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User manual GAMES PC SILENT HUNTER III
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User guide GAMES PC SILENT HUNTER III
Detailed instructions for use are in the User's Guide. "The only thing that ever really frightened me during the war was the U-boat peril."
W.S.Churchill, The Second World War
TM
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TABLE OF CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Installing Silent Hunter® III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Uninstalling Silent Hunter III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Running the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
INTRODUCTION
August 1939. The Second World War is about to begin. The grey wolves, the U-boats of the German Kriegsmarine, take to the sea. There will be war in the Atlantic. The goal to cut England's lifelines. Six years later, the war ends, and Germany lays in ruins. The U-boat fleet is all but wiped out, 30,000 of its 40,000 men having died at sea. Still, fighting hard but fair, they had accomplished success beyond all expectations and out of proportion to their strength. At some points during the war, they had come close to bringing the British Empire to its knees. On the Allied side, the cost of victory has been even higher. More than 30,000 merchant seamen have been lost in this struggle, along with many thousands of servicemen from all branches of the military. About 20 million tons of merchant tonnage lie under the sea. And the emotional cost of the war has been even greater. Yet, this is also a time of explosive technological development. Allied antisubmarine defenses have discovered how to defend against the U-boat and submarine warfare in general. But the real breakthrough is taking place in Germany. Having just entered operational service, yet never used in actual combat, the revolutionary Type XXI U-boat is a prototype for post-war submarine development in the world's major naval fleets. This, alone, is testimony to the high level of professionalism and experience of the U-boat force and the engineers behind them. This game pays homage to everyone Allied or Axis who served at sea during the crucial years of World War II.
GAME MODES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Naval Academy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Single Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 The Mission Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Career Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Museum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
COMMANDING THE U-BOAT . . . . . . . . . . . . . . . . . . . . . . 12
The Main Player Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Moving Around the U-Boat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Station Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Officers Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Conducting Torpedo attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
U-BOAT, VEHICLES, AND WEAPON DATA . . . . . . . . . . . . . 44
The Silent Hunter III U-Boats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 The Type II U-Boats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 The Type VII U-Boats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 The Type IX U-Boats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 The Type XXI U-Boat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Torpedo Armaments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Deck Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Machine Guns. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
U-BOAT THREATS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Escorts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Warships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Merchants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Enemy Sensors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 ASW Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
TECHNICAL SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . 59 WARRANTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 2 3
GETTING STARTED
This section will help you get started playing Silent Hunter III. Even if you are an experienced sub simmer and a veteran of the previous Silent Hunter titles, we recommend reading this section.
GAME MODES
NAVAL ACADEMY
The Naval Academy menu gives you access to a set of five tutorials. Each tutorial focuses on a set of aspects of the game:
SYSTEM REQUIREMENTS
Supported OS: Windows® XP/2000 Processor: Pentium® III 1.4 GHz or AMD AthlonTM 1.4 GHz or faster (Pentium IV 2.0 GHz or AMD Athlon 2.0GHz or faster recommended) RAM: 512 MB (1 GB recommended) Video Card: 64 MB DirectX® 9-compliant graphics card (128 MB DirectX 9compliant card recommended) (see supported list*) Sound Card: DirectX 9-compliant PCI card DirectX Version: DirectX 9 or later (included on disc) DVD-ROM: 4x DVD-ROM drive or faster (DVD-ROM only) Hard Drive Space: 2 GB *Supported Cards at Time of Release NVIDIA® GeForceTM 3/4/FX series with the exception of MX series cards ATI® RadeonTM 8500/9000 family cards or newer These chipsets are the only ones that will run this game. Additional chipsets may be supported after release. For an up-to-date list of supported chipsets, please visit the FAQ for this game on our support website at: http://support.ubi.com. NOTICE: This game contains technology intended to prevent copying that may conflict with some disc and virtual drives.
· Navigation Course:
U-boat direction control. U-boat speed control. U-boat dive controls.
· Naval Artillery Course:
- Deck gun aiming. - Deck gun ammo management.
· Flak Artillery Course:
- Flak gun aiming.
· Torpedoes Course:
- Periscope use. - Torpedo tubes management. - Torpedo attacks.
· Convoy Attack Course:
- Positioning in submersion. - Target priority. - Detection avoidance.
INSTALLING SILENT HUNTER III
Silent Hunter III must be installed before you can run the game. To install, insert the Silent Hunter III DVD and wait for the launch screen to appear. Click Install and follow the instructions as they appear. If you have auto-run disabled, you may launch the installer manually. Choose Windows Explorer from the Programs submenu on your Windows Start menu. Choose the Silent Hunter III DVD icon to display the files located on the DVD. Look for Setup.exe among those files and double-click it to run the installer.
UNINSTALLING SILENT HUNTER III
To uninstall the game, select Uninstall from the Silent Hunter Start menu item. You can also choose Settings from the Windows Start menu and select Control Panel, select Add/Remove Programs, left-click on Silent Hunter III, and click on the Add/Remove button. The game and all its components are then removed from your system, except for your saved games. Note that each tutorial is playable as a training or exam session. Each tutorial played as an exam session will grant you a result of pass or fail, with a quality evaluation. You can retry a tutorial even after failing it. Only the best results per tutorial are recorded. NOTE: Graduating all the tutorials will give you bonus renown when you start the Career mode!
RUNNING THE GAME
From the Start menu, select: Programs: Silent Hunter III: Silent Hunter III. The intro video will play, after which the Main Menu will appear. From the Main Menu you can access all of the game's features. See the sections further into the manual for details.
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SINGLE MISSIONS
The Single Missions menu gives you access to individual missions and historical scenarios. From this screen, you will also launch new missions created with the game's Mission Editor or downloaded from the Internet.
CAREER MODE
The core of Silent Hunter III is the Career mode. The game uses a dynamic, random campaign engine based on historical reality. Every time you play, you can have a unique career.
Career Renown
As a measure of your performance, after each patrol you will earn "renown" for achieving objectives and destroying enemy units. Your renown will accumulate as you play through Career mode. You can use your renown to gain access to better U-boat types, improved equipment, or new crew members. NOTE: If your renown reaches negative values, your career may suddenly end!
