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S.C.S. Dangerous Waters v1.01 Patch released

The first S.C.S. Dangerous Waters Patch (v1.01) has been released today by and should be available from a variety of download sites. The update is just over 5 megs in size and features a large list of improvements, fixes and additions. Also included with the patch is a very useful Sonar Profile document which lists every naval unit's sound frequencies, turns per knot and blade count, essential info to help track and categorize contacts.

(full patch notes and features listed at the end)


S.C.S. - Dangerous Waters is the first title of its kind, allowing the player total control over multiple air, surface, and submarine platforms in a modern-day naval environment! The game allows the player to focus his attention and to take direct control of individual crew stations in a vibrant and dynamic 3D environment and also to plan and execute combined arms naval strategies from a top-down, commanders eye perspective.

A free demo is available from

S.C.S. - Dangerous Waters allows the player control over 7 of the world's most potent naval platforms (out of a total of over 270 non-playable platforms available in the game):

. Oliver Hazard Perry class [Guided Missile Frigate]

. MH-60R Seahawk [Multi-Mission Helicopter]

. P-3C Orion [Maritime Patrol Aircraft]

. Kilo class 636/877 [Diesel attack submarines]

. Seawolf class SSN [Nuclear attack submarine]

. Akula I/II class SSN [Nuclear attack submarine]

. 688(I) class SSN [Nuclear attack submarine]

Other features include:


Cooperative and head-to-head multiplayer modes allow controllable submarine, surface, and air platforms to battle it out in the definitive naval combat experience.


Players can command a platform on their own in multiplayer, or collaborate with multiple players in "Multi-station Mode" as they each operate individual stations and strive to work together as a team on the SAME platform.


Dangerous Waters uses the Microsoft Speech Recognition Engine to allow you to order a vast array of commands using only your own voice. You can issue voice commands in every crew station and do tasks such as set course and speed, classify and designate target contacts, launch weapons and countermeasures and more.


By assigning certain crew stations to be manned by the "virtual crewmen" the player can hand off various functions for the simulation to manage. This allows the player to tailor the game's difficulty level to their liking and the precise level of involvement and micro management that they wish. The player can choose to man every single available crew station themselves, just a few select stations or relinquish control to the A.I. and let the 'autocrew' do the rest. Autocrew control is dynamic so the player can enable or disable this feature for every crew station modeled in the game.


Detailed depictions of each controllable platform's stations and their respective arsenals provide a realistic game play experience.


Authentic simulation of sensor performance both in the air and through the ocean environment challenge the player to detect unknown enemies. Realistic depictions of flight characteristics, buoyancy, air resistance, and gravity provide realistic control and maneuvering.


Updated 3D graphics engine provides realistic depictions of ocean swells, water reflections, and environmental conditions using the latest vertex and pixel shader technologies.


Extensive worldwide database provided by the U.S. Naval Institute offers detailed descriptions of platforms and weaponry to accommodate all possible global conflicts.

Over 270+ platforms comprising 17 of the world's navies can do battle for control of the open ocean.


Powerful mission editor used by the developers to create the missions that will be shipped with the game, will also be available to the players to create their own scenarios. Players will be able to create their own single missions, multiplayer missions, or develop their own campaigns. These tools will allow the player extensive control over the mission content and enable him to generate an infinite number of scenario possibilities.


Players will compete in campaigns in which their actions have a profound effect on the missions that follow. The use of dynamic elements such as probability of inclusion, dynamic groups of objects, dynamic inclusion of mission goals, and rules of engagement (that can change mid-mission) all ensure that the campaigns will never play the same way twice.


Upon selecting the platform and mission difficulty level, the player will be provided with an entirely random and dynamic scenario. It will be composed of an infinite combination of mission goals, enemy forces, and random locations.

For more information on S.C.S. - Dangerous Waters, please visit:

Full Patch Notes:

Dangerous Waters Update Version 1.01 Build 357 (English)





Save game files which were created with v1.00, will no longer be compatible with this version of Dangerous Waters.

Attention Scenario Creators!: Even though mission editor will allow it, you cannot name a goal and a script by the same name.

The "Sonar Profile" document that was mistakenly omitted from the final build (version 100) has now been included (Thank you to John Steed for creating the document). The file is installed into the 'Manual' folder and includes full sound frequency listings, turn per knot and blade count for all naval units in the game.




- The FFG Towed Array Assign ATF method now checks the validity of all trackers.

- Nav UID's were changed to have a root number based on multiplayer ID.

- Waypoint-reached messages coming from the sim are now passed to all players in multiplayer.

- Fixed NavalSimEngine crash when aircraft re-emerged from hangar.

- Fixed NavalSimEngine crash when objects were dynamically removed from scenario (Sicilian Wedding)

- Improved the font blending algorithm to stop the mouse stuttering and increase overall frame rate.

- It is now possible to leave the FFG Missile Control Screen while unloading an SM-2 or a Harpoon and when you return, the rail will behave as expected.

- The DEMON speed in the FFG Towed Array Screen is now correct.

- The OTS buoy display is now independent of the loadout so that buoys will always launch.

- Corrected a string overrun in the Acoustic Display on the FFG and the P3.

- No longer allow charging HP Air while the emergency blow vents are open.

- Made the speed that a single diesel engine can achieve dependent on the depth of the KILO.

- Corrected a problem in the KILO where the user could not force the submarine to ignore waypoints.

- The TMA was improved to ensure that the newly created merged contacts always appear in the top of the drop down list.

- All Radars were using meters per second instead of knots when creating a solution. This was corrected.

- The diesel engines will now turn off if the snorkel mast is damaged.

- Sometimes Towed Array trackers do not get a valid sierra name and number, this was addressed.

