05.04.05

Posted in Quick Guides at 8:01 pm by jasonb

The documentation that ships with Silent Hunter 3 is quite lacking. Additionally, over time players have shared many insights that are worth repeating. In no specific order, I have documented the insights I have found most useful, from known bugs, to community mods, to useful methods for manual targeting and general gameplay information.

(It’s useful to note that SH4 has been released. I have posted my opinion of it.)

You may also wish to check out the excellent community documentation for Silent Hunter 3 hosted at communitymanuals.com.

In any event, you really should upgrade to SH3 v1.4, as it fixes many outstanding issues from SH3 v1.3. I believe users still running SH3 v1.2 should also upgrade, as the hydrophone operator issue has been resolved.

Performance

FSAutoStart

You can greatly increase available contiguous memory by running this application prior to starting Silent Hunter III. It was originally developed for MS Flight Sim 2004, but works with basically anything. Review the documentation for usage instructions. Thanks to Glassair for this suggestion.

DirectX Tweaker

With this software program, you can change some of the DirectX settings used for Silent Hunter III. You may notice a performance improvement if you select ‘Force Shader P’. There may be noticable abnormalities in the graphics, though. Test drive, first. You can also force full precision, which may increase the graphics quality on your card at a cost of fewer frames per second. Thanks to tycho102 for this tip.

Useful Community Modifications

Fixes

An alpha version of a mod to increase SH3’s default visual bubble to 20km is available, but still under heavy development. Refer to its thread for any updates. It’s strictly alpha at the moment and may require some additional configuration file changes or mods which are not included.

Experience Enhancements

NYGM Tonnage War and GreyWolves are the latest and greatest experience enhancement mods for SH3 and greatly improve upon the original game. Each is currently unique, although some components are shared and a unified version may be in progress presently. Unfortunately (or not) you’ll need a SubSim account to view those threads.

Real U-Boat v1.45 for SH3 v1.4b. Real U-Boat offer many fixes and enhancements to the game, with a strong focus on realism in addition to fixing any major bugs and omissions in the game. RuB features a new fatigue model, a modified medals system, realistic Flotilla and U-Boat availability, the Operations Mod, and numerous other realism corrections and modifications. Additionally, RuB1.45 fixes the uber sonar in v1.4 of SH3 that makes the commander attrition rate extremely high versus the actual war. It also includes my Improved Convoys mod which I worked on in the Spring and Summer of 2005.

Improved U-Boat incorporates Real U-Boat along with some additional changes. I haven’t been able to track down what’s changed on SubSim, but if you’re interested in trying it out for yourself, it includes Real U-Boat and thus Improved Convoys, too. It’s a mod by JonZ on SubSim.

Improved Convoys for SH3 v1.4b. If you just want some more realistic convoy encounters you may want to install my Improved Convoys mod. As of March, no other mod includes the latest version of ImprovedConvoys. You can download the latest copy from my mirror. You can also read the SubSim thread if you have an account.

Map Tool Enhancements

There’s a huge grab bag of improved plotting tools.

Pato’s Bearing Overlay tool. Pato has replaced the sub graphic when zoomed in with an awesome plotting too with both ranges are bearings that are accurate to 3000m on the map. It works on both the navigation map and the TDC and is really awesome. There’s some kind of bug with ATI’s driver that seems to consistently prevent them from using the new 3000m version. Pato’s original 1500m version is still available for those users.

Flag Identification

Someone was nice enough to capture the flags of the major players and make them available as a single file, although I do not know who it was. I have mirrored a copy locally here.

Manual Targeting Options

If you want to plot your own solutions, Wazoo’s guide is all you need. He describes several methods for determining ship’s course, speed, AoB, and finally plugging in the solution.

Manual Plotting Hints and Tips

There’s nothing quite like tracking down a contact on your own. Unfortunately, the game is mostly devoid of the tools you need to accomplish this feat. Checkout the community modifications mentioned earlier to resolve that.

Determing Target Speed via Mark One Eyeball

don1reed on SubSim posted the following formula, which you can use to determine a target’s speed fairly accurately:

Ships length past the vertical graticule / seconds x (3600/1852) = speed.

The bearing to your submarine from the targeted ship, your AOB, must be between 60 and 120 degrees. You should be at full stop for best results.

don1reed provided a quick example: i.e., T2 = 152.7m / 40 sec. x 1.94 = 7.4 kts.

Determining Target Distance with the Statometer

Using the Statometer in any sea state isn’t as hard as you’d imagine. caspofungin explained that you simply need to count the number of marks in your periscope from the waterline to the highest mast of the ship in question. Once you’ve done this, you can lock the target in the scope again. Do not try to move the cross hair over the highest mast, but instead move it to the highest mark you counted earlier. With the scope locked, it will show up on the notepad and actually be correct.

Determining Target Distance via MILS and Distance Table

Sawdust has created a detailed PDF with MILS, mast heights, and distances in meters. With the mast height of the ship in question from your recognition manual or from memory and the number of MILS ticks the ship’s mast is from the waterline in the periscope, you can look up the exact range to target. Exellent for manual targeting and feels quite real to boot!

Determining Target Course with Weapons Officer

If you have the Weapons Officer enabled, you can determine the true course of a target or convoy with the following pair of formulas, which I found courtesy of poster Gipodiablo on the SubSim forums.