Career Timeline
The career timeline will evolve from the moment you start your career. The time spent on patrol will add to the time you spend on base. Between patrols, you will spend time performing a number of actions: repairing a damaged U-boat after a patrol, changing the type of U-boat, or upgrading a system. You will spend a minimum of two weeks (of game time) on base between patrols. NOTE: No matter when you start your career, the war will always end in May of 1945!
The menu consists of two main parts: · The list in the upper right corner shows the available missions. · The left side of the screen displays a short description of the currently selected mission. If you want to play the mission with a different U-boat model than the one selected by the mission maker, use the scrolling list provided on the lower portion of the screen.
Career Options
Starting a New Career
While the campaign has random elements, you can customize some things to your liking. By selecting a start year and initial flotilla assignment, you will change what type of U-boat you will start the campaign on, the theater of operation, and even the nature of the warfare you will conduct.
THE MISSION EDITOR
Should you want more than the single missions included with the game, the first solution is to use the mission generator. If something more complex is what you're looking for, try the Mission Editor included as a separate executable within the game. You can use the Mission Editor either to create a new mission from scratch, or to edit the campaign data for the dynamic campaign. Make sure you back up anything you edit, though, or you may end up with an unusable install of the game. Single missions also use the dynamic campaign engine; therefore you do not need to worry about filling the ocean with ships. The game engine will do that, and do it with historical accuracy. Full documentation for the Mission Editor is available on the game DVD.
Starting Year
You can start the campaign at any time between 1939 and 1943. The later you start your campaign, the more challenging the enemy will be.
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Starting Flotilla
This choice will determine the operational base and the type of U-boat you will be assigned. · 1st Flotilla 1939: U-Boat Type IIA 1940: U-Boat Type IID 1941: U-Boat Type VIIB 1942: U-Boat Type VIIC · 2nd Flotilla 1940: U-Boat Type VIIB 1941: U-Boat Type IXB 1942: U-Boat Type IXC · 7th Flotilla 1939: U-Boat Type IIA 1940: U-Boat Type IID 1941: U-Boat Type VIIB 1942: U-Boat Type VIIC 1943: U-Boat Type IXC · 10th Flotilla 1942: U-Boat Type IXB 1943: U-Boat Type IXC · 11th Flotilla 1942: U-Boat Type VIIC 1943: U-Boat Type VIIC/41 · 29th Flotilla 1941: U-Boat Type VIIB 1942: U-Boat Type VIIB 1943: U-Boat Type VIIC
U-Boat Options
This menu will allow you access to: · Newer types of U-boats. · Upgraded versions of conning towers. · Newer versions of flak guns. · The torpedo armament of the U-boat before leaving in mission. · Access to new or upgraded versions of U-boat systems. Engine upgrades. Snorkel. Batteries. Hydrophones. Sonar. Radar. Radar warning. Sonar decoys. · Personalized U-boat emblems.
Career On-Base Options
When you start your career, and every time you return from patrols, you will access the Main Career menu. In this menu, you will have access to a number of options specific to Career mode.
Switching to a new U-Boat or upgrading the conning tower will cost you renown. To have access to newer types of U-Boats early on, you will need high amounts of renown. Although basic torpedo load will cost you nothing, adding advance torpedo types to your loadout will require renown. Improving the systems or adding new ones to your U-Boat will also tax you renown. Gaining the right to wear an emblem and to personalize that depends entirely on your performance during the patrols.
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Barracks Options
This menu will allow you to: · Replace crew losses. · Add extra crew to your starting crew. · Pre-arrange the crew in any desired configuration. · Recruit experienced crew.
Career Saving
For each career patrol, there will be two auto-saves, one before leaving in patrol and one after returning from patrol. You can also save during patrols. All these saves will be available for a specific career profile. Starting a new career with the same profile will cause you to lose any previous saves under that profile.
Career Loading
To load career saves, you must select a previously created career profile. When selecting a save, a panel will display relevant career details. Because saves are stored in chronological order, loading an early save will delete all the following saves of that career.
MULTIPLAYER
Silent Hunter III supports LAN multiplayer games for up to eight players and online games for up to four players, on Ubi.com. Two modes are available: scripted missions and generated missions. The scripted mission included in the game covers a series of famous convoy battles. You can add more scripted missions by using the Mission Editor. Generated missions are based on the campaign data. Using the mission generator, the host will select specific options like mission starting date, type and experience of enemies, U-boat starting positions, and more.
Player Options
This menu will allow you to: · Review your evolution for the current career. · Review your evolution patrol by patrol. · View your awards. · Apply for transfer to a new flotilla. · Promote your crew. · Specialize your crew. · Award your crew with decorations after each patrol. You will be awarded with medals and ranks as you progress in your campaign, depending on specific conditions related to your combat service. You can apply for transfer to a new flotilla at any time, but your request will be approved only if you proved yourself a valuable U-boat commander. Between patrols, as your crew gains combat experience, you will be allowed to promote or qualify some crew members. This will make your crew both more resilient and more efficient. At the end of a good patrol you may be rewarded with decorations for your crew. They are a welcome upgrade for your crew members and have various beneficial effects. You may end up with an elite crew that drastically improves your performance in patrols.
MUSEUM
Using the Museum interface you can familiarize yourself with the planes, ships, and submarines included in the game. It is important to know your enemy before encountering him on the field of battle, and this is the place to do it. Units are sorted by nationality and type. For a given class or model, you can also check which armament versions are used throughout the war.
Career Options
This menu will allow you to: · Set the game difficulty. · Adjust the video settings. · Adjust the audio settings.
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COMMANDING THE U-BOAT
As captain, you will be required to manage your U-boat in an efficient manner. You will need to move from station to station, keeping your boat's running parameters, the tactical situation, and the crew's state under observation.
