PILLARS OF HERCULES DEBUG [LOBBY: 1/16]
HELM
AUTO MAN
HEADING
000
DEPTH
150
DEPTH
150
THROTTLE
FULL STD SLOW STOP BACK
0 kts
PROX
X
PORT 1 STD
READY
X
PORT 2 STD
READY
X
STBD 1 STD
READY
X
STBD 2 STD
READY
FIRE CONTROL NO TUBE
AUTO MAN
[DRAG] Rotate | [SCROLL] Zoom
TOP (X-Y)
SIDE (X-Z)
TARGET: SUBMARINE
WAYPOINTS: 0
TOTAL DIST: 0
MODE: --
NEXT WP: --
TARGET
HELM ROUTE
Click views or drag depth slider to set waypoint

OBJECTIVE

Command a submarine in a tactical underwater battle. Detect enemies with passive sonar, fire wire-guided torpedoes, and destroy all hostile submarines. When destroyed, you respawn after a 10-second delay.

DISPLAYS

Sonar (Left)

Top-down view centered on your submarine. Sonar pulses every 8 seconds, updating contact positions. Brighter, tighter blobs indicate louder (more precisely located) enemies.

  • Clarity Zone (300m) - Contacts inside this range show actual positions (ACT)
  • Range Rings - Distance markers from your position
  • Uncertainty Clouds - Larger clouds = less accurate position data

Tactical View (Right)

3D perspective of the battlefield. Drag to rotate, scroll to zoom.

  • Green wireframe - Ocean floor terrain
  • Yellow markers - Your torpedoes and trails
  • Orange markers - Enemy torpedoes (snapshot from last pulse)
  • Contact spheres - Enemy submarines with uncertainty rings

HELM CONTROLS

Manual navigation controls are on the left and right of the sonar display.

  • Heading - Adjust bearing with +/- buttons (1 or 10 degree increments)
  • Depth - Adjust target depth with +/- buttons (1 or 10 meter increments)
  • Throttle - Drag the telegraph handle or click a speed stop

Throttle Stops

FULLMaximum speed. Loudest.
STDStandard cruising speed.
SLOWReduced speed, quieter.
STOPAll stop. Drift to halt.
BACKReverse.

Boost

Press BOOST for a 30-second 50% speed increase. Reveals your position for the duration. 5-minute cooldown.

FIRING TORPEDOES

Step 1: Select Tube

Click a tube (1-4) or press keys 1-4. Ready tubes glow green.

Step 2: Set Target

  • Click sonar - Sets X/Y coordinates at the clicked position
  • Click a contact - Fills coordinates from that contact's position
  • Type coordinates - Enter X, Y, Z directly in fire control
  • Depth slider - Drag to set target depth (Z)

Step 3: Fire

Press Space or click the FIRE button.

Cancel

Press Esc to cancel targeting mode.

TORPEDO TYPES

Click the type label on each tube to cycle through available types:

STDStandard. 5% damage, 11m blast radius, 25s reload. Quiet and reliable.
HVYHeavy. 10% damage, 16m blast radius, 25s reload. Large splash area for confirmed positions. Noisy.
NDLNeedle. 97% damage (near-instant kill), direct hit only, 2min reload. Fastest torpedo. Fire-and-forget: no wire guidance. Must arm after 200m.
HOMHoming. 2% damage, auto-targets within 150m, 5min reload. Reveals your position for 45 seconds. Use for area denial or forcing evasion.

WIRE GUIDANCE

All torpedoes except Needle stay connected by wire after launch, allowing mid-flight course corrections.

  • GUIDE - Enter redirect mode: click sonar or enter coordinates, then press REDIRECT to steer the torpedo to a new target
  • DET - Remote detonate the torpedo (damages anything in blast radius)
  • ABN - Abandon the torpedo (cuts wire, torpedo drifts)
  • 20-second cooldown between redirects per torpedo
  • Wire breaks if the torpedo leaves the arena bounds

The TORPEDOES panel at bottom-right shows all active torpedoes with wire status, bearing, and action buttons.

STANCES

Stances control your submarine's noise profile. Set via buttons on the right sidebar.

INTERCEPTAggressive pursuit. Increases noise output. Can lock onto a specific contact via the PROX dropdown.
PATROLStandard operations. Baseline noise level.
EVADESilent running. Reduced noise, harder to detect.
GHOSTAll stop. Nearly undetectable. Cannot fire torpedoes. Speed forced to zero over 8 seconds. Depth locked. You can still change heading (facing direction) but won't move.

DETECTION & NOISE

Sonar pulses every 8 seconds. Detection accuracy depends on how much noise the target generates.