- Campaign mission "Strait of Malacca" - 688's "MISSION COMPLETE" goal was referencing an incorrect goal that was not related to its mission.

- Campaign mission "South Korea" - Helo closest to ownship FFG will now recognize and follow ASTAC ordered waypoints.

- Removed any delays that were not allowing the STIR to go to CWI. This is an experimental fix since this bug could not be reproduced.

- TMA autocrew slowed to only change the selected solution every 5 seconds.

- Single Mission "Liberian Liberation" - Seals will now rescue the hostages.

- Single Mission "African Bees Nest" - Lookout autocrew will now identify the pier so it remains visible.

- The Collins was made to have a commensurate noise level.

- The MAD sensor range was shortened to allow very deep submarines to escape detection.

- In multiplayer, the client FFG could never control its own helo (while the server could).

- In the multiplayer mission,, the second FFG's helo was defined before the helo itself was defined, so the Second FFG could never control its inflight helo.

- A Saved Game bug was fixed where the game crashed after load. If there was an aircraft on the deck of an aircraft carrier when the aircraft carrier was hit, the game would crash.

- Fixed a Multiplayer infinite loop which occured when the host tried to merge two solutions that were the same solution together.

- Altered the Quick Mission databases which was generating some missions with zero enemies present.

- Additional verifications added to ensure that entities "still exist" before attempting to reference them in the NavalSimEngine.

- Fixed the frequency alignment problem between the Frequency Waterfall and the NB profile display. Also added the ability for the profile display to report the frequency under the mouse.

- Fixed a logic error in all subs where damage to starboard tubes was processed on the port tubes and vice-versa.

- Fixed the infinite marking problem when playing in multi-station mode.

- Fixed the strange character problem which was showing up in the 688/seawolf BB screen

- Removed the problem in the BB DDI where the ambiguous contact was showing up as the assigned Sierra.

- Fixed a problem with the trackers losing their identity after the contact was lost and regained.

- Fixed a problem where the periscope on/off switch on the 688 got out of sequence when the periscope was ordered raised by voice command.

- Fixed a problem where a non-ambiguous contact became orphaned when the TMA dropped the ambiguous contact.

- Fixed the problem of mirrored sierra numbers showing up under the cursor when the contact has not been resolved.

Files Modified for end-user (English)


DangerousWAters.exe (version 1.0.1)

NavalSimEngine.dll (version 1.0.2)






/interfaces/MH60/ATO.dll (version 1.0.1)

/interfaces/P3/AcousticDisp.dll (version 1.0.1)

/interfaces/FFG/ASTAC.dll (version 1.0.1)

/interfaces/FFG/AcousticDisp.dll (version.1.0.1)

/interfaces/FFG/TMA.dll (version 1.0.1)

/interfaces/FFG/TowedArray.dll (version 1.0.1)

/interfaces/FFG/WeaponsControl.dll (version 1.0.1)

/interfaces/KILO/Radar.dll (version 1.0.3)

/interfaces/KILO/TMA.dll (version 1.0.3)

/interfaces/KILO/ShipControl.dll (version 1.0.3)

/interfaces/KILO/FCTarget.dll (version 1.0.1)

/interfaces/KILO/SonarBB.dll (version 1.0.1)

/interfaces/688I/TMA.dll (version 1.0.3)

/interfaces/688I/Radar.dll (version 1.0.3)

/interfaces/688I/SonarNB.dll (version 1.0.4)

/interfaces/688I/FCTD.dll (version 1.0.3)

/interfaces/688I/Periscope.dll (version 1.0.3)

/interfaces/688I/SonarBB.dll (version 1.0.3)

/interfaces/688I/ShipControl.dll (version 1.0.3)

/interfaces/SSN21/SonarNB.dll (version 1.0.3)

/interfaces/SSN21/TMA.dll (version 1.0.3)

/interfaces/SSN21/Radar.dll (version 1.0.3)

/interfaces/SSN21/FCTD.dll (version 1.0.3)

/interfaces/SSN21/SonarBB.dll (version 1.0.3)

/interfaces/AkulaII/TMA.dll (version 1.0.3)

/interfaces/AkulaII/Radar.dll (version 1.0.3)

/interfaces/AkulaII/FCTD.dll (version 1.0.3)

/interfaces/AkulaII/ShipControl.dll (version 1.0.3)




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Other titles include Strategic Command - European Theater (PC Gamer - 90%), as well as the famous TacOps 4 modern combat simulation, a commercial version of the official tactical training tool used by the U.S. Army. Besides computer games, offers a selection of books, prints, and other warfare related articles to one of the world's largest and fastest growing wargamer fan communities!

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About Sonalysts, Inc.

Sonalysts, based in Waterford, CT, is an employee-owned business with approximately 450 employees. Its annual sales are in excess of $50M and it has been serving Government and commercial clients since 1973. Sonalysts began developing computer simulation games for the commercial market in the mid-nineties as part of its diversification plan following the end of the cold war. Sonalysts has developed

three PC naval simulation games to date - 688(I)Hunter/KillerT, Jane's Fleet CommandT, and Sub CommandT. Each of these games has won a variety of awards from

"Best Combat Sim of the Year" to "Best Maritime Sim" of 2001. Sonalysts' games provide the user with a scalable experience so that the most dedicated simulation and casual players can both equally enjoy them. All of the games (including the

S.C.S. - Dangerous Waters engine) have been used by the U.S. military for training and/or as a simulation analysis tool. Jane's Fleet Command has been used by ABC and NBC News to assist in broadcast visualization of military operations in Iran, Kosovo, and Afghanistan.

For more information about Sonalysts, Inc., please visit

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