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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2009
Posts: 17
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Hello! As I said earlier when I introduced myself, I started playing SH3 a few days ago. These days I've been struggling to learn the game, as I have to other subsim experience. My intention is to play in a full realism environment and thus I installed GWX and Iam working on manual targeting, manually calculating torpedoes and all that stuff. So far I have completed all the naval academy missions except the last one, and by now I have a lot of questions.
![]() First of all, Im a bit puzzled about torpedoes. I have seen that sometimes a torpedo is enough to sink a ship instantly, but sometimes it takes minutes until I my officer reports a sinking, or I dont damage the ship enough to sink it. Is there any way to guess when you deal enough damage to cause sinking? or is it just experience? I find this matter really important because it can save torpedoes for other targets and prevent me from running out of ammo and watching the other ships get away while I wait for the reload. Also, I dont quite get how the sensors work. I have read a little about making hidrophone contacts at periscope depth to spot ships before they come into visual range. But Im completely lost when it comes to spotting ships, calculating courses and intercepting them (which is, as I guessed on my first patrol ever this morning, VERY important). I'd like some feedback on how all this work. And finally, navigation is my last Nemesis. Completing the navigation tutorial was useless for me. I know how to control the sub, but long-term navigation is a mystery. When you are told of patrol a grid, do you just plot a random course through the sea, set the engine at ahead standart and hit the time compressor? As I have 0 naval experience, I dont know the procedure. This morning, when I arrived at my target grid my crew was exhausted, apart from various other dissasters (like spending minutes wandering around the command room during time compression 1036, to suddently see I was surfaced sailing next to an english merchant). I'd like to know what do you do to get to your target destination: what time compression do you use? do you plot all the course, plot a few miles ahead only? what speed do yo use? I hope you recognise some of my problems as "typical newbie questions" and you dont mean explaining things to me, or at least tell me where can I read about all this. Thanks for your time, and good hunting P.D: As I see there is no Q&A topic, I think we newbies could use this topic to ask everything so that we wont flood the forum with single-question topics. |
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#2 |
Sparky
![]() Join Date: Mar 2009
Posts: 154
Downloads: 64
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Firstly Torpedo's do a variable amount of damage depending on where they hit the ship, what type of ship they hit and what type of explosion you use (Impact into the Hull or Magnetic Underneath)
Generally a magnetic shot does more damage than an impactor, however if you can get an impactor into the engine room (usually directly below the funnel) or into the magazine (usually directly below the guns) you'll get a kill. If you have hit your target, monitor it's speed for a few mins, if it slows to 0 then it is usually an indication of a fatal hit (note that a magnetic explosion under the props can slow a ship to 0 without killing it) Also watch the waterline on the ship, if you have killed it it will begin to settle deeper and deeper FOr Hydrophone contacts, if you zoom in on the map you will see a black line that indicates signal strength, direction and approximate range, mark this on your chart, surface and head in that direction for 10/15 mins, if you don't spot your target dive to perescope depth and try to reaquire the hydrophone target, the difference between the new contact and the innitial line should give you an approximation of target speed abd direction of travel, plot an intercept, surface and travel at top speed for another 10/15 mins, if you still don't spot dive and repeat the last steps Time compression makes the game run faster, however contacts may be missed the step between 128 and 256 appears to be the biggest for this, if you can stand it try running at 128 when cruising (note that this will make atlantic crossings last an age) |
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#3 |
Eternal Patrol
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Download the Community Manual. It will answer many of your questions or link you to the answers. (it can be downloaded from subsim downloads).
I do not exceed 128-256 x as you miss contacts or get in trouble
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RIP Laufen zum Ziel |
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#4 |
Ace of the Deep
![]() Join Date: Jan 2002
Location: London, England
Posts: 1,144
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Magnetic torpedoes have their uses but I find the impact torpedo more reliable, especially in rough seas. In game I find there is very little difference in the actual damage done by both types. The magnetic is ideal for shooting at targets where your AOB is not perfect e.g. assuming sea condtions were good, I have in my sights a line of three ships, I would set a mag torp for the first and last ship and an impact torp for the middle ship. I would wait until the AOB on the middle ship is near perfect then fire the first mag shot at the first ship, then the second mag shot at the last ship, then the impact shot at the middle ship. Doing it this way the torps should impact within a few seconds of each other and if luck is on your side, all three should go down.
To increase your success with one shot per ship (the real biggies like battleships etc being the exception), I normally choose impact and aim towards the bow of the ship, except escorts where dead middle seems to do the trick. Nemo
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"I'm afraid there is no disguising the fact that King's obsession with the Pacific and the Battle of Washington cost us dear in the Battle of the Atlantic". Sir John Slessor GCB, DSO, MC, DL AOC-in-C Coastal Command RAF ___________________________________________ |
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#5 | |
Weps
![]() Join Date: Jan 2007
Location: Control Room
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I suppose it depends on what damage model one is using. I would think that a damage model that made damage from an impact explosion more deadly than a magnetic explosion is less realistic. The problem with magnetics is that they are more likely to miss in rough seas. This is compensated for by the fact that they are more likely to detonate at angles farther from the perpendicular.
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100% realism, DiD Harbor Traffic 1.47(incl. RUB) Using SH3 Commander to implement many custom realism tweaks Covered 1939-1945; now restarting in 1939 again. Completed 39 careers, 210 war patrols, 4.7Mt sunk, 19 subs lost |
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#6 | |
Ace of the Deep
![]() Join Date: Jan 2002
Location: London, England
Posts: 1,144
Downloads: 54
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Nemo
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"I'm afraid there is no disguising the fact that King's obsession with the Pacific and the Battle of Washington cost us dear in the Battle of the Atlantic". Sir John Slessor GCB, DSO, MC, DL AOC-in-C Coastal Command RAF ___________________________________________ |
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#7 |
Sparky
![]() Join Date: Mar 2009
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TBH I tend to make the decision based on target and angle, If I'm end on always magnetic, If I'm near 90 degrees I'll usually go for the impact option, Tho last night stuck 2 impactors into HMS Nelson moored in Gib harbour with little effect, So growing frustrated Stuck a magnetic under her which caused massive secondaries and had her on the bottom in under a min My 2nd Battleship in my current campaign
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#8 |
Bilge Rat
![]() Join Date: Apr 2009
Location: Texas
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I just got GWX a few weeks ago and have been playing like crazy and i have a few questions about it. Are we able to actually play the typ XXIII and why do the destroyers have god like hydrophones?
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#9 | ||
Captain
![]() Join Date: Feb 2009
Location: Drinking a cold one in Davey Jone's locker.
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#10 |
Sparky
![]() Join Date: Mar 2009
Posts: 154
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In other words run silent run deep
Engine in silent mode at 2kts or less, and running well into the orange on depth will give you your best chance of evasion |
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