Noise Sources

  • Speed - Faster movement = more noise
  • Turning - Changing heading creates a 5-second noise spike
  • Depth change - Changing depth creates a 2-second noise spike
  • Firing - Launching torpedoes creates a 3-second noise spike (varies by type; Homing is loudest)
  • Depth zone - Shallow water is noisier; deep water is quieter
  • Stance - Intercept is loudest, Ghost is quietest

Contact Quality

SOLID75%+ noise. Sub outline, accurate position.
GOOD50-74% noise. Medium circle + faint sub shape.
FAIR25-49% noise. Large blurry circle, flickering.
GHOST0-24% noise. No position data.

Contacts within the clarity zone (300m) show actual positions labeled ACT. Outside the zone, positions are estimated (EST) with uncertainty. Contacts fade from sonar over 8 seconds after the target becomes undetectable or is destroyed.

DEPTH & TERRAIN

The ocean is 800m deep. Three depth zones affect speed and noise:

Shallow (0-152m)Full speed. Noisier (+15% noise).
Operational (153-448m)80% max speed. Baseline noise.
Deep (449-800m)50% max speed. Quieter (-10% noise).

The ocean floor varies with terrain. Your depth display shows current depth and local floor depth. The status bar warns if you enter a high-pressure zone near the arena boundary, which deals 5% hull damage every 30 seconds.

DAMAGE & RESPAWN

Submarines have 100% hull integrity. Torpedo damage varies by type. The CONTACTS panel shows cumulative damage you've dealt to each contact. Damage tracking resets when a target respawns.

  • On destruction - A "DESTROYED" overlay appears with a 10-second countdown before respawn is available
  • Respawn - Click RESPAWN to deploy at a new location with 60 seconds of invulnerability (cyan sub). Torpedo tubes are locked during this period.
  • Invulnerability fade - Your sub transitions from cyan to green over the last 5 seconds, warning you that protection is ending
  • Your contact letter is preserved across respawns
  • Collision - Two submarines colliding destroys both instantly

KEYBOARD SHORTCUTS

1-4Select torpedo tube
SpaceFire torpedo / Confirm redirect
EscCancel targeting / Exit redirect mode

PLOT SCRIPTING

The PLOT tab provides waypoint-based route planning. You can plot routes for your submarine or wire-guided torpedoes. Use the visual editors or the script console.

Basic Commands

goto X Y ZAdd waypoint at coordinates
loopEnable loop mode (route repeats)
loop offDisable loop mode
runExecute route immediately after loading
clearClear all waypoints

Pattern Commands

circle CX CY Z R NCircle at center (CX,CY), depth Z, radius R, with N points (3-32)
square CX CY Z SIZESquare patrol centered at (CX,CY), depth Z
line X1 Y1 Z1 X2 Y2 Z2 [N]Line between two points with N waypoints

Variables

set NAME VALUEDefine a variable
$NAMEUse variable in commands

Example

# Circular patrol
set depth 150
circle 0 0 $depth 80 8
loop
run

Notes: Comments start with #. Coordinates are clamped to arena bounds (-1320 to 1320 XY, 10 to 290 Z). Maximum 100 waypoints per script. Arithmetic supported: goto 100+50 0 150*2

TIPS

  • Lead your targets - torpedoes travel at finite speed and enemies will move
  • Use wire guidance to correct course as enemies maneuver between sonar pulses
  • Heavy torpedoes have the largest blast radius - best for ACT contacts where position is confirmed
  • Needle missiles do 97% damage but require direct hits - only fire at confirmed positions with good intel
  • Ghost stance makes you nearly invisible, but you cannot fire or maneuver
  • Firing a homing torpedo reveals your position for 45 seconds - use sparingly
  • Deeper water is quieter but slower - use depth to control your noise profile
  • The CONTACTS panel DMG column tracks cumulative damage you've dealt to each target
  • Destroyed enemies fade from sonar - if a contact vanishes between pulses, you likely got a kill
BROADCAST CHANNEL
CONTACTS [0 ACTIVE]
ID BRG RNG POSITION DMG SIGNAL LAST FIX
TORPEDOES [0/4 ACTIVE]
ID TYPE BRG POSITION WIRE TSL ACTION
HULL:
100%
POS: X:0 Y:0 ⚠ HIGH PRESSURE ⚠ POSITION REVEALED 45s
DEPTH: 150 / 800
HDG: 000°
SPD: 0kts
NOISE:
◎ SONAR: 8s

DESTROYED

VICTORY

Enemy submarine destroyed.

Torpedoes Fired: 0
Direct Hits: 0
Proximity Hits: 0
Misses: 0
Accuracy: 0%
Damage Dealt: 0%
Damage Taken: 0%
Hits Taken: 0

Score: 0 - 0