View Full Version : Silent Hunter III Community Manual
Best link I could find was http://web.archive.org/web/20071012230924/http://www.mysh3.info/shiii/index.php?title=Main_Page
so I'm going to try and copy most of the text into a thread.
Here are some of the ones I've placed in this thread
Contents
Shortcut Keys
Realism Settings
Game Modes
Naval Academy
Single Missions
Career
Renown
Promotions
Medals
U-boat Numbers
U-boat Emblems/Insignias
Career Timeline
Navigation
Sonar / Radar / Radio
Crew Management
Locating Targets
Hunting Grounds
Intercepting Targets
Attacking Targets
Automatic Targeting
Manual Targeting
Shortcut keys
Not all of the Shortcut keys are mentioned in the game manual.
Table of contents [hide]
1 Quick Keys
2 U-boat controls
3 Weapon management and attacks
4 Camera controls
5 Miscellaneous
Quick Keys
Quick keys for moving to different positions or screens in your U-boat
F1 - Help screen (in all Stations)
F2 - Command room (note that Shift+F2 gives you a "free camera" view of the command room).
Periscopes
F3 - Attack periscope
PgUp - Raise gradually
Ctrl-PgUp - Raise fully
PgDown - Lower gradually
Ctrl-PgDn - Lower fully
Tab - Zoom in and out (1.5x - 6x) also mouse wheel
L - Lock target
KP0 - Take a step back and look at the periscope column.
O - Observation periscope
Insert - Raise gradually
Ctrl-Insert - Raise fully
Delete - Lower gradually
Ctrl-Delete - Lower fully
Tab - Zoom in and out (1x - 4x) also mouse wheel
L - Lock target
On the surface
F4 - Bridge (on the surface only)
Tab - Toggle between Bridge and Binoculars also mouse wheel
B - Binoculars (on the surface only)
Tab - Toggle between Bridge and Binoculars also mouse wheel
U - UZO (on the surface only)
L - Lock target
F5 - Navigation map
F6 - TDC
I - Weapons management
F7 - Crew and damage management
Radio
F9 - Radio room
R - Radio
M - View sent and received radio messages
H - Hydrophone
F8 - View your mission orders
Guns
F10 - Deck gun station (on the surface only)
F11 - Flak gun station (on the surface only)
F - Main Flak gun (on the surface only)
G - Secondary Flak gun (on the surface only)
T - Secondary Flak gun 2 (on the surface only)
K - Captain's log
F12 - External free camera view
Shift-F2 - Internal free camera view
U-boat controls
For controlling your U-boat
Speed control
1 to 5 - Ahead slow, one third, standard, full and flank respectively
6 to 9 - Back slow, one third, standard, and emergency respectively
~ - All stop
Direction control
[ - Hard a' port
] - Hard a' starboard
' - Rudder adminships
= - Set heading to current optics view
Depth control
D - Dive
S - Surface
A - Maintain depth
C - Crash dive
E - Blow ballast (Emergency Surface)
P - Periscope depth
; - Snorkel depth
Miscellaneous
Z - Toggle Silent Running mode
X - Toggle snorkel up and down
Ctrl + F8 - Shown the frame rate.
Weapon management and attacks
Stations
U - UZO (on the surface only)
F3 - Attack periscope (use PgUp to raise, PgDn to lower, Ctrl-PgUp to raise fast, Ctrl-PgDn to lower fast)
F6 - TDC
I - Weapons management
H - Hydrophone
Targetting
. - Next unit
, - Previous unit
L - Lock view to target
N - View recognition manual
Torpedo attacks
Q - Open selected torpedo tube(s)
W - Close open tube(s)
Y - Cycle tubes
Enter - Fire torpedo
Gun attacks
Space - select deck-gun target
Miscellaneous
J - Deploy decoys
Camera controls
For use in the internal (Shift-F2) or external (F12) free-camera views
Up-arrow - camera forward
Down-arrow - camera backwards
Left-arrow - camera left
Right-arrow - camera right
KP7 - camera up
KP1 - camera down
Left-Shift - hold down to speed up camera movement
Ctrl-Shift - hold down to slow down camera movement
Ctrl-left-arrow - camera left alongside
Ctrl-right-arrow - camera right alongside
Miscellaneous
Options Menu
Enlarge
Options Menu
Sound settings
Enlarge
Sound settings
Music On/Off
Enlarge
Music On/Off
Esc - Options
Sound Settings
Music On/Off
Video Settings
Time compression
Numpad + - Increase time compression
Numpad - - Decrease time compression
Backspace - Pause
Ctrl + Enter - Sets Time compression back to 1 (Normal Speed) time compression
Event camera
V - Maximise/restore the Event camera
/ - Hide the Event camera
- View your U-boat from your target
Navigation
Ctrl-LeftClick - Centre (center) your U-boat at the selected point on the navigation map
Miscellaneous
Ctrl-P - From patch 1.1, disable the particle system to fix the nvidia particle bug
Shift-PageUp/PageDn - Increase or decrease the software anti-aliasing (Glare system)
Numlock - In multiplay only, use Numlock to start chat, type your text, then hit ENTER. But be careful: if you hit ENTER 2 times, you fire a fish!
Ctrl-F11 - Take a screenshot.
Shift-F11 - Toggle taking continuous screenshots
Ctrl-F8 - Show frame-rate (FPS) at top of screen
Numberpad Del (decimal point) - Show/hide interface (for screenshots)
Ctrl-Numberpad Del - Remove the orange marker from the ocean surface when submerged
Realism Settings
Realism Settings control the difficulty of the game. In order to select your Realism level, begin a Single Mission or start a patrol in Career Mode. Before clicking Start, click Change Realism. Realism cannot be changed during a mission or patrol.
Once set from either a single mission or career patrol, the realism options selected will be used for all subsequent patrols of any type. That is, the realism settings are not stored separately for the academy, single missions and career patrol types.
To set realism for the naval academy, start a career or a single mission, change the realism there, and then "back out" of the screens until back at the main menu, then choose the naval academy.
Realism Settings
Please note that when playing at 100% Realism, you must return to base by keeping enough fuel in store to traverse back to within 25km of your home port. Once you are within 25km, press Escape and select the option to "Dock at [Port]".
Limited batteries - When selected, the batteries that power your sub's electric engines are limited. This, in turn, limits the amount of time you can stay submerged before the batteries must be recharged. (5%)
Limited compressed air - When selected, your sub uses an amount of compressed air to suface, blowing air to the ballast tanks. If you exhaust your supply, you will no longer be able to surface again. You must surface your sub periodically to resupply your sub with compressed air. Also if your compressor is damaged no more compressed-air will be available. (1%)
Limited O2 - When selected, you must surface your sub periodically to resupply your sub with fresh air. (6%)
Limited fuel - When selected, your sub has limited fuel, and, therefore, limited range. You must return to base before your fuel supply is exhausted. There are no refueling subs in the game. You will get a warning during a patrol when you have used 50% of your fuel. (6%)
Realistic vulnerability - When selected, your sub is more easily damaged. (5%)
Realistic repair time - When selected, damage repairs will take longer. (8%)
Realistic ship sinking time - When selected, ships that you attack will take longer to sink. (2%)
Manual targeting system - When selected, you must enter the appropriate information into the TDC when firing torpedoes. You can not simply point the UZO or periscope at a target and fire. You can still request a solution from your Weapons Officer, unless the No Weapons Officer assistance option below is also disabled. (15%)
No map contact update - When selected, hydrophone and visual contacts will not appear on the navigation map. Radio contacts, however, will periodically appear on the map. (12%)
Realistics sensors - When selected, the effectiveness of your hydrophones and radar is reduced. (6%)
Dud torpedoes - When selected, your torpedoes will periodically malfunction. Malfunctioning torpedoes may either detonate too early, or not detonate at all. (4%)
Realistic reload - When selected, it will take a considerable amount of time to reload your torpedo tubes. (6%)
No event camera - When selected, the event camera is disabled. You will not see special events such as torpedo impacts or ships sinking. (3%)
No external view - When selected, the external camera (hotkey F12) is disabled. (8%)
No stabilize view - When selected, your targeting optics (ie. the UZO or the attack periscope) will bob realistically on the waves. This will make targeting in rough seas much more difficult. (5%)
No noise meter - When selected, the noise meter, which gives an indication of how detectable your u-boat is at the moment, will be disabled. (2%)
No Weapon Officer assistance - When selected, the Weapon Officer will not identify targets or calculate firing solutions for you. You must determine range, speed, and AOB by yourself. (6%)
Naval Academy
The Naval Academy teaches the essentials of submarine navigation and warfare. There are five "courses" offered in the Academy: Navigation, Naval Artillery (use of Deck Gun), Flak Artillery (use of Flak Gun), Torpedos, and Convoy Attack.
You can get a maximum of 1500 renown by completing the training exams. Since each exam is worth upwards of 500 points, it is unnecessary to complete the entire academy if you are just going back for the renown bonus. Exam renown is applied to the beginning of every new career you start, so it will not help your existing saved careers.
The exam screen interface can be a bit confusing. There is a bug / oversight where you will not get credit if you start a mission with the word "training" highlighted. You MUST highlight "exam" before you start the mission. Some people play the training missions dozens of times before they finally head to the forums to find out why they didn't get credit. Well, now you know better!
Exams can be done an unlimited number of times, so don't despair if you get a bad grade your first time out. To complete a mission, finish your objectives and then press ESC. The game will accuse you of "abandoning the mission", but don't worry. "Abandoning the mission" just means that you're done, not that you lost. The next screen after you say "yes" will give you the option to "return to base" or "continue".
Tips:
Navigation tutorial: your headings don't need to be exact. Use the = key to order heading-to-view (i.e. "go where I'm looking";) this feature was missing from the game when the tutorial was designed, but was added later in a patch. The message "once on the surface your mission is complete!" is misleading, so don't just surface and think you're done. Wait for a "congratulations" message before you really exit. As a rule, press the "M" key to view received radio messages, as they might contain further instructions.
Torpedo tutorial: Put the periscope crosshairs over what you want to hit, and press "fire". The gyro-angle computations should be handled automatically for you, so just pretend the periscope is a sniper rifle and go nuts. If you are using the automatic target data gathering method, it is possible to sink all the ships without maneuvering your boat at all. To do this, you have to be quick on the trigger. Remember to press "Q" to open your tubes before you fire; otherwise your torps will fire a full three seconds after you pressed fire, and this could cause them to miss. In the game, you will want to become familiar with the F6 screen and learn what the different torpedo settings do. Spread angle only applies if you select "salvo fire" mode (T/S switch on the F6 screen), so don't worry about it screwing up your single shots. Torpedo speeds are "slow" by default, but if you choose "fast" on the F6 screen you'll probably be more accurate. As long as your target doesn't change course or speed, there's really no way to miss. Torps require 400-500m to arm; if you're too close they will just bounce off.
Flak Gun tutorial: Generally, you'll want to man the flak gun yourself. Your gunners aren't too bright, and they'll shoot at things they can't hit. With enough patience, you CAN finish this tutorial. It is not necessary to maneuver your boat. In actual missions, however, you will almost always be maneuvering your boat while you are at the flak gun; and you will sometimes find the flak gun is more useful against tug boats and trawlers than it is against airplanes!
Convoy tutorial: The leading escort destroyer does not maneuver, so you should be able to sink him with a single torpedo assuming you have automatic target data mode on. You can take out the armed trawler with your deck gun, if you don't mind living dangerously. After that, the convoy is all yours. When you shoot at the first destroyer, send three torps at the other ships too. Once the destroyer blows up, they'll start to zig-zag, and hitting with torpedos will become harder.
Single Missions
Single missions is a variation of play allowing you to be a controllable entity in historical naval battles throughout World War II. The simulation aspect of this is balanced by your ability to choose any of the subs available throughout the war (Type II through Type XXI) and play these missions out to various ends.
Unlike the career, you have specifically defined objectives throughout the various missions, and completing these should be your primary concern.
Table of contents [hide]
1 Single Missions
1.1 Barham: Eastern Mediterranean, November 1941
1.2 Bismarck (http://en.wikipedia.org/wiki/German_battleship_Bismarck): North Atlantic, May 1941
1.3 Courageous: North Atlantic, September 1939
1.4 Gibraltar: straits of Gibraltar, December 1941
1.5 Happy Times: North Atlantic, April 1940
1.6 Malta: Mediterranean sea, August 1942
1.7 Narvik: Norwegian waters, April 1940
1.8 Scapa Flow: North Atlantic, October 1939
1.9 U505: South Atlantic, June 1944
1.10 XXI: North sea, November 1944
Single Missions
Barham: Eastern Mediterranean, November 1941
Briefing: You are oberleutnant zur see von Tiesenhausen, commander of the U-331. On the 25th of November, operating of the coast of Egypt and Libya, he spotted a group of 3 battleships and eight destroyers. These were the Queen Elizabeth, Barham and Valiant out of Alexandria in support of operations against Axis convoys.