Direction
You can turn your U-boat in two ways: by clicking on the rudders indicator to set the rudders to the desired position, or by requesting a new direction relative to your current position clicking on the compass and letting the Chief Engineer do the rest. The first method is useful when you want to start a turn of a certain rate dependent on the position of the rudders for an indefinite time. The latter method, on the other hand, should be used when a turn of precise magnitude and fixed turning rate maximum for the current conditions is desired. In the same section you will see the magnetic compass, indicating the current direction, on the top of the panel. HINT: Turning your boat demands a minimum speed; otherwise the rudders
THE MAIN PLAYER INTERFACE
are not effective. The faster the boat goes, the faster it turns.
Depth Control
Depth changes are requested by clicking on the depth meter. Two versions of this instrument are available. The fine version, marked up to 25 m, is useful when requesting depth changes near the surface in order to run at periscope depth or snorkel depth or surface the boat. All these important depth settings are clearly marked on the instrument. Should you need to go deeper than 25 m, use the gross scale version of the depth meter. Both versions show the depth of the U-boat's keel; for this reason, the minimum depth indicated will be about 4 m. HINT: While changing depth works even at zero speed by using the ballast
The player interface is designed to keep all vital functions of the U-boat within your reach. For this reason, it is on-screen in almost every menu of the game. The main elements of the interface are: · The Quick Controls Panel. · The Messages Log. · The Stations Panel. · The Officers Panel. · The Stealth Meter. Each of these elements is explained below.
tanks and compressed air, it is best done when some speed is available to make use of the dive planes.
When ordering depth changes, keep in mind that each U-boat has a maximum operational depth, marked with green on the depth meters. Diving beyond that depth is a risky enterprise, but is sometimes useful to avoid detection or depth charge attacks. When the red section of the meter is reached, however, you are inviting disaster and pressure hull failure.
Quick Controls Panel
Here you will find the most common commands and instruments required to maneuver your U-boat: speed, direction, and depth. In each section, you can switch between displaying two instruments used for the same purpose by clicking the button in the lower left corner of the section in question.
Time Compression and Clock
You can set the time compression level from x1 to x1024. Time compression is an absolute necessity when traveling long distances, as it makes time pass faster. Note however that: · You will not be able to set time compression higher than 32x except in the Navigation Map station. · Time acceleration will automatically drop down to lower levels in various situations, such as when you are in close proximity to other ships or land.
Speed
The controls that set your U-boat's speed are the Engines Telegraph, which requests a certain regime from the Engine Room, and the knotmeter, which allows you to set a particular speed to be met by the engines. Keep in mind, though, that circumstances such as running on electric engines, sustaining damage, or having an insufficient crew may prevent the Engine Room team from meeting your request.
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Messages Log
Reports received from your officers or crewmen are added to the message log. Each entry contains the following: · The time of the report. · The function of the person responsible for it. · The actual report text. Whenever an officer is selected in the Officers Panel, any reports received from him will be highlighted in the log.
Stealth Meter
This icon represents the overall stealth factor of your U-boat. It depends on the following factors: · Speed: The faster you turn the propellers, the more noise you make. This means you will be detected more easily by hydrophone. · Height: The higher the silhouette of your U-boat above water, the easier it will be to detect you by visual observation or radar. · Weather: High waves will make your U-boat's silhouette harder to notice. · Light Level: When it's dark and you can't see a thing, neither can the enemy. Until someone lights a flare, that is. The representation is color-coded. Green means you should be pretty safe, while Red is not good at all. NOTE: the stealth meter only shows how detectable your submarine is at the
Stations Panel
This panel provides a quick mouse driven way to travel directly to certain sections of the U-boat or game interfaces. Simply click on the desired icon to be transported to that station. From top to bottom, the shortcuts are: · Command Room (shortcut: F2) · Attack Periscope (shortcut: F3) · Bridge (shortcut: F4) · Navigation Map (shortcut: F5) · Torpedo Data Computer (shortcut: F6) · Crew and Damage Management (shortcut: F7) · Mission Orders (shortcut: F8) · Radio Room (shortcut: F9) · Deck Gun (shortcut: F10) · Flak Gun (shortcut: F11) · Free Camera (shortcut: F12)
moment. It will not tell you whether you have been actually detected by anyone.
MOVING AROUND THE U-BOAT
Silent Hunter III was designed to immerse the player in the experience of a U-boat commander, while allowing rapid access to the submarine stations vital to your job. Generally speaking, in every U-boat type you will be able to visit the following stations: · Command Room - Chief Engineer's Station - Attack Officer Station - Navigator Station - Observation Periscope - Damage and Crew Management Interface · Conning Tower - Attack Periscope · Radio Room - Radio Station - Sound Station - Captain's Log · Bridge - UZO - Deck Gun - Flak Cannons There are several ways to move between these stations, and our preferred method is through the 3D medium. For this, the mouse is the primary controller: · Click the left mouse button (LMB) on a door to enter it. · Click the right mouse button (RMB) on an officer to move to his station. · Click the LMB on an officer or instrument to interact with him or it. · Click and hold down LMB to capture the mouse and rotate the view. Should you find this method too slow, use either the interface buttons in the upper right corner or keyboard shortcuts to speed up your movements. We recommend a combination of all three methods for maximum effect.
Officers Panel
The most important members of your crew can be contacted through the Officers Panel. From left to right, they are: · Chief Engineer · Navigator · Weapon Officer · Sonarman · Radioman · Watch Officer NOTE: The officers and crewmen present on the panel are those assigned to
the stations at the moment, through the Crew Management Interface. They are not necessarily those with the greatest expertise for that particular job.
The Officers Panel has twofold functionality. Left-clicking on an officer selects him, which in turn opens up his primary orders level and highlights messages received from that station in the messages log. Right-clicking on the officer will instantly transport you to his station, allowing you to better supervise him and even manually take over some of the tasks.
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STATIONS
Periscope Station (Shortcut: F3)
The primary tool for submerged observation and attack is the periscope. Most U-boats carry two of them:
Papenberg Depth Meter
The higher the periscope stands above water, the easier it is to spot. You should keep it as low as possible, and the Papenberg named after its inventor is just the right tool to aid you. In the middle of the meter, a moving liquid column shows the depth at which the submarine's keel is located. The current level can be read on the scale to the right. On the left of the instrument, an index moving over a submarine silhouette shows the current height reached by the periscope head. When the index is level with the liquid column top, you are breaking the surface.
