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View Full Version : A few questions about SH3 Com. & GWX.


vodkavera
01-17-07, 02:36 AM
Hi.

I have a few questions about GWX and SH3 Commander. :hmm:

What depth should I run the torpedoes on?
In the original SH3, 3-4m or 1-2m under keel......what goes in GWX?

I also use SH3 Commander. I was wondering about fatigue and what Rub is?
I´ve heard the name Rub before but cant remember.....

Is it cheating if I give officers in the crew qualifications/medals from SH3- Commander instead of waiting to qualify them in the game?

I have lots of questions about SH3 Com. I guess.....wave hight? how long to stay in port?

How have you changed your options?


Thanks for your time.

/VV :up:

swuboo
01-17-07, 03:14 AM
I don't use SH3 Commander, so I can't help you there. As to torpedo depth in GWX, it really depends.

If possible, you want to use an impact pistol. They're more reliable, but for obvious reasons you don't want to launch them under the target's keel. With an impact pistol, you want to line yourself up at as close to a right angle to the target as possible. If the angle at which the eel will hit the target's hull is too acute or obtuse, the torpedo may glance off rather than detonate. For this reason, you also don't want to set it to go too close to the keel, where the hull slopes too far out of vertical.

Of course, if you're aiming at a capital ship, you stil want it deep enough to avoid anti-torpedo armor belting.

In general, I like to go for half of keel depth with an impact pistol. I find I rarely have failed detonations, and when I do, I blame the torpedo itself.

If, however, you cannot line yourself up so that you get a shot relatively close to a right angle, then you'll have to settle for a magnetic pistol. This is dangerous chiefly because magnetic pistols are unreliable, especially when shooting at a smaller target, when very far north (or I guess south, but why?), or during a thunderstorm. When using a magnetic trigger, you want to be a couple of meters under the target's keel. Depending on how the seas are, be prepared for whatever part of the ship your torpedo passes to be either riding high or low in the water, which may result in a fairly ineffectual hit, or no detonation at all.

So in short:

Target is heading at a right angle (ish) to you: Impact trigger, not too far down the hull.

Target is heading more away or towards you than not: Magnetic trigger, under the hull.

Target is a destroyer heading nearly away from you in a thunderstorm with galeforce winds north of Norway: Save the torpedo for later and leave before he sees you. Impact's not an option and magnetic will blow up when it feels like, which is not likely to be when it's under the destroyer.

swuboo
01-17-07, 03:27 AM
Oh; I should qualify my advice by noting that I have no idea how to properly use acoustic torpedoes. I always start my campaigns in '39. While I don't normally play Dead is Dead, I have been known to while drunk.

Which, as you might guess, has resulted in my never having made it past '41.

melnibonian
01-17-07, 06:55 AM
What depth should I run the torpedoes on?
In the original SH3, 3-4m or 1-2m under keel......what goes in GWX?
Usually the keel shots are 0.5-1m under the draft of the boat. You have to be careful though as they might not work in rough seas and bad weather.

I also use SH3 Commander. I was wondering about fatigue and what Rub is?
I´ve heard the name Rub before but cant remember.....
Rub stands for Real U-Boat (I think). SH3Cmd has a series of fatigue settings. Just use the one you like the most. Fatigue is the same as in the stock game. You need to rest your crew after a while.

Is it cheating if I give officers in the crew qualifications/medals from SH3- Commander instead of waiting to qualify them in the game?
Evrybody has it's own definition of what is cheating. In my opinion it is not, but the important thing is for you to have fun, so do whatever you fancy;)

I have lots of questions about SH3 Com. I guess.....wave hight? how long to stay in port?

How have you changed your options?

I set the wave height to seasonal as it seemed more realistic to me. As far as the time between patrols I've set it to 2 days (I love to be on patrol and I want to experience the whole war). But again as I said before the inportant thing is to have fun, so go forth, change all the settings you like and see how the game is for you.

vodkavera
01-17-07, 08:48 AM
thanks a lot! :up:

I had some trouble with a Small Tanker yesterday.
I shot 2 torpedoes at 3m of depth. Heavy seas. Perfect angle and both of them where duds..:damn: If it was the depth setting or faulty torpedoes I don´t know.

I´ll try some when I get home from work!!
Only 2h left.....:D

/VV:ahoy:

danlisa
01-17-07, 08:53 AM
It's possible that due to 'heavy seas' (guess 15m/s) that your torps glanced off the curved part of the hull as the target was rising/falling with the waves.

Or of course, you may have been unlucky and had 2 duds.

Uncertainty = Realism.:up:

melnibonian
01-17-07, 09:25 AM
The trick with tankers (especially small and medium) is to set the running depth to 1m. That way you hit the flat part of the hull and you minimize the chances of the glancing off the curved part of the ship. Keep trying and keep experimenting. Soon you will see which tactics are working for you and you'll start bagging huge amount of tonnage;) :up:

Brag
01-17-07, 09:27 AM
On small tankers, any torpedo depth over 2 meters has failed for me.