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Spy17

Silent hunteriii

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I'm in mid patrol and I've left a C2 with water washing over its decks after successful hits by no less than 3 magnetic torps.

I've got plenty of time left before returning back to port. It better sink by then or........... or........... or........... I'll be back! mad_o.gif

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You may want to use ship recognition manual to target specific ship sections next time wink_o.gif

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Also there's a gfx mod for the recognition manual which allows you to see where the engine room is, etc. Don't have the link atm, but it sure helps. Hitting the engine compartment is always a sure kill, as are hits to the ammunition stores on warships.

For C2 I usually use only a single shot. If you set the torpedo to 5.5 meters depth and impact trigger you just need to lock target (or aim at the center) and hit them from a proper 90° angle. That's usually a 1-shot kill. With the C3 the engine department is a bit more to the aft and harder to hit without specifically targeting it through the recognition manual.

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Anyone played this game via LAN, and/or in coop mode? Just wondering if it's any good for this type of play...TIA

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Anyone played this game via LAN, and/or in coop mode? Just wondering if it's any good for this type of play...TIA

When I was going to try there was only 3 servers up and all of them was full, so no I haven't tried MP.

ADD: Bah! Graphics on this game sucks (*Thinking on OFP2)  biggrin_o.gif

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Practice with the US Navy on the coast of California

EDIT: Spelling

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Yep they are going to practise together for at least a year smile_o.gif Our subs are smaller and the personell is used to navigating close to the shore.

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Our subs are smaller and the personell is used to navigating close to the shore.

You mean they get the munchies every few hours? tounge_o.giftounge_o.giftounge_o.gif

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Our subs are smaller and the personell is used to navigating close to the shore.

You mean they get the munchies every few hours? tounge_o.giftounge_o.giftounge_o.gif

Uhm.. no? tounge_o.gif

A couple of nice pictures, both exterior and interior, of HMS Gotland:

gotland_640.jpg

usa_losskastning_stor.jpg

usa_besattning.jpg

usa_overlevnadsdrakt.jpg

usa_tornet_bemannat.jpg

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This is starting to head a little offtopic, please stick to discussion of the Silent Hunter game if possible. wink_o.gif

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I HATE this game!!!  no, I LOVE this game!!!  

I had my first large convoy, couldn't stop playing till I was out of ammo and had to bug out.  So, feeling satisfied with my spastic navigation and targeting, I went to bed at 2:45AM!

crazy_o.gif

   Feeling a bit slow this morning for some reason.  It was worth it this time...  I was patrolling AM41, and a large convoy was spotted out of my zone to the north.  I saved, in case I wasn't supposed to leave my A.O. and proceeded on an intercept course.  Having a radio message point their position out as I paralled their course still at 125km due North, I struck out full ahead to lay a ambush.  I had a skeleton crew operating and switched them to their bunks often to keep them frosty.

   When I pulled into their path, the lead destroyer had already passed by, and the rear guards were still 5-7 km distant.  I spotted several T3's, C-3's, and the typical wash of smaller vessels.  I slowed down to allow the sub to slip right behind the first row of small merchants at the front of the pack, to the succulent torp feast that was in the middle and northerly portions.  (p.s. keep your periscope -just- above the waves, so it often gets splashed.  Enemy ships seem to have a hard time seeing them, could someone please confirm that?) I slipped thru the second coulmn and realized almost too late C2's are MUCH longer than coastal merchants.  I had to slow way down to keep from T-boning the rear of one.  

   As I was angling towards the T3, I kept in mind that to my aft there were some C3's further down the convoy that would have a good firing solution, spotted one that I might be able to target right after I hit the T3 and the small tanker right ahead of it.  I rechecked my target selections and depth settings on the torps, confirmed my targets were almost in good solution - and turned to attack.  When the small tanker (the most distant target) came in line, I let go tube II (remembered just before I launched that tube I and III were set for the T3 - hey, it was 1:30am at this time!  biggrin_o.gif )  BTW: using magnetic triggers and the proper depth removes the need for ~90 AOB to detonate.  Found that one out by mistake.  I hit hard port just enough to point past the T3's bow, let the green solution zone crawl across the hull to the mid-section, let Tube I fly.  A moment later, when what I thought was the engine room went by, Tube III.  The T3 was at ~700m at this point.  I looked 180 and saw the bow had to point right at the T3 to get the C3 in green solution. so I hit all stop and coasted right at what was now a broken ship on it's way down (with the first shot, but, better safe than sorry).  The C3 greened up and I let loose with Tube V.  Now, when you're underwater, you can hear everything.  I SHOULD have heard the repetative 'slosh-slosh-slosh' getting louder.. But didn't.  I swiveled the scope 'round and saw a C2 bearing down on me... Hit 'crash dive' and just lost the flak gun.  The rest of the foray was filled with a zig zag pattern like the torpedos, but it was my sub bobbing up and down under the convoy and it's guards.  Acquire a target, let loose, pray it does something, and on the next pass, try to finish it.  The funny thing is that I never thought to slip ALL THE WAY to the other side of the convoy to look for juicy targets... On my last pass under the middle column of ships to lose the persuers, I bobbed up, and saw a > 11,000 ton passenger liner... No torps, and 3 angry destroyers on my tail - I just sadly went to 50m and turned to course for am41, silent running and let the 'keystone cops' blindly bumble with explosives above me...

