SILENT HUNTER III Guide Utilisateur 1 ] Quick Keys Quick keys for moving to different positions or screens in your U-boat F1 - Help screen (in all Stations) F2 - Command room (note that Shift+F2 gives you a "free camera" view of the command room). Periscopes o F3 - Attack periscope PgUp - Raise gradually Ctrl-PgUp - Raise fully PgDown - Lower gradually Ctrl-PgDn - Lower fully Tab - Zoom in and out (1.5x - 6x) also mouse wheel L - Lock target KP0 - Take a step back and look at the periscope column. o O - Observation periscope Insert - Raise gradually Ctrl-Insert - Raise fully Delete - Lower gradually Ctrl-Delete - Lower fully Tab - Zoom in and out (1x - 4x) also mouse wheel L - Lock target On the surface o F4 - Bridge (on the surface only) Tab - Toggle between Bridge and Binoculars also mouse wheel o B - Binoculars (on the surface only) Tab - Toggle between Bridge and Binoculars also mouse wheel o U - UZO (on the surface only) L - Lock target F5 - Navigation map F6 - TDC I - Weapons management F7 - Crew and damage management Radio o F9 - Radio room o R - Radio o M - View sent and received radio messages H - Hydrophone F8 - View your mission orders Guns o F10 - Deck gun station (on the surface only) o F11 - Flak gun station (on the surface only) o F - Main Flak gun (on the surface only) o o G - Secondary Flak gun (on the surface only) T - Secondary Flak gun 2 (on the surface only) K - Captain's log F12 - External free camera view Shift-F2 - Internal free camera view 2 ] U-boat controls For controlling your U-boat Speed control o 1 to 5 - Ahead slow, one third, standard, full and flank respectively o 6 to 9 - Back slow, one third, standard, and emergency respectively o ~ - All stop Direction control o [ - Hard a' port o ] - Hard a' starboard o ' - Rudder adminships o = - Set heading to current optics view Depth control o D - Dive o S - Surface o A - Maintain depth o C - Crash dive o E - Blow ballast (Emergency Surface) o P - Periscope depth o ; - Snorkel depth Miscellaneous o Z - Toggle Silent Running mode o X - Toggle snorkel up and down o Ctrl + F8 - Shown the frame rate. Weapon management and attacks Stations o U - UZO (on the surface only) o F3 - Attack periscope (use PgUp to raise, PgDn to lower, Ctrl-PgUp to raise fast, CtrlPgDn to lower fast) o F6 - TDC o I - Weapons management o H - Hydrophone Targetting o . - Next unit o , - Previous unit o L - Lock view to target o N - View recognition manual Torpedo attacks o Q - Open selected torpedo tube(s) o W - Close open tube(s) o Y - Cycle tubes o Enter - Fire torpedo Gun attacks o Space - select deck-gun target Miscellaneous o J - Deploy decoys Camera controls For use in the internal (Shift-F2) or external (F12) free-camera views Up-arrow - camera forward Down-arrow - camera backwards Left-arrow - camera left Right-arrow - camera right KP7 - camera up KP1 - camera down Left-Shift - hold down to speed up camera movement Ctrl-Shift - hold down to slow down camera movement Ctrl-left-arrow - camera left alongside Ctrl-right-arrow - camera right alongside Miscellaneous Esc - Options Time compression o Numpad + - Increase time compression o Numpad - - Decrease time compression o Backspace - Pause o Ctrl + Enter - Sets Time compression back to 1 (Normal Speed) time compression Event camera o V - Maximise/restore the Event camera o / - Hide the Event camera o - View your U-boat from your target Navigation o Ctrl-LeftClick - Centre (center) your U-boat at the selected point on the navigation map Miscellaneous o Ctrl-P - From patch 1.1, disable the particle system to fix the nvidia particle bug o o Shift-PageUp/PageDn - Increase or decrease the software anti-aliasing (Glare system) Numlock - In multiplay only, use Numlock to start chat, type your text, then hit ENTER. But be careful: if you hit ENTER 2 times, you fire a fish! Ctrl-F11 - Take a screenshot. Shift-F11 - Toggle taking continuous screenshots Ctrl-F8 - Show frame-rate (FPS) at top of screen Numberpad Del (decimal point) - Show/hide interface (for screenshots) Ctrl-Numberpad Del - Remove the orange marker from the ocean surface when submerged o o o o o NOTE: Revisions in Progress...Experimenting with tables... Station Key Engine Room Key Depth Control Key Help F1 Ahead Slow 1 Dive D Command Room F2 Ahead 1/3 2 Surface S Attack Periscope F3 Ahead Standard 3 Crash Dive C Bridge F4 Ahead Full 4 Maintain Current Depth A Navigation Map F5 Ahead Flank 