With a daring approach, Von Tiesenhausen launched a salvo of four torpedoes at the second battleship in the line. Although he came under attack immediately and thus was not able to witness it, he scored 3 hits and sunk his target.
Primary objective: Sink any British capital ship.
Bismarck: North Atlantic, May 1941
Briefing: Home fleet sent to hunt Bismarck. Current position of Bismarck grid BE. All U-boats in area move to engage any British warships.
Primary objective: Intercept and sink any British capital ships.
Courageous: North Atlantic, September 1939
Briefing: The most effective counter-measure against U-boats of early war was aircraft. Understanding this, the British Admiralty deployed its carriers to provide air patrols over the hunting grounds of the U-boat.
On 17th September 1939, U-29 came upon one of those carriers - the HMS Courageous. By sinking it, he would prove the carriers vulnerability and thus win the open ocean for U-boats.
Primary objective: Sink the Courageous.
Gibraltar: straits of Gibraltar, December 1941
Briefing: Despite opposition from Admiral Doenitz - Who regarded this as a distraction from the main effort of war against mechant shipping, Germany sent over 60 U-boats into the mediterranean during the war.
As the straits were under effective control of British Patrols, this was always a risky affair. An additional 19 U-boats were either lost or force to return, and no U-boats ever returned from inside the med. All were either sunk or scuttled by their crews.
Primary objective: Sneak through the defenses and enter the mediterranean.
Happy Times: North Atlantic, April 1940
Briefing: Its early in the war, in the U-boat 'Happy Times'. You are on the surface, in the vicinity of the Rockall Banks.
Your watch officer has spotted a weakly escorted convoy dead ahead. The opportunity presents itself for a devastating attack, and the night is approaching.
Convoys are scheduled to be picked up by escorts near the longitude of 12 west, so your window of opportunity is just 1 or 2 hours.
Primary objective: Sink 25000 tons of merchant shipping.
Malta: Mediterranean sea, August 1942
Briefing: Major convoy passing south of sicily. All U-boats head for CN25, CN26 and CN28.
Report contact with convoy and engage.
Primary objective: Engage merchant ships
Narvik: Norwegian waters, April 1940
Briefing: As part of operation 'Weseruebung' the invasion of norway you have been tasked with the protection of forces landing at Narvik.
On 10th of April, British destroyers have probed the fjord. Losing two of their own for two of our Zerstoerer, they have managed to destroy the troop carriers.
Now, reinforced by a battleship, they are coming again.
Primary objective: Sink the Warspite
Scapa Flow: North Atlantic, October 1939
Briefing: You are NE of Scapa Flow, British naval base. Attempt to penetrate the base defenses. Sink any capital warship you may find. Good luck!
Primary objective: Priority targets - British capital warships.
U505: South Atlantic, June 1944
Briefing: On June the 4th, 1944 Taskforce 22.3 - A hunter killer group formed around the escort carrier USS Guadalcanal - was heading for Casablanca.
Travelling northwards, they were expecting, based on ULTRA and radio direction finder intercepts, to encounter a submarine on the route.
And they got it, closer than may have wanted. You are in a bad position, minutes away from destruction. But so is their carrier.
Primary objective: Sink the USS Guadalcanal
XXI: North sea, November 1944
Briefing: You are the first type XXI U-boat to reach operational status, ahead of the schedule.
And you have just the prestige target to test the boat against a heavily escorted carrier task force.
Primary objective: Sink the fleet carriers
Secondary objective: Sink the escort carrier
Career
The Career mode is also known as the "dynamic campaign." In career mode, you perform a series of patrols throughout the course of the war.
Table of contents [hide]
1 Objectives
1.1 Career progression
1.2 Saving, reloading, and deleting careers
1.3 Repairing careers
Objectives
Unlike the single mission mode, you will not receive specific objectives, such as "sink the King George V battleship." All of your orders will be to patrol a specified grid square for 24 hours. The 24 hours do not have to be consecutive, so you can pursue ship contacts outside of the grid, and then return later to complete your patrol.
After you patrol your assigned grid, you are then free to navigate freely wherever you please for as long as your fuel and torpedoes hold out.
You are free to engage any enemy targets you encounter before, during, or after your patrol. You can terminate the patrol at any point and automatically return to base or, preferably, you can sail back to port, and terminate the patrol "in the harbour".
Check the Career Timeline for the availability of U-boat types, weapons, ports, flotillas, and neutrality/enmity of nations.
Career progression
As you complete each patrol in your career, you will receive several things in reward for your successes.
Renown - This is a measure of your fame. The more successful you are, the more renown you are awarded. You can use and renown earned as a form of currency to "buy" certain improvements for your U-Boat. These range from better crew, to equipment upgrades and even entirely new U-Boats. See the Career Timeline for lists of what is available and how much renown it costs. Successes which gain you renown include:
Reaching your patrol area
Patrolling that area for 24 hours
Number of enemy ships sunk
Tonnage of enemy ships sunk
Aeroplanes shot down
Loss of Renown - If you have any failures, these will deduct from your gained renown. Failures include:
Sinking neutral ships
Sinking axis ships
Shooting friendly aeroplanes
Wounded crew
Killed crew
Damage to your U-Boat
Promotions - If you are particularly successful, you may be allowed to award promotions to members of your crew. If you have sufficient renown, you yourself may be promotoed.
Medals - If you are particularly successful, you may be allowed to allocate medals to members of your crew. It is possible that you yourself may also receive such decorations.
Qualifications - At the conclusion of each patrol, you will be able to allocate one "qualification badge" to any Officer or Non-commissioned Officer of your crew. For a list of available qualifications, see Crew Management.
Saving, reloading, and deleting careers
To save your career in a mission, hit the "ESC" key, you will then see a menu option to save your career.
An important point: when you delete or load a saved game, it deletes ALL saved-games which are newer - this prevents you from "branching" your career. So be careful before deleting those old saved-games from early in your career!
Repairing careers
If your saved career gets corrupted in some way, the instructions at Restoring Corrupted Careers may help.
Restoring Corrupted Careers
If your career becomes corrupted for some reason (for example, installing a mod whilst not docked in port), it may be possible to fix the career files and not lose all of your hard work.
jackcford at [subsim.com] has posted the following information [here]
Despite knowing that I should only mod in port I screwed up a career by modding whilst at sea.
I got around it by going to C:\Documents and Settings\Owner\My Documents\SH3\data\cfg\Careers\YourName where 'YourName' was the lost career and renaming the folder to 'xYourName'.
Next I set up the career again in SH3, exactly as before flotilla, base, Kapitan's name etc.. Sailed and saved the game then exited SH3.
In C:\Documents and Settings\Owner\My Documents\SH3\data\cfg\Careers\ now was the new career name folder and the one I had renamed by putting the x infront of it.
Next I used a file compare utility (I use Beyond Compare) to compare the three files in the new career folder with the same files in the renamed career and copied all the 'differences' from the renamed career files to the new career files ~ you do this one file at a time.
Next I copied all the other files and folders in the renamed career folder to the new career folder and BINGO I had my career back exactly as it was.
There may be an easier way but this works. Obviously something gets screwed in one of those first three
files and this process corrects it. Hope this helps?
Renown
Table of contents [hide]
1 Renown Basics
2 Renown and Realism
3 Renown per academy\objective
4 Renown per ship
5 Renown per aeroplane
6 Credits
Renown Basics
Renown is the measure of the success of your patrols in Career mode.
You earn renown by:
Reaching your patrol zone
Patrolling for 24 hours
Sinking enemy ships
Shooting down enemy planes
Returning to your base at patrol end, instead of using the ESCAPE key to "return to port" in mid-patrol. When you're within 30 kilometers of your base and hit the ESCAPE key, you will then be offered the option to "Dock at: base". You do not have to travel the last mile and dock in the U-boat pen.
You lose renown by:
Sinking friendly ships. Sinking a friendly ship will penalize your renown by a factor of ten times such a ship's renown value. Keep it up and SH3 will toss you out of the Kriegsmarine.
Sinking neutral ships. Neutral ships will cost you the same renown amount that you would earn for sinking the equivalent enemy ship. Armed neutral ships will also begin firing on you. As with sinking friendly ships, sinking neutrals can lead to the end of your career in the Kriegsmarine.
You do not lose renown for skipping your patrol grid square. It is just a place to earn points if you visit it. It is not required of you to go there or stay there.
You will not see the renown you've earned in your current patrol until you've returned to base.
Renown can be used to upgrade to a new type of U-boat, purchase upgraded conning towers, radios, or guns, or to enlist more experienced sailors and officers.
The renown value for each ship can be found by looking at the .cfg file for the ship in the SilentHunterIII/data/Sea/shipname/ directory.
Renown and Realism
The renown you receive for sinking enemy ships is also affected by your Realism %. You will earn more renown for playing at a higher Realism %.
The formula for calculating renown, per ship, is:
base ship renown value (see below) * ( (0.75 * realism %) + 0.25 ).
Therefore, At 100% realism, you will receive full renown credit for every ship that you sink and at 0% realism, you will receive 25% of the renown credit for every ship.
Renown per academy\objective
Scoring highest score on navigation training in academy = 500
Scoring highest score on deck gun training in academy = 1000
Scoring highest score on flak training in academy = 600
Scoring highest score on torpedo training in academy = 300
Scoring highest score on convoy attack training in academy = 1645
Reaching patrolgrid: = 500
Patroling patrolgrid for 24 hours = 200
Docking at home port = 100
Renown per ship
Warships
King George Battleship = 1500
Nelson Battleship = 1400
Revenge Battleship = 1100
Illustrious Carrier = 900
Hipper Carrier = 760
Bogue Carrier = 560
Casablanca Carrier = 420
AuxiliaryCruiser = 420
Fiji Class Cruiser = 430
Dido Class Cruiser = 225
Fletcher Destroyer = 150
Somers Destroyer = 140
Tribal Destroyer = 140
C & D Destroyer = 130
J Class Destroyer = 130
Soldati Destroyer = 130
Buckley Class Destroyer = 130
J.C. Butler Class Destroyer = 130
River Class Destroyer Escort = 130
Black Swan Frigate = 125
Evarts Destroyer = 120
Clemson Destroyer = 120
Hunt I Destroyer = 120
Hunt II Destroyer = 120
Hunt III Destroyer = 120
V&W Class Destroyer = 120
Flower Corvette = 120
Armed Trawler = 30
Elco Torpedoboat = 20
Merchants
Passenger Liner = 870
Troop Transport = 390
T3 Tanker = 340
T2 Tanker = 320
C3 Cargo = 240
Victory Cargo = 230
Liberty Cargo = 220
Landing Ship Tank = 220
C2 Cargo = 190
Small Tanker = 125
Small Merchant = 70
Coastal Merchant = 60
TugBoat = 30
Trawler = 20
Small Coastal Vessel = 20
Fishingboat = 20
Renown per aeroplane
Fighters
Hurricane = 20
Bombers
B24 = 100
Wellington = 70
Sunderland = 70
PBY = 70
Avenger = 50
Swordfish = 20
Promotions
Table of contents [hide]
1 Being Promoted
2 Awarding Promotions
3 American Promotions (In Order Of Rank)
4 German Promotions (In Order Of Rank)
5 Always showing German ranks
6 Sources
Being Promoted
To be promoted, you must accumulate sufficient renown. For your first promotion, you'll need to accumulate 5,000 renown. Your next promotion comes at 15,000 renown and the third promotion comes at 25,000 renown. The renown needed for a promotion is not the cumulative renown you've gathered through your career, but rather your current amount of renown.
Awarding Promotions
Promotions can be awarded to crew members at the conclusion of a mission, depending on mission performance. Promoting your crew will increase their hitpoints and efficiency.
If an available promotion is not given before the next mission, then the opportunity will be lost. Use them or lose them! (Same thing with medals)
Medals
Medals are earned at the end of a successful patrol (i.e. you get home in one piece). The more successful the patrol, the more medals you earn to give out to your crew. It appears that medals are tied to how much renown is earned on that patrol, or rather stems from the same source (apparently a combination of hull integrity, tonnage sunk, and torpedo efficiency - someone who's examined the configuration files edit this line as necessary).
