Silent hunter 3 recognition manual mod


















I have seen a pic of a deck gun emplacement blown off the sub and hanging over the side and it did not cause it to sink either. Then again its mounted to the U-boat body, not the pressure hull. The only time I saw information on a damage conning tower causing the sub to sink was because it took a hit at the wield seam were the tower meets the pressure hull body.

So the water came in through that. If your Conning tower is destroyed, anything in the conning tower destroyed, or the gun emplacements are destroyed, and if you can leave the area of combat, I suggest you abort and get away to safety so you can return to base.

Once destroyed, it can't be repaired. And you will never maintain a working depth for operations. You will just loose the boat. In order to have things done, a officer has to be at station. For example, you see only one target in the periscope, and you decide since this one is alone, you want to use the deck gun and spare some torpedoes, but you can't determine the weather well through the view port.

You can not man a deck gun when the wind speed is over 10 meters a second. If you surface the boat and the wind speed is higher than 8 meters a second, you will lose your chance. The enemy will spot you, and began the evading maneuver, causing you to loose your opportunity torpedo shot.

If you shoot a torpedo, what if you could have saved it for latter, now its off and running and you still could have more to come. Here you would click on the navigation officer Icon, and select weather, he will tell you the weather conditions, and the wind speed.

He can also tell you the depth of the water, important information to know. Each officer has a set of commands for you to choose them to do, regarding their station. From loading torpedoes to silent running. The weapons officer has a command icon to gain access to the torpedoes loaded and gun ammunition.

When you select the icon that looks like two torpedoes on top each other you will see you inventory short cut key "I". Auto loading means just that, they will auto load any torpedo into the tube that is empty. You will need to drag and drop the external torpedo to the empty slot of the internal compartment. The torpedo will be moved to the inside, this can only be done while on the surface.

If you get annoyed with the auto loading because you want certain torpedoes loaded, unchecked auto loading. Here you can decide what you want loaded and not loaded. For example, lets say, you depleted all 4 tubes, but instead and you have 3 straight run, a lut and two homing, and the auto load put in all the homing and the lut and one straight run, looking at your target you can tell its not going to work out, Unless they are close enough with 1km the lut is useless to you, and the homing will not work out because you need to send two, and are saving them for the destroyer that is taking notice of what is going on.

With the auto load off you can decide what torpedoes get loaded next, you can have the two straight runs loaded, the lut and one homing. Keep in mind with Auto loading off after you launch you must go back to the inventory to drag and drop another one into the launch tube from the internal reserves.

External reserves need to be moved to the internal reserves stock first before loaded into the tubes. Each player uses a system that works best for them. So really it is up to you how you do it. There is no right or wrong way.

Also if you change your mind about a torpedo loaded and want something else when having auto load off, if the internal reserve has a empty slot, just drag and drop the loaded torpedo from the launch tube you want back into the reserve inventory spot that is empty, The torpedo will be unloaded. Sound travels under water easy. The surface enemy also has its own listening devices. In WWI Destroyers were fitted with their own kind of hydrophones to find you. They will search you out, fallow the noise, then start pining you, once they get a hit, they will continue as they speed up to over take you and then depth charge you into oblivion.

Because in this game there is no getting away from the bubble pop syndrome. It is important to know that you need to do some evading too, so I will share of some of my own tactics on what I have done. So my suggestions are just that, to point you in the direction. Who knows, you may come up with one better than I. Now the old sword fish are not very hard to take down, but the newer more faster attack air craft is.

I go full speed, and hard turn towards them. I set my anti-air craft gunners by using the watch officer commands, so they will fire at will, and only on engaging targets.

The attack planes will set up their run and one after the other will come in for a hard dive bomb run. Its a hit or miss chance that when they drop the bombs, my turn would have thrown off the timing cause the bombs to miss. If I run straight the chance of being hit is higher. I will hard turn the other direction to the next wave coming in if I need to. Once they had done their attack run and pass on by, they will turn around.

After they pass, I call up a crash dive, and put the rudders amid ship. Getting under fast and quick is better than risking a hit to the boat on the surface. As the years go by, the will get better. Which as you know is very bad. The ideal is to do what you have to so you can evade them until they past by, once they past by, crashing diving will be more so in your favor.

The bad part is the first group past by but a second group is incoming. Prolonging your chance of escape and increasing your chance of getting hit. Lost a gunner crew and watch Officer due to problems like that. I do not know who the target is.

