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NeonSamurai
07-22-06, 03:39 PM
Ok since we have been getting another influx of new SH3 players and we have been getting many basic questions about the game I figured I would make a links thread with information that would be helpful to the new player.


Guides and Helpful Links


Steam Silent Hunter III setup 2022 (https://www.subsim.com/steam-silent-hunter-iii-setup-2022/)


Previous stickied topics:
How to post a screenshot? [FIRST POST UPDATED WITH VIDEO TUTORIAL]' (http://www.subsim.com/radioroom/showthread.php?t=107399)

Windows 10
(https://www.subsim.com/radioroom/showthread.php?t=244033)
Windows 7 and Vista troubleshooting (http://www.subsim.com/radioroom/showthread.php?t=162165)

How to play Silent Hunter III without the DVD in the DVD Drive (Starforce free) (http://www.subsim.com/radioroom/showthread.php?t=160118)

SH3 Guide 2014+ (http://www.subsim.com/radioroom/showthread.php?t=212323)

SH3 Hints and Keyboard Tricks (http://www.subsim.com/radioroom/showthread.php?t=101924)



.

Silent Hunter III Community Manual (http://mysh3.info/shiii) (Down again)
This site is probably the most usefull site any new player can find, in it you should find pretty much everything you need to learn to play well and become a U-Boat Ace. Absolute must read.

The Hunt: An illustrated example of how to sink a ship (http://www.subsim.com/radioroom/showthread.php?t=88961)
One of the best guides available teaching how to properly intercept, stalk and sink a ship. Includes pictures too.

Wazoo's Manual Charting & Targeting Tutorial (http://www.paulwasserman.net/SHIII/)
This is the guide to teach you how to manualy plot everything onto your map. You need to know this if your playing with out the contact updates option in realism enabled. But its handy to know even if you are playing with contact updates enabled.

raduz's Hydrophone Hunting Tutorial (http://www.subsim.com/radioroom/showthread.php?t=107303)
This tutorial will teach you how you use the hydrophone to track and attack targets with out using the periscope. Also includes a sound mod for GWX to allow this method to work in it. However some parts of this tutorial are unrealistic and are not possible in a real Uboat.


Gramophone Music Packs

War Radio Mod (http://www.subsim.com/subsim_files/patches05/Sept39_Aug40_Radio_Mod.rar)

SH3 Gramophone Tipperary Sound Pack (http://www.subsim.com/subsim_files/patches05/sh3_gramophone1.zip)


Game Mods

Generic Mod Enabler (JSGME) (https://www.subsim.com/radioroom/downloads.php?do=file&id=4725)
The Generic Mod Enabler is a very helpfull program as it lets you change mods easily. It works by using its own mods folder where the mods are placed, and when a mod is activated, all files in the stock game are backed up that are going to be replaced with modded ones. This link is a download link only. See included documentation for instructions.

SH3 Commander (http://www.subsim.com/radioroom/showthread.php?t=95448)
SH3 Commander is a popular addin mod with its own external program for management. This mod can be used alone, with "The Grey Wolves Supermod", or with the "NYGM Tonnage War. Go here (http://www.users.on.net/%7Ejscones/software/SH3Cmdr%20Help.html) for the readme with more details.

The Grey Wolves Supermod (http://www.subsim.com/radioroom/showthread.php?t=102096)
TGW Site (http://gwx.mysite.orange.co.uk/)
One of the 2 most popular freeware super mods at SUBSIM available for SH3. This mod is compatable with SH3 Commander, but not with NGYM Tonnage War. GWX 2.0 is now out.

NYGM Tonnage War (http://www.subsim.com/radioroom/showthread.php?t=98628)
NYGM Site (http://hosted.filefront.com/TeddyBar/)
The other of the 2 most popular freeware super mods at SUBSIM available for SH3. This mod is compatable with SH3 Commander, but not with Grey Wolves. The thread for the 2.3 patch can be found Here (http://www.subsim.com/radioroom/showthread.php?t=101554)

SH3 Random Weather Generator (http://www.subsim.com/radioroom/showthread.php?t=88063&highlight=sh3weather)
This external (.exe based) mod alters the random weather to be more realistic and is configurable. Works with SH3 commander and should work with any internal mod or superpack.

SH3Gen Campaign enhancement (http://www.subsim.com/radioroom/showthread.php?t=88438&highlight=sh3gen) SH3 Gen is another external mod used when playing campaign games and adds intel information inside the game on enemy shipping. Read the thread for more details. I belive it is compatable with either supermod, SH3 Commander, and the external mods i listed. But i havent used this mod yet.

SH3PATROL MOD (http://www.subsim.com/subsim_files/patches05/SH3Patrol1_2A.zip)
This little mod is used together with supermods that feature "Milk Cow" or refuel/ammo ships/submarines to reduce the number of days spent refueling/rearming to 1 day instead of the game default 28 days (which applies to bases). Both NGYM and GW feature Milk Cows. This is a download link

List of modifs. / mod tools / mod tips (http://www.subsim.com/radioroom/showpost.php?p=258604&postcount=100)
This Post contains links to pretty much all the known player made mods available for SH3. Note however most of these are small mods that alter a specific function, and interoperabity between mods found here is questionable. You may also expierence conflicts if these mods are used with either supermod available (the supermods typicaly have many of these small mods alread incorperated). Also you can find moding tools here if you later on decide you wish to do your own modding.
The full thread can be found here (http://www.subsim.com/radioroom/showthread.php?t=78792)


As for which super mod to choose, well both of them are good in their own right, and its ultimatly a matter of personal preference. My advice would be to try out both of them. Also if your going with a supermod, i would not recommend trying to add in other mods (other then SH3 Commander) with either supermod unless you are an exprienced SH3 modder or you may expirence problems.

Also my list of supermods is by no meens at all an exaustive list of all of the ones available on the net, just some of the most popular ones here at SUBSIM. For a more complete list i advise you go here (http://www.subsim.com/radioroom/showpost.php?p=258604&postcount=100) and check out the Greater mod-packs section.


Find SHIII & GWX Things Easy (http://www.subsim.com/radioroom/showthread.php?t=132053)
This site is dedicated to all the Silent Hunter Players, SubSim.com and all of the Modders.

Survey "SH3 - MOD & TOOL" April 2011: http://www.subsim.com/radioroom/showthread.php?t=182111

NeonSamurai
07-22-06, 03:40 PM
NeonSamurai's most comonly asked questions from new players

Why do my torpedos keep bouncing off the ship?

Well a couple of possible reasons, first your torpedo needs to travel a absolute minimum of 250 meters to arm itself (good rule of thumb is never shoot closer then 300m). Second for impact or impact/magnetic torpedoes (Torpedoes set to magnetic can still act as impact torpedoes) the torpedo head needs to strike a flat surface nearly head on to detonate (roughly between 70-120 degees), also this applies in the vertical as well as horrizontal, if the slope is too shallow the torpedo will bounce every time. Keep in mind that ships are not box shaped under water, they curve in many places, towards the rudder, and underneath towards the keel. Also occasionaly you will run into dud torpedoes. With magnetic torpedos in stormy weather you can sometimes have the ship pitch down due to waves and have the torpedo bounce off the keel.


What is the best depth to use for magnetic torpedos?

Well this depends on 2 factors, the draft of the ship, and the weather. The rule of thumb i usualy use is 0.5m deeper then the ship's draft for clear weather (0-5m/s windspeed) 1m for moderate seas (5-10m/s wind) and 2m for heavy sea states. Though i will say that when the sea is realy rough (12 or better m/s wind) i usualy dont attempt magnetic shots as the ship's actual depth varries too much which will cause magnetics to either run under too deep, or bounce off the keel as much as they would detonate. Instead i usualy set the torpedo to impact running 2-3m deep.


Should i set up my attack differently when using impact vs magnetic?

There are some differences between an impact torpedo attack vs a magnetic one, With impact torpedoes you idealy want to be shooting at around 90 degrees AoB (from the side of the target) to give your torpedos the best chance of hitting something flat so they will detonate. The depth setting should be low enough in the water to cause flooding to the targeted section, but not too deep so that the torpedo doesnt bounce of the curve of the underside of the hull. With magnetics while you can attack from 90 degrees AoB its often better to attack at an angle off 90 to give the torpedo more time under the target, which increases its chance of realising its under a ship and detonating. See above for depth settings. Lastly when firing any torpedo idealy you want your torpedo to go straight out from the tube and not have to turn to hit the target. The more the torpedo has to turn, the more inacurate the hit calculation becomes because the calculations are done as a straight line, not as a curved path. Also always open your torpedo doors first before shooting, otherwise the torpedo uses the settings from the moment you press fire, but doesnt actualy launch till a few seconds later.


What is the best place to aim at on a ship when using torpedos?

This varries depening on if and what mods your using, but good places for impact torpedos are the engine room (typicaly right below the smoke stack, if there are multiple smoke stacks its usualy in the middle), and fuel bunker (usualy infront of the engine room). Also hitting the engine room has the added effect of typicaly bringing the ship to a dead stop. For magnetic torpedoes, either under the engine room, or right in the middle of the ship is usualy best.


What are the differences between Auto and Manual Targeting

Well pretty much 2 things, in auto the game does all the work for you, its practicaly just point and shoot. Also with impact torpedos when using auto targeting, if the torpedo hits a section of a ship that has a critical explosion chance, you will get a critical explosion each and every time vs a random chance with manual.


What exactly is Angle off Bow (AoB)?

To put it simply, its the measurement of your bearing (180 degree left or right mesurement) from the perspective of the ship out to your Uboat. Imagine your standing on the bridge of the target ship looking out at your Uboat, the angle from the bow of the target ship your standing on to where your looking out at your uboat is the Angle off bow.


Why is there an option to turn off the weapon's officer in realism options?

Well the reason is many captains think he is a form of a cheat. The reason is he can provide firing solutions instantly, and pretty much perfectly. In otherwords he does his job waaaay to good. In reality the job of the weapons officer was primaraly to plot firing solutions, and imput data called out by the captain into the TDC. He also sometimes called out solutions when using the UZO for surface attacks. In SH3 he is either absolutly perfect, or if disabled near useless. On my uboat i typicaly leave his station unmanned the entire patrol.


What is crush depth, and how do i know when ive reached it?

Crush depth is the maximum depth the uboat can go before it starts to be crushed by sea pressure. The crush depth of a uboat varries depending on the type, model, and mod used. Fortunatly in SH3 your ship does NOT suddenly explode when you hit a magic number, you will get plenty of warning that your going too deep, both from your crew, and your sub starting to take damage. Also note that as your uboat gets damaged on patrol, your maximum safe diving depth will decrease based roughly on your uboat's structural integrity.


Do Destroyers ever run out of depth charges?

Yes they eventualy do, but be aware that a typical Destroyer with 2 depth charge racks and 4 K guns carries about 240 depth charges according to my research of the game's data files (which btw is not particularly realistic, 100 something was more typical).


What is the best way to avoid and evade Destroyers?

Well this depends on the situation, there is no magic rule or tactic you can apply that works every time. General rules of thumb are to submerge when spotted (you wont be able to out run a destroyer unless its damaged), use silent running, go deep, and limit your speed to 3 knots or lower unless your being depth charged at the moment. Try to sneak away from the destroyers.


What's the best way to evade depth charge attacks?

Most destroyers when doing a depth charge run will try to line up from behind you and drive along your path. This gives them the best chance of staying off your hydrophones (due to your own engine sounds) and have you running into their falling depth charges). The best methods to avoid this is to stay deep (gives you more time to get out of the way of the falling depth charges), change your depth as the charges fall. Go to flank speed, and turn hard left or right. After the depth charges stop exploding immediatly go back to ahead slow with silent running engaged and change your course. Also dont forget to use your own ears, when standing in the control room you can hear the sound of the destroyers and guess where they are coming from through the hull, use this to your advantage.


Why is my crew refusing to repair damage, or reload my torpedoes?

Well 2 likely reasons, 1 you are in silent running mode, when in silent running mode all noisy activities stop, that includes all repair efforts, and torpedo reloading. Or 2 You dont have enough crew assigned to do the job.

NeonSamurai
07-22-06, 03:41 PM
If i missed any major links feel free to let me know and ill add them :)

Btw if any mods for this area drift by, mind giving this a sticky.

bigboywooly
07-22-06, 03:50 PM
If i missed any major links feel free to let me know and ill add them :)

Btw if any mods for this area drift by, mind giving this a sticky.

SH3GEN and SH3 weather of the top of my head

NeonSamurai
07-22-06, 05:06 PM
K added them, also SH3Patrol Mod.

Also i will add in general for suggestions relating to mods, Im only interested in linking the major "must have" mods, All the others can be found in the mods list link. :) The intent of this thread is to help those who are new find what they need most.

Seaveins
07-22-06, 05:23 PM
Many thanks to you and the other patient veterans! I am late in playing SHIII although I have owned it since it came out. The problem was my old computer and I needed (family man) a better justification to buy a new computer than I wanted to play this game. I now have the capability and am greatful that you are still out there to teach navigation to the swabbies.

zzsteven
07-22-06, 06:13 PM
Nice list NeonSamurai and great comments. I use SH3Gen and it is compatible with Grey Wolves and Commander 2.5 or 2.6. Commander 2.4 requires a patch that JScones posted in the SH3Gen thread.

zz

Gizzmoe
07-22-06, 10:02 PM
Stickied. Great thread, NeonSamurai!

NeonSamurai
07-23-06, 09:27 AM
Thanks mate :)

shift-E
07-25-06, 08:08 AM
forgive me if this has been asked elsewhere ....

but do the tommy and yank destroyers/frigates EVER run out of depth charges? I'm often able, by means of course/depth changes, deployment of decoys, and changes in speed when sonar conditions merit, to evade their wrath (even while they're in the neighborhood) for hours ...... but the DDs and Frigs NEVER seem to run out of DC's.

Has anybody else noticed this?

NeonSamurai
07-25-06, 10:31 AM
Well according to my examining of the file DC_R_KG.sim, yes they do have ammo limits.

Each rack, K gun and Y gun is said to have 40 depth charges. So your typical destroyer with 2 racks and 4 k guns will have 240 depthcharges in total.

Historicly i think that is way off (where the heck would you fit that many depth charges in a typical destroyer)

bigboywooly
07-25-06, 11:12 AM
forgive me if this has been asked elsewhere ....

but do the tommy and yank destroyers/frigates EVER run out of depth charges? I'm often able, by means of course/depth changes, deployment of decoys, and changes in speed when sonar conditions merit, to evade their wrath (even while they're in the neighborhood) for hours ...... but the DDs and Frigs NEVER seem to run out of DC's.

Has anybody else noticed this?

Yes they do run out
Trouble is they carry on as if they think they still have them
No danger of being blown to pieces but of running out of air unless you can get away
Not sure what they would have done in RL when they ran out ?

NeonSamurai
07-25-06, 11:32 AM
About the same, they would hang around and wait for the boat to run out of air forcing it to surface, then shell it to pieces. About the only times they would give up is if they lost the sub, thought they had sunk it, or if their convoy they are escorting was getting to far away or came under attack.

sergbuto
07-25-06, 01:21 PM
There are certainly more than two big mod-compilations popular among various SH3 communities.

NeonSamurai
07-25-06, 03:35 PM
Yes there are but the purpose of this thread was not a complete mod list, but rather something to get players started with and answer their questions, which is why i only listed the 3 main mods which are stickied in the mod forum. They are also the ones i see refered the most to in most peoples posts here.

Sailor Steve
07-25-06, 03:58 PM
I like what you've done here: you have most of the answers to newbies' questions, and a link to the full mods list.

Oh, I checked; Terrapin's main page is still down, but your link to the grammaphone downloads page seems to work fine.

sergbuto
07-26-06, 03:39 AM
Yes there are but the purpose of this thread was not a complete mod list, but rather something to get players started with and answer their questions, which is why i only listed the 3 main mods which are stickied in the mod forum. They are also the ones i see refered the most to in most peoples posts here.

Oh, I see. I guess I got confused by the name of the thread and by phrases like "everything that would be helpfull to the new player" and thought the thread is about what is happening in SH3 not what is happening on the Subsim workshop forum.

shift-E
07-26-06, 06:52 AM
cool; thanks a million for the depth charge skinny, guys.

NeonSamurai
07-26-06, 10:56 AM
Well this thread is here to help those new to our SH3 community. However i am by no meens trying to snub any other people's work from this or other communities. I will refer you to my 3rd post If i missed any major links feel free to let me know and ill add them
If you feel i failed to mention a current popular supermod. Just say which and i will add it provided it meets my criteria. Which is only that it be current (Ie work hasnt stoped on it many months ago, and its features havent been rolled into another mod or surpassed), popular (this one is a tough one to gauge, i mainly use player feedback as a method of determining use), easy for a new player to install, and easily available for download.