The net effect of the medals appears to be an increase in morale and endurance for the receiving crewmember. The greater the honor, the greater the benefit on that crewmember. Giving an Iron Cross, for example, has a noticeable impact on the sailor's performance, while the U-Boat front clasp seems to do rather little.
Obtaining Player Medals
These are the numeric requirements for player medals based on renown earned from patrols. I'm not sure if there are other requirements, such as total tonnage or previous medals awarded. I'm also not sure if the renown requirements are based upon current total or career total.
Iron Cross, 2nd Class - 3,000 Renown
Iron Cross, 1st Class - 6,000 Renown
Knight's Cross - 10,000 Renown
Knight's Cross with Oak Leaves - 15,000 Renown
Knight's Cross with Oak Leaves and Swords - 20,000 Renown
Knight's Cross with Oak Leaves, Swords, and Diamonds - 25,000 Renown
All - 30,000 Renown ?I figure this means you will have been awarded every medal if you reach this point?
Obtaining Crew Medals
These requirements are per patrol. You may receive more than one of a certain medal based on your patrol tonnage total and the tonnage required for the medal. For example, the U-Boat Front Clasp requires at least 5,000 tons sunk at the end of a patrol. If you have 11,254 total tons sunk, you will receive 2 U-Boat Front Clasps. The only exception is the U-Boat War Badge which is based upon renown earned for a patrol.
Starting with the Iron Cross 1st class, there is an additional requirement. You need to have handed out all lesser medals. Thus an Iron Cross 1st class will not be available to be awarded unless you have handed out an Iron Cross 2nd class in a earlier mission.
U-Boat War Badge - 500 Renown
U-Boat Front Clasp - 5,000 Tons
Iron Cross, 2nd Class - 20,000 Tons
Iron Cross, 1st Class - 30,000 Tons
German Cross In Gold - 40,000 Tons
Knight's Cross - 50,000 Tons
Medals And Their Effects
U-Boat Front Clasp - The recipient will receive a boost to resilience. Fatigue change?
Iron Cross, 2nd Class - The recipient will receive an experience boost. In my case the boost was 81xp, but this may change based on rank or current experience. Fatigue change?
Iron Cross, 1st Class - Unknown (edit) It fills the "resilience" bar to the top, so it's a better version of a Front Clasp. Not sure about affecting crew's fatigue in the future
German Cross In Gold - Requires IC (2nd and 1st). Awarding a GCIG will result in the recipient becoming immune from fatigue.
Knight's Cross - increase crew's effect on a compartment's operating efficiency
U-boat Numbers
When you begin your career, your U-boat is given a number randomly, as appropriate to the type of U-boat you have chosen. If you upgrade your U-boat during the campaign, you will keep the same U-boat number, even though your boat itself has changed.
How to change your U-boat number
If you wish to change your U-boat number, you can use mods such as SH3-Commander. Alternatively, you can do it simply with a text editor, such as NotePad, WordPad, or similar.
To change your boat number at the beginning of a career, you have to do it after coming back to base. Once your first patrol is over, exit the game and open the Patrols_0.cfg file (it's in the My Documents/SH3/data/cfg/careers folder in the folder with the same name as your commander). This is a simple text file, so you can open it with Wordpad or any program that will save it as-is (i.e. without changing the .cfg suffix). All you have to do is look at the 25th line of text. This is the U-Boat's number. Just change it to the number you want and save the file. Do the same with the Log_0.cfg and the Patrols.cfg files (the boat number is easy to spot). Each patrol will now recognise your new number, as will your in-game crew compartment screen and every patrol log.
For changing a U-Boat number half way through a career (e.g. if you transferred to a new boat), just alter the Patrols_0.cfg file (only the listing for the upcoming patrol) before you go on the first patrol in your new boat.
Career Timeline
Table of contents [hide]
1 Available U-Boats
2 Available Torpedoes
3 Component Upgrades
3.1 Deck Guns
3.2 Flak Guns
3.3 Conning Towers
3.4 Diesel Engine Superchargers
3.5 Batteries
3.6 Hydrophones
3.7 Sonar
3.8 Radar
3.9 Radar Warning Receiver
3.10 Sonar Decoys
3.11 Sonar Hull Coatings
3.12 Radar Hull Coatings
3.13 Emblems
4 Available Ports/Flotillas
5 Nation Status
6 Resources
Available U-Boats
For the performance differences between the various U-Boat types, please see the table in Submarines.
In addition to the Renown Cost for each U-Boat type, there are also restrictions according the flotilla; that is, only certain U-Boat types are available to certain flotillas.
Renown Cost
Name Date 1939 1940 1941 1942 1943 1944 1945
IIA July 1939 0 0 0 0 0 0 0
IID October 1939 500 500 500 500 500 500 500
VIIB September 1939 2500 2500 2500 2500 2500 2500 2500
VIIC April 1940 NA 3000 3000 3000 3000 3000 3000
VIIC/41 October 1943 NA NA NA NA 3000 3000 3000
VIIC/42 January 1944 NA NA NA NA NA 3000 3000
IXB October 1939 9000 7500 6500 5000 4000 3000 2000
IXC July 1941 NA NA 7500 6500 5000 4000 3000
IXC/40 October 1942 NA NA NA 7500 6500 5000 4000
IXD1 October 1941 NA NA 3500 ? ? ? ?
IXD2 January 1943 NA NA NA NA 9000 6000 5000
XXI April 1944 NA NA NA NA NA 30000 30000
Available Torpedoes
I'm not sure what the difference is between the prototype dates and the regular dates. Maybe something with accuracy or effectiveness.
Name Prototype Date Regular Date Renown Cost
T1 (G7a) None January 1939 0
T1 FaT1 (G7a) May 1941 October 1942 100
T1 LuT1 (G7a) March 1944 March 1944 350
T2 (G7e) None January 1939 0
T3 (G7e) May 1941 June 1942 0
T3 FaT2 (G7e) September 1942 March 1943 250
T3 LuT2 (G7e) September 1944 September 1944 450
T4 (G7es) November 1942 July 1943 500
T5 (G7es) January 1943 October 1943 800
T11 (G7es) November 1943 July 1944 1000
Component Upgrades
Deck Guns
Some U-Boats may be fitted with a deck gun. This weapon was used for sinking ships (or finishing off ships crippled by a torpedo, but still afloat) while the U-Boat was surfaced. Deck guns may only be used in calm weather. (Wind speed 6 metres per second or less.)
The type of deck gun that is fitted depends on the U-Boat type and the type of conning tower fitted to that U-Boat. See the Conning Tower section, to see which calibre deck gun is permitted for a given configuration.
Different types of ammunition are stowed for the deck gun at the beginning of each mission. These are:
AP - Armor Piercing
HE - High Explosive
SS - Star Shell
Ammo
Name AP HE SS Date Renown Cost
8.8cm SK C/35 40 160 40 January 1939 0
10.5cm SK C/32 40 60 20 January 1939 0
Flak Guns
Flak guns (Fliegerabwehrkanonen) are anti-aircraft guns. While their primary purpose is to fell enemy aircraft, they may also be used against very small surface targets (for example fishing trawlers). However, be warned that this is extremely ineffective and will require a lot of ammunition.
The type of Flak gun that may be fitted depends on the type of conning tower used. Each gun is classified as "light" or "heavy" and requires an appropriate mounting platform. See the Conning Tower section to see how many Flak guns of each type may be installed. Note that the 2cm FK C/38 Flakzwilling XXI may only be used on Type XXI U-Boats.
Flak guns may use one or two different types of ammunition:
AP - Armor Piercing
AA - Anti-Air
The quantity of ammunition stowed for each Flak gun type is indicated below.
Ammunition
Name Type AP AA Date Renown Cost
2cm FK C/30 Light NA 1000 January 1939 0
2cm FK C/38 Light NA 1000 January 1943 0
2cm FK C/30 Flakzwilling Light NA 2000 July 1940 0
2cm FK C/38 Flakvierling Heavy NA 4000 May 1943 0
2cm FK C/38 Flakzwilling Light NA 2000 July 1943 0
2cm FK C/38 Flakzwilling Type XXI NA 2000 April 1944 0
3.7cm SK C/30 Heavy 400 800 January 1939 0
3.7cm FK M 42 Heavy 800 1200 December 1943 0
3.7cm FK M 42 Twin Heavy 1600 2400 December 1943 0
Conning Towers
The different types of U-Boats may be fitted with different superstructures. Each conning tower may only fitted on the type of U-Boat indicated in the name. For example, a IID/2 tower may only be fitted on a Type II-D U-Boat. The choice of tower affects the number of deck gun and Flak installations that are fitted. Fitting a new tower may take up to two weeks.
Name Date Deck Gun Heavy Flak Light Flak Renown Cost
IIA/1 January 1939 none none 1 0
IID/1 October 1939 none none 1 0
IID/2 January 1943 none none 2 300
VIIB/1 January 1939 88mm none 1 0
VIIB/2 January 1942 88mm none 2 400
VIIC/1 April 1940 88mm none 1 0
VIIC/2 January 1942 88mm none 2 500
VIIC/3 January 1943 88mm 1 2 1000
VIIC/4 June 1943 none 3 none 1500
IX/1 October 1939 105mm 1 1 0
IX/2 January 1940 105mm none 2 500
IX/3 January 1942 105mm 1 2 1000
XXI/1 April 1944 none none 2 0
Note that the VIIC/4 tower is the so called "U-Flak" configuration.
Also note that the Type XXI U-Boats may only use the Type XXI Flak guns as listed in the Flak Guns section.
Diesel Engine Superchargers
Name Speed Boost Date Renown Cost
GWKapselgeblase x1.1 February 1939 500
MANBuchigeblase x1.2 January 1939 1500
Batteries
These also depend on U-Boat type.
Name Energy Bonus Date Renown Cost Sub
AFA27MAK740 x1.0 January 1939 0 VII
AFA27MAK800 x1.15 April 1940 600 VII
AFA33MAL800 x1.30 October 1941 1500 VII
AFA36MAK580 x1.0 January 1939 0 II
AFA36MAK740 x1.0 January 1939 0 IX
AFA44MAL570 x1.25 October 1939 500 ?
AFA44MAL740 x1.25 October 1941 1500 IX
Hydrophones
These may depend on U-Boat type.
Name Date Renown Cost
GHG January 1939 0
KDB January 1939 300
BalkonGerat October 1943 750
Sonar
These may depend on U-Boat type.
Name Date Renown Cost
S-Gerät April 1942 500
Nibelung October 1943 1000
Radar
These may depend on U-Boat type.
Name Date Renown Cost
FuMO29GEMA February 1942 250
FuMO30 February 1943 750
FuMO61Hohentwiel March 1944 1000
FuMO64Hohentwiel March 1944 1200
FuMO391 August 1944 1500
Radar Warning Receiver
These may depend on U-Boat type.
Name Date Renown Cost
FuMB1Metox August 1942 100
FuMB10Borkum November 1943 200
FuMB7Naxos December 1943 250
FuMB26Tunis May 1944 400
Sonar Decoys
Name Date Renown Cost
BoldType1 March 1942 250
BoldType2 May 1943 350
BoldType3 January 1944 450
BoldType4 October 1944 550
BoldType5 January 1945 650
Sonar Hull Coatings
Name Date Renown Cost
Alberich August 1941 1000
AlberichImproved February 1944 2000
Radar Hull Coatings
Name Date Renown Cost
Tarnmatte January 1944 1500
Emblems
Once you have completed a sufficient number of patrols, you may be entitled to paint the flotilla emblem or even an emblem of your own choosing on the side of your boat's conning tower. See U-boat Emblems/Insignias for more information.
Available Ports/Flotillas
The map shows the prinicple U-Boat bases. Note that not all of these are available in the standard version of Silent Hunter III.
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM1.jpg
The following table lists the Flottillen represented in Silent Hunter III, along with the bases used and the types of U-Boats available to that Flottille. Note that not all U-Boat types are immediately available, but a limited to the appropriate date.
Note: Mods such as GWX & WAC adjust/correct 1st. flotilla base to Kiel not Wilhelmshaven (stock).
Flottille Bases U-Boat types
1. 1939 - 1940: Wilhelmshaven
1940 - 1944: Brest IIA, IID, VIIB, VIIC
2. 1939 - 1940: Wilhelmshaven
1940 - 1944: Lorient VIIB, IXB, IXC
7. 1939 - 1940: Kiel
1940 - 1944: St. Nazaire
1944 - 1945: Bergen VIIB, VIIC, VIIC/41, XXI
10. 1941 - 1944: Lorient IXB, IXC
11. 1941 - 1945: Bergen VIIC, VIIC/41, XXI
12. 1942 - 1944: Bordeaux IXB, IXC
29. 1941 - 1943: La Spezia
1943 - 1944: Toulon VIIB, VIIC
33. 1944 - 1945: Flensburg VIIC, VIIC/41, IXB, IXC, XXI
Nation Status
To determine whether a particular nationality is a friend, an enemy or neutral, refer to the following list showing the status of each country at different times during the war. See also the Nationality Status Timeline.