· Attack periscope:
Smaller head, harder for the enemy to spot. Larger magnification, allowing a better observation of the targets.
· Observation periscope:
Larger head, allowing better light transmission. Larger field of view for quicker spotting of targets. Able to tilt to a higher degree upwards; more useful to scan for aircraft.
Tubes Status Panel
The panel displays the torpedo tubes of your submarine and their status. The color of the tube's indicator lamp shows its status: · Green: Tube is loaded and ready to fire. · Red: Tube is loading. · White: Tube is empty and no torpedoes are available for loading at this moment. To select a different tube than the current one, simply click on its indicator.
Shortcuts:
· Y: Cycle torpedo tubes selection. · Q: Open selected tubes. · W: Close selected tubes. · I: Open weapons management screen to check torpedo loadout.
Target Notepad
The Target Notepad displays acquired data for the currently selected target. More information is available in the "Conducting Torpedo Attacks" section of this manual.
Recognition Manuals
Both periscope stations have identical functionality and share controls. In the interface, you will interact with the following areas: When encountering ships, make sure you correctly identify the target before firing. Attacking friendly or neutral ships is not appreciated in the Kriegsmarine. The Recognition Manuals are organized by nationality, so make sure to check all of them before committing to an identification. To bring up a manual, click on its spine. Click on the brackets in the lower right corner of the cover to cycle to another manual, or on the cover to open it.
Periscope View
Dominating the screen, the periscope gives you a view of the outside world. Clicking on it will capture the mouse and allow you to rotate the periscope.
Shortcuts:
· Arrows: Rotate the view. · Shift + Arrows: Rotate the view fast. · Ctrl + Arrows: Rotate the view slowly.
Shortcuts:
· N: Bring up/close the Recognition Manuals
Lock Button
To efficiently gather target information for an attack, it is best to lock the target. Place the crosshairs over the ship, and click the Lock Button.
Periscope Up/Down Lever
When submerged, you need to raise the periscope above the surface to check your surroundings. This is done by clicking on the respective part of the control lever.
Shortcuts:
· L: Lock/unlock target
Shortcuts:
PgUp: Raise periscope incrementally. PgDn: Lower periscope incrementally. Ctrl PgUp/PgDn: Completely raise/lower periscope.
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Gyro Angle Indicator
The firing solution received from the Torpedo Data Computer is displayed here and will be used for subsequent attacks.
You can access the UZO in two modes: In 3D mode, go to the bridge (shortcut: F4) and left-click on the large, white binoculars that you see mounted in the center. Or, you can press the U key on the keyboard to be transported directly to it. NOTE: The UZO station, like the bridge, is only accessible while surfaced. Function-wise, this station is almost identical to the two periscopes, except that the Papenberg Depth Meter and Periscope Up/Down Lever are missing. Refer to the previous section for information on how to use the UZO.
Fire Button
Press this button to launch torpedoes from the selected tubes on the current firing solution.
Shortcuts:
· Enter: Launch selected tubes.
Launched Torpedoes Status Panel
Once a torpedo has been launched, it appears in the torpedoes panel and stays there until it hits something or runs out of fuel. Clicking on a torpedo icon selects it and displays its timing information on the Chronometer.
Torpedo Data Computer (Shortcut: F6)
The Vorhaltrechner, or Torpedo Data Computer (TDC), is the brain of the U-boat's attack system. Using data provided by the player and the currently used optic (periscope or UZO), it computes the gyro-angle the angle at which the torpedo will need to turn in order to enter a collision course with the target.
Chronometer
The Chronometer comprises two displays. The main one, with the needle, shows the seconds elapsed since the last minute has been completed. The smaller display, inserted in the main one, shows the total time and is marked in minutes, up to 12 of them. You can use the Chronometer to time events taking place in the game, such as submerging operations or depth charge attacks. To start the timer, click on it. A second click will stop the timer, allowing you to view the end time. A third click will reset it to 0, ready for another use. Additionally, the Chronometer will automatically time torpedo attacks. When a torpedo is selected in the Launched Torpedoes Status Panel (see above section), a red needle on the timer will show the time remaining to impact. HINT: The torpedo's time of impact is based on the range obtained from the
periscope at the moment of firing. If the range is erroneous or the target starts maneuvering, the timer will be off.
Attack Map
This is the main element of this station. You can see on the map your submarine and any surrounding ships detected by your sensors. Clicking and dragging the map will move it to display a different area. The map will also show, with a red line, the current shooting solution for your torpedoes.
UZO Station (Shortcut: U)
Contrary to popular belief, the most common type of U-boat attack took place on the surface, during the night. The choice aiming device was the UZO (short for Uboot Zieloptik), which was placed on a rotating post on the bridge.
Shortcuts:
· Tab or mouse wheel: Map zoom level.
Map Tools
Sliding in from the upper part of the screen are the map tools. Click on them to zoom in or out on the map, or to display a map helper.
Target Data Section:
Input switch: Normally the TDC receives data from one of the attack stations. However, you can choose to adjust the data from here by clicking on the Input On/Off switch. Bearing: Shows and sets the bearing received from the target. Range: Shows and sets the range to target in hectometers (1 hm = 100 m) Angle on bow: Shows and sets the target's angle on bow. Speed: Shows and sets the target's speed, and also shows in the inset dial the selected torpedo speed.
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Gyro-Angle
This is a purely feedback dial, showing the resulting firing solution.
Navigation Map (Shortcut: F5)
Salvo Switch
Switches between single shots (one tube only) and salvo shots (multiple tubes), depending on submarine.
Tubes Selection
In addition to the tubes indicator lamp board at the top of the screen, which is basically the same as in the Periscope and UZO stations, you can also select tube(s) using the historically accurate rotating knobs. Only the knob used for the current shooting mode salvo or single shot is displayed. The use of the knob is mandatory for salvo shots.
Spread Angle
When a salvo shot is prepared, this dial shows and sets the opening of the fan angle covered by the torpedoes.