Also I will alter my original post to clarify some things.


The purpose of this thread is to try to help new players get situated and learn the game, the mods section i included was because i saw alot of questions about mods so i went with the ones i know are used by most in this particular community. I did not from the start intend this post to be a anywhere complete list of the mods out there, just to give the newbies something to start with and go from there. I also intend to keep this thread as neutral and unbiased as possible with reguards the mods out there. So if you feel i am unfairly representing (or not representing) a super pack, feel free to contact me and i will try to resolve the issue. I am also intentionaly limiting the mod listing to super packs and associated external apps, otherwise it would get far to complicated for those starting out.

Harmsway!
07-26-06, 02:36 PM
Excellent post. Nice and easy to read and understand.

Dekessey
07-28-06, 01:29 PM
Excellent post
Thank you!
:up:

buck28
07-31-06, 05:13 PM
:up: This post is very informative and a must for the newbees to read! Great Job.:yep:

http://home.mchsi.com/~buck28/schultze4.jpg
Schultze U-48

SteamWake
08-01-06, 01:35 PM
Good post.

Unfortunatly the community manual is temporarly not available.

Gizzmoe
08-01-06, 01:39 PM
Unfortunatly the community manual is temporarly not available.

It is!

http://www.communitymanuals.com/shiii/index.php?title=Main_Page

SteamWake
08-01-06, 02:09 PM
Unfortunatly the community manual is temporarly not available.

It is!

http://www.communitymanuals.com/shiii/index.php?title=Main_Page

Different URL than the anchor post. But thanks.

Gizzmoe
08-01-06, 02:11 PM
Different URL than the anchor post.

Oh, good to know. I´ve corrected the link.

NeonSamurai
08-01-06, 04:14 PM
Hmm weird i cant get either link to load for it right now

RedHammer
08-02-06, 01:40 AM
kaloens!

I decided to try the TDC instead of instinct shooting of torpedoes. I get ****ty results compared to the higher aces.
First I went to the tutorial and wrote it all down in a little notebook.
So, when I try to get the C2 Tanker in the mission, I identify the target, I get the distance just fine by having crosshairs on its waterline and measuring up to the top of the flag or fore-middle mast. I get a good estimated range on about 1300 meters.
Thing is when I am to determine Angle On Bow. I simply just dont get it, when target is in my Periscope at 10 degree left, i put angle on bow at 10 degree left. Then I fire, and torpedoes go FAR ahead of the C2, so i divide up on 10 and I try 1 degree AoB, and its same thing.
Can anybody please help me? Would be much appreciated!

Owh and btw, how do you know exactly where your torpedoes hit? I mean I see evrybody writes like: I aimed for the ammo bunker", and so on. I have a little theory about that but first I just wanna be able to use the TDC to EVEN hit the enemy merchants.

Owh and I`m goin into army tommorow so a quick answer would be fully appreciated! :)

Salute!

RedHammer

NeonSamurai
08-02-06, 10:08 AM
You dont enter in the bearing of the target ship as the tdc already knows this due to the fact that the periscope, and uzo are directly connected to the TDC. Here is the relevant quote from my faq on the first page second post.


What exactly is Angle off Bow (AoB)?

To put it simply, its the measurement of your bearing (180 degree left or right mesurement) from the perspective of the ship out to your Uboat. Imagine your standing on the bridge of the target ship looking out at your Uboat, the angle from the bow of the target ship your standing on to where your looking out at your uboat is the Angle off bow.
Factors that have no effect on the target's AoB is its bearing to you, your speed, and/or your course.

Ill also give you 2 graphical examples of AoB


|
X target ship



O
| Your uboat

Ok in this example the target ship is heading south, the uboat north. The AoB is aproximatly 45 degrees left.


X target ship
|



--O Your uboat

And in this case the target ship is heading north and and the uboat east. The angle on bow roughly is 135 degrees right. Notice that the heading, and bearing of your sub have absolutly nothing to do with determining AoB?

Understand now? :)

As for knowing where our torpedoes hit, well we usualy watch and see where they blow up. As for knowing about where to aim at, well that comes from practice, also our understanding of the damage model (or the use of mods which change the ID book in game to show where specific compartments are on the ship's picture).

RedHammer
08-05-06, 01:26 PM
Thank you, So when I go forexample west and target goes north, all I have to do is to put 90 degree angle?

nvm, I understand now, I usually aim directly from right or left anyways, thank you so much for taking ur time to explain all that!


RedHammer

NeonSamurai
08-05-06, 10:14 PM
Hmm i get the feeling your not getting it. Your course, speed, etc meens nothing in determining angle on bow. Angle on bow is a mesurement of the bearing to your uboat from the perspective of the target ship. Here ill give you some more picture examples


X Target Ship
|

O your Uboat
|
Both you and the target are going north, AoB is 180


X Target ship
|

|
O your Uboat
Target is still going north, your now going south, AoB is still 180


Ill say it again, imagine your on the bridge of the ship your targeting, looking out on your uboat, the angle from the bow of the target ship to the direction of your uboat. Is the AoB

Some more examples just to be sure you got it :) in the following 3 examples the target ship is going east past your position and your facing north



--X Target ship


O your uboat
|

The AoB for this example is roughly 45 degrees right




--X Target ship


O your uboat
|

The AoB for this example is roughly 90 degrees right




--X Target ship


O your uboat
|

The AoB for this example is roughly 135 degrees right

The General
08-07-06, 09:32 AM
Does anybody know where people get those wonderful Camoflage Hull-skin effects?

Von Hinten
08-11-06, 12:03 PM
Great topic this, extremely useful for new captains like myself. Good job. :up:

So far I'm missing only one thing and since I had been searching for it for a while you might want to add it too:

Can I play music through the gramaphone without being detected?

Yes. Enemy AI do NOT hear you playing the gramophone. I is solely for your entertainment. You may even keep on using it while in silent running.

Lovro
08-12-06, 12:52 PM
NeonSamurai- thx
Just started to play SHIII and being qiute a long time dangerous waters player which is supposed to be harder than SH3 to master I kind of got busted at not knowing the basic sub stuff like what AOB is.
I dond get it though why so many super complicated precedures to kill your enemy are posted here which got me confused since I figgured out that it is so easy to get a firing solution- just draw a line along your enemys course and use the protactor tool to get AOB (works every time). Mesure distance with periscope and use 3:15 rule to get speed. No tricky parts... I think;)
I do miss cetrain stuff like TMA rulers, more complex sonar (DAEMON to get speed), ABILITY TO ACTUALLY SET PROPER COURSE:damn::damn:, "better" god's eye- ability to show ships but only rough and at close range so TMA would still be needed (its one of tha basis of sub tactics) not show precise location of every leaf in the ocean or show nothing at all:damn:

(I'm playing only for 2 days so if any of this things are present in the game plz tell me)

NeonSamurai
08-13-06, 09:27 AM
Ya there are some stuff i wish SH3 had from DW (more some of the interface stuff). Of course there is also stuff i wish DW had that SH3 does (like an open ended campaign for example).

As for the tricky parts, well it depends on if you are using god's eye view or not on the map, If your having to plot everything yourself it gets alot harder as alot of values like AoB you can only guestimate initialy. Also its alot more work intensive.

Alot of the more complex guides are for stuff like plotting intercepts of convoys etc. Also the tactics are quite different between a Nuke which can hit speeds as fast as any surface ship (short of a hydrofoil or hovercraft) under water, and has long range guided standoff weapons, and a U-boat which can hit almost 20 knots on the surface, and less then half that submerged. Which generaly has no long range weapons and tends to use mostly dumb weapons or very primitive seekers.

The General
08-15-06, 08:52 AM
Does anybody know where I can get the 'speed of sound' Mod, that gives a realistic delay on distant explosions?

Gizzmoe
08-15-06, 09:07 AM
Does anybody know where I can get the 'speed of sound' Mod, that gives a realistic delay on distant explosions?

http://mpgtext.net/SH3Audio/Avg.Joe_s_Torpedo_and__Deckgun_Speed-of-Sound_Explosions_delay.rar

Sailor Steve
08-15-06, 05:31 PM
One word of warning: you will get that delay on ALL explosions. For someone like me who does all his shooting from 500 meters or less it's less realistic, not more.

Burzum
08-15-06, 07:00 PM
Sorry for stupid* question, but can someone answer me when can I deploy decoys? It's always darkened so I can't use the icon (type VII-C)

NeonSamurai
08-16-06, 08:37 AM
You need to install the bold decoys when they become available in the equipment section while at base.

Burzum
08-16-06, 08:57 PM
You need to install the bold decoys when they become available in the equipment section while at base.
:lol:...and I thought something was wrong:lol:
Thanks a lot!

Bis71
08-22-06, 02:35 PM
I note the wiki tutorial only speaks to the last convoy. I have a problem with the first convoy. I take out the stationary merchie and then the tanker. I then head after the merchie to the west,. By the time I run her down, I've lost track of the small tanker to the SE. What would be a better order of attack?

Thanks.

NeonSamurai
08-23-06, 08:55 AM
Umm not sure what you meen. do you meen the in game tutorial missions? or something else?

Bis71
08-23-06, 09:10 AM
Umm not sure what you meen. do you meen the in game tutorial missions? or something else?

Yes, the in-game academy. I could probably get a good grad without sinking all but I want to take them all out.

kylania
08-29-06, 11:05 AM
Ill say it again, imagine your on the bridge of the ship your targeting, looking out on your uboat, the angle from the bow of the target ship to the direction of your uboat. Is the AoB

The best way I've seen this put was somewhere, but it said "AoB is the angle at which your target would see your uboat."

Soviet_Sharpshooter
09-05-06, 02:07 AM
Yay im one of those new players you speak off *GREAT GAME BTW* i got GW's mod to and im loving that. :p


Do you have any links to guides on how to mod the game yourself.. say.. if i wanted infinite ammo :smug:

NeonSamurai
09-10-06, 10:13 AM
Your best bet would be to dig around in our sh3 mod's forum and ask some questions in there if you cant find the answers you want there :)

Sebbe
09-11-06, 01:57 PM
Hey guys,

I've got a little question. Is there a way to reset the controls? It isn't in the options menu... I need it cause I'm playing on a laptop now, so I'm missing the numpad. Bit frustrating when you want to speed up the game and stuff...

Can anyone help me?

Hakahura
09-11-06, 03:20 PM
Sebbe, one easy way requiring no mod is to use your mouse. Point and click at the plus or minus keys by the time compresion indicator. Bit cumbersome but it'll work right away and save any modding

Sebbe
09-11-06, 04:04 PM
:D I know

but I find it really cumbersome, especially if you want to be ready to slow down the game, like when you're entering dangerous areas (ports and stuff). Isn't there a datafile that you can change?

But It isn't such a big problem.

I've got another question: what slows down your system the most: having the "High Quality Textures" turned on or a high paricle density? (it's in the video options)

robj250
09-12-06, 03:12 PM
I just installed a new hard drive which is partitioned. So therefore I have a drive D: and a drive E: on this hard drive.

My original files for everything I had before is on drive C: I have to transfer all these data files to drive D:

Where I think I'm going to have problems is that Windows has "My Documents" on drive D:

The reason I had the hard drive partitioned was because if I had to reinstall Windows, it would be installed in drive D: all my programs will be installed on drive E:

So that means Silent Hunter III will be installed on drive E:

I copied the "My Documents" file to drive E:

Now what I need to know is where will the SH3 career folder be created?

How can I make the SH3 Career folder to be created in the My Documents folder on drive E:

kylania
09-12-06, 03:51 PM
How can I make the SH3 Career folder to be created in the My Documents folder on drive E:

With Windows XP you can right click on the My Documents link from your Start Menu, choose Properties and set the default location for your current user's My Documents folder. Since that sets your system default, to E:\MyDocs or whatever, then SH3 should automatically save it's campaign files to E:\MyDocs\SH3

That is of course assuming that it's not hard coded to C:, but I believe it just uses your default My Documents location, which you can change through the rclick / Properties of the link on your start menu.

robj250
09-12-06, 04:16 PM
How can I make the SH3 Career folder to be created in the My Documents folder on drive E:

With Windows XP you can right click on the My Documents link from your Start Menu, choose Properties and set the default location for your current user's My Documents folder. Since that sets your system default, to E:\MyDocs or whatever, then SH3 should automatically save it's campaign files to E:\MyDocs\SH3

That is of course assuming that it's not hard coded to C:, but I believe it just uses your default My Documents location, which you can change through the rclick / Properties of the link on your start menu.

When I did that, it created the folder Documents and Settings, is that what I should have done?

kylania
09-12-06, 04:43 PM
Oh ya know what, you might wanna use the Move.. button. Create the new file you want to use for ALL your documents (your permenant My Documents location) then use the Move... button find that folder and select it.

robj250
09-12-06, 05:14 PM
Oh ya know what, you might wanna use the Move.. button. Create the new file you want to use for ALL your documents (your permenant My Documents location) then use the Move... button find that folder and select it.

Okay, I'll give that a try.

Edit: It would not let me nove it as it said it's part of windows.

robj250
09-12-06, 09:42 PM
It would not permit me to move "My Documents" as it said that it was part of Windows and could not be moved.

So now what do I do?

kylania
09-12-06, 10:04 PM
Well, you could just store the career files on your C drive I guess? I can understand not wanting the giant install on your OS drive, but the career folder is quite small most of the time. 11MB for me so far.

robj250
09-12-06, 10:14 PM
Well, you could just store the career files on your C drive I guess? I can understand not wanting the giant install on your OS drive, but the career folder is quite small most of the time. 11MB for me so far.

Well, I guess I'll just have to install a new version of SH3 (purchased a second one) and then once that is done, move the sh3 files from my drive C to drive E: program files/ubisoft/silent hunter III

kylania
09-12-06, 10:29 PM
Hmm, I think I misread your original post. :(

You should be able to install SH3 into E as you want it without problem. I believe the career files will end up in your My Documents (apparently on your D drive) during the install. You shouldn't have to move anything really.

I'd thought you were trying to get files off your C drive, sorry for the confusion. :)

robj250
09-12-06, 10:32 PM
Hmm, I think I misread your original post. :(

You should be able to install SH3 into E as you want it without problem. I believe the career files will end up in your My Documents (apparently on your D drive) during the install. You shouldn't have to move anything really.

I'd thought you were trying to get files off your C drive, sorry for the confusion. :)

Oh, there is no confusion. I have a new copy of SH3 because the other one is scratched too much, so I will install the SH3 in drive E: Once installed, I will then move the SH3 folder from drive c: which has all my installed mods and data files, etc.

RustySubmarine
09-18-06, 12:21 PM
I have just downloaded the Grey Woves add on and was wondering, does it affect realism to the extent, that a newbie would have difficulty using the sim with these mods.
Can it be played with the same options as the initial SH111 install?

kylania
09-18-06, 01:18 PM
Sure, you can use the same realism settings as normal, you're not forced to use manual targetting or no weapon officer help or no cameras or anything. Newbies will be able to play just fine really. To be honest, the only "vanilla" SH3 I played was the Navigation tutorial. After that I liked the game so much I looked for add ons and have been using GW (and lately NYGM) since "the beginning" for me.

A few things you will find more difficult and cannot easily change are:

Damage model is changed. Ships sink by flooding rather than just damage. Meaning you need to hit multiple times in various places and wait longer for a ship to sink now.

Along with the above, deck gun is slower, does more damage per hit, but is less effective due to the above changes to how a ship sinks. Previously a ship had X numbers of hit points and if you exceeded that, say by shooting the bridge with your deck gun, you'd sink the ship. No longer.

All contacts are grey. No more red = bad guy, green = neutral. You'll need to risk and approach to get close enough to ID a target now. Sometimes you'll end up creeping up and getting into firing position of a friendly tugboat, othertimes not.

That said, it's a superb mod and definately worth running. It's beautiful, more lively and really adds enough to the game that even with it's more difficult aspects it's rewarding and enjoyable.

Sailor Steve
09-18-06, 03:47 PM
Some parts are actually easier. In the stock game depth charges are much more powerful than they really were. In GW you can realistically be depth-charged for hours and still escape intact.

Bis71
09-26-06, 09:09 PM
I found that it was trickier tan the Wiki says. The stationary ship will move if you move too fast or leave the scope up too long. After it goes, the other ships may start to move. Hit the C2 cargo ship next with two torps. Alternatively, you can stop her dead in the water with one torp and come back to finish her off after you get the other three. By now, the others are zigging. Take out the merchie almost due west of the C2; then head ESE fast to get the small tanker, the speediest target. Leaving her for last may let her escape. Finally, run ENE for the last merchie.

