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9emini 01-11-09 07:11 AM

Greetings
 
Hello friends

Just starting learning SH3 over past few days and am persisting with 'initiation by fire' (i.e. realism = 100%) despite some frustration. Never tried a sim before (unless X-Wing Alliance counts!) but this game is getting its teeth in me. Anyway - my career starts in '39 with the 1st flotilla and my initial sub seems pretty slow. I've managed to 'intercept' two merchant ships but they were travelling at medium pace (~9 knots) which is at times faster than my boat can handle (even on the surface)! So even keeping up with these boats was difficult, and getting in a good position to try an attack was impossible. Perhaps the idea is to complete the first few patrols without engaging even merchant ships, and gathering sufficient renown to purchase a speedier boat(?). Not sure - appreciate any advice re this (and thanks in particular to Wazoo and Dantenoc for their invaluable guides!).

meduza 01-11-09 07:24 AM

What boat do you have? Even the slowest Type II can go 12-13 knots in good weather. Maybe you are charging batteries, which slows you down. In that case, order your CE to stop charging.

Welcome aboard! :up:

Brag 01-11-09 07:38 AM

Welcome aboard, 9menimi! :D

The secret of a succesful attack is getting into a favorable position (ahead of your intended victim) without being seen. Take a peek at my kielman webbie for tactics and other articles.

Good hunting!

Jimbuna 01-11-09 08:46 AM

Welcome aboard 9emini http://www.psionguild.org/forums/ima...es/welcome.gif

I reckon meduza has already informed you of the reason....set your engines for standard propulsion.

You can use the external view (F12) if you have it enabled to check that both propellors are turning.

Lzs von swe 01-11-09 08:54 AM

Welcome 9emini:up:

Donīt go chasing after them if they are too fast, planes may find you. And they are faster then you.
Wait for some one to cross your T, then send it to the bottom.

Weiss Pinguin 01-11-09 09:00 AM

You can also ask the Chief Engineer if you don't have external cam enabled. (I imagine you don't, since you're playing 100% realism)


A submerged Type II is a slow bugger compared to its stablemates, but on the surface it can move fairly quickly. If possible, I'd try to manuever into position on the surface. If you're moving underwater, you'll definitely be left behind. :p

meduza 01-11-09 09:54 AM

@9emini
Besides the external camera, there are three ways to determine if your batteries are charging.


Click on the CE/Propulsion. The current propulsion mode is highlighted.
http://img443.imageshack.us/img443/9053/eng1iv7.jpg



Look at the RPM gauge. The right engine is used for charging. If it is charging, the RPM is at the maximum. If you're at flank speed you won't see a difference, but if you slow down for a moment, you will.
http://img443.imageshack.us/img443/5753/eng3lj2.jpg



If the green light above the engine telegraph is on, the engine is turning the propeler, and not charging the batteries. Unfortunately that feature doesn't work for all types. I'm certain that it works with Type VII, and doesn't work with IX.
http://img443.imageshack.us/img443/2268/eng2qe5.jpg

@everyone
Is there a fix for this issue?

9emini 01-11-09 05:47 PM

What a helpful lot you are! Thanks to all who replied - my batt was indeed being charged and I can zip along far more pacily now in standard mode. Woohoo!

Now am I right in thinking that some of you fanatics play this game without time compression / pausing?!?! Even when leaving / approaching base? That's hardcore!

At the risk of exhausting your patience, I'd be grateful to know which one of 'morale', 'endurance', and 'resilience' (more than one perhaps?) contributes to the green bars visible above e.g. the 'bridge' and the 'command room' on the 'crew' screen (F7). Is there any advantage to be gained in filling the bar of (say) the electric engine room beyond the level (about halfway?) required for the engines to actually operate? And relatedly, is there any point in continuing to add crew to that room after its green bar is completely filled? I'm guessing that one advantage is that the time before the crew needs to be rested is lengthened.

I'm also guessing that the red exclamation mark that appears over a crew member denotes that the guy's endurance is <50%. Is the mark just a handy indicator of this fact, or does it denote something more serious?

Regards etc (and fully expecting cries of RTFM!!! :cry:)

meduza 01-11-09 08:08 PM

I'm not realy sure which of the characteristics fill the green bar, but I know the fatigue empties it. :D And when a crewmember is fatigued, the exclamation mark appears.

There's no need to have engines room green bar completely filed, just be sure it's more than a half full.

It's a different story for torpedo rooms, guns and radio room. The bar affects loading times and sonarman's detection ability.

Weiss Pinguin 01-11-09 09:14 PM

If a crewmember loses too much stamina he'll be unable to function, and if he loses anymore, he can die. Always good to check up on your crewmen every so often.

GoldenRivet 01-11-09 09:30 PM

Welcome aboard!

A Very Super Market 01-12-09 12:45 AM

Wait, what? I never knew your crewmen die from being overworked.

Sounds like I need to rearrange my shifts...

Weiss Pinguin 01-12-09 12:49 AM

Yep.


At least I'm pretty sure they do... :hmm: I don't really feel like finding out at the moment.

TarJak 01-12-09 12:54 AM

Never seen em die from overwork just keep working but sooooo sloooowwwwly that you end up going nowhere until you get some rested crew into the engine room.

They will die if they get too tired whilst fixing damage and the compartment floods though.:lol:

FIREWALL 01-12-09 02:31 AM

Just wanna say welcome. :D


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