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-   -   Returning from 1st mission in GWX my observations (https://www.subsim.com/radioroom/showthread.php?t=140764)

Drakken 08-18-08 07:03 AM

Quote:

Originally Posted by Chisum

No, it is under "Time Compression". Just click on "Particle rendering" and "When in 3d views", set both of them to 256, and voilą! :up:

Pisces 08-18-08 07:26 AM

Quote:

Originally Posted by Paulverisor64
On the way back I made several ship contacts. As some of these were made at a distance I tried tracking them down. I lost 2 of these ships before it dawned on me that the compass heading and bearing of the ship are 2 seperate things. :cry: I have a feeling that I'll have a slow start when the war begins. The tutorials set up a couple shooting at fish in a bowl scenarios; when the true to life type situations occur it will be very challenging.

Yup, add your course and the hydrophone/periscope bearing together and subtract 360 degrees if over 360 degrees, that is the course ("true bearing") towards the contact. But you want to lead that direction a bit (trial and error) as he moves sideways. Increase your lead until he appears to stay on the same true bearing. That means you must do "sprint-listen-adjust course" every 15 min/halve hour or longer.

Also, you DON'T want to intercept him submerged, your electric engines are far to slow. Surface and flank or better "all ahead" (almost as fast but better mileage).

As for the Kiel canal, I remember somebody said to place a waypoint on the Kiel inbound point (before pressing the "Kiel inbound" order) instead of physically moving over it. Haven't tried it yet though.

dalton74 08-18-08 08:55 AM

[quote=Pisces]
Quote:


As for the Kiel canal, I remember somebody said to place a waypoint on the Kiel inbound point (before pressing the "Kiel inbound" order) instead of physically moving over it. Haven't tried it yet though.
I have a question about the kiel Canal. When I go through I cannot set time compression, because there is so many traffic. Due to that the trip through the canal takes hours! (real ours). What do I wrong?

KeptinCranky 08-18-08 09:40 AM

The trick to speedrunning the Kiel Canal (and other places too) is to set the "when near land" TC setting in sh3 commander to 128 or 256x.

I think GWX does this without sh3 commander too, but it has happened to me repeatedly with the first time I run a newly installed game that this doesn't work..

The second time, and after that ,work as intended.

It pays to start up and run a quick test patrol then exit the game completely before beginning a for real campaign. just to let the game get all the config settings right

Sailor Steve 08-18-08 09:56 AM

I don't think his problem isn't 'When Near Land', it's being kicked back to 1x because of sighting ships over and over. Dalton74, I have the same problem. I was told to remove the Watch Officer. If he can't call out "Ship Spotted!" then it won't slow down. For some reason I still get knocked back to 1x. Good think I like taking my time.

Maybe it will work for you, though.

Jimbuna 08-18-08 10:04 AM

Based on Steve's post above....has anyone tried the obvious and tweaked the 'ship sighted' value in Commander :hmm:

Murr44 08-18-08 10:12 AM

Quote:

Originally Posted by meduza
Quote:

Originally Posted by dalton74
Can you use external torpedeos only by good wetter? I tried to load them to my tubes. But they won't move. Maybe to slipy to move the torpedos?;)

You can access the external reserves in any weather (which was not possible in real life), but you can't directly load them into the tubes. You have to move them to the internal reserves first (the slots below the sub in the weapon management screen).

Like some other people I've made it a rule (self-imposed) not to load external torpedos in wind speeds above 6 & to load them with decks awash (setting the u-boat's depth to 6-7 meters). This self-imposed rule can cost some tonnage if I get nothing but rough seas during a patrol but I think that it adds some realism.

meduza 08-18-08 10:27 AM

Quote:

Originally Posted by jimbuna
Based on Steve's post above....has anyone tried the obvious and tweaked the 'ship sighted' value in Commander :hmm:

I set it to 4x. It's a bit pain in the port, but adds a few precious seconds when you most need them.

Jimbuna 08-18-08 10:36 AM

Quote:

Originally Posted by meduza
Quote:

Originally Posted by jimbuna
Based on Steve's post above....has anyone tried the obvious and tweaked the 'ship sighted' value in Commander :hmm:

I set it to 4x. It's a bit pain in the port, but adds a few precious seconds when you most need them.

I was thinking you might raise it to x64 or whatever, then change it back to your preferred setting when you exit the canal.

Reise 08-18-08 12:27 PM

Only drop to 8x for ship spotted
1x for aircraft
Take WO out and still drop to 8 just no shout

Not tried lifting TC for ship spotted as at high tc might be problem when it enemy warship :hmm:

Sailor Steve 08-18-08 01:52 PM

Quote:

Originally Posted by Reise
Only drop to 8x for ship spotted
1x for aircraft
Take WO out and still drop to 8 just no shout

Not tried lifting TC for ship spotted as at high tc might be problem when it enemy warship :hmm:

What Jim was suggesting was setting it for high TC until you leave the Canal, then exit the game and reset it to 8 or 1. I might try that, but I'm afraid I'll forget.:88)

Jimbuna 08-18-08 03:34 PM

Quote:

Originally Posted by Sailor Steve
Quote:

Originally Posted by Reise
Only drop to 8x for ship spotted
1x for aircraft
Take WO out and still drop to 8 just no shout

Not tried lifting TC for ship spotted as at high tc might be problem when it enemy warship :hmm:

What Jim was suggesting was setting it for high TC until you leave the Canal, then exit the game and reset it to 8 or 1. I might try that, but I'm afraid I'll forget.:88)

Impeccable and precise as always sir :up:

Pisces 08-18-08 03:41 PM

I set the "ship sighted" value to 1, to prevent situations with me being off-guard from developing into "shells flying"/"merchant zigzag" situations. Very important! Or in the Kiel canal situations of the "close encounters of the really unpleasant kind". Even more important!! Sure, you need to crank up the TC again every time and then every time again a second later. But the canal doesn't take that long compared to the rest of the patrol. It saves your bacon and ensures a steady flow of renown.

KeptinCranky 08-18-08 07:15 PM

Yep, I follow Pisces' method, just crank it right back up again after every ship spotted in the Kiel canal :up:

Steeltrap 08-18-08 07:57 PM

The fatigue is one of the most annoying parts of SHIII. It's one area in which SH4 is a vast improvement (having a watch bill where your crew 'rotates' automatically is realistic and removes all the highly annoying moving of crew).

I find it so annoying and unrealistic that I always use 'no fatigue' via SH3 commander. Not realistic, either, but I find the issue of micro-managing my crew to be such an impediment I just couldn't be bothered with it. It's exaggerated further by the, in my opinion, unreasonably bad weather - your crew is fatigued more quickly when on the surface in bad weather.

Yes, you can change the fatigue cut in through SH3 commander (as has been explained). The trouble is your crew also won't recover from fatigue when you are at TC levels where fatigue doesn't accumulate, so you're on a downward slope once you start getting any fatigue.

As I said, I find it all so irritating I just disable fatigue. If it 'added' to the experience, or were better managed, I would leave it, but it isn't - so I don't!


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