Dave Kay
09-29-06, 09:02 PM
Now that I have upgraded to a great laptop computer with all the bells and whistles, I come to find out that I can no longer play my absolute favorite game, SHIII, because of my 64bit operating system.
Furthermore, there appears to be no other work-around except for Ubisoft to release an update or patch for the StarForce protection software. Additionally, I understand this is an issue between 32 and 64bit software and according to the StarForce website; this is a very simple fix for most game companies.
What I would like to know is IF, or WHEN this update will be made available. Sans that, I can see many people in the buying public getting rightfully miffed at Ubisoft not only because there is no fix for this problem if one has bought a new PC and attemted to install your games, BUT, I also see as newer Ubisoft titles come onto the market there will be a great many people who cannot play them on older computers... many of us are being caught unaware of this situation and this is not good business! NEW PC BUYERS BEWARE!
Sincerly, a very watchful user of Ubisoft product.

Dantenoc
10-04-06, 05:42 PM
Oh, there is no confusion. I have a new copy of SH3 because the other one is scratched too much

Yet another example of copy protection hurting the legitimate user (having to pay twice) when the real bad guys simply copy a cracked version :down:

Oldgamer48
10-08-06, 07:42 PM
Good evening, gents! Although I'm a "newbie" here, some of you may know me as "Oldgamer" at the Total War Center.

I like the website, and this thread has been most useful. I do have a question:

When I download some of the mods, I get the following, instead of a .zip or a .rar file: NYGM_TW__V2.2_Full_Version.7z (and this is just an example). I can't open the file, and it doesn't come with instructions on where to put it or what to do with it.

Am I doing something wrong with the download? What's the answer?

(NOTE: I helped out with Rome: Total Realism, and I'm quite familiar with working with mods and files. I just can't figure out these files that aren't .zip or .rar.)

EDIT: Bilge rat? :doh:

Albrecht Von Hesse
10-08-06, 09:45 PM
Good evening, gents! Although I'm a "newbie" here, some of you may know me as "Oldgamer" at the Total War Center.

I like the website, and this thread has been most useful. I do have a question:

When I download some of the mods, I get the following, instead of a .zip or a .rar file: NYGM_TW__V2.2_Full_Version.7z (and this is just an example). I can't open the file, and it doesn't come with instructions on where to put it or what to do with it.

Am I doing something wrong with the download? What's the answer?

(NOTE: I helped out with Rome: Total Realism, and I'm quite familiar with working with mods and files. I just can't figure out these files that aren't .zip or .rar.)

EDIT: Bilge rat? :doh:

http://www.7-zip.org/

It's a similar but different file-compression software than WinZip or .rar is.

thesnowpig
10-21-06, 03:19 PM
The first time I ran into a ship or a plane a dialog box popped up and asked what I wanted to do. I checked the box to alway perform this action, in my instance go to periscope depth, but now I wan't to change the action. Is there a way to reset this, or get the dialog box back?

Thanks

Sailor Steve
10-21-06, 05:10 PM
When you escape from the game, one of the options is, I think, "Options". From there you can reset the buttons.

Navy Spy
10-24-06, 06:16 PM
How can I get that fancy compass that has the degrees on it? Is it located in some mod that I have to download? Any help would be greatly appreciated to this new SHIII player.

TarJak
10-24-06, 09:52 PM
Which one? There are about 20 different compass mods that I know of. Have a look at http://ubrsdlc.realsimulation.com/ to see probably the most comprehensive mod download site for SH3.

thesnowpig
11-03-06, 12:51 PM
Hello.

I just transfered to lorient. I can't seem to get out of the harbor using time compression. Is there a cfg file I can modify to either disable or decrease the range to objects that will deactivate time compression?

Thanks

VIIC
U-46

TheSnowPig

kylania
11-03-06, 02:27 PM
Hello.

I just transfered to lorient. I can't seem to get out of the harbor using time compression. Is there a cfg file I can modify to either disable or decrease the range to objects that will deactivate time compression?

The easiest and most fully featured way is to use SH3 Commander to start SH3 for you and in it's options set your Near Land TC to 64x or so. Remember though, there are subnets and minefields around the French ports especially, so try to follow your escorts out of the harbor or check your route against the minefield maps first.

To manually change your TC settings, see this post (http://www.subsim.com/radioroom/showpost.php?p=339011&postcount=11) by Albrecht Von Hesse, he tells how to set that in the actual data files. Just remember if you install anything that overwrites that file you'll need to make the changes again.

rjbudz
11-03-06, 04:46 PM
I don't know if I'm just thick or what!. I cruise up to within 500 meters. I turn the attack periscope to the target, get a green or yellow arrow. Select tube, press fire. Miss. I haven't a clue where the torpedo goes sometimes, it doesn't even get near the target. I can hit 'em once in a while, but I feel it's just luck. Once I crawled right up a target's screw and the torpedo just ran past it along the hull. What amd I doing wrong?

I can't find any Topedos For Dummies sites, and have no idea what torpedo ranges are, when the arrows turn colors (red, yellow, green, seems irratic).

Thanks!

danlisa
11-03-06, 04:51 PM
Welcome:D

Questions for you, do you open the torp doors first? (press Q, if you don't then your torp will pass behind the target) and have you checked the draft of the target, you can find this in the recognition manual. (make sure your torps aren't going under your target).

Albrecht Von Hesse
11-03-06, 04:54 PM
I don't know if I'm just thick or what!. I cruise up to within 500 meters. I turn the attack periscope to the target, get a green or yellow arrow. Select tube, press fire. Miss. I haven't a clue where the torpedo goes sometimes, it doesn't even get near the target. I can hit 'em once in a while, but I feel it's just luck. Once I crawled right up a target's screw and the torpedo just ran past it along the hull. What amd I doing wrong?

I can't find any Topedos For Dummies sites, and have no idea what torpedo ranges are, when the arrows turn colors (red, yellow, green, seems irratic).

Thanks!

Here is a very good site to help get you started:

http://www.communitymanuals.com/shiii/index.php?title=Main_Page

And welcome aboard!

rjbudz
11-03-06, 04:57 PM
Thank you. I'll give it a shot, so to speak.

Bis71
11-03-06, 05:18 PM
The colors can change en route if the target changes course. In a tutorial, make sure you are pretty much at a right angle to a target that's not changing course. You may want to lower your scope and decrease speed to avoid detection. Like the man said, open torp doors almost ommediately and approach woth them open. Aim slightly forward pf amidships, kinda like leading a bird.

If an old man like me can do it, so can you!:up:

rjbudz
11-03-06, 05:18 PM
Nope. 220 meters. Dead on bow. two fish. RIGHT UNDER THE KEEL. It looks like the torpedo gets within 10 meters then actually drops below the keel.

"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. "

This is supposed to be easy to do in the tutorial, right? I never take the perisope crosshairs off the target. For one thing, it's locked on, for another, the damn target filles the scope.

Is there any way to actually see the torpedos tracking on the map? I'm not convinced they're going where I point them. I could go out on deck and throw rocks and have a beter chance at getting tonage.

Do you thing my weapons officer is exceeding his beer ration?

rjbudz
11-03-06, 05:41 PM
I can not believe this. The fish actually closed on the hull, then, at the last second, TURNED AWAY! Like the magnetic detector is in backwards and repelling from the target.

kylania
11-03-06, 05:50 PM
Nope. 220 meters. Dead on bow. two fish. RIGHT UNDER THE KEEL. It looks like the torpedo gets within 10 meters then actually drops below the keel.

You're too close, your eels need at least 350-400m distance to arm, so even when firing at 500m you might be too close since your target will be moving towards you as well.

Try for a shot at 500-600m or so from the side, a 90 degree angle. Plot their course, and setup a shot where you'll be waiting as they pass in front of you. Move your periscope so that the gyroangle reads 000, then fire as they pass that point. The AOB of 90 degrees and the gyroangle of 350 to 10 is the most important parts.

Bis71
11-03-06, 05:51 PM
First of all, read the manual. You're too close. The torps don't arm until they've run 300(?) meters. I usually get no closer than 400 meters.

rjbudz
11-03-06, 06:16 PM
RTFM??

What a concept! :D I just figured the torp section would be just as easy as navigation, deck gunning and flak. Guess not, huh? I'll read it all over and get back to you. I've loved sub sims since Silent Service II and look forward to this one.

I appreciate the quick responses and encouragment.

Thanks, guys!

Bis71
11-03-06, 06:28 PM
No problem. I struggled to get all five ships in that exercise. I finally figured out the sequence.

rjbudz
11-03-06, 11:57 PM
Cool!

RTFM and first time out sank 3 of 'em. Not the right ones to pass the test, but they went down. Feels good to be back in the captian's chair again. Thanks guys!

thesnowpig
11-05-06, 11:33 PM
Hello.

I just transfered to lorient. I can't seem to get out of the harbor using time compression. Is there a cfg file I can modify to either disable or decrease the range to objects that will deactivate time compression?
The easiest and most fully featured way is to use SH3 Commander to start SH3 for you and in it's options set your Near Land TC to 64x or so. Remember though, there are subnets and minefields around the French ports especially, so try to follow your escorts out of the harbor or check your route against the minefield maps first.

To manually change your TC settings, see this post (http://www.subsim.com/radioroom/showpost.php?p=339011&postcount=11) by Albrecht Von Hesse, he tells how to set that in the actual data files. Just remember if you install anything that overwrites that file you'll need to make the changes again.
Thanks for the information and the good advice above on both my posts. I hadn't considered friendly Mines/nets. You guys are great. Shortly after I made that last post I went to visit Davy Jones locker. It's a short story. I made the mistake of not not doing a listening sweep before I popped up the scope. The viewfinder was filled with an un identified destroyer... Crash dive... zoom out the scope... start working on a plan. (only the scope was zoomed out ha,ha) The DD plowed into my conning tower. I think I was nearly inverted when the depth charges went off.

Anyway I'm back to 1940
currently up around AN21
with my new Type IIA U-11

Thanks again

kylania
11-06-06, 01:01 AM
My shortest career ever was a few weeks ago. Got my in my brand new IIA with a new captain, totally set on playing things through the Right Way(tm) and not cheating with renown like I did at first.

So I come tearing out of Kiel Canal and I must have hit my rudder or something because when I reached the end of my waypoints out of the canal rather than stopping like I should have, I just kept going!! Right up onto the shore and DEAD! :(

Cue-Ball909
11-06-06, 06:32 PM
I think I have you beat. I bought the game several months ago and played for a short bit before putting it on hold for the spring and summer. I finally got back into it about a week ago. I clean installed XP, SH3, and decided to give Grey Wolves a shot. I started out in '40 at Wilhemshaven and set a course for the open sea. I set speed at 1/3rd and turned time compression to 4X or so. I didn't get far before my sub inexplicably took horrendous damage and sank without warning. I couldn't figure out what the heck happened, then I remembered that GW models mines. That was about a 10 minute career. :D

I started a new career in '40 and was also at Wilhems. I was ordered to patrol AM19 so headed northwest towards Scapa Flow. I got about halfway there and found a lone medium cargo. I setup the perfect 90* AOB shot, figured out my firing solution, had three tubes ready to fire, etc. Only one problem...Germany wasn't yet at war with GB. I figure that I went to this much trouble, I might as well go through with it anyway. The cargo ship is about 20 seconds away from crossing into my line of fire when I get the radio message that all British ships are now targets. :) I fire all three torps. One misses (dunno how that happened), one dud, one hit to stern. It must have been a critical hit though because that sucker blew up and sunk in about 2 minutes. I'm feeling pretty proud of myself and continue my course to Scapa. I get about 3/4 the way there when I get a message that an enemy ship has been spotted (time compression was on). I "maintain orders" but by the time I turn off time compression there's a destroyer 600m away firing at me. I crash dive and try to slink away as two of his friends come to help. I get into a good position and take out the first ship with a stern torpedo then end up hitting bottom trying to get away from depth charges (~45m deep seas). I eventually end up sitting on the bottom with damaged diesels and a flooded battery compartment. Four destroyers took turns depth charging me and eventually my ship flooded. So much for my proud moment sinking that medium cargo. :lol:

robj250
11-06-06, 07:28 PM
What time compression were you using before the ship was spotted?
And have you been through a night yet?

Cue-Ball909
11-07-06, 01:54 PM
I don't remember exactly what time compression I was running, but I'm sure it was at least 32X, probably more like 128. I don't think I'd gone through a night cycle on that career yet since I left port very early in the morning (it was pitch black). It was definitely daylight when I was spotted by the destroyer though. It also seemed like he was AWFULLY close for having just been spotted. My bridge was fully manned with officer and crew and the green bar was full.

I started a new career last night (my third in two days <sigh> ) and actually got to leave the docks during daylight hours for the first time. I'm in a type IX heading towards sector BE, IIRC. I think I've been out to sea for about two days now and have yet to see or hear a thing.

Is there a way to have the game pause when your crew spots something during time compression? I hate the choices of essentially "dive or do nothing". If I spot a ship I dont necessarily want to dive. I want to stay just outside of his visual range and get his identity/range/speed. I'm also curious if it's worth my time to dive, cut engines, and check the hydrophone every so often. I've been doing that every four hours like clockwork and have never had a hydrophone contact. So far all of my sightings have been visual.

robj250
11-07-06, 04:15 PM
Okay. I usually run at TC 128 (let's say out in the Atlantic Ocean) and as soon as my Watchman (who has been qualified as Watchman) spots a ship (in SH3 you got the screen to make 3 choices and you cannot break TC until you answer one of those choices, then I immediately break TC.

Now, using TGW1.1a, I have yet to have a ship spotted by my Watchman (who is qualified) after leaving Wilhemlshaven, either in the daytime or night time. But Just now, in Grid AN95 my Watchman spotted a submarine on the surface (I had no screen come up with me having to make choices). It was a clear night 0157. Through the periscope I checked the distance and it was 1659 m. So I would have had plenty of time to make a normal dive if I had needed to. I was in TC at the time (probably 128) so I would have had to dive had it been an enemy ship. I'm sorry, but I cannot recall whether the TC dropped to 1 itself or whether I pressed "break" and then +.

This is only my 2nd patrol using Grey Wolves and in my last patrol, my Watchman never spotted a ship.

But in SH3, I would go to periscope depth so I could not be spotted.

Cue-Ball909
11-07-06, 04:40 PM
Okay. I usually run at TC 128 (let's say out in the Atlantic Ocean) and as soon as my Watchman (who has been qualified as Watchman) spots a ship (in SH3 you got the screen to make 3 choices and you cannot break TC until you answer one of those choices, then I immediately break TC.I think this is what caused my problem. I was running pretty high time compression and when I got the popup I didn't want to dive. I wanted to just maintain speed and course and get eyes on the ship before I did anything drastic. Unfortunately, the TC doesn't seem to default back to 1X when you make a selection. So, I clicked "continue on course" or whatever that choice is, then immediately hit pause. However, "immediately" on 128X or 256X time compression is a fair amount of time in-game. Even if it only took me a quarter of a second between "maintain course" and pause, at 256X TC that's a full minute of game time! If i'm going 14 knots and the destroyer is going 20 knots (closing at 34 knots), we'll get a LOT closer in a full minute of game time. I wish that one of the options on the "ship sighted" popup was to pause the game or at least IMMEDIATELY set TC to 1X. I guess from now on I'll have to choose "dive" and hit pause ASAP.

I did find this: http://www.communitymanuals.com/shiii/index.php?title=Customizing_Time_Compression_Setti ngs

I'm going to try setting EnemyDetected=1 tonight to see how that works.

rjbudz
11-08-06, 10:41 PM
Hi all,

Does anyone know how I can darken the screen in SHIII? I tried turning the brightness down on my monitor, but it's not enough (not to mention that everything else is too dark now). The interior of the boat has too much light, the shadows aren't black, but light gray. It could be a contrast issue as everything inside has a kind of white haze. I've seen screen shots that look much more real than what I see, because they're darker and the details come out more. The exterior world would come to life if I could just ...

My rig is top notch, processor, video, ram, you name it. So I can tweak to my heart's content, if I know what to do.

There is no setting for this under video options, so I'm hoping that someone understands the config files enough to show me the way.

Much thanks!

Oldgamer48
11-09-06, 12:00 AM
I know that most people don't have as much time or patience as I do, but I'm one of those "strange people" that plays at 1x speed. One of the things that I've noticed is that I will spot a ship about 2-3 minutes faster than my bridge watch. A lot can happen in those 2-3 minutes. Also, playing at 1x speed adds immeasurably to the experience of the game.

