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Old 05-29-16, 10:24 AM   #16
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Default Total Black Screen > Sound No Picture > Picture No Sound Fixes

Last updated 2nd Junel 2018

Fix 1
The problem „L/SH3 show only black screen… but with sound“ (only with Widescreen Mods) is solved > Latest Information By Urmel.


Fix 2
Total Black Screen > Sound No Picture > Picture No Sound Fixes
How to roll back your GPU Driver to a previous version.

If you have just experienced a black screen when starting your Silent Hunter game then a Windows update will have changed your GPU Driver to a later version.

This tutorial will show you how you can get your game back.

Picture 1 > Go to the Windows start Icon in the bottom left hand corner.



Picture 2 > Click on the Settings Icon.


Picture 3 >
Click on System.


Picture 4 >
Click on Display Adaptor Properties.

This will show the Adaptor Tab.


Picture 5 >
Click on Properties.


Picture 6 >
Change from General to Driver Tab.
The Driver Tab shows various options available to you.

Update Your Driver is worth considering as it may fix the problem.


Picture 7 >
Roll Back Driver.


If this is not greyed out as in the picture then this option is available to you and recommended.

The Roll back process takes less than a minute to do this.
Click on ‘Close’ to finish the process.
Restart your system.

You now need to make changes to your GPU settings as these will have been removed in the roll back process.

Post #7 Changing Nvidia And AMD Radeon GPU Settings > Pictorial > Missing pictures replaced

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Old 05-29-16, 10:25 AM   #17
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Default Adjusting Time Compression (TC) For Port Movements.

Adjusting Time Compression (TC) For Port Movements.

Trying to move your U-Boat in and out of Ports with the Default TC Settings can be frustrating when every time the Watch Officers calls out “Ship Sighted” your TC immediately drops to the Default TC8 setting and cannot be changed until the Message Box reverts to the normal Message color.

To get around this problem I have made a small adjustment where the TC will drop to TC16 but you can often immediately go to TC32 by pressing the + key.

To make this change go to > C:\ Documents\V15\data\cfg\main

Make your changes.
Go to > File.
Select > Save.

Warning the higher the TC setting the quicker you are likely to encounter > Enemy Ships and Aircraft.


Default v15 Settings
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=64
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=8
RadioReport=8
Particles=8
PrayState=8
HunterState=32
3DRender=32
Maximum=4096

My v 15 Settings
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=64
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=16 < Change > Enemy And Friendly Detected
RadioReport=16 < Change
Particles=16 < Change
PrayState=16 < Change
HunterState=32
3DRender=32
Maximum=1024 < Optional Change as the Default TC4096 is to high and might cause a CTD.

Picture 1 > Default v15 Settings.


Picture 2 > My v15 Settings.


Last edited by THEBERBSTER; 05-06-18 at 04:27 PM. Reason: Replaced missing pictures
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Old 05-29-16, 10:33 AM   #18
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Default Setting Up Patrol 2 > Creating A Personnel File > Managing The Crew With SH3Commander

Setting Up Patrol 2 > Creating A Personnel File > Managing The Crew With SH3Commander

This tutorial will show a new mod has been added to JSGME.
This tutorial will show you how to make further changes to SH3Commander so as to enhance your game play.

Picture 1 > JSGME changes made for the Tutorial > Patrol 2.



Picture 2 > Click on the Captain’s name > Kurt Holderbaum to load the Current Career if it is not already showing.


Picture 3 > Click on > Click for available actions.
Select > Update your Personnel File.


Picture 4 > Creates a new > Personnel File for the Captain (Kurt Holderbaum).
Click on > Open.


Picture 5 > Shows Kurt Holderbaum’s > Career History to date.
Click on > X to Exit.


Picture 6 > Select Review Patrol Logs.


Picture 7 > Click on > Patrol 1 to see that Patrol’s information.

Each Completed Patrol will be added to build up a complete history.
Any Patrol can be looked at by following the above > Tutorial Instructions.


Picture 8 > Select Manage Your Crew.


