View Full Version : New and looking for a mentor
rfxcasey
06-23-09, 05:02 PM
Hi,
I'm new to SH3 and was hoping I could get hooked up with an experienced individual or group that could teach me how to play with the end goal of playing full realism. I currently have the GWX 3.0 Gold mod installed.:ping:
Laufen zum Ziel
06-23-09, 05:39 PM
First read the manual (GWX3) it will be a great help. As far as a mentor every forum member is a mentor and more then willing to help. Post any questions on the forum and someone will answer. There are some great SHIII & SHIV mods you can download. I would recommend that you play stock GWX prior to trying mods. JSGM (already in GWX) and Commander are must haves. A lot of modders have their own download sites as well as the Subsim and BTS download sites. Remember there are no stupid questions. We all had to learn someway and most of us learned via Subsim.
Good luck and let us know how you are doing.
Platapus
06-23-09, 07:28 PM
Check out the stickies too.
They are sticky for a reason. NO! not THAT reason :o
:D
AVGWarhawk
06-23-09, 07:46 PM
Send a PM to Dowly...no wait.:shifty: Everyone here will help you. Attempt a search of the forums first. If you are still stuck create a new thread.
Welcome aboard:salute:
Hanomag
06-23-09, 08:26 PM
Welcome Aboard Herr Kaluen!!! :arrgh!:
Any specific questions to start with?
I'm going to presume that some "full realism" options are easier to handle than others.
Things like Limited fuel, Realistic reload time, and Torpedo Duds are pretty simple to implement. Just watch the fuel gague, and if the first torp doesnt work.....well shoot another.:DL
'External Views' are somewhat controversial as some never use them, and some (like me) just like to get cool screenshots with 'em
Probably the hard part is the realistic targeting, and there are going to be 100 different opinions on whats the best way to go about that one.
Jimbuna
06-24-09, 03:21 AM
Welcome aboard Kaleun rfxcasey http://www.psionguild.org/forums/images/smilies/wolfsmilies/welcome.gif
Small steps/stages....one at a time and you'll soon be mentoring new additions to this great community.
Enjoy the GWXperience http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Ancient Mariner
06-24-09, 04:24 AM
welcome aboard mate
You'll be in safe hands here,I have asked a few questions with regard to manual torps and have been getting heaps of help with it
WilyPete
06-24-09, 07:16 AM
I always believed in being thrown into the deep end that's why I've played full realism (except for external views..but that's for admiring the boat) since day 1. It is very frustrating...but after a while everything just clicks.
ReallyDedPoet
06-24-09, 07:24 AM
Welcome to SUBSIM :yep::up:
nikbear
06-24-09, 07:26 AM
Welcome aboard,this bunch of cut-throats,brigands and Pirate's on this forum will be able to help you with any questions you have:arrgh!:And if they can't help you they will know a person who can:03: You will love it here:yeah::up::yep::rock:
Jimbuna
06-24-09, 08:06 AM
http://img37.imageshack.us/img37/3034/shipatsea.gif (http://img37.imageshack.us/i/shipatsea.gif/)
The weather appears to be fairing up :03:
http://img37.imageshack.us/img37/6421/shipatsea2.gif (http://img37.imageshack.us/i/shipatsea2.gif/)
ReallyDedPoet
06-24-09, 08:09 AM
http://img37.imageshack.us/img37/6421/shipatsea2.gif (http://img37.imageshack.us/i/shipatsea2.gif/)
Ha, nice one :up::)
Edit: I am going to use it :smug:
Bent Periscope
06-24-09, 10:06 AM
Welcome aboard, you'll find a lot of help from the existing posts and you can always ask questions.
Jimbuna
06-24-09, 10:55 AM
Here's a few from earlier :cool:
http://img31.imageshack.us/img31/5664/30126057.gif (http://img31.imageshack.us/i/30126057.gif/)
http://img31.imageshack.us/img31/7999/77783411.gif (http://img31.imageshack.us/i/77783411.gif/)
http://img31.imageshack.us/img31/6386/29907307.gif (http://img31.imageshack.us/i/29907307.gif/)
http://img31.imageshack.us/img31/5990/51764817.gif (http://img31.imageshack.us/i/51764817.gif/)
http://img31.imageshack.us/img31/7327/74462079.gif (http://img31.imageshack.us/i/74462079.gif/)
http://img31.imageshack.us/img31/6796/25984431.gif (http://img31.imageshack.us/i/25984431.gif/)
http://img31.imageshack.us/img31/8314/10074936.gif (http://img31.imageshack.us/i/10074936.gif/)
http://img31.imageshack.us/img31/105/42796234.gif (http://img31.imageshack.us/i/42796234.gif/)
ReallyDedPoet
06-24-09, 11:45 AM
Nice :up: I did one awhile back with SH4, seeing a few of these ( SH3 ones ) I may go back and try to do another.
Sailor Steve
06-24-09, 11:48 AM
WELCOME ABOARD!:sunny:
As has been said, everybody here is willing to help where we can. Any questions at all, just ask.
sharkbit
06-24-09, 12:30 PM
Welcome aboard! :salute:
Everyone here is extremely helpful and friendly. Most don't bite. Compared to a few online poker forums I've been on, this is heaven. Noobie questions are welcomed here. Like someone else said, we were all newbies once ourselves.
