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Old 05-16-24, 06:40 AM   #1
ubootmate
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Default Back at the game - need tips

Howdy fellow board Kaleuns.

After a longer hiatus I'm finally back at SH3, but...
It's a CAPITAL "BUT".
I quit the game because I deemed it unrealistic at a certain point.
I play again at 60+ level of realism and after 5 patrols have already close to 200K of sunk tonnage and the oak leafs with swords pinned to my chest.
It's not even 1940 and I am more successful and more decorated then some commanders were after 1945.
This is boring - borderline annoying.


So I think of getting one of the larger supermods installed, but I am not sure which one. There are certain criteria that are neccessities as well as some things which are bringing the most fun for me playing SH3.

So these things have to be considered and will ultimately decide which mods are desireable and which ones aren't.
I count on you guys to help me out on this one.
If one supermod can't do the tricks, I would even consider installing single mods if there is no other way.

Neccesities:
It has to run under WIN 7 64 bit.
I don't want to argue or explain, it's just a fact.
Whatever mods I am ending up with, they have to make me able to play the game under WIN 7 64 bit.

Features:
For me playing the game with fun is really coming down to some features that are lacking and/or non existing in the vanilla version ( I play the "green pepper" version of SH3 which is the final patched 1.4 version without Starforce and use SH3 commander.).

1.)
I enjoy managing the crew very much, promoting them and make the crew better as the war goes on. If there is a mod which even enhances or improves the level of crew nursing besides SH3 commander - I am all for it.

2.)
More realistic tonnage outputs.
I mean if a Kaleun had 3-5 ships sunk with a tonnage of lets say 25.000 tons it would have been a very solid patrol back then. You just don't get 100.000 tons of sunk shipment including 2 battleships and 8 destroyers to go with 2 aircraft shot down on your average patrol.
You just don't.

3.) Promotions and medals/batches being more realisticly awarded to the Commander.
You need forever to getting promoted to Oberleutnant but get thrown around the Knights Cross with Oak Leafs and Swords after 4 patrols? Hardly realistic.

4.) Way more realistic mission design.

Getting ordered to patrol a certain patrol grid for 24 hours is hardly a challenging or very enticing mission outlay.
I hope some supermod can break this boring dilemma.

5.) More realistic and more frequent radio communication.
Meaning that there should be more radio traffic overall and more involment in some of the wars campaigns and theaters like Weserübung etc. Getting radio messages when other boats have spotted a convoy or when you spot one to help bring other boats to the area before attacking and so on.
Just bringing radio traffic to level of play that makes the game more unpredictable and enjoying. Also knowing why you have to patrol a certain area and/or knowing which own boats are near you or patrolling the neighbor grids would be fun.

6.) Graphics and eye candy.
While this is certainly a nice to have asset I'd rather prefer the above mentioned features first because they are way more important to me than shiny graphics. But if there are better graphics as well, I take it!



Any suggestions (prefered with explanations)are very much welcome...


I appreciate your support!


Greetings from


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Old 05-16-24, 09:52 AM   #2
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Default Welcome back!

ubootmate!
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Old 05-16-24, 10:39 AM   #3
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Default Try harder

Wind the realism up! The game is only worth playing with manual targeting, around 100%.
As to realism, the game has its limitations and only some of these can be tackled by the modders. The most serious ones are associated with the AI, so don't use the external views to look too closely at what the escorts are doing! In terms of "feel" the game is really good - the whole point is to have lousy situational awareness so it is difficult to work out what is going on. You may as well leave the external views enabled for entertainment but resist the temptation to use them to cheat. I can dodge depth charges really easily using the external views, but it's a lot harder with just the hydrophone and the mk 1 earhole..

At "full realism" the game gets much harder from 1943 and the allies will get you before 1945. Tonnage totals are still higher than real life, it's the price you pay for more exciting gameplay when there's no "skip to next action" key..



For supermods try:
Onealex version of GWX

Easy install. A vast improvement on the vanilla game. Escorts have the annoying GWX "laser guided" super hydrophone detection capability.


Fifi's enhanced hardcore version of NYGM

More difficult to install. I prefer the NYGM escort behaviour, although it's a matter of preference.


For downloads see the threads on the mods workshop forum.
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Old 05-16-24, 02:18 PM   #4
ubootmate
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Default

Hooston

Quote:
Originally Posted by Hooston View Post
Wind the realism up! The game is only worth playing with manual targeting, around 100%.

Never done that, but might give it a try.



Quote:
Originally Posted by Hooston View Post
As to realism, the game has its limitations and only some of these can be tackled by the modders.

Sad to hear that...
So more active radio traffic and more varied mission goals are a pipe dream you say?


Quote:
Originally Posted by Hooston View Post
The most serious ones are associated with the AI, so don't use the external views to look too closely at what the escorts are doing! In terms of "feel" the game is really good - the whole point is to have lousy situational awareness so it is difficult to work out what is going on. You may as well leave the external views enabled for entertainment but resist the temptation to use them to cheat. I can dodge depth charges really easily using the external views, but it's a lot harder with just the hydrophone and the mk 1 earhole..