Picture 9 > Shows all of your Current Crew and relevant information.
Apart from > Promotions it is better to manage your Crew from SH3Commander.
Each Crew Man’s abilities can be seen.
Medals can be awarded.
You will see a warning if for example it is historically incorrect to award a Medal but you can still override the warning.
The game only provides > 1 Qualification for each Patrol Completed.
This means you would have to complete more than 50 Patrols for each Crew Man to have a Qualification.
This is not right and is historically incorrect.
All Crew Men on a U-boat had at least 1 Skill Qualification in real life.
SH3Commander allows you to give each Crew Man > 1 Qualification.
Officers can receive 3 Qualifications.
To give > Otto Todenhagen a > Second Qualification as a > Machinest click on the Qualification.


Picture 10 > Drag the Qualification to the > Qualification’s Area.
When you see the Qualification change to an > Envelope Shape > Drop It and the Qualification will appear as in the picture.
Click on > Apply to save the change
You can also Dismiss Crew from here.
If you Enlist New Crew here you will be charged a Renown Cost.
If you Enlist New Crew from The Office Barracks you may be able to Enlist these Crew at 0 Renown Cost.
To give New Crew Qualification’s that were Enlisted in the Barracks Exit The Game back to the Desktop.
Start SH3Commander > Repeat 9 – 10 – 11 again.


Picture 11 > Click on Close to > Exit from Crew Management.


Picture 12 > Click on > Optionen.


Picture 13 > Career Options.
Explaining how to use > Simulate a Realistic Career Length.
The Box is only > Ticked Once and only at the start of a > New Mission/Patrol.
The Box must be Unticked the next time you enter SH3Commander.
If you are using your own Captain’s name then at some point he will be Transferred.
If you are using a > Randomized Captain then a new name will be offered to you.
You will be offered to > Start A New Career from where your old one finished.
You keep the same crew.
You do not do a Test Mission.
Your career continues with the new Captain from where you docked and in the same year.
Only the date will change as usual with any New Mission.


Picture 14 > To Simulate a Realistic Career Length.
Tick the box.
Click on > Apply
Click on > Ok.


Picture 15 > Simulate Realistic Crew Transfer.
The Box is only > Ticked Once and only at the start of a > New Mission/Patrol.
The Box must be Unticked the next time you enter SH3Commander.
A Crew Man may not join the Patrol for a number of reasons which you will be told.
For example > Drunk > In Jail > Killed etc.
SH3Commander automatically posts you a > New Crew Man.


Picture 16 > Apply and Ok to save any changes.


Picture 17 > Launch SH3 (LSH3).


Guide Lines On Realistic Career And Realistic Crew Transfers.

The Realistic Career and Realistic Crew Transfers can be independently selected and do not have to be selected together.
You must remember that the ticked Box/es only remain ticked for loading the > In Base Before Mission Save.
The Box/es must be unticked the next time you start SH3Commander.
If for example you decide to make Crew changes in the Office Barracks and add new crew and wish to give them Qualifications you then need to > Exit The Game back to the Desktop.
Start SH3Commander and Untick the Box/es.
Go to Crew Management and give out the Qualifications.
From the Main Menu > Launch LSH3 again.
Only Tick the Box/es when you are going to start a > New Mission.

Go to the next Tutorial.

Last edited by THEBERBSTER; 05-06-18 at 04:48 PM. Reason: Replaced missing pictures
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Old 05-29-16, 10:40 AM   #19
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Default Loading Patrol 2 From SH3Commander

Loading Patrol 2 From SH3Commander.

Picture 1 > Always Start your game from this Icon whether now or in the future.


Picture 2 > LSH3 loads to the > Main Menu.


Picture 3 > Click on Career 1939 – 1945.


Picture 4 > Notice now you have a > Saved Career (Kurt Holderbaum).

Click on > Saved Career.


Picture 5 > Click on Save / Start.


Picture 6 > In Base Before Mission Save.

There are > 3 types of Game saves.
In Base After Mission Save > Example Dock at Stralsund.
In Base Before Mission Save > This is the Office and your U-Boat is in the Bunker/Dock.
The Game Save you make yourself after you finish a > Gaming Session. (Tutorial Post #23).


Picture 7 > Click on > Load Save.


Picture 8 > Confirm you want to load the current Game Save > Yes.


Picture 9 > The game loads to > The Office/Career Menu.


Now go to the next Tutorial.