Don't be afraid to ask and don't be afraid to use the search function. You can find a wealth of information thru that.
:DL
Welcome aboard.:salute:
Don't worry about asking questions. Most people here are friendly & patient. Who knows, you may come up with something that nobody else has ever encountered before...:)
rfxcasey
06-24-09, 08:31 PM
Well from my experience in the past it just take too much time reading through the forums and not enough time playing. I had joined a flight sim squad once and the experience was so much better getting real time feedback from the guys. I guess I could join a floatilla and probably will. I just get tired of the endless typing, searches, misspellings and poorly conveyed messages.
Oh well, for one thing when I start a game.......arge! Here we go again......when I start a game in my port I set a coarse to my final patrol area and try to accelerate at least till I get into hostile waters. The problem is every time a contact is made it kills the accelleration even though near and around my home port the contacts are 99.9% friendly. It is sooo annoying having to keep reinstating the accelleration over and over. What is the best way to patrol using accelleration?
I would like to stay submerged during the day and only suface at night but if I go under and use time accelleration I alway run out of battery and have to surface in the daylight.
How do you track by sonar? How do you calcuate the speed of a target and it's bearing? With the GWX mod the water is too dark how do I fix that? How should I manage my crew starting off for best results? Why did subs not come with reverse death charges that float to just before the surface and break the spins of pursuing ships? How do you tell the kind of ship based on hydrophone? What is the best method of patroling? How do you plot an intercept coarse using the map? How do you plot anything using the map? My radio man reports messages, how do I read them? How do I call for resupply? How do I call in an air strike? What happens when a giant killer maneating squid tries to hump my sub? How do I execute my first mate for treason? Where is Sean Connery in all of this? What's big, long, hard, black and full of seamen?
Now comes the part when everyone posts 30,000,000 links for me to read through for hours and tells me my attitude sux.:damn:
Task Force
06-24-09, 08:58 PM
Welcome to the boards rfxcasey.:up:
Paul Riley
06-25-09, 04:26 AM
Welcome rfxcasey,
Just a few comments on some of your questions.
As far as staying submerged during the day it really is not that important during the first half of the war,I would say until the end of 1941 beginning of 42,when allied radar becomes obvious.Early on you are fairly safe on the surface day or night,just remember not to get TOO close to your target in the day,you may even be able to get closer at night and make a surfaced night attack,depending on immediate visibility conditions.Later on in the war you will be dangerously harassed by aircraft and will slowly be spending more time submerged,especially in the bay of Biscay.
As far as time compression goes,when allied aircraft become a menace I would go no higher than x32,and no higher than x128 anywhere else,to reduce the chance of bumping into 'something' and not being able to deal with it in good time.
I cant answer all of the other questions but I can give you a short rundown on how to plot and finally intercept a target ship.
1- First put yourself on extreme visibility range of the target,or roughly when he is JUST coming into view,ideally with the binoculars to be safest.Get the stopwatch out.
2- Make a mark on your map where the current target ship is,then time his run for 3mins 15secs (this seems to be the optimal method used by most people)
3- Repeat the timings for about 30mins,or even 1hr in some cases.Yes,this is all in real time and can be taxing,but patience is important with this game.
4- After the 30mins period you will have a string of marks along a rough course of the ship.Join these marks together to form a line.This is his course.Get the protractor out and lay it from the first plot mark to the last plot.The result is his course.If the course line is greater than 180deg you will need to subtract the protractor figure from 360 to get the true course from 360deg.
5- To get his speed,measure the distance between each series of timings you made,mark each one down.Then,if you know how to calculate averages calculate an average score of the timings,this is his speed.But remember,aqquiring accurate speed is a lot harder in GWX3 than in stock,and even the slightest miscalculation can be a huge error,and its further compounded in rough sea.
6- Now you know his course and speed,set your OWN course the same as his,this will allow you both to move on a parallel course.
7- Keep watching through your UZO and when he draws parallel with you,either 90deg or 270deg slow down and match your speed with the speed you just aqquired.You should both now be moving in perfect tandem with each other.Now you can make the intercept run proper.
8- A ship moving at say 9kts will move approx 16.2km in 1 hour.The formula is -
1knot (kt) = 1 nautical mile per hour.
1 nautical mile = approx 1.8km
9kts = 9 x 1.8 = 16.2km
9- Make a mark at the current spot of your target.Now,extend a line with the protractor along the course you aqquired.Extend it to 16.2km,or with a fast ship you may want to increase it for 2hrs,which would be 32.4km.
10- From the 16.2 or 32.4 mark draw a 90deg line away from the track using the protractor.This is the course YOU will be moving along in order to put yourself on a perpendicular course to the target,allowing for a perfect 90deg shot against his broadside,allowing for a better torpedo contact.
11- From this line,get the ruler and extend it approx 1km,and make a mark.This is the distance you will attack from (1km is a good distance for most attacks,especially in daylight,at night you will be able to get nearer,to about 500m.
