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Old 02-25-07, 03:44 AM   #1
Nemo's bain
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Default New Captain having a blast has some questions

What a great game ! Thank you to all who have made such wonderful mods (Commander and GWX ) as well !


Some questions (GWX + Commander on)


1. I am still using for the forseeable future automatic targeting. Under these settings, I would like to know:

a. How do I select magnetic torpedo detonation ? Do I have to first go to the manaul targeting screen, flip the switch for magnetic, and then return to attack periscope, lock and fire ? Is this how it works ?

b. I imagine I must know the ship type in any case in advance before doing this, correct ? (otherwise the automatic targeting would magically set the right depth under keel...)

2. GWX fatigue.

a.Is the following correct: fatigue in GWX cannot be regained. You have a fixed amoiunt at start, and then is steadyly dwindles down.

b. if this is the case, in order to do extremely long missions, you must run at over 1024 speed to have induce fatigue.

c. How do people manage to have so many encounters/battles with ships ? I have to basically return to base after about 2 encounters battles because my guys are exhausted.

3. radio messages

I am sure this has been asked before : some messages you receive from command are useless. They just say "report from..." or something to that effect, but no new icones appear on the nav map. The radio guy is of no avail in this case either. No place to look at the cumulative radio messages received (this is rather silly). Is it correct that some messages are just SH3's equivalent to spam ?


Thanks !
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Old 02-25-07, 04:55 AM   #2
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Quote:
Originally Posted by Nemo's bain
What a great game ! Thank you to all who have made such wonderful mods (Commander and GWX ) as well !


Some questions (GWX + Commander on)


1. I am still using for the forseeable future automatic targeting. Under these settings, I would like to know:

a. How do I select magnetic torpedo detonation ? Do I have to first go to the manaul targeting screen, flip the switch for magnetic, and then return to attack periscope, lock and fire ? Is this how it works ?

b. I imagine I must know the ship type in any case in advance before doing this, correct ? (otherwise the automatic targeting would magically set the right depth under keel...)
a: correct
b: I don't use automatic but I think it keeps the default depth in the TDC, something like 4 meters.


Quote:
Originally Posted by Nemo's bain
2. GWX fatigue.

a.Is the following correct: fatigue in GWX cannot be regained. You have a fixed amoiunt at start, and then is steadyly dwindles down.

b. if this is the case, in order to do extremely long missions, you must run at over 1024 speed to have induce fatigue.

c. How do people manage to have so many encounters/battles with ships ? I have to basically return to base after about 2 encounters battles because my guys are exhausted.
a: Fatigued crew members regain stamina by being put into the barracks in your sub. Theres a crew compartment fore and aft.

b: you don't want to run 1024 for a couple reasons. One is your watch will miss ships. Two; planes wont spawn properly.

c. Keeping the TC less than 1024 for starters. Following up on convoy intercept messages. Make sure you always have a radioman in the radio room for get those messages. When i first started playing i made that mistake and got no radio messages.

Quote:
Originally Posted by Nemo's bain
3. radio messages

I am sure this has been asked before : some messages you receive from command are useless. They just say "report from..." or something to that effect, but no new icones appear on the nav map. The radio guy is of no avail in this case either. No place to look at the cumulative radio messages received (this is rather silly). Is it correct that some messages are just SH3's equivalent to spam ?


Thanks !
Theres a lot of radio messages in GWX that serve no purpose other than immersion. No orders you recieve will have much relevence either way though. Other than base changes and current operations in the sector that the gwx team scripted into the game; ie bismark, some tirptiz and schnarnhorst operations, cremea etc
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Old 02-25-07, 05:18 AM   #3
Henri II
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One more thing to keep in mind, the crew will only lose or regain stamina below a TC setting of 64 (unless you changed it). This means if you have a long battle at TC 1 where your crew becomes fatigued, and immediately afterwards go to TC 1024 they will not begin to regain stamina until you lower TC again.
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Old 02-25-07, 06:06 AM   #4
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Welcome, matey!
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Old 02-25-07, 06:11 AM   #5
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yea, welcome to subsim
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Old 02-25-07, 06:31 AM   #6
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The difference between impact and magnetic fuse is also affecting the depth at which torpedo runs... For best results with magnetic fuse, you should set depth at about 1m under the target's draft. Be aware that in choppy seas this draft is changing with the waves and that magnetic fuses are rather unpredictable early war (I don't use them before 1941) Welcome to subsim...
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Old 02-25-07, 07:31 AM   #7
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Welcome aboard!
Your crew will rest and recover when in the crew quarters and at TC lower than 64. when you select magnetic, the torpedoes will also explode on contact, so keep them on magnetic, then you choose by selecting the depth. There is also a switch for single or salvo shots.

