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Old 09-14-07, 08:38 AM   #1
captain Guitar
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What Danlisa said! LOL

Seriously, you're in a world of hurt when you get cornered in shallow water like that. In my experience, the options depend in large part on how many DD's you have above you. If there's only one, you may be better off attempting to maneuver for a snap shot and trying to deal with the threat directly, as it were.

If there's more than one, or you're not feeling adventurous, then your only hope is the old sprint-and-drift strategy. Silent running at all times, 1 knot, maybe 2 knots MAX, and keep your ears peeled on the DDs. The minute you hear those props spin up as they start their depth charge run, set your rudder to hard starboard or port and keep your finger poised on the engine telegraph (if you were in deeper water you'd also want to set the depth meter for a new depth) ... wait for it ..... wait for it ..... when you hear the depth charges drop (and you will), ahead flank! Sprint for a bit while the charges are exploding, then all stop. Ideally the turbulence created by the charges will mask the noise you made while sprinting, and then the DDs will have to re-acquire you. And hopefully the charges didn't cause too much damage (you DID assign crew to damage control, right?) Then rinse and repeat.

Be prepared to sweat this process out for quite a while -- the DDs are very persistant!

Good hunting, and good luck.
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Old 09-14-07, 08:45 AM   #2
Legionarius
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I had 5 above so I loaded a save.

I also try to take out coastal merchants and such with the dek gun to save torpedo's. Does the AI take into account where exactly you hit the ship. And is there a way of knowing if you have hurt it enough to easily slip away and know that a few minutes later it will sink?
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Old 09-14-07, 09:08 AM   #3
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And the questions keep coming, sorry.

What is the renown counting? Does it look only to the amount of tons you have sunk? Or the number of ships? Or the type, or the method of sinking?

Also, what is the best safe depth for the torpedo's? For example for a ship with depth 7.2, I set them for 6m, but sometimes they just thump it and sink without doing damage. I know the deeper you hit him the more damage.

Can you also shoot a torpedo without having a solution? And will it then just shoot straight forward until it hits something or will it not arm?
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Old 09-14-07, 09:43 AM   #4
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Quote:
Originally Posted by Legionarius

Also, what is the best safe depth for the torpedo's? For example for a ship with depth 7.2, I set them for 6m, but sometimes they just thump it and sink without doing damage. I know the deeper you hit him the more damage.

Can you also shoot a torpedo without having a solution? And will it then just shoot straight forward until it hits something or will it not arm?

by default your torpedos are set for pistol ... I always set all of mine for impact when leaving port ... otherwise they will just bounce off the hull and sink .. a waste ...................

without a solution ... yes... if fired it'll just go straight from your tube... sometimes you'll get a lucky hit ...

edit : ... also the "thump" and sinking torpedos .... sometimes you have duds ( if you have that option set )
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Old 09-14-07, 09:58 AM   #5
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You had five DDs above you in 40m of water?? Yeah, I'd say that would qualify as a tight spot!!

-- And the questions keep coming, sorry. --

Heck, that's the only way to learn!! I'm a newbie posting in here, but I've logged a fair amount of game time on SH3 and any number of other games. I can say without reservation that this is by FAR the friendliest, most knowledgeable board I've ever seen.

-- What is the renown counting? Does it look only to the amount of tons you have sunk? Or the number of ships? Or the type, or the method of sinking? --

I know it's tonnage for sure. You get a bonus (500 points, maybe?) for completing your assigned 24-hour grid patrol, and a major reduction for sinking a neutral. Not sure about whether there are any kickers for sinking a whole bunch of ships regardless of size (look out Grand Banks fishing fleet!).

-- Can you also shoot a torpedo without having a solution? And will it then just shoot straight forward until it hits something or will it not arm? --

You can most definitely shoot without a solution. On my very first patrol I managed to fire off not one but two torps by accident, by hitting the wrong key The crew got a little testy, wondering what idiot had taken over! Another time I fired blindly into the fog, having lost sight of a cargo ship I was attempting to track in the middle of a *^&$* hurricane, and managed to blow his props off! Torps arm during their run, regardless of solution. So you need to be sure to allow at least 300m of run, or else they won't arm and you'll get that lovely bouncing effect. And, as slow_n_ez says, if you have the dud option set, you'll definitely get your share of dud shots.
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Old 09-14-07, 10:06 AM   #6
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I concur that this is by far the friendliest and fastest board on gaming. Thanks everybody for the fast answers. No doubt I will keep asking. I am a realistic freak. I studied military history and geopolitical strategy and am an ex legionair, so I just want this sort of games. Another question. What the *** are those SS rounds? Just flares? Why would a U-boat need flares? It loves the dark. Also, is it of any use at all if I keep on sending my patrol and contact reports like a good boy? It just keeps getting me a "keep up the good work". I am now playing the campaign but hate to return home if I have a single torpedo or dek round left so I do patrols that are a horror for my crew. Just averted a mutiny for that matter.
So Can I just go into a friendly port and reload?
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Old 09-14-07, 10:31 AM   #7
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-- What the *** are those SS rounds? Just flares? Why would a U-boat need flares? It loves the dark. --

<shrugs> Never used them myself ...

-- Also, is it of any use at all if I keep on sending my patrol and contact reports like a good boy? It just keeps getting me a "keep up the good work". --

Not much good at all, other than immersion. Supposedly if you send a contact report in range of a Luftwaffe base, Goering's boys will wander out and try to steal your thunder by bombing your contact, but I haven't seen that myself. I never send contact reports.

-- So Can I just go into a friendly port and reload? --

There are a couple of options, assuming you're running GWX. If so, re-supply ships will appear in various neutral ports (Spanish ports, for example). Look for the names in blue inside of the ports. Just navigate close, hit escape and choose the docking option. You'll be able to refuel and rearm, but you can't do any upgrades. The other option is the milchcow supply subs, which will appear at various locations later in the war. They work the same way as the resupply ships, just out at sea. In either case, make sure you complete your assigned patrol area first, or else you won't get the renown bonus for the patrol completion.
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Old 09-14-07, 10:42 AM   #8
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Quote:
Originally Posted by Legionarius
I concur that this is by far the friendliest and fastest board on gaming. Thanks everybody for the fast answers. No doubt I will keep asking. I am a realistic freak. I studied military history and geopolitical strategy and am an ex legionair, so I just want this sort of games. Another question. What the *** are those SS rounds? Just flares? Why would a U-boat need flares? It loves the dark. Also, is it of any use at all if I keep on sending my patrol and contact reports like a good boy? It just keeps getting me a "keep up the good work". I am now playing the campaign but hate to return home if I have a single torpedo or dek round left so I do patrols that are a horror for my crew. Just averted a mutiny for that matter.
So Can I just go into a friendly port and reload?
In RL U-boats did not carry star shells....hence there are non in GWX.

Only report back to base when you are either out of eels (to get the 'return to base' message) or to report something you have come into contact with (sometimes, if you are close enough to one of your airbases, they will send an air attack).

Going into a friendly port will allow you to re-arm, repair and award medals, but not allow you to upgrade your equipment. Nor wull you receive renown for 'returning to base. Your next assigned patrol grid will also be 'null' unless your usinf SH3 Commander
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