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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
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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 | ||
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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#5 | |
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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#6 | ||
Watch Officer
![]() Join Date: May 2007
Location: as far away as possible
Posts: 1,625
Downloads: 147
Uploads: 0
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Steve, if I may. I, like you, can not grasp the maths. I shy away from it all the time, and I feel a little sad that I cant do those sums to get the torps to hit. but I just watched the above video and I was mightily impressed at potentially how easy it seemed. have a go and watch it. it runs for nine minutes and I reckon there aint maths to it except multiplying the time travelled by 10 to get the speed. id be interested to hear your response...once you've watched it...? ![]()
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[SIGPIC][/SIGPIC] ' We are here on Earth to fart around. Don't let anybody tell you any different.' Kurt Vonnegut |
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#7 |
Eternal Patrol
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I watched it, and I'm disappointed. I find it no more realistic than using Auto Targeting. First, there is no way you can use the periscope for a few seconds and have the exact bearing and range of every ship in the convoy. On the other hand, getting the speed of one ship will give you the speed of the entire convoy. Second, the stated goal is to keep the periscope above water for as short a time as possible. In real life they had to keep it up long enough to gather the correct information. They also had to recheck several times, which meant raising the scope for as long as was necessary. This means that the goal of keeping the scope underwater is contrary to what they actually had to do.
I technically use Manual Targeting, but I use WE Assistance to get the information, but because it's perfect I use it once every two minutes, and I leave the scope up for as long as seems reasonable to me. I use the Assisted Plotting Mod, which only allows you to mark the position of one ship at a time, not the entire convoy. Despite the "perfection" of the WE, I still manage to miss on a fairly regular basis. My way may not be as realistic as full manual targeting, but it feels right to me.
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“Never do anything you can't take back.” —Rocky Russo |
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#8 |
Helmsman
![]() Join Date: Oct 2012
Location: Istanbul, Turkey
Posts: 102
Downloads: 48
Uploads: 0
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For manual targeting I can recommend to check this post : http://www.subsim.com/radioroom/showthread.php?t=88961
I use Manual Targeting as well however I leave Auto Map Contacts on to measure the distance. I really love to gather all the information including range manually however the stadimeter and the recognition manual are not handy in this subject. Values in Recognition manual are generally false, even the highest mast in given picture does not match with highest mast value ![]() I know that in real life everything was not perfect including recognition manual. My nerves can take being depth charged for hours but I can't handle wasting Third Reich's precious torpedoes just because I wasn't qualified enough to calculate a range correctly.
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"Though I'm past 240 meters, I'm feeling very still and I think my u-boot knows which way to go ..." |
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#9 | |
Sea Lord
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Couple of other advantages: You don't need to make a positive ID before attacking - many similar classes had similar mast heights. And you don't need to use that thin whisp if a mast. The rec manual also gives you funnel and superstructure heights, A nice fat funnel can be easier to measure than a skinny mast. Hitman says that these graticles are based on actual surviving Uboat periscopes. He tweaked the camera values to make the measurements work. And they seem to work. My tonnage scores are up, anyway. |
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#10 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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Both methods make use of your torpedo speed and target speed/course to give you a reference bearing to aim to -- no need to calculate target range at all! -- Both methods rely on precompiled tables you use to index 'target speed' on one axis and 'LB angle' (explained in the document, and to calculate it you need to know target course) on the other axis to find the 'shoting bearing'. Each specific table is build for a specific torped speed settting: I'm using [MaGui F], a Gui Mod, that provides me with three in-game precompiled tables: 30/40/44 knot (plus other useful tools, but these tables are what I was looking for). If you do not want to use the [MaGui F] mod you can still use the above described methods: just download the [hsGUI] mod for the explanations, then write down the tables on paper (I can provide you with a txt version of the tables if you are intrested, I do not remeber if they come with the documents in [hsGUI] mod folders). |
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#11 |
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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#12 | |||||
Eternal Patrol
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http://www.subsim.com/radioroom/showthread.php?t=170090
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“Never do anything you can't take back.” —Rocky Russo |
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#13 |
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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#14 |
Chief of the Boat
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#15 | ||||
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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