SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-11-14, 03:28 PM   #1
Lcdr
Swabbie
 
Join Date: May 2014
Location: Henderson (Las Vegas) NV
Posts: 8
Downloads: 20
Uploads: 0
Default SH 3 Deck Gun strategy and unrealisim

Understanding that SH 3 is an older gaming platform designed to play on older generation computers, I find that there are some unrealistic features of the AI in generating convoy composition and movement when attacked.
I am playing the original with only a 1.4 version upgrade atm.
Ship placement and movement is predictable, enabling attacks on the tankers only even in heavy fog, 15mps wind, heavy precip, from within the convoy at 300m range...periscope can lock on with ship barely visible.

If eels are used only against T2 and T3 tankers and deck gun used against
merchants it is possible to sink 200K tons plus on your first mission.

Unrealistic but possible.

As for the use of deck guns...the escort/s must be destroyed first, of course...Corvettes by the deck gun (best at night) and the destroyers by
night torpedo attack (track difficult to spot). Easiest to attack when they
return to a straight baseline course in front of the convoy from their zig-zag pattern of ranging ahead of the convoy.
The deck gun should be used at about 500-600 m range from 80-100 degrees AOB port or starboard. Gun should be fired at the waterline of the target (position cross hairs at waterline at that range) when the pitch of the boat is at the lowest and gun is at lowest point of pitch. Costal merchants and small merchants require 3-4 waterline hits to sink (depending on sea state) and often require you circle to the opposite side of the merchant once it settles for the final sinking shot. C2 cargo ships take 7-8 rounds at the waterline under the bridge to either break in two or explode...C3 cargo ships will break in two with 6-7 rounds at the waterline below the bridge (under the hollow passageway)...T2 tankers will explode after 6-7 waterline rounds at the first mast aft of the center works,
and the T3 tankers will require 7-8 rounds under the same mast.
All deck gun firing should be done manually,,,substitute HE rounds for the starshells and AP rounds.
Although probably not realistic (as is with the weather generating AI) but doable is using the deck gun up to 10mps wind conditions...(the weather
is rarely below 7mps when convoys show up)...

My question is...is the realism of convoy movement and ship placement im-
proved using mods such a Commander and GWX...and is the deck gun impact on the game enhanced or reduced with these mods?

Thanks for the feedback....Lcdr
Lcdr is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:31 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.