For example, watching the sun go down and rise the next morning, at 0532 hours, is a rewarding in itself, having survived a night at sea. I also like to play the gramophone, to which I've added .mp3's of my own, including many Wagnerian pieces. If one of the pieces from Das Boot comes on, I go to my bunk and enjoy.

But the trouble with time compression is suddenly coming out of it to find yourself under attack by warships or aircraft. I learned that with Aces of the Deep, the hard way. After all, they may "make them good in Germany, Heinie ..." (The Enemy Below), but even a U-Boat can't get hit with a full salvo of 5-inchers from a Fletcher-class, and survive, if you don't get out of time compression until you've sunk 450 meters down!

Okay, I may take several weeks to run 198 hours at 12 knots to my patrol grid (I did on my first patrol with SH3). But on the way, I managed to dive away from a British aircraft, evade a destroyer patrol between Scapa Flow and the Shetlands, and still manage to sink a C2 two hours later (after the DD's broke off). I'm now happily patrolling BF17 at 4 knots (maximum effort with hyrdrophones), and just before I quit, tonight, I came up with a merchie sound contact, long range, closing.

Tomorrow will be fun.

robj250
11-09-06, 07:39 AM
I'm much like OldGamer. I used to run TC a lot because I was impatient with the long distances I had to go, but I soon learned that a ship (be it a destroyer or just a plain C2) is right next to you before your Watch man got the word out "Ship Spotted". Too late "Crash Dive" in order to avoid a colision.

Now I run mostly at TC 1. and that's when I started hearing strange noises, like wire scraping the bottom of my U-51. These were in area I figured I would never come across a subnet. As a matter of fact, the nets (or at least the scrapping) continued through 6 grids.

Golly Gee Molly, I would never had heard those noises or hear the crew talking when running ar high TC.

Now for the point of brightness in your screen, I wish I could borrow a little of that brightness, because my nights are so dark, I wouldn't see a whale parked in front of the Good Ol'e U51.

Oldgamer48
11-09-06, 03:35 PM
I'm much like OldGamer. I used to run TC a lot because I was impatient with the long distances I had to go, but I soon learned that a ship (be it a destroyer or just a plain C2) is right next to you before your Watch man got the word out "Ship Spotted". Too late "Crash Dive" in order to avoid a colision.

Now I run mostly at TC 1. and that's when I started hearing strange noises, like wire scraping the bottom of my U-51. These were in area I figured I would never come across a subnet. As a matter of fact, the nets (or at least the scrapping) continued through 6 grids.

Golly Gee Molly, I would never had heard those noises or hear the crew talking when running ar high TC.

Now for the point of brightness in your screen, I wish I could borrow a little of that brightness, because my nights are so dark, I wouldn't see a whale parked in front of the Good Ol'e U51.

U-51? That's my boat, sir ... :cool:

robj250
11-09-06, 05:40 PM
I'm much like OldGamer. I used to run TC a lot because I was impatient with the long distances I had to go, but I soon learned that a ship (be it a destroyer or just a plain C2) is right next to you before your Watch man got the word out "Ship Spotted". Too late "Crash Dive" in order to avoid a colision.

Now I run mostly at TC 1. and that's when I started hearing strange noises, like wire scraping the bottom of my U-51. These were in area I figured I would never come across a subnet. As a matter of fact, the nets (or at least the scrapping) continued through 6 grids.

Golly Gee Molly, I would never had heard those noises or hear the crew talking when running ar high TC.

Now for the point of brightness in your screen, I wish I could borrow a little of that brightness, because my nights are so dark, I wouldn't see a whale parked in front of the Good Ol'e U51.

U-51? That's my boat, sir ... :cool:

Sorry Dude, but I had her first back in March 2006.:up:

ArtieEngineer
11-11-06, 12:39 PM
Hello!!!

New to this myself.

I find this to be an excellent thread\post for us newbies. Learned a few things.

On the torpedoe training\exam thing. My son and I found that we can generally get them all by going after the Tanker first as it is moving the fastest. SO. From the start turn due east and go at full speed or flank to get inside of 800m for that tanker then go around in clockwise direction jumping on the surface to run them down as they delete upon reaching last waypoint. OK let me explain we were using what I call the point and shoot method. Set the torps for impact at 3 meters depth 000 gyro angle and maneuver the sub to be dead abeam and slightly ahead. Now since the stationery ship starts moving rather quickly you need to sneak in rather close (under 500) and hit him with a fast one or even a salvo. (I tried for five kills with five torps) That C2 Cargo is moving slow so he is no worry. Even better to turn short of due east and send one out the rear for the third ship clockwise from the tanker as I find the second one not much trouble to run down.

On lower realism settings where the game figures the solution it is entirely possible to sink them all without moving, though I find that stationary ship to be a real pain even then. Just installed Grey Wolves and it makes the five for five feat that much harder to achieve even with the lowest realism setting.

Anyway nice to meet you guys and gals. Hope to get some multi player time in with at least a few of you in the near future.

holden88
11-24-06, 06:23 AM
Great thread, great site, great game. A few questions and observations from a new player.

I'm having difficulty managing crew fatigue. It doesn't seem like my men are recovering endurance at all when sent to quarters. Also, I don't heve near enough space to rest all my idle men. I end up putting the un-used manpower into the battery compartment or a torpedo room. Unfortunately here they suffer endurance loss even if they aren't doing anything. After a while I have a boat full of extremely fatigued sailors. Is endurance recovery affected by the sea state? Can you recover endurance quicker if you you dive your boat to get under a storm? And if so how deep do you need to be?

The computer selected settings for crew assignments can be quite annoying. For instance, I hate that the computer shoves both of my skilled seior mechanics on watch in the engine room at the same time. It would be much better to have these guys on a rotation. In fact the entire notion of the captain manually selecting individual members for mundane crew assignments is pretty silly. On real warships, crew members rotate on a watch rotation automatically. In my opinion all the crew stations should be swapped out by the computer every four, six or eight hours, without the need to involve the captain. It can be quite tedious to interrupt my voyage all the time to manually move guys around on the boat. Also, in this game guys can stand on watch for days at a time!

Every now and then I get a radio message which refers to longitude and latitude. How can I see these co-ordinates on my nav map to determine where to go?

Is it just me or can you simply hit escape and end your patrol at any time? Regardless of damage or fuel state you can simply warp back to port safely. Is it just the honor system in place here to restrict people from essentially cheating? It can be real hard to resist warping home when you've had a paticulairily good patrol or are in real trouble (or both).

Numerous times when steaming through the straights into Wilhelmshaven my ship would take massive damage and sink. I assume I'm hitting mines. How do you avoid these things? Can they be spotted? Why doesn't my captain have some prior knowledge as to roughly where these mines are laid? There should be some known safe routes, shouldn't there.

Thanks for any help or comments.

fredbass
11-24-06, 08:48 AM
I'm having difficulty managing crew fatigue.

Is it just me or can you simply hit escape and end your patrol at any time? Regardless of damage or fuel state you can simply warp back to port safely. Is it just the honor system in place here to restrict people from essentially cheating? It can be real hard to resist warping home when you've had a paticulairily good patrol or are in real trouble (or both).

Numerous times when steaming through the straights into Wilhelmshaven my ship would take massive damage and sink. I assume I'm hitting mines. How do you avoid these things? Can they be spotted? Why doesn't my captain have some prior knowledge as to roughly where these mines are laid? There should be some known safe routes, shouldn't there.

I would guess that most players have installed "SH3 Commander" and turned off fatigue.

Yes, you can go back to port immediately any time you want regardless. That's totally up to you, but the penalty is losing renown gained.

The GW supermod has maps that you can look at to see where friendly mines are at. The mod is quite popular and will be even better when GWX arrives.

If you install SH3Gen then you can get a fair idea where mines and subnets will be at enemy ports as well. :up:

robj250
11-24-06, 09:00 AM
Great thread, great site, great game. A few questions and observations from a new player.

I'm having difficulty managing crew fatigue. It doesn't seem like my men are recovering endurance at all when sent to quarters. Also, I don't heve near enough space to rest all my idle men. I end up putting the un-used manpower into the battery compartment or a torpedo room. Unfortunately here they suffer endurance loss even if they aren't doing anything. After a while I have a boat full of extremely fatigued sailors. Is endurance recovery affected by the sea state? Can you recover endurance quicker if you you dive your boat to get under a storm? And if so how deep do you need to be?

The computer selected settings for crew assignments can be quite annoying. For instance, I hate that the computer shoves both of my skilled seior mechanics on watch in the engine room at the same time. It would be much better to have these guys on a rotation. In fact the entire notion of the captain manually selecting individual members for mundane crew assignments is pretty silly. On real warships, crew members rotate on a watch rotation automatically. In my opinion all the crew stations should be swapped out by the computer every four, six or eight hours, without the need to involve the captain. It can be quite tedious to interrupt my voyage all the time to manually move guys around on the boat. Also, in this game guys can stand on watch for days at a time!

Every now and then I get a radio message which refers to longitude and latitude. How can I see these co-ordinates on my nav map to determine where to go?

Is it just me or can you simply hit escape and end your patrol at any time? Regardless of damage or fuel state you can simply warp back to port safely. Is it just the honor system in place here to restrict people from essentially cheating? It can be real hard to resist warping home when you've had a paticulairily good patrol or are in real trouble (or both).

Numerous times when steaming through the straights into Wilhelmshaven my ship would take massive damage and sink. I assume I'm hitting mines. How do you avoid these things? Can they be spotted? Why doesn't my captain have some prior knowledge as to roughly where these mines are laid? There should be some known safe routes, shouldn't there.

Thanks for any help or comments.

First off, I need to know what you running. Are you using the Silent Hunter 3 that came on a DVD or you downloaded, or have you installed Silent Hunter, the 1.4 patch and Grey Wolves? Have you downloaded and installed SH3 Commander?

Using SH3 Commander allows you to set you fatigue level, but you must do this in port.

Regarding the longitude and latitude, you can simply pause your game, press ALT + TAB and go to this page: http://www.ubootwaffe.net/quadrant.cgi then you can enter the information and press find square and it will tell you what Grid it is referring to, then go back to your game.

You can return to base anytime you want by pressing Escape and then choose exit. BUT doing this action warps you back to your base, where your sub will be repaired and you begin a new mission. If you just want to quit your game and continue at a later time, say after supper or something, then after Pressing Escape, choose Save and Exit and you can enter a name which will save your career at that point in the game and then allow you to exit the game without returning to base. When you want to go back to that point in your career, you select career, saved game abd the list of the saved games for that mission for you to click to load, choose the most recent point, because if you choose a point earlier, you will loose any saved career missions that follow it. It is recommended not to save a career while you are submerged as there is a bug in the game that sometimes creeps up and will not let you load the career that you saved.

I suggest you also install SH3GEN which is another separate program, just like SH3 Commander, that permits you to generate an intelligence report ONCE you are out of your harbour.

With respect to you crashing and sinking before you get out of your base, if you are using the stock game, make sure you have enlarged the map large enough to bring you sub out of the pen, safely past any obstructions. If you are using TGW1.1a which is Grey Wolves, you will have lots of harbour traffic that you must avoid. If you are using TGW1.1a, you should have checked "remove frendly mines" if you don't want a chance to run into your own mines.

If you wish to install any MODS into your game you must download JSGME (which is a generic mod enabler) and install it into your Silent Hunter directory and install the MODS using it, PLUS you MUST be in PORT before installing or uninstalling any MODS.

If you have any other questions, just ask and someone will answer your question.

ENJOY THE GAME and welcome to the subsim community.

holden88
11-24-06, 03:13 PM
I'm using the dvd version of the game, patched up to 1.4 with the grey wolves mod added on top. I also have jsgme. Sounds like I need to get SH3 Commander loaded on my machine too.

Just so I'm clear on SH3 Commander. I need to start a career and then save it before I do anything. Then, leave the game and run SH3 Commander to change around my game. Then go back into the game and play?

When I leave harbour I sail out past all the buildings and ships manually. Once I'm clear I plot a course to bring me out into open water. Twice I've hit mines and twice I've gone through no problem. Where in the GW mod can you see the mines? On the main nav map once you zoom in or something?

Can I go back and add some of the GW features (like disable friendly mines or longer view distances) on top of my game now, or do I need to do a complete re-install.

It's too bad that all your spare crew don't fill up the foward compartments on the boat automatically when you crash dive. That would have been neat.

Sailor Steve
11-24-06, 05:08 PM
I'm using the dvd version of the game, patched up to 1.4 with the grey wolves mod added on top. I also have jsgme. Sounds like I need to get SH3 Commander loaded on my machine too.
You won't regret it. You'll be amazed at all the different things it can do.

Just so I'm clear on SH3 Commander. I need to start a career and then save it before I do anything. Then, leave the game and run SH3 Commander to change around my game. Then go back into the game and play?
No. You click on Commander and create the career from there. It lets you set all the beginning parameters (flotilla, base, type of sub, sub number) and conditions (time compression, wave height, gun reload times and more) and you type in your name-or let it choose one. Then it generates you crews' names, and you can change them too.

When I leave harbour I sail out past all the buildings and ships manually. Once I'm clear I plot a course to bring me out into open water. Twice I've hit mines and twice I've gone through no problem. Where in the GW mod can you see the mines? On the main nav map once you zoom in or something?
You can install and use SH3Gen, but it doesn't work until you've restarted. GW gives you maps of ports showing mines and nets. Also the ship that appears in front of you and starts moving right away is your escort. he'll lead you out safely.

Can I go back and add some of the GW features (like disable friendly mines or longer view distances) on top of my game now, or do I need to do a complete re-install.
That one I'm not sure on; a regular GW user will have to answer it.

It's too bad that all your spare crew don't fill up the foward compartments on the boat automatically when you crash dive. That would have been neat.
True, but then we would have complained that there wasn't a cut scene from Das Boot showing them doing it.:rotfl:

robj250
11-24-06, 05:49 PM
Can I go back and add some of the GW features (like disable friendly mines or longer view distances) on top of my game now, or do I need to do a complete re-install.

No. once GW is installed, the options cannot be changed. If you used JSGME to install GW, then just uninstall everything and then reinstall.

If you setup GW in the Silent Hunter Folder like I did, we're out of luck. I had to start all over with a clean install of Silent Hunter, add patch 1.4 and JSGME. Now you ae ready for your fresh install of Grey Wolves.

bigboywooly
11-24-06, 06:07 PM
No Rob
You can reinstall GW1.1A again making the changes you want
No need to uninstall just run the installer again - while in port of course

robj250
11-24-06, 06:29 PM
@BigBoyWooly

Thanks there matey. Everything is okay with mine except that my screen is a little dark and I have it as bright as I can get it.

I don't need to un install unless I have to for GWX when it is released.

Rob

Stealth Hunter
11-25-06, 01:26 PM
Yeah, I'm not a newbie to SH3. In fact, I own at Bismarck level and online play. The one question I have is what is the point of a medic being on board if he can't even tend to the wounded?:hmm:

fredbass
11-25-06, 01:37 PM
Yeah, I'm not a newbie to SH3. In fact, I own at Bismarck level and online play. The one question I have is what is the point of a medic being on board if he can't even tend to the wounded?:hmm:

He can. Just remember to put the medic and the wounded in their quarters together at the same time. :know:

Stealth Hunter
11-25-06, 01:44 PM
I did that once before when 3 of my men were hit by shells. I put them in the bow quarters with the medic and 2 died. I guess it IS realistic when it comes to wounds. Thanks anyway.

Bertgang
11-28-06, 12:47 PM
Sorry for the stupid question; how to stop the alarm bell after a crash dive?
I'm probably speaking about a rare error or bug, as most of times the bell stops automtically after short time, but during one of my first patrols his endless sound was making me mad. :damn:

Petrus Borel
12-03-06, 10:36 AM
Hi all, I am new here and I just want to say thanks for this very useful thread. The manual that comes with the game is not very useful, and thanks to you all I've been able to graduate with "excellent" marks for most of the naval academy. Just the last test left, and I refuse to settle with "avarage"! :)

All the best,

thesnowpig
12-04-06, 11:09 AM
Hello. Is there a way I can manually change all my contacts to Grey or black without loading the full version of the Grey Wolves mod? I don't have the resources to run the full Mod yet, but would like to up the realism so I need to visually identify the ship nationality.

THanks

thesnowpig
12-04-06, 11:35 AM
I have used and really enjoy using SH3 commander 2.6.1 My only problem with it and the reason I am not using it this career, is that every time I launch the game through commander it modifies, or I should say resets, my data/submarine/NSS_Uboat7b/NSS_Uboat7b.cfg file. I have modified this file slightly to allow use of the deck/flak guns in seas up to 13knots.

http://www.subsim.com/radioroom/showthread.php?t=99600&highlight=weather+guns

My question is if there is a way to get at the "master" files that SH3 commander uses to overwrite the game files and make the modification there so commander will write in the desired settings as opposed to erasing them?