All in all, 47,000 tons..  This nOOb will take it.  Hell I'm alive.. good 'nuff.   biggrin_o.gif

(edit: spelling)

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Wow, that looks sweet, if it's half the game that SH3 is it will be a hit for sure. I wonder if they will include the most famous PT boat of them all.

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Quote[/b] ]I wonder if they will include the most famous PT boat of them all.

Mikhail's Navy?

I was thinking PT-109... but either way.

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Cant wait to shot Earnest Borginie if it is MacHales Navy tounge_o.gif

"I was on PT-109 when I found out JFK's terrible

secret"-Granpa Simpson

"Esch Bien ein Binena".-JFK

"His a nazi, Get him."- Grandpa Simpson

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Well i was thinking the 109.

@Batdog - it's "Ich bin ein berliner" which if you take a loose translation of the phrase it means "I am a donut"

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hey guys!

I just got this game and I must say...it is pretty astonishing!

One question though-does the game heat up? Because I am on Patrol #3 1939 I dont remember what (that F word german I think but I will say squadron) squadron Im in but I think 2...and I am going on like 3,500 km trips and only incountering a neutral small merchant or two...does it get more, well, exciting?

good game though.  smile_o.gif

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Hi,

Quote[/b] ](p.s. keep your periscope -just- above the waves, so it often gets splashed. Enemy ships seem to have a hard time seeing them, could someone please confirm that?)

confirmed! tounge_o.gif

U can test it by higher periscope to top, good weather, a ship should see you around 1000-1500 meters, if u lower it u will also see that this little uboat changes from red or yellow to green, depends on weather, but closly over waves usually get detected <700m. In career after 1942 you really use it in the last seconds of battle(to fire torpedo), if you higher it earlier bombercommand will teach you a lesson.

@ineo

nice pics!! (even if its offtopic). Why does swedish people always look that relaxed? even the guy that is fighting with one off this rubber suits has a big fat smile on his (allready red) face. I think the navy could learn alot of sweden, not only nautical things. blues.gif

Cu

Scars09

when u start the career in 1939, its true that the first few feindfahrten usually dont have that much enemies. But actually the U-boat II only has 5 torpedos anyway, a c3 can take up to 3 when u unlucky, so more then 3 kills with this boat is nearly impossible (u could try to shoot them burning with flak and then one torpedo to sink them). The feindfahrten also seem to be dynamic i started a saved one from harbour 3 times, and were 3 diffrent battles. U should try to often go under water (all 3 hours) to get your sonar to listen for ships, worked out ok for me. At beginning i always were at surface with top speed, i never got a sonarcontact.

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@ineo

nice pics!! (even if its offtopic). Why does swedish people always look that relaxed? even the guy that is fighting with one off this rubber suits has a big fat smile on his (allready red) face. I think the navy could learn alot of sweden, not only nautical things. blues.gif

lol don't know, but thanks tounge_o.gif

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a submarine from 1864 was found today on the coast of Panama, once developed by Julius Kröhl. It is basically the prototype of all modern submarines due to its cigar shape and the exit technology.

0,1020,478215,00.jpg

0,1020,478072,00.jpg

0,1020,478260,00.jpg

0,1020,478262,00.jpg

0,1020,478264,00.jpg

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Patch 1.4b released (old news but haven't made it to this thread it seems):

Quote[/b] ]1.4b Changes and Additions

* Campaign radio messages improved so that a message can have "from" and "to" fields

* Multiplayer version changed to 1.4.

* Fixed the bug concerning sonar ping for clients

* Added new buildings in German bases (harbors)

* UZO view by night was improved;

* Navigator tells when the last waypoint was reached;

* Customizable values for storm parameters for each U-Boat (see StormConditions entry for each uboat.cfg file);

* Depth report only when diving (from 10 to 10 meters); Time compression will drop to 1 (if greater) when critical depth was reached;

* Sonar new contacts are identified as merchants or warships (not as unknown contacts as in the previous patch);

* Sonar indicator will move faster when the player is at sonar station (and clicks on the sonar dial); and now it can be dragged with the mouse;

* Some shortcut keys will toggle between current view and the next view: radio messages (M), captain’s log (K), hydrophone station (H) and radio station ®;

* A new option was added on “Merchant/Warship/... spotted†popup window. By checking this check box (called “Set as default actionâ€) the selected action will be always performed when the situation occurs. This default action will be saved from a game to other and can be reset, during the game (when press ESC) by choosing “Options/Reset default action†from Game options;

* Corrected several torpedo descriptions errors within the game

* Added the P38 fighter bomber to the inventory of American forces and the campaign

* Added the Wellington bomber to the inventory of British forces and the campaign

* Corrected the damage model for the German Armed Merchant Cruiser

* Increased the detonation range of star shells to 1800m

* Changed Torpedo Momber aircraft type designation to Bomber Smile

* Improved the rough waters behavior of Small and Coastal Merchants

* Sonar man - Fixed a bug where "Report on nearest contact" was not function properly

* Sonar man - Fixed a bug where "Follow nearest contact" was not function properly

* Dynamic campaign - Add new harbor ships and traffic, including merchants, minefields and patrols

* Dynamic campaign - Corrected some data in the naval rooster

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I haven't been playing SH3 in a long time now, maybe I should try it once I have updated.

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