View Full Version : Questions from a n00b
warispeace
06-15-09, 12:31 PM
Hi all,
I just recently had the itch to reinstall SH III. I forgot how much fun this game is. I love the graphics, the atmosphere, everything about it. I'm still learning the strategies though. I had a few questions about the inner workings of the game to get me started.
What method do you use for a torpedo attack? I used to bounce a lot of torpedoes before I found the sweet spot to attack from. I like to pull up close to a ship in front either on the surface or periscope depth and just kill the engines and wait for them to pass in front of me. If I can hit them broadside at 300-400m I almost never miss. Any closer and the torpedoes just bounce off.
Which of the realism settings add the most difficulty? I like using unlimited fuel, and the one that makes it easier to spot ships. I want to play at a higher realism setting once I get a little better. I've read that the difficulty settings affect the medals you earn. Do they have any effect on your renown?
Lastly, which mods do you guys recommend? I looked through some of them, but there are a bunch of them out there.
Great game though. I dig it. :up:
mookiemookie
06-15-09, 12:49 PM
What method do you use for a torpedo attack? I used to bounce a lot of torpedoes before I found the sweet spot to attack from. I like to pull up close to a ship in front either on the surface or periscope depth and just kill the engines and wait for them to pass in front of me. If I can hit them broadside at 300-400m I almost never miss. Any closer and the torpedoes just bounce off.
As in real life, torpedoes need to travel a distance of 250-300 meters before the pistols arm. Any closer, and as you've seen, they'll bounce off. Personally, I try to take my shots inside 2000 meters, and as close to a 000 degree gyroangle (the angle the torpedo needs to turn after it leaves the tubes) as possible.
Which of the realism settings add the most difficulty? I like using unlimited fuel, and the one that makes it easier to spot ships. I want to play at a higher realism setting once I get a little better. I've read that the difficulty settings affect the medals you earn. Do they have any effect on your renown?I have all of the realism settings checked except for "Gods eye view off", "no external view" and "no weapons officer assistance". I figure I'm the captain, I shouldn't be the one worrying about plotting the ships on the map and I like to have a little backup on my torpedo solutions. I like the external view for screenshots, but I don't use it to cheat (often!) This puts me at a realism setting of 72% I think, which does influence your renown. The formula used for calculating renown earned per ship sunk is (ship's renown value) X (realism %)
Lastly, which mods do you guys recommend? I looked through some of them, but there are a bunch of them out there.You can't beat GWX 3.0 for a total overhaul of darn near every aspect of the game. It adds so much that I wouldn't consider playing without it. I run SH3 Commander for career management. I also like the Longer Repair Times mod. Having more realistic repair times adds to the tension of being damaged. I also have Rubini's rocket fix (http://www.subsim.com/radioroom/showthread.php?t=151612)installed, as it makes the rockets on late war planes a lot more deadly, and reduces the reliability of the radar warning reciever, which I think mirrors reality a bit closer than always knowing when a plane is coming.
Welcome aboard!
What method do you use for a torpedo attack?
I follow a ship for a while, gathering all the data. Then position myself ahead of it, on course perpendicular to the ship's. Always fire at its broadside, zero gyro angle, as close as possible. During the night, surfaced, during the day submerged.
If I can hit them broadside at 300-400m I almost never miss. Any closer and the torpedoes just bounce off.
Torpedo needs to travel at least 300m to arm itself. If it hits something before, it will just bounce off.
I've read that the difficulty settings affect the medals you earn. Do they have any effect on your renown?
The higher the settings, the higher the renown you get. And more medals.
Lastly, which mods do you guys recommend? I looked through some of them, but there are a bunch of them out there.
GWX (http://www.subsim.com/radioroom/showthread.php?t=102096) + SH3 Commander (http://www.subsim.com/radioroom/showthread.php?t=147237) make a pretty good combination.
Welcome aboard! :arrgh!:
warispeace
06-15-09, 01:03 PM
As in real life, torpedoes need to travel a distance of 250-300 meters before the pistols arm. Any closer, and as you've seen, they'll bounce off. Personally, I try to take my shots inside 2000 meters, and as close to a 000 degree gyroangle (the angle the torpedo needs to turn after it leaves the tubes) as possible.