12- When you have marked your target's future course,accelerate ahead of the target at high speed along the current course,to put yourself far ahead of him.Also make a note of the time.Just before you begin to pass the 90deg intercept line you made make a 90deg turn into your target's course,you are now on the final run.You SHOULD be on a perpedicular course to him.At this point you should still have a good 30mins lead on him.
If you are not confident in making the intercept run manually get your navigator to help you,and make waypoints for your intercept run.
12- When you get to approx 200m before the 1km mark submerge to periscope depth,ready for the attack,and slow down to 'ahead slow'.When your bow just crosses the 1km mark order 'stop'.If your target has remained on his course and speed you should be in the perfect spot for a textbook attack.As he gets nearer your sonarman should report his position to you.Order him to track the target,and remember to keep your PS down at this point.Even though it will be hard or nearly impossible for a merchant to spot your PS it is good practice to get into,especially when countering radar which can detect a raised scope.
13- when the target is about 40deg bearing from you,slowly raise the PS.You are now free to initiate your attack.
There are many factors to consider when attacking a ship,and other members in here will guide you on this,I just wanted to guide you on intercepting and finally meeting your prey at a pre determined time and place,governed by...you.
Using this method also allows to you meet ships in 6hrs,12hrs,or even 24hrs time,especially useful when dealing with convoys,and you want to set up for a night attack at a specific time.
It is by no means THE method to use,just a damn good one :DL
Good luck.
mookiemookie
06-25-09, 08:31 AM
Well from my experience in the past it just take too much time reading through the forums and not enough time playing. I had joined a flight sim squad once and the experience was so much better getting real time feedback from the guys. I guess I could join a floatilla and probably will. I just get tired of the endless typing, searches, misspellings and poorly conveyed messages.
I know the guys over on the SH3 multiplayer forum use teamspeak so that may appeal to you if you want verbal help.
Oh well, for one thing when I start a game.......arge! Here we go again......when I start a game in my port I set a coarse to my final patrol area and try to accelerate at least till I get into hostile waters. The problem is every time a contact is made it kills the accelleration even though near and around my home port the contacts are 99.9% friendly. It is sooo annoying having to keep reinstating the accelleration over and over. What is the best way to patrol using accelleration? Install SH3 Commander. (http://www.subsim.com/radioroom/showthread.php?t=147237&highlight=sh3+commander) It will allow you to start patrols just outside of your home port and that cuts down on the "SHIP SPOTTED!" spam A LOT when leaving on patrol. It's like your watch crew is a bunch of 3 year olds... "HEY. HEY! SHIP SPOTTED! SHIP SPOTTED!" "Yes I know. It's one of ours, little guy."
I would like to stay submerged during the day and only suface at night but if I go under and use time accelleration I alway run out of battery and have to surface in the daylight.That sounds like less of a time compression problem and more of a speed management problem. Depending on your sub type, if you run submerged at 2 or 3 knots and no more, you should have no problem having your battery last through an entire day submerged. As far as I'm aware, TC has no bearing on fuel or battery efficiency.
How do you track by sonar? How do you calcuate the speed of a target and it's bearing? This thread (http://www.subsim.com/radioroom/showthread.php?t=88961) is like the bible of tracking and setting up an attack on a ship. I highly recommend it. When I was a newbie, I had it printed out and sitting next to me while I played.
With the GWX mod the water is too dark how do I fix that?SH3 Commander has an option to adjust water clarity.
How should I manage my crew starting off for best results?I've found that the most important qualifications to get right off the bat are radio men (the ones with the little gold lightning shaped icon). You can't sink what you can't detect. Having a good hydrophone operator will increase your chances of picking up ships while submerged. Fill out your torpedomen and machinists as you see fit. Make sure you have a couple of qualified watch officers. Don't worry too much about artillery men, as you'll stop using the deck gun once the merchants start shooting back. A good flak gunner can save your bacon if you get jumped by a plane, but the best option is to crash dive when your watch spots a plane.
Of course you can also go for the "Use realistic crews" feature in SH3 Commander and have it set up for you already.
Why did subs not come with reverse death charges that float to just before the surface and break the spins of pursuing ships? No idea
How do you tell the kind of ship based on hydrophone? Mechants go "chug chug chug chug" and warships go "swishswishswishswish"
What is the best method of patroling?I personally go no more than 9 knots and stay within a grid or two of my assigned square. As GWX 3.0 doesn't reward or punish you for going to your assigned patrol grid or not, you have freedom of action to go where you please. I just like to play it as per history.
How do you plot an intercept coarse using the map? How do you plot anything using the map?Again, see this thread. (http://www.subsim.com/radioroom/showthread.php?t=88961)
My radio man reports messages, how do I read them? The default key is "M". You'll get a lot of historical messages regarding ships sinking and attacks on convoys by other boats in GWX. Be aware that while truly and accurately historical, these convoys and ships do not exist in the SH3 world. The only ones that really exist are the ones that are plotted on your Nav Map (F5 key). There are mods out there that limit the number of messages you receive, if you find it's a bit too much.
How do I call for resupply?Simple: you don't :03: While milch cows exist according to their historical dates in the mid and southern Atlantic and act like floating docks, you can't have Onkel Karl's Tow Service come out to you if you run out of gas.
