CD-ROM INSTALLATION 

To run ADS from the CD-ROM, log onto your CD-ROM drive and type GO. 

To create a boot disc for ADS CD-ROM

If you are unable to run ADS CD-ROM due to insufficient memory, you 
will need to create a Boot Disc. Insert a blank disc to be formatted 
into drive A & type ‘Format A:/S’ R at the C: prompt. This will create 
a system disc. Having made a system disc create a config.sys file & an 
Autoexec.bat file referring to the suggestions below, using the 
Ms DOS EDIT command.

CONFIG.SYS
DEVICE=c:\dos\himem.sys
DEVICE=c:\dos\emm386.exe noems
dos=high,umb
files=15
buffers=20
devicehigh=c:\cdrom\cdrom.sys /d:cdrom01 /p:340 (1)
devicehigh=c:\dos\dblspace.sys /move (2)

AUTOEXEC.BAT
lh c:\dos\mouse.com   (3)
lh c:\dos\mscdex /d:cdrom01 (4)
d: (5)
go

Note: (1) Replace this line with your specific CD-ROM Driver line 
	(check config.sys)

	(2) You will only need this line if you use DOS 6 with Dblspace. 

	(3) Change this according to where your mouse driver is.

	(4) Modify this line according to your present autoexec.bat 
	on your Hard Disc or system Disc.

	(5) This should be your CD log drive.

INTRODUCTION

A.D.S. recalls the main naval engagements of World War II during which 
the DESTROYERS of the Royal Navy played a major part. The missions you 
will have to carry out will take place:

1 - In the Mediterranean, from the allied base at Malta located in a zone 
occupied by the opposing forces.

2 - In the English Channel, from the allied bases you must evacuate 
allied forces gathered in Dunkirk.

3 - In the North Sea your mission is to sink the non-allied vessels 
which are hiding in the NORWEGIAN FJORDS.

Sole master on board, you will have to maneuver to perfection to 
avoid sinking. Every fire and piloting post of a DESTROYER is reproduced 
in A.D.S. so it is up to you to make the best use of them when the 
situation calls for it.

To fight the opposition, you can chose between 18 available missions 
already set with each time a precise target or with a DELTA mission
in which you are the one to chose your target in an environment and 
date which differs each time. The Admiralty and Admiral Walkirie are 
always on your side to report any ships spotted by the R.A.F.


You have the possibility to alter the intensity of realism given by 
the simulation, so that younger players may also enjoy A.D.S.  
We advise other players not to change the parameters so they can 
experience the true sensations of the simulation.

DESTROYER
First launching:        1939
Type:                   DD231
Displacement:           2200 TONS, 3200 TONS fully loaded
Length:                 110m
Breadth:                12m
Draught:                4.80m
Propulsion:             2 propellers, gear turbines 60 OOO HP
Speed:                  35 KNOTS
Armament:               3 turrets each with 2 cannons of 120mm,                                         2 torpedo tubes with 4 tubes each

2.2 RADIO
Allows you to receive information from the Admiralty (H.Q) located 
in Malta for the MEDITERRANEAN and by the THAMES for the ENGLISH CHANNEL 
and the NORTH SEA.

2.3 BINOCULARS
Double your range of vision.

2.4 DAMAGES
Your destroyer can suffer damages during a battle. These damages can 
affect:

 THE RADAR: you can no longer spot ships on the radar screen.

 THE SONAR: no more submarines visible on the sonar screen.

 THE PUMPS: out of order. This damage can lead to the destruction of the ship if it occurs simultaneously with a leak.

 THE CANNONS: the fire post is no longer operational. Be careful, 
 if the cannons overheat, the fire post will be out of order.

 THE RADIO: interference with messages,

 THE TORPEDO TUBE: the fire post is no longer operational.  You will 
 have to wait until you next dock at base to repair.

 THE RUDDER: the ship is out of control. Usually the crew members can 
 fix this type of damage.

 THE ENGINE: the ship is stuck until repairs are carried out.

NOTE: All repairs are automatically carried out by the crew members. 
You do not have to intervene.

2.5 CANNON FIRE

Your DESTROYER is equipped with 3 turrets, each with 2 cannons of 120mm, 
two forward, one aft. These turrets can rotate 2700 and can fire two 
shells simultaneously. 300 shells are in stock. In every fire post an 
overheating indicator displays the temperature of the cannons.

