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-   -   Some newbie questions (https://www.subsim.com/radioroom/showthread.php?t=146321)

hito 01-02-09 08:41 PM

Some newbie questions
 
Hi, I'm just bought the game on steam, I'm very new on this, but I already have 2 questions:

1. Why the watch officer isn't auto assigned to the bridge station when I surface the boat?

2. Does the torpedoman specialization helps the weapon officer on calculating the fire solution?

Thanks a lot, I imagine I'll have a few more questions later, if I may.

gord96 01-02-09 08:59 PM

not sure why the WO doesnt go to the bridge. Its always been like that. I think mainly cause they dont want to shuffle officers around incase you have him doing something else.

The torp specialization is for quicker loading of torperdoes.

meduza 01-02-09 09:00 PM

1. I'm afraid that's how it is, and there's nothing we can do but move him to the bridge manualy.

2. No, but they will load the tubes faster.

Welcome to the Subsim! :D

Brag 01-02-09 09:08 PM

Hito, welcome to this nest of ruffians. :D

The other guys already answered your questions. It is a pain to haul the lazy bum from his bunk. His name is Bernard. :eek:

gord96 01-03-09 01:01 AM

heres another question. i cant remember as i just started playing again. with GWX 3.0 and SH3 Commander, when you stop at a milk cow or supply boat, does it automatically set the # of days at port to 1, or do you have to set that manually with SH3 Commander before you leave? :hmm:

Jimbuna 01-03-09 08:28 AM

The setting is automatic...welcome aboard hito http://www.psionguild.org/forums/ima...es/welcome.gif

Laufen zum Ziel 01-03-09 10:52 AM

Welcome.

Visit silent hunter addict for all SHIII goodies.

hito 01-04-09 06:06 PM

Thank you very much, everyone. I'm sure I'll find more questions in a few days.

Jimbuna 01-04-09 07:09 PM

Quote:

Originally Posted by hito
Thank you very much, everyone. I'm sure I'll find more questions in a few days.

I'm sure you'll receive all the help and advice you need http://www.psionguild.org/forums/ima...s/thumbsup.gif

Sailor Steve 01-05-09 02:44 PM

WELCOME ABOARD!:sunny:

Quote:

Originally Posted by jimbuna
I'm sure you'll receive all the help and advice you need http://www.psionguild.org/forums/ima...s/thumbsup.gif

And sometimes more than you want.:rotfl:

hito 01-07-09 02:35 PM

I'm curious about how my sonarman can distinguish a merchant sound contact from a warship one.

Is it possible in real life, or is it just because of my difficulty settings?

meduza 01-07-09 03:00 PM

Quote:

Originally Posted by hito
I'm curious about how my sonarman can distinguish a merchant sound contact from a warship one.

Is it possible in real life, or is it just because of my difficulty settings?

A warships has a very different sound than a merchant ship. It's hard to explain, just listen on your hydrophones and you'll hear the difference.

Hitman 01-07-09 03:02 PM

Quote:

Is it possible in real life, or is it just because of my difficulty settings?
It's possible in real life, and also in the game. If you go to the Hydrophone station and circle the needle around the dial, you will notice the big difference between destroyers (fast wish-wish-wish) and merchants (slow and bass sound thump-thump-thump). There are many reasons in real life for that difference, the mains being: Destroyers have boilers for a turbine engine (Constant movement) and the merchants piston engines (Hence the more noticeable push of every piston with a turn of the axis) and also the size of the screws (Larger for merchants, moving slow, and small for DDs, moving faster).

hito 01-07-09 03:14 PM

Quote:

Originally Posted by Hitman
Quote:

Is it possible in real life, or is it just because of my difficulty settings?
It's possible in real life, and also in the game. If you go to the Hydrophone station and circle the needle around the dial, you will notice the big difference between destroyers (fast wish-wish-wish) and merchants (slow and bass sound thump-thump-thump). There are many reasons in real life for that difference, the mains being: Destroyers have boilers for a turbine engine (Constant movement) and the merchants piston engines (Hence the more noticeable push of every piston with a turn of the axis) and also the size of the screws (Larger for merchants, moving slow, and small for DDs, moving faster).

That's very interesting!

I've read in one of the tutorials that you could estimate the ship's speed only by hearing and timing the blade's cycles. How is that possible?

mookiemookie 01-07-09 06:19 PM

Quote:

Originally Posted by hito
Quote:

Originally Posted by Hitman
Quote:

Is it possible in real life, or is it just because of my difficulty settings?
It's possible in real life, and also in the game. If you go to the Hydrophone station and circle the needle around the dial, you will notice the big difference between destroyers (fast wish-wish-wish) and merchants (slow and bass sound thump-thump-thump). There are many reasons in real life for that difference, the mains being: Destroyers have boilers for a turbine engine (Constant movement) and the merchants piston engines (Hence the more noticeable push of every piston with a turn of the axis) and also the size of the screws (Larger for merchants, moving slow, and small for DDs, moving faster).

That's very interesting!

I've read in one of the tutorials that you could estimate the ship's speed only by hearing and timing the blade's cycles. How is that possible?

If you could count the number of revolutions per minute, you could estimate the ship's speed. As the propeller blades move through the water, they make that "swish" sound. Add up the number of swishes you hear in one minute, and divide by the number of blades on the propeller, and you have your RPMs. Once you know the RPM's, you consult your handy dandy RPM to knots chart and there you go.

EDIT: That's how it was done in real life. if you'd like to try this in SH3, the tutorial is here: http://www.subsim.com/radioroom/showthread.php?t=107303


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