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM2.jpg
Date format = YEAR/MONTH/DAY
British
|<--1938/01/01-----Neutral-----1939/09/02-->|
|<--1939/09/03-----Allies------1945/08/25-->|
|<--1945/08/26-----Neutral-----1945/12/31-->|
American
|<--1938/01/01-----Neutral-----1941/12/08-->|
|<--1941/12/09-----Allies------1945/08/25-->|
|<--1945/08/26-----Neutral-----1945/12/31-->|
German
|<--1938/01/01-----Neutral-----1939/08/31-->|
|<--1939/09/01-----Axis--------1945/05/09-->|
|<--1945/05/09-----Neutral-----1945/12/31-->|
Environmental (Seagulls and Icebergs)
|<--1938/01/01-----Neutral-----1945/12/31-->|
Canadian
|<--1938/01/01-----Neutral-----1939/09/10-->|
|<--1939/09/11-----Allies------1945/08/25-->|
|<--1945/08/26-----Neutral-----1945/12/31-->|
Australian
|<--1938/01/01-----Neutral-----1939/09/10-->|
|<--1939/09/11-----Allies------1945/08/25-->|
|<--1945/08/26-----Neutral-----1945/12/31-->|
Italian
|<--1938/01/01-----Neutral-----1940/06/09-->|
|<--1940/06/10-----Axis--------1943/09/03-->|
|<--1943/09/03-----Neutral-----1943/10/13-->|
|<--1943/10/13-----Allies------1945/05/07-->|
|<--1945/05/07-----Neutral-----1945/12/31-->|
SouthAfrica
|<--1938/01/01-----Neutral-----1939/09/10-->|
|<--1939/09/11-----Allies------1945/08/25-->|
|<--1945/08/26-----Neutral-----1945/12/31-->|
Russia
|<--1938/01/01-----Neutral-----1941/06/21-->|
|<--1941/06/22-----Allies------1945/08/25-->|
|<--1945/08/26-----Neutral-----1945/12/31-->|
Poland
|<--1938/01/01-----Neutral-----1939/09/01-->|
|<--1939/09/02-----Allies------1945/08/25-->|
|<--1945/08/26-----Neutral-----1945/12/31-->|
Netherland
|<--1940/05/10-----Neutral-----1939/09/09-->|
|<--1940/05/11-----Allies------1945/12/31-->|
France
|<--1938/01/01-----Neutral-----1939/09/02-->|
|<--1939/09/03-----Allies------1940/06/25-->|
|<--1940/06/26-----Neutral-----1944/08/25-->|
|<--1944/08/26-----Allies------1945/12/31-->|
FreeFrench
|<--1938/01/01-----Allies------1945/12/31-->|
Norway
|<--1938/01/01-----Neutral-----1940/04/10-->|
|<--1940/04/11-----Allies------1945/12/31-->|
NewZealand
|<--1938/01/01-----Neutral-----1939/09/10-->|
|<--1939/09/11-----Allies------1945/08/25-->|
|<--1945/08/26-----Neutral-----1945/12/31-->|
Sweden
|<--1938/01/01-----Neutral-----1945/12/31-->|
Greece
|<--1938/01/01-----Neutral-----1940/11/12-->|
|<--1940/11/13-----Allies------1945/12/31-->|
Brasil
|<--1938/01/01-----Neutral-----1942/08/22-->|
|<--1942/08/23-----Allies------1945/12/31-->|
Romania
|<--1938/01/01-----Neutral-----1940/07/05-->|
|<--1940/07/06-----Axis--------1944/08/23-->|
|<--1944/08/24-----Allies------1945/12/31-->|
Japan
|<--1936/10/25-----Axis--------1945/09/02-->|
Navigation
The usual method for navigating your U-Boat is to plot a course on the navigation map. Alternately, you can set your heading manually, using the compass or rudder controls.
Your course is always relative to North (Bearing 0 degrees). There are 360 degrees in a full circle, increasing as you go east. To summarise the main directions (in both English and German):
Enlarge
Bearing Course Abbr. Peilung Abk.
000 North N Nord N
022.5 North-North-East NNE Nord-Nord-Ost NNO
045 North-East NE Nord-Ost NO
067.5 East-North-East ENE Ost-Nord-Ost ONO
090 East E Ost O
112.5 East-South-East ESE Ost-Süd-Ost OSO
135 South-East SE Süd-Ost SO
157.5 South-South-East SSE Süd-Süd-Ost SSO
180 South S Süd S
202.5 South-South-West SSW Süd-Süd-West SSW
225 South-West SW Süd-West SW
247.5 West-South-West WSW West-Süd-West WSW
270 West W West W
292.5 West-North-West WNW West-Nord-West WNW
315 North-West NW Nord-West NW
337.5 North-North-West NNW Nord-Nord-West NNW
If you click on the outside rim of the compass dial, then your U-Boat will turn towards this course (taking the shortest turn of the two possible directions).
Navigating is generally done from the navigation map, found by pressing F5. Use the plotting tool to select way-points, thus indicating your desired course. Generally, this is the most precise way of navigating. However using the compass dial to set a course can also be useful under certain circumstances. As can controlling the rudder manually. As an example of the latter, if you wish to avoid aircraft, then simply setting the rudder hard to port or starboard (usually via the shortcut keys) is a very effective way of reacting to the incoming threat.
Sonar / Radar / Radio
Table of contents [hide]
1 Sonar
1.1 Anti-sonar coating
1.2 Bold sonar decoy
1.3 Sonarman (SO)
2 Radio and radar
2.1 Radio
2.2 Radar
2.3 Radar detector
2.4 Anti-radar coating
2.5 Radioman (RA)
2.6 Contact reports
2.7 Radar switch workaround
Sonar
The sonar is your ears and the only way of detecting ships when you are submerged beyond periscope depth, and the safest way to detect ships under poor weather conditions. Sound travels faster and further in water, making the sonar a very important instrument.
The passive sonar device is standard equipment on U-boats and is very simple in operation; an array of transducers (microphones) are located around the fore dive planes. Any sound these pick up (such as the cavitation noise of a ship's screw) are amplified and can be heard when manning the hydrophone station. While using the hydrophone, click on the wheel or on the dial to pick up sound waves from another direction.
There are several sources of sound you will encounter on your patrols. Most of them are naturally ships' screws (a constant thumping), but also sinking ships, underwater explosions, the screws of your torpedoes, and dud torpedoes (a loud metallic bang as the torpedo impacts, but does not detonate) can be heard. This obviously also means the screws of your own U-boat can be heard by yourself, adding to the ambient noise and creating a blind - literally deaf - spot around your aft. Ordering "All stop" or turning 20-30 degrees allows you to scan this area as well. Also keep in mind that the hydrophone works best when you are submerged. Using it while surfaced limits the range. When submerged, expect the range to be around 20kms, and 30 kms if you have the KDB installed.
Anti-sonar coating
Some time in to the war, you can acquire an anti sonar coating to your U-boat when in dock. This helps conceal your U-boat somewhat when being pinged by enemy sonar by absorbing some of the sound waves.
Bold sonar decoy
The Bold is ejected on the port side of your torpedo room and disrupts the water in this area for three minutes. This confuses enemy sonar operators, which may mistake the return echo from it to come from your U-boat. Remember the sonar of a surface vessel doesn't work as well with targets in shallow waters, so deploy the decoy at some depth.
Sonarman (SO)
This is the crew member relaying whatever information can be found out from using the hydrophone. When you are submerged, he notifies you whenever he discovers a ship and reports the following:
type of ship (warship/merchant)
its speed
if it's closing in, moving away or keeping a constant distance to you
which direction it's at
the range (long/medium/short)
The experience of the sonar operator affects how good he's at detecting ships. For best results, give him a radioman qualification.
Clicking on the Sonarman icon in the lower left corner will give you access to the following menus
Report
Repeat last report
Report on nearest contact
This will make the SO reply either the absence of contacts, or the bearing of the nearest contact.
Hydrophone
Neither of these commands will result in an acknowledgement from the SO.
Normal sweep
The default method the SO uses to find contacts.
Follow nearest sound contact
Sonar
Both these commands assumes you have selected and a target using the periscope (locking on to it is not required).
Estimate range to contact
Precise range to contact
Radio
Keeping in touch with BdU is what the radio is for. You can only transmit reports when you are surfaced, but you can receive messages even when you are submerged - as long as the equipment (including the antenna in the conning tower) is working. Remember to be careful about when and where you are transmitting. While everything you transmit and receive is encrypted and might not contain enough information to alert anyone who successfully decrypts your correspondence, your location can be calculated very precisely by the Allies using triangulation. It is generally safest to transmit right before you submerge, as the possibility of planes and/or warships being sent to your location is high. (See also Radioman below.)
Radar
The radar is an active detection instrument, much like the sonar. It transmits a radio wave and listens for an echo. Unlike modern mobile radars and stationery radar installations, the U-boat radar only covers a quite small arc in front of the boat.
(In a 1944 IX-D2, this arc is 20 degrees each side of your course bearing or 40 degrees total - unknown if this active arc increases with radar upgrades.) As a result of this, you need to turn your U-boat around to sweep your surroundings. And because it is an active system, other units - such as enemy destroyers - can pick up your radar waves and find out your position. Radar works well in calm weather, but is less relibable in high waves and precipitation.
Radar detector
This utility allows you to know when a radar set is being operated in the vicinity (and pointed your way). The RA will announce the presence of radar waves the instant an enemy destroyer decides to sweep the area you are in. This doesn't necessarily mean you have been detected as high waves, inexperienced enemy radar operators with unfamiliar equipment may lead the enemy to believe he was seeing a wave instead of the conning tower of a U-boat.
Anti-radar coating
Similar to the anti-sonar coating, this is yet another upgrade that helps you remain undetected. It works by absorbing radar waves, or deflecting them in different angles.
Radioman (RA)
The radioman (RA) - or Funker (FU) in German - operates the radio, radar, radar warning equipment and gramaphone. Unless you have radar installed in your U-boat, the crew member working as RA doesn't need to be highly skilled or a qualified radioman. His only task is to receive and transmit messages. Clicking on the RA icon will present you with the following menu items.
Report
Report contacts
Choosing this will make the RA repeat any contact report that has been received from BdU.
Send contact report
The RA will transmit a contact report to BdU if you have made visual contact with a convoy. You will receive confirmation from BdU some time after the contact has been sent (typically 1 to 4 hours). If you are close enough to Germany or territories currently occupied by Germany, fighter or bomber aircraft might be dispatched to your location. Note that once you have sent a report, additional reports will not be acknowledged until at least 12 hours has passed. Thus, if you are stalking a convoy, reporting its position as you follow it, then it only makes sense to send reports twice a day. You can tell if a report will be acknowledged, as only those reports are noted on the message note pad (Press keyboard shortcut "r").
Send patrol report
If you have spent your torpedoes, you can send a patrol report to be ordered back to base. The number of torpedoes you have left, along with tonnage sunk will be sent to BdU.
To view incomming radio messages press the keyboard "M" key. See also Shortcut keys.
Radar
This section only applies if you have a radar set installed in your U-boat.
One sweep
RA will perform one sweep with the radar, and then turn it off.
Continuous sweep
RA will continuously monitor the area in front of your U-boat.
Turn off
Click this to turn off your radar. This command does not seem to work reliably. See the radar switch workaround for more info.
Gramophone
For playing all your favourite wax records. See the Gramophone page for more info.
Contact reports
In addition to sending contact reports, you may also receive them from BdU whenever you are in range of convoys that have been discovered by friendly forces. They will typically contain the information of roughly where the convoy is (in which grid), a rough heading, its speed in knots, and the type of convoy - ranging from enemy task force to neutral convoy. It then becomes your task to track down the convoy and engage it.
Radar switch workaround
Many people have reported the command Turn off under the RA Radar menu to be totally or partially ineffective. This bug can be quite dangerous, as you are lured into a false sense of safety that the radar is off, while it's in fact acting like a homing beacon for any ship or aircraft equipped with a radar set to detect and track you on.
There are two ways of switching off the radar, which will leave the radar switched off.
Relieve the RA.
Make sure there is no one manning the radio/radar set in the crew management screen.
Click the off switch in the radio room
Go to the radio room by right-clicking on the RA icon, then click the off switch located on the radar set. This will switch off the radar, and leave it switched off until you either man the radar again, or demand the RA to operate it.