Last edited by THEBERBSTER; 05-06-18 at 04:57 PM. Reason: Replaced missing pictures
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Old 05-29-16, 10:41 AM   #20
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Default The Office/ Career Menu.

The Office/Career Menu.

When the game loads the > In Base Before Mission Save it will always take you to > The Office Career Menu.

Picture 1 > The Office/Career Menu.


Picture 2 > Here you can select > Options.



Picture 3 > Options is where you change the > Sound and Video Settings.



Picture 4 > Writing Desk.

This is the same > Writing Desk you see when you > End Patrol/Dock.
When starting a New Mission this is not used.


Picture 5 > Barracks.

Here you can > Dismiss and Enlist Crew.
You can also give out > Awards but not Promotions.


Picture 6 > Crew > This is U46 VIIB > Kurt Holderbaum that you saw in the > Test Mission.

SH3Commander > Manage your Crew has been used to give every Crew Man at least 1 Qualification.
More experienced crew can be enlisted here but will cost you a certain amount of > Renown.
To Enlist or Dismiss any Crew Click on him and press the appropriate button.
If you enlist crew here and you want to give them > Qualifications then you will need to > Exit Game back to the > Desktop.
Start SH3Commander and go to > Manage your Crew.
When finished use the > LSH3 Launch Icon.


Picture 7 > U-Boat Management has been given its own Tutorial in the next Post > Do Not click on the Map and Start the Mission yet.


Now go to the next Tutorial.

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Old 05-29-16, 10:41 AM   #21
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Default U-Boat Management.

U-Boat Management.

Picture 1 > U-Boat Management Desk.


Picture 2 > No U-Boat upgrade available.

Only the current boat is showing.


Picture 3 > Click on U-BOATS / ALL to open the > Management Screen.


Picture 4 > Clicking on > SPECIALS will open another Menu.

Click on > Side Emblem.


Picture 5 > Wappen 2 Flotilla (LSH) is the only current available Emblem.

A large selection of Emblems and Avatars covering individual U-Boat Numbers will become available later when you upgrade your current boat.


Picture 6 > Click on > Side Emblem to Apply it.


Picture 7 > Are you sure? > click Yes to confirm.


Picture 8 > Clicking on > EQUIPMENT will open another Menu.

The Sub Menu has 2 components.
Batteries.
Hydrophones.


Picture 9 > Batteries > No available upgrade.


Picture 10 > Hydrophone > Upgrade available.

Clicking on > GHG.


Picture 11 > Click on GHG to select it.



Picture 12 > Double click on GHG.

This will add the Hydrophone to your boat.
Repeat > 6 and 7 above to > Apply and Confirm.


NOTE > Torpedoes Management has its own Tutorial on Post #23.


Picture 13 > Clicking on > WEAPONS will open another Menu.
The Sub Menu has 2 components.
Deck Gun > VIIB were only armed with the lighter 88mm Deck Gun.
Flak Gun.


Picture 14 > Light Flak > No available upgrade.

Upgrades will become available.


Picture 15 > CONNING TOWERS > No available upgrade.



Picture 16 > Torpedo Chart.


Picture 17 > U-Boat Performance Chart.


Picture 18 > Weapons and Ammunition Chart.



U-Boat Torpedo Management continued on the next post.

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Old 05-29-16, 10:42 AM   #22
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Default U-Boat Management > Torpedoes.

U-Boat Management > Torpedoes.

Picture 1 > Clicking on > TORPEDOES will open the > Default Torpedo Screen.


Picture 2 > The Default Picture Torpedo Load Out is all Type T1 G7a’s.

You can see that > Torpedo Tube 2 has been clicked and the information shows this Torpedo is a > Type T1 G7a.


Picture 3 > Clicking on the T1 G7a 84 or TII G7e 22 (in blue) also opens the information panel.



Picture 4 > To replace the G7a in Tube 2 click on it.


Picture 5 > Clicking on the G7e where the > Curser is showing.


Picture 6 > Are you sure? > Click Yes to confirm.
Repeat the process for each torpedo you want to replace.


Picture 7 > This is my Torpedo Load Out for Patrol 2 with a mixture of G7a’s and G7e’s.