I have all of the realism settings checked except for "Gods eye view off", "no external view" and "no weapons officer assistance". I figure I'm the captain, I shouldn't be the one worrying about plotting the ships on the map and I like to have a little backup on my torpedo solutions. I like the external view for screenshots, but I don't use it to cheat (often!) This puts me at a realism setting of 72% I think, which does influence your renown. The formula used for calculating renown earned per ship sunk is (ship's renown value) X (realism %)
You can't beat GWX 3.0 for a total overhaul of darn near every aspect of the game. It adds so much that I wouldn't consider playing without it. I run SH3 Commander for career management. I also like the Longer Repair Times mod. Having more realistic repair times adds to the tension of being damaged. I also have Rubini's rocket fix (http://www.subsim.com/radioroom/showthread.php?t=151612)installed, as it makes the rockets on late war planes a lot more deadly, and reduces the reliability of the radar warning reciever, which I think mirrors reality a bit closer than always knowing when a plane is coming.
Welcome aboard!
2000m? I usually miss a target from that range. Does having a better weapons officer help? Or do you do your own targeting manually? I got frustrated with all my misses and now I save my torpedoes for point-blank range. It doesn't help that the first sub only carries 5 or so torpedoes.
Can you confirm that the realism setting affects your renown? I would crank it up more if I knew it did that.
GWX was one of the mods I was looking at. I think I'll try that one first. What does the career manager do exactly? For the realism mods, I think I'll wait till I get better at the game.
Thanks for your help.
warispeace
06-15-09, 01:06 PM
I follow a ship for a while, gathering all the data. Then position myself ahead of it, on course perpendicular to the ship's. Always fire at its broadside, zero gyro angle, as close as possible. During the night, surfaced, during the day submerged.
Torpedo needs to travel at least 300m to arm itself. If it hits something before, it will just bounce off.
The higher the settings, the higher the renown you get. And more medals.
GWX (http://www.subsim.com/radioroom/showthread.php?t=102096) + SH3 Commander (http://www.subsim.com/radioroom/showthread.php?t=147237) make a pretty good combination.
Welcome aboard! :arrgh!:
Thanks! Another question though, how do you handle evasive maneuvers? Do you dive deep and wait for them to leave, try and creep away, outrun them, or what?
Also, does it make any difference if you sink neutral ships? I've been targeting them and it doesn't seem to give any penalty.
Sailor Steve
06-15-09, 01:52 PM
Can you confirm that the realism setting affects your renown? I would crank it up more if I knew it did that.
Yes, it does make a difference. I'm not sure, but I think the renown awarded is identical to the percentage of difficulty. I cheat. I use the Weapons Officer, and leave external views on for the sheer beauty of it, but I set the cfg files so it still adds up to 99% (100%) means you can't 'teleport' home if you take rudder or engine damage.
GWX was one of the mods I was looking at. I think I'll try that one first. What does the career manager do exactly? For the realism mods, I think I'll wait till I get better at the game.
GWX raises the bar for immersion, adding not only to the realism but also to the sights and sounds of travel to and from your patrol grid. Ships and airplanes in the harbors, US convoys escorted by blimps - you name it, they have it.
By "career manager", do you mean SH3 Commander? It is far and away the best tool made for the game, not only letting you adjust most of the game's parameters with a single click, but also giving you a realistic career with retirement possibilities, almost 2 billion possible crew names, names, crew number and cargo type to the ships you sink, and a whole slew of other things I can't think of right now.
Another question though, how do you handle evasive maneuvers? Do you dive deep and wait for them to leave, try and creep away, outrun them, or what?
I go deep and silent. When you can hear the propellors overhead accelerate, you know they're about to drop, and also in GWX that they are now blind. That's the time to go to flank speed, turn hard and dive another 50 meters or so. Then silent again.
Also, does it make any difference if you sink neutral ships? I've been targeting them and it doesn't seem to give any penalty.
It should make a huge difference, subtracting the same renown you'd normally be given for the same ship. I changed mine so it gives zero, since most neutral sinkings were let slide, and inside a convoy they should be fair game, but aren't in SH3. That way I don't get penalized for sinking one, but don't gain any reward either.
