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Old 10-23-07, 08:16 PM   #1
Packerton
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Welcome to Subsim and the game Kaluen!

Yes visit each Naval academy decipline and read the large description in the boxes before the test starts to learn the ropes.

You defintly want to tone down some realism settings however until you learn what they are and what effects them, do this by going to single mission and you should find the option before the mission starts, this carries over to training.
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Old 10-23-07, 09:06 PM   #2
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These are just my suggestions...

1. Read books covering submarine warfare, particularly that of WW2. You will learn a lot, and a great many of your questions will be answered within their pages. I recommend "Steel Boat Iron Hearts" and "Torpedo Junction" and perhaps even for the spirit of adventure and a retrospective "shadow divers".

2. Watch movies covering submarine warfare. "Crimson Tide", "Enemy below", "The Hunt for Red October", "Das Boot", and "U-571" (i dont respect the film U-571 from a serious sub fan and history buff standpoint, but from an entertainment standpoint...which is what it was meant to be... it is an okay film) these movies will help you learn what submarines are all about.

3. Learn the keyboard commands inside and out.... and form an understanding of when to use each command and WHY you are using it for a given situation. this is learned only from practice.

4. ask questions on subsim every time you encounter anything that you have a curiosity about. THE ONLY STUPID QUESTION IS THE ONE YOU DONT ASK!

5. DO NOT download ANY mods for Silent Hunter III until you have developed a good understanding of how the game works, until you have developed your own play style and tactics. ***only when you have come to appreciate the game in its default condition can you begin to realize the talent and achievement of the modders out there and truly respect their products and play them the way they were meant to be played.

anyone else care to take it from number 6?
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Old 10-23-07, 09:48 PM   #3
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Quote:
Originally Posted by GoldenRivet
DO NOT download ANY mods for Silent Hunter III until you have developed a good understanding of how the game works, until you have developed your own play style and tactics. ***only when you have come to appreciate the game in its default condition can you begin to realize the talent and achievement of the modders out there and truly respect their products and play them the way they were meant to be played.
GoldenRivet,

A very good suggestion & advice for new players.
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Old 10-24-07, 02:52 AM   #4
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Quote:
Originally Posted by Venatore
Quote:
Originally Posted by GoldenRivet
DO NOT download ANY mods for Silent Hunter III until you have developed a good understanding of how the game works, until you have developed your own play style and tactics. ***only when you have come to appreciate the game in its default condition can you begin to realize the talent and achievement of the modders out there and truly respect their products and play them the way they were meant to be played.
GoldenRivet,

A very good suggestion & advice for new players.

Ooops! I installed GWX between Naval Academy missions 1 and 2 so I've no idea what the stock game is like. Good advice methinks but don't wait too long before adding GWX...
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Old 10-24-07, 04:07 AM   #5
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Welcome aboard!

I also will say the training missions are very good for getting your feet wet. Don't just waltz through them. Play around and try just about anything you can think of. Maybe even especially the really crazy things.

Don't install the mod yet, but download the GWX manual. Not that there isn't a bit to learn in the official one, but the GWX cats did an exemplary job with the documentation. Some very good things in the back on tactics/ evasion and the like.

Plot everything on the nav map. At least for me it helps develop a better feel for the overall situation. And it helps get you ready for manual targeting.

Have fun! Unless I missed a memo that's what it's about


Good luck, and good Hunting.

And for the love of all that is Scared...

STAY OUT OF SHALLOW WATER!
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Old 10-24-07, 04:27 AM   #6
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Quote:
Originally Posted by GoldenRivet
These are just my suggestions...

1. Read books covering submarine warfare, particularly that of WW2. You will learn a lot, and a great many of your questions will be answered within their pages. I recommend "Steel Boat Iron Hearts" and "Torpedo Junction" and perhaps even for the spirit of adventure and a retrospective "shadow divers".

2. Watch movies covering submarine warfare. "Crimson Tide", "Enemy below", "The Hunt for Red October", "Das Boot", and "U-571" (i dont respect the film U-571 from a serious sub fan and history buff standpoint, but from an entertainment standpoint...which is what it was meant to be... it is an okay film) these movies will help you learn what submarines are all about.

3. Learn the keyboard commands inside and out.... and form an understanding of when to use each command and WHY you are using it for a given situation. this is learned only from practice.

4. ask questions on subsim every time you encounter anything that you have a curiosity about. THE ONLY STUPID QUESTION IS THE ONE YOU DONT ASK!

