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HoldSteady641
11-14-2005, 12:37 PM
Hello Guys,

New here on SH3, looks as IL-2 does for flying things around in WWII. But got a few questions..

- I'm playing the torpedo tutorial. Is it true that you can take about 10 torpedo's (didn't count them exactly, but there are four loaded, about 5 in immediate reserve and one in external reserve + about 3 in stern..) on a trip which you can fire from the front? Takes me at least 3 to take down a c2 cargo ship, duds included, so if the same is true for a campaign mission?

- Opening of tubes, is that actually needed? When I fire the fish, these tubes are opened automatically. Or is it just on easy setting?

- Lastly, the crew and their resting. Are you suppossed to drag each member to his bunk and back? Talk about micromanagement.. Can anyone please light my path a little on this?

Greetings and thanks in advance!
Hsteady

The Avon Lady
11-14-2005, 12:48 PM
Read the game manual.

Read The Community Manual (http://www.communitymanuals.com/shiii/) (searchable).

Read Red Devil's tutorials (http://hometown.aol.co.uk/dominicobaggio/SilentHunterIII.html).

Good hunting! http://forums.ubi.com/images/smilies/25.gif

lecek
11-14-2005, 01:02 PM
- I'm playing the torpedo tutorial. Is it true that you can take about 10 torpedo's (didn't count them exactly, but there are four loaded, about 5 in immediate reserve and one in external reserve + about 3 in stern..) on a trip which you can fire from the front? Takes me at least 3 to take down a c2 cargo ship, duds included, so if the same is true for a campaign mission?

You have a total of 14 torps for a VII sub in both the tutorial and the campaign missions.

4 torps in tubes 4+2=6 in reserve, one external for 11 total front and 1 torp in tube, 1 reload and 1 external aft.

If you start a campaign with for example the 1st flotilla, you will start with a type II sub. It has 3 forward torpedos in tubes and 2 reloads for a total of 5.

It is possible to sink all 5 ships in the training mission with only one torpedo and no duds. Furthermore it is possible to do this reliably. It is a matter of practice patience and understanding. (Lower realism settings help but it isn't needed.)


- Opening of tubes, is that actually needed? When I fire the fish, these tubes are opened automatically. Or is it just on easy setting?

Needed no. But you should always open your tubes anyway. It takes three seconds or so for the doors to open. The solution from the TDC is sent to the torpedos at the firing button. If your doors are open ahead of time torpedos fire imidiatly after you hit the fire button and there is no issue.

If the doors are closed, the torpedo has to delay firing long enough for the doors to open. (About 3 seconds.) Enough time for the torpedos to pass aft of smaller ships and miss. Torpedos will hit aft of where intended, the can cause duds. (Because the rounded bottoms of boats change aftwards near the stearing gear.) Finally, it will become extreamly difficult to hit specific parts of ships, this kind of acuracy is needed to sink ships like the C2 in one shot reliably.


- Lastly, the crew and their resting. Are you suppossed to drag each member to his bunk and back? Talk about micromanagement.. Can anyone please light my path a little on this?

I used to do this when I started. I didn't ask anyone and I complaned that this was bad design to myself many times. I was dumb.

There are many ways to move crew around the sub.

1) Drag and drop individuals.
2) Double click on an empty compartment.
3) Right dlick on the name of a destination compartment then click once on each person you want to send there.
4) Right click on the name of the destination compartment, and then click on the name of a source compartment to send seamen (Not pettyofficers unless they have the correct skill.) there.

So if your engine room has all red ! on the crew, you can one at a time swap crew. (ugh) or...

1) Move all crew out of the room by method 4 above. A quick method 3 to get machinist left behind.

2) Move all from the aft quarters (that is where I keep my swap crew for the engine room.) by method 4.

3) Move all tired crew to aft quarters by method 4. A quick method 3 for the left behind machinist.

Total time 2 or 3 seconds.

I hope this helps you.

HoldSteady641
11-14-2005, 01:14 PM
Thanks Lecek, it does mostcertainly, and thanks Avon, I'll be patrolling amongst some manuals now..

HoldSteady641
11-14-2005, 01:16 PM
gees, only 5 on the type II? http://forums.ubi.com/images/smilies/35.gif http://forums.ubi.com/images/smilies/53.gif http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif we need milk cows pronto!

lecek
11-14-2005, 05:17 PM
Sorry I made a mistake earlier.

You left click on the destination rooms name, and right click on who or which room you want to send there.