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High Voltage
01-07-07, 05:34 PM
Good Evening friends,

as a newbie to SH3 GWX, I have to say that this game has had the unfortunate effect of keeping me up at night either playing the game, or thinking of ways of sinking additionnal tonnage...

Your expertise :know: is needed for some of the following:

1) If I have planned out a long route with many waypoints, is it possible for me to insert additional waypoints say, near the beginning of my route, or must i delete them all and start over?

2) I tend to run surfaced at standard sped during the night and submerged at slow or 1/3 during the day. Is this what most of you do? If not, when do you change it up.

3) If you encounter ships on the way to your patrol grid and deplete your torps, must you still proceed there to complete your mission or can you return to port?

4) how far can a depth under keel ping be heard?

5) at what speed do you patrol your grid? does it matter?

6) why do ships sometimes appear as contacts when they're sometimes 100kms away and I've received no messages?

7) and finally (for now), I am still autotargetting despite the many great tutorials; when AOB = 90 and Gyroscope is between 350 and 10 degrees, how do you "lead" or decide when to "Los" to try and hit a specific spot?



Your knowledge will go a long way in helping me to avoid sinking more lighthouses! :)

mookiemookie
01-07-07, 05:50 PM
I'll answer as many as I can off the top of my head...

2. I'll run at 9-10 kts to and from my patrol grid, and I'll patrol it at 6kts. From what I've read, those are pretty historical norms. I'll run submerged in the daytime, surfacing at night to recharge batteries if I'm patrolling an area that's heavily air patrolled, and I'll also run submerged as much as possible in heavy fog/storm conditions.

3. No, you don't HAVE to go to your patrol grid. There's a renown bonus for making it there and then patrolling for the 24 hrs, but you aren't actually penalized anything for not going there. You have "freedom of operations", as it were.

4. Not sure but I know it can be heard.

5. 6 kts, as that was what was historically prescribed by BdU from what I've read. However, someone has done a detailed analysis here: http://www.wolvesatwar.org/nygm/

6. Those are map updates. Think of them as reports from air patrols or other U-boats. I personally hate them and think of them as cheating.

7. Your torpedos will go wherever your periscope crosshairs are pointing. There are some ship weak spot (engines, fuel bunkers, ammo stores) diagrams floating around, and if you use the GWX mod and are lined up for a near perfect shot, they'll show up in your recognition manual.

AS
01-07-07, 05:59 PM
Welcome aboard!

1) You CAN insert waypoints, look in the manual (I forgot but you need to press some key while clicking on the map or so)

2) You donīt have to TRAVEL submerged in early war roughly from 1939-1941...itīs just a waste of time. Dive in very bad/foggy weather (then you can hear farther than you can see) and be careful not to run into any destroyers near the English coast. Later in war you must be very careful in the Golf of Biskaya - lots of planes. As a rule of thumb: stay surfaced as long as you can, your U-Boat is difficult to spot, especially in the night. Remember: once you dived, you options are very limited and any convoy will pass by quickly....

Once the enemy has radar (MUCH later in war) you have to switch things: stay under water at night and recharge battery at day. Since the night doesnīt conceal you any longer you shouldnīt go blindly through it. Planes can detect you even at night in the end of war.

Sailor Steve
01-07-07, 06:08 PM
Just a quick note on (1): you can also move waypoints around by putting the cursor on them.