As it is I can launch the game with the original shortcut and preserve my settings, but if I launch the game from within commander to have commander update the monthly information ect... I have to run that patrol without my rough weather guns which isn't that bad, but then I have to go back in and re modifiy the .cfg file.

THanks

NeonSamurai
12-04-06, 11:52 AM
There is a way of doing it but it is very time consuming.

What you need to do is unpack TWG someplace other then the sh3 install location, then go into the data/sea folder (also data/air if you want to do the same for aircraft). Each folder in the sea folder is a ship or sea object. What you need to do is copy the ****_shp.tga file for each ship from the TGW to your install folder, replacing the exisiting ones (you may want to backup the install folder first). You dont need to copy over the ones for ships that dont exist in stock.

Next you will need to go to data\Menu\Gui\Units in TGW and copy all of it over, and lastly you will need to open maps.cfg (in data\Menu\cfg) and compare the 2 of them in notepad. What you are looking for is this...

;units military symbols
;MatSymbXY where X digit means the type of the unit/convoy and Y digit is the size of the convoy (0 for small, 1 for medium and 2 for large)
MatSymb00=0x3B,0x0B,data/menu/gui/Units/UnitWShip.tga
MatSymb01=0x3B,0x0B,data/menu/gui/Units/UnitWShip.tga
MatSymb02=0x3B,0x0B,data/menu/gui/Units/UnitWShipM.tga
MatSymb03=0x3B,0x0B,data/menu/gui/Units/UnitWShipL.tga
MatSymb10=0x3B,0x0B,data/menu/gui/Units/UnitMShip.tga
MatSymb11=0x3B,0x0B,data/menu/gui/Units/UnitMShip.tga
MatSymb12=0x3B,0x0B,data/menu/gui/Units/UnitMShipM.tga
MatSymb13=0x3B,0x0B,data/menu/gui/Units/UnitMShipL.tga
MatSymb20=0x3B,0x0B,data/menu/gui/Units/UnitSub.tga
MatSymb21=0x3B,0x0B,data/menu/gui/Units/UnitSub.tga
MatSymb22=0x3B,0x0B,data/menu/gui/Units/UnitSubM.tga
MatSymb23=0x3B,0x0B,data/menu/gui/Units/UnitSubL.tga
MatSymb30=0x3B,0x0B,data/menu/gui/Units/UnitAir.tga
MatSymb31=0x3B,0x0B,data/menu/gui/Units/UnitAir.tga
MatSymb32=0x3B,0x0B,data/menu/gui/Units/UnitAirM.tga
MatSymb33=0x3B,0x0B,data/menu/gui/Units/UnitAirL.tga
MatSymb40=0x3B,0x0B,data/menu/gui/Units/UnitLand.tga
MatSymb41=0x3B,0x0B,data/menu/gui/Units/UnitLand.tga
MatSymb42=0x3B,0x0B,data/menu/gui/Units/UnitLandM.tga
MatSymb43=0x3B,0x0B,data/menu/gui/Units/UnitLandL.tga
Make sure that part of maps.cfg is the same for both, if it isnt then change your stock version so it is.

I think thats everything :)

SH3 commander i cant answer your question on as i personaly dont use it. But i think the files are contained someplace in its install folder, try digging around with notepad

Albrecht Von Hesse
12-04-06, 12:11 PM
Sorry for the stupid question; how to stop the alarm bell after a crash dive?
I'm probably speaking about a rare error or bug, as most of times the bell stops automtically after short time, but during one of my first patrols his endless sound was making me mad. :damn:

Not a stupid question at all. :)

What can happen at times is that some of the longer sound files (ex. crash-dive, creaking) gets caught in a loop and won't stop. The only way to stop it is to save the game, exit all the way out and restart.

If that happens to you only on very rare occassions you'll just have to grit your teeth and bear with it. If it starts becoming a regular occurence what you can do is manually edit the sound file to something shorter in length. Some pc systems don't like handling sound files longer than 15 - 20 seconds in length, and the crash dive sound file is longer than that.

If you decide you want to edit the sound file and make it shorter get back to me and I'll try and walk you through how to do that.

joejccva
12-04-06, 12:16 PM
Quick question:

I have the downloaded version and patched to 1.4b. No mods installed yet. I wanted to try the TGW 1.1a, but also wanted to try SH3 Commander and SH3 Gen.

Can I use these mods with the TGW 1.1a? If so, what order should I do all my installations?

Albrecht Von Hesse
12-04-06, 12:19 PM
Quick question:

I have the downloaded version and patched to 1.4b. No mods installed yet. I wanted to try the TGW 1.1a, but also wanted to try SH3 Commander and SH3 Gen.

Can I use these mods with the TGW 1.1a? If so, what order should I do all my installations?

Yes, you can use them with TGW1.1a (although you might want to wait another 2 weeks give or take for the much-improved --and eagerly awaited-- GWX).

However, SH3 Commander and SH3 Gen aren't mods, per se. They are stand-alone programs run concurrent with SHIII and are not installed into the game.

NeonSamurai
12-04-06, 12:31 PM
Yep though SH3 Commander does insert its own file mods into the game last i read. Though it is still compatable with most other mods i know of. (though it does overwrite some parts of the mod with its own stuff).

Oh and i would strongly urge you to backup your install of sh3 if using the downloaded version before doing any moding just so you dont screw up the install and have to reinstall.

joejccva
12-04-06, 12:45 PM
Great thanks!

I am eagerly wanting to try TGW mod so I may just install 1.1a to see how it is, and then wait on GWX. :)

Oh, do I need anything else like any NYGM mods or anything?

NeonSamurai
12-04-06, 01:14 PM
Well NGYM is its own supermod, and thus is not compatable with TGW. However you can use JSGME to change which is installed on the fly. If you do though, be sure to use separate careers/campaigns for each mod.

robj250
12-04-06, 04:54 PM
Great thanks!

Oh, do I need anything else like any NYGM mods or anything?

Nope, unless you want to add mods like Sobers 3D waves, then you have to install JSGME, which is a mod installer.

noizy
12-09-06, 01:54 PM
Hi. I was under the impression that there was a very complete FAQ for SH3 somewhere on subsim.com. I haven't been able to find it. I just started playing (just found a gfx card that does pixel shader; yea i'm slow to upgrade, anyhow). I have a few questions I thought an FAQ would surely cover. I have alread checked the community manual and read most of it.

What I want to know is what exactly all the professions/qualifications do exactly. And who best to assign it; to officers or petty officers? What exactly I need in a boat, and what is worth buying, etc. I have tried looking for these topics in the forum but to no avail. So, is there a repository of facts about what does what exactly? Thanks.

bigboywooly
12-09-06, 02:05 PM
Well the qualifications are simple

Flak gunner qual makes your flak gunner more qualified so more accurate - same with the gunner ( deck )
The radio qual means that your radio ops are better - they run the hydraphones as well as the radio\radar
Torps load faster with the torp qualification
Watch crew see better with theirs
Engine crew efficiency is raised when given their qualification
The repairs happen faster when that one given out

The Helmsman and Medic are a matter of choice
I bother with neither

I usually start giving out qualifications to officers then PO's
If you give those crewmen medals too it increases moral/efficiency etc even more

As to upgrades - well the bolds are a must when available
Bigger boat - better flak guns - all depends on how much you have to spend and what your aims are

If you dive every time you see an aircraft then no point upgrading to a Uflak as would be a waste of renown

noizy
12-09-06, 05:38 PM
Thanks. Yea, I guess I wasn't too sure because with the rotation my staff got mixed up and I wasn't too sure whether I needed a watchman in the radioroom. But now I see that it's quite clear: There are icons at the top of compartments that indicates the type of qualifications that gives a boost. Makes sense.

If the radioman has a radio qualification, does it help the sonarman? (I assume it does because both officers make a difference in the overall operation of the radioroom (if you look at the efficiency bar on top). That's initially what got me thinking about qualifications... and a bit confused.)

I think I get the general idea now... boost the crew and boat... and sink some ships :) (I used to play SH2).

Btw... is there a SH3 FAQ (I mean a good one... with lots of technical info)? I suppose the community manual is as good as it gets?

Cheers

bigboywooly
12-09-06, 05:47 PM
Yes the radio does help the sonar guy as they are both in the same compartment

I dont think there is an FAQ as such
Most things have been dicussed to death in various threads over time and the community manual is about as good as it gets
The search function can sometimes find you the answers you want

But hey if you are not sure just ask away :up:

We are here to help out if we can
We were all new once

Enjoy your stay

noizy
12-21-06, 07:03 PM
I installed GWX, but I think it's causing some problems. Is there a way to uninstall it? If I want to do a clean reinstall of SH3, how do I keep my career?

robj250
12-21-06, 07:21 PM
I installed GWX, but I think it's causing some problems. Is there a way to uninstall it? If I want to do a clean reinstall of SH3, how do I keep my career?

Simple. Make a new folder in My Documents and name it BackupGWX then copy the data folder including it's contents to the new folder and when you have made GWX installed again, use the player option to make the SH3 folder in My Documents, once that is done, copy your data folder with your careers back into it once you have deleted the data folder that is in the SH3 folder. Hope that is clear enough.

Rob

noizy
12-21-06, 07:28 PM
Hmmm actually, it isn't. I'm not following. But I figured out something. I wanted to uninstall GWX, but not reinstall it. I didn't find an uninstall so I assumed I had to wipe SH3 clean. But I didn't want to lose my career. (I made a total backup before uninstalling). I figured while uninstalling that my career is in My Documents. So I'll just reinstall now. Hopefully my career is still there once I'm done (but I backup the stuff in MY Documents too, so I should be fine). What I really wanted to know before making a mistake is where my career files were stored to back them up.
Thanks, you guys are super quick.

robj250
12-21-06, 08:19 PM
Hmmm actually, it isn't. I'm not following. But I figured out something. I wanted to uninstall GWX, but not reinstall it. I didn't find an uninstall so I assumed I had to wipe SH3 clean. But I didn't want to lose my career. (I made a total backup before uninstalling). I figured while uninstalling that my career is in My Documents. So I'll just reinstall now. Hopefully my career is still there once I'm done (but I backup the stuff in MY Documents too, so I should be fine). What I really wanted to know before making a mistake is where my career files were stored to back them up.
Thanks, you guys are super quick.

I not sure what you mean. Did you make a backup of the SH3 folder which is in My Documents folder. If you did make a backup of this folder, then your career files are in it.

You need to do a completely new, clean copy of SH3 patched with 1.4 so you can reinstall GWX into it.

Rob

NeonSamurai
12-21-06, 09:43 PM
Also if using gwx or any of the other supermods you need to start a new career for each one (even for gwx if you had a TGW career going it probably wont work).

azn_132
12-22-06, 12:35 AM
I need help on the mod enabler because when I activate the mod (lets say Venatore's_Torpedo_Mod) after I activated go to the data folder it show in the data foler but not in the apporite folder.

robj250
12-22-06, 09:22 AM
I need help on the mod enabler because when I activate the mod (lets say Venatore's_Torpedo_Mod) after I activated go to the data folder it show in the data foler but not in the apporite folder.

Did you put you mod into the Mod folder that was created by JSGME?
Then did you run JSGME and move the mod to the right side?
Once that is done, did you follow the three "tasks" required by JSGME, Build a data base, Compare that data base and then activate the Mod.
Were you in port when trying to install the Mod?

"After I activated go to the data folder it show in the data folder but not in the appropriate folder" WHAT FOLDER DOES IT APPEAR IN AND EXACTLY WHAT DID YOU DO.

azn_132
12-22-06, 04:04 PM
Actuall,y I got it right now the mod works.

azn_132
12-22-06, 09:14 PM
Is there any good damage textures mods? And list them so I can pick which one is best.

Austig
12-23-06, 06:18 PM
Hi everyone!!!
Im a really quite the novice with this game (Been on only 4 patrols) and a few things have sprung up that i couldnt find any answers on and I was wondering if you guys could help :

1, Is there a mod or somthing similar that shows shipping lanes / mine fields that overlap the normal navigation map?

2, How do I get the external torps to my internal reserves / front tubes


Great web site youve got here BTW I've been checking it out for the past week

Merry Xmas from Foggy Bristol Uk

Ritchie

bigboywooly
12-23-06, 10:23 PM
Hi and welcome to Subsim
Greetings from foggy Swindon :rotfl:

Well the answer to question 1
Have a look in C:\Program Files\Ubisoft\Stock\documentation and look at the SH3 map
That shows convoy routes and aircoverage

In the stock game there no minefield maps


Question 2
When you are surfaced - if you press "i" on the keyboard it will bring up your torpedo screen
Drag one of your external torps into an empty internal slot

Hope that helps

Austig
12-24-06, 03:00 AM
Thats fantasic thank you ever so much!!!!

I havent tried the external torp advise as ive ben banned til after xmas......girlfriends and u boats dont mix :D

perhaps I should sail to bristol next patrol... take out broadmead or bedminster eh????


MERRY CHRISTMAS

bigboywooly
12-24-06, 08:51 AM
Thats fantasic thank you ever so much!!!!

I havent tried the external torp advise as ive ben banned til after xmas......girlfriends and u boats dont mix :D

perhaps I should sail to bristol next patrol... take out broadmead or bedminster eh????


MERRY CHRISTMAS

:rotfl: :rotfl:
Yes they dont mix too well
Not very deep at Bristol IIRC
Isnt that where the phrase "Ship shape and Bristol fashion" comes from ?
When the tide used to go out the ships would sit on their keels
And if the ship wasnt up to it :lost:

Corsair
12-24-06, 10:57 AM
Happily the tide is not modeled... Have been there lately for an SH3Gen special mission and in some places you have around 20m depth (south of Cardiff) Better not be spotted there. Means going slow and ears often on the hydrophone.

Austig
12-24-06, 04:20 PM
Thats fantasic thank you ever so much!!!!

I havent tried the external torp advise as ive ben banned til after xmas......girlfriends and u boats dont mix :D

perhaps I should sail to bristol next patrol... take out broadmead or bedminster eh????


MERRY CHRISTMAS
:rotfl: :rotfl:
Yes they dont mix too well
Not very deep at Bristol IIRC
Isnt that where the phrase "Ship shape and Bristol fashion" comes from ?
When the tide used to go out the ships would sit on their keels
And if the ship wasnt up to it :lost:
Yup my city is where "ship shape....." comes from due to its extensive martitime history...... SS Great Britian built by Isimbard kindgom Brunel creatior of the clifton suspension bridge and such...

anyways....


MERRY XMAS!!!

Bugsi
01-22-07, 08:20 PM
Hi, I've owned SH3 since it came out but only recently installed it on a reasonably modern system. I have a question about the Deck Gun training mission.

Background: SH3 DVD, 1.4 update installed. No other mods.
In the Deck Gun training mission, I want to operate the deck gun myself. I use F10 and TAB to zoom, aim my shots, set my elevation, and fire the gun. The target ships are at ranges between 1500 and 3000 on the elevation meter. But I can't see very well where the shots are hitting, so I switch to Binoculars view to see the results of my shots, if I'm falling short, overshooting, or getting hits. I use the "b" key to switch to binoculars. After seeing the shot fall, I hit F10 and TAB to get back to firing the deck gun, -but the elevation is set back at 500, and I have to wind it back up to 1500 or wherever I was shooting. This is maddening!

Am I doing something wrong, or is there a way to keep the deck gun where it was, or is there a better way to see my shots falling without having to switch to binoculars view? Or is this a bug, is there a patch, etc.

Thx in advance.

raduz
01-23-07, 05:12 AM
till now, I supposed that the binoculars and the deck gun zoom have both the same magnification... I dont need binoculars to see the shells impact. but I usually do not open fire beyond 2000 m.

melnibonian
01-23-07, 06:15 AM
I would suggest to open fire at shorter distances 1500-1000m or even shorter than that if you can. That way you will be able to use less ammo and you will see through the gun's binoculars where your shells fall.

Lzs von swe
01-24-07, 03:15 PM
The elevation setting problem happens when you leave the gun and then hit F10 again.
You can hit TAB again to get a bigger magnification, I think there are three settings, and you can use the mouse wheel to zoom too. If you left click your mouse when zoomed you can aim the gun with the mouse, giving you better control than the arrow keys.