Picture 8 > Click on the Back Arrows to go back to The Office.



Now go to the next Tutorial.

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Old 05-29-16, 10:44 AM   #23
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Default It's Time To Start Patrol 2.

It's Time To Start Patrol 2.

Picture 1 > Click on the Map to > Start Mission.


Picture 2 > At the start of any New Mission you are always given the Option to change your > Game Play Realism Settings.



Picture 3 > Click on Start to Load the Mission.


Important information.
Note that the Game loading process can take 3 to 10 minutes or even more time depending on your system’s capabilities.

The Loading Bar will appear to have frozen near its end, this is quite normal and you just need to be patient.
It is highly unlikely that you will have a freeze but a crash can happen usually when the bar has passed the 50% point.
If this happens reload the game again from the > Main Game Menu > SH3Commaner Application.

Note.
Continual Game Loading crashes indicates that there is a > OS Compatibility problem.

Go to the next Tutorial.

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Old 05-29-16, 10:45 AM   #24
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Default Departing Wilhelmshaven >Captains Log >Mission Orders >New Gauge >DH Antenna >Flag

Departing Wilhelmshaven > Captains Log > Mission Orders > New Gauge > DH Antenna > Flag.

Picture 1 > Shortcut key > K > Captain’s Log.


Picture 2 > Shortcut key > F8 > Mission Orders.



Picture 3 > New O2 (Optional) Oxygen Gauge.



Picture 4 > DH Antenna Down > Shortcut key > Ctrl + V.



Picture 5 > DH Antenna Up > Shortcut key > Shift + V.



Picture 6 > Flag Down > Shortcut key > Ctrl + F.



Picture 7 > Flag Up > Shortcut key > Shift + F.



Picture 8 > Torpedo Auto Loading is the default setting which can be left in default mode when only one type of torpedo is available.



Picture 9 > Removing the Tick from > Auto Loading will allow you to choose which Torpedo Type and which Tube to load in.

Loaded torpedoes can be removed from the current tube by clicking on the > Tube Number.


Picture 10 > Crew positions F7 showing > SH3Commander Qualifications enabled.



Picture 11 > Combined Speed Charts.

Knots in Metre per Minute.
Knots in Kilometre per Hour.


Picture 12 Additional Tools.

Dual purpose Compass.
Nomograph.
Sea Depth Chart.


Go to the next Tutorial.

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Old 05-29-16, 10:45 AM   #25
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Default Plotting From The Dock Through The Lock Gates.

Plotting From The Dock Through The Lock Gates.

Picture 1 > Click on the > Tool Helper Question Mark > ?


Picture 2 > Start Plotting a course to one of the > Lock Gates.

The one I am going to use is the easiest as it gives you plenty of maneuverability.
The U-Boat will not move until you release the > Plotting Tool.


Picture 3 > Plotting to the Lock Gates Entrance.



Picture 4 > Plotting in to the Lock.



Picture 5 > Releasing the Plotting Tool by Right clicking the Mouse Button automatically starts the U-Boat.

The U-Boat’s speed defaults to > Ahead Standard so may need to be reduced to a slower speed.


Picture 6 > Swastika on Escort.
Binoculars Short Cut > B key or use the Mouse Scroll Wheel.



Picture 7 > As the U-Boat gets closer to the Lock Gates you will have plenty of room to use the > Plotting Tool to readjust your alignment if necessary.



Picture 8 > Shows the Lock Gates Closed.

I have reduced my Speed to > Ahead Slow 3 knots.
Always approach the Lock Gates at a Slow Speed and be prepared to put your boat in > Reverse so you do not hit the Gates and damage your boat.
The Lock Gates are timed so just because you are there they will not open until you hear the Horn sound.
You can observe the Lock Gates at the other end of the Lock through your Binoculars to see how long you may be waiting.
A little TC can be used to help speed things up.


Picture 9 > I am at 0 knots but am still moving very slowly.

I have allowed enough distance so I will not hit the Gates.
I have only Plotted the course a short distance inside the Lock.
I am on the Map > F5 and I could choose to use the Eraser and remove the Plotted course and then use the Rudder to take the Boat in manually!


Picture 10 > Maybe I could have been a bit closer?

