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Old 03-20-09, 05:22 AM   #1
Snorkle
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Default Ahoy! N00b Kaleun reporting in

I started my first career in the stock game this week and am now on my third patrol off Scotland with five merchants to my name and no losses. Playing it rather safe I must admit with autoshot until I get into the groove, expecting to graduate to full realism shortly.

Seeing as I must get within 800 m to positively ID targets, I suppose I can use a standard torp setting for short range 90 degree shots against ships in the 4-8 knot range? Long range shooting at awkward angles doesn't seem profitable, and I don't fancy math much!

I wish the crew could help me ID ships - I let a Polish merchant slip by for want of timely flag intel.

Thus far I haven't had much use for the radio operator - I haven't seen any incoming messages yet, and haven't sent any either - is there any compelling reason why I should report sightings and combats?

On my first patrol I limited myself to low TC settings but have grown less patient over time... though the immersion factor and sense of reward is greater at low settings. Conundrum!

Kudos for a very informative and friendly forum - it is indeed the least confrontational one I've seen yet on the net!

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Old 03-20-09, 05:53 AM   #2
TheDudTorpedo
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Welcome Snorkle You have just signed up to one of the most friendly and helpful forums around - now you will become addicted like the rest of us

To answer some of your queries:

1. A torpedo requires a minimum arming distance of 300m - do not attempt a shorter range or your torpedo will bounce harmlessly of the ships hull.

2. The radio operator is an important member of the crew, especially later in the war when radar becomes available for your boat (the radio operator scans and reports radar contacts which you must heed to survive). He also warns you if someone is attempting to paint you with their radar. Regarding the reporting of contacts/sightings...Im not sure how critical that is apart from the immersion factor.

3. Watch crew more easily identify ships in good time if a) they are watch qualified (back in port consider carefully who should get that promotion!) and b) their morale is high (its amazing what a few medals will do to a sailors morale!). Once you consider that...you will find that very few ships will sail past you un-noticed.

I strongly recommend that you download and install GWX3.0 Gold - this is a FREE mod for SH3 which adds even more realism (without making the game neccessarily any harder) and great eye-candy and immersion atmosphere to SH3. You can download GWX3.0 Gold from here ---> http://www.thegreywolves.com/
Once you try GWX3 Gold, you will never, never go back again!

You might eventually also want to try SH3 Commander (also FREE) at a later stage. You can find lots of good information (and the download link) about SH3 Commander 3.2 here ---> http://www.subsim.com/radioroom/showthread.php?t=147237

Good hunting
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Last edited by TheDudTorpedo; 03-20-09 at 06:16 AM.
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Old 03-20-09, 06:02 AM   #3
Oneshot/Onekill
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Welcome to the wonderful world of submarine simulation.

I would strongly recommend SH3Commander 3.2, it is also a free software install, and a must have before you leave on your next patrol.

I would only add to TheDudTorpedo's comment about GWX3.0 Gold that it is the ultimate immersion experience for SH3. But it does increase difficulty to a more realistic level. Especially in ASW evasion and aircfaft evasion, and or engagements. But after a short amount of time playing the vanilla version, trust me you will hunger for the added challenge.

Good luck, good hunting, and Semper Fidelis.

P.S. The only stupid question is the one that is not asked.
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Old 03-20-09, 06:18 AM   #4
Snorkle
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Thanks, I've eyed them mods already and will proceed as recommended

One thing tho, I dl'd the game via Steam (dumb? probably) - will that affect mod installation? I don't have a backup disc for the game. I read that you could copy the game folder to a hard drive or burn it to a disc for safekeeping, so I'll probably do that before attempting any patching.

Another Q: is there a way of editing waypoints? I.e. if I have an elaborate patrol track laid out and stumble on a contact, I'd like to add or move existing WPs rather than erase the whole shebang.
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Old 03-20-09, 06:24 AM   #5
TheDudTorpedo
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I'm not sure if the STEAM version is any different - however, make sure the game is V1.4b before installing GWX3.0. Someone here will be along shortly to help you with the STEAM question I'm sure.

Im sure there is a way to add waypoints into an existing 'track', but for the life of me I cannot remember now....it's something like holding down CTRL+clicking or SHIFT+ clicking I think...but I am happy to be corrected. Again, Im sure as others log on here they will guide you in the right direction...if there isn't a reply by tommorrow I'll go test it and find out and post back here.

To move a waypoint : in the MAP screen, select the waypoint tool (the triangular icon), click and drag an existing waypoint to a new location, then release and right click.