Hanomag
06-15-09, 01:54 PM
Welcome Aboard Herr Kaluen!!! :arrgh!:
Thanks! Another question though, how do you handle evasive maneuvers? Do you dive deep and wait for them to leave, try and creep away, outrun them, or what?
As a general rule, go as deep as you can and stay silent.
If you are in immediate danger of being hit by deptcharge, run at flank speed and change course, but return to silent running afterwards.
You can manually set your speed to 0kt. You'll still be moving slowly, but your engines will run at lowest possible RPM, to minimize the chance of detection.
Turning your smallest silhouette also helps.
A destroyer can't detect you when you are behind him (45 degrees to each side of its stern), so use that moments to get further away.
Also, does it make any difference if you sink neutral ships? I've been targeting them and it doesn't seem to give any penalty.
It does. You get negative renown, the value of which depends of a ship.
Welcome aboard Warispeace.
You may want to vist my Kielman webbie and read some of the articles there. ;)
warispeace
06-15-09, 02:08 PM
GWX raises the bar for immersion, adding not only to the realism but also to the sights and sounds of travel to and from your patrol grid. Ships and airplanes in the harbors, US convoys escorted by blimps - you name it, they have it.
By "career manager", do you mean SH3 Commander? It is far and away the best tool made for the game, not only letting you adjust most of the game's parameters with a single click, but also giving you a realistic career with retirement possibilities, almost 2 billion possible crew names, names, crew number and cargo type to the ships you sink, and a whole slew of other things I can't think of right now.
Those both sound great. I'll try them out tonight.
Are there shortcut keys for the navigation tools, like ruler, course plotter, etc.? I looked on the ref. card and didn't see them.
Thanks for the help guys!
Sailor Steve
06-15-09, 02:12 PM
Are there shortcut keys for the navigation tools, like ruler, course plotter, etc.? I looked on the ref. card and didn't see them.
Somebody may help you there, but I can't. I hardly ever use the keys that are there, preferring to 'walk' to any station I want to use. I always go to the bridge by clicking on the Conning Tower hatch, then the Bridge hatch. For the Attack Scope I click my way up to the Tower, then to the Scope, then to the Lens. That way I'm more inclined to use the Observation Scope, just like they really did.
Silly me.
Sorry I'm no help there.
mookiemookie
06-15-09, 02:15 PM
2000m? I usually miss a target from that range. Does having a better weapons officer help? Or do you do your own targeting manually? I got frustrated with all my misses and now I save my torpedoes for point-blank range. It doesn't help that the first sub only carries 5 or so torpedoes.
Are you using automatic targeting? If you're using auto targeting, your weapons officer is not needed. The computer automatically updates your firing solution for you. All you have to do is basically click and shoot. The gyroangle is your main worry when using automatic targeting. You ideally want a 000 gyroangle, +/- 5 degrees. When you have a ship in your UZO or periscope crosshairs, the little triangle above it is an indication of how likely your shot is to hit. A green triangle is ideal, yellow is iffy, and red means your shot has little chance to hit your target. The less your torpedoes have to turn once they leave the torpedo tubes, the more accurate they'll be.
Manual targeting is a whole nother animal altogether, and I'll defer to some of the excellent guides that people have put together on this site.
When you miss from a distance, how are you missing? Are your torpedoes behind your target? Too deep? In front? That's the first step to diagnosing what you're doing wrong, or not doing as the case may be.
Can you confirm that the realism setting affects your renown? I would crank it up more if I knew it did that. Yes that is confirmed. Smarter people than me have torn apart the game files and our talented modders have reported that this is how the renown/realism values work.