I will still have plenty of time to enter before the Lock Gates close again.
You will hear a Horn sound when this is going to happen.


Picture 11 > Lock Gates are starting to open > Start up the Diesels.

Select a speed depending on how far away from the Lock Gates you are.
Do not wait for the Lights to change color.
Move your Boat as soon as you see the Gates start to open.
If you are close to the Gates and you rush in at high speed you will hit the Gates at the other end before you either go to > All Stop or have time to Reverse your Boat.


Picture 12 > The Lock Gates are fully Open and it is officially > Green to enter.

I am closing at 7 knots and as I enter will go to > All Stop Short Cut @ key (EN keyboards).


Picture 13 > The Boat is in the Lock and I have gone to > Reverse to slow it down.
You need to remember that the Lock Gates in front of you open inwards towards you, so leave some room.


Picture 14 > Reverse view.



Picture 15 > Lock Gates Opening > Ahead Slow ordered.



Picture 16 > Speed increased to Ahead Standard while passing through the Gates.

Lock Gates > Reverse view.


Note 1.

Sometimes when you put the Telegraph to a Forward Speed nothing happens.
If this occurs put the Telegraph into a Reverse Speed and when you see there is some movement beginning to happen immediately go to a Forward Speed and the Boat should respond.

Note 2.
When returning to a Port with Lock Gates it is not necessary to go through the Locks to Dock unless you want to.
Before reaching the Lock Gates use the Esc key.
Select > Exit Patrol
Select Dock at ?

Go to the next Tutorial.

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Old 05-29-16, 10:46 AM   #26
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Default Making A Manual Game Save.

Making A Manual Game Save.

At some point you will need to make your own game save at the end of a gaming session.

Saves should not be made closer than 60km to any Coast Line if possible.


Press the > Esc Key.


Picture 1 > Save & Exit.


Picture 2 > Save Name Box.



Picture 3 > Enter a Save Name.
My Save Name > KH21.
KH > Kurt Holderbaum.
2 > Mission/Patrol 2.
1 > Game Save > 1.


Picture 4 > Press Save > Turns Blue.



Picture 5 > Game saved successfully > Press OK.



Picture 6 > Click on > Exit To Menu.



Picture 7 > Click on > Exit Game.



Picture 8 > Quit Game > Press Yes.



Important.
Making Game Saves After Destroying Enemy Ships And Aircraft.


Picture 9 > Before making a Game Save it is advisable to be 60km from the nearest Destroyed Mark.
Failure to do this may lead to Game Corruptions or CTD’s depending on the circumstances.


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Old 05-29-16, 10:46 AM   #27
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Default Rockall Bank First Encounters in AM18.

Rockall Bank First Encounters in AM18.

This will give you some idea of what to expect from your First Mission.

Picture 1 > I had to use a lot of TC to pass the days before the 1st Radio Message on August 26th 12.02.

Confirms the original Grid AM18 orders.


Picture 2 > The 2nd Radio Message was on August 29th 18.45 informing me of a Neutral Convoy in AM15.

This will be the Enemy Convoy on September 3rd.


Picture 3 > The 3rd Radio Message on September 1st 03.01 updated information on the 2nd Radio Report giving the Convoy size.

It also indicates a position where you need to be.
This Message will be repeated later on September 3rd.


Picture 4 > The 4th Radio Message Sept 3rd 12.57 contains more information regarding the Convoy now in AM16.



Picture 5 > Shows the Convoy entering AM18.

The distance is 54km along the AM18 Grid Line from the right angle.
Convoy course 110
.
Speed 7 knots as in the Radio Message.
I had drawn a Targets Course Line from the AM16 Map Contact and had taken up an attack position.


Picture 6 > Time to Dive > Periscope Depth ordered.

New position taken up on the AM18 Targets Course Line 110
.


Picture 7 > Go to the > Weapon Officer Icon.

He is going to do everything, all the calculations etc.


Picture 8 > Showing the > Torpedo Attack Icon.



Picture 9 > Ship Identification Icon.

Pressing the Lock Button > Short Cut Key > L identifies the Target Type but not what it is.
Once you have identified each of the 4 Targets go to the > Navigation Map F5 and click on any of the > Map Contacts and each one will be identified.


