View Full Version : Merchant recognition manual help
silentwayIII
05-08-06, 08:54 PM
Still new to the game, but I love it. Question: while there is a recognition book for warships, I have not found one for merchant ships. Is a merchant recognition book part of SHIII? If it is not, is there a mod that I can use to get vital data such as vessel profile, draft, spped and, if manually targetting a specific area of the merchant ship (engine, fuel) will help me target these vital areas? Any help is appreciated.
bookworm_020
05-08-06, 09:47 PM
There is a merchant recognition section in the target book that you see in periscope or UZO view. Click the ^button on the manual and you should see it. You can also click on the word ship on the targeting details if you have auto identify enabled. this will bring up the ship details.
There is a mod you can get to show where to taget a ship. It's called FULL VULNERABILITY MANUAL MOD and can be found on the downloads page of the subsim website. Remeber to kick in a donation to subsim as thanks for the hard work and to keep it running :up:
its a viic
05-09-06, 05:15 AM
I had trouble too at first . I believe when you look in the recognition book it says Handelschiff or something. That should have everything in it that you need. Good Hunting!
silentwayIII
05-09-06, 10:56 AM
Thanks for the information on how to find the merchant recognition manual. I loaded the mod you mentioned. It is great to see where the vulnerable areas are.
Question: what is the best way to aim for thise spots? What distance should you be from the target in order to have the best chance of hitting the target where you want to? Any other information on this topic, as always, is appreciated.
Will make that donation.
Montbrun
05-09-06, 11:12 AM
Thanks for the information on how to find the merchant recognition manual. I loaded the mod you mentioned. It is great to see where the vulnerable areas are.
Question: what is the best way to aim for thise spots? What distance should you be from the target in order to have the best chance of hitting the target where you want to? Any other information on this topic, as always, is appreciated.
Will make that donation.
1) Calms seas.
2) Real close.
3) +/- about 20 degrees.
When the Target Indicator turns green, you've got it...
malcymalc
05-09-06, 04:07 PM
Silentway III,
Make sure you are more than 300m from any ship - to give your torpedoes time to arm.
Other than that as close as you can get to merchantmen without being spotted by escorts. Do not forget you want the angle on the bow to be as close as you can get to 90 degrees when you fire. Once you have had a few totpedoes bounce off a ship because you fired at too fine an angle for detonation you will get the idea.
If you are planning to bushwack a destroyer you want to be at less than 1500m ideally (although you can take them from farther out with experience).
Malcolm
Sawdust
05-11-06, 05:46 AM
And don't forget to open the torpedo tube door ahead of time. If you let it open automatically when your press 'Fire', then your torpedo will always be a tad slower than you targeted.
silentwayIII
05-14-06, 01:42 AM
Thanks for all of the help on finding the recognition manual. I inserted the mod with the colored vulnerable areas of each ship into GW. Targeting those specific areas is hard, and getting close enough to get it done is tougher yet. It seems that in GW the destroyers and smaller escorts are really amped up and getting by them is hard. Getting a good shot at less then 1000 meters is difficult.
silentwayIII
05-14-06, 01:42 AM
Thanks for all of the help on finding the recognition manual. I inserted the mod with the colored vulnerable areas of each ship into GW. Targeting those specific areas is hard, and getting close enough to get it done is tougher yet. It seems that in GW the destroyers and smaller escorts are really amped up and getting by them is hard. Getting a good shot at less then 1000 meters is difficult.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.