Kpt Lothar
01-25-07, 05:24 AM
Hi,
Just installed sh3.
I want it to look BETTER. I got new, strong computer.
Id like to use sh3cmdr, jsgme, gwx.
What else should i do to see more eye-candys?

melnibonian
01-25-07, 05:25 AM
Hi,
Just installed sh3.
I want it to look BETTER. I got new, strong computer.
Id like to use sh3cmdr, jsgme, gwx.
What else should i do to see more eye-candys?
Just go to the first page of this thread http://www.subsim.com/radioroom/showthread.php?t=97328 and check the skins section. There you will find loads of eye-candy for your Boat:up:

Bugsi
01-28-07, 03:46 AM
The elevation setting problem happens when you leave the gun and then hit F10 again.
You can hit TAB again to get a bigger magnification, I think there are three settings, and you can use the mouse wheel to zoom too. If you left click your mouse when zoomed you can aim the gun with the mouse, giving you better control than the arrow keys.

Oh man, I didn't realize you could hit TAB again to get bigger magnification. That's all I needed. Okay, I ran the whole artillery training mission again, with much better results, chasing, intercepting, and shooting each target. Clearly your shells do more damage from closer range, too. That's interesting. I wonder how damage for any given shell is calculated. I did sink one ship before using nothing but star shells. I guess I burned everyone to death? Ha! Thanks for the advice, I had no idea that TAB a second time gave larger magnification.

gamers2000
01-28-07, 04:34 AM
Trust me,with Bernard onboard,the magnification ain't gonna do you good.

Bugsi
01-28-07, 11:07 AM
Trust me,with Bernard onboard,the magnification ain't gonna do you good.

Sometimes I think *I AM* Bernard!!

Sailor Steve
01-28-07, 03:18 PM
There's a little Bernard in all of us, my son;
But we like to blame him, just for fun.:arrgh!:

OuNiS
01-31-07, 03:41 AM
http://rapidshare.de/files/5449066/Hospital_Ship_Mod_v1.0.7z.html

Can you tell me where can I find this mod? Adress which I write here doesn't exists.
Maybe peoples who manage SH3 Mods Workshop thread should sometimes update links?

MENTAT
02-03-07, 09:17 PM
%80 of the links here is not working:down: especially the rapidshare links. They are all dead end!:damn:! I wonder what happened to rapidshare, is it something with it because Filefront links are just working fine

bigboywooly
02-03-07, 09:25 PM
%80 of the links here is not working:down: especially the rapidshare links. They are all dead end!:damn:! I wonder what happened to rapidshare, is it something with it because Filefront links are just working fine

Rapidshare links are only valid for 7 days
What were you after ?

neo111
02-03-07, 10:44 PM
I keep reading "Install when your U-boat is in base." What does this mean? Is it that I have to have the game running to install the mod, or is the term, "in base" simply referring to the fact that the game has not been started? Sorry if this is a dumb question but I am not familier with the terms being used yet.

Great site by the way. Fantastic and friendly atmosphere. Thank you.

fredbass
02-03-07, 11:46 PM
I keep reading "Install when your U-boat is in base." What does this mean? Is it that I have to have the game running to install the mod, or is the term, "in base" simply referring to the fact that the game has not been started? Sorry if this is a dumb question but I am not familier with the terms being used yet.

Great site by the way. Fantastic and friendly atmosphere. Thank you.

What happens is that once you've started a patrol and you are at sea, the game is recognizing certain variables that you currently are using. If you enable a mod at sea, you basically are interrupting the current variable with something that the current gameplay might not recognize and could possibly crash the game. So to be safe, it's best to always enable them in base so you can avoid any possible problems since the game is basically starting fresh from that point and will read your setup as a whole and not fractional.

airwolf48453
02-04-07, 08:40 AM
I tried to make a backup copy of my SH3 DVD-Rom and when i did a playback check it couldn't be read. My disc is starting to get worn so I wanted to make a backup copy to have. I used Nero to do the backup and other suggestions on how to make a copy of it?

neo111
02-04-07, 01:22 PM
I keep reading "Install when your U-boat is in base." What does this mean? Is it that I have to have the game running to install the mod, or is the term, "in base" simply referring to the fact that the game has not been started? Sorry if this is a dumb question but I am not familier with the terms being used yet.

Great site by the way. Fantastic and friendly atmosphere. Thank you.
What happens is that once you've started a patrol and you are at sea, the game is recognizing certain variables that you currently are using. If you enable a mod at sea, you basically are interrupting the current variable with something that the current gameplay might not recognize and could possibly crash the game. So to be safe, it's best to always enable them in base so you can avoid any possible problems since the game is basically starting fresh from that point and will read your setup as a whole and not fractional.

OK. Yes, I grasp that and thanks for taking the time to reply. What I mean is, do you mean, run the game, pause it and then add the mods or, can the mods be added without running the game? Is that clear? I don't think I made it clear in my original question.

robj250
02-04-07, 02:13 PM
I keep reading "Install when your U-boat is in base." What does this mean? Is it that I have to have the game running to install the mod, or is the term, "in base" simply referring to the fact that the game has not been started? Sorry if this is a dumb question but I am not familier with the terms being used yet.

Great site by the way. Fantastic and friendly atmosphere. Thank you.
What happens is that once you've started a patrol and you are at sea, the game is recognizing certain variables that you currently are using. If you enable a mod at sea, you basically are interrupting the current variable with something that the current gameplay might not recognize and could possibly crash the game. So to be safe, it's best to always enable them in base so you can avoid any possible problems since the game is basically starting fresh from that point and will read your setup as a whole and not fractional.

OK. Yes, I grasp that and thanks for taking the time to reply. What I mean is, do you mean, run the game, pause it and then add the mods or, can the mods be added without running the game? Is that clear? I don't think I made it clear in my original question.

NO. finish your patrol and take your sub back to base and then turn off the game. Now you can install or do whatever it is you want to do. If you are using SH3 Commander, roll-back before you install a new mod.

MENTAT
02-05-07, 04:10 AM
%80 of the links here is not working:down: especially the rapidshare links. They are all dead end!:damn:! I wonder what happened to rapidshare, is it something with it because Filefront links are just working fine
Rapidshare links are only valid for 7 days
What were you after ?

Uh so how the hell we are supposed to download all that stuff now?

immortal44
02-05-07, 12:54 PM
I'm really glad that people have taken the time to explain all of this, just picked up sh3 and had almost no idea what I was doing in the 'tutorials' :o.

neo111
02-05-07, 08:36 PM
I keep reading "Install when your U-boat is in base." What does this mean? Is it that I have to have the game running to install the mod, or is the term, "in base" simply referring to the fact that the game has not been started? Sorry if this is a dumb question but I am not familier with the terms being used yet.

Great site by the way. Fantastic and friendly atmosphere. Thank you.
What happens is that once you've started a patrol and you are at sea, the game is recognizing certain variables that you currently are using. If you enable a mod at sea, you basically are interrupting the current variable with something that the current gameplay might not recognize and could possibly crash the game. So to be safe, it's best to always enable them in base so you can avoid any possible problems since the game is basically starting fresh from that point and will read your setup as a whole and not fractional.
OK. Yes, I grasp that and thanks for taking the time to reply. What I mean is, do you mean, run the game, pause it and then add the mods or, can the mods be added without running the game? Is that clear? I don't think I made it clear in my original question.
NO. finish your patrol and take your sub back to base and then turn off the game. Now you can install or do whatever it is you want to do. If you are using SH3 Commander, roll-back before you install a new mod.

OK. Thanks, I understand that now. However, (there is always a "however") I am having real problems understanding how to use the JSGME software to install these new mods. At the moment I have no mods installed. I have read the instructions over and over again but they seem so confusing I can't get to grips with them. I have looked carefully at the JPG file picture included with the program but still cannot make any sense out of them. Is there a blow by blow account on the site somewhere I can read?

Thnak you for your patience with me.

robj250
02-06-07, 04:47 AM
Most mods that you might want to install, after you have patched SH3 with 1.4, then install JSGME, which creates a MOD Folder, are installabale by placing the file in the MOD folder and run JSGME. Move the mod (inside the MOD folder to the right side) then go through the three stages of enabling the mod.

Other mods that are not easy to enable using JSGME, you will just have to try and figure it out yourself, or, as you are doing now, ask in this forum.

Rob

additional: you need to install the GWX Dec 23 update after installing GWX

melnibonian
02-06-07, 10:58 AM
Have a look at these tutorials. They explain everything you need to know about JSGME

http://forums.totalwar.org/vb/showthread.php?p=1009484
http://forums.ubi.com/eve/forums/a/tpc/f/9091085392/m/3461029123

TarJak
02-07-07, 02:19 AM
If you are interested in attacking stationery targets in shallow water with the danger of mines, subnets and patrolling enemy warships, check out this before you set sail and it might just save your sub from destruction, (Or help it get blown up) :D

http://www.subsim.com/radioroom/showthread.php?t=96843

OuNiS
02-07-07, 02:23 AM
Uh so how the hell we are supposed to download all that stuff now?

Yeah. I join to your question and ask where can we find proper links?

melnibonian
02-07-07, 06:17 AM
Uh so how the hell we are supposed to download all that stuff now?

Yeah. I join to your question and ask where can we find proper links?
Check the Download pages of Realsimulation web page. http://u-boot.realsimulation.com/ If you cannot find them there post a question in the thread or PM me and we'll see what we can do;)

OuNiS
02-07-07, 08:09 AM
Check the Download pages of Realsimulation web page. http://u-boot.realsimulation.com/ If you cannot find them there post a question in the thread or PM me and we'll see what we can do;)
THX for help Old Melnibonian!
I will check it.

gamers2000
02-08-07, 11:33 PM
Noob question,is it possible to fire eels below periscope depth?

robj250
02-09-07, 03:15 AM
Noob question,is it possible to fire eels below periscope depth?

If I'm not mistaken, you can fire them from a depth of 20 metres. But someone may have a correct answer.

I liked it, in Aces of the Deep Command. You could fire them from a depth of 100 metres. That was great.

Rob

melnibonian
02-09-07, 05:31 AM
Noob question,is it possible to fire eels below periscope depth?
No it is not possible. I think the maximum firing depth is something between 15 and 20m.

Sailor Steve
02-09-07, 11:40 AM
It's 25. I know this because I usually open my doors manually, and then forget to close them if I don't shoot all my eels. Then I remember, and when I try to close them I get a message "Cannot fire torpedoes below 25 meters, captain." So my doors stay open until I come up again, but at least I know why.:rotfl:

Leigh
02-15-07, 01:59 PM
This is my first post here so first of hi to every one.

Must say this is a great thread, I have just installed Silent Hunter III today and got completely lost in the game. I also bought battle in the mediterranean with it which just makes it crash and wish I hadn't after reading about it here.

So first question (I'm pretty sure there will be plenty in the near future:oops: ), ,ould you recommend the dowloads at the beginning of this thread when starting or to get to grips with it first?

Thanks,
Leigh

melnibonian
02-15-07, 03:43 PM
This is my first post here so first of hi to every one.

Must say this is a great thread, I have just installed Silent Hunter III today and got completely lost in the game. I also bought battle in the mediterranean with it which just makes it crash and wish I hadn't after reading about it here.

So first question (I'm pretty sure there will be plenty in the near future:oops: ), ,ould you recommend the dowloads at the beginning of this thread when starting or to get to grips with it first?

Thanks,
Leigh
Welcome to SubSim:up:

I will not say anything about the Battle in the Mediterranean as it's a relatively tricky issue in this forum (do a little search and you will understand what I mean;) ). If you do want to get the full SH3 experience the way the game is supposed to be played you need three basic things.
1. Download GWX-It's TOTALLY FREE (you can get it by clicking on my signature or on the link underneeth it)
2. Get SH3Cmd. It adds a totally different dimention to the game (URL http://www.users.on.net/~jscones/software/products.html)
3. Get SH3Gen to aquire more intelligence and other information during your patrols. (URL http://www.global-explorer.de/)

After those you can have a look around for other smaller mods. If you want to see what GWX is all about and what it means to play SH3 the way it was meant to be played check out the GWX manual http://files.filefront.com/GWX_Manual_V1zip/;6553453;;/fileinfo.html

gta-man
02-15-07, 11:55 PM
:Dhello! someone have the link to a more resolution mod?? i need it:cry:

Gizzmoe
02-16-07, 02:28 AM
:Dhello! someone have the link to a more resolution mod?? i need it:cry:

http://www.communitymanuals.com/shiii/index.php?title=Display_Resolution

gta-man
02-16-07, 10:18 AM
:Dhello! someone have the link to a more resolution mod?? i need it:cry:
http://www.communitymanuals.com/shiii/index.php?title=Display_ResolutionThanks!

Leigh
02-17-07, 05:12 AM
Thank you Melnibonian, I'll start downloading. :D

Leigh
02-17-07, 08:44 AM
What is the main difference between GWX and NYGM? From what I have been able to find out they are both big mods. Or do they both work together?
The search brings up far too many to quickly scan through.

Sorry if this is a silly question

Thanks,
Leigh

Morts
02-17-07, 08:54 AM
GWX and nygm dont work together

melnibonian
02-17-07, 09:57 AM
What is the main difference between GWX and NYGM? From what I have been able to find out they are both big mods. Or do they both work together?
The search brings up far too many to quickly scan through.

Sorry if this is a silly question

Thanks,
Leigh
If you want to run GWX and NYGM you need to do a dual installation.

alexoscar
02-17-07, 11:22 AM
Edited: Wrong thread.

Sorry guys.

Sailor Steve
02-17-07, 11:31 AM
Not to be rude, but this isn't the pictures thread, it's the Newbies Help Guide thread.

alexoscar
02-17-07, 11:59 AM
Not to be rude, but this isn't the pictures thread, it's the Newbies Help Guide thread.

Yep, I have made a mistake opening the incorrect thread.... I'm sorry. I move the pictures inmediately.

Sorry again.

melnibonian
02-17-07, 06:57 PM
Not to be rude, but this isn't the pictures thread, it's the Newbies Help Guide thread.

Yep, I have made a mistake opening the incorrect thread.... I'm sorry. I move the pictures inmediately.

Sorry again.
No worries mate. I'm sure people understand that mistakes are made some times;) Now go and sink someone and make sure you take some pictures as well;) :D :up:

Foghladh_mhara
02-19-07, 09:50 AM
Ok a possibly stupid question from a newbie.:oops: Started playing SH3 and attempting manual targeting. I keep shooting the ass off the few ships that come across my path and thats from less than 1000m. Cant hit bow or midships which leads me to guess I'm over calculating the range. Does the mast height in the recognition book include that bloody great flag on top? That must be good for 50m of distance or so. Cheers

Jan Kyster
02-22-07, 11:27 AM
Don't know who's in charge, so I'll post here...

When opening the Silent Hunter III Community Manual (http://www.communitymanuals.com/shiii/index.php?title=Main_Page) I get "tons" of errors like

Notice: Only variable references should be returned by reference in /var/www/html/shiii/includes/SkinTemplate.php on line 136

But nothing wrong with content! Very nice work! :up:

NeonSamurai
02-27-07, 12:14 PM
Ok a possibly stupid question from a newbie.:oops: Started playing SH3 and attempting manual targeting. I keep shooting the ass off the few ships that come across my path and thats from less than 1000m. Cant hit bow or midships which leads me to guess I'm over calculating the range. Does the mast height in the recognition book include that bloody great flag on top? That must be good for 50m of distance or so. Cheers

Hmm are you opening the tubes before pressing the fire button? If not it will lag your shot by a few seconds (as it takes a few second for the doors to open, and it uses the data from the moment you press the fire button, not when the torpedo is actualy fired).

Otherwise your underestimating the range (ship is further then you calculated) or your speed calculation is wrong (ship is faster then you calculated).

Gunfan9x19
03-10-07, 07:46 PM
Alright, I've got a question. I accidently deleted my progress, so I started a new campaign. The good news is that this time I figured out that if I start with the 7th Flotilla, I get a VIIB from the beginning!

Unfortunatly, my orders are to patrol grid AL36, which seems quite a bit away from Kiel. Can I dock and resupply at a dock without ending my mission? Also, what's the most fuel efficient method of general travel(i.e, surfaced/submerged, speed)?

NeonSamurai
03-14-07, 08:47 AM
Docking pretty much ends your patrol.

Most efficient way of travel is ahead slow or ahead 1/3rd on the surface running diesels (one of your officers, either your chief or navigator can tell you your maximum range at your current speed). Generaly you should always be running at ahead slow to 1/3rd unless racing to get into position for an ambush.

robj250
03-14-07, 10:23 AM
If I'm out of supplies (like torpedoes) can I dock with a Milk Cow and not lose my sinkings?