I don't have external view enabled.
The only boxes I have not checked are:


Maunal targeting
No contact actualisation on map
Dud torpedoes
No help by weapons officer

63% reality


Quote:
Originally Posted by Hooston View Post

At "full realism" the game gets much harder from 1943 and the allies will get you before 1945. Tonnage totals are still higher than real life, it's the price you pay for more exciting gameplay when there's no "skip to next action" key..
Okay but still there might not be any available promotions/medals left to gain by mid 1941, right?


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Old 05-17-24, 10:06 AM   #5
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With auto targeting it's simply a matter of sinking all the escorts using point and shoot, then wiping out the merchants. Manual targeting makes hitting an active escort extremely difficult as it takes too long to establish angle on bow and speed. A different game!
Contacts on the map allows you to establish target course and speed with the "3 minutes 15 seconds" trick. In real life measuring range accurately was very difficult so that approach did not usually work. I also find that the tactical overview is too helpful, even when operating on the surface.

Mission goals is not really a SH3 campaign thing. You can try the single missions for that, and GWX has a lot of extra ones. You can go raid a port if you like but that is generally far too easy as there are too few nets and mines, your navigation is perfect and there are no tides.

Dud torpedoes are a huge factor with the HSie/Steibler hard coded fixes in most megamods. It really forces you to tailor what you do depending on the weather.

Crew management is pretty basic in SH3. "Uboat" is the game if you want that, but after spending a huge amount of effort modelling the boat that game seems very "gamey". i think maybe the money ran out or the marketing people got at it.

The weapons officer help is not a big deal. You can always choose to not ask him. Until recently I sometimes used him to identify targets to save clicking through the ID manual.
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Old 05-17-24, 03:26 PM   #6
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Default Well...

Okay...let's see.


Quote:
Originally Posted by Hooston View Post
With auto targeting it's simply a matter of sinking all the escorts using point and shoot, then wiping out the merchants. Manual targeting makes hitting an active escort extremely difficult as it takes too long to establish angle on bow and speed. A different game!

Sounds indeed challenging.
So how does one do it then?
Hitting fast approaching destroyers if you don't have any time and tools to correctly determine course and speed?
Can you still log on a target via attack periscope or Uzo?
And does it still tell you the targets speed and direction it is coming from?


Quote:
Originally Posted by Hooston View Post
Contacts on the map allows you to establish target course and speed with the "3 minutes 15 seconds" trick. In real life measuring range accurately was very difficult so that approach did not usually work. I also find that the tactical overview is too helpful, even when operating on the surface.
When using it the first contact says: ship detected and then shows general course (i.e. south south west), slow, medium or fast target and the red or black show you whether its a war or merchant vessel...
What sort of message do you receive when this option is deactivated?
Is the map then simply not accessible or does it show you nothing at all?

Quote:
Originally Posted by Hooston View Post
Mission goals is not really a SH3 campaign thing. You can try the single missions for that, and GWX has a lot of extra ones. You can go raid a port if you like but that is generally far too easy as there are too few nets and mines, your navigation is perfect and there are no tides.
Too bad, I think the lack of proper radio traffic and varied mission goals renders this powerful tool (radio was an asset especially back then) ueless in this game and takes all the realistic feel away from an otherwise entertaining game.

Quote:
Originally Posted by Hooston View Post
Dud torpedoes are a huge factor with the HSie/Steibler hard coded fixes in most megamods. It really forces you to tailor what you do depending on the weather.
I might still keep this one unchecked though.
I know malfunctioning/sabotaged torpedoes were a real thing - especially later in war when most torpedoes were produced by slave laborers because most german men were in military service but I often run out of torpedoes with all of them exploding. When you have 2-4 (or even more) dud torpedoes per patrol I just can't imagine how bad this would have to be...

Quote:
Originally Posted by Hooston View Post
Crew management is pretty basic in SH3. "Uboat" is the game if you want that, but after spending a huge amount of effort modelling the boat that game seems very "gamey". i think maybe the money ran out or the marketing people got at it.
Well I would love to do it in this game not playing another game just to increase the crew nursing factor.

Quote:
Originally Posted by Hooston View Post
The weapons officer help is not a big deal. You can always choose to not ask him. Until recently I sometimes used him to identify targets to save clicking through the ID manual.
What does he actually do besides identifying the exact ship type?
I mean when you have disabled auto targeting and map overview, what exactly does the WO do to help you out on the tasks that all of a sudden you have do do for yourself?

I really am thinking about it.
I get you when you say it's a different game without most of the help.
But then again, what does a commander have his crew for if he has to do everything by himself? Why developing a crew when you have to do it all alone from guessing and predicting the course, navigating in position and manually targeting and firing the torpedoes to crash diving to escape the escorts?


Are there any tutorials that center on manual targeting and plotting enemy course without help of overview map?


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Old 05-17-24, 05:01 PM   #7
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Default Look here!

Go watch this guy





or if you are not quite so "hardcore realism" try this guy


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