How do I call in an air strike?They happen, but are very rare. First off, you have to be within range of an Axis air base. The best places for this are the eastern half of the North Sea and in the Med. If you have spotted a ship or convoy, you can press "M" to go to your radio screen and send a contact report. If you're very very lucky, you may get air support sent your way, but I wouldn't count on it.
Now comes the part when everyone posts 30,000,000 links for me to read through for hours and tells me my attitude sux.:damn:Oh come on now, I only posted one download link and one guide that answered all of your plotting questions in a clear and concise way. I doubt it will take you hours to read. :yeah:
I think you'll find Subsim to be unlike any other forum you've been on. We're all very helpful around here. Good hunting!
... What happens when a giant killer maneating squid tries to hump my sub? How do I execute my first mate for treason? Where is Sean Connery in all of this? What's big, long, hard, black and full of seamen?
Now comes the part when everyone posts 30,000,000 links for me to read through for hours and tells me my attitude sux.:damn:Most of your questions have been answered allready but not all of them.
What happens when a giant killer maneating squid tries to hump my sub?
You wake up and realise you only had a nightmare. Bernard got hold of your legs because he had a wet dream.
How do I execute my first mate for treason?
Please tell us! We've been trying to get rid of Bernard to no avail.
Where is Sean Connery in all of this?
He 'has the conn' naturally.
What's big, long, hard, black and full of seamen?
The torpedo tubes when Bernard has farted.
Paul Riley
06-25-09, 12:23 PM
What's big, long, hard, black and full of seamen?
The torpedo tubes when Bernard has farted.
Thats just plain wrong :rotfl:
rfxcasey
06-25-09, 06:20 PM
Thanks for all the great advice guys.
About the whole ship tracking thing, how do you keep from being detected my the ship your tracking? If you can see them can't they see you?
Your wrong on the last one, it's a submarine.
Ha ha, thought someone would get a kick out of that....:haha:
P.S. Can I stop banging my head against the wall now? It hurts....
mookiemookie
06-25-09, 08:25 PM
Thanks for all the great advice guys.
About the whole ship tracking thing, how do you keep from being detected my the ship your tracking? If you can see them can't they see you?
That's a more of an art than a science. It has a lot to do with the particular situation you're in. How visible you are while surfaced is dependent upon:
Your aspect angle to the target. Are you face on or broadside? Broadside makes you easy to spot
The sea state. Choppy seas make you harder to see.
Weather. Rain or fog obviously will help conceal you
Your speed. Slower is better.
The skill of the target ship's crew. Some are dummies, some are elite. That's something you can't know.
Night or day, obviously. If the moon is behind you at night, you're harder to spot.
How far out of the water you are. If you're fully surfaced, you'll be easier to spot than if you're running "decks awash" (i.e. at a depth of 7 or 8 meters)
WilyPete
06-25-09, 09:38 PM
Thanks for all the great advice guys.
About the whole ship tracking thing, how do you keep from being detected my the ship your tracking? If you can see them can't they see you?
No. A submarine has a much lower profile than a ship, for starters. So a ship may be visible at 8km say, but a sub may be near invisible at that distance. Also, a merchant vessel will not have 4 trained sailors with military grade binos on watch duty...maybe just a lad with field binoculars leaning over the side.
Hello all. I just joined community too and I'm completely newbie on Sub Simulators. I'm glad if i receive help from here if I have something to ask.
I already downloaded GWX 3.0 Gold but seems like it's a bit harder and loading a mission takes nearly 10 minutes longest.. After that it runs smoothly at least. :)
So should I stay with this or start with "easier"? Is there other essential downloads than GWX and SH Commander?
With what should I begin with? That I could proceed from step to step, not that I read whole 600 pages of GWXs manual and then begin to play after I've read that after few months. :O:
I already read stickied topics and unfortunately link for Community Manual was broken.
Thanks for everyone who helps us.
WilyPete
06-26-09, 05:09 AM
Hello all. I just joined community too and I'm completely newbie on Sub Simulators. I'm glad if i receive help from here if I have something to ask.
I already downloaded GWX 3.0 Gold but seems like it's a bit harder and loading a mission takes nearly 10 minutes longest.. After that it runs smoothly at least. :)
So should I stay with this or start with "easier"? Is there other essential downloads than GWX and SH Commander?
With what should I begin with? That I could proceed from step to step, not that I read whole 600 pages of GWXs manual and then begin to play after I've read that after few months. :O:
I already read stickied topics and unfortunately link for Community Manual was broken.
Thanks for everyone who helps us.
Stick with GWX 3. Not only that play with full realism from day 1. It's frustrating as hell but the only way in my opinion. Otherwise if you start with "arcade" mode and gradually make it more realistic, you'll be on a never ending learning curve. It's like swimming...start in the paddling pool with arm floaters, take the floaters off and learn to paddle. Then go into the shallow pool with floaters back on...eventually take off the floaters. Then go into the deep end with floaters...etc. By the time you're 50 maybe you can swim unassisted at the seaside. Or...can't swim, get someone to chuck you in at the deep end. You'll learn to swim if you dont want to drown. Job done...you can now go on and have fun swimming. :up:
Paul Riley
06-26-09, 05:12 AM
A very simple and effective swimming philosophy,and it works :rotfl:
Jimbuna
06-26-09, 05:15 AM
Welcome aboard Kaleun Bummy http://www.psionguild.org/forums/images/smilies/wolfsmilies/welcome.gif
As per the usual advice you can commence the learning curve by enabling every mod under the sun or taking it one step at a time whilst gaining experience.
