calius Posted April 16, 2005 Share Posted April 16, 2005 Nice tip old geezer I will have a play with that idea, im STILL training and havent even started a campaign or mission yet, torpedo's were getting the better of me and im still getting used to the game but that idea seems better, I dont know how many times ive bouned off ships so far ... im just far too rubbish still. Totaly hooked though. Quote Link to comment Share on other sites More sharing options...
Old_Geezer Posted April 16, 2005 Share Posted April 16, 2005 (edited) You'll likely be spending alot of time on the navigation map once you've spotted a ship. Use that ruler tool...it is your friend, and I hate math and don't use any besides "guestimating". The first thing to do is draw a line through your target and way ahead of it (use the little fish-tail as a direction indicator. Then draw a line from you to the target and finally one towards where you figure you'll be able to park yourself one kilometer in front of the first line (facing it at 90 degrees) with time to kill before the target gets there. I end up with this drawn out triangle of lines every time I spot a desirable target. If you see that the ship is travelling at medium or high speed, you'll get a feel by looking at the distances for wether or not you can catch it in time. Slow moving targets are easy. If the ship is closer to your intercept point than you are and it is travelling fast, it might be too late unless you have enough fuel to spare for a flanking speed approach....and even then...but like I said you'll get a feel for it. Also extremely important is to make sure the "gyro angle" (displayed on the right-hand side of the attack periscope\uzo screen) is at zero or close to it (the crosshair cursor should be green before you fire torpedo). I wait until the ship is in my sights (attack periscope or Uzo) and then turn the periscope until the gyro-angle reads zero. Then I simply wait until the part of the ship I want to hit (usually the rear-quarter) is right in the crosshair to fire. As long as you're within a kilometer, you should get a hit every time that way. I always set my torps to high speed unless I'm firing at multiple targets. In a convoy it is advisable to set your first shots to medium or slow speed and your second (third?) one to high speed, that way by the time the first torpedo hits, you've already maneuvered and fired the second shot, giving your targets less time to react and change course. The training missions are kinda misleading...you're dropped right into the thick of things with little time to react. The campaigns don't play out that way...you have alot of time to position yourself and will often accellerate time while you wait, so don't be too disheartened by the training missions...although getting an "excellent" score in all training missions gives you some bonus renown to buy more skilled crewmen before you set sail on your first real patrol. Also, once you've parked yourself in the general vicinity of where you expect your target to pass, go to periscope depth (if you're not already) so your sonar guy can pick him up as he gets close. Usually I'll man the sonar station myself so I can "watch/hear" it approach, switching often to the navigation map to check for position updates. Good luck! Edited April 16, 2005 by Old_Geezer Quote Link to comment Share on other sites More sharing options...
WhiteKnight77 Posted April 17, 2005 Author Share Posted April 17, 2005 OK, I have some news about what I wanted to test. I was wanting to see about placing the swaztikas in game, but they are already there in the rest of the world versions. I found this information over at the Ubi SHIII forums. Its simple if there are textures in those folders the game will use them - if for example the normal tex folder is empty it calls the tga files into play from within the dat files. If u want to place textures in the normal folder to overide the dat files one they have to have the same file name of course. if u delete the german tga stuff in the europe version it uses the proper swazi sticker emblem flag from the dat files. I moved the files I listed above from those folders right into the main folder that the tex folders are in. From the TLowRes\tex folder, I also moved the NBB_BismarkC.tga file. That should allow you to see them. I tried already and they are on the Bismark. Quote Link to comment Share on other sites More sharing options...
Jack57 Posted April 18, 2005 Share Posted April 18, 2005 Can anyone tell me if there is an option to auto-manage the crew - I mean so you don't have physically move them their quarters for a rest period TIA Quote Link to comment Share on other sites More sharing options...
el nino foxhound Posted April 18, 2005 Share Posted April 18, 2005 If I am correct there has been made a mod to do so. Sorry I dont have a link or something for you, but in the official Ubi SH3 forums there is also a mod/creator section, I think its in there. Or check http://subsim.com. The official game doesnt have an auto-manage option. If you use time accelaration your crew wont get tired if you use more than 32x, but take care, they also do not rest at this time acceleration speed. Quote Link to comment Share on other sites More sharing options...
Jack57 Posted April 18, 2005 Share Posted April 18, 2005 Sweet! Thanks el nino, I'll check it out Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.