Crew Management
Basics
Crew management is an important part of the game. Each crew member has a level of endurance that continually decreases while he is on station. The less endurance a crew member has, the more inefficient he is at his job. For example, a tired sonar operator is more likely to miss sound targets than one who is fully rested.
Note that the red exclamation mark looks more threatening than it is. The only thing that happens is that the crewman gets less efficient - he won't die or something of that sort. I've been very nasty to some crewman on purpose, and I have never seen the endurance line go below 30-40%.
To recover endurance, assign the crew member to quarters.
Higher ranking crew members have more endurance and can stay on station longer. Higher ranking crew members also take longer to recuperate; rotate your officers often to keep them healthy. A junior officer can be used as the "whipping boy" to boost efficiency in a compartment while the more senior officers sleep. The junior officer still provides a boost no matter how fatigued he is and he won't mutiny.
Certain medals will reduce or eliminate a crewman's fatigue.
It is also possible to modify the game files to remove the fatigue system completely if desired.
Time Compression
Crew endurance is frozen when running with any time compression greater than 32 (i.e. 64 and up). While this means that your crew will not become fatigued during this time, it also means that crew in quarters will not recover any endurance.
Crew Deployment
Some crew members have small yellow icons under their sprite. This means he´s good at certain tasks. Below is a list of available qualifications (with the German name given in brackets):
Watchman (Wachgänger)
Gunner (Schütze)
Flakgunner (Flakschütze)
Radioman/Sonarman (Funker)
Helmsman (Steuermanm)
Machinist (Maschinist)
Torpedoman (Torpedoschütze)
Medic (Sanitäter)
Repair (Mechaniker)
When crew are deployed to certain areas of the U-Boat, the "efficiency bar" will change to indicate the current performance of that area. The "efficiency bar" is black when there are no crew deployed to fully green, when it is at maximum efficiency. Placing a "qualified" crew member in the appropriate area will increase the efficiency of that area far more than placing just any crew there. This is in the same way that placing an officier (with more experience) will help more than a lowly sailor.
The type of "qualification" an area requires is shown by the small yellow icon next to the area name.
Note that it doesn't make sense to give an officer the "Radioman/Sonarman" qualification, as officers may not be placed in the radioroom (only petty officers and sailors); accordingly, the game does not allow it.
Each time the crew returns from a mission, there will typically be one additional "qualification" to allocate.
Locating Targets
Locating targets can be done in several ways. You can be appraised of ship and convoy positions via radio, you can locate ships using the hydrophone or radar, or you can rely on your watch crew to locate targets visually.
Table of contents [hide]
1 Radio messages
2 Watch Crew
3 Hydrophones
3.1 Hydrophone range
3.2 Contact reporting
3.3 Manual Operation
4 Radar
4.1 Manual operation
4.2 Detecting a contact
5 See Also
6 Credits
Radio messages
Periodically you may receive radio messages from BdU advising of single contacts or convoys in your area.
These messages will not generally appear in your radio log (except for convoy sightings), but will result in a contact marker being placed on the Navigation Map. This is a square box for a merchant ship, or a diamond shaped one for a warship. The icon includes a "tail" which represents the wake of the ship and can be used to find the course.
Clicking on the contact will show various information:
The time of the report
The type of contact. Usually this will simply say "Ship"
The approximate course of the contact (e.g., SW, ENE etc)
The approximate speed of the contact
The possible speed ranges are given below:
Slow: 1-6 kts
Medium: 7-14 kts
Fast: 15-24 kts
Very Fast: 25+ kts
Most merchant contacts will be reported at either slow or medium speed. In general, runing an intercept based on a speed of 6kts for slow, and 10kts for medium will enable you to find your target.
Note that although the course given is an approximation, the "tail" shown on the contact icon is a very accurate measure of the course. If you are careful, you can plot a course within a few degrees of the real course using the ruler tool on the map.
Watch Crew
When running on the surface, your watch crew will automatically report contacts that are in visual range. A contact icon, identical to that shown above for a Radio Contact, will be shown on the map and the contact bearing will be shown in a message from your crew.
A commonly asked question is whether there's any benefit to manually moving your watch officer (WO), when surfaced, to his position on the conning tower, especially when the watch crew is already rated at or near maximum efficiency.
The answer is that with the WO in his watch position, you will be informed of the bearing and distance of spotted ships. Without him, you will simple receive a "ship spotted" message with no additional information.
Hydrophones
Hydrophone range
Hydrophones are, in essence, underwater microphones. They allow you to detect targets from approximately 20km away. In order to use the hydrophones, your sub must be submerged. Note that your hydrophone range is affected by several factors:
Speed of the U-Boat - Ideally, you should be running at Ahead Slow or even All Stop to maximise your hydrophone range.
Depth of the U-Boat - Ideally, you should be between periscope deep (11-12 meters) and 25 meters; but also you can obtain best results at 50 meters & 70 meters; maybe thermal layers?
Contact reporting
If you have a crew member assigned to the sonar room, he will report hydrophone contacts to you. If your realism settings do not include "No map contact update" these contacts will be indicated by black lines extending from your sub in the direction of the contact. The length of the line represents an approximate distance to the target.
Note that currently in patch 1.3 a bug exists whereby sonar contacts are not reported. Solved in patch 1.4b. The contact lines will, however, still appear on your map and time compression will be dropped to 8x if you are running higher compression at the moment of contact.
Manual Operation
To operate the hydrophone manually, sit at the hydrophone station (hotkey H) and rotate the dial by clicking around the perimeter. As the needle rotates around the dial, listen for the sounds of ship engines. The loundness of the sound is an indication of the range of the target.
Be aware that if your own U-boat has its electic motors operating, then you will hear screw noise at 180°. This is your own vessel! You can avoid this by changing to All Stop when you wish to listen with your hydrophones.
Radar
Manual operation
To operate the radar manually, use the switches and the wheel. The upper left switch is power on/off. The sweep/focus changes it from automatic search to manual search. In sweep mode, the wheel rotates continuously. In focus mode, you can click on the wheel much like the sonar station wheel to turn it clockwise or counterclockwise. The range switch changes it from short range band (left) to long range band (right). The display has both range scales marked in hundreds of meters, and the rollover numbers at the bottom left will give you exact range in meters to a contact that is picked up.
Detecting a contact
The display is an oscilloscope. When you find a contact, the display will have a spike.
The vertical location of the spike on the occilloscope indicates a rough range to the target. The little display in the bottom left will give you the exact range to the target.
To find the bearing, you're supposed to read the numbers on the dial behind the wheel (radar wheel), but a bug causes the numbers to be reversed. The radioman will call out the correct bearing, but the numbers are backwards.
The FuMO29 only covers a few degrees span to the front of the boat, but that wheel will still turn a complete circle, even though it can't possibly pick up anything for most of that time. You'll be better off just doing it manually when you're really looking for something. Once you get the FuMO30, it mounts the antenna on a rotating mount, so you get full coverage that way.
Because the radar is on by default when you load a saved game, you must manually turn it off. If you return to the station, it will automatically turn on again.
Hunting Grounds
Table of contents [hide]
1 The Supercavitation shipping lane
2 The Alyebard areas
3 Mediterranean hunting grounds
4 U-Flak hunting grounds
5 Cyprus
6 Hagers Hage
7 Drumbeat
8 Moored capital ships (spoiler)
The Supercavitation shipping lane
Added by Supercavitation, ICQ 13007026, 29 April 2005
If you are having troubles locating targets, try this out. This helper assumes you are sailing from the western coast - aka occupied France - from Brest, Lorient, St. Nazaire, etc. and that you are utilizing Silent Hunter with the 1.2 patch with no mods. I am not aware of any mods that interfere with this strategy but you never know.
Receive your orders and exfiltrate the sub pen. Plot a course for grid BF 13. Upon reaching BF 13, run a diagonal course between BF 13 and BF 15, repeatedly.
This is a major pipe of merchant and convoy travel that remains throughout the game years. You will continually receive updates via your map screen (F5) and every 12 hours you can submerge and usually detect a lone merchant or possibly even a full convoy if you aren't too busy cleaning up the updates you receive. It is not uncommon to patrol this area and exhaust your torpedos in two to three days, to say nothing of your deck gun. Enemy aircraft will appear to cover this area usually after 1941 but if you stay sharp they are a minimal threat. In fact, they appear less often in BF 15, making it a perfect gridsquare to recharge batteries in.
It is possible to radio contacts in to BdU from here and see Luftwaffe attacks, but they happen about 1 in 7 tries.
You can exhaust your torpedo load here and continue onward to your patrol grid, having utilized a minimum of diesel fuel, provided you never exceed Ahead Standard for long periods of time.
This area is minimally policed by the Allies. You will rarely encounter a lone corvette or destroyer.
There are depths of + 100 meters in this area, making for good escape.
You are close to home port. :)
Supercavitation
The Alyebard areas
Added by Alyebard, 19 May 2005
Also the AM 51, AM 52 gridsquares are a good places to hunt convoys inbound to the North Channel (between Ireland and Scotland) You will receive updates in your map screen (F5), also if you are not so impatient every two or three days you can detect a big convoy. And deeps are good enought, more than 1000 meters. AM 53 is a good place, but is more patrolled by the enemy and have shallow waters. And this area is avalaible from bases in Germany and from France
Alyebard
Added by rls669: The southeast corner of AM53 is a major choke point and is loaded with convoys. It's not uncommon to be in contact with two convoys at once here. Naval and air traffic is very heavy here and water is shallow, so risk is as great as the potential reward.
Mediterranean hunting grounds
Well, there are two bottlenecks in the Mediterranian. One is obviously the Gibraltar strait and the other is between Sicily and the North of Africa. Every convoy, taskforce or lone merchant will be forced to pass a few km from you.
U-Flak hunting grounds
Around Scapa Flow seems to be pretty good - all but the channel to the south. There seems to be a lot of biplanes and a smaller number of hurricanes.
In my experinces I have found BF13(yes the hot spot) to be loaded with aircraft later in the war(Suderlands and Huracanes). There are calm seas almost all of the time. And I have not seen many DD's.
Good Luck and Good Hunting, Wilhelm.
Cyprus
If you have enough patience for a little and somewhat dangerous trip, it may eventually pay off with tons of unprotected merchant ships. The place is Cyprus, a small island to the south of Turkey (that sorta looks like a pointy shoe. Departing from somewhere on the French coast, you'll have to pass the treacherous straights of Gibraltar, after which it is across mideterrenean to the east most part of the sea. Simply set your trajectory to move around the island in a circle (clockwise seems to work best) and you will bump into tons of unprotected sea traffic. Since most of it is an enclosed location, weather is always great for both spotting and using deck gun. After about 3-4 days of patrols, I usually score about 7-8 merchants and not a single destroyer or an aircraft in the area. Cyprus was an English colony in WW2, so most of the merchants there are from either England or Canada. If you get bored, you can even try to score some hits near Alexandria, but that place is usually highly protected.
The road to Cyprus is probably the most challenging part. The easiest way to cross Gibraltar is to go deep and quiet. Set your depth to 200 (max depth is around 300 there) and rig for silent running and none of those destroyers will touch you. If you happen to hear a merchant closing in, I suggest ingnoring it because even if you do sink it, you will have about 5-6 destroyers depth charging you for an hour.
Hagers Hage
In the Arctic, there are convoys that travel from Canada, Iceland and Britain, taking a route over the top of Norway and on to Russian ports (such as Murmansk). The infamous Convoy PQ17 took such a route. This hunting ground is ideal for U-Boat activity, as it is generally out of range of allied air-cover, and there is a chance of support from other German forces. Both Kriegsmarine surface ships and the Luftwaffe patrol the area. Thus, if you send a radio report of a convoy sighting, you may receive some support.
A good place to pick up the trail of a convoy is just south of Jan Mayen island. They generally head eastwards (although returning westward convoys are also known) and pass halfway between Bjørnøya (=Bear Island) and Fastlandet (= the Norwegian mainland). If you use SH3 Commander (or some other program that allows you to set your patrol grid), then AE37 is a good place to get started.
Air-support from the Luftwaffe is limited in range. To get an idea of how far out you can expect support, draw a circle on the map, centered on grid AF93, and with a radius 1500km. The Luftwaffe operate in force between just after the invasion of Norway (mid-1940) until the end of 1942.
"Hagers Hage" is Norwegian and means "Hager's Garden". It is named after Paul Hager who has posted countless articles, patrol reports and screenshots on the SH3 Forums about tracking down Arctic Convoys. Although he didn't write this section, he was the main inspiration and driving force in opening up this theatre, as represented in the game, and deserves the credit.