2.6 TORPEDO FIRE

Your DESTROYER is also equipped with two torpedo tubes (4 tubes each) 
one on the port side, the other on the starboard side. The tubes can 
rotate to 900, and each time they fire 4 torpedoes are launched. 
80 torpedoes are in stock.

Torpedoes have an impact far more powerful than shells.  
One or two torpedoes launched into the right spot can destroy a 
ship whereas ten or twenty shells would be required. 

3 ATTACK STRATEGY

The tactics you use to attack a non-allied vessel depend on the 
category of the ship. For example, the fire options are different 
between a FREIGHTER and a CRUISER. To sink an opposing vessel you 
must think of different parameters such as speed differences 15 to 20 
Knots for a freighter or a tanker 30 to 35 Knots for a destroyer 
32 to 37 Knots for a cruiser.

You can carry out a frontal attack against an unarmed freighter or 
tanker and sink them with some successful cannon fire whereas with 
a destroyer or cruiser, it’s better to start by launching a torpedo 
either to port or starboard and by keeping a course parallel with the 
opposing boat at a similar speed. Watch out for the distance between you 
and the non-allied boat the closer you are, the more risks you run to 
come under its fire.  Two or three torpedoes may sink a destroyer but 
you may need four or five to sink a cruiser. A torpedo launched at the 
right spot can break the rudder of a ship or even stop it. Then you can 
sink it with cannon fire. To rapidly sink an enemy ship, maintain a 
non-stop fire cadence to keep the crew from repairing the damage you cause. 
To locate a submarine, use the sonar it is easier to hit it with a 
torpedo when it surfaces to renew its oxygen. It is important to remember 
to try to avoid being spotted if you want your attacks to be successful.


4 FUNCTION KEYS
F1              COMMAND POST
F2              BINOCULARS and keys 7 & 9 of key pad
		to rotate 3600.
F3              CANNONS and keys 1, 2 & 3 to change
		the fire post. Keys 7 & 9 of key pad to
		train the turrets.
		Keys 1 & 3 of key pad to raise/lower the
		cannons z to fire.
F4              TORPEDO TUBE PORT and key 2 for
		TORPEDO TUBE STARBOARD. Keys 7 
		& 9 of key pad to train the torpedo tube.
F5              DAMAGE INDICATOR
F6              MAP keys Z or 7 to zoom in the map. Arrow keys or 
		joystick to move on the map.
		z in zoom mode centers your ship on    
		the map. q key to quit the map.
F8              SPEEDS the game in map mode. 
		This option is available when you are 
		1  mile offshore.
P or F10        PAUSE
R               RADAR
S               SONAR

NUMERIC KEY PAD

1       RAISE CANNONS
2       ENGINES ASTERN
3       LOWER CANNONS
4       RUDDER TO PORT
6       RUDDER TO STARBOARD
7       TRAINING turrets, cannons, torpedo
	 tubes, binoculars
8       ENGINES AHEAD
9       TRAINING: turrets, cannons, torpedo
	 tubes, binoculars

5 BOATS

ITALIAN DESTROYER
MAX SPEED:              35 KNOTS
CRUISING SPEED:         28 KNOTS
ARMAMENT:               6 CANNONS OF 120mm EACH

ALLIED DESTROYER
MAX SPEED:              34 KNOTS
CRUISING SPEED:         27 KNOTS
ARMAMENT:               6 CANNONS OF 120mm EACH



NON-ALLIED TORPEDO BOAT
MAX SPEED:                      38 KNOTS
CRUISING SPEED:                 28 KNOTS
ARMAMENT:                       4 CANNONS OF 150mm EACH
				8 TORPEDO TUBES ON DECK

NON-ALLIED DESTROYER
MAX SPEED:                      35 KNOTS
CRUISING SPEED:                 28 KNOTS
ARMAMENT:                       6 CANNONS OF 150mm EACH

TANKER
CRUISING SPEED:                 18 KNOTS
ARMAMENT:                       NONE

FREIGHTER
CRUISING SPEED:                 18 KNOTS
ARMAMENT:                       NONE

CRUISER
CRUISING SPEED:                 32 KNOTS
ARMAMENT:                       8 CANNONS OF 200mm EACH
PROTECTIVE DEVICE:              ARMORED DECK & HULL,