Either way....tis your choice.
Enjoy the GWXperience http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Stick with GWX 3. Not only that play with full realism from day 1. It's frustrating as hell but the only way in my opinion. Otherwise if you start with "arcade" mode and gradually make it more realistic, you'll be on a never ending learning curve. It's like swimming...start in the paddling pool with arm floaters, take the floaters off and learn to paddle. Then go into the shallow pool with floaters back on...eventually take off the floaters. Then go into the deep end with floaters...etc. By the time you're 50 maybe you can swim unassisted at the seaside. Or...can't swim, get someone to chuck you in at the deep end. You'll learn to swim if you dont want to drown. Job done...you can now go on and have fun swimming. :up:
True that I can't still swim ;)
Anyway, I don't know much about u-boats, haven't played any u-boat simulator before this so it will take ages to learn game with full realism and it's possible I get bored to game if I just get sinked by enemy in every mission without a single kill myself.
Do you really think that I still should begin with full realism?
And with what should I begin to learn? GWXs super manual?
Thanks for advice. :) I'll stay with GWX at least even it's slower to load and bit harder.
WilyPete
06-26-09, 06:41 AM
True that I can't still swim ;)
Anyway, I don't know much about u-boats, haven't played any u-boat simulator before this so it will take ages to learn game with full realism and it's possible I get bored to game if I just get sinked by enemy in every mission without a single kill myself.
Do you really think that I still should begin with full realism?
And with what should I begin to learn? GWXs super manual?
Thanks for advice. :) I'll stay with GWX at least even it's slower to load and bit harder.
The good thing about sub sims is that you don't need to learn how to take off or land. No fiddling about with flaps. Though remember that you still need to set the toilet pressure or it may potentially damage the sub. But apart from that it's hard to damage a sub with incompetence. So no learning to drive it.
The only thing you need to learn is how to sink things and survive. If you play from September (August if using GWX 3) 1939 there's little chance/risk you'll be sunk especially if you stick with a IIa in the North Sea. Basically in real life they were defensive boats and were actually primarily used as "school boats". Remember when you took your driving lessons? Well that's what these boats are for...5 torpedos to practice with and a small boat making it easier to reverse park. And quick patrols usually lasting 10 days.
It's very hard to get killed in a IIa unless you go looking for it, so you wont get bored in that respect. You may get bored when all you do is miss with your torpedos all the time...which will happen a few times. One way I found how to avoid this is at the start, when you're still learning how to shoot, get so close to the target as it is practically impossible to miss. Also practice with the actual practice thing section in the game...
But yeah good advice is, get close to the target so practice getting a good approach (you want to get the ship side on...more side on the better..think like ship warfare in 1780...broadsides are still good) get to within 1000m and then fire your torpedos without using the computer...so all you do is click the "x" before firing with the UZO or periscope. Rermemeber to lead a bit (aim in front of the point you want to hit) slightly. This will give you a feel for how the torpedo performs, how long it takes to cover distance, how long to lead and give you satisfaction with the BOOOOOOM and bodies flying all over the place (remember to run over any survivors). Then from there, with a little confidence, start playing about with the TDC (Turd Distribution Chamber) aka the torpedo computer.
This game is very frustrating at times but equally very rewarding when you blow up a ship...see things flying in the air...the explosions are epic. :yeah:
p.s. Do you open doors for ladies? Well treat your torpedos like ladies. Your sub is full of classy bitches who expect you open the door for them otherwise they'll get the hump and go off in another direction. They also expect to be kept well lubricated and some of them need warming up beforehand, otherwise they don't last the distance.
kuchciol
06-26-09, 06:43 AM
Bummy, I would advise you to at least browse the manual. Possibly you have little need right now to read thoroughly about various operations and painting schemes introduced by GWX, but it would be smart to check out the controls and keyboard shortcuts, eh?
GWX gives you the option to start in August '39. Take the boat for a little trip and check things out without any threat or play through the academy, and you're sorted.
mookiemookie
06-26-09, 07:29 AM
True that I can't still swim ;)
Anyway, I don't know much about u-boats, haven't played any u-boat simulator before this so it will take ages to learn game with full realism and it's possible I get bored to game if I just get sinked by enemy in every mission without a single kill myself.
Do you really think that I still should begin with full realism?
And with what should I begin to learn? GWXs super manual?
Thanks for advice. :) I'll stay with GWX at least even it's slower to load and bit harder.
I'd say go with full realism minus the manual targeting, but that's just me.
Thanks all :)
I'll try those.
kuchciol: Yes, that's true, I'll check it out too.