Picture 10 > This 5th Radio Message on September 3rd 13.32 gives the Orders with permission to go on the Attack.



Picture 11 > Notice that only 1 of the 4 Targets maintains a constant course 110
.
The 1st line is the original Targets Course Line 110
from AM18.
The 2nd Targets Course Line nearest has been adjusted by drawing a line through the first ship which is on course 110
.


Picture 12 > Time to use the TDC Solution Icon.

I take frequent updates so as to be as accurate as possible.
This can be done on more than one Target.
Lock and Unlock each Target to update the TDC using the TDC Solution Icon each time.


Picture 13 > You will need to use the Recognition Manual to get the Targets’s Draft.

Short Cut Key > N.
Click on the Left Arrow to show HANDELSSCHIFFE > Merchant Ships.
Click on the Recognition Manual Cover to open it.
The Draft’s for all 4 Targets is 9.0 metres.
The Torpedo Depth Dial can be moved at any time.


Set up the Torpedoes in good time so you are not rushed.

I will set 2 Torpedoes for Target 1
Tube 1 > G7a > Impact > 7 metres.
Tube 3 > G7e > Magnetic> 10 metres.
I will set another 2 Torpedoes for Target 2
Tube 2 > G7e > Magnetic> 10 metres.
Tube 4 > G7a > > Impact > 7 metres.
I will update the TDC between the 2 Target’s using the > Weapon Officer’s Solution Icon.

Picture 14 > Move the Periscope until the Gyro Angle shows 000.
The Periscope shows the Bearing Firing point.
This is known as a 90
fast shoot.


Picture 15 > Target 2 is the T2 Tanker showing in > Position 1.

Tube Door 1 is now Open.
When Target 2 is approaching 000 I will swing the Periscope and Lock on to Target 1 > get a Firing Solution > Fire Torpedo 1.
Then click on Tube 3 > press the Q key > press the Fire Button.
Press the L key to Unlock the Target.
I then swing the Periscope Back to Target 2.
The Gyro Angle will no longer show 000 > this is not a problem.
Lock on the Target.
Tube Door 2 is now Open.
I get a new Firing Solution > Fire Torpedo 2.
Then click on Tube 4 > press the Q key > press the Fire Button.


Picture 16 > I have hit Target 1 with 2 Torpedoes.

Tubes 1 and 3.
Fast Passenger Ship 5835 Tonnes.
Notice the Gyro Angle.


Picture 17 > 2nd Torpedo hit on Target 2 > T2 Tanker (Position 1 in the Convoy).



Picture 18 > T2 Tanker > Target 2 > Position 1 going down 8230 Tonnes.



Picture 19 > Attack Map F6 showing the Stern Torpedo tracking towards the 2nd T2 Tanker.



Picture 20 > Stern Torpedo hitting the T2 Tanker.

I had to chase after this Target and I managed to cut off the angle and then swung round so the Target naturally came towards my Stern Tube.
In the meantime the Bow Tubes were being reloaded.
As the two ships were constantly zig zagging they would lose a certain amount of distance so I am able to close the Range by using > Ahead Full 7 knots.
I was able to predict where I thought they are going to be.


Picture 21 > The 3rd Torpedo is shown hitting the T2 Tanker after a Bow Tube reload.

This still did not sink it.
You can see a big plume of water has gone up.
The Gyro Angle shows 330.
I have fired a diagonal shot at 10 metres deep 1 metre below the Targets 9 metre draft using a Magnetic Pistol.
This should cause an explosion anywhere it passes under the Targets Hull.


Picture 22 > Captains Log.

Shows all 4 Targets destroyed.
When you send a Radio Report you will get a Report back with your tonnage totals and number of remaining Torpedoes.



Picture 23 > Save Game 60km Boundary.
Try not to Save the Game within 60km of any Destroyed Marks or Coast Line.


Note 1.

The Torpedo Solution option available from your Weapons Officer (WE) is similar to using Auto TDC but you actually see what is happening and how it happens.
As long as you update the data to the TDC by making regular use of the Torpedo Solution Icon he will give you the data and all you need to do is Fire when the Gyro Angle goes to 000.
This means that even if you are not at the ideal 90
angle he will still compute a Firing Solution for you.