	   RESISTANT TO ARTILLERY IMPACT

SUBMARINE
MAX SPEED SUBMERGED:    8 KNOTS
SURFACED:               17 KNOTS
ARMAMENT:               4 TORPEDO TUBES

6 MEDITERRANEAN CAMPAIGNS

6.1 MED MISSION NO.1

Pilot training mission. This mission allows you to estimate your capacities 
in battle. At 6.30am you leave the base of La Valette in Malta (E-3). 
Your mission is to destroy a freighter cruising off Linosa Island (D-3). 
You must return to base before 8.00am.

6.2 MED MISSION NO.2

You sail from the base of La Valette in Malta (E-3). Your mission is to 
intercept and destroy a convoy of non-allied ships spotted at 9.15am by 
the R.A.F. to the south of Pantelleria Island (C-3) and on its way to 
the non-allied base of Tripoli. This convoy is composed of 2 freighters 
and 1 tanker. It has an approximate speed of 10 Knots.  Once your mission 
is over, you must return to base.

6.3 MED MISSION NO.3    

You sail from the base of La Valette in Malta (E-3). Your mission is to 
sink an Italian cruiser already heavily damaged by the R.A.F, off 
Syracuse (F-3). The last report from the admiralty states that the 
vessel was at cruising speed on its way to the Italian base of Taranto. 
You must intercept it before opposing destroyers arrive in reinforcement.

6.4 MED MISSION NO.4

You are cruising off Tunis. The reconnaissance aircraft reports two 
Italian cruisers spotted close by Pantelleria Island (C-3). Feeling 
the threat, they are now sailing in the direction of Cap Bon to escape 
the R.A.F. Your mission is to attack them by surprise and to immediately 
head for Malta.

6.5 MED MISSION NO.5

You sail from the base of La Valette in Malta (E-3). Your mission is 
to protect a supply convoy coming from Gibraltar and now cruising off 
Tunis (B-3). You must go to meet it and destroy any non-allied ship 
heading in its direction. Watch out the R.A.F. have spotted a 
threatening destroyer in sector (C-3).

6.6 MED DELTA MISSION

Mission of surveillance. You sail from your base, fully laden with 
fuel and munitions. You must patrol in the area indicated by the map. 
You may stop in allied ports to repair and re supply.  
The admiralty counts on you to inflict heavy losses on the  
opposition but make sure that you have identified the vessel before firing.

7 ENGLISH CHANNEL CAMPAIGNS

7.1 ENGLISH CHANNEL MISSION NO.1

You are patrolling south of Dover. Your mission is to identify 2 
vessels which our coastal radars have spotted north of Dunkirk (G-2) 
then head back to base. Be careful, they are probably non-allied vessels. 
If so, your mission is to sink them.

7.2 ENGLISH CHANNEL MISSION NO.2

You sail from your base in the Thames Estuary. You mission is to 
protect the evacuation of the allied forces gathered in Dunkirk (G-2). 
You must protect the transport ships sailing between Dunkirk and the 
Thames from the attacks of the opposing destroyers. As soon as you are 
short of fuel or munitions you must get back from Dunkirk.

7.3 ENGLISH CHANNEL MISSION NO.3

You are cruising off Portsmouth (E-3). Your mission is to attack a 
non-allied convoy composed of freighters and tankers which the R.A.F. 
has spotted close by Cherbourg (D-4) sailing east. You must inflict 
heavy losses on the opposition before heading back to Portsmouth.

7.4 ENGLISH CHANNEL MISSION NO. 4

You sail from the base of Portsmouth (E-3). An enemy submarine has been 
seen off Cherbourg (D-4). Your mission is to spot it with the sonar, 
follow it until it surfaces again, and then to sink it.

7.5 ENGLISH CHANNEL MISSION NO.5

Dunkirk is surrounded by opposing forces. Fortunately the troops 
evacuation is almost completed. Your mission is to protect the last 
2 ships transporting allied troops from Dunkirk.

7.6 ENGLISH CHANNEL DELTA MISSION

Mission of surveillance. You must leave your base fully laden with 
fuel and munitions to patrol the area indicated by the map. Stop in 
allied ports to repair and re supply. The admiralty counts on you to 
inflict heavy losses on the enemy.