WilyPete
06-26-09, 11:21 AM
Yes, also remember 1 thing: Don't make it harder than it should be. If you can close within 1km of the target (no closer than about 600m though otherwise the torpedo wont have time to arm) do it. And for that you don't really need the TDC, you can just point-and-shoot. This is what happened in real life and in fact they were told to fire the G7a this way. This is good enough for your first patrols...so doesn't matter if you have manual targetting or not.
Also, try to be as perpendicular to the target as you can when firing the torpedos...meaning you should be facing the target's side as square on as possible. Early WW2 torpedos hate turning and are fussy about hitting too.
And always...ALWAYS....remember to open the torpedo tube door BEFORE firing (important this).
Later on in the war is all different, the tactics and weapons change somewhat...but by then you'll be a salty seaman. :up:
RoaldLarsen
06-26-09, 01:34 PM
If you can close within 1km of the target (no closer than about 600m though otherwise the torpedo wont have time to arm) do it.
Generally your advice is good. This one point needs fixing though. If your torpedoes run about 250-350m they will have time to arm. So the only time you need to be 600m away when firing is when the target is coming directly at you at speed.
I routinely take perpendicular shots when the target is only about 450-550m away. When the target is moving away from me, I might take a shot at 250m with torpedo speed set at slow.
kaptkirkU4467
06-26-09, 02:39 PM
As you can see...the whole place is a walking "I can help ya" book.
Welcome to SubSim.:sunny:
Sailor Steve
06-26-09, 03:02 PM
WELCOME ABOARD, Bummy!:sunny:
If you try to read the whole manual you'll go crazy. If you don't the first time you ask a question that's in it you'll be told to RTFM (Read The *%^#ing Manual)! You can't win, so you might as well enjoy the ride. You'll never remember everything that's in it anyway.
As to the 'essential mods' question, there are none. Or they are all essential, depending on what you mean by 'essential'. Lots of people favor gameplay over graphics, but I like to look at the eye candy, and I always recommend all the harbor add-ons: the Kiel locks, the new bridge mods etc. Absolutely useless, but for me they're very 'essential'. What do you want from the game? It's probably there, if you can give specifics.
WilyPete
06-26-09, 03:05 PM
Generally your advice is good. This one point needs fixing though. If your torpedoes run about 250-350m they will have time to arm. So the only time you need to be 600m away when firing is when the target is coming directly at you at speed.
I routinely take perpendicular shots when the target is only about 450-550m away. When the target is moving away from me, I might take a shot at 250m with torpedo speed set at slow.
Ok so you fire your torpedos 150 to 50 metres closer than I do. :doh: And the reason is....? Apart from the fact that the distance will not make a smidgen of difference...oh ok maybe yours will detonate a second earlier...if that, wouldn't it be harder to judge (especially for a newcomer) such a short distance away?...and it doesn't give you much room to maneuver if you get the distance wrong or the ship is not exactly 90 degrees and coming towards you (which would bring the target under the arming range).
"So the only time you need to be 600m away when firing is when the target is coming directly at you at speed."
If a target is coming directly towards you at speed and is only 600 metres away...it's time to crash dive.
Of course you're just too good and this doesn't apply to you. :yeah:
edit: Anyway, the point I'm making just because you get closer doesn't make him anymore deader.
Thanks all again. :)
So I've read a bit manual and whole The Hunt: An illustrated example of how to sink a ship tutorial. That really helped a lot so far. Currently my difficulty is something like 72%, I want to see my sub outside, then few other helps.
WillyPete: Yes, 600 meters seems good enough, I think it takes some time that I get even into that range. :)
Sailor Steve: True, whole manual is a bit too much to read at least to begin with, maybe when I know basics.. Anyway it's good to read even begin of it.
I like both but too much realism is at beginning too hard, so currently I prefer graphics over realism but not too heavy graphics.. My computer is AMD Athlon 3000+, ATI Radeon HD 3850 AGP, 1024mb DDR..
kaptkirkU4467: It's good people likes to help, it's much easier to ask, at least, simply questions from forum than search answer from 600 pages manual. :)
Edit: Oh, and I forgot, what's best way to get out as alive after attack? Those destroyers don't give up even with crash dive to 70m and then silent run to different course.
sharkbit
06-26-09, 06:03 PM
Edit: Oh, and I forgot, what's best way to get out as alive after attack? Those destroyers don't give up even with crash dive to 70m and then silent run to different course.
Deep and silent.
Run at 1 knot speed.
Crash diving makes a lot of noise because you are at flank speed.
Avoid it if you can.
The only time I run at flank is when the destroyer is making a run and it sounds like he is dropping right over me. When the charges explode, I go all stop and coast along a bit then it is back to 1 knot.
:)
And turn away from him when he is pinging. You need to show as little reflection area as possible.
Edit: Oh, and I forgot, what's best way to get out as alive after attack? Those destroyers don't give up even with crash dive to 70m and then silent run to different course.
You'll have to go much deeper than that. 270m is more likely. :DL
Welcome aboard! :arrgh!:
RoaldLarsen
06-27-09, 01:07 AM
If you can close within 1km of the target (no closer than about 600m though otherwise the torpedo wont have time to arm) do it.