Good hunting.
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Old 02-25-07, 07:51 AM   #8
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Hiya

I have been playing SH3 a while now, well, a month, and so far I think its way easier to just like, switch fatigue off with Commander, makes life 101% easier.
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Old 02-25-07, 07:59 AM   #9
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Welcome aboard kaleun

I can recommend the search function on this site and the manual that is downloadable for GWX as great reference sources
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Old 02-25-07, 10:59 AM   #10
Nemo's bain
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Thank you for your feedback all !

The magnetic torpedo issue is an important one to my mind becuase it allows me to take shots from difficult angles.

So let me understand correctly. If I am on automatic targeting and I want to use magnetic torpedoes I do the following:
1. go to targerting screen and choose magnetic torpedoes
2. I set the depth of torpedo (if I do not do this it stays at default 4m and becomes an impact torpedo instead)
3. return to periscope, lock and fire.

On a side note: is it true that if I do not lock onto target but instead just aim for a part of the ship I can try and hit a specific part of the ship?

(I promise to use the search function......)
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Old 02-25-07, 11:12 AM   #11
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Quote:
Originally Posted by Nemo's bain
Thank you for your feedback all !

The magnetic torpedo issue is an important one to my mind becuase it allows me to take shots from difficult angles.

So let me understand correctly. If I am on automatic targeting and I want to use magnetic torpedoes I do the following:
1. go to targerting screen and choose magnetic torpedoes
2. I set the depth of torpedo (if I do not do this it stays at default 4m and becomes an impact torpedo instead)
3. return to periscope, lock and fire.

On a side note: is it true that if I do not lock onto target but instead just aim for a part of the ship I can try and hit a specific part of the ship?

(I promise to use the search function......)
!. Correct
2. Don't forget to set the running depth a metre or so below the targets depth
3. Correct
side note: Correct
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Old 02-25-07, 12:06 PM   #12
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I've always had the worst of luck with magnetic setting, if I leave depth at 4m to use it as impact but left it set on magnetic in the tdc they bounce off no matter what the angle of impact was. When I set the torps to be impact they tend to blow up from 60-120' off bow. I use impact 99% of the time, rarely fool around with magnetic, but I'm not too concerned with getting 100k of tonnage every patrol, if I sink just a couple ships each time I go out I'm satisfied! I'll even fire a salvo of 2 at every target, small merchant or big oil ship, doesnt matter. I want to make sure I hit every time and a fan shot with impact torps works for me.
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Old 02-25-07, 12:23 PM   #13
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Oh also add that in early war stick to the g7a torps, the electrics are very nice when they work but early on they detonate early or dont explode on contact. The steamers are more reliable but they leave a trail of bubbles so anytime you fire durring the day make it a close range shot so when the target turns to evade it's too late. Starting around 1941 I begin equiping all electrics, targets dont see the torps and it makes your job sooo much easier, long range shots in the day time! woohoo!
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Old 02-25-07, 12:27 PM   #14
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Magnetic torpedoes, though sometimes unstable before 1941, are real lifesavers when you cannot line up for a 90 degree shot and risk having your eel just deflect off the hull of your target. in this case what you do is identify your ship via the scope/UZO, and click on the word "ship" in your notepad: this will open your recognition handbook directly to the page you are looking for. Then it is simply a matter of checking the ship's draft, going to the F6 screen and adjusting your torp running depth to 1 to 2m lower. Be aware that in rough seas the swells can raise and lower your targets and you risk having a mag run 5m under and not detonate. Also rough seas tend to cause them to detonate prematurely before 1941...

BTW, Yes, you do not have to lock your scope, wherever you aim it is where the torps will head to, just ensure that your gyroangle is between 355 and 05 degrees to have your torps come out as straight as possible...

Hope this helps and good hunting.
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Old 02-25-07, 02:11 PM   #15
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Welcome Nemo!
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