Rob

It762
03-14-07, 10:51 AM
Anyone has a good way on attacking like warships (like black swan fregatte)?

I went close in silent running and monitored the course (it was before a port) and the ship was circleing. I estimated were it would have a rough 90' AOB, distance was ~500, but still the boat evades (I think at least) by braking or speeding up. Maybe the mistake was to use a T1 torp but it's much faster so I can estimate better when to shoot.

Still got trouble on how to know when to shoot if doing it manually.

robj250
03-16-07, 11:13 AM
In using SH3, is there anyway that I can get a "high view" so that I can see the whole convoy, or see the aircraft fly over my sub and see the sub as well?

Rob

Alexdk
03-20-07, 11:20 AM
Hello,

I just starting playing SHIII and I am aready hooked. Just downloaded Grey Wolves mod and am loving every min of it. However I have run into a problem. Every now and then I intercept a radio message that use coordinates I do not understand. For example the message goes:

SSS_ 45.29N 09.45W

SS.(Name of ship)

Anybody know how I can locate a ship based on these cooridate systems?

Thansk in advance

Alex

melnibonian
03-20-07, 11:24 AM
Alex Weclome to SubSim first of all :up:

The messages you get in Grey Wolves are actual historical messages from the second world war. They're there for imersion and eye-candy. The only way you have to intercept a ship is if you see a contact on the map and you plot an intercept course.

robj250
03-20-07, 11:28 AM
Hello,

I just starting playing SHIII and I am aready hooked. Just downloaded Grey Wolves mod and am loving every min of it. However I have run into a problem. Every now and then I intercept a radio message that use coordinates I do not understand. For example the message goes:

SSS_ 45.29N 09.45W

SS.(Name of ship)

Anybody know how I can locate a ship based on these cooridate systems?

Thansk in advance

Alex

This site will give you the grid assosiated with that information
http://www.ubootwaffe.net/quadrant.cgi

Rob

Alexdk
03-20-07, 11:32 AM
Wow, thanks for the very fast reply Melnibonian and Robj250! Will check out that site. Your help is very much appreciated! Thank you! :arrgh!:

Alex

It762
03-20-07, 11:50 AM
:Dhello! someone have the link to a more resolution mod?? i need it:cry:
http://www.communitymanuals.com/shiii/index.php?title=Display_Resolution

btw in case you have XP i did not have to run the toolkit fixes... i would try without first :)

Lzs von swe
03-20-07, 03:01 PM
In using SH3, is there anyway that I can get a "high view" so that I can see the whole convoy, or see the aircraft fly over my sub and see the sub as well?

Rob

Hi Rob.
Only thing I can think of is a camera mod someone made that allows the F12 cam to rise much higher than the stock cam.
I found it, on http://u-boot.realsimulation.com/ . Point on UBRS DLC on the left side and then SH3 Mods, there you will find CameraMod_v2.0. It allows you to take the camera upp to 2000m:up: But don´t use it with GWX as it changes some other camera settings too.

robj250
03-21-07, 09:18 AM
In using SH3, is there anyway that I can get a "high view" so that I can see the whole convoy, or see the aircraft fly over my sub and see the sub as well?

Rob

Hi Rob.
Only thing I can think of is a camera mod someone made that allows the F12 cam to rise much higher than the stock cam.
I found it, on http://u-boot.realsimulation.com/ . Point on UBRS DLC on the left side and then SH3 Mods, there you will find CameraMod_v2.0. It allows you to take the camera upp to 2000m:up: But don´t use it with GWX as it changes some other camera settings too.

Thanks a bunch.

Don't need it in GWX, hehe.

airwolf48453
03-24-07, 12:20 PM
I had a problem and had to reinstall SH3 I deleted the program and all folders that I made that was associated with the game. But when I install the SH3 disc and install it does it but when I go to play it comes up saying the Campaign RND is invaild? I am sure I have removed all folders and addon's. Is there something that I can run that would remove everything that goes to SH3 or is my stock disc junk now?:roll:

Telgriff
03-26-07, 10:56 PM
Have been denied my SH III for far too long while I build my new Pc. Thanks for the helpful info, lots of stuff I didnt realise existed that will help me when I get back up and running on the new hardware!

Kaleu. Jochen Mohr
04-27-07, 04:59 AM
this could be of use for newbie's
http://www.fileplanet.com/165925/160000/fileinfo/Silent-Hunter-3---Ultimate-Unlocker

Chisum
05-01-07, 11:32 PM
Hello all,


I don't find an other thread to post this message, sorry if it's not the right place.

I discovered SH3 since a few week ago and GWX a few days later.
It's absolutly wonderfull and I am really enjoyed to see all accomplished work by the GWX team !
And it is for that that I want to thank you all for the enormous work which you made. The result is very beautyfull and the game is made even more pleasant to play.

Very big thanks to all.

Regards.
;)

Kaleu. Jochen Mohr
05-02-07, 08:45 PM
Hello all,


I don't find an other thread to post this message, sorry if it's not the right place.

I discovered SH3 since a few week ago and GWX a few days later.
It's absolutly wonderfull and I am really enjoyed to see all accomplished work by the GWX team !
And it is for that that I want to thank you all for the enormous work which you made. The result is very beautyfull and the game is made even more pleasant to play.

Very big thanks to all.

Regards.
;)

its a cool mod and quite realistic to :rock:

Umfuld
05-02-07, 09:26 PM
all accomplished work by the GWX team !I second that. But really I think that goes to ALL the modders at SUBSIM. Whether working together or not, they all contribute to making this game rock. :rock:

To an extent that simply amazes me.

Kaleu. Jochen Mohr
05-10-07, 06:17 PM
all accomplished work by the GWX team !I second that. But really I think that goes to ALL the modders at SUBSIM. Whether working together or not, they all contribute to making this game rock. :rock:

To an extent that simply amazes me.

so tru :yep: :rock:

Devilray
05-11-07, 10:17 PM
Recently installed SH3. I've noticed when on the bridge the watch crew have their hands cupped over their eyes but they (all of them) aren't holding any binoculars. Is this a bug? Is it fixed by installing one or more of the available patches?

melnibonian
05-12-07, 02:40 AM
Recently installed SH3. I've noticed when on the bridge the watch crew have their hands cupped over their eyes but they (all of them) aren't holding any binoculars. Is this a bug? Is it fixed by installing one or more of the available patches?
This is a stock bug if I remember correctly. does it happen all the times? If it does I would suggest a re-install, if not then you can still play the game without too much trouble. Unfortunatelly SH3 is full of these bugs, and the only way around them is to know them and try to avoid them.

Devilray
05-12-07, 07:28 AM
The missing binoculars bug has occurred every time the bridge station is selected during the five Naval Academy missions and the Happy Times single mission. I'll try the reinstall.

Thanks

Puster Bill
06-01-07, 10:51 AM
The missing binoculars bug has occurred every time the bridge station is selected during the five Naval Academy missions and the Happy Times single mission. I'll try the reinstall.

Thanks

I don't think that will help. I have the same bug, and I think it is related to the video card you are using. Also, see if the crew uniforms are in strange psychedelic colors.

It doesn't affect gameplay. I've just gotten used to it (through 2 stock SHIII installs, patched to 1.4b, and GWX).

Devilray
06-04-07, 08:44 PM
The missing binoculars bug has occurred every time the bridge station is selected during the five Naval Academy missions and the Happy Times single mission. I'll try the reinstall.

Thanks

I don't think that will help. I have the same bug, and I think it is related to the video card you are using. Also, see if the crew uniforms are in strange psychedelic colors.

It doesn't affect gameplay. I've just gotten used to it (through 2 stock SHIII installs, patched to 1.4b, and GWX).

I too have a crew in psychedelic colors. I thought maybe they were just a green crew who hadn't gotten their sea legs yet. Must be the video card.

Kaleun Klink
06-06-07, 03:44 PM
I too have a crew in psychedelic colors. I thought maybe they were just a green crew who hadn't gotten their sea legs yet. Must be the video card.
I can confirm that tie-dyed uniforms (and psychedelic colors on the periscope when it breaks the surface) is a video card issue.

For immersion's sake (because I haven't gotten around to installing a new video card yet), I chalk it up to funny mushrooms in the sub's provisions... :doh:

danurve
06-12-07, 12:12 PM
Don't know who's in charge, so I'll post here...

When opening the Silent Hunter III Community Manual (http://www.communitymanuals.com/shiii/index.php?title=Main_Page) I get "tons" of errors like

Notice: Only variable references should be returned by reference in /var/www/html/shiii/includes/SkinTemplate.php on line 136

But nothing wrong with content! Very nice work! :up:

Replying to an older post, but as noted on page 1 of this thread the Community Manual is back on-line; SilentHunterIII Community Manual (http://www.mysh3.info/shiii/index.php/Main_Page).
She needs a few updates as our game keeps rolling, some of the work has begun.

DirtyACE
07-24-07, 11:42 PM
Hi everyone,

I am completely new to this game. I don't have any experience with SH as this is the first sub game I have ever played. Just got it a few days ago and am still only on the Naval Academy part. I'm currently trying to pass the Torpedo training and exam. This forum and especially this thread have been extremely helpful and I thank all the great people that are a part of this community. Now I have some questions:

1. I'm eager to try the GWX mod but am confused. I went to the link underneath the sig of one of the members to download the mod but found a list of different files with GWX in their name fields. Are all these for the mod, like different parts or do I just need to download one of them?

2. This is related to GWX as well. I already created a profile for myself within the game but haven't started an actual career yet, still in Navy Academy. After I have installed GWX, will I be able to continue with my current profile with the new changes and additions of the mod or will I have to make a new one?

3. I have already downloaded the SH3Comdr27 mod and the Sh3Gen_v082 mod. Are these the most current versions? Also, should these two be installed after GWX or before? I know they're supposed to be stand-alone mods but I just want to make sure that what I'm doing is correct.

4. Here's the current list of essential mods that are recommended:
- GWX
- SH3Comdr2
- Sh3Gen_v082

Do I have all of them covered or are there other mods that you would recommend for a newbie?

robj250
07-25-07, 08:11 AM
Hi everyone,

I am completely new to this game. I don't have any experience with SH as this is the first sub game I have ever played. Just got it a few days ago and am still only on the Naval Academy part. I'm currently trying to pass the Torpedo training and exam. This forum and especially this thread have been extremely helpful and I thank all the great people that are a part of this community. Now I have some questions:

1. I'm eager to try the GWX mod but am confused. I went to the link underneath the sig of one of the members to download the mod but found a list of different files with GWX in their name fields. Are all these for the mod, like different parts or do I just need to download one of them?

2. This is related to GWX as well. I already created a profile for myself within the game but haven't started an actual career yet, still in Navy Academy. After I have installed GWX, will I be able to continue with my current profile with the new changes and additions of the mod or will I have to make a new one?

3. I have already downloaded the SH3Comdr27 mod and the Sh3Gen_v082 mod. Are these the most current versions? Also, should these two be installed after GWX or before? I know they're supposed to be stand-alone mods but I just want to make sure that what I'm doing is correct.

4. Here's the current list of essential mods that are recommended:
- GWX
- SH3Comdr2
- Sh3Gen_v082

Do I have all of them covered or are there other mods that you would recommend for a newbie?

Welcome Dirty Ace.

Regarding question 1. There are five file with the GWX name. You have to download them into a separate folder. Now wait and read the rest first before installing it.

You mention that you have just started in Silent Hunter 3 and are presently going through the training. I fully support your finishing the Acadamey training and then play a few game to get the feel of things before installing GWX. Your present profile will be okay and can be used with GWX.

If you intend to install GWX after you finish your naval academy, DO NOT add any mods except JSGME.

GWX MUST be installed in a CLEAN SH3, in other words, not mods installed installed except for JSGME.

The reason I suggest that you get the feel for the game using just SH3, is that you fill find a total difference in GWX, much harder, but lots of fun.

Yes you may use your current career; BUT, what you must do first, before installing GWX, is to rename the folder in My Documents that is called Silent Hunter. The reason you must do this is, if you wish to use your current career, you must rename the file, I suggest Silent Hunter_org because when you install GWX, it will create the folder Silent Hunter in MY Documents. Now simply copy what is in the fold you renamed, and open the folder that GWX made, and paste. The reason I suggest this, is because you will have a copy of your original start.

Now I'm not absolutely sure about the new folder, perhaps K.L. or Mel will respond and clarify this.

With respect to question 3. The two files you mentioned can be installed before you install GWX, but I'm not sure of the version numbers, so do not use them until you have tried a few games using the plain Silent Hunter 3. BTW, did you upgrade SH3 with the 1.4 upgrade? You must have that installed before you can go any further.

Now I'm sure other will follow with additional instructions, as I'm quite old and have a "feeble" mind, can't remember things correctly about the initial install, because it was so long ago.

You might want to wait for GWX 1.4, but I'm not sure of the release date.

Welcome aboard and HAPPY HUNTING!

Rob

danlisa
07-25-07, 08:21 AM
@ Dirtyace

Welcome.:up:

Install instructions (which may help)

1. Uninstall SH3 via Windows' "Add/Remove programs"
2. Open Windows Explorer and:
- *delete* the folder where you had installed SH3
- *delete* the \My Documents\SH3 folder
3. Reinstall SH3
4. If your SH3 did not come with patch v1.4b already included, install patch v1.4b. Ensure you install the patch that corresponds to your copy of SH3 (Download/DVD/EMEA/US)
5. OPTIONAL: Copy and paste this "clean" install as a backup to avoid the need to follow steps 1-3 if your game becomes corrupt in future
6. Download into the SAME folder GWX.exe and the five .bin files. While there grab the v1.03 patch
7. Run GWX.exe and follow the installation prompts
8. Run GWX103.exe and follow the installation prompts
9. SH3 COMMANDER USERS: Download the GWX 1.02+ Cfg files for SH3 Commander and unzip the contents DIRECTLY into your SH3 Commander\Cfg folder.

GWX files are available from my sig.:up:

Answers =

1)For GWX 1.0 you need the GWX.exe & GWX 1 to 5 .bin files.
2)It's best to start fresh, we can never promise that previous profiles will continue to work.
3)Ok, get GWX working correctly first, then add additional mods/apps. SH3Cmdr will require the additional cfg files to make it compatible with GWX. SH3 Gen is a great little app and will work with no problems after GWX is up & running.

Personally, for a n00b to GWX, I would have said, just stick to GWX for the time being. Although SH3Cmdr & SH3Gen are easy to use, you are muddying the waters alittle for the first run.

Enjoy & come back if you have further questions.:up:

EDIT - JSGME is included when you install GWX, just look for it in the program folder, double click on the JSGME.exe to open the GUI Window and have a look at the included additional mods for GWX.

BTW, have you read the GWX manual? Very good and most questions are answered in there.

robj250
07-25-07, 08:43 AM
Thanks danlisa

You just made me look like a TOTAL FOOL and the fact that I didn't know anything! Thanks very much.

I still suggest that he gets his feet wet using the vanilla SH3 upgraded with 1.4.

I never had ANY problems using my career started in SH3 with GWX.

I won't bother trying to help anyone anymore. I'll let you Experts do all the answering.

But I agree with danlisa in that you should start a NEW career when you install GWX.

Rob

danlisa
07-25-07, 09:01 AM
Thanks danlisa

You just made me look like a TOTAL FOOL and the fact that I didn't know anything! Thanks very much.

I still suggest that he gets his feet wet using the vanilla SH3 upgraded with 1.4.

I won't bother trying to help anyone anymore. I'll let you Experts do all the answering.

Rob

Nice attitude, Rob.:nope:

I agree, start with standard SH3, otherwise, you won't know what GWX has done.

Maybe I should stop trying to help people.

robj250
07-25-07, 10:32 AM
Thanks danlisa

You just made me look like a TOTAL FOOL and the fact that I didn't know anything! Thanks very much.

I still suggest that he gets his feet wet using the vanilla SH3 upgraded with 1.4.

I won't bother trying to help anyone anymore. I'll let you Experts do all the answering.

Rob

Nice attitude, Rob.:nope:

I agree, start with standard SH3, otherwise, you won't know what GWX has done.

Maybe I should stop trying to help people.

Sorry danlisa, but I was not totally wrong and I was kinda put out that I was not given some credit for what I did say and the fact that he should get used to SH3 before installing GWX. You are correct in that GWX has JSGME with it, I just totally forgot.

DirtyACE, danlisa is correct and I was not absolutely correct in my advice. Please forgive my silly mistake.

@danlisa
You know what you are doing and you are younger that me and do not have my problems, so KEEP helping people, please.