Torpedo Data Panel
Pistol
Switches the torpedo detonation mode between I (impact only) and M (magnetic plus impact detonation).
Depth
Sets the torpedo running depth from 0 to 25 m. Use it in relation to the pistol selection and the ship's draft value read in the Recognition Manual. Actual minimum running depth is 3 m.
Torpedo Speed
Sets the torpedo running speed on steam-running torpedoes to slow (30 kts), medium (40 kts), or fast (45 kts).
The navigation map is where you can plot course for the U-boat. By changing your realism settings, you can change how information on the map is displayed. The tools available on the navigation map can be selected from the upper right corner, and are from left to right: · Zoom in: Allows you to zoom in. · Zoom out: Allows you to zoom out. · Marks: Allows you to place markers on the map to help you remember possible contactspositions, important places, etc. · Liner: Allows you to draw lines and measure the distance between two points. · Compass: Allows you to draw circles and measure ranges. · Plot course: Allows you to plot your course using a waypoint navigation system. · Delete: Delete any marks, lines, circles or waypoints on the map. HINT: Left-click and hold you can pan the map to easily reach adjacent zones.
FAT/LUT Settings
To get maximum effectiveness from FAT or LUT pattern-running torpedoes you will need to set several parameters for their trajectory. When one of these torpedoes is loaded into a tube, a green button will appear on top of its status indicator lamp. Press the button to access the dials for Straight Run, Second Gyro Angle, Pattern Leg, and Pattern Angle, and press it again to return to the normal dials.
Crew and Damage Management (Shortcut: F7)
At this station, you can assign crew to specific locations and repair damaged systems on the U-boat.
Fire Button
If you are happy with the data set and need to launch the torpedo(s), click on this button.
Crew Structure
In Silent Hunter III, the crew is composed of the following:
· Sailors:
Seaman. Able Seaman. Leading Seaman.
Shortcuts:
· Enter: Launch selected tubes. NOTE: For more information on torpedo attacks, refer to the chapter
· Warrant Officers:
Warrant Officer. Senior Warrant Officer. Chief Warrant Officer.
"Conducting Torpedo Attacks."
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· Officers:
Senior Midshipman. Lieutenant Jr. Lieutenant Sr. The basic stats of each crew member are: · Morale (blue bar). · Fatigue (yellow/red bar). · Health (visible only when crewmember is wounded). Warrant Officers and Officers can be qualified in the following areas: · Torpedoes. · Gunner. · Flak. · Watch. · Command. · Communication and Sensors. · Engines. · Damage Control. · Medic. Using specialized crew in specific compartments will increase crew efficiency in those compartments. While Warrant Officers are allowed only one qualification, Officers are allowed up to three qualifications depending on their rank.
Crew Roles on U-Boat
The crew is assigned to compartments to play specific roles. For example, to move the U-boat, the player will need crew in the engine room (diesel on surface, electric underwater). The crew's influence on systems performance in any compartment is represented by an Efficiency meter (green bar under each compartment). Efficiency has four different states: · None: No crew or not enough crew assigned to man the compartment. · Minimal: Barely enough crew assigned to man the compartment. · Normal: Usual size crew assigned to man the compartment. · High: Supplemental or very qualified crew assigned to man the compartment. According to its size and systems, each compartment requires a certain number of crew members to function. Thus, the player will need to assign crew to specific compartments for specific tasks to be performed. For example, if the player wants to fire the flak guns, he should assign crew to the flak guns. Remember, the efficiency of the crew a compartment influences the performance of the systems in the compartment.
Crew Assignment Methods
At the start of a mission, U-boat crew assignment is preset (during the career this structure is decided by the player before leaving on a mission). Method 1: From Crew Quarters Double left-click on any compartment name to automatically assign enough crew from quarters to that compartment to make it work. If there is no crew in the quarters, the operation will not take place. Right-click on a compartment name will send the crew to quarters (for rest and recovery from wounds).
U-Boat Structure
The U-boat is structured in compartments. A typical U-boat has the following compartments: · Bow/Stern Torpedo Room. · Bow/Stern Crew Quarters. · Radio and Sonar Room. · Command Room. · Diesel/Electric Engine Room. · Tower Deck. · Deck Gun. · Flak Gun. Each compartment is associated with one or more specific systems on board the U-boat. In addition, each compartment has a predetermined number of crew slots. For example, on a Type VII U-boat, the bow torpedo room has 15 crew slots and a specific torpedo tubes loading time.
Method 2: Between Two Compartments
To easily move the entire crew (or as many as needed) from one compartment to another, select the destination compartment (left-click on compartment name) then right-click on another compartment name. Note that Right-clicking on individual crew members will send them to a selected compartment.
Method 3: Moving Individuals
Left-click and drag any individual crew member to place him in any compartment with free crew slots. Note that during a mission, certain automated assignments are active. 1. Whenever the U-boat navigates at surface, a watch crew has to be maintained in the tower deck location (they are lookouts). 2. If the boat is surfacing, a watch crew is automatically assigned to this position, if there are crew members in the crew quarters. 3. If the player is using the guns, the watch crew automatically goes to the quarters to avoid unwanted casualties. 4. If the gun crew is sent below deck, the watch crew automatically returns to tower deck location. 5. If the U-boat dives, the crew in the engines room will automatically switch from diesel to electric compartment.
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U-Boat Damage
Non-Repairable Damage
The first type of damage affects the general integrity of the submarine hull. This type of damage is not repairable while in patrol. Beware as your hull integrity is affected, your U-boat safe depth will decrease. Diving too deep will no longer be an option if your boat integrity is seriously affected.
To get a better view of a target, use the optical aiming device of the gun by pressing the Tab key. On the vertical left side of the optical aiming device, you will see the current elevation of the gun in meters.
