive, 18 knots at sea

2. ENGINE ORDER: Advance when lever is tilted to the left, pivot or retract when tilting to the right. Higher output as the falling width is larger.

3. DIESEL: Diesel fuel. As of now the supply ship is not mounted so it is not as bad as to reduce fuel.

4. BATTERY: Battery. It gradually recovers when going out to sea. When it becomes 0, the engine stops.

5. OXYGEN: Oxygen. It recovers when going out to sea. It does not affect even if it is 0 so far.



Port direction

1. DEPTH METER: Depth gauge. The depth of periscope until 15 m (blue). Damage to hull at depth of 100 m or more









2. BALLAST WATER LEVEL: The amount of water in the ballast tank. Strong part of the scale (2 to 4) Stable without submerging or levitation almost. Ballast extract with the right lever, ballast blow with the left lever

3. BUOYANCY: Buoyancy. When the needle is on the right it is levitating, on the left it is on the dive

4. RESERVE PRESSURIZED AIR: Compressed air storage capacity. When it becomes 0, it becomes impossible to ballast blow and it can not rise. Recovery when you go to sea

5. CURRENT WATER FLOW: Ballast water extraction

6. HYDROPLANE: The angle seen from the side of the ship. Right down the ship's neck downwards, burglar up on the left. Adjust with handle under meter

7. CURRENT AIR FLOW: Ballast blow amount


Rear

1. DAMAGE: Amount of damage. Recovery begins gradually after a certain time.

Explanation of instruments (fire control room)
Front direction
1. LOCK TARGET: If an enemy ship that is aiming is within 1500 m, the green lamp lights up to let you know the state of lock on

2. Right Handle: Lower to zoom



















Starboard direction

1. HYDROPHONE: Underwater hearing aid. Pick up the sound in the direction you moved the needle with the bottom handle

2. SIGNAL: Size of sound picked up




















Port direction

1. TORPEDO OFFSET: torpedo offset. Adjustment of ± 1 ° can be added to the torpedo which is locked on and fired. Angle adjustment with the lower lever. If it is plus, it turns to the left, if it is minus it turns to the right.









2. Red = torpedo shooting in front of the ship with no rock
Yellow = Lock on (analysis rate less than 50%)
Green = lock on (analysis rate is 50% or more)

3. TIME TO TARGET: Time to hit the target
4. READINGS COUNTER:
5. RESET: Reset lock on
6. SOLUTION QUALITY: analysis rate
Explanatory Instruments (Torpedo Room)
The torpedo room was added from ver1.1.0.
If you turn off "Reload" as an option before starting the game, you will have to fully do the torpedo loading manually. If it remains on, it takes time but it is loaded automatically. It can also be loaded quickly by boosting by being loaded automatically with your own hand.








Move from the hatch on the floor of the steering room to the torpedo room.













Corresponds to the alphabet of the torpedo launch switch in the port direction of the fire control room respectively.
ABCD in the order of upper left, lower left, upper right, lower right.

READY: Ready to fire if the lamp is green
DRAIN: Drain water in the torpedo pipe
FIRE: Launch









Rock: Lock the torpedo pipe hatch
Hatch: Torp to open torpedo pipe
Extrusion lever: Withdrawing water to the torpedo tube when stopped inward, stopping water extraction with outward facing. Do not stop and open the hatch and you will be flooded so be careful
FLOOD: Water level gauge. Amount of water in the torpedo pipe. When it reaches 100 it is ready for launch.








Procedure for torpedo loading
Confirm that the extraction lever is facing outward
unlock
Open the hatch
Put the torpedo in the back into the torpedo tube
Close the hatch
Lock
Inlet the extraction lever inward
When FLOOD's water level gauge becomes 100, it is ready for launch

※ Make sure the extraction lever is outward.
Tips
Type
Content
Steering
When steering turns rapidly.
· Set SET HEADING to OFF. Manual steering requires getting used.
· Turn ENGINE to ASTERN (right side). Effective when used in combination with SET HEADING OFF.

