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Old 07-27-10, 03:17 PM   #2
maillemaker
Sea Lord
 
Join Date: Apr 2007
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I recently came into contact with the subsim genre by watching a trailer and gameplay footage of Silent Hunter 5. I was really impressed by the graphics and gameplay, and instantly wanted to get my hands on it. Luckily I read about the high system requirements and the ocean of bugs that plague the game. I was really looking forward to be a part of the Battle for the Atlantic, which is why I decided to go for Silent Hunter 3 instead.

Now my only problem is with learning how to play decently on this damned thing :P Now I was thinking of starting out playing on 100% realism after completing the academy, trying to do everything manually, no updating marks on the map or anything, just to start off learning good habits and the science behind sinking ships :P However, I'm starting to have doubts regarding my approach, mainly because of the steep learning curve I would be about to face. So my question here is is what I'm trying to do feasible?

Also, I was wondering if anyone could point me to some tutorials covering the main aspects of the game, not covered in Naval Academy, or explaining more complex techniques, theories, etc. I found a link to Wazoo's tutorial here on the forum, however most of the links there pointing to the various handy mods are broken, so I was wondering if anyone could point me to a place where I can still download them?
And what's up with this elusive "Community Manual" that I see popping up on the forum, yet no decent link pointing to it.

I hope you can help out a poor noob in distress. I am literally amazed that despite the age of this game this community is still so active, although a bit "closed in", seeing that most of the information available isn't noob friendly because the link are outdated.

Anyways, Cheerio!
Welcome aboard!

One of the first things I would recommend is to download and install the GWX 3.0 megamod. This really makes SH3 a new game. I'd also recommend the Lifeboats and Debris mod, and the Torpdeo Damage Final mod.

GWX comes with this thing called JSGME which allows you to enable and disable mods with ease. You will need to use it to enable some of the mods that come with GWX but are not enabled by default, such as Enhanced Damage, and 16Km rendering. Of course the horsepower of your computer will dictate whether or not you want to enable some of these mods.

I run 100% realism, though with map updates still turned on.

An easy way to manually target ships is to use the Fixed Wire method. Fixed Wire negates the need to know the ship's range.

Here is fixed wire:

1) Turn sub on a heading just in front of target ship's track. Set scope bearing to 000.
2) As target ship's bow crosses the vertical reticule, start the stopwatch. As target ship's stern crosses the vertical reticule, stop the stopwatch.
3) Identify the target in the Ship Recognition Manual. This lists target length.
4) Determine target speed by the following forumla:

(Ship Length In Meters) * 1.94 / (Time in Seconds)

5) Go to TDC menu. Enable manual data entry. Dial in target speed. Set Angle on the Bow (AoB) to either 90 degrees port or starboard, depending on whether you are to the port or starboard of the target. Turn off TDC.
6) Go to scope. Set bearing until gyro angle is 000.
7) Go back to TDC. Turn on TDC. Tweak AoB back to 90 degrees. Turn off TDC.
8) Go back to scope. Tweak bearing until gyro is 000. Repeat 6-8 as necessary until you've got your TDC set to 90 degree AoB and your scope bearing gives you 000 gyro angle.
9) Open tube door(s). Wait for target to cross vertical reticule and fire.

The torpedo should strike the target where the vertical reticule was on the ship when you fired.

Some historical things I have learned here that you can observe or ignore:

1) Historical uboats only carried steamers in their external stores. The game lets you carry steamers or electrics externally.
2) Historically the periscope could only withstand the pressure of traveling at a couple of knots.

Sink 'em all!

Steve
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