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Old 12-26-06, 11:51 AM   #1
danurve
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Just a little help on some basics

Grüße; While learning the sim I have discovered a few things about how I play for now, and seem to have a few new player questions. Perhaps some of the game vetrans can help me out, I haven't run a sub-sim since SHII about a year before III was released!
Going though repeated academy lessons to try and learn the basics and what to/not-to do. If I order 'man the deck/flak gun' even on fire at will the crew usually does better then me in manual mode. At first that made me think it could take away some of the fun of blasting things myself. But wait a minute if the crew is dealing with that while fighting off a patrol - aircraft I can tend to damage etc.
Two questons;
1) It seems I have aced the lessons but the first one for navigation still says 'Unsatisfactory results'! And as a result I belive that and the rest of the results say 'No Exam'. Could someone help me unravel that or explain what the stick in the mud is? Thanx.
2) If I want to surface and use the deck gun imediatly (asap) here I get stuck or bottled up. Friggin watch crew goes up sure, but no Watch Officer is right there to use / issue commands. Using F-7 kills alot of time, can't seem to find a way or havent learned the shortcut if there is one to manning the deck arms to use on a persuing craft. Double clicking on the gun like the manual says to auto asign a crew doesn't seem to do it, what am I doing wrong or missing?
I have gotten comfortable enough so far to try 2-3 of the single missions. Usually wind up scoring some good tonnage here mostly with the fore but have used aft tubes, but being new to SHIII this is where I then get my snot kicked. I'm a bit green on evasion and using the proper torpedo/settings. Im thinking I should use the lessons to find out but sometimes just when you start the convoy is already right in front of me - Bam.
Well that should be enough for now, I'd like to pick up more on the game play but not before I get the basics down.
New install with 1.4 patch. (Yup thats it for now)
2.0 mgz 3200 Amd w/1-gig ddr in dual channel mode | 256 agp - runs good except for the graphics on start up (intro). Also when Im very close to an explosion watching it the game gets a bit choppy.
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Old 12-26-06, 12:21 PM   #2
SilverGhost
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In the Naval Academy, each test has two buttons...a tutorial and an exam. Make sure you'r e pressing the exam button if you want credit for the test.

In the navigation exam...you must pay attention to the radioman and press "M" to pick up your radioed instructions...follow these instructions to pass.

To manually take the deck gun, first you have to instruct your Watch Officer to "man the decks" to get your gun crew topside...then press "F10" to take control of the deck gun. If you don't man the decks...you cannot traverse and load...there's two other seamen helping you.

Evasion is the bread and butter of this game. Run very silent and run very deep...in a nutshell. Take your shots and get out of town immediately. I usually head in the direction of the convoy for a while and start tacking out - away from my victim.

Again...run in silent mode <3 knots (1-2 kts in GWX)...right to edge of your safe dive limit.
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Old 12-26-06, 03:17 PM   #3
danurve
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Thanx, I appriciate the help and I'll check into that.
I was also looking at the available d/l's and maybe the SetKey 1.11 mod might do the trick for getting deck arms to work in a way I'd like.
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Old 12-27-06, 01:07 PM   #4
Herr Russ
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Quote:
Originally Posted by SilverGhost
In the Naval Academy, each test has two buttons...a tutorial and an exam. Make sure you'r e pressing the exam button if you want credit for the test.

In the navigation exam...you must pay attention to the radioman and press "M" to pick up your radioed instructions...follow these instructions to pass.

To manually take the deck gun, first you have to instruct your Watch Officer to "man the decks" to get your gun crew topside...then press "F10" to take control of the deck gun. If you don't man the decks...you cannot traverse and load...there's two other seamen helping you.

Evasion is the bread and butter of this game. Run very silent and run very deep...in a nutshell. Take your shots and get out of town immediately. I usually head in the direction of the convoy for a while and start tacking out - away from my victim.

Again...run in silent mode <3 knots (1-2 kts in GWX)...right to edge of your safe dive limit.
"Again...run in silent mode <3 knots (1-2 kts in GWX)...right to edge of your safe dive limit."

Well said... Keep in mind your hull integrity. The more damage you take, the sooner you will be crushed at depth. On a recent mission, I could not dive past 25 meters as my hull integrity was in single digits.. Dang B-24's

Good Luck..
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Old 12-27-06, 01:18 PM   #5
mookiemookie
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A good thing to remember while evading is to make sure you show a small profile to the destroyer. What that means is try to stay facing directly towards or away from the searching destroyer, so that you present a smaller surface for his ASDIC pings to bounce off of.

A lot of people will tell you to immediately dive as deep as you can after taking a shot at a convoy. This, in my opinion, is wrong. Dive dynamically so that you don't lose time. Take her down to 50 meters. If you feel like they still have a lock on your position, go deeper in 25 to 50 meter increments until you lose them. Remember you're for all intents and purposes blind and lame while submerged. The longer you stay down, the chances of getting a second shot on the convoy decrease.
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Old 12-27-06, 01:25 PM   #6
AVGWarhawk
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Quote:
Originally Posted by mookiemookie
A good thing to remember while evading is to make sure you show a small profile to the destroyer. What that means is try to stay facing directly towards or away from the searching destroyer, so that you present a smaller surface for his ASDIC pings to bounce off of.

A lot of people will tell you to immediately dive as deep as you can after taking a shot at a convoy. This, in my opinion, is wrong. Dive dynamically so that you don't lose time. Take her down to 50 meters. If you feel like they still have a lock on your position, go deeper in 25 to 50 meter increments until you lose them. Remember you're for all intents and purposes blind and lame while submerged. The longer you stay down, the chances of getting a second shot on the convoy decrease.
I dive at high speed and reduce to 2 kts at about 40m which allows a very slow decent. So yeah, Mookie is right, sometimes you do not need to go to 150m. Sometimes just 50 will do and you can elude the DD. This allows you to pop back up for more torpedo action. As far as staying down and losing the second chance on the convoy....get their direction and allow yourself to fall behind. Prepare for your end round attack! You call the shots of when and where you want to attack! You can go after the same convoy all the way across the Atlantic. That hydrophone can
hear the vessels from far away and keeping tabs on them and then mad surface runs for the end round attack makes for a wonderful day at sea
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