5 E TDC F6 Back Slow 6 Emergency Surface (Blow Balast) Crew and damage management F7 Back 1/3 7 Periscope Depth P Radio Room F9 Back Standard 8 Snorkel Depth ; Deck Gun F10 Back Emergency 9 Flak Gun F11 All Stop Free View F12 Left Full Rudder [ ~ Right Full Rudder ] Periscope Control Key Torpedo Attacks Key Deck Gun/Flak Gun Key Raise Attack Periscope PgUp Open Tube(s) Q Deck Gun Station F10 Raise Attack Periscope Fully CtrlPgUp Close Tube(s) W Flak Gun Station F11 Cycle Tube (Select Next Tube) Y Main Flak Gun F Fire Torpedo Enter Lower Attack Periscope PgDn Lower Attack Periscope Fully CtrlPgDn Raise Observation Periscope Ins Raise Observation Periscope Fully Ctrl-Ins Lower Observation Periscope Del Lower Observation Periscope Fully Ctrl-Del Zoom In/Zoom Out Tab Secondary Flak Gun 1 G Secondary Flak Gun 2 T Lock Target L Set view to heading - Look at periscope column KP0 3 ] Realism Settings Realism Settings control the difficulty of the game. In order to select your Realism level, begin a Single Mission or start a patrol in Career Mode. Before clicking Start, click Change Realism. Realism cannot be changed during a mission or patrol. Once set from either a single mission or career patrol, the realism options selected will be used for all subsequent patrols of any type. That is, the realism settings are not stored separately for the academy, single missions and career patrol types. To set realism for the naval academy, start a career or a single mission, change the realism there, and then "back out" of the screens until back at the main menu, then choose the naval academy. Realism Settings Please note that when playing at 100% Realism, you must return to base by keeping enough fuel in store to traverse back to within 25km of your home port. Once you are within 25km, press Escape and select the option to "Dock at [Port]". Limited batteries - When selected, the batteries that power your sub's electric engines are limited. This, in turn, limits the amount of time you can stay submerged before the batteries must be recharged. (5%) Limited compressed air - When selected, your sub uses an amount of compressed air to suface, blowing air to the ballast tanks. If you exhaust your supply, you will no longer be able to surface again. You must surface your sub periodically to resupply your sub with compressed air. Also if your compressor is damaged no more compressed-air will be available. (1%) Limited O2 - When selected, you must surface your sub periodically to resupply your sub with fresh air. (6%) Limited fuel - When selected, your sub has limited fuel, and, therefore, limited range. You must return to base before your fuel supply is exhausted. There are no refueling subs in the game. You will get a warning during a patrol when you have used 50% of your fuel. (6%) Realistic vulnerability - When selected, your sub is more easily damaged. (5%) Realistic repair time - When selected, damage repairs will take longer. (8%) Realistic ship sinking time - When selected, ships that you attack will take longer to sink. (2%) Manual targeting system - When selected, you must enter the appropriate information into the TDC when firing torpedoes. You can not simply point the UZO or periscope at a target and fire. You can still request a solution from your Weapons Officer, unless the No Weapons Officer assistance option below is also disabled. (15%) No map contact update - When selected, hydrophone and visual contacts will not appear on the navigation map. Radio contacts, however, will periodically appear on the map. (12%) Realistics sensors - When selected, the effectiveness of your hydrophones and radar is reduced. (6%) Dud torpedoes - When selected, your torpedoes will periodically malfunction. Malfunctioning torpedoes may either detonate too early, or not detonate at all. (4%) Realistic reload - When selected, it will take a considerable amount of time to reload your torpedo tubes. (6%) No event camera - When selected, the event camera is disabled. You will not see special events such as torpedo impacts or ships sinking. (3%) No external view - When selected, the external camera (hotkey F12) is disabled. (8%) No stabilize view - When selected, your targeting optics (ie. the UZO or the attack periscope) will bob realistically on the waves. This will make targeting in rough seas much more difficult. (5%) No noise meter - When selected, the noise meter, which