Once a periscope depth, I look to see who it is. On the map I lay out its direction with the ruler and lay out the kill box. If my torpedoes can do 5km, then I set the box to 3km. If its 3km then I set to 2km. I am thinking, is the target alone, is it part of a escorted group. Is the target armed, do I have the weather right for a deck gun attack. How many other contacts out of my visual range do I have, I have the sonar guy handling that.

If I can do a deck gun attack I prefer to get in at 2km if I can. Once I do this, its full speed and emergency blow to pop on the surface as quick as I can. If it has to be a torpedo attack, then that is what I do. If you fire a torpedo at them you have a good chance of a miss. Anytime you fire a torpedo at them miss or hit they zero on you.

If its a hit, the others will be coming for you and zeroed on you too. So if you fire, be prepared to run. Believe it or not, I use one torpedo for the purpose of getting his attention, once he turns and starts heading at me, I check his distance. In the data pad he will be hauling and that gape closes fast.

Once he reaches about 4km, even with a 3km torpedo will be nothing because he will close that too in real short time. Then dive under silent running to 50meters. I figure if I dive under silent running, then he can't detect I am moving, so he will hold course straight in to the torpedo that is on its way. The trick is to get below 25meters before he hits 1km.

But by then the weapon officer declares a hit, and the target is destroyed. This has been a very successful maneuver for me. But if it misses and he is almost on me and starts pinging, I just roll full flank and get deep quick. Once I am inside, periscope depth and then go to silent running. Silent running no torpedoes will be loaded or repairs done and you run at low propulsion. I check the targets range through the periscope and call up all stop. Here I can determine if I need to get closer, how many warships to deal with and how many cargo ships to deal with.

If the escorts are wide spread, I will target starting from the farther cargo ships first to the closer ones last. The reason is once the target is hit, anyone behind it will disperse. So if I fire at the farthest ones in my best hit range to the closest, then each will get hit.

Once all tubes are expended I will return to normal running and get torpedoes loaded, but always watching on what is going on. If they began evading and I have no homing torpedoes, I might as well go. If I have some homing torpedoes then I will send them out 45 to 60 seconds apart for each launch to prevent them from chasing each other. Also I am watching to make sure the destroyers are not heading my direction.

If they do come at me head on, well I just send them one and leave. Other than that, I am there until all torpedoes had been used. Because the game makes them do what is not really accurate.

Destroyers do not abandon a convoy to chase you down, because they never know if it is just you or you with others. They just do what they have to keep you down and away from the convoy, after the convoy gets by, they fallow with it. So of course a crash dive is needed. If the destroyer coming up from behind you, I usually going full speed at hard right or left as he goes over me.

Some times I take it to meters. Once he is on me I am at full speed until he goes over me and past me, a few seconds after wards I go to slow speed. All the time I am at silent running. What I try to do is get out of the area. If I am trapped near the convoy, then I will go under the convoy forcing the destroyers off my back. If I have decoys, I will run at full speed and then release the decoys, dive to and go to slow speed.

Its a big cat and mouse game. I have them hit me up, and other times I lost them. One time I got hit good enough that I sunk to about meter or so and hit the continental shelf. Now I got this destroyer looking for me, I am heavily flooded, trying to get repaired with out him hearing me, it was a mess.

Your in 25 meters of water, call up a crash dive, and watch your shallow depth gage. Once the needle start moving to 10 meters call up periscope depth, may have to do it a few time, should slow up around 17 to 19 meter and then go back up. Its a risky move and I use the short cut keys to make it faster.

To get through a mine field you need to dive at periscope depth, or 13meters. Then raise the periscope just enough to see under the water. And look for the mines, its a bit spooky when they appear out of no were.

Just maintain a speed in which you can control your U-boat to give you stopping time or turning time. You leaving port at a high time compression, suddenly it is lagging and you can't make it stop. The "backspace" key pauses the game, hitting on this is better because it will stop the game, making it easer to resume under a lower time compression setting.

Your in the middle of the north sea and every time you pass this point the game begins lagging for no reason. Forcing you to run on a lower compression setting for awhile and then it is fine again. With advertising revenue gone, the only hope to continue operating this website depends on its readers. All of the updates, website work, and articles are done by volunteers. Donate and become a lifetime member of the Subsim Community!

