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Old 03-01-09, 04:14 PM   #16
Sailor Steve
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Quote:
Originally Posted by Captain Birdseye
I just had a go at pressing Q, and it worked great. I used the TI instead of the TII's. It worked great. I sunk a merchant.

However, I can't get the tubes to close again by pressing Q.

One last thing, the radioman always reports a message recieved, but when i ask for messages, he says no messages recieved! How come?
'W' closes the tubes, but they close automatically after firing, or else the crew couldn't reload them.

When the radioman reports a messaged recieved, press the 'M' key. This will take you to the message screen, where you can read them.
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Old 03-01-09, 04:41 PM   #17
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Thank you so much for your replies.

In auto mode, if I point the peri at the target, but let's say, the target is west of my course, will the Gyro automatically update itself so the torpedo turns to my peri heading?

I'm not up on sub sorry
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Old 03-01-09, 05:08 PM   #18
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yes... but make sure that your periscope is pointing at the target at the moment you give the order to open fire, after the torpedo has left it's tube you can do whatever you like with the periscope.
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They 'guesstimated' more often than not..
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Old 03-01-09, 05:25 PM   #19
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Quote:
Originally Posted by Captain Birdseye
In auto mode, if I point the peri at the target, but let's say, the target is west of my course, will the Gyro automatically update itself so the torpedo turns to my peri heading?
Yes, the torpedo data computer (TDC) automatically updates your torpedo solution with auto targeting turned on. The torpedo will go exactly where your scope crosshairs are pointed. If your crosshairs are over a ship, you will target that part of the ship. Pressing the "L" key while your periscope is over a ship will "lock" your scope on it. As I mentioned in my previous post, you ideally want your bow (or stern if you're using stern torpedo tubes) pointed pretty close to the ship you're shooting at so your torpedoes don't have to turn as much when you fire them. You'll have much better success that way.

Quote:
I'm not up on sub sorry
No problem. We're a helpful bunch and very patient with beginners. It can be daunting at first, but soon you'll be sinking ships with the best of 'em!
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Old 03-01-09, 05:26 PM   #20
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1) Here is the link to the SHIII Community Manual website:

http://alexbret.perso.cegetel.net/index4875.php

It's a great resource but isn't being updated/maintained anymore and there is a copy available below:

http://www.subsim.com/radioroom/show...mmunity+manual

Here is how I use Auto Mode:

I look through the attack scope (F3) then turn to where the target is. I then get the colored arrow (hovering on the target) with type of boat, heading and speed. IF the arrow is green (preferred) or yellow then I'll consider it a valid target - red isn't worth it and will waste fish.

I hit the "lock" button and instantly switch to the TDC screen (F6). At that moment, I normally get a couple lines running from my boat to the target. They tell you how long it would take for the fish to hit the target (You may need to zoom in or out to see all that detail), what the direction is visually on your chart and even show the angle and direction that the fish will need to use hit the target.

NOTE:
IF while on the TDC screen, those same lines disappear then it's either due to a too large of angle (turn the front end of your boat to face the target), or you have a yellow or red locking arrow on target.

The angle should look something like the 2nd image down on the TDC SH3 Community Manual website:

http://alexbret.perso.cegetel.net/in...html?title=TDC

Finally, please understand you can be in full Auto Mode and still not be able to find targets. So, when you get a ship that pops up with course and speed you can use the following two images to help understand how to plot a successful intercept course:





Hope that helps,
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Old 03-02-09, 03:36 PM   #21
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also in auto mode their should be a little arrow that lets you know when you have a solution. when it turns green on whatever part of the ship is in your sights, the eel is good to go to hit it. always best to have a good angle, especially on impact shots.
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Old 03-02-09, 04:11 PM   #22
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If the ship crosses your bow as you fire, the torpedoes will hit at a funny angle, and this may be causing your duds. You need 5° to 10° of lead to get the best angle, so the torpedo strikes with a good clean perpendicular strike.
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Old 03-02-09, 04:34 PM   #23
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Thanks guys,
I've been opening the tubes and getting good results. I always use my eels on impact mode abot 2m under the surface.

I use the TI, with the gas bubbles as I find this is more accurate, i've sunk 3 ships now (1 was a one hit wonder, snapped the hull of the boat right in half)

Are there any benefits of using TII?
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Old 03-02-09, 04:37 PM   #24
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The electric torpedoes don't leave a visible wake of bubbles on the way to the target so they're harder for enemy ships to spot. This comes at a disadvantage of having a shorter range and slower speed.
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Old 03-02-09, 04:43 PM   #25
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That's what I was concerned about.

I find merchants in the Atlantic do a "zig zag", so it takes some time to get lined up properly, I just seem to trust the TI's alot more! the slow speed might cost me too.

I pride myself on not using the deck gun yet. Although i'm on 37% realism i'm really getting a buzz out of hitting those merchants, and tightening the hold on Britain.

One thing that I can't get to grips with is being depth charged.

I am a greedy wolf, and find myself venturing into the English channel after a patrol for some easy pickings, but I ALWAYS get killed from depth charging.

Should I just stay away from there? What's the best manouvre?
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Old 03-02-09, 04:56 PM   #26
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if the boats don't spot you in the atlantic they shouldnt zig-zag that much. try to make sure they dont see you. once they start zigging and zagging the shots get much harder.

best to avoid the channel. you want at least 100m of water under your keel. the channel is as shallow is 20m deep at some points so if you get pinned there by a DD you are toast.

a good place for easy picking i found is the irish sea. it is 80-120m in most places. safest bet is always the deep water, 1000m +.
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Old 03-02-09, 05:02 PM   #27
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Thanks for that. Indeed, that must be where I was going wrong, I was trying to barricade the channel from the Dover end, and, as you say, it's way too shallow!

I guess the trick with a good depth is to sit quietly, and just wait and hope? What are my chances of damage at a depth of say, 70m?

I generally follow the old rule the real Kaleuns followed which was to reach the Atlantic by going over the top of the UK. Gives me time to show my sailors snow!

I'll try the Irish sea, depending on how lucky i'm feeling. I want to make a good go with my next career. Perhaps playing it safe. What's the best place for undefended shipping en masse?

Cheers
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Old 03-02-09, 06:52 PM   #28
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70 metres is nothing!

VIIs can go as far as 250 metres below, though the crush depth varies.
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Old 03-02-09, 09:55 PM   #29
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Quote:
Originally Posted by Captain Birdseye
Perhaps playing it safe. What's the best place for undefended shipping en masse?

Cheers
Without a doubt, my "ol' reliable" Grid AM52! You can't go wrong there. Just mind the minefields off the coast of Northern Ireland. If you stay at least 100 km from the coasts and don't go too far into the Northern Channel, you should be fine.

I stay away from the English Channel. Between the patrol boats, minefields and shallow depths, its a death trap.
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Old 03-03-09, 02:53 PM   #30
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And with your recommendation of grid AM52, here are my results:

Ship sunk!|Grid AM 52|SS Derryheen (Empire-type Freighter), 6780 tons. Cargo: Explosives. Crew: 35. Crew lost: 18

Ship sunk!|Grid AM 52|SS Stalingrad (Small Merchant), 2396 tons. Cargo: Steel. Crew: 71. Crew lost: 14

Ship sunk!|Grid AM 52|SS National Eagle (Medium Cargo), 5036 tons. Cargo: Grain. Crew: 45. Crew lost: 13


And then my beautiful unterseeboot was depth charged to death off the coast of Norway
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