What does the career manager do exactly? For the realism mods, I think I'll wait till I get better at the game.SH3 Commander (http://www.subsim.com/radioroom/showthread.php?t=135380) allows for career and crew management options. After each patrol, you can see a report of your sunk ships, including (historically accurate by ship class) names of ships sunk, casualties and cargo. You can also award medals outside of SH3's limits to your crew as you see fit, as well as alter crew names and composition. SH3 Commander also offers gameplay options like simulating mechanical breakdowns and sabotage, the ability to start a patrol outside of port and the ability to choose your type of U-boat and it's number, as well as your flotilla and start date of your career.
warispeace
06-15-09, 02:47 PM
Are you using automatic targeting? If you're using auto targeting, your weapons officer is not needed. The computer automatically updates your firing solution for you. All you have to do is basically click and shoot. The gyroangle is your main worry when using automatic targeting. You ideally want a 000 gyroangle, +/- 5 degrees. When you have a ship in your UZO or periscope crosshairs, the little triangle above it is an indication of how likely your shot is to hit. A green triangle is ideal, yellow is iffy, and red means your shot has little chance to hit your target. The less your torpedoes have to turn once they leave the torpedo tubes, the more accurate they'll be.
SH3 Commander (http://www.subsim.com/radioroom/showthread.php?t=135380) allows for career and crew management options. After each patrol, you can see a report of your sunk ships, including (historically accurate by ship class) names of ships sunk, casualties and cargo. You can also award medals outside of SH3's limits to your crew as you see fit, as well as alter crew names and composition. SH3 Commander also offers gameplay options like simulating mechanical breakdowns and sabotage, the ability to start a patrol outside of port and the ability to choose your type of U-boat and it's number, as well as your flotilla and start date of your career.
I've never noticed the indicator in the UZO, I'll have to look for it next time. What I do is try and line up my target at close range, usually a transport, at a 90° angle and lock on with the UZO. I get the solution from the weapon officer and fire. If I miss it is almost always just a few feet behind the keel. I haven't messed with any of the weapons setttings yet.
That Commander mod sounds great. I'll have to give it a try.
warispeace
06-15-09, 02:49 PM
It does. You get negative renown, the value of which depends of a ship.
Huh, I didn't even notice. I'll start ignoring them then.
mookiemookie
06-15-09, 04:07 PM
I've never noticed the indicator in the UZO, I'll have to look for it next time. What I do is try and line up my target at close range, usually a transport, at a 90° angle and lock on with the UZO. I get the solution from the weapon officer and fire. If I miss it is almost always just a few feet behind the keel. I haven't messed with any of the weapons setttings yet.
That Commander mod sounds great. I'll have to give it a try.
A-ha! Are you opening your torpedo tube doors before firing? Pressing the "Q" key will open the door to the selected tube. Not opening them before firing will delay your shot by a couple of seconds, throwing off your solution and causing you to.....*drum roll please* miss a few feet behind!
If opening the door to one tube at a time isn't good enough for you, (suppose you want to fire a salvo) you can open multiple tubes at once by going to the conning tower and flipping the switches there in the 3-D view.
Jimbuna
06-15-09, 04:13 PM
Welcome aboard Kaleun warispeace http://www.psionguild.org/forums/images/smilies/wolfsmilies/welcome.gif
I hope you enjoy the GWXperience http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
warispeace
06-15-09, 04:19 PM
A-ha! Are you opening your torpedo tube doors before firing? Pressing the "Q" key will open the door to the selected tube. Not opening them before firing will delay your shot by a couple of seconds, throwing off your solution and causing you to.....*drum roll please* miss a few feet behind!
If opening the door to one tube at a time isn't good enough for you, (suppose you want to fire a salvo) you can open multiple tubes at once by going to the conning tower and flipping the switches there in the 3-D view.
You know, I haven't because I didn't think it made a difference. You might be on to something. I'll try it that way and report back. I would feel like a doofus if it was something that simple. :oops:
warispeace
06-15-09, 04:30 PM
Another question, is there any penalty for not completing my mission? If I'm supposed to go to sector X and I ignore it and go off on my own, do I get a penalty to renown/medals?
Another question, is there any penalty for not completing my mission? If I'm supposed to go to sector X and I ignore it and go off on my own, do I get a penalty to renown/medals?
There is no direct penalty, but you will not get the renown you would receive for completing your mission (IIRC it's around 700 for stock game).
In GWX you don't get any renown for completing the mission, so no penalty and no reward (unless you edit the files :D).
warispeace
06-15-09, 04:53 PM
There is no direct penalty, but you will not get the renown you would receive for completing your mission (IIRC it's around 700 for stock game).
