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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Beginner Questions
Hello
I have recently began playing SH3 (56% realism). I have to say I really enjoy it. However, there are a few things I wanted to clear up. Before I ask, just for reference, I have the following mods installed: GWX3 Gold SH3 Commander Resolution Fix 1). I just wanted to make sure I started my career in the right place. If I understand this correctly, the different flotillas are different campaigns? Whenever you finish one, do you begin the next with the same captain/career? 2). I picked the 1st Flotilla, 1939 as a starting place. Is this typical/good place to get bearings? 3). By pressing R it takes you to the radio. What can I do there? Does it serve any actual gameplay purpose to change to that view? 4). How do you adjust the "Ambient Volume" button on the hydrophone interface? 5). Any advice on manual targeting? I have been using this video as a reference to learn: I have seen several websites linked for manual targeting, but they all seem to have been taken down. 6). Best advice on gauging speed? I have been using the a). mark, b). wait 3:15 min, c). mark again, d). measure distance between two marks and multiply by 10 7). I have found that when I miss a ship it will start evasive maneuvering, making it much much harder to hit, or so it seems. Do they ever stop this swerving/evading pattern of motion? Any advice on attacking the same targets more than once? I appreciate the replies/advice/comments! |
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#2 | |||||||
Eternal Patrol
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WELCOME ABOARD!
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That said, the game allows you to run more than one career at a time. I usually have one going from each available command, a habit I picked up playing SH1 all those years ago. Quote:
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“Never do anything you can't take back.” —Rocky Russo |
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#3 | |||||||
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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The primary purpose of selecting a flotilla is to determine what port you will sally forth from, and which uboat types are available at that port. Quote:
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Typically, when I know the speed of a target and it starts to zig-zag, I will reduce the target speed by 1 knot to help insure a hit. Steve |
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#4 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Thank both of you for your replies.
@Maillemaker What exactly are map contacts? Are those when blips show up on nav. map saying "Unknown, N NE, Slow" ? Also, in the campaign I mentioned earlier, I am in one of the coastal craft, the small U-boats. I find that the only way I can make my patrols is going the whole way at 1/3 or less speed. Is this unusual? Time-wise it really isn't so bad with TC, but I am just wondering in general. As a quick aside, there IS the Kiel Canal (possible shortcut?), but I find you cannot use TC in it and so it would take an inordinately long amount to travel it! Also, if I run out of torpedo's it seems that if I dock in a friendly port (to resupply) and have NOT completed or arrived at my patrol grid, upon leaving the friendly dock I am told to just return home to my original beginning port (Kiel in this case). So, don't dock until you have completed patrol I guess, if you want to keep hunting? Will they ever radio you to come home if you stay out hunting and just keep resupplying at friendly ports? Also, if anyone cares to, are there any highly recommended mods that come with the GWX3 Gold install but are not enabled by default? (e.g. 16km atomsphere) Thank you all in advance! I am excited to learn as much as I can ![]() Haha, the acronyms! They are taking hold! ![]() |
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#5 | ||
Watch
![]() Join Date: Nov 2013
Location: unknown
Posts: 17
Downloads: 51
Uploads: 0
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Hi Nukesub
![]() I also use GWX3\Commander\Res.Fix.There are many more you can check Downloads section. Quote:
This is a very simple and effective method for attacking single ships and convoys. After making several attacks you will remember the sequence of actions. Quote:
![]() I hope this will help you Good luck [I use google translator ![]() ![]() |
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#6 | |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Thank you for pointing out that targeting guide. I didn't realize there was a version of it saved on the website. I always clicked the links that let me to the downed website. On that note, there are some mods listed in it that I cannot find! Etchasketch’s BRILLIANT AoB finder wheel Devnull's EXCELLENT 1 degree scope marking Mod Does anyone know where I can find these? Many thanks! Oh, another note, I noticed there is an anchor on the side of the U-boats. Is it possible to drop anchor in SH3? |
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#7 | |||||
Eternal Patrol
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http://www.subsim.com/radioroom/showthread.php?t=170090
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#8 |
Gefallen Engel U-666
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Nukesub!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#9 |
Chief of the Boat
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#10 | ||||
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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What I am talking about is if you have Map Contacts turned on, as soon as you raise your periscope, or if you are surfaced and your deck crew has spotted them, little ship icons will appear on your nav and attack maps. If you zoom in on the map you can even tell what kind of ship they are by the size and shape of the icon. And of course you can determine exactly their heading and speed. It is basically a "God's Eye" view of the battlefield. The 3:15 method works perfectly to determine speed when you have Map Contacts turned on. Quote:
![]() I start from Wilhelmshaven with a Type VII, and upgrade to a Type IX as soon as possible. I want a big deck gun and lots of torpedoes! ![]() Quote:
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[quote[Also, if anyone cares to, are there any highly recommended mods that come with the GWX3 Gold install but are not enabled by default? (e.g. 16km atomsphere)[/quote] I like the long-range atmosphere mods. You'll also want the late-war sensor mods in late war, so you get the radar detector on your snorkle. Steve |
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#11 |
Samurai Navy
![]() Join Date: Dec 2008
Location: Ontario,Canada
Posts: 550
Downloads: 105
Uploads: 0
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Just got my copy of SH3 today, got it installed and it is 1.4, so.....
should I mess with the stock version or dive right into the MOD's ? ![]() |
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#12 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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Personally I would only start with stock to be able to experience the difference (in praise of the mod-creators). If you don't care (you are in appraisal anyway
![]() But do realise, some bugs and quirks originated or happened in stock too. So be careful if you come up against something weird and you attribute them to any mod you are using. There is a good chance the mod-creators know about it but can't do anything about it. |
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#13 | |
Samurai Navy
![]() Join Date: Dec 2008
Location: Ontario,Canada
Posts: 550
Downloads: 105
Uploads: 0
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the only reason I asked was all the things I heard about the great Mod's for 3, figured being an "old timer " here might affect what players would suggest for me. |
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#14 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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Yeah I'm torn. On one hand, the GWX and other mods are so great, it's sad to think of missing out on them. On the other hand, you'll never appreciate how great the mods are until you play stock.
Something as simple as the Torpedo Damage Final and Lifeboats and Debris mods are huge game enhancers beyond stock. Steve |
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#15 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Ahoy fellow Kaleun's!
Got a few new questions here. My busy schedule hasn't allowed me much time to enjoy this awesome game but in the moments I have had I have been experimenting with several different aspects of it! New questions! ![]() 1). How long do torpedo tubes stay open? And how can I confirm they are open other than a visual inspection with the camera? I ask because I swear there have been times when I know I hit open, TCed a bit, and then fired and had the delay of the tubes opening 2). What is the destroyers behavior? Do they always actively ping beneath them or do they only do it when they suspect a sub? 3). Is the games pinging/sonar based on movement? Say I hit 120m and stay still, will they move off looking for me or constantly depth charge the last spot they heard me? 4). Are sub nets physical objects that can be seen in the game? Any advice or spotting/avoiding them? 5). I've noticed sometimes when I am being depth charged that the depth charges "seem" to make my sub drop quickly when they explode next to it, even if I am trying to rise. Is this an effect of them? Or am I just crazy? Thanks in advance! ![]() |
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