Regards
Dud

PS I edited my first post to answer some of your questions as you were replying, so be sure to read over that again in case you missed that..
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Old 03-20-09, 06:50 AM   #6
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welcome to subsim, enjoy your stay
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Old 03-20-09, 07:03 AM   #7
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Welcome to Subsim.com

Enjoy!

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Old 03-20-09, 07:32 AM   #8
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Tee hee hee, n000b!!!

Welcome aboard.
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Old 03-20-09, 08:59 AM   #9
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Welcome to this motley collection
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Old 03-20-09, 09:41 AM   #10
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Quote:
Thus far I haven't had much use for the radio operator - I haven't seen any incoming messages yet, and haven't sent any either - is there any compelling reason why I should report sightings and combats?
GWX 3.0 adds historic radio messages that your radioman will report to you. Sending contact reports have a small chance of resulting in Luftwaffe attacks on your contacts if you are in range of a friendly airbase. Generally this is only worth it if you're close to the coast of France, Norway, or in the Med.

The radio operator's major benefit to you is that they man the hydrophones and, later in the war, the radar system. This is where it counts to have a qualified radio operator. Better radio operators will catch more ships on the hydrophone and radar.

Quote:
Seeing as I must get within 800 m to positively ID targets, I suppose I can use a standard torp setting for short range 90 degree shots against ships in the 4-8 knot range? Long range shooting at awkward angles doesn't seem profitable, and I don't fancy math much!
You should ideally be having your torpedoes hit at close to a 90 degree angle as possible, regardless of distance. Oblique angles will increase the number of duds you experience. Slower torpedo speed settings increase the range on your eels, but as I usually don't take any shots longer than 2000 meters it's a moot point to me. The high speed setting has plenty of juice to hit my targets inside of 2000 meters and it gives them less time to spot the steam trail on my torpedo.

As far as mods go, I'd recommend using SH3 Commander, regardless of what other mods you're using. The ability to tweak your game even further than what the in-game options allow and the immersiveness of creating a captain profile with names and cargos of the ships you've sunk can't be beat. Of course you can use my SH3 Commander portrait add-on here to increase the number of Kaleun portraits available to you in SH3 Commander: http://www.subsim.com/radioroom/showthread.php?t=148060

It's true what they say about GWX 3.0 though...once you play with that, you'll never go back to stock.

Welcome aboard!
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Old 03-20-09, 11:22 AM   #11
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Welcome aboard Snorkle
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Old 03-20-09, 11:26 AM   #12
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To add a waypoint to an existing set of waypoints, other than at the end:

Goto the Navigation map <F5>
Select the waypoint tool
Mouse over the waypoint after which you want to insert the new waypoint
Hold down the <Ctrl> key while you move the mouse to where you want to place the new waypoint.
Release the <Ctrl> key and move the mouse to a blank spot on the map.
Right-click.

The method to move an existing waypoint is almost the same. Repeat the above steps, except hold down the left mouse button as you move the mouse cursor from the current waypoint location to the desired location.
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Old 03-20-09, 11:45 AM   #13
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Welcome aboardSink'em all
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Old 03-23-09, 02:33 AM   #14
Snorkle
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Thanks for the welcome and helpful info
I've advanced to a Type VIIB and what a beut she is - loads of torps and finally a deck gun.

I haven't been depthcharged at all yet besides the odd Hurricane coming in (much too fast and with wonky flight modelling). Thus far all my attacks have been at 90 degrees and inside 1000 m, usually between 500 and 700 m. Can't really miss then, though I had one GII torp spontaneously combust in mid run. I've found it exceptionally easy to intercept and set up attacks, especially after noticing the Lock feature hehe.

Still waiting to experience a full-blooded convoy battle.

Now some Qs: torp speed, I suppose the settings S, M, F means Slow, Medium, Fast? I've been using the default setting (S) with run times at 40-65 seconds, and that seems fair enough.

Transfer - I'm in 1st Flotilla still (Feb 40) and I guess if I should go somewhere it's off Ireland? I haven't had the nerve to pick up the phone yet to see what will happen! hehe

Shallow water - depths of 30 m seems kinda risky should I get ganged by DDs, yes? I miss a seabed topo map.
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Old 03-23-09, 03:15 AM   #15
TheDudTorpedo
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Well, you seem to be doing quite Ok.....BUT...remember its early days and things get more trickier as the war progresses

SMF are indeed slow, medium, fast. You can vary speeds depending on each situation as it is required. Some eels only have a slow setting though.

Transfers can be fun, but bear in mind that some flotilla's only offer certain types of boats.

Yes shallow water is not a submarines best friend. As the ware progresses you will soon learn that depth and stealth are the U boat's best friend.

Enjoy these easy days you are experiencing
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