Drumbeat
After December 11 1941 the US East coast is rich for the harvest. Sail up and down from New York to Cape Hattras(the cape south of Norfork) along the 20 meter line. At the begining of the conflict the U.S destroyers will be no match for you but this area will become more dangrous as late 42 early 43.
Happy Hunting ;)
Moored capital ships (spoiler)
Below are the dates and locations of moored capital ships, extracted from the game data files and listed in chronological order. Note that the dates only seem approximate.
1939/09/15 - 1939/10/10, Auxiliary Cruiser, Scapa Flow
1939/10/04 - 1939/10/14, Battleship Revenge, Scapa Flow
1939/11/01 - 1940/01/05, Battleship Nelson, Loch Ewe
1939/11/05 - 1939/12/05, Battleship Revenge, Loch Ewe
1940/03/01 - 1940/05/01, Auxiliary Cruiser, Scapa Flow
1940/03/07 - 1940/04/25, Aircraft Carrier Illustrious, Scapa Flow
1940/04/01 - 1940/06/01, Auxiliary Cruiser, Scapa Flow
1940/05/17 - 1945/01/01, Fiji Light Cruiser, Loch Ewe
1940/05/24 - 1940/06/30, Dido Light Cruiser, Scapa Flow
1940/12/11 - 1940/12/31, Battleship King George V, Scapa Flow
1941/02/01 - 1941/02/17, Auxiliary Cruiser, Scapa Flow
1941/02/10 - 1941/03/20, Auxiliary Cruiser, Scapa Flow
1941/03/15 - 1945/04/30, Fiji Light Cruiser, Scapa Flow
1942/02/03 - 1942/02/28, Battleship King George V, Scapa Flow
1942/02/15 - 1943/09/03, Aircraft Carrier Illustrious, Loch Ewe
Intercepting Targets
Learning to Intercept targets is crucial for success in Silent Hunter III.
Table of contents [hide]
1 Introduction
2 Plotting the target's course and speed
3 Finding the intercept point
4 Example intercept
5 Running a Box Pattern Intercept
6 Example box pattern intercept
7 Claren's Easy Course-to-Target Plotting Method
8 See also
9 Other resources
9.1 Silent Hunter III specific
9.2 Historical
Introduction
The goal of a good intercept is to get you into firing range (500-700 meters) with the ship passing right in front of you.
Ideally, your boat should be at exactly 90° to the path of the target facing it as it passes by. This allows you to fire fire your torpedos at 0° Gyro angle. Gyro angles within 10° of 0 work well. Beyond that, your torpedo may fail, or hit at a bad angle. Ensuring that your range is within the 500-700m range, directly abeam of the target, will make your limited supplies of torpedos much more effective.
Plotting the target's course and speed
In order to reach an ideal intercept position, you need to know the target's speed and heading. Both can be determined by submerging at low speed or stopped and taking several hydrophone readings. Note that you must have the No map contact update realism setting disabled for this to work.
You should take several hydrophone readings over time. Zoom in on the end of the black or grey sonar contact line and put an X with the marker there. Ensure that you are zoomed in far enough to see the grid lines, or you won't get a very accurate position fix. Even so, you will be off. The farther the contact, the larger the error. The error will always be one of range, the bearing is accurate.
You should note the exact time of each mark that you make, to be able to later determine the target speed. If possible, try to make each mark at an interval of 3 minutes and 15 seconds. This allows you to use the 3 minute rule to easily calculate the target's speed. In any case, you must know the elapsed time between your marks if you want to know the speed of the target. With hydrophone readings, the updates come about every minute. If you ask the sonarman to follow the nearest contact, they come every 15 seconds or so. So keep in mind the 3 minute rule will be a rough estimate of speed. If you are moving and the target is moving, you can just turn time compression to 64 and eyeball it. You can say pretty fast if the target is moving much faster than you. Getting an exact speed with timing is much faster in game time and will allow you to intecept fast moving targets more often. Fast, for merchants anyway.
Once you have at least 3 marks on the map that are about kilometer or more apart, use the ruler to draw a line from the first one through the last one. This is the ships estimated course. The ships real course will be +/- 5° and +/- 500 meters at 15 Kilometers. Keep in mind this course is an estimate and plan to update it accordingly.
You can now calculate your targets speed (distance = rate x time), or using the 3 minute rule.
Finding the intercept point
A line from your ship that meets the target's course line at 90° is the closest intercept course you have to the target's course. If the target is more or less coming at you, just plot a course that takes you right into its path, minus about 500 meters. Using the target's calculated speed you can determine approximately when the target will arrive near your intercept point. Ensure that your U-boat has enough speed to reach that point well before the target!
It is important not to take a diagonal path compared to the targets course. This will not leave you in a good firing position and you will waste many torpedoes.
Once you get the hang of it, you may want to take a diagonal path to get you further ahead of the target, then make your turn to 90° at the end.
Example intercept
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM3.jpg
Sub starts (A) and takes several readings on target (C). Gray lines represent sonar readings. Sub moves to intercept location (B) and arrives early. Target arrives at (D) as sub is settling into position and getting final readings on exact course.
Running a Box Pattern Intercept
If you can't make it into the ships path in time or the target is moving away from you, you need to run a box pattern to get where you need to be. Mark out a course that is exactly parallel to your target's course. Make sure that this course is at least 2KM from the targets course at night or in bad weather. Go at least 5 KM out in clear weather during the day to stay beyond visual range. Surface your boat and make flank speed along this course until you have enough lead to get into position and be submerged when the target arrives. You should stop once in a while and submerge to confirm that the target is still on course. It might take you a full day or more running at top speed on the surface to outflank the target. That's what flank speed is for.
It might also be impossible to overake the target, even at top speed. In that case, dive and set ahead slow the opposite direction along the targets course and hope it's a well travel sea lane.
Example box pattern intercept
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM4.jpg
Sub (A) can't directly intercept target (b) so it runs a box intecept to arrive at (C) before the target. Don't forget to submerge to get sonar readings an confirm the target is still on course.
--SaintD 11:28, 12 May 2005 (EEST)
Claren's Easy Course-to-Target Plotting Method
Note from Dantenoc: --This method produced faulty results, and has been replaced with the correct procedure... I had previously left it alone and had only posted a link to the revised method, but a lot of people kept reading the incorrect version.
Sorry Claren... you allmost had it but you switched around two of the triangles' legs :) --End of note
And now for the new and improved revised version. For the short explanation, only read what's on top of the images (after the "Step X:" title and before the picture). For a more complete explanation read the rest also.
Step 1: The setup
One of the biggest reasons for the early success of the u-boat was coordinated intel received from BdU. The germans had broken the british radio codes and regularly intercepted messages that allowed them to know the whereabouts of the enemy boats and convoys. Other sources of such privileged information included sightings by other U-boats and Luftwaffe airplanes, who reported their findings back to headquarters. Silent Hunter III simulates this by ocationaly marking ship icons in your nav-map even though they're way out of your range. If you can succesfully tap into that information, you'll soon become Germany's top U-boat ace without much effort :) So let's get on with it.
Your U-boat, located at point 1, receives a contact report of a ship located at point 2. Take notice of the contact's speed and heading, which you can obtain by clicking on him on the nav-map.
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM5.jpg
Slow means around 6 knots, medium means about 9 knots, and fast... well, I never bother with those (why? because they're probably warships and Doenitz wants you to concentrate on merchant shiping). Obviously, in cases like these, when the contact is so far away, there's absolutely no point in racing toward the contacts reported location... he won't be there any more by the time you get there. No, rather, our hope is to intercept the ship at some point 3 were we'll both meet. In other words, go to the spot where he is going to be by the time you get there. Now the big question is: where exactly IS that spot?!?!
Step two:
To figure out where the "Intercept point" is, start by clicking on your ship with the protractor tool (marked as P1 on the image), then click on the contact (marked as P2 in the image), and then drag the second leg of the protractor tool off into the direction where the contact is heading. Your nav-map should look like this:
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM6.jpg
Step three:
Using the ruler start measuring from the contact's position of into the direction where it's heading. Measure a distance representative of it's speed. In this example the contact was reported as slow, so I measure 6 kms to represent 6 knots. Your nav-map should look like this:
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM7.jpg
Note that the distance of 6kms used is merely a mnemonic representation of the contact's speed of 6 knots, It has nothing to do with the actual 11.118 kilometers that the ship will travel in one hour at that speed, or anything like that. You could have just as easily used any other scale to represent speed... like for example: 10 kms for every 1 knot, or 0.1 kms for every 1 knot or even weird scales like 2.5 kilometers for every 1 knot. The trick here is to pick a scale that you are most comfortable with and to STICK WITH IT. As long as you are consistent in your scale choice you should have no problems whatsoever.
Step four:
Using the compas, draw a circle centered at the end of the measurement you just did (labeled P3b in the image). The radius of this circle should be your intercept speed. In this example, I think I have a good angle of aproach, and don't feel like wasting too much fuel, so I leave the circle's radius at 12kms, representing the 12 knots to wich I'll speed up to to intercept the target. Take special notice of where the circle intercepts the leg of the protractor that goes from your ship to the contact (labeled P1b in the image). Your nav-map should look like this:
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM8.jpg
Two points of interest here. First; you can choose whatever intercept speed that you desire (within reason). If the contact is coming somewhat towards you, and isn't too far away to begin with, you can intercept very easily with an economical 9knots speed for your U-boat. If the contact is heading away from you, or is too far, or is moving very quickly, you will most likely want to use a quicker speed, but never, ever use flank speed... it's just a waste of fuel when used in long range maneuvers like this. The second point of interest is the use of the circle to measure your U-boat's speed instead of a ruler. The reason for this is simple: you're supoused to measure this distance along the course that you will take to intercept the contact... but how can you do that if we haven't figured out yet what that course will be?... luckily the circle's radius measures distances IN EVERY DIRECTION (all around) and that's why we use it.
Also, rember to be consistent in your scale choice, by using the same scale as the one you used to measure the contact's speed. If your drawn circle is so small that it does'nt make a P1b point in your diagram (i.e.: it does'nt touch the line between your U-boat and the contact) then that means that the intercept speed you have chosen is too slow, and you'll never be able to catch the contact. Chose a faster speed thus making a bigger circle. Also, on very rare ocations, when the contact's speed is superior to your's (but an intercept is still possible), the circle might touch the U-boat/contact line in TWO places. In that case, the point of interes (P1b) is the the closest one to your U-boat.
Step 5:
With another protractor tool, click at the center of the circle (P3b), then the point where the circle intercects the line that goes from your U-boat to the contact (P1b), and from there click in the direction of the contact. TAKE NOTICE OF THIS IMPORTANT ANGLE... Lets call it Angle A. Your nav-map should look like this:
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM9.jpg
The easiest way to do the last leg of this protractor would have been to actually click on the contact for the third (last) click. However, this is not really needed... al we care about is the angle that is being formed and that will remain the same if you click exactly on the contact or in any other point that is in the same exact direction.
Step 6:
Using yet another protractor tool, click on the vicinity of the contact (if you can't click exactly on the contact because of all the overlaping protactors, then simply click somwhere along the line formed by your U-boat and the contact), then on your u-boat, and then drag the second leg of the protractor so that it PERFECTLY REPLICATES ANGLE A. That's it, your done: Point Three, indicated by the thick black arrow in the image below is where the target is going to be just at the moment of interception... SO START HEADING FOR IT, HER KALEUN!!!
http://i23.photobucket.com/albums/b363/guitonne/SH3%20Community%20Manual/SH3CM10.jpg
Here's the magic of trigonometry at work. The little triangle you made in figure 5 (points P1b, P2 and P3b) solves the problem of interpecting the target IF your U-boat where positioned perfectly for a one hour interception course (it would have to start at P1b). Our situation isn't as ideal of course, but pitagoras says that what holds true for little triangle holds true for big ones, as long as all their inner angles are the same. So, if your intercept took two hours instead of the one hour represented by the small triangle, your solution triangle would be bigger by a factor of two, and your U-boat would have to start at a point twice as far away from the contact as point P1b, but you'd still have the SAME INNER ANGLES in your solution triangle as in the little one. In our case it will take X amount of hours (unknown as of yet) to intercept, so our solution triangle would be bigger by a factor of X (which we don't know) and our U-boat would have to start from our present location (which is great for us) and our solution triangle would still have the all the same inner angles (which we DO know) as the little one... that's why we replicate angle A with our last protractor.