Generally your advice is good. This one point needs fixing though. If your torpedoes run about 250-350m they will have time to arm. So the only time you need to be 600m away when firing is when the target is coming directly at you at speed.
I routinely take perpendicular shots when the target is only about 450-550m away. When the target is moving away from me, I might take a shot at 250m with torpedo speed set at slow.
Ok so you fire your torpedos 150 to 50 metres closer than I do. :doh:Well, maybe it's just me, but when someone says "close within 1km of the target (no closer than about 600m though ...)" and later says "..and it doesn't give you much room to maneuver if you get the distance wrong or the ship is not exactly 90 degrees and coming towards you", I assume that that person is usually firing from 700-900m range, so a difference of 150-450m from what I usually use.
And the reason is....?The reason for my post was not to claim that firing at my preferred range was significantly more accurate than with your advice, but just to point out that the statement "no closer than about 600m though otherwise the torpedo wont have time to arm" was wrong. The reason why I talked about my usual practice of firing from 500m +-50m was to show that, contrary to the advice you were giving, it was perfectly reliable to do so.
The reasons I usually fire from 500m +-50m include:
1. It saves one adjustment on the TDC. The default setting for range is 500. if one is firing at a gyro angle other than 0, it is important that the range to target at time of firing is acurate. Changing the range requires one to unlock the TDC from the scope or UZO. Doing so will cause any automatic update of AOB to be suspended. Therefore unless you set the range at firing in advance you need to go through a sequence of
unlock scope from target
unlock TDC from scope
set range
lock TDC to scope
lock scope on target
By firing from around 500m, you are using the range value the game has preset, so you can skip all five steps.
2. At one of the zoom levels, the map grids are 500m, so it is easier to eyeball a 500m gap than a 600m gap.
3. Firing from 500m will be more accurate than from farther away, but 500m builds in enough buffer to account for errors in ranging and for target movement. In fact, if it wasn't for the previous two reasons, I'd probably usually fire from 400m +-50m.
Apart from the fact that the distance will not make a smidgen of difference...oh ok maybe yours will detonate a second earlier...if that,Well, since you bring it up, I will talk about accuracy. At 900m the displacement of impact point from target point due to targetting error will be twice what it is at 450m firing range. At 600m, the inaccuracy will be 20% greater than at 500m. Due to the error inherent in rounding ranges and angles alone, this increase in error can be enough to turn a one shot kill into a non-fatal hit, or to turn a hit aimed at an extremity into a miss.
wouldn't it be harder to judge (especially for a newcomer) such a short distance away?In my experience, the closer one is to the target, the more accurate will be the range estimation - even for newbies.
...and it doesn't give you much room to maneuver if you get the distance wrong or the ship is not exactly 90 degrees and coming towards you (which would bring the target under the arming range).That's why I fire from 500m +-50m rather than from 250m. 200m is plenty of margin for error.
"So the only time you need to be 600m away when firing is when the target is coming directly at you at speed."
If a target is coming directly towards you at speed and is only 600 metres away...it's time to crash dive.Actually, it is probably too late to crash dive, if target is armed with depth charges or hedgehog.
There are at least two circumstance when one needs to remember that one needs a greater range to target when target is coming right at you:
When you are at periscope depth and being chased by an escort.
When in the middle of a convoy.
Of course you're just too good and this doesn't apply to you. :yeah:
edit: Anyway, the point I'm making just because you get closer doesn't make him anymore deader.
Well in fact, getting closer likely does make him deader. It decreases the chances you will miss what should be a one shot kill.
Wicked Popsicle
06-27-09, 02:32 AM
First read the manual (GWX3) it will be a great help. As far as a mentor every forum member is a mentor and more then willing to help. Post any questions on the forum and someone will answer. There are some great SHIII & SHIV mods you can download. I would recommend that you play stock GWX prior to trying mods. JSGM (already in GWX) and Commander are must haves. A lot of modders have their own download sites as well as the Subsim and BTS download sites. Remember there are no stupid questions. We all had to learn someway and most of us learned via Subsim.
Good luck and let us know how you are doing.
Welcome Aboard. Ah manual shmaual I never needed the manual. I play just great I get to the 2nd patrol and die. So i am fine at this game :arrgh!:
mookiemookie
06-27-09, 07:41 AM
Edit: Oh, and I forgot, what's best way to get out as alive after attack? Those destroyers don't give up even with crash dive to 70m and then silent run to different course.
The best advice I can give about being pinged (early war, mind you) is to first go deep. 100 meters at a minimum. Deeper if need be. If you can't shake him and he starts pinging, go to flank speed and present the smallest angle you can towards the DD pinging you. You can go to flank speed for a few seconds in order to get your ass-end towards the DD, as they can't use their hydrophones when pinging...don't worry about your "stealth meter" turning red while doing this. Once you get your butt towards them and you go back to slow speed, it'll quickly go back to green. Just make sure that you don't go any more than 2 knots (unless you're pulling an evasion move as described above) and try to get to at least 100 meters deep and you shouldn't have any problems in early war.
