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Game introduction
In Stealth Hunt 4, players play the role of an American submarine captain, leading a team of crew members into the deep waters of the Pacific Ocean. Players will engage in tasks such as fighting enemies, managing their crews, and more. The picture and sound performance of this game have been greatly improved compared with the previous game. The previous game used German U-shaped submarines as the simulation object, but this generation has moved the battlefield to the Pacific battlefield of World War II from 1941 to 1945. Players will play the role of a U.S. Navy submarine commander, using torpedoes to destroy the Japanese maritime transportation lines while escorting them. On the route is Japan's elite Royal Navy, which will sink all US ships within sight. In the game, players can drive 6 types of submarines including the P-class, Tambor, Salmon and Gato of the U.S. Navy. The weapons and equipment will also be in line with the real situation at the time. The extremely high degree of simulation will definitely allow you to experience the majesty of the deep sea. The submarine captain's addiction, whether it's quietly attacking with torpedoes in the deep sea or surfaced and attacking with naval guns, the elusive tactics all depend on your strategizing!
Operation guide
Operation keys
1) General button F1 control room screen
F2 periscope screen
F3 Target Position Teleporter Screen
F4 bridge screen
ALT-F4 deck cannon screen
F5 navigation chart screen
F6 Torpedo Data Computer (TDC) screen F7 Instrument panel screen
F8 status/damage control room screen
F9 radar screen
F10 logbook
+Increase time rate
-Slow down time rate
ENTER returns to normal time rate 0 full stop
1...5 Engine forward power from 1/3 to maximum output 6...9 Engine reverse power from 1/3 to emergency retreat→Tail rudder to the right
←Tail rudder to left
↑Horizontal wing upwards (floating up)
↓Horizontal wing down (sink)
5 (Jiugong digital disk) horizontal navigation B release compressed air cabin (emergency surface) S surface
P sail to periscope depth
C rapid dive
H Change the course and align it with the current field of view V Change the field of view and align it with the current course R Navigate to the radar depth
Back key repeats the last message
ALT-1...0 launches the torpedoes in torpedo tubes No. 1 to 10. ALT-D turns on the "set fineness" screen. ALT-T focuses on the currently locked ship. ALT-S turns on or off the SJ surface search. Radar ALT-A turns on or off the SD air search radar ALT-P to raise and lower the periscope.
ALT-Q returns to DOS
ALT-G deck cannon switches to manual/automatic ALT-O opens the Options screen (game progress of military career can be saved here)
ESC abandons mission/terminates cruise
Nautical chart screen
Z zoom in
X zoom out
target bearing transmitter or
Periscope screen
Spacebar select/cancel target
Z zoom focal length
T switches to the torpedo data computer screen N switches to the instrument panel screen
<turn left
>Turn right
Battery use
In order for the battery to charge, the submarine must first surface and travel at standard (or slower) speeds. When the submarine comes to a complete stop, all available engines (a submarine with four engines can have up to three) are automatically set to charge. The battery voltmeter is displayed on the dashboard screen (F7)
radar and land
When you start a single mission, if you are quite close to the land and cannot find traces of the enemy ship on the radar, it may be because the enemy ship is blocked by land. The land on the sea will affect the detection range of the radar.
return to base
You must surface and still see no trace of the enemy ship before you can return to base.
Save Game Progress for Military Career
Press the button to bring up the options screen and select the Savecareer item.
Strategy skills
torpedo attack
1: The judgment of ship type must be accurate. Press the red check mark in the "Identification Manual" (transmission mast height to rangefinder) only once or an odd number of times, otherwise the transmission will be "canceled" again. You can judge whether it is "cancel" or not by looking at whether the target name column at the top of TDC is blank.
2: The red hold button of PositionKeeper is only turned on after measuring the speed and AOB and inputting TDC.
3: There are ships of the same model in the target fleet. Pay attention to distinguish them when measuring distance and speed. You can also use the target name field at the top of the TDC.
4: Try to keep the launch distance within 1000-1500 yards. If it is too far, the observation error will reduce the hit rate; if it is too close, the target may find you and avoid you.
5: The divergence angle during sector launch depends on the number of periscope scales occupied by the ship's shadow. The distance between the short lines at x1 magnification is 1 degree, and the distance between the long lines at x4 magnification is 1 degree.
6: After raising the periscope for observation, lower it in time to avoid being discovered and causing the target to evade.
7: Be careful of the destroyer parked outside the port on alert. It will start quickly after you launch the torpedo, and the torpedo can easily miss the target.
8: Based on the target speed in the telegram and the 90/0/45 degree ship shadow map in the "Identification Manual", a single observation torpedo attack can be used.
anti-destroyer
1: Try to avoid the destroyer so that it cannot catch you.
2: To avoid detection by destroyers, distance is the most important, and depth is secondary. Never stay in the destroyer's path, if the distance is very close, the submarine will be detected even at maximum depth.
3: If the escorting destroyer rushes straight at you after launching a torpedo, you must immediately use interference, then dive deeply, and at the same time move away from the destroyer at 90 degrees at full speed.
4: After raising the periscope for observation, lower it in time to avoid being discovered.
5: Be careful of the destroyer's searchlight at night, you are easily exposed when illuminated.
air defense
1: If the radar detects something in the sky, try to dive down to avoid it during the day. You can continue to sail on the water at night.
2: If you encounter an aircraft bombing on the water, you can sail at full speed and use full rudder to avoid the bombs.
3: When shooting in the air, sailors should be sent to the anti-aircraft machine gun position, and the "operate anti-aircraft machine gun" and "shoot at will" buttons should be turned on.
4: After an anti-aircraft machine gun shoots down an aircraft, it must immediately switch ammunition types to obtain a full magazine to fight the next aircraft.
Stealth Hunt 4 career guide:
Cruising to a certain sea area means cruising for 48 hours within a radius of no more than 100 nautical miles around the telescope icon area displayed on the map. The arrival time is the completion of the "cruising in certain sea areas" mission.
1. Deploy to the designated sea area and be on standby. It will be completed when you arrive at the designated location. Sometimes there is a time limit.
2. To sink xx tons of enemy ships in a certain sea area, it is not necessary to attack in that sea area, and the tonnage has been completed.
3. Intercept a designated fleet. If this fleet is detected, it will be marked with a dark red five-pointed star. Completed after destroying the red pentagram transport ship inside it before it reaches its destination.
4. Transport supplies, arrive at the designated location and float up, at a slow speed, and then the boat will automatically leave the boat and complete.
5. Transport agents, same as 4.
6. Transporting important people, same as 4.
7. Rescue the pilot who fell into the water and wait at the designated location. The pilot who fell into the water will emit red smoke. Go to the bridge and use the telescope (tab) to look at him. Click the lifebuoy button on the bridge menu.
8. Sneak into the enemy port to take photos of enemy ships, lock the target with the periscope, and click the camera button in the menu. If there are many ships in the port, take photos of a few more and complete.
9. Cruising to a certain sea area means cruising for 48 hours within a radius of no more than 100 nautical miles around the telescope icon area displayed on the map. Arrival time is complete.
it works
it works
it works