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View Full Version : Best SH3Commander Settings


WeeBubba
09-27-07, 04:08 AM
hi there

there is a plethora of different options available in SH3Commander. could anybody recommend the best configuration for ultimate realism and immersion levels?

thanks again!

TarJak
09-27-07, 04:12 AM
There are not too many options to choose from and the best is what makes the game work best for you. Tey a few different ways of playing and see what you think. The Manual gives a pretty good rundown of what each of the options do.

WeeBubba
09-27-07, 04:18 AM
here is my current config:

simulate a realistic career length - NO
simulate realistic crew transfers - YES
use historic u-boat availability dates - YES
randomise no dates in base between patrols - YES
use real ship names in patrol logs - YES
randomise gramophone tracks - YES

hull integrity % text - HIDE
use fatigue model - Grey Wolves 8 hour model
Adjust water clarity - OFF
Set wave height - Seasonal
Min deck gun reload times - OFF

i am particularly interested what people use for gun reload times, wave height and fatigue model please.

Jimbuna
09-27-07, 04:23 AM
here is my current config:

simulate a realistic career length - NO
simulate realistic crew transfers - YES
use historic u-boat availability dates - YES
randomise no dates in base between patrols - YES
use real ship names in patrol logs - YES
randomise gramophone tracks - YES

hull integrity % text - HIDE
use fatigue model - Grey Wolves 8 hour model
Adjust water clarity - OFF
Set wave height - Seasonal
Min deck gun reload times - OFF

i am particularly interested what people use for gun reload times, wave height and fatigue model please.

Gun reload = 15
Wave height = normal or x1
Fatigue model = GW 8 hour

melnibonian
09-27-07, 04:25 AM
I'm using the no fatigue and seasonal wave settings. For gun reloading I'm using the default 4 for the Deck Gun which is very close to the actual value from U-Boat records.

TarJak
09-27-07, 04:27 AM
I use no fatigue cos I'm too lazy to be bothered doing what my NCO's would do on a real boat.

Gun reload times are a constant point of conjecture. An elite gun cre under perfect conditions could handle an 88mm reload in under 5 seconds. How long could they do that without getting tired and dropping a second or two each reload? How often do you have an elite gun crew ready to roll? (SH#Commander lets you start the game with one if you really want). How often are you firing under perfect conditions? (rarely I'd wager).

So it all depends on what level of realism you want and how patient you are. I'm not a patient man and I set it for 6 seconds on both gun types. somwhere around 10-12 if probably mopre realistic but some people say 20 seconds is more realistic. I'm not going to enter into that argument as it's been had here more than once before and doesn't need another airing.

Jimbuna
09-27-07, 04:50 AM
Here's the often used link for deck gun crew efficiency :arrgh!:

http://uboat.net/technical/guns.htm

Penelope_Grey
09-27-07, 05:24 AM
Here's the often used link for deck gun crew efficiency :arrgh!:

http://uboat.net/technical/guns.htm

Based on the info on that page, a skilled deck gun crew... if they can fire 15-18 rounds a minute... 60 seconds divided by 15 gives you a perfect, 4 seconds reload. If they were really good and fired 18 a minute, you talking just a little bit more than 3 seconds. :)

Either way assuming you have a skilled gun crew that fills the bar, then if you set reload to 3 or 4 seconds, you are still according to that playing within the bounds of realistic. :up:

3Jane
09-27-07, 05:25 AM
For realism, the reload time should include the time it might take the gun crew re-aim the gun for each shot not just the time to reload the actual round. I have mine set to 20 sec, but that is just a personal estimate. In actuality it probably took longer.
The rest:
Seasonal waves.
8 Hour fatigue.
Max TC 256, ship/aircraft sighted X1, Hunting/hunted X32.
Near land X128.
Water density 20.
Malfunctions and sabotage.

andylegate
09-27-07, 05:35 AM
I've normally turned fatigue off. Any commander of his command has too much to do and too much to worry about than to make sure who gets sleep and who doesn't. That's what the junior officers and NCO's are for.
The entire time I was in the navy, my commanding officers depended upon the rest of his staff to run the command efficently. There were times when they would get us out of bed with drills (or the real thing), and take a look at different watch bills, but other than that, the captain was not busy running around trying to figure out who needed rest or sleep! :roll:

Huskalar
09-27-07, 05:38 AM
i am particularly interested what people use for gun reload times, wave height and fatigue model please.
Gun reload time = default
Wave height = default
Fatigue model = Grey Wolves 8 hour

danlisa
09-27-07, 05:45 AM
Unless something drastically changed.

The default fatigue model in GWX is 8hrs.
Why do you need to select/enable the same option in SH3Cmdr?

Huskalar
09-27-07, 05:52 AM
Unless something drastically changed.

The default fatigue model in GWX is 8hrs.
Why do you need to select/enable the same option in SH3Cmdr?Well, you've got a point there. :hmm:

ReallyDedPoet
09-27-07, 07:11 AM
There are not too many options to choose from and the best is what makes the game work best for you. Tey a few different ways of playing and see what you think.

This :up:


RDP

U49
09-28-07, 08:30 PM
realistic career = off
crew transfer = on
historic U-boat availability = on
randomise days spent in base = on
real ship name = on
Grey wolves 8 hour fatigue
wave hight seasonal
min 88 reload time = 4
min 105 reload time = 5
malfuction & sabotage (a real pain in the ....)