Sailor Steve
06-27-09, 02:36 PM
My method is different from Mookie's. I crash dive to 70 meters and stay there. Go silent. I stay that way and don't worry about it. Just because you hear pings doesn't mean they know where you are, just that they're looking. When I can hear the destroyers propellors from the control room, then I panic. Ahead flank. Right (or left) full rudder. Dive another 20 meters. After the depth charges go off I set the rudder amidships and slow to 2 knots again. And wait some more. After doing this a few times I come back up to 70 meters. I figure if they can hear me at that depth they can hear me at any depth, and that way I have room to run vertically again.
RoaldLarsen
06-27-09, 08:59 PM
After doing this a few times I come back up to 70 meters. I figure if they can hear me at that depth they can hear me at any depth, and that way I have room to run vertically again.
But what about thermal layers?
But what about thermal layers?Underwear? What about them? Historically speaking we don't know yet what you are talking about. ;) Soundlayer effects became understood only after the war.
So I've read a bit more (the end of GWX manual, there was some tutorials how to do things) and played. Next I should read more about how to find a convoy and get to good shooting position and about those electric systems of submarine. I still haven't got it how to get destroyers out of my tail, I shoot torpedoes, begin to dive but sub dives really slow and usually i'm on 20 meters when destroyer catches me. Then I continue to dive, use flank speed when it's above, change course and then back to 2knots and silent run on all time.. Then they even can lost me for ten minutes but after that they just come back and find me again even I'm still on silent run and my sub 140 meters deep.
I also trained how to target manually with notebook system, it works ok finally.
Realism is now 77%: No map contact update, No event camera and no external views are off.. No map contact update i'm not sure what it even does but many tutorials say that technic will not work if it's on so I've kept it off.
What do you think?
I use GWX 3.0 but haven't yet got it where to use SH3 Commander.
I tried to make LAN-game to train shooting without destroyers but it didn't work in GWX, in vanilla it works. In GWX it just jumps back to server list screen after minutes loading when I try to generate mission. What's problem?
WilyPete
06-28-09, 08:27 AM
Map contacts basically is like having GPS on every ship around you...very unrealistic. Then again is you play GWX all your map contacts are black (stock they are green,red,black depending on nuetral,hostile,friendly) this has been taken out in GWX which makes it harder but not more realistic seeing if you got a contact readioed to you from BDU say, they would tell you if it was freindly/hostile/neutral...don't you think? And yes, they would know considering they'd either had visual/radio intel and both times they would know (visual by IDing and radio messages, you'd think if the source could give the coordinates he'd be pclose enough to ID the contact too).
So GWX needs tweaking because it's far from perfect and you'll need to find a balance between how historically accurate you want it and what suits your playing style. :03:
Jimbuna
06-28-09, 09:37 AM
There is a mod on my FF page that will give the player the tails and contact colours back http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
WilyPete
06-28-09, 12:28 PM
There is a mod on my FF page that will give the player the tails and contact colours back http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Thanks Jimbuna. I'm having second thoughts though if this is more realistic...or just all contacts being black as in GWX? I suppose if the contacts were detected by the triangulation method, then the contacts would not be ID'd. The thing is knowing how these contacts were obtained. I'm guessing in real life it was varied from the spy at the dock to ships with triangulation gear on board. Unfortunately SH3 is limited in this sense. I hope if SH5 gets made they'll work on the intel and make it more realistic.
Jimbuna
06-28-09, 01:17 PM
Thanks Jimbuna. I'm having second thoughts though if this is more realistic...or just all contacts being black as in GWX? I suppose if the contacts were detected by the triangulation method, then the contacts would not be ID'd. The thing is knowing how these contacts were obtained. I'm guessing in real life it was varied from the spy at the dock to ships with triangulation gear on board. Unfortunately SH3 is limited in this sense. I hope if SH5 gets made they'll work on the intel and make it more realistic.
At this moment in time I don't think anyone (perhaps not even the devs on SH5) knows for sure yet. :hmmm:
rfxcasey
10-14-09, 10:31 PM
The best advice I can give about being pinged (early war, mind you) is to first go deep. 100 meters at a minimum. Deeper if need be.
Someone from a SH3 flotilla once told me that, because the pursuing vessel's sensors point down and extend outward in a cone shape it is better to stay close to periscope depth as they will be less likely to detect you, unless of course, they are right on top of you, and as long as you are running rigged for silent at about 2 to 3 knots. I have also found that running just below periscope death about 18 meters you will not be rammed and the depth charges sink a bit further down before detonating which gives you a little more breathing room. To help this I will usually turn hard away and bump my speed up to flank as the attacker passes over me. You can also raise up to periscope depth which will bring you up about 4 to 6 meters and increase your distance from the charges that much more. Then change course again and go back to 2 to 3 knots. By the time the attacker positions himself for another run he will not know your exact location and have to guess more. This will give you a good beginning for a break away attempt and you just have to play it smart from there. Just a thought but it has been working for me so far. Oh and remember to keep you scopes down.
There is a mod on my FF page that will give the player the tails and contact colours back http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Perhaps a silly question but would that be the "GWX-Contact_Color" download?
Jimbuna
10-15-09, 12:58 PM
Perhaps a silly question but would that be the "GWX-Contact_Color" download?
Yeah, that's the one.
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