Repairable Damage
The second type of damage is specific to compartments, locations, and systems aboard the U-boat. Your crew can repair these items if they are not destroyed. Any destroyed system is lost until you return to base, where the system will automatically be replaced. Any dead crew member must be replaced when you return to base. The repair system works as follows: If any crew members are on location, they will repair any minor damages to the compartment/location and any system. For more serious damages you should assemble a repair team. To assign this team to a specific location, left-click on the damaged location on the small submarine silhouette bellow it. Moderate damage to a compartment or location can result in some damage to systems and crew. Usually, the crew on location will fix this kind of damage without any other measures. Serious damage to a compartment or location can result in major damage or destruction of system or even crew casualties. To recover this kind of damage it is best to assign a damage control team to that compartment. Critical damage to a compartment or location can result in destruction of systems, crew casualties and very often flooding. In these situations you must act quickly or the U-Boat may be doomed. If any compartment within the pressure hull is destroyed, your boat will be lost.
Move the crosshair left or right by using the left and right cursor keys or the mouse to point the gun in the desired direction. Use the up and down cursor keys or the mouse to aim at long range or at close range. Press the Space bar to fire.
Flak Gun Stations (Shortcut: F11)
There can be up to three different flak gun locations, depending on the type and version of the U-boat. The flak guns can be used only when at surface, and only in good weather. In order to control your flak guns, you will need to assign crew to operate the guns. There are two ways to assign crew to flak guns. You can select the Watch Officer (lower left side of the game screen, right-most officer). First, select the Crew on Deck option. Next, select Man the Flak Guns order. Alternatively, you can go to the Crew Management screen (shortcut: F7 key). Double-click on the Flak Guns location. This will assign enough crew to operate the flak guns. To use the flak gun manually, select the Flak Guns icon from the upperleft side of the game screen (shortcut: F11 key). If more than one flak gun is available, you can use the F, T, and G keys to get directly to a specific flak gun. To zoom in on the view of a target through the targeting device, press the Tab key. Move the aiming device left or right by using the mouse to point the flak gun in the desired direction. Use the mouse to adjust range and follow your target. Press the left mouse button to fire.
Deck Gun Station (Shortcut: F10)
From this location you can control the deck gun of the U-boat. The deck gun can be used only when at surface, and only in good weather. In order to control your deck gun, you will need to assign crew to operate the gun. There are two ways to assign crew to deck gun. You can select the Watch Officer (lower left side of the game screen, right-most officer). First, select the Crew on Deck option. Next, select the Man the Deck Gun order. Alternatively, you can go to the Crew Management screen (shortcut: F7 key). Double-click on the Deck Casing location. This will assign enough crew to operate the deck gun. To use the deck gun manually, select the Deck Gun icon from the upper-left side of the game screen (shortcut: F10 key).
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Radar Station (Shortcut: R)
Radio messages station (Shortcut: M)
From this location the player can read send and receive messages. · Send contact report: Sending contact reports will give precise enemy locations to the commander of the U-boats (referred to as the BdU, for Befehlshaber der Unterseeboatwaffe). This can result in Luftwaffe or Kriegsmarine attacks! · Send patrol report: If you send a patrol report with the available number of torpedoes, fuel level, and U-boat and crew status, BdU may relocate to a new patrol grid according to the new conditions or ask you to return to base. · Request orders: If you request a new order, BdU may send you to another grid to patrol. · Request escort to base: This message is available when in the proximity of a German base. If you send it, you will receive an escort to the base.
Captain's Log (Shortcut: K)
The radar station will allow the player to manually handle the radar. · Radar on/off: Turn the radar on/off. · Direction handler: Left-click on the handler to change the listening direction · Radar range scale: Choose between range scales of 4,500 m and 15,000 m. · Radar mode: The player can select between two Continuous and Focus modes. · Range: Read the range to the contact in the lower left part of the radar. HINT: While the radar is a very powerful tool for detecting enemy contacts
(ships and airplanes), don't forget that using it will give away your presence.
Hydrophone (Shortcut: H)
This screen will note all the ships sunk, aircraft destroyed, and other useful information. Each entry will have an entry date, class type, and tonnage description.
The External View
This view allows you total freedom of movement in the scene. The camera will go as high as 50 m above sea level and as deep as 300 m below sea level. Camera controls: · Rotate left: Left cursor key. · Rotate right: Right cursor key. · Move forward: Up cursor key. · Move back: Down cursor key. Alternative control (left-click in view): · Pan left: Left cursor key. · Pan right: Right cursor key. · Move forward: Up cursor key. · Move back: Down cursor key. · View control: Use mouse.
The hydrophone station will allow the player to manually handle the hydrophone. · Direction handler: Left-click on the handler to change the listening direction. · Hydrophone volume: Set the volume of sound received with the hydrophone. · Send ping (only available for sonar): Left-click to send a ping in the current sonar direction. If you hit a target, it will return the range between the U-boat and the object. Each further ping will provide a more accurate range. · Information displayed: In this notepad you add new contacts to the map.
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In both modes, you can also use the following controls: · Raise camera: Home key. · Lower camera: End key. Cycle camera through units visible in scene: · Cycle up: Shift + "," key. · Cycle down: Shift + "." key. Note, however, that you will not be able to move freely away from the viewed unit, when using the Cycle Units mode.
Rig for Silent Running This order changes the U-boat speed to Ahead Slow. While the U-boat is set in this mode, the maximum speed available is Ahead Slow. All noisy activities, such as loading torpedoes or repairing, stop. Secure from Silent Running Cancel the Rig for Silent Running mode and all the above restrictions. HINT: The snorkel is a device that enables U-boats to run their diesel engines
OFFICERS ORDERS
Officer Interaction
In order to access the more complex functions of the U-boat, you will need to talk to your officers. They are on the U-boat for a reason, so use them. To talk to an officer or give him orders, left-click either on his icon in the Officers Panel, or on his body in the 3D view. To take his post and do his job yourself, right-click on the same spots.
for propulsion when submerged. It also allows the U-boat to recharge its batteries while running underwater. The operating depth was usually 10 m. It was available for U-boats starting in summer 1943.