5. DO NOT download ANY mods for Silent Hunter III until you have developed a good understanding of how the game works, until you have developed your own play style and tactics. ***only when you have come to appreciate the game in its default condition can you begin to realize the talent and achievement of the modders out there and truly respect their products and play them the way they were meant to be played.

anyone else care to take it from number 6?
Try GWX :p
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Old 10-24-07, 06:18 AM   #7
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Default good advice all around

I don't see any harm in installing GWX and such, it will prevent you from developing some bad habits that the original game allows but GWX does not.

I know GWX seems pretty hard to me, but that is because I am not used to things being more realistic.

Always good to meet a new skipper

Mike
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Old 10-24-07, 06:19 AM   #8
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Welcome aboard. Excellent suggestions above. Once you're done with the manual and start working up your sub, you may want to visit my website.
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Old 10-24-07, 06:46 AM   #9
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Welcome aboard, you will find as I have that this lot are a friendly and more than helpful bunch who will help you out with any problems you have. I am a relative newbie and have asked one or two questions and always have been able to resolve the problem thanks to the great help you receive. As has been said, this is all about having fun, though fun flys out the window (in a good sense) when you're being hunted and depth charged, the immersion in the game is terrific and GWX makes it all the more so. Have fun and happy hunting fellow kaleun
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Old 10-24-07, 01:50 PM   #10
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Quote:
Newbie: I just got this game. Suggestions?
Say good bye to your life and welcome to the world of SH3 addiction. :rotfl:
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Old 10-25-07, 01:05 PM   #11
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Quote:
Originally Posted by STEED
Quote:
Newbie: I just got this game. Suggestions?
Say good bye to your life and welcome to the world of SH3 addiction. :rotfl:
Amen on that
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Old 10-25-07, 11:17 PM   #12
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[quote=STEEDSay good bye to your life and welcome to the world of SH3 addiction. :rotfl:[/quote]

Addiction is such a nasty word.
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Old 10-24-07, 02:02 PM   #13
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welcome aboard, some very good advice already given, but just incase you are finding it difficult and frustrating to intercept ships or convoys early in your career ,some simple numbers i used were quite helpful. now these are not exact sciences but rather observations i made.... when you recieva a cotact on the map, use ure ruler to plot a course for the ship(its heading)by running a straight (as you can) line through the square contact icon...i found... mostly, that merchants traveling slow will probably do about 11km an hour in calm seas.A type VII B sub will do around 30-32km an hour at flank speed on the surface. this gave me a little help in estimating the merchants position over a few of hours by marking , say 33km along its heading( with the ruler again) , this gave me a rough idea where it would be in 3 hours time (thats the 11km multiplied by three, incase im confusing you). thens the time to end around the heading for the merchant youve plotted on the map and intercept the merchant further down the line. merchants always vary in speed so a good idea would be to submerge and listen for screws when you arrive at your estimated point, hopefuly you will pick up the contact, it usually worked for me, and the obvious advantage of this was the ability to estimate a ships whereabouts even further along its course, simply by adding 11km onto your measurement and adding an hour each time. obviously the longer you estimate in distance the less accurate it becomes, due to sea conditions and ships changing course. use the same method for medium fast ships by replacing 11km an hour with 15km an hour. this worked for me untill i got to grips with this great game and i
hope this helps, ive just read it back myself and now im confused!! HA!!
no doubt one of the many helpful guys on this forum will have a much simpler idea, but i , like you played stock sh3,blissfuly unaware of how much help is out there in the subsim forum, im so glad i logged on, youll never regret it.. p.s grey wolves mod is amazing....and free!!!, theres lots of help if you need it....god... i know i do!!!
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Old 10-24-07, 02:25 PM   #14
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STAY OFF THE ENGLISH CHANNEL!

that's all I got...
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Old 10-24-07, 02:33 PM   #15
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Welcome aboard!

Lots of good suggestions on tactics and of course the use of GWX, so I'll chime in on where to hunt. I'm going to give you some very specific advice, and there are of course alternatives, but these suggestions do work.

I recommend you start your campaign at the start of the war (Sept. 1939) and you go with 2nd Flotilla so you start with a VIIB out of Wilhelmshaven. The litte subs are fun but they are a bit harder to excel at, and its best to ease in the difficulty.

I also recommend the first area you patrol is AM52 (assuming GWX). Lots of single ships in that area (it is the intersect point of four convoy routes into Liverpool - Murmansk, Gibraltar, Sierra Leone, and Halifax). Nothing like a target rich environment to get up to speed on how to engage and sink ships.

Remember when transiting to these target rich zones - whether AM52, or the also fine BF13/14, or others - to never, ever transit through the English Channel. Yes, it will take a heck of a long time to head off towards Iceland and around the north coast of Ireland, and it will burn a lot of fuel, but the Channel is an absolute death trap. Go easy on the speed to conserve fuel.

Make sure you layer in the difficulty a little at a time!
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