GCB Horizon Manual
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Options

Every setting in the game's Options window, tab by tab, with the values each one takes and what it changes.

Open Options from the main menu, or from the in-game menu during a scenario. F2 opens and closes it as well. Both routes show the same window. The tabs run left to right as Game, Graphics, Units, Interface, Sound, and Keys, and the window opens on Game.

Every setting applies as soon as you change it. No restart required. Press Escape or the back arrow to close the window.

Game#

These options are realism settings that change how the simulation behaves. Settings affect all sides in the game.

SettingOffOnDefault
Instant damage assessmentTracks show an estimated damage levelTracks show the true damage levelOff
Fast aircraft readyNormal ready, loading, and maintenance timesFast ready, loading, and maintenance timesOn
No weapon malfunctionsWeapons can malfunction after launchWeapons do not fail after launchOff

Instant damage assessment removes the guesswork after a strike. With it off you see what your sensors can determine about target damage, which is often less than you would like when deciding whether to re-engage.

Fast aircraft ready compresses deck cycle times. It is on by default because the realistic figures make carrier operations slower than many players expect. Turn it off if you want sortie generation to be a slower and more realistic limit.

No weapon malfunctions removes post-launch failures (off by default). Leave it off for more realism, because a probability of duds or in-flight failure is part of how the weapon models are balanced.

Graphics#

SettingControlValuesDefault
Map ResolutionDropdownLow, Medium, HighestHighest
Camera shakeToggleOn, OffOn

Map Resolution sets the terrain detail behind the globe map. Low gives 8 km resolution, Medium gives 2 km, and Highest gives 500 m. The map reloads the moment you change it. Drop it if the map feels heavy on an older machine. Display map resolution does not affect the terrain data that the simulation uses.

Camera shake applies only to the 3D view. It adds an effect to shake the camera when moving fast enough. It changes nothing on the map or in the simulation.

Units#

The game converts every displayed figure to the units you choose here. Set all switches all six at once to Metric or Imperial, and shows nothing selected if you select individual unit types.

SettingOptionsMetricImperial
Altitudem, km, feet, milesmfeet
Depthm, feetmfeet
Distancekm, miles, nautical mileskmnautical miles
Speedkm/h, kt, m/s, mphkm/hkt
Masskg, lbkglb
PowerkW, hpkWhp

The game runs with metric units by default.

The ruler button in the top right of this manual switches the generated database pages between the same Metric and Imperial presets. Numbers written into description text stay as written. See Units and formats.

Interface#

SettingControlValuesDefault
Speed-based heading indicatorsToggleOn, OffOff
SymbolsRadioNTDS Style, NATO Style, SimpleNATO Style
Symbol SizeSlider0.5 to 2.01.0
VR test modeToggleOn, OffOff

Speed-based heading indicators scales the heading line on a map symbol with the unit's speed, so a fast contact draws a long leader and a slow one draws a short one. Off gives every symbol the same fixed length.

Symbols picks the icon set the map draws with.

SetWhat it looks like
NTDS StyleLine-based icons similar to US Naval Tactical Data System
NATO StyleFilled icons similar to NATO joint symbols
SimpleTop-down directional silhouettes

Symbol Size scales every map icon. Both symbol settings take effect on the map immediately, so you can leave the window open on one monitor and judge the result.

VR test mode enables the player to enter VR when a headset is connected or ignore headsets when off. It is currently an experimental feature and requires the keyboard for some interface actions. The VR mode allows the player to interact with a large tactical map and jump into the 3D camera view.

Sound#

Four volume sliders, each running from 0.00 to 1.00. The game rounds each one to the nearest 0.05 when it saves, and a slider at zero mutes its channel outright.

SettingRangeDefault
Master Volume0.00 to 1.001.00
Effects Volume0.00 to 1.000.50
Music Volume0.00 to 1.000.40
Radio Volume0.00 to 1.000.50

Master scales everything below it. Effects covers weapons, explosions, and the 3D view. Radio covers the spoken and text callouts that report what your units are doing.

Keys#

Allows you to customize the keyboard commands. Each row on the Keys tab binds one action and offers a Primary and a Secondary key. Click a button, then press the key you want. The game waits fifteen seconds, then cancels if you press nothing. Clicking the pending button again cancels it. You cannot set a secondary key before the primary is set. Only keyboard keys bind here.

Default key bindings:

ActionPrimarySecondaryWhat it does
Toggle pauseSpacePToggle the simulation between paused and running
Cycle hooked unitTabStep through your platforms. Hold Shift to step backward
Burst time accelerationXRun time faster while the key is held
Cycle symbol setF5Step through the symbol sets from the Interface tab
Toggle track ellipsesEShow or hide position error ellipses on tracks

Escape closes the current window and F2 opens Options. Neither is rebindable.

Where settings are stored#

Options persist between sessions. The Graphics, Units, Interface, and Sound tabs write their settings the moment you leave the tab or close the window. The Game tab writes to the simulation engine instead, and the engine saves those three switches when a scenario shuts down cleanly.

See also#