Maneuvers
Knuckle Left This evasive maneuver allows the U-boat to make a sharp 90° turn to port. The U-boat accelerates to Ahead Flank and goes to 25 m depth if at surface; otherwise, it maintains the current depth. Double Knuckle Left This evasive maneuver allows the U-boat to make two sharp 90° turns to port in quick succession. The U-boat accelerates to Ahead Flank and goes to 25 m depth if at surface; otherwise it maintains the current depth. Knuckle Right This evasive maneuver allows the U-boat to make a sharp 90° turn to starboard. The U-boat accelerates to Ahead Flank and goes to 25 m depth if at surface; otherwise it maintains the current depth. Double Knuckle Right This evasive maneuver allows the U-boat to make two sharp 90° turns to starboard in quick succession. The U-boat accelerates to Ahead Flank and goes to 25 m depth if at surface; otherwise, it maintains the current depth. Deploy Decoys This order launches a decoy astern of the U-boat. HINT: Bold was a chemical device intended to confuse hunters equipped with
Chief Engineer
The Chief Engineer oversees all the U-boat governing systems and their use. Although the basic controls of speed, direction, and diving are accessible through this interface, assigning an officer to this post will offer a number of vital extra options.
Propulsion
Standard Mode In this mode the U-boat uses both port and starboard engines for propulsion. At surface or when using the snorkel, the diesel engines provide the propulsion. When the U-boat submerges, the crew will automatically switch to electric engines. Recharge Mode This mode is available only when at surface or when using the snorkel. It allows the U-boat to use one engine for propulsion, while the other engine is used for recharging batteries. Snorkel Up Raise the snorkel. The operational depth for the snorkel is 10 m or above. Snorkel Down Lower the snorkel.
sonar. It consisted of a metal can, released from a special launcher. It presented a false target to the attacker's sonar for a period of approximately 525 min, enabling the U-boat to sneak away.
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Emergency Orders
Crash Dive This emergency order submerges the U-boat at 70 m depth in the fastest way possible, with Ahead Flank speed. Blow Ballast This emergency order brings the U-boat to surface in the fastest way possible, using the compressed air to empty the ballast tanks. HINT: While the Blow Ballast order brings the U-boat quickly to surface,
Search Pattern
Pattern 1 Plot a spiral search pattern. Pattern 2 Plot a zigzag search pattern. Pattern 3 Plot an X search pattern. HINT: Search patterns are recommended when you have to patrol an area or
it uses large quantities of compressed air. It is recommended to use this order only in extreme situations.
Reports
Fuel Level Display the current fuel level on the U-boat. HINT: Don't forget that the faster you run, the faster the fuel runs out. Battery Level Display the current battery level. When the U-boat is at surface and in Recharge mode, the battery is recharged. Compressed Air Level Display the current compressed air level. When the U-boat is at surface, the compressed air is automatically replenished. CO2 Level Display the current CO2 level in the U-boat. When the U-boat is at surface, the oxygen is automatically replenished.
you need to find a target in a specific zone.
Reports
Maximum Range at Current Speed The Navigator will calculate the maximum range the U-boat can reach with the available fuel using the current speed. Time to Course End The Navigator will calculate the time needed to reach the end of the plotted course. Range to Course End The Navigator will calculate the distance to the end of the plotted course. Depth Under Keel Using the Atlas Echolot, the Navigator will report the depth under keel. HINT: To find the depth from the U-boat keel to the sea bottom, the Navigator
Navigator
The Navigator assists you on long-range navigation. Although you can manually plot your course, the navigator will provide extra information useful in making long-term decisions.
uses an active device that sends pings. Do not forget that these pings can disclose your location.
Weather The navigator makes a brief weather report. Return to Course This order returns the U-boat to the previously plotted course (if there is one).
Plot Course
This order allows course plotting using the navigation map.
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Weapon Officer
The role of the Weapon Officer is to assist you with torpedo attacks. Although you can manually perform all the required torpedo attack procedures, the Weapon Officer will make a beginning U-boat commander's life easier.
Sound Operator
The Sound Operator informs you of any contacts revealed by sound detection. It is strongly advised to have the Sound Operator at his station at all times.
Torpedo Attack
Ship Identification Asks the Weapon Officer to identify a selected target. Solution Asks the Weapon Officer to calculate a torpedo solution for a selected target. Fire Torpedo Asks the Weapon Officer to launch a torpedo using the current available solution.
Report
Repeat Last Report Repeat the last report the Sound Operator made. Report on Nearest Contact The Sound Operator will make a report on the nearest hydrophone or sonar contact.
Hydrophone
Normal Sweep The Sound Operator will use normal sweep procedure. Follow Nearest Sound Contact The Sound Operator will follow only the nearest sound contact.
Choose Target
Nearest Ship Asks the Weapon Officer to select the nearest ship in range for a torpedo attack. Nearest Merchant Asks the Weapon Officer to select the nearest merchant in range for a torpedo attack. Nearest Warship Asks the Weapon Officer to select the nearest warship in range for a torpedo attack. Recommended Target Asks the Weapon Officer to recommend the best target in range for a torpedo attack.
Sonar
Estimate Range to Contact The Sound Operator will estimate range to a selected sonar contact. Precise Range to Contact The Sound Operator will give the precise range to a selected sonar contact.
Solution on Map
The Weapon Officer will display the current torpedo solution on the attack map.
Weapons Management
The Weapon Officer will display the torpedo, deck, and flak ammo management screen.
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Radio Operator
The Radio Operator allows you to send and receive radio communications. Although you can perform radio and radar procedures manually, it is advisable to maintain a Radio Operator at station at all times.
Play Start the music on the gramophone. Previous Go to previous melody. Stop Stop the gramophone. Next Skip the current melody.
Report
Report Nearest Radio Contact The Radio Operator repeats the last radio contact received. Send Contact Report The Radio Operator sends a contact report to the base. Send Patrol Report The Radio Operator sends a patrol report to the base. Orders Requests new orders for the current patrol. Escort to Base This message will request a surface vessel escort from a nearby naval base. This message is available only if the U-boat is close to a friendly base.
Watch Officer
The Watch Officer controls the crew on deck when the U-boat is at surface. Although you can manually perform all the operations on the deck, having the Watch Officer at station will give you remote control on the gun crews and will dramatically improve their performance when engaging surface and air targets.
