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-   -   What rules you have in SHIII? (https://www.subsim.com/radioroom/showthread.php?t=91653)

svenks 04-07-06 06:39 AM

I have only a few:
DiD - except for my current career, which I from the beginning decided I would use a 'honing of skills' career. And since you need more skills later in the war, I decided to 'strech' my career. Haven't needed it yet, but once I was very close... The skill-honing also includes re-doing an attack, if I'm not satisfied with the results.
No torpedo loading in bad weather = unable to man guns. Max value set to 8. This I stick to, even if it hurts! And I think the 'Engine stop' is worth adopting - I just hadn't though of that.
Always check the scope before surfacing (as if I had a chance to spot an aircraft :roll: )
Always return to port - and the sweet nurses :)
And I do try to reach my patrol area - but if my course takes me north of Ireland and I stumble on some convoy, well... :arrgh!:


BRGDS
Sven

SubSerpent 04-07-06 06:46 AM

1 shot, 1 kill










unless it doesn't sink


then 2 shots


in case of highly unrealistic GW damage modelling


perhaps 3 to 5000 shots!! :nope:

Dowly 04-07-06 07:04 AM

Quote:

Originally Posted by SubSerpent
1 shot, 1 kill


unless it doesn't sink


then 2 shots


in case of highly unrealistic GW damage modelling


perhaps 3 to 5000 shots!! :nope:

Dont spread this all over the board. People just think that GW is all crap and wont even try it. I have had not a single problem in GW. The torpedoed ships sink or if not sink, they fall out of the convoy.

Khayman 04-08-06 04:17 AM

1. Don't snort, you're virtually deaf and blind. Install Jungman's SensorPak mod instead. I've survived 1944 and am just starting 1945 and I've never used the Snorkel. My radar warning detectors have always given me plenty of time to dive and evade.

2. Don't crash dive in shallow water

3. In later years, about 1942-43 onwards I think, never approach an unarmed merchant while surfaced in broad daylight to use the deck gun. Before you get close enough they'll have called out about sixty million aircraft and your life will suddenly become difficult.

STEED 04-08-06 05:35 AM

I only have one real rule survival.

Skubber 04-08-06 09:36 AM

Quote:

Originally Posted by bsalyers

(2) Stop playing to eat and bathe every 24 hours whether I need to or not.

:rotfl: :rotfl: :rotfl:

Surprising how important this one can be. And you have to reduce that to every 12 hours if you are married.

Heibges 04-08-06 04:02 PM

Submarine Commanders Handbook

28). The possibility of using the hydrophone to help in detecting surface ships, should, however, be restricted to those cases in which the submarine is unavoidably compelled to stay below the surface. The hydrophone must not lead to inactivity (passivity) underwater, which would be wrong; it is an auxiliary instrument and no more, and can never be a substitute for ocular perception and surface viewing. As soon as visibility allows, the place of the submarine is on the surface. Otherwise valuable opportunities of attack are lost.

The problem with every subsim dating back to Silent Service, is that in a gamey sense hydrophones are as effective, if not more effective than surface search radar. I have found it is impossible to get realistic results, by using hydrophones in more than the prescribed manner. I just find it too easy to find targets that way. My way, on 1/3 of my patrols, I don't see anything.

Torvald Von Mansee 04-09-06 12:28 AM

Hmm...I never thought about it, but I guess that I do have rules.

I like to conserve torpedoes, if at all possible, so I use the deck gun if I have a chance, first. That came orignally from my not really using torps effectively, but now that I can, it remains. After all, it would be annoying to come across the Rodney or Illustrious and not have the torps to kill either.

I know it's not realistic, but I do like to use the "disembodied" eye/camera, because that just makes the game more fun. And if I happen to have unusually detailed information from that not otherwise knowable, I'll just put it down to my skipper having some incredible 6th sense abilities.

I won't do the "dead is dead" thing, as I fully expect my guys starting in '39 to actually NOT make it to the end of the war, alive. The question is: how many times will they get killed? (Btw, I notice that most of the u-boat aces had their careers over by '41, possibly '42. I guess the game doesn't model being promoted to a shore posting)

I still need to get the gramophone feature to work. I may make a point to only get recordings that would have been availabe at the time, e.g., Caruso or whatever. Yet I'll still probably have Cream blasting, and imagine a British hydrophone operator on board a DD asking himself: "WTF is that?!?!?!" [<---uuuuuuh, why is the acronym signifying "wave to friends" missing? Rhetorical question, actually, but it seems silly to have a filter for that]

I never thought about the fuel/food thing. It would seem bizarre to be able to return to Brest/La Rochelle/Kiel from the Grand Banks w/a 1% fuel reserve. Wouldn't the game just kill you, then? I don't actually know, as I haven't finished my first patrols, yet. I don't know how much food u-boats would carry, though I suspect they could probably replenish supplies somewhat by fishing and perhaps a jerry-rigged cistern (I just noticed a theoretical pun, there).

Dowly 04-09-06 02:19 AM

Heh, stupid me. Why I haven´t though about that fishing thing before! :damn:

Addition to my food rule:
If the seas have been calm for 5 days and there has been no aircraft attacks in 2 days, I roll dice.

1, 3, 5 = 5% to food supplies
2, 4, 6 = 10% to food supplies

Oh and as I´ve been reading your rules, I now realise how many rules I infact use! :o

GOZO 04-12-06 07:45 AM

Skubber said:

Quote:

Surprising how important this one can be. And you have to reduce that to every 12 hours if you are married.
_________________

oooh! That´s the problem :hmm: Does it include shaving as well? Getting too hard into a carachter can give unwanted results. :o

Will try it next patrol :up:

Cheers ;)

Per


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