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dramaticuser
12-23-24, 01:59 PM
I'm curious, what methods to hunt in the campaign do you use?

for me i generally just stick to around my ordered patrol area, occasionally diving for hydro checks and just wait until:

A- I get lucky and spot something on visuals or hydro.

or

B- I receive a radio contact.

but I'm curious if others do it differently. (also side question if anyone is familiar with how it was done historical, do share :D)

and for context i play with the onealex version of GWX, but do answer too even if you dont play on that.

Shadowblade
12-24-24, 10:18 PM
Hunting methods:
- first thing - using Type IX - mostly for more torpedoes, 10,5 cm deckgun and its flak.
More torpedoes = higher tonnage each patrol

1) raiding harbors / naval bases
- risky, but really good tonnage for this job

2) patrolling in high naval traffic areas and on convoy routes:
https://archive.org/details/SILENT_HUNTER_III_MAP
(https://archive.org/details/SILENT_HUNTER_III_MAP)- using hydrophones a lot (regular checks when traveling or waiting in periscope depth & listening).
Hydrophone detection range > watch crew visual detection range.

3) checking map contacts

4) ambushing task forces with large warships
- they are fast so you need to have good position in right time

La vache
12-25-24, 05:05 PM
(also side question if anyone is familiar with how it was done historical, do share :D)



look here "Kreuzeraufgabe" (https://www.subsim.com/radioroom/showthread.php?t=243263)

Pisces
12-25-24, 09:04 PM
I'm curious, what methods to hunt in the campaign do you use?

for me i generally just stick to around my ordered patrol area, occasionally diving for hydro checks and just wait until:

A- I get lucky and spot something on visuals or hydro.

or

B- I receive a radio contact.

but I'm curious if others do it differently. (also side question if anyone is familiar with how it was done historical, do share :D)

and for context i play with the onealex version of GWX, but do answer too even if you dont play on that.
Pretty much the same. But I increased the range of radio contact reports in some file I forgot the name of. Instead of 150km I think I had 750km. To make long range intercepts more probable. I want to make the choice if I can make it in time. The game or BdU shouldn't make that for me.

For every radio contact report I got on the map I draw a line of 170km along the given course. Then draw a circle at the end of radius 34km (representing the max hydrophone range). Then draw 2 lines as the edges of their potential course fan. Then I try to set an intercept course to get inside that ice-cone (before the target reaches the end of the lines) and consume it. :D

Hooston
12-27-24, 05:47 AM
I'm a u-tourist. i try to visit as many historical battles as possible and see how well they have been captured. My latest was May 1941 in the Western Approaches. I saw a few Swordfish and BdU kept telling me about fast moving friendly and enemy warships but the only ships I found were some neutral US tankers! Maybe I should have cheated a bit harder.
Brief historical summary below; but be aware that all sweeping generalisations are complete rubbish.

Historically in 1941-43 the BdU would set up patrol lines across known convoy routes (as given away by decrypts) which would sweep very slowly across the Atlantic. In theory the first boat to find a convoy would shadow it until the rest joined for a pack attack. In practice the radio traffic involved allowed the allies to dodge these lines on many occasions. The BdU were baffled about how boats operating independently did better than those in patrol lines.
Eventually with more boats in 1943 the patrol lines got so big that it was almost impossible to dodge them. This prompted the allies to get their act together in May 1943 and they then quite happily attracted attacks so they could sink more boats.
Finally in 1944-1945 most boats operated independently in coastal waters using schnorkels and homing torpedoes. They did better but were so slow they were reduced to ambush tactics and were so outnumbered that getting detected was a death sentence.

stork100
12-27-24, 08:09 AM
I'm a masochist when it comes to patrolling, in so far as I try to introduce as many factors to prevent me scoring an unrealistic tonnage. Whatever megamod I play I significantly reduce the spawn probability of convoys (30% seems a good number for me at the moment). The Realistic Contacts mod prevents any easy intercepts. I adhere to the 'Just Follow Orders' mod guidelines for everything therein, and use the grid system of patrolling based on pre-conceived ideas such as:

For a given U-boat/Flotilla at a certain date I'll approximate a list of viable grid square locations for patrolling based on historical plausibility. Then use a random number generator to select an overall grid e.g. AL. Another random decision to select a further sub-grid e.g. AL6, and again e.g. AL63. With that established I'll go and patrol AL63 for the prescribed 24hrs or so and then 'radio' BDU for new orders. That will involve the random number generator again telling me to go to any location within AL6. My self prescribed rules dictate that I continue in this fashion for a number of times, and if a contact is not engaged within a set number, than I am ordered to a new adjacent location e.g. AL5.

My understanding is that the U-boats were generally micromanaged by BDU in a similar way and this system tries to replicate that to an extent. If you get luckily assigned to a hot spot for traffic well happy days. Otherwise a lot of boats went out there to their assignments and found nothing. It gives a sense of following orders which sadly has always been a limitation of SH3.

Hooston
12-27-24, 12:00 PM
Some good ideas stork100.
I'm afraid the campaign game for SH3 is a bit of an afterthought and is spoilt by the broken fatigue system and the likelyhood of "insta-death" if you run too high time compression. A historically correct contact frequency (i.e. often nothing in an entire patrol) is too boring for me.

Like many on this forum I used to play European Airwar many years ago and used Ctrl-N to skip to the next excitement. Sometimes this landed you in a world of s**t, which had a good historical feel. I think something similar could be done by modifying SH3 Commander - exit game and restart at the next encounter. This would be a lot of work as you would have to duplicate the entire campaign model at some level of realism.

I think I'm really waiting for someone to do a GWX with "u-boat".

Shadowblade
12-28-24, 05:15 PM
I prefer to have something to do so I patrol in areas with high naval traffic to have some action.
Having default contacts (for GWX). I rely on my hydrophones for to find more targets.

Captain Drastic
12-30-24, 08:00 PM
I basically use GWX with a 20k environment and have no real issues with the frequency of contacting ships or convoys. If I have not had much luck going to and patrolling my assigned grid, then I consult the flotilla.cfg file for that month and choose another grid either by closest grid to my location or random choice. It pays to submerge for several hours per day in transit to and from grids. I have modified the fatigue system to allow me to rotate crew on a semi-weekly basis (in addition to situational conditions) which makes most of the crew problematic at functioning around the length of time that particular type of boat spent on patrol historically. Also, I edited out that huge annoying red exclamation point which I don't need. I have already provided a copy of my fatigue files in an earlier post . After conducting many patrols, I find I run short on both torps and supplies (fatigue) without having to stress about how long it took or about managing crew. By the way, I love the Just Follow Orders Mod. I have integrated it into the game automatically mostly via SH3 Commander. Also, I have looked at the Onealex megamod and it seems similar except for the fatigue system, so the method of finding ships should not be that different.