If the target’s AoB is starboard, here’s the formula:

180 - AoB + Your Ship's Heading + Your Ship's Bearing to Target in Periscope

If the target’s AoB is port, here’s the formula:

AoB - 180 + Your Ship's Heading + Your Ship's Bearing to Target in Periscope

If your result for either formula is greater than 360, you need to subtract 360 from the result. There’s no accurate way to determine your own sub’s course, which is strange. You’ll need to click the compass as close to your current heading as possible and use the number reported to you by your navigation officer. The AoB can be provided by the Weapons Officer when you ask for a solution. If you are calculating the solution yourself you likely already have the ship’s course so that you can find AoB. These formulas won’t help you with that.

Miscellaneous Stuff

What’s the awful loud noise when I start a mission?

That’s the sound of your boat in proximity to a subnet. It can be disabled by renaming data/Sound/Collision_AntiSubmarineNet_int.wav to something else. You can also rename Collision_AntiSubmarineNet_ext.wav if you don’t want the external sound either.

How do I make the intro movies go away?

You can rename or delete the two files in data/Movies/Intro. Done.

Are there ever any ships in port? When are they in port?

Thanks to the somewhat cumbersome mission editor, it’s possible to open up the scripted mission file and determine when and where ships are in port. The short of it is, there are capital warships in both Loch Ewe and Scapa Flow, but never any other port. No merchants appear in port with the stock game, although if you’re using World Mod you can find many merchants in some ports, too.

Entry        Exit         Ship                       Location               
19390915     19391010     Auxiliary Cruiser          Scapa Flow             
19391004     19391014     BB Revenge                 Scapa Flow             
19391101     19400105     BB Nelson                  Loch Ewe               
19391105     19391205     BB Revenge                 Loch Ewe               
19400301     19400501     Auxiliary Cruiser          Scapa Flow             
19400307     19400425     CV Illustrious             Scapa Flow             
19400401     19400601     Auxiliary Cruiser          Scapa Flow             
19400517     19450101     CL Fiji Light Cruiser      Loch Ewe               
19400524     19400630     CL Dido Light Cruiser      Scapa Flow             
19401211     19401231     BB King George V           Scapa Flow             
19410201     19410217     Auxiliary Cruiser          Scapa Flow             
19410210     19410320     Auxiliary Cruiser          Scapa Flow             
19410315     19450430     CL Fiji Light Cruiser      Scapa Flow             
19420203     19420228     BB King George V           Scapa Flow             
19420215     19430903     CV Illustrious             Loch Ewe               
19420215     19430903     Passenger Liner            Bristol                
19420915     19430903     CVE Bogue Escort           Loch Ewe               
19430903     19440630     CVE Bogue Escort           Norfolk                

Where can I find task forces?

They spawn in various places throughout the war, travel along a moderately randomized course, then disappear at some preset endpoint. There are only three core task force groups in the entire game that actually have any desirable capital ships. The rest all contain light cruisers. One choke point for two of the three task forces with battleships is west of Gibraltar, so that’s generally the best place to be. Be warned as air coverage of that area increases throughout the war. (OpenOffice mostly yielded to me and produced a somewhat useable export.)

                                                                                            
Battleships (BB)                                                                            
                                                                                            
TF                    Entry      Exit       Capital  Escorts  Insertion      Extraction     Choke Grids      
39_01                 19390801   19411220   1 – 3    4 – 8    Firth of Forth Loch Ewe       AM36             
39_02                 19390808   19411220   1 – 3    4 – 8    Scapa Flow     Alexandria     CG95, CN37       
39_03                 19390815   19411220   1 – 3    6 – 11   Gibraltar      Loch Ewe       CG95, AM36       
                                                                                            
Carriers (CV)                                                                               
                                                                                            
TF                    Entry      Exit       Capital  Escorts  Insertion      Extraction     Choke Grids      
39_03                 19390815   19411220   1 – 3    6 – 11   Gibraltar      Loch Ewe       CG95, AM36       
                                                                                            
Escort Carriers (CVE)*                                                                      
                                                                                            
TF                    Entry      Exit       Capital  Escorts  Insertion      Extraction     Choke Grids      
Many                  1942       1945       1        3 – 5    Atlantic       Atlantic       AM,AL,BE,BF,CG   
                                                                                            
Light Cruisers (CL)                                                                         
                                                                                            
TF                    Entry      Exit       Capital  Escorts  Insertion      Extraction     Choke Grids      
39_04                 19390820   19411220   2 – 4    3 – 6    Alexandria     Gibraltar      CN37             
39_05                 19390825   19411220   1 – 3    3 – 6    Liverpool      Firth of Forth BF33             
39_06                 19390806   19411220   1 – 3    3 – 6    Firth of Forth AM69           BF33             
39_07                 19390818   19411220   1 – 3    3 – 6    AM69           Capetown       
39_08                 19390822   19411220   1 – 3    3 – 6    Australia      Capetown       
39_11                 19390801   19411220   1 – 3    0        Capetown       Gibraltar      CG95             
39_12                 19390807   19411220   1 – 3    0        Loch Ewe       AM36           AM36             
39_13                 19390814   19411220   1 – 3    0        AN17           Scapa Flow     
39_14                 19390817   19411220   1 – 3    0        Freetown       Capetown       
39_15                 19390821   19411220   1 – 3    0        AM69           AM61           
39_16                 19390824   19411220   1 – 3    0        Australia      Arabia         
39_18                 19390827   19411220   1 – 3    0        Capetown       Australia      
39_19                 19390807   19411220   1 – 3    0        AM38           AM38           AM36             
                                                                                            
Notes                                                                                       
* Hunter Killer Groups                                                                      
* The same TFs exist after 1941, with identical routes, but different TF IDs, so Exit=May1945.

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