Rob

DirtyACE
07-25-07, 12:02 PM
Guys, thank you very much for your advice and clearing up some things for me. I have spent some time on this forum lurking around reading about GWX and other things, so I do know in some ways what the mod is about but not everything. Here are some more questions:

1. Can you explain to me what exactly is the purpose of JSGME? Is this program needed to run GWX?

2. I was looking at the downloads for GWX and found some file called GWXsetup.exe. It's a large file (over 700mb). Is this the same mod as well?

3. I read in one thread on the Grey Wolves mod (GWX) that you should not upgrade your sub before the first patrol, only after you have come back from it. And there were a few other things mentioned that you should avoid doing because the game may crash. Does this advice still apply to the current version of the GWX?

4. I read in one of the threads that either the SH3Cmdr or SH3Gen allows you to fiddle around with your profile or even create a new one. Should I in that case create a new profile using one of these programs or should I still do it within the actual game?

I'm really eager to try the mods as I've read many great things about them, especially GWX. Any word on when the 1.4 version will be ready?

I'm also having some trouble sinking ships with torpedoes, that's why I'm doing the whole academy thing first. I did read the community manual recently which has explained many concepts, but I feel like it'll take me a good number of missions/patrols to get the hang of tracking/intercepting ships or convoys and then actually setting up an ambush. Do most of you guys play with the automatic targeting and solution calculations or do you do it manually?

Thanks again everyone for all your help. I really do appreciate it!

bigboywooly
07-25-07, 12:23 PM
Hi DirtyAce
JSGME is a mod installer and can be found here http://www.users.on.net/~jscones/software/products.html under the name Generic Mod Enabler
It comes with GWX also and with it you can install some of the GWX mods that come with the download
The bonus with JSGME is you can enable a mod in seconds and if its not to your taste you can disable it just as quick

As the 2 happy campers before me said - Stick with stock SH3 till you get the hang of it
Only then upgrade to GWX

Read the GWX manual

All GWX files can be found here

http://isaf.us/gwx/

I believe the GWXsetup you refer to is a one download instead of the 5 bins and exe
You will still need the 1.03 patch

If you get SH3commander you will also need the additional cfg for GWX\SH3commander

Play the game first then worry about upgrading
As you rightly say the forum is a mine of information

Welcome aboard and enjoy your stay

robj250
07-25-07, 12:27 PM
Guys, thank you very much for your advice and clearing up some things for me. I have spent some time on this forum lurking around reading about GWX and other things, so I do know in some ways what the mod is about but not everything. Here are some more questions:

1. Can you explain to me what exactly is the purpose of JSGME? Is this program needed to run GWX?

2. I read in one of the threads that either the SH3Cmdr or SH3Gen allows you to fiddle around with your profile or even create a new one. Should I in that case create a new profile using one of these programs or should I still do it within the actual game?

I'm really eager to try the mods as I've read many great things about them, especially GWX. Any word on when the 1.4 version will be ready?

I'm also having some trouble sinking ships with torpedoes, that's why I'm doing the whole academy thing first. I did read the community manual recently which has explained many concepts, but I feel like it'll take me a good number of missions/patrols to get the hang of tracking/intercepting ships or convoys and then actually setting up an ambush. Do most of you guys play with the automatic targeting and solution calculations or do you do it manually?

Thanks again everyone for all your help. I really do appreciate it!

As bigboywooly said, JSGME is a mod that is installed inside the Silent Hunter Folder on your hard drive; but if you are going to start with GWX, you do not need to install it as GWX 1.3 installs JSGME. The purpose of JSGME is for you to install extra mods into Silent Hunter or GWX.

The Development Team will have an idea when GWX 1.4 will be ready.

With respect to sinking ship with torpedoes, I suggest you do the torpedo training a couple of times.

Remember that each ship has a different draft, and if you have the pistol set on magnetic, you have to set the depth at least 5 m deeper that the draft. The Recodnition Manual will have the draft for every ship listed.

I suggest you get used to sinking ships using the auto feature, but that is entirely up to you. If you are sending a salvo of torpedoes, you must set the degrees of the torpedo spread; I usually set mine at 1 degree.

Manual targetting is great once you get used to it. I suggest you try that in your academy as well. I am no good at manual targetting, but a lot of members use manual targetting, because you can have your torpedoes hit the most vulnerable places of each different ship.

You can set your options and difficulty to what you want. The difficulty can be changed each time you start a new mission if you wish.

Once you are notified of a convoy and you wish to intercept it, you will have to learn the procedures for interception. There is a good pictoral instruction to teach a person on how to set up an intercept point but I cannot remember the link for it, so I'm sure someone will answer your question on the. For myself, I take a snap of the positions of my sub and the convoy you wish to intercept (making sure they are on the same page) I then print it out and manually figure out where to intercept and how fast I need to go to reach the intercept under the conditions I prefer.

A little advice regarding sinking a destroyer, I use the magnetic pistol and the 5 m below the draft of the destroyer and I'm usually pretty lucky. However, in a convoy, it is usually best to let the lead destroyer (escort) get past and then setup your sinking of the merchants you wish to sink.

There is a thread for dealing with escorts, but again I cannot remember the link, but someone will be able to provide it. There are different advice in that thread, so read them and make your own decision.

Okay, guys, any further help you can give to DirtyAce would be greatly appreciated as I can only refer to my own preferences.

Good Luck and Happy Hunting.

Rob

DirtyACE
07-25-07, 03:18 PM
Thanks again everyone!

I have updated the game to 1.4b and have downloaded the GWX v1.0 and also the 1.3 update patch and the manual for the mod. I've got the SH3Cmdr plus the additional needed files for making it work with GWX.

I've read several threads discussing how to intercept convoys and dealing with escorts. About how to get within the convoy. How to escape from escorts. There are also different methods or versions of intercepting which I haven't completely understood yet.

Would you say that 5km is a good distance to maintain between yourself and the convoy when you're trying to flank them but don't want to be detected?

Please post other advice if you feel that it will be helpful to a novice such as myself or anyone else.

TarJak
07-25-07, 05:49 PM
I tend to go out to 6-8km while overtaking or shadowing a convoy as some of the larger convoys have escorts that patrol out to 5km from the centre of the convoy.

Even in less than perfect conditions you can get relatively regular sightings and you can also use a higher TC to do the overtaking run.

DirtyACE
07-26-07, 02:06 PM
I have another question: If I want to add new music to be played on the gramaphone, do I need to put the files into the gramaphone subfolder within the sound folder? I know the files need to be in .wav format.

Schöneboom
07-26-07, 03:54 PM
Hi DirtyACE,

Yes, the Gramophone folder is the right place -- but the preferred formats are .ogg & .mp3 -- converters are fortunately easy to find online.

Mach's gut!

DirtyACE
07-26-07, 05:02 PM
Thanks Schöneboom :up:

DirtyACE
07-27-07, 02:47 PM
More questions guys:

1. I've read how people stay out on patrol for 20+ days, some even at 65. How is that possible? I did my first patrol from Wilhelmshaven to an area near northern Scotland. I travelled there on Ahead Standard on the surface, setup a search pattern in the area and then tried returning to base but I ran out of fuel. It seems that I was only out in sea for 5 or 6 days max. I'm using a IIA sub by the way.

2. When you patrol your assigned area, is it really necessary to do the search patterns or can you just get to the area and just hold still for 24 hours? Basically not move anywhere unless you spot a contact?

3. When I look at my nav map I see blue, green and read contacts. Red are enemy and blue are friedly. Now the green I'm assuming are neutral, but can you or are you allowed to shoot at those?

4. I noticed before my first patrol that my sub was not fully staffed. Should I completely fill the boat's allowed crew capacity or not? Also, when I get medals or qualifications to give to the crew, which ones should I give and to whom?

robj250
07-27-07, 02:57 PM
More questions guys:

1. I've read how people stay out on patrol for 20+ days, some even at 65. How is that possible? I did my first patrol from Wilhelmshaven to an area near northern Scotland. I travelled there on Ahead Standard on the surface, setup a search pattern in the area and then tried returning to base but I ran out of fuel. It seems that I was only out in sea for 5 or 6 days max. I'm using a IIA sub by the way.

2. When you patrol your assigned area, is it really necessary to do the search patterns or can you just get to the area and just hold still for 24 hours? Basically not move anywhere unless you spot a contact?

3. When I look at my nav map I see blue, green and read contacts. Red are enemy and blue are friedly. Now the green I'm assuming are neutral, but can you or are you allowed to shoot at those?

4. I noticed before my first patrol that my sub was not fully staffed. Should I completely fill the boat's allowed crew capacity or not? Also, when I get medals or qualifications to give to the crew, which ones should I give and to whom?

Question 1 - Your patrol area must have been too far for you to get back to your base.

Question 2 - I patrol my grid, but others just sit there for 24 hours and leave.

Question 3 - Red are enemy, blue are friendly and green are neutral. No you should not sink neutral as it gives you negative renown.

Question 4 - When you are in the office to start your mission, go to the file cabinet and get the rest of your crew.

Rob

TarJak
07-27-07, 06:51 PM
Ahead standard is NOT the optimum spped to get max range from your sub. IIRC the best way to find your max range is to check wiht your nav officer on the range at current speed while moving from aroun 7kt through to 9kt. IIRC somewhere in that range is optimum. A Type II won't be able to hang around for 60+ days though unless you run submerged for long periods or you sit at all stop for long periods.

robj250
07-27-07, 07:36 PM
Ahead standard is NOT the optimum spped to get max range from your sub. IIRC the best way to find your max range is to check wiht your nav officer on the range at current speed while moving from aroun 7kt through to 9kt. IIRC somewhere in that range is optimum. A Type II won't be able to hang around for 60+ days though unless you run submerged for long periods or you sit at all stop for long periods.

Thanks very much for adding that TarJak, that simply slipped my mind.:up:
Rob

DirtyACE
07-27-07, 10:57 PM
Ahead standard is NOT the optimum spped to get max range from your sub. IIRC the best way to find your max range is to check wiht your nav officer on the range at current speed while moving from aroun 7kt through to 9kt. IIRC somewhere in that range is optimum. A Type II won't be able to hang around for 60+ days though unless you run submerged for long periods or you sit at all stop for long periods.

Thanks TarJak. Will checking with the nav officer also give me the fuel consumption if I'm traveling at a certain speed?

BROJD
08-19-07, 12:01 PM
I know it's been asked a gazillion times in various places, but is there a good uber-list of all of the SHIII mods?

I'm currently running Commander and GWX. I want to be able to spice up my gramophone, get light harbor traffic, and see what other mods are out there. I'm not looking for drastic changes.

robj250
08-19-07, 12:12 PM
I know it's been asked a gazillion times in various places, but is there a good uber-list of all of the SHIII mods?

I'm currently running Commander and GWX. I want to be able to spice up my gramophone, get light harbor traffic, and see what other mods are out there. I'm not looking for drastic changes.

Go here:
http://www.subsim.com/subsim_files/patches2005.html

Rob

Lzs von swe
08-20-07, 03:21 AM
Hi and welcome niteflier:up:

So many new members here lately, hard to keep up with welcoming you all:rock:

parislord
08-29-07, 06:37 PM
Installed 80mb 1.03 over 700mb 1.1a now the game gives me nothing but CTD's. Do I not need one of these?

Mike

Lzs von swe
08-30-07, 09:58 AM
First of, welcome parislord:up:

Sorry to say this but it seams you have made a mess of your installment.
Version 1.03 is for GWX, not The GW1.1a. You will have some uninstalling and reinstalling to do. And while your at it, go download the GWX files as you already have the 1.03 update for it.

Col. Caldwell
09-25-07, 03:36 PM
Edit: Moved to another thread.

3Jane
09-28-07, 08:21 AM
More questions guys:

1. I've read how people stay out on patrol for 20+ days, some even at 65. How is that possible? I did my first patrol from Wilhelmshaven to an area near northern Scotland. I travelled there on Ahead Standard on the surface, setup a search pattern in the area and then tried returning to base but I ran out of fuel. It seems that I was only out in sea for 5 or 6 days max. I'm using a IIA sub by the way.

2. When you patrol your assigned area, is it really necessary to do the search patterns or can you just get to the area and just hold still for 24 hours? Basically not move anywhere unless you spot a contact?

3. When I look at my nav map I see blue, green and read contacts. Red are enemy and blue are friedly. Now the green I'm assuming are neutral, but can you or are you allowed to shoot at those?

4. I noticed before my first patrol that my sub was not fully staffed. Should I completely fill the boat's allowed crew capacity or not? Also, when I get medals or qualifications to give to the crew, which ones should I give and to whom?


I think there is a bug, which affects the game if any alterations are made to the boat or the crew before the very first patrol. I think the sinkings don't register, or renown isn't added for sinkings on that patrol. Some such thing. I always waited until the second patrol before making any alterations.

robj250
09-28-07, 12:26 PM
More questions guys:

1. I've read how people stay out on patrol for 20+ days, some even at 65. How is that possible? I did my first patrol from Wilhelmshaven to an area near northern Scotland. I travelled there on Ahead Standard on the surface, setup a search pattern in the area and then tried returning to base but I ran out of fuel. It seems that I was only out in sea for 5 or 6 days max. I'm using a IIA sub by the way.

2. When you patrol your assigned area, is it really necessary to do the search patterns or can you just get to the area and just hold still for 24 hours? Basically not move anywhere unless you spot a contact?

3. When I look at my nav map I see blue, green and read contacts. Red are enemy and blue are friedly. Now the green I'm assuming are neutral, but can you or are you allowed to shoot at those?

4. I noticed before my first patrol that my sub was not fully staffed. Should I completely fill the boat's allowed crew capacity or not? Also, when I get medals or qualifications to give to the crew, which ones should I give and to whom?


I think there is a bug, which affects the game if any alterations are made to the boat or the crew before the very first patrol. I think the sinkings don't register, or renown isn't added for sinkings on that patrol. Some such thing. I always waited until the second patrol before making any alterations.

To DirtyAce

Re #3- If you sink a neutral, you LOSE Renown point.

Re #2- Yes, you can just sit still in your assigned grid for the 24 hours, then leave.

Re #4- When you began your career, you should have gone to the "file cabinet" and got the rest of your crew. With respect to medals and promotions when you arrive back at base after your patrol, click on the table sheet that has the list of your crew and you will see that some crew are "highlighted", these are the ones who qualify for promotions or medals. WHO? you have to choose.

Once you have selected your full crew for your boat, you then go out on patrol and Happy Hunting.

BulSoldier
10-13-07, 04:57 AM
I have a question.Though i play sh3 from some time i still dont undestand where those radio massages could be red. SO if anyone can tell me about those massages because when i order the radioman to tell me he says no radio massages recieved.

And something else, can anyone tell me how i can make the voice to be on german and when i order crash dive to hear da cry from the trailer ALAAARM!!!


(i play gwx and sh3commander)

Lzs von swe
10-13-07, 06:01 AM
When you have received a radio message, hit the "m key" to read it.
You can have German voices and English text, I think the settings for this is under the sound option in the main menu of the game. It´s so long since I used the those parts of the menus that I don´t really remember how they look, but have a look and try it, the German voices are so much better then the English even if you don´t understand a word:rock:

Roghain
10-13-07, 10:49 AM
Just one thing...

To all those who took the time and trouble of creatring these guides, tips or simply advice for us amateurs at the game:

Cheers. Your efforts are appreciated beyond just a post here. :up:

T.Von Hogan
10-17-07, 02:06 PM
I downloaded this game about 3 years ago..... installed the 1.4 download earlier this year. Very nice addition to the game btw. Have taught myself many of the basics for surviving but have a question on the gwx mods. Do i download them all even being 1.4
Thanks in advance for answering my stupid question

Did enough reading while here to answer my own question thanks again for some very good work. Cya's somewhere in the atlantic :)

Rudel-UIT
10-26-07, 05:20 PM
Great Post...Gonna get my boat outa drydock and start scoring some tonnage. Been awhile.

http://www.geocities.com/astephenconte/typeixb.gif

sasquatch
11-13-07, 09:01 PM
very useful info. I'm on my first career and can use a lot of help...

Gunfighter
11-24-07, 09:10 AM
Ok guys I know it has been asked before,When I tried to install SH3 on to a new computer I got the ERROR message from the protection System (B*&^* ^ $)
Anyway around this ?????:damn:

robj250
12-05-07, 10:52 AM
Hi all.

I have a stupid question.

On the ruler when you draw a line using it, there are numbers along the ruler. What are these numbers?

I have to travel 31.5 nm and then 11.4 nm.

How do I measure this on the Nav Map?

Rob

sparkomatic
12-05-07, 11:38 AM
wish I had seen this thread like 2 weeks ago...would have saved a lot of "search" button useage...no idea how I missed it