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Old 01-16-17, 06:39 AM   #1
THEBERBSTER
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A Warm Welcome To The Subsim Community > Volsem
Subsim <> How To Donate <> See The Benefits <> Support The
Highly Recommended SH3 > LIVING SILENT HUNTER III EDITION 2015 Mega Mod > Full Tutorials And Much More In My Signature
Steam Conversion SH3 Installation Instructions By BL!ITZKR!EG

The Naval Academy tutorials are not compulsory.
You need to enter the Naval Academy after installing SH3 so it builds your SH3 save games folder.
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Old 01-16-17, 09:26 PM   #2
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The thing to realize is also that GWX models damage more realistically so even if you hit a target and it doesn't immediately sink it may sink within hours. The last convoy I hunted I hit 3 ships with one torpedo a piece, two of them around 3600 GRT and one about 6800 GRT. The big boy didn't sink without a second torpedo but the two smaller ones sank within a couple hours.
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Old 01-25-17, 12:48 AM   #3
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When you really start getting good, you can manage a 4 ship sinking while floating in place. Takes a lot of practice. But it is possible!
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Old 01-25-17, 08:03 AM   #4
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nah, no worries, mate! You are free to start being concerned when they depth charge you once you've finished your first patrol! There're enough fish in the sea and you should indeed keep in mind that hitting a merchant doesn't always mean sinking it. You either wait or shoot another torpedo once the rest of the convoy is out of sight.

When you are new I recommend event cam and free camera on in realism settings so that you can find out why you've missed. Having the torpedo crisis in mind it can be hard for beginners to learn and understand what went wrong!

Last edited by ValoWay; 01-25-17 at 08:17 AM.
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Old 01-25-17, 08:29 AM   #5
Kendras
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Quote:
Originally Posted by ValoWay View Post
Having the torpedo crisis in mind it can be hard for beginners to learn and understand what went wrong!
By the way, how are these random explosions/random depths simulated ?
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Old 01-25-17, 03:05 PM   #6
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Quote:
Originally Posted by Kendras View Post
By the way, how are these random explosions/random depths simulated ?
There's a slight chance (below 10% I think) of your torpedoes exploding too early, go too deep or failing to detonate when the AoB isn't exactly 90°. Do not use magnetic in bad weather, try below 1000m distance, impact, 90° at night, make readings during the day.

Does that answer your question?

Last edited by ValoWay; 01-25-17 at 04:16 PM.
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Old 01-26-17, 08:00 AM   #7
Kendras
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Quote:
Originally Posted by ValoWay View Post
There's a slight chance (below 10% I think) of your torpedoes exploding too early, go too deep or failing to detonate when the AoB isn't exactly 90°. Do not use magnetic in bad weather, try below 1000m distance, impact, 90° at night, make readings during the day.

Does that answer your question?
Yes and no. I would also like to know if this behaviour is hardcoded, or if there is a file somewhere with proper instructions and which can be open with S3D. My goal is not to cheat, but to understand how a random event can be created, because I need it for one of my mod (here : http://www.subsim.com/radioroom/showthread.php?t=228953).
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