Members get Bonus Mods and Downloads! If you wish, you may subscribe! Using a Dial up? In case of difficulties, e-mail for help: PayPal help. Help out with a small donation. Machine Guns. Enemy Sensors.

ASW Weapons. August The Second World War is about to begin. The grey wolves, the U-boats of the German Kriegsmarine, take to the sea. There will be war in the Atlantic. Six years later, the war ends, and Germany lays in ruins. The U-boat fleet is all but wiped out, 30, of its 40, men having died at sea.

Still, fighting hard but fair, they had accomplished success beyond all expectations and out of proportion to their strength. At some points during the war, they had come close to bringing the British Empire to its knees. On the Allied side, the cost of victory has been even higher. More than 30, merchant seamen have been lost in this struggle, along with many thousands of servicemen from all branches of the military.

About 20 million tons of merchant tonnage lie under the sea. Yet, this is also a time of explosive technological development. Allied antisubmarine defenses have discovered how to defend against the U-boat and submarine warfare in general. But the real breakthrough is taking place in Germany. This, alone, is testimony to the high level of professionalism and experience of the U-boat force and the engineers behind them. Even if you are an experienced sub simmer and a veteran of the previous Silent Hunter titles, we recommend reading this section.

These chipsets are the only ones that will run this game. Additional chipsets may be supported after release. NOTICE: This game contains technology intended to prevent copying that may conflict with some disc and virtual drives. Silent Hunter III must be installed before you can run the game.

Click Install and follow the instructions as they appear. If you have auto-run disabled, you may launch the installer manually. Look for Setup. To uninstall the game, select Uninstall from the Silent Hunter Start menu item. You can also choose Settings from the Windows Start menu and select Control.

The game and all its components are then removed from your system, except for your saved games. The intro video will play, after which the Main Menu will appear. See the sections further into the manual for details. The Naval Academy menu gives you access to a set of five tutorials.

Each tutorial focuses on a set of aspects of the game:. Note that each tutorial is playable as a training or exam session. Each tutorial played as an exam session will grant you a result of pass or fail, with a quality evaluation. You can retry a tutorial even after failing it.

Only the best results per tutorial are recorded. The Single Missions menu gives you access to individual missions and historical scenarios. If you want to play the mission with a different U-boat model than the one selected by the mission maker, use the scrolling list provided on the lower portion of the screen. Should you want more than the single missions included with the game, the first solution is to use the mission generator.

You can use the Mission Editor either to create a new mission from scratch, or to edit the campaign data for the dynamic campaign. Make sure you back up anything you edit, though, or you may end up with an unusable install of the game. Single missions also use the dynamic campaign engine; therefore you do not need to worry about filling the ocean with ships. The game engine will do that, and do it with historical accuracy. The game uses a dynamic, random campaign engine based on historical reality.

Every time you play, you can have a unique career. Your renown will accumulate as you play through Career mode. You can use your renown to gain access to better U-boat types, improved equipment, or new crew members. NOTE: If your renown reaches negative values, your career may suddenly end! The career timeline will evolve from the moment you start your career. The time spent on patrol will add to the time you spend on base. Between patrols, you will spend time performing a number of actions: repairing a damaged U-boat after a patrol, changing the type of U-boat, or upgrading a system.

You will spend a minimum of two weeks of game time on base between patrols. While the campaign has random elements, you can customize some things to your liking.

By selecting a start year and initial flotilla assignment, you will change what type of U-boat you will start the campaign on, the theater of operation, and even the nature of the warfare you will conduct. You can start the campaign at any time between and The later you start your campaign, the more challenging the enemy will be.

This choice will determine the operational base and the type of U-boat you will be assigned. When you start your career, and every time you return from patrols, you will access the Main Career menu. In this menu, you will have access to a number of options specific to Career mode.

Switching to a new U-Boat or upgrading the conning tower will cost you renown. To have access to newer types of U-Boats early on, you will need high amounts of renown. This item has been added to your Favorites. Created by. Category: Modding or Configuration. Languages: English. Guide Index. Required Mods. Installing the Mods. We need three mods to get the game properly working in any resolution.

I'd recommend you don't stretch the game more than x or your cursor will keep getting lost off the edge of the screen and the periscope will look stretched. If you really can't live with the old resolution then download arb widegui x or ahnenerbe widegui x mods from the Subsim website. PandaOnPluto 13 Dec, pm.



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