Silent Hunter 3 Newbie Questions

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prakaa

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#1 prakaa
Member since 2006 • 96 Posts

Hi,

Got Silent Hunter 3 and it's great!

A few questions:

1. I have the DVD version, and when I click on view tutorial, it doesn't work

2. I know you can use torpedoes with the TDC layout, or by asking the weapons officer to choose a traget and present a solution, but how do you set out a solution using the periscope? Whenever I lock onto the target, it fires staright ahead, not at the the target. I've watched the tutorial online, but it didn't help,

Thanks

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bogaty

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#2 bogaty
Member since 2003 • 4750 Posts

If you're doing manual targeting, you have to aim where the target will be when it and the torpedo's paths interset, not where it is at the moment of firing.

The rough and ready guide is as follows:

the very first thing you want to do is open the torpedo tube doors. If you don't do this, when you give the order to fire, there's a few second delay while the doors are opened and the torp usually misses the mark.

First thing you want to do is lock the target and then open the ship recognition manual. Determine what type of ship it is and relay that to the ship's weapon's officer (by pushing the confirm button in the ship rec. manual.) Next you want to determine the ship's distance from you. You do this by using the UDC or periscope's range finder function. Make sure the centre horizontal hashmark is lined up on the level where the target ship's hull touches the waterline. Once that's done, select the rangefinder tool. This tool superimposes two images of the target over each other. Drawthe topmost image down until the waterline of the top image touches the highest point (usually a mast or conning towner) of the lower image. Confim this as the initial range.

The next step is to determine the heading of the target ship. You can guestimate by using the 0, 45, and 90 ship profiles in the ship recognition book and try to judge by comparing your sight picture with the manual's pictures. This usually isn't that accurate but if you're close (say under 1,500 yards, it's usually good enough to score a hit even if you're off a little.)

Finally, you need to determine the ship's speed. Once you've got distance and heading, you can use the stopwatch and ask the WSO to determine heading. The longer you leave the watch running, the more accurate the speed estimation will be. (double check speed estimate with the ship rec manual to dee if you're wildly out of whack.) Once you've got all this data entered, set torp speed and depth and take the shot. It's usually better to fire a salvo of 2 or three torps. You can use the torp gyro setting to enter a slight offset so you fire one dead on, one 1-2 degrees to the left and one 1-2 degrees to the right.

That's the quick way and it's not bad but it's by no means foolproof. Once you get good at judging distance and heading, you can get within the 50-60% success range against slow merchantmen.

the much more acccurate, but much more time consuming way to do things is as follows. Spend a bunch of time manoeuvring yourself so that your target will pass your bow as close to perpendicular as possible. While you're piloting, you should be able to determine the heading of the target by moving parallel to him and taking a series of ranges, if you're on the same heading and he keeps the same bearing and the distance doesn't change, you've just determined his course and speed. (It's rarely this easy).

What you usually end up doing is positioning yourself ahead of the target and lying in wait. Using the periscope, get your initial range and make note of the angle off your bow. Using the mapping tools, plot this on the map. Start the stopwatch and measure a set amount of time (3 min if you're using the nomograph). Take a second ranging and make note of the bearing. Plot this second point on the map and draw a line between the two points. Once you've got this line, you can project it out further to mark the targets's course on the map. Using the compass and protractor, you can work out the target's speed and heading very accurately. You can also determine the range from your sub to the target at various points along his route of travel and, using this data, set up a firing solution yourself.

As long as the target is unaware of you and maintains a set speed and heading, it's virtually foolproof. Expect hit rates in the 90% range.

Good hunting.

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prakaa

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#3 prakaa
Member since 2006 • 96 Posts

Thanks a lot

I found that the info of the ship is already displayed (which means the realism is down)

So I guess I do all of the above stuff and then give my weapons officer the plot

Thanks

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bogaty

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#4 bogaty
Member since 2003 • 4750 Posts

If you've got the realism toned down then the only thing you really have to do is ensure that the torpedo doors are open in advance of the engagement, the WSO will take care of the rest.

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Threesixtyci

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#5 Threesixtyci
Member since 2006 • 4451 Posts

I suggest browsing this forum: http://www.subsim.com/radioroom/forumdisplay.php?f=170

I also suggest using this incredible mod, "GWX 3.0": http://www.subsim.com/radioroom/showthread.php?t=102096

Manual Targeting Guide: http://www.paulwasserman.net/SHIII/ (most of the mods for calculations are included in GWX 3.0.) AOD wheel can be gotten here: http://files.filefront.com/AoB+wheel+JPGrar/;7385526;/fileinfo.html (But, personally I find manual targetting to be a triggerfor migrains....)

More links.... http://www.subsim.com/radioroom/showthread.php?t=96026

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bogaty

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#6 bogaty
Member since 2003 • 4750 Posts

Manual targetting is my favourite part! Backwards engineering the GW mods to tone down the destroyers to a more realistic level is my least favourite!.

(and dodging the billion and 1 zeros in SHIV sucks too.)

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thusaha

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#7 thusaha
Member since 2007 • 14495 Posts

You can view the tutorial manually. just explore the game directory.

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prakaa

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#8 prakaa
Member since 2006 • 96 Posts

Thanks a lot for all your help

After playing around a bit with th e vanilla, i'll try Grey Wolves!

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Threesixtyci

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#9 Threesixtyci
Member since 2006 • 4451 Posts

Oh I forgot one... I suggest using the front end loader of SH3 Commander, too.
http://www.subsim.com/radioroom/showthread.php?t=147237&highlight=sh3+commander

You'll need to download some special files for SH3 commander to be compatible with GWX3.0.... They are located on the GWX homepage. It's the one labeled:" SH3 Commander Config files for GWX 3.0: here" in the download link section. http://www.thegreywolves.com/

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randalldp

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#10 randalldp
Member since 2010 • 25 Posts
i get to a point where i patrol a area for weeks before or if i ever see any ships, only planes. radar on sonar on. what am i missing?
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bogaty

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#11 bogaty
Member since 2003 • 4750 Posts

I'm not quite sure what you mean when you say you have radar and sonar on. Does that mean you're using active sonar and surface search radar?

If that's the case, you have to realize that ships can hear your active sonar system pinging away. Merchants and convoys will avoid you and call in airstrikes and destroyer hunter-killer teams to chase you. Same with radar later in the war.

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randalldp

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#12 randalldp
Member since 2010 • 25 Posts
thanks for reply, i set radar on single sweep, i kinda figured that would help. by the way, im playing s.h.4 wolves of the pacific. im a newbe now, just give me some time. love this game.
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bogaty

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#13 bogaty
Member since 2003 • 4750 Posts

I prefer to keep the radar off except at night. Your lookouts should spot anything on the horizon as long as the weather isn't crap and you won't give away your position. Again, I only use the radar at night if I suspect that there are targets around.

The only time I ever use active sonar is when I know that I've already been detected, I'm in shallow waters and I want to know how deep I can go before I run aground.