Choose Target
Nearest Ship The Watch Officer will select the nearest ship available for a deck gun attack. Nearest Merchant The Watch Officer will select the nearest merchant available for a deck gun attack. Nearest Warship The Watch Officer will select the nearest warship available for a deck gun attack. Recommended Target The Watch Officer will recommend you the best target available for deck gun attack.
Radar
One Sweep The Radio Operator will make a 360° radar sweep. Continuous Sweep The Radio Operator will use the radar continuously. Turn Off The Radio Operator turns the radar off.
Crew on Deck
Man the Deck Gun The Watch Officer will order the crew to operate the deck gun.
Gramophone
Man the Flak Gun The Watch Officer will order the crew to operate the flak guns.
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Man the Deck and Flak Gun The Watch Officer will order the crew to operate the deck and flak guns. Watch Crew The Watch Officer will order the watch crew on the bridge.
Flak Gun
Fire at Will This order allows the flak guns crew to engage any target. Hold Fire This order restricts the flak guns crew from engaging targets. Short Range This order restricts the flak guns crew to engaging targets only at short range (up to 500 m). Medium Range This order restricts the flak guns crew to engaging targets only at medium range (up to 1,000 m). Long Range This order allows the flak guns crew to engage targets at maximum range (up to 2,000 m). Targeting Fighters The flak guns crew will engage enemy fighters with priority. Targeting Bombers The flak guns crew will engage enemy bombers with priority. Targeting at Will The flak guns crew will engage any enemy aircraft. Targeting Closing Targets The flak guns crew will engage closing enemy aircraft with priority. Engage any Targets The flak guns crew will engage all enemy aircraft. Contacts The Watch Officer will report the closest visual contact. Damage reports The Watch Officer will report on deck weapons systems.
Weapons Management
The Watch Officer will display the torpedo, deck and flak ammo management screen.
Deck Gun
Fire at Will This orders the deck gun crew to engage any target. Hold Fire This order restricts the deck gun crew from engaging targets Short Range This order restricts the deck gun crew to engaging targets only at short range (up to 1,000 m). Medium Range This order restricts the deck gun crew to engaging targets only at medium range (up to 3,000 m). Long Range This order restricts the deck gun crew to engage targets at long range (up to maximum range of 8,000 m). Aim for Hull The deck gun crew will aim at the target's hull. Aim for Command Deck The deck gun crew will aim at the target's command deck. Aim for Weapons The deck gun crew will aim at the target's weapon platforms. Aim for Waterline The deck gun crew will aim for the target's waterline.
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CONDUCTING TORPEDO ATTACKS
The German U-boat force was meant for one purpose: to wage war at sea. War demands weapons, and the U-boat's main weapon is the torpedo. A successful torpedo attack requires several steps. As captain, it is your job to perform each one of them. However, you may require assistance from your Weapons Officer in completing some of them.
Range
Determining range to a target of known height is a simple problem, so the first step in any attack is the identification of the target. Bring up the Recognition Manual (shortcut: M key) and flip through it until you find a match with the target you are looking at through the optics. Check the empty box on the manual's page. This will identify the ship in question and automatically enter the mast height the tallest object on the ship on your notepad. HINT: It's easier to identify a ship when looking at it from abeam (90° to its side). Click the Range section on the notepad, which will open it to the correct section. Once you have the target's correct height from the ID book, all you need to do is read its apparent height (as angle ) from the periscope or UZO. Both optics are fitted with marked reticles for this task and a Stadimeter-like tool to automatically measure the target. The meaning of the reticle marks can be read in the table below: OPTIC USED SMALL MARKS LARGE MARKS Periscope (1x or 1.5x) 1° 5° Periscope (4x or 6x) 0.25° (0°15') 1.25° (1°15') UZO (7x) 0.2° (0°12') 1° (0°15') To use the Stadimeter, first place the crosshair on the waterline of the target. Next, click the icon in the lower left corner of the notepad. Your mouse cursor will be captured and will be used to move a horizontal line in the periscope view. Place it on the target's highest point the masthead. When satisfied with the approximation, left-click and the range will be automatically calculated in the notepad. If you agree with the results, check them to return to the main page of the notepad. Should you desire to calculate the range yourself, use the following formula: Mast range = sin
The steps are:
1. Approach. 2. Data Collection. 3. Sending Data to the TDC. 4. Tubes Selection. 5. Attack.
Approach
Your torpedoes, especially early war models, are not extremely reliable or easy-to-use weapons. Before attacking, bring your submarine as close to the target as possible, within 1000 m for best results. At short range, even if you or the torpedoes are suddenly detected and the target starts evasive maneuvers, it will be too late for him. Distance is not the only point of interest, however: the submarine's position relative to the target is equally important. Generally speaking, the best initial position would be "ahead of the beam," meaning to 45° to either side of the target's course. From this point, you would have plenty of time to gather the data required for the attack and still be well placed for a bow or beam shot.
Data Collection
It is no simple task to make your torpedoes collide with the target and not the empty space of the open sea. Every attack is a complex trigonometric problem that requires a solution. In the Great War, the First Watch Officer would employ tables and disc calculators for this purpose. Fortunately, this is no longer needed. Each U-boat comes equipped with an electro-mechanical computer for this task. All you are required to do is gather the following data on the target: · Range. · Angle on bow. · Speed. To acquire this data, you will have to use one of the two main stations of attack: the Periscope (optic used for underwater attacks) or the UZO (binoculars used for surface attacks). Both of them are equipped with all the necessary tools. Later in the war, when commanding a Type XXI U-boat, you will be able to use the advanced Nibelung sonar to acquire sufficient data for underwater attacks without even raising the periscope. On lower difficulty settings, all data will be acquired automatically by the game whenever your crosshairs come over a viable target. On Historical settings, however, each step will need to be completed by you.
Angle on Bow
The Angle on Bow (AOB) is, in brief, the bearing on which the target ship would observe your U-boat. It is used to define the ship's course relative to your own.
To enter AOB for your target, click on the relevant notepad section. A new page will open, showing the AOB tool. Entering the desired value is as simple as dragging the outer ring icon (representing your submarine) to the correct position and then checking the lower right corner box. The question is, what should the desired value be?
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