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.
| Setting | Off | On | Default |
|---|---|---|---|
| Instant damage assessment | Tracks show an estimated damage level | Tracks show the true damage level | Off |
| Fast aircraft ready | Normal ready, loading, and maintenance times | Fast ready, loading, and maintenance times | On |
| No weapon malfunctions | Weapons can malfunction after launch | Weapons do not fail after launch | Off |
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#
| Setting | Control | Values | Default |
|---|---|---|---|
| Map Resolution | Dropdown | Low, Medium, Highest | Highest |
| Camera shake | Toggle | On, Off | On |
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.
| Setting | Options | Metric | Imperial |
|---|---|---|---|
| Altitude | m, km, feet, miles | m | feet |
| Depth | m, feet | m | feet |
| Distance | km, miles, nautical miles | km | nautical miles |
| Speed | km/h, kt, m/s, mph | km/h | kt |
| Mass | kg, lb | kg | lb |
| Power | kW, hp | kW | hp |
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#
| Setting | Control | Values | Default |
|---|---|---|---|
| Speed-based heading indicators | Toggle | On, Off | Off |
| Symbols | Radio | NTDS Style, NATO Style, Simple | NATO Style |
| Symbol Size | Slider | 0.5 to 2.0 | 1.0 |
| VR test mode | Toggle | On, Off | Off |
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.
| Set | What it looks like |
|---|---|
| NTDS Style | Line-based icons similar to US Naval Tactical Data System |
| NATO Style | Filled icons similar to NATO joint symbols |
| Simple | Top-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.
| Setting | Range | Default |
|---|---|---|
| Master Volume | 0.00 to 1.00 | 1.00 |
| Effects Volume | 0.00 to 1.00 | 0.50 |
| Music Volume | 0.00 to 1.00 | 0.40 |
| Radio Volume | 0.00 to 1.00 | 0.50 |
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:
| Action | Primary | Secondary | What it does |
|---|---|---|---|
| Toggle pause | Space | P | Toggle the simulation between paused and running |
| Cycle hooked unit | Tab | Step through your platforms. Hold Shift to step backward | |
| Burst time acceleration | X | Run time faster while the key is held | |
| Cycle symbol set | F5 | Step through the symbol sets from the Interface tab | |
| Toggle track ellipses | E | Show 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.