In GWX you don't get any renown for completing the mission, so no penalty and no reward (unless you edit the files :D).
Cool, thank you.
Jimbuna
06-15-09, 04:57 PM
Another question, is there any penalty for not completing my mission? If I'm supposed to go to sector X and I ignore it and go off on my own, do I get a penalty to renown/medals?
The renown in stock/vanilla for returning home does not work.
The renown in GWX for reaching, remaining stationed for 24 hours and returning to base has been removed.
mookiemookie
06-15-09, 07:23 PM
The renown in stock/vanilla for returning home does not work.
The renown in GWX for reaching, remaining stationed for 24 hours and returning to base has been removed.
This is because the Indian Ocean/Black Sea grids you are issued if you're part of the Monsun boats/30th Flotilla don't register in the stock game.
Yet another reason why GWX 3.0 rocks...they add these historical flotillas that the stock game neglects! :rock:
Hi all,
I just recently had the itch to reinstall SH III. I forgot how much fun this game is. I love the graphics, the atmosphere, everything about it.
Hi warispeace
Me too. Played a lot ages ago and just came back. After a while I found auto targeting a bit easy so thought I would try manual, really adds another dimension to the game. Didn't go full realism cause I like ships camera too much.
I can only get hits using the 90 attack from Wazoo's tutorial, even then still have a few that go astray.
As to mods (stock sh3) tested a few. The ones I like so far are "Hitman new compass graphics", "ABs decks awash", "Sonar room sound mod" and one where it sounds like the radio op is cycling through frequencies.
We received a Convoy contact report last night so the crew have had 4 hours of stirring martial music to get them in the mood.:DL
Forgot to add the most important one "SH3 Commander"
warispeace
06-16-09, 08:59 AM
I tried opening the torpedo hatch, it really made a huge difference in my accuracy! I can't believe I didn't think of that before. :88)
I tried out the GWX mod, the graphical improvements are amazing! Although I found the campaign changes somewhat confusing. My first mission threw me off the coast of Africa without any idea where I was supposed to go. :doh: But the water looks fantastic. :up:
SH3 Commander was very useful. I liked it.
warispeace
06-16-09, 09:02 AM
Hi warispeace
Me too. Played a lot ages ago and just came back. After a while I found auto targeting a bit easy so thought I would try manual, really adds another dimension to the game. Didn't go full realism cause I like ships camera too much.
I can only get hits using the 90 attack from Wazoo's tutorial, even then still have a few that go astray.
As to mods (stock sh3) tested a few. The ones I like so far are "Hitman new compass graphics", "ABs decks awash", "Sonar room sound mod" and one where it sounds like the radio op is cycling through frequencies.
We received a Convoy contact report last night so the crew have had 4 hours of stirring martial music to get them in the mood.:DL
Forgot to add the most important one "SH3 Commander"
Thanks, I'll give those mods a try.
I was always afraid to turn the music on, thinking it would make me easier to detect underwater. Do you know if it makes a difference or not?
mookiemookie
06-16-09, 09:16 AM
Thanks, I'll give those mods a try.
I was always afraid to turn the music on, thinking it would make me easier to detect underwater. Do you know if it makes a difference or not?
Be careful with running some of these mods with GWX. Some, like the decks awash mod, are already included. Best case scenario, it's a redundant mod. Worst case, it breaks something in GWX.
As far as gramophone music goes, it makes no difference at all to enemy ships. Same goes for the depth finder ping. The AI doesn't hear either one.
warispeace
06-16-09, 09:27 AM
Be careful with running some of these mods with GWX. Some, like the decks awash mod, are already included. Best case scenario, it's a redundant mod. Worst case, it breaks something in GWX.
As far as gramophone music goes, it makes no difference at all to enemy ships. Same goes for the depth finder ping. The AI doesn't hear either one.
Is there any way to keep the graphical improvements from GWX without the gameplay changes? It's a little overwhelming. I think I should master the basic game before I start tinkering with things.
Good to know about the gramophone and the depth finder. I always assumed they would give me away.
Bent Periscope
06-16-09, 10:15 AM
Welcome back Herr Kaluen!
BP
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