Keep in mind that the result may not allways be so perfect that you end up ramming the enemy ship. Theoreticaly it should, but there are several limiting factors to this method:
1)Being a grafical solution, it depends greatly on your ability to draw correctly and exactly, with very high precision. Each mistake done with the drawings whill lead you to a less than perfect result (use high zoom-ins on the nav-map to mimize this potential for error)
2)The data provided to you was vage and imprecise in nature (the targets speed and heading)
3)Enemy ships don't travel in a straight line forever, so you have to intercept them before they make any significant course changes, otherwise you'll miss them.
Automatic Targeting
With the Manual Targeting option disabled in Realism Settings the targeting process is very simple.
All the player must do is point the periscope at the target and launch a torpedo. It is not necessary to find the range, AOB or speed of the target manually, as the entire process of plotting a solution is handled automatically by the game.
Be sure to open the torpedo tube before you fire ('Q' key, or right click the weapons officer to enter his station, and flip the relevant switch). If you don't, it will take a few seconds to open and possibly spoil your shot. If you don't have the target locked, and you forgot to open the door, try to keep the crosshairs on target until the torpedo is launched.
Even with Automatic Targeting you can still alter torpedo speed, depth and detonator type (impact or magnetic)
Also, if you have a mixed load of torpedoes which have different speeds you need to click on the speed setting dial in the F6 TDC screen when switching tubes to update the firing solution.
e.g. you fire a T1 then switch to a TII in another tube, you`ll need to click on the speed setting dial (even though the TII only has one speed) to get an accurate solution.
See also: Salvo
Periscope display
Hit probability indicator
In automatic targeting mode, the periscope or UZO will show a small coloured triangle when a contact is visible and centred in the optics.
The triange can have three colours; green, orange or red, which correspond approximately to the chance of making a successful shot. The colour changes depending on the required Gyro angle of the torpedo when it leaves the U-Boat.
Green - Gyro angle of +/-5°; that is from 355° to 004°.
Orange - Gyro angle of +/15°; that is from 315° to 044°
Red - Gyro angle of more than 15° in either direction.
In general, the smaller the gyro angle, the more chance of a successful hit, but this can still be affected by target range, torpedo settings etc.
Manual Targeting
Table of contents [hide]
1 General Targeting Considerations
2 Notepad Method
2.1 Identify the target
2.2 Find the range
2.3 Estimate the AOB
2.4 Determine the speed
2.5 Taking the shot
3 Full Manual TDC
4 Credits
General Targeting Considerations
In short, the Torpedo Data Computer (TDC) is used to calculate a gyro angle for your torpedos. The gyro angle, in turn, determines the course a torpedo will take after leaving your u-boat en route to hitting a moving target.
The TDC requires four pieces of information to calculate the correct gyro angle:
Angle on bow (AoB) - This is the direction of travel of the target relative to your u-boat's direction. See Angle on bow for more information.
Bearing - This is the angle at which you observe the target.
Speed - This is the speed of the target. More precisely, it is the relative speed between you and the target.
Range - Although it does not effect the gyro angle as much as the three above, range DOES have an effect on the angle and thus checking the range prior to shooting is always a good idea.
There are two methods for entering the required data into the TDC, the Notepad Method, and Full Manual.
Notepad Method
The notepad method is the "standard" SH3 method of performing a manual attack. The notepad is visible in the top right-hand corner when you are at the attack (F3) or observation (O) periscope, or UZO (F6, if surfaced) stations. The following steps are much easier if you lock the target in your periscope or UZO using the 'L' shortcut key.
To use the notepad, you must perform the following four steps in the correct order:
Identify the target
Find the range
Estimate the AOB
Determine the speed
It is possible to use the notepad to enter just some of the targeting data. However each step is dependent on the earlier ones in the list, so you cannot, for example, determine the speed without having first estimated the AOB. You can, however, use the notepad to calculate the range and AOB, but then enter the speed directly into the TDC without using the notepad's target-speed tool. See the TDC page for more information.
Identifying the target
Enlarge
Identifying the target
Identify the target
Once you have your target visible through your scope or UZO, press N to bring up the recognition manuals. Find the correct vessel, and tick the square box in the lower right-hand corner. Until you do this, none of the other functions will be possible.
It is worth noting the Draft of the vessel while you have the recognition manual open. This will be useful if using magnetic triggers on your torpedoes.
Find the range
To find the range, you can use the stadimeter control. Click the word Range on the notepad to open the correct page. Using your mouse within the periscope view, put the central cross hair on the waterline of the target, and then click once on the stadimeter control icon in the corner of the notepad page.
This changes your cursor to a line which can move and down within the periscope view. The idea is to move this line up to the top of the highest mast of the vessel, and then click again. By taking the angle between the centre-line and the line you've just set, along with the known height of the mast from the recognition manual, the game can automatically calculate the range.
See the Stadimeter page for more detailed instructions on finding the range.
Stadimeter
The stadimeter is the range-finder built in to your Attack Periscope and UZO. In Silent Hunter III it is also available from your Observation Periscope.
Using the stadimeter
To operate the stadimeter, you must be using the notepad method of manual targeting. See that page for information on how to use the notepad.
Once you have identified your target using the Recognition Manual, you can click on the word Range on the notepad to begin your range estimation using the stadimeter.
Range finding
The principle of the stadimeter is that you should align the horizontal line running through the centre of your periscope with the waterline of your target vessel, and the higher, moveable, line with the top of the highest mast of the target. By knowing the angle formed between these lines, and the height of the mast from the recognition manuals, the system can calculate the range to your target.
If you are unsure of which is the highest mast, you can theoretically find this information on the relevant page of the Recognition Manual. This is still not always obvious however.
In the image below, notice that the mast height is automatically filled in when you select the correct ship with the recognition manual. If you have not selected the correct ship then your range will not be accurate.
Immediately before using the stadimeter, you should try to ensure that the central (lower) line is as close as possible to the waterline of the target. Then, after clicking on the Stadimeter icon (circled on the screenshot), you will be able to use the mouse to control the moveable upper line in your periscope view. It is also possible, although awkward, to move the periscope head (and therefore the lower line) using the up and down arrows (or Ctrl-Up and Ctrl-Down for finer movement) while the stadimeter is in use.
When you are happy that the placement of the lines accurately reflects the height of the masthead, click once and your range will be filled in on the notepad page. You can repeat this process as often as you like until you are happy with the result. Once you are satisfied with your range, don't forget to then click the tick-box to send the range to the main notepad page! In the example image below the lines are perfectly positioned ready to submit the range.
In heavy seas it is quite a challenge to come up with an accurate result using the stadimeter. Practice makes perfect!
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Once you have an estimated range, click the tickbox to send that range back to the main notepad page.
Estimate the AOB
Click on the words Angle on bow on the notepad to bring up the AOB page. Here you can estimate your angle on bow from the target, and mark it by dragging the icon around the ship on the diagram. Note that the central vessel in the diagram is your target, and you are estimating where your U-Boat is, in relation to that target.
To assist in determining the AOB, you can use the AOB page on the recognition manual. You can also calculate it before-hand using knowledge of the target course and bearing from your U-Boat.
Once satisfied with your estimated AOB, click the tickbox to send that range back to the main notepad page.
Determine the speed
The final step in the process is to determine the speed of the target. The notepad includes a tool to assist you in doing that. Click the word Speed and a small timer icon will appear. By clicking this, you will start a timer and, as long as you have the target locked the system will begin tracking how far across your field of view the target moves. Use the Stopwatch to monitor the duration of your timing. After a suitable length of time - perhaps 15 seconds, you can click anywhere to stop the timer and the speed will be displayed.
It is important that you are stopped or moving very slowly for this to be accurate. In addition, you will not get accurate results if the target is moving directly towards you, or away from you. Ideally for this to be accurate, you should be at All Stop, at a 90° AOB from the target.
In general, the notepad device for determining target speed is only of limited use. It's worthwhile learning additional techniques such as the Three Minute Rule to accurately detect your target's speed.
As before, you should click the tickbox to send the speed to the main notepad page.
Taking the shot
It is important that once back on the main notepad page, you click the tickbox a final time to send the complete set of the data to the TDC. If you update any of the data subsequently, you must ensure that you click the main tickbox again or that new information will not be used.
Also, make sure you fire right after you place the final checkmark. If you do not, the AoB will change (this effect increases if the target moves fast). As the result, the torpedo will miss astern or hit the ship in the very rear. As well, make sure you open the tube door beforehand. Enjoy ;)
Full Manual TDC
Paul "Wazoo" Wasserman has put together an excellent tutorial on doing manual targetting at: Wazoo's Manual Charting & Targeting Tutorial
http://www.subsim.com/radioroom/showthread.php?t=206381
TDC
The TDC or Torpedo Data Computer is a calculating device installed in U-boats to assist in torpedo aiming. The TDC screen is selected by using the F6 shortcut key.
Table of contents [hide]
1 Introduction
2 The TDC screen
2.1 Target data controls
2.1.1 Target bearing input
2.1.2 Target data
2.1.3 AOB input
2.1.4 Target speed input
2.1.5 Manual entry button
2.1.6 Gyro angle display
2.2 Torpedo controls
2.2.1 Tube selection
2.2.2 Tube/Salvo selection
2.2.3 Salvo spread angle
2.2.4 Torpedo running depth
2.2.5 Pistol selection
2.2.6 Torpedo speed selection
2.2.7 Tube selection and firing shortcut
3 Operating the TDC
3.1 Effect of realism settings
3.2 Manually entering targeting data
3.2.1 Target bearing
3.2.2 Target range
3.2.3 AOB
3.2.4 Target speed
4 See Also
5 Credits
Introduction
The basic function of the TDC is to to calculate the correct gyro angle for a torpedo to ensure that it will strike its target. The inputs needed to make this calculation are:
The Angle on bow of the U-boat from the target
The speed of the target
The range of the target
The bearing of the target from the U-boat
The speed of the torpedo
Given this information, the TDC can calculate the intersection point of the paths of the target vessel and the torpedo and set the gyro angle so that the torpedo will arrive at that point when fired. The TDC will automatically update the torpedo with the correct gyro angle as adjustments are made.
The TDC has the following additional functions:
Allow salvo shots, adjusting the gyro angles of individual torpedoes to achieve a specified "spread" angle.
Allow adjustment of the running depth and pistol type of the torpedoes.
Select the current torpedo tube(s)
Fire the torpedo or torpedoes.
The TDC screen
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The TDC screen offers many gauges and controls. They can be split into two main groups
Target data controls
A - Target bearing input - This control allows the entry of the target's bearing from the U-boat. This should be the relative bearing; that is, the bearing from the bow of the U-boat irrespective of the course of the U-boat. This value can be set manually, or from the Notepad.
B - Target range input - This control allows the entry of the target's range the U-boat. Each unit on the knob is 100m; therefore in the screenshot the selected range is 500m. This value can be set manually, or from the Notepad.
C - Angle on bow input - AOB input – This control allows the entry of the Angle on bow of the U-boat respective to the target. The red, left side of the dial is used for situations where the AOB is to port and vice-versa for to starboard. This value can be set manually, or from the Notepad.
D - Target speed input - This control allows the entry of the target's speed in knots. This value can be set manually, or from the Notepad
E - Manual entry toggle button - This button is used to toggle the manual entry mode of the TDC. If the button is red, then the values cannot be adjusted manually. Pressing the button (clicking with the mouse) will turn it green and allow the four input controls to the left to be manually adjusted.
F - Gyro angle display. - This displays the calculated gyro angle. The left-hand dial shows the angle to the nearest ten degrees, and the right-hand dial shows a more accuate depiction down to 0.1°. In the screenshot, the left-hand dial is showing between 330° and 340°, and the right-hand dial shows approximately 7.7°. Therefore the complete gyro angle shown is 337.7°. The gyro angle cannot be manually adjusted by the user.
Torpedo controls
G - Tube selection - This knob allows selection of the torpedo tube(s) which will be used when the Fire order is given. Depending on the value of the Tube/Salvo selection knob, this will show either individual tubes, or pre-defined combinations of tubes for salvo shots.
H - Tube (single shot)/Salvo selection - This control switches between an individual (tube) shot, and a salvo which consists of two or more torpedoes. As this value is changed, the Tube Selection control will change accordingly
I - Salvo spread angle input - This control is only enabled if the Tube/Salvo knob is set to Salvo (S). The spread angle is the angle between the first and last torpedoes fired in a salvo. In the screenshot, the angle is set to 5°. This means that for a salvo of two torpedoes, the first will be 2.5° left of the aiming point, and the second will be 2.5° to the right. The angle between the two will therefore be 5°.
J - Torpedo running depth input - This control allows you to select the running depth for your upcoming shot.
