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Smoke 'n' Oakum
08-26-12, 09:22 AM
Greetings to all my fellow submariners, so nice to finally be here!

I have been playing SH3 for nearly 5 years now (when i happened to come acrossd the game by accident) and, as I was the only person I knew that has heard of this game, these forums have proven invaluable to my progression as a half-useful u-boat commander.

I wanted to finally join these forums and say thank you to everyone that has contributed information, especially information on navigation and tracking.

Something I keep reading about is SH-Commandedr update (or something). I have never attempted or used game mods so I am clueless where to start, but I am a sucker for anything that provides background and a more dynamic career mode so this looks like it could be right up my street. I would appreciate any information on it.

Finally, is there a thread on here about manual tordedo solutions? I want to increase my realism and using the weapons officer has become too convenient.

Thank you again guys, I look forward to being involved here alot more and hopefully give something back to those that have given me so much!

Happy Hunting,

Smoke.

grislyatoms
08-26-12, 09:30 AM
Wilkommen, Herr Kaleun!

I run only a few mods/utilities. GWX, JSGME, and SH3 Commander. Have a few sound file mods as well.

As far as starting out with manual targeting/setting up intercepts Wazoo's work is top notch. You'll be sinking ships in no time. Not to leave out all the other great tutorials/advice, but Wazoo's is what helped me, personally, the most.

Link to file.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1080

Smoke 'n' Oakum
08-26-12, 09:45 AM
Danke!

May I ask what advantages and additions to gameplay those mods bring? I am a complete noob to the mod world. How do I go about getting them also? I wont need to re-install my original SH3 game (from steam) will I?

Thank you again, I will take a look at those pages, the in-game tutorial didnt help me much!

u crank
08-26-12, 09:57 AM
Welcome to SUBSIM Smoke. :salute:

A good start for modding SH3 is here.

http://www.subsim.com/radioroom/downloads.php?do=cat&id=1

grislyatoms
08-26-12, 10:05 AM
In a nutshell, JSGME is a mod management tool that simplifies, well, managing mods.:D With this tool, just drop your mods into a folder called "Mods" and then you can easily pick and choose which to use via a nice gui. SH3 Commander is a launcher utility that has numerous tweaks for crew management, flotilla data, time between patrols, etc. Very easy to use. And you can export patrol and crew reports out to .html files.

GWX - where do I start? A labor of love by the mod community. HUGE mod. Changes numerous aspects of the game for the better. You'll read much more about it on these pages.

grislyatoms
08-26-12, 10:35 AM
(I posted this here awhile back. Seems my exact targeting/intercept method has evolved a bit, but the general ideas are the same.)

"It's not hard, just takes practice.

FWIW, here's what I do.

1. Determine a rough course. Draw rough course with ruler out to way past where I think my intercept point will be. Start heading towards rough intercept point.

2. Determine speed - Mark an x and start the stopwatch. At 3 minutes 15 seconds mark another x. Measure the distance using the compass tool. This distance*10 = speed in knots. (e.g if the distance is .8 km then the speed is 8 knots, 1.2 km then the speed is 12 knots, etc.)

3. Optional 3rd mark at 6:30 to better nail down the speed.

4. Now that I have 3+ marks, I'll draw a "tighter" target course with the ruler, layed out at a distance to correspond with the targets speed. (e.g. If he is running 8 knots I'll mark out a 24 km course. That way I will know that in one hour he will be at the 8 km mark, in two hours he will be at the 16 km mark, 3 hours at the 24 km mark, and so on.)

5. Plot an intercept course and speed (Dantenoc's tutorial on this in the community manual is excellent) to put me 600 meters off the target's track at a 90 degree angle.

6. While I'm running to the intercept point, I'll enter the target's speed, the pistol type, the depth of the torpedo and the speed of the torpedo into the tdc. Bearing will be 0 as I am setting up for a 90 degree shot. I'll also put in a rough angle on the bow (usually 90 degrees port or starboard).

7. As the ship nears, I use the protractor to firm up my angle on the bow, (first point at the target, apex along his track, last point on my sub), and check his speed).

8. As he closes to 0 degrees, open the torpedo tube doors and pop up the periscope. When the point I want to hit crosses 0 in the periscope, Los!

9. Kaboom!

(Thanks to all who took the time to document all this, create the video tutorials, and share it all with everyone. In a good couple hours of playing with it all I got it nailed down pretty well.)

Now I'm experimenting with a 10-15 degree offset to make the torpedoes hit even closer to 90 degrees, thanks to some tutorials in the SHIV forum.

Y'all rock.:rock::D "

Smoke 'n' Oakum
08-26-12, 10:51 AM
Thanks for welcome and for the modding pages U-crank, they will definatley come in handy :)

That step by step targeting guide seems less overwhemling than the pages i have been reading. I find I can track and intercept quite accuratley (albeit with the contact updates on the map) it is the torpedo solution that confuses me. I shall read these pages and practise!

Thanks again guys!

Red Heat
08-26-12, 02:01 PM
Welcome... :up:

Smoke 'n' Oakum
08-26-12, 02:22 PM
Thank You!

Laufen zum Ziel
08-26-12, 03:50 PM
Welcome mate.