Note 2.
The shortcut key > Q must be used to open the Tube doors first.
The shortcut key > W closes the Tube Doors.
The shortcut key > Y cycles across the Torpedo Tubes.
Moving from one Torpedo Tube to the next automatically closes the previous Tube Door.

Note 3.
The 2nd T2 Tanker was finished off with the Deck Gun at a Range of 3000 metres with me firing it manually.
My speed was 7 knots to match the Targets.
I checked the Targets position from time to time by going to the Navigation Map and using the Compass Tool to check the Range.
At this sort of Range you are unlikely to come under attack from the enemies weapons.
It is pointless letting your Deck Gun Crew do the firing at this sort of range as they will not hit anything and waste ammunition.

Note 4.
The Transport ship was sunk by using the Deck Gun only.
It takes a lot of shells but if you can get them in the right place then you can get a result.
Armour Piercing > Aim at the Waterline.
High Explosive > Anything above the Deck line.

Note 5.
When you see ‘No officer at the helms station !’ this is because of the pictures being taken when submerged.

Last edited by THEBERBSTER; 05-08-18 at 03:01 PM. Reason: Replaced missing pictures
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Old 05-29-16, 10:47 AM   #28
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Default Firing Torpedoes From The Attack Map F6.

Firing Torpedoes From The Attack Map F6.

The Target remains Locked in the Periscope Station.
The > 2 Gyro Angle Dials are used to monitor when to Fire Torpedoes.

Picture 1 > Here the Gyro Angle 000 has been replaced by > 2 Lead Angle Dials.
Left Dial > U-Boat.
Right Dial > Target.
The perfect firing solution is when both Dials are vertical as in the Picture.
The U-Boat is correctly positioned for a 90ᵒ shoot as you can see the Torpedo Track Line runs down the 0ᵒ bearing.
All the calculations have been done by the Weapons Officer (WE) using the > Torpedo Solutions Icon.


Picture 2 > Shows the Torpedo is on Track to hit the Target.



Picture 3 > Target destroyed.



Manually Setting Your Own Torpedo Angles.

If you want to set your own Torpedo Angles.
Unlock the Target in the Periscope Station F3.
Click on the Red Auto Button.
It will turn Green to allow access to the TDC.
Using the Bearing Dial has the same action as moving the Periscope.
You will see the Torpedo Track Line move as you move the Periscope Bearing Dial.
Range and Speed always have to be entered manually.
The Torpedo Track Line will change length as the Range Dial is moved.

Picture 4 > Bearing Tool > Off - On > + - Zoom Buttons.


Picture 5 > Bearing Tool > Off - On >
+ - Zoom Buttons.


Last edited by THEBERBSTER; 05-09-18 at 02:46 PM. Reason: Replaced missing pictures
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Old 05-29-16, 10:47 AM   #29
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Default What Is In F1 Help?

What Is In F1 Help?

Picture 1 > Navigation.


Picture 2 > Stations.



Picture 3 > Periscopes & Weapons.



Picture 4 > Counter Measures.



Picture 5 > Turms & Interiors.

Turm > Conning Tower > Bridge F4.


Picture 6 > Camera Controls.



Picture 7 > Nations.



Picture 8 > Time Compression + Top Secret.


Last edited by THEBERBSTER; 05-09-18 at 03:49 PM.
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Old 05-29-16, 10:48 AM   #30
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Default Game Freezing Problem After Installing.

Game Freezing Problem After Installing.

The problem is usually caused by a corruption in C:\Documents\data\cfg\main file where there maybe something missing.
This is will normally happen straight away after loading your game for the first time.

There is a similar file also in your > Main Game Folder > data\cfg\main which will continue to show the default settings when changes are made in C:\Documents\data\cfg\main and do not need to be changed.

This is my Time Compression settings which gives better Port maneuverability.

Option > Copy and Paste it to replace yours.

[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=64
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=16
RadioReport=16
Particles=16
PrayState=16
HunterState=32
3DRender=32
Maximum=1024

Go to > File
Select > Save
Exit

Note.
You can change any settings after testing.
These settings can be changed when the game is not running.

Last edited by THEBERBSTER; 01-17-18 at 04:46 PM.
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