K - Pistol selection - This knob allows you to choose the pistol type - either Impact or Magnetic - for your next shot.
L - Torpedo speed selection - This control sets the speed of the torpedo. Note that not all torpedoes have adjustable speeds. In general, a faster speed makes for a higher chance of hitting the target, but at the cost of a reduced torpedo range.
M - Torpedo selection and firing shortcut - The panel at the top of the TDC allows quick selection of a single tube. It will display which tube(s) are selected at all times. Each tube indicator can have three colours:
Green - tube has a torpedo loaded.
Red - tube is not currently loaded, but is either being reloaded now or is queued for reloading.
Grey - There are no torpedoes available to reload the tube.
Note that in SHIII versions 1.2 and 1.3 there is a bug in the torpedo selection. If you change torpedo selection to a torpedo with a different running speed, then the gyro angle will not be recalculated to take this new speed into account. In this case, you must click on the Torpedo Speed selection control to "remind" the program of the new speed. You will not see the speed change, although if you watch the Gyro angle display below it will be updated at that time.
Operating the TDC
Different parts of the TDC are used in different situations and realism settings.
Effect of realism settings
The Torpedo controls are useful irrespective of your difficulty level. It is always important to check or adjust your torpedo selection, speed and depth, as well as the salvo spread angle if a salvo shot is required.
The use of the Target Data controls varies depending on your realism settings and method of targeting.
For full automatic targeting, the Target Data control values (AOB, and target speed, bearing and range) will change automatically as you lock onto and track a target with either periscope or UZO. On the other hand, if you are using Weapons Officer assistance, then the values will be updated whenever you request a solution from the Weapons Officer. In both of these situations it is not necessary to manually check or adjust the Target Data control settings.
For manual targeting, direct input of the values is essential:
If using the notepad method of manual targeting, then some or all of the entries will be filled in for you when you submit the notepad data. If you have not filled in all of the values on the notepad, then you will still need to manually enter the others directly into the TDC.
For full manual targeting without the notepad, all target data must be entered directly into the TDC.
Manually entering targeting data
Prior to entering data into the TDC, you must click the Manual entry button. This will make the button green and unlock the four TDC dials to the left of the button for manual input. The appearance of the dials will change slightly to indicate that you may now modify them directly.
To adjust the controls manually, use your mouse to "grab" the dial pointer and drag it to the desired position. If using the notepad to determine some of the targeting data, submitting the notepad data will only modify those values which are actually entered on the notepad. As an example, if you have manually set the target speed and AOB, you can later use the notepad to determine the range. As long as you don't have notepad values for the range and AOB (ie they are marked with a dash (-) on the notepad), then when you submit the notepad data it will not affect your previously entered range and AOB figures.
Target bearing
If the manual entry button is red, therefore disabling manual entry, then the bearing dial will be updated automatically from your current optics (either of the periscopes or the UZO). If the button is green then you can manually adjust the dial. However, if at any time after a manual adjustment you click the manual entry button back to red, then your own values will be overridden by the current value from the optics!
It is recommended, therefore, that the target bearing dial is not directly adjusted. If you need to modify the bearing, it is better to keep the manual entry button on red, and then rotate the periscope or UZO to the desired bearing. In general, the only time you need to modify the bearing is to enter a future AOB. In this case, you should point the optics to the desired bearing first as described.
Target range
This dial can be rotated to set the desired range. Each unit on the knob is 100m; therefore a range of 1500m should be set as 15 on the range control. When using the notepad, submitting the notepad data will override any manually set data only if the notepad contains a value for range.
AOB
A manually calculated AOB can be entered here. If the entered AOB is correct for the current value on the bearing dial, then it is not necessary to modify the AOB again unless the target changes course. The TDC will automatically adjust the AOB figure as the bearing from the U-boat to the target changes.
When using the notepad, submitting the notepad data will override any manually set data only if the notepad contains a value for AOB.
Target speed
The speed of the target in knots can be manually entered here. When using the notepad, submitting the notepad data will override any manually set data only if the notepad contains a value for speed.
Three Minute Rule
The Three Minute Rule (which, more accurately, should be called the Three Minute Fifteen Second Rule) is a simple way of determining your target speed
Introduction
By measuring the distance a vessel has moved over an interval of three minutes and fifteen seconds, it is possible to easily determine the speed. Of course, any measure of time and distance can be used to determine a target's speed, but the Three Minute Rule has the convenient advantage of equating a tenth of a kilometer to one knot of speed.
For example:
If over 3 minutes, 15 seconds the target moves 400m (0.4km), then the target speed is 4 knots.
If over 3 minutes, 15 seconds the target moves 1500m (1.5km), then the target speed is 15 knots.
In essence, take the distance travelled in that time in km, multiply by ten and that is the speed in knots.
The math behind it:
1 knot = 1.852 kilometers per hour
3 minutes 15 seconds = 0.0542 hours
.0542 hours * 1.852 kilometers per hour = 0.1004 kilometers =~ 1 knot
Example
This example assumes that the No map contact update realism setting is not enabled; that is, map updates should be turned on.
The U-boat captain has spotted a small tanker at about 45 degrees off the U-boat's bow. Immediately he starts a plot to determine the target's course and speed.
Zooming in on the navigation map (F5), a mark (Mark 2 in the example) is plotted exactly against the bow of the target.
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Making the initial mark for the plot
Immediately after making the mark, the view is switched to the Attack Periscope (F3) and the Stopwatch is started (outlined in red) by clicking once on its face.
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Starting the stopwatch to begin the count
The caption then lowers the periscope to avoid detection, and waits until 3 around minutes. During this time, if you have already identified the target, you can set up your torpedo pistol and depth information ready for the shot and maneuver the U-Boat to a more favourable angle if necessary.
Just after 3 minutes have elapsed, the captain returns to, and raises, the periscope in preparation for the next mark. Note the display on the stopwatch.
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Raising the periscope just before 3 minutes and 15 seconds has elapsed
At exactly 3:15, a second point on the map is made, showing the precise point of the target's bow at that time. It can be helpful to switch back to the navigation map a few seconds before 3:15, and manually count the remaining time to ensure that the mark is made as close to exactly 3:15 as possible.
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Making the second mark for the plot
Just before lowering the periscope once more, the captain may take a bearing to the target, to assist in calculating AOB. He now has all of the information required to calculate the target speed and course.
Back on the navigation map, use the Ruler tool to draw a line between the two points we have marked. If you wish to also determine the course, ensure that the extra compass display is turned on by clicking the '?' at the top-right of the screen if necessary.
In the example, the distance between the points is 0.7km. Due to us timing over exactly 3 minutes and 15 seconds, we can simply multiply by ten to calculate the speed in knots. In this case therefore, the speed is 0.7 x 10 = 7 knots. The target course can be determined by using the compass display. Always look at the point where the "tail" of the vessel crosses the bearing ring. In this case, the target is heading down the page, therefore the "tail" is crossing at 180°.
We have successfully calculated our target course and speed: 180° at 7 kts.
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Determining the speed and course
Angle on bow
Angle on bow, or AOB, refers to the angle between a vessel's heading and the bearing of your U-Boat from that vessel.
Table of contents [hide]
1 Introduction
2 Setting the AOB
3 Determining AOB
3.1 90° solution
3.2 Visual estimation
3.3 Protractor method
3.4 Calculation
Introduction
If a crew member on a target vessel stands on the bow of their ship and points one flashlight straight ahead, and another towards your U-Boat, then the AOB is the angle between the two flashlight beams.
Note that the AOB is always reported as an angle of less than 180°, port or starboard.
Some examples:
If your u-boat is directly in front of the target, AOB is zero
If your u-boat is directly behind the target, AOB is 180
If a target crewman facing forwards has to look exactly left to see your U-Boat, AOB is port 90°
Setting the AOB
The AOB can be set via the Notepad, or entered directly into the TDC.
Once you have set the AOB correctly at a certain target bearing, you do not need to update it again unless the target changes course. This is because the TDC will automatically adjust the AOB setting as the bearing to the target changes. When entering an AOB, always ensure that the bearing shown on your optics matches the target bearing at the time of determining the AOB.
If you are using the Notepad, then once it is set it is a good idea to clear the notepad data, unless you are going to fire without making any further updates for range or speed. Otherwise, submitting the notepad data again later will reset the AOB back to what it was when you first submitted it. As the bearing to the target will almost certainly have changed during that time, the AOB will then be incorrect unless you have adjusted it again yourself in the meantime.
Determining AOB
The AOB can be determined in several different ways
90° solution
If you have maneuvered your U-boat to be perpendicular (ie at 90°) to the target's course, then you can assume a 90° AOB (to port or starboard as appropriate) when the target is directly in front of you (at a 0° bearing in your periscope or UZO.) At AOB values close to 90°, it is not essential to be highly accurate with your AOB value, particularly when attacking at close range.
Visual estimation
An experienced captain can accurately estimate the AOB of a target purely from sight. The recognition manual has some images that can assist with this task. This is the least accurate of the methods, unless you are very good!
Protractor method
If you have plotted a future course for the target on the navigation map, then you can use the built-in protractor tool to quickly and easily find the AOB.
Take a bearing to the target (this will be used later), and immediately note the position of the target on the navigation map using the Marker tool. If using the Three Minute Rule to determine target speed, then it can be convenient to use the second timing mark for this purpose. In that case, after making the second mark switch immediately to your periscope or UZO view and note the bearing to the target at that time. It is useful to unlock the target from the optics view so that your optics will stay on that bearing for when we need to enter the AOB later.
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Draw the first line from the target's future course to the centre of the target
By making a mark, instead of using the ship icon shown on the navigation map, we remove any confusion caused by the ships movement during the plotting. We can also take a little longer to ensure that the lines are plotted accurately. As long as we know the bearing to the target at the time the mark was made, we can still correctly enter the AOB after any period of time has passed.
Using the protractor tool, draw the first line from a position along the target's future course, to the centre of the target. Click once to lock it in, and then draw the second leg precisely to the centre of your U-Boat. Click again to complete the operation.
The angle shown on the protractor tool is the Angle on Bow. You can determine port or starboard simply by looking at the location of your U-boat in relation to the target. In this example, the angle is 68°. As we are to the starboard of the target (which is heading south), our AOB is 68° starboard.
We can now set our bearing (by rotating the periscope or UZO) back to the value noted at the time of determining the AOB. Once that is correct, we can enter our AOB using either the notepad or directly into the TDC.
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Draw the first line from the target's future course to the centre of the target
Calculation
If you know the course of the target, as well as its bearing from the U-Boat, then you can accurately calculate the AOB.
You must know the True Bearing of the target - that is, the bearing from zero degrees (North), not from your own heading.
AoB = Target True Bearing - target course (plus/minus 180° to get the result within -180 to +180°)
If the final figure is positive, then the AOB will be to starboard. If negative it will be to port.
Note that even if your initial subtraction results in a figure between -180° and 180°, you must still +/- 180°.
Some examples:
Let's assume a target course of 50°.
Depending on the True Bearing to the target, the AOB will be calculated as follows:
True bearing Calculation Result
330° 330 - 50 = +280, minus 180 = +100 100° starboard
260° 260 - 50 = +210, minus 180 = +30 30° starboard
140° 140 - 50 = +90, minus 180 = -90 90° port
20° 20 - 50 = -30, plus 180 = +150 150° starboard
230° 230 - 50 = +180, minus 180 = 0 0°
Relative Bearing
A relative bearing is a bearing taken from the perspective of your own vessel. That is, a bearing of 0° will be directly in front of your U-Boat, and a 90° bearing will be exactly to your right. This is in contrast to a True Bearing which is always measured from zero° (north) and is independent of the direction which your own vessel is facing.
Taking a bearing using either of the periscopes or the UZO will give you a relative bearing, as will contact reports from your watchmen or sonar/radar operators. Given a relative bearing and your own course, you can calculate a True Bearing, as shown on that page.
True Bearing
The true bearing of an object is the bearing expressed as the number of degrees from 0° (north).
When using the optics in SHIII, you will see the Relative Bearing, which is the bearing from your own heading, rather than from north. If the U-boat happens to be pointing exactly north (0°) then the True and Relative bearings will be the same.
It is possible to convert from relative bearing to true bearing using the following formua
True Bearing = Relative Bearing + Own Heading (minus 360 if result is greater than 360)
some examples:
If the U-Boat is heading at 45° and we are viewing a target in the periscope with the bearing showing as 220° then the true bearing is 220° + 45° = 265°
If the U-Boat is heading at 330° and the target's relative bearing is 70°, then the true bearing is 330° + 70° = 400°, minus 360° = 40°.
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