When steering ENGINE is knocked down to ASTERN (right side).
· The effect of HYDROPLANE (UP / DOWN) is reversed.
· The effect of RUDDER ANGLE is reversed. (It is the same as steering wheel operation in the back of the car.)
Search enemy
periscope
It is difficult to complement enemies with a periscope while the periscope submarine is turning.
1. Confirm the direction of the enemy with radar and tell the direction. Example: "Enemy direction 60 °"
2. Point the periscope in the direction of the enemy.
3. Look at PERISCOPE ORIENTATION and tell the gap between the direction the periscope is facing and the direction of the enemy. Example: "Periscope slightly right" attack
Attack LOCK TARGET
LOCK TARGET is not a panacea.
When using LOCK TARGET, only when the enemy and you are going straight ahead.
Even if the enemy ship is turning or when the submarine is turning, it will not hit when LOCK TAGET and the green lamp goes on attack
LOCK TARGET Only when the switch is pressed the LOCK TARGET lamp should be green.
LOCK TARGET switch does not have any relation to the color of the LOCK TARGET lamp as long as the computer calculates it.
If you want to defeat enemies in a short time, when you press the LOCK TARGET switch, the computer will search (supplement) the next enemy while calculating.[/td][/tr]
Performance verification
Ver1.0.3.2
Verification content
Result
Destroyer speed
67 knots
Mercantile Speed
3.5 knots
Submarine's speed at sea (AHEAD)
18 knots
Submarine's speed at sea (ASTURN)
9 knots
Submarine speed in the sea (AHEAD)
6 knots
Submarine speed in the sea (ASTURN)
3 knots
Torpedo speed
289 knots
Torpedo reload time
1 minute
Can destroy a fortress with a high-fire gun or sink with
10 shots
Can you sink a merchant ship with a gun shot or sink with
10 shots
When you hit a merchant ship
This is a wreck
If you hit a fortress
Ship is Damaged
From sea stop state to depth 50 m (engine output fully open)
27 s
From sea stop state to depth 50 m (ballast extraction only with engine stop)
29 s
Depth 50 m From stop state to sea (engine output fully open)
29 s
Depth 50 m From stop state to sea (ballast blow only with engine stop)
34 s
Mission overview and medal acquisition time
Ver1.0.3.2
Mission 1. Leisurely Destruction
Destroy the fortress and sink down an unprotected merchant ship
Gold 03: 05
Silver 04: 00
Bronze 05: 00

Mission 2. Alarm !!!
Destroy the fortress patrolled by fighter aircraft and sink down all merchant ships.
Gold 04: 00
Silver 05: 30
Bronze 07: 00

Mission 3. Trade Wars

Defeat the merchant ship that the fighter aircraft patrols. In addition, to be careful of underwater mines
Gold 06: 00
Silver 06: 40
Bronze 07: 30

Mission 4. The Duel
Confront with the armored destroyer. It takes five torpedoes to sink. When the destroyer sounding sonar, quickly change the depth or enter the red zone to avoid the bombing.
Gold 04: 00
Silver 05: 00
Bronze 06: 00

Mission 5.. Guarded Convoy
Destroy the merchant ship guard protected by the destroyer.
Gold 10: 00
Silver 11: 00
Bronze 12: 00

Mission 6. Iron Hell
Eliminate the single destroyer, destroy the fortress, submerge the strongly protected transport team afterwards. The difficulty level of this mission will be quite high.
Gold 20: 00
Silver 25: 00
Bronze 30: 00

Mission 7. Random Short
3 random encounters
Gold 15: 00
Silver 20: 00
Bronze 25: 00

Mission 8. Random Long
6 random encounters
Gold 30: 00
Silver 40: 00
Bronze 50: 00
3 Comments
garf 5 Jul, 2021 @ 11:13pm 
how do yo unlock controls ?
Merlyn the Enigma 7 Mar, 2021 @ 9:59pm 
This guide is still helpful thankyou.:steamthumbsup:
Kalumet 24 Sep, 2019 @ 12:20pm 
Thanks for the translation... good fly snoopy :merrick: