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Spy17

Silent hunteriii

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Have you guys seen this mod (World Expansion v1.72): http://www.combatplanes.ca/m_c.htm

I have not tried it yet but it looks very interesting. I really like that part about having ships in the harbor. That is something I miss in the game now. Its no fun sneaking in to an enemy harbor just to find out its completely empty.

I grabbed it last night the first thing i noticed was more traffic at my home port of Wilhelmshaven, i havent made it into an enemy port yet as my current mission takes me through the channel and there is a bit more traffic now. I even noticed several additional Destroyer types that i had not seen previously.

I definetly recomend getting it, just make sure your most recent save is in a port as the readme says you wont be able to continue your career from a save point that has you on station.

Could you possibly email me the mod? the link on the site aint working no more

Or, i can just host it at the Pub

SH3 World Expansion

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So since all of you are experts here I have a few questions.

I was doing my final exam with the convoy. I sunk 2 ships with my torpedoes and got my 8000 tons goal. So there I was hunting small tanker at periscope depth while destroyer was looking for me nearby. I wasn't paying much attention to it and then BAM! BOOM! the stupid destroyer ran over me and continued going. I had my bridge and AA gun damaged only, so i thought that I could still finish off that tanker. And I was trying to get to a good torpedo attack position when out of nowhere I get that small screen at the bottom left and it showed destroyer sinking like brick. By that time it was about 2 kms away. So could've that been my misfired torpedo finally going off or did it actually take some damage when he drove over me and went down eventually? After that all I had to do is to surface my boat and kill the remaining ships with my deck gun, which was extremely fun... smile_o.gif

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It's a bug, it seems submarines do alot of damage to ships who try to ram them which is programmed into the AI as it was a tactice of WWII DD's, you really shouldn't survive a ramming or at least you should be sinking to the bottom.

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Quote[/b] ]Have you installed any mods or something that could be the cause of this?

I only added some songs to the grammophone folder and patched it to 1.2.

I saw a thread over at the official SH3 forum with someone having the same problem you have with saved games. Not sure if its any help but you can find it here: http://forums.ubi.com/eve....903&p=1

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Just sank my 1st T3 Tanker smile_o.gif big badda boom took 3 torps to sink it....

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Having trouble sinking everything in the Torpedo training mission.

I understand the concept of firing at the ship perpendicular to the sub.

Still, too many times the torp misses the ship.

I use the periscope to lock on a ship. When it's dead ahead or behind (lock arrow turns green), I fire fore or aft. It often misses.

Is there something else I need to do?

Frustrated. sad_o.gif

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It's a bug, it seems submarines do alot of damage to ships who try to ram them which is programmed into the AI as it was a tactice of WWII DD's, you really shouldn't survive a ramming or at least you should be sinking to the bottom.

Ah, never heard of the Nautilus eh, Cpt. Nemo would show them wink_o.gif , anyway no one answered me, is there a demo out? I would like to see how and if it works before i try it rock.gif

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It's a bug, it seems submarines do alot of damage to ships who try to ram them which is programmed into the AI as it was a tactice of WWII DD's, you really shouldn't survive a ramming or at least you should be sinking to the bottom.

Ah, never heard of the Nautilus eh, Cpt. Nemo would show them wink_o.gif , anyway no one answered me, is there a demo out? I would like to see how and if it works before i try it rock.gif

I don't think there's a demo but go to the official SH3 site. Download the videos to see what it looks like.

Almost all of the gaming reviews give SH3 a 9 out of 10 or greater score.

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when you lock onto a ship via your periscope click on your weapons officer and get him to create a soloution, then fire smile_o.gif

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Having trouble sinking everything in the Torpedo training mission.

I understand the concept of firing at the ship perpendicular to the sub.

Still, too many times the torp misses the ship.

I use the periscope to lock on a ship. When it's dead ahead or behind (lock arrow turns green), I fire fore or aft. It often misses.

Is there something else I need to do?

Frustrated. sad_o.gif

One tip is to set torpedo speed to “fast†if you haven’t done that already.

I also missed a lot in the beginning when I "parked" my sub perpendicular to the target. Now I mostly travel parallel to the target, just a bit in front. It works very well, the torpedo hit with a good angle and it’s easy to keep a constant distance to the target (important especially if you use manual targeting) and to adjust if the target changes his course.

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Yes, i have read about it and seen the footage but i would like to know if the game runs on my system and how well too, and also to get a taste for it.

I have also read about starforce and that it installs illegal copy protection drivers that are not mentioned in the EULA or during the game's instalation and that these arent removed even if you uninstall the game, you will need some 3rd party tool to remove them rock.gif I condone piracy but i also dont like to have hidden shit instaled in my PC..

Im considering picking up the game next week, im still undecided betwean SH3 and SCCT, im not very happy about giving my money to UBI since they killed GR series for PC but due to the lack of decent tactical FPS's im looking for other game types and this game seems well worth it smile_o.gif .

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Here is for those who doesn't know the requirements.

OS: Windows XP-2000

CPU: 1.4 GHz or faster

RAM: 512 MB

3D card: 64 MB

DVD-ROM (!) drive: 4x

Sound card: DirectX 9 compliant

Hard disk: 2 GB

DirectX: 9 or higher

You also need a mouse and keyboard of course smile_o.gif

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Having trouble sinking everything in the Torpedo training mission.

I understand the concept of firing at the ship perpendicular to the sub.

Still, too many times the torp misses the ship.

I use the periscope to lock on a ship. When it's dead ahead or behind (lock arrow turns green), I fire fore or aft. It often misses.

Is there something else I need to do?

Frustrated. sad_o.gif

You can have your weapons officer plot the firing solution for you. Lock on your target in your periscope than ask the weapons officer to identify the target (unless you already have it identified) plot a firing a solution and finally to fire the torpedo.

Ideally, you want to have a gyroscope reading of 340-20 but i find you can still have a good deal of success with it between 320-40.

One last thing, try to avoid firing from directly in front of or behind a target as this tends to either make you miss or cause a glancing blow off the side of the hull.

Hope this helps.

EDIT: you prolly already know this but since you said "all" of the ships i wanted to point out that you only need to sink 4 of them.

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The angle of attack should be 90 degrees to target. Optimum target range (for me) for a direct shot is 300 - 350 m´s. Just use the map to draw the assumed movement line of the ship you are going to attack by placing markers and connecting them with the ruler. Position your boat ahead the ship you want to sink and set it up close to the line you have drawn. Make sure the angle to assumed target movement line is 90 degrees. Use angle tool to make sure. Go on periscope depth and lift scope just about sealevel and try to get a look on target when it closes in. Lock scope on target, identify target by using the ship recognition manual, or ask your torpedoman to do it for you, confirm the target, switch to torpedo screen, set speed for torpedo on fast with magnetic torpedos. Acoustic torpedos almost fail every time when fired on a slow moving target. The are not very fast also, so they make the perfect weapon for destroyers or other fast moving targets.

You can additionally set the running depth of the torpedo (magnetic) 1 or 2 m´s below the keel depth of targeted ship by checking the ship recognition manual. This will kill a C2 for example with one torpedo, as it literally breaks the back of the ship. Keep in mind that rough sea can influence the keel depth of a moving ship, so rely on low running torpedos in that case.

I also found it usefull to attack C3´s and other freighters with Deck gun first (if weather is fine) I am quite good in popping off the rear or front gun of those vessels in quite a distance. Make sure you run a cross course that doesn´t get you too close to the vessel. 5000 - 3000 m´s should do the trick. Once you have taken out the gun you can get closer and shoot the bridge and the front deck. Sometimes this is enough to make the C3 go up boom bang. I use armour piercing ammo for the gun and explosive ammo for the rest. When the ship is defenseless get closer and rip the hull beneath waterlevel with armour piercing or explosive ammo. With this approach you can sink a C2 or C3 with 10 - 15 shots. Piercing the hull below sealevel wil make the ship sink very fast, while the fire onboard will finish off the rest.

Hope this helps.

I fixed the save-bug by creating a new career. Well, 5th mission 117.000 tons sunk smile_o.gif

I got a glimpse on a real big convoi near Malta again, but I only had two eels left, so I just kept in touch and reported it. Soon after planes came in and sunk 2 cargo ships and a destroyer.

SO I now know that reinforcements do come smile_o.gif

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Just found a 15+ ship convoy in the english channel, i hit 6 ships and sank 3, called in their location and a lot of bomber came in and finished em off, 6-7 survived, i followed them for a day or two then called in their location again, bombers came again sinking 2 the others got away.

awesome smile_o.gif

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damn it. Got the game, played some training missions and thats about it.. As it seems I wont even be able to play it for the next 3 weeks. There is a time when live changes and you dont even find time anymore for this hobby. When OFP2 comes out I will probably buy it just to own it, put it into the shelf and let it get covered in dust! tounge_o.gif

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I got the chance to play online this weekend and all i can say is i like the game even more now. You can either play a custom scenario that you make yourself in the mission editor or you can specify the parameters you want for the mission which include:

Realism level

Date

Type of mission: Convoy or Capital ship hunt

Size of convoy

Size of escort

Escort Experience level

Your crew experience level

Types of sub available

Any Air cover

Distance from convoy

Or you can set all these levels to random and then let the players choose which sub they can have. It works the same way as OFP does online, you can play either a LAN game or you can play over UBI.com and host a room for up to 8 players. You could even password the room for the times you want to have a forum night.

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only 8 players? bah

But each player is a sub captain so that makes for a decent sized online Wolfpack.

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yeah true, looking forward to hunting down a convoy online smile_o.gif how do the players communicate in game? do they have to use the radio like when you send a report? do they each start at a different port? and then have to use the radios to report sightings and them all gather ?

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<OBJECT CLASSID="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" WIDTH=600 HEIGHT=400><PARAM NAME=MOVIE VALUE=http://www.u-boot-archiv.de/waffen/torpedo_laden.swf><PARAM NAME=PLAY VALUE=TRUE><PARAM NAME=LOOP VALUE=TRUE><PARAM NAME=QUALITY VALUE=HIGH><EMBED SRC=http://www.u-boot-archiv.de/waffen/torpedo_laden.swf WIDTH=600 HEIGHT=400 PLAY=TRUE LOOP=TRUE QUALITY=HIGH></EMBED></OBJECT>

copyright by Hans Hansa

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just had a thought, howdoes the timeskip work in mp?

or is it more acradey where you all start off at sea relitivley close to the convoy so the game doesnt last 14hours

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Skiptime is disabled, when you set-up the session your given the option of starting close, medium or long range from the convoy, the proximity is the same as when you spot a ship and the report says if they are close, medium or long range away.

To communicate to the other ships you hit "NUM Lock" then type in your chat and hit enter to send the message.

On another note: has anyone tried using voice comms yet? i read on the SH3 forum that you can do this using a program called shoot and there are even templates to help you set it up to work. I have yet to try this as my mic is now dead but i will be getting a headset w/mic tonight after work.

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i remember using voice commands in ofp, it worked....sort of

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