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#1 |
Seaman
![]() Join Date: Jan 2009
Location: Aboard the Galaga
Posts: 37
Downloads: 1
Uploads: 0
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Hello friends
Just starting learning SH3 over past few days and am persisting with 'initiation by fire' (i.e. realism = 100%) despite some frustration. Never tried a sim before (unless X-Wing Alliance counts!) but this game is getting its teeth in me. Anyway - my career starts in '39 with the 1st flotilla and my initial sub seems pretty slow. I've managed to 'intercept' two merchant ships but they were travelling at medium pace (~9 knots) which is at times faster than my boat can handle (even on the surface)! So even keeping up with these boats was difficult, and getting in a good position to try an attack was impossible. Perhaps the idea is to complete the first few patrols without engaging even merchant ships, and gathering sufficient renown to purchase a speedier boat(?). Not sure - appreciate any advice re this (and thanks in particular to Wazoo and Dantenoc for their invaluable guides!). |
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#2 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: on patrol
Posts: 1,035
Downloads: 40
Uploads: 0
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What boat do you have? Even the slowest Type II can go 12-13 knots in good weather. Maybe you are charging batteries, which slows you down. In that case, order your CE to stop charging.
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#3 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
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Welcome aboard, 9menimi!
![]() The secret of a succesful attack is getting into a favorable position (ahead of your intended victim) without being seen. Take a peek at my kielman webbie for tactics and other articles. Good hunting!
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Espionage, adventure, suspense, are just a click away Click here to look inside Brag's book: Amazon.com: Kingmaker: Alexey Braguine: Books Order Kingmaker here: http://www.subsim.com/store.html For Tactics visit:http://www.freewebs.com/kielman/ ![]() |
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#4 |
Chief of the Boat
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Welcome aboard 9emini
![]() I reckon meduza has already informed you of the reason....set your engines for standard propulsion. You can use the external view (F12) if you have it enabled to check that both propellors are turning. |
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#5 |
Ace of the Deep
![]() Join Date: Nov 2005
Location: Norrkoping, Sweden
Posts: 1,074
Downloads: 66
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Welcome 9emini
![]() Don´t go chasing after them if they are too fast, planes may find you. And they are faster then you. Wait for some one to cross your T, then send it to the bottom.
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#6 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
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You can also ask the Chief Engineer if you don't have external cam enabled. (I imagine you don't, since you're playing 100% realism)
A submerged Type II is a slow bugger compared to its stablemates, but on the surface it can move fairly quickly. If possible, I'd try to manuever into position on the surface. If you're moving underwater, you'll definitely be left behind. :p
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#7 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: on patrol
Posts: 1,035
Downloads: 40
Uploads: 0
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@9emini
Besides the external camera, there are three ways to determine if your batteries are charging. Click on the CE/Propulsion. The current propulsion mode is highlighted. ![]() Look at the RPM gauge. The right engine is used for charging. If it is charging, the RPM is at the maximum. If you're at flank speed you won't see a difference, but if you slow down for a moment, you will. ![]() If the green light above the engine telegraph is on, the engine is turning the propeler, and not charging the batteries. Unfortunately that feature doesn't work for all types. I'm certain that it works with Type VII, and doesn't work with IX. ![]() @everyone Is there a fix for this issue?
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#8 |
Seaman
![]() Join Date: Jan 2009
Location: Aboard the Galaga
Posts: 37
Downloads: 1
Uploads: 0
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What a helpful lot you are! Thanks to all who replied - my batt was indeed being charged and I can zip along far more pacily now in standard mode. Woohoo!
Now am I right in thinking that some of you fanatics play this game without time compression / pausing?!?! Even when leaving / approaching base? That's hardcore! At the risk of exhausting your patience, I'd be grateful to know which one of 'morale', 'endurance', and 'resilience' (more than one perhaps?) contributes to the green bars visible above e.g. the 'bridge' and the 'command room' on the 'crew' screen (F7). Is there any advantage to be gained in filling the bar of (say) the electric engine room beyond the level (about halfway?) required for the engines to actually operate? And relatedly, is there any point in continuing to add crew to that room after its green bar is completely filled? I'm guessing that one advantage is that the time before the crew needs to be rested is lengthened. I'm also guessing that the red exclamation mark that appears over a crew member denotes that the guy's endurance is <50%. Is the mark just a handy indicator of this fact, or does it denote something more serious? Regards etc (and fully expecting cries of RTFM!!! ![]() |
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#9 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: on patrol
Posts: 1,035
Downloads: 40
Uploads: 0
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I'm not realy sure which of the characteristics fill the green bar, but I know the fatigue empties it.
![]() There's no need to have engines room green bar completely filed, just be sure it's more than a half full. It's a different story for torpedo rooms, guns and radio room. The bar affects loading times and sonarman's detection ability.
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#10 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
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If a crewmember loses too much stamina he'll be unable to function, and if he loses anymore, he can die. Always good to check up on your crewmen every so often.
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#11 |
Subsim Aviator
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Welcome aboard!
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#12 |
The Old Man
![]() Join Date: Dec 2008
Location: Deep in the Wild Canadian suburbs.
Posts: 1,468
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Wait, what? I never knew your crewmen die from being overworked.
Sounds like I need to rearrange my shifts...
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#13 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
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Yep.
At least I'm pretty sure they do... :hmm: I don't really feel like finding out at the moment.
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#14 |
Fleet Admiral
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Never seen em die from overwork just keep working but sooooo sloooowwwwly that you end up going nowhere until you get some rested crew into the engine room.
They will die if they get too tired whilst fixing damage and the compartment floods though. ![]() |
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#15 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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Just wanna say welcome.
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