8 NORTH SEA CAMPAIGNS

8.1 NORTH SEA MISSION NO.1

You are cruising west of Scavenger (E-4) the radio informs you that a 
light non-allied cruiser, damaged by our artillery, has taken refuge in 
the fjords close to Saudi (E-3) to repair. You must sight it and if 
possible attack. Be careful, opposing destroyers are probably coming 
in reinforcement.

8.2 NORTH SEA MISSION NO.2

You are sailing off Norway. You must patrol along the shores up to 
Bergen (D-1) to spot and destroy non-allied ships which are hiding 
in the fjords (E-2).

8.3 NORTH SEA MISSION NO.3

You sail from Egersund (E-5) in Norway. You are the sole armed unit 
of allied forces in the sector. Your mission is to run the blockade 
set by the opposition’s destroyers at the fjords exit.  You must sink 
every non-allied ship to allow our supply convoy to sail safely. 
If important damage occurs, you can head to Egersund to repair.

8.4 NORTH SEA MISSION NO.4

The opposition is in possession of heavy water, used in the making of 
atomic bombs. The freighter transporting the containers and the 5 
warships escorting it have been spotted south of Bergen (D-1). 
Your mission is to attack the convoy and to sink the freighter, 
at all costs.

8.5 NORTH SEA MISSION NO.5

Non-allied aircraft have badly damaged your ship. You took refuge 
in the fjords (E-2) to repair. The radio informs you that opposing 
forces are heading for you at full speed. You have no alternative
you must confront them and then sail back to the base of Bergen (D-1).

8.6 NORTH SEA DELTA MISSION.

Mission of surveillance. You leave your base, fully laden with fuel 
and munitions. You will patrol the area indicated by the map.  
You can stop in allied ports to repair and re supply. The admiralty 
counts on you to inflict heavy losses on the enemy.

9 ADVISORY NOTES

SAILING WITHIN SIGHT OF LAND
Reduce your speed by half and keep a close eye on your depth gauge. 
In these areas of the map the bottom depth varies allot and you might 
run aground.

REDUCING SPEED WHEN SAILING INTO PORT

To promptly reduce your speed you must reverse the engines. 
Go from 1/2 or FULL in forward speed to FLANK in reverse speed, 
then when the ships speed is at its lowest, go to STOP position.

FLANK POSITION

Is equal to full power of engines. You can stay on this position for 
only a few minutes. When the mechanics detect an overheating of the 
engines, power is reduced to FULL position.  For security reasons, 
it is better to use the FLANK position only during battles or during 
an emergency withdrawal.

RUDDER OUT OF ORDER

If your rudder is damaged, reduce speed as much as possible to allow 
crew to repair it.

SUDDEN CHANGE OF COURSE

Reduce your speed (1/2 position) and change your course.  Any type 
of maneuvering is more easily carried out at a low speed.

ATTACK FROM NON-ALLIED AIRCRAFT

When you are sent on a mission close by the non-allied bases, it 
may be that the opposition sends bombers to sink you.  These planes 
drop bombs when they are vertical to you therefore cannons are the 
only weapons you have to defend yourself.

10 HOW TO PLAY RIGHT AWAY

After loading the game the presentation screen appears and then 
the main menu where you make your selection with the joystick or 
with the arrow keys. With the R key validate the 
BATTLES IN THE MEDITERRANEAN option and the MISSION #1 option.


Validate the “START GAME” option. Then a BRIEFING gives you the 
instructions about the MISSION OF SURVEILLANCE you must achieve in a 
limited time.

Spot your target on the map and press the W key if you wish to go back 
to the BRIEFING. You are now in the command post of your destroyer. 
Position engines on 1/2 forward and turn the RUDDER TO PORT (left) to 
leave the port. When you reach the high seas, select the MAP with the 
6 key and trace your course to reach your target as soon as possible.

Good luck!

Published under license by Digital Integration Limited.
Action Sixteen is a trademark of Digital Integration Limited. 
Watchmoor Trade Centre, Watchmoor Road, Camberley, Surrey, GU15 3AJ. 
Sales: 01276 684959 Fax: 01276 21541 Customer Support: 01276 678806