gives an indication of how detectable your u-boat is at the moment, will be disabled. (2%) No Weapon Officer assistance - When selected, the Weapon Officer will not identify targets or calculate firing solutions for you. You must determine range, speed, and AOB by yourself. (6%) Display Resolution As installed, SH3 doesn't offer you a choice for a display resolution setting. The game fixes it at 1024 x 768. To override this limitation, SH3 modmaker Kegetys has developed a DLL file that permits greater display resolutions when playing SH3. Kegetys' SH3 Resolution Override DLL can be downloaded from one of the following links: Mirror 1 (http://koti.mbnet.fi/kegetys/dl.php?f=dx9res10&e=zip) Mirror 2 (http://www.paulwasserman.net/SHIII/dx9res10.zip) Mirror 3 (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_DirectX9Res10.zip) Make sure you read the enclosed instructions to customize the DLL's configuration file, d3d9.cfg. For Windows XP SP2 users: We're not finished yet. In order to get Kegetys' DLL to work, you'll also need to install Microsoft's Windows Application Compatibility Toolkit (http://www.microsoft.com/technet/prodtechnol/windows/appcompatibility/default.mspx) and perform the following procedure to customize it for SH3: On Windows' Start menu, select "All Programs/Microsoft Application Compatibility Toolkit 4.0/Tools" and run the Compatibility Administrator. When the program opens, make sure "New Database" is highlighted under "Custom Databases", and click the "Fix" button. In the "Name of program to be fixed" box, type "SH3". Now, click the browse button, and select the sh3.exe in your SH3 install directory. Then click on the "Next" button. Under "Operating System Modes" select "None" and click the "Next" button. In the "Compatibility Fixes" box, check DelayDLLInit, and click the "Parameters" button. In the "Command Line" box, type "d3d9.dll" and click "OK". (You can click the "Test Run" button to make sure it is working). Click the "Next" button. Click on the "Finish" button. Then click the "Save" button, name it "SH3", and click OK. On the "File" menu, select "Install". Close the Compatibilty Administrator. Enjoy SH3 in high display resolution. Multiple Screenshot Support The DLL provides its own mutli-screenshot support. With the DLL installed, by default, any time you press your keyboards's PRINTSCREEN key in-game, a screen image will be saved as a TGA file in SH3's install folder. You can alter the screenshot save path by editting the DLL's accompanying CFG file, d3d9.cfg. File d3d9.cfg contains the following relevant lines: enableScreenshots=1 screenshotPath=. The above will result in placing a TGA picture file in the defined directory path whenever the PRINTSCREEN key is hit in-game. For your information, TGA files can be converted to JPGs and other file types using freeware programs such as IrfanView (http://www.irfanview.com/). Side Effects Nothing serious has been reported so far. But there are a few minor hiccups: The DLL disables some of the function keys in-game (F9, F10, F11) and and CTRL or SHIFT key combinations associated with those function keys. So, for example, SH3's screenshot key combinations will not work when this resolution modification is installed. But, as mentioned above, the DLL provides its own multi-screenshot abilities. SH3 Update Patches and the Resolution Override DLL If you had to install Microsoft's Windows Application Compatibility Toolkit (http://www.microsoft.com/technet/prodtechnol/windows/appcompatibility/default.mspx), as mentioned above in this article, this section is for you. When you upgrade SH3 with one of SH3's Update Patches, the SH3 Custom Database you previously created in the Windows Application Compatibility Toolkit (http://www.microsoft.com/technet/prodtechnol/windows/appcompatibility/default.mspx) will no longer be valid for the newly updated SH3 version. This will lead to CTDs during SH3's startup. To resolve this problem, whenever you've completed upgrading SH3 with an Update Patch, delete the old SH3 Custom Database defined in the Windows Application Compatibility Toolkit (http://www.microsoft.com/technet/prodtechnol/windows/appcompatibility/default.mspx) and follow the instructions earlier in this article to create the SH3 Custom Database from scratch. Updated Graphics Adapter Drivers and the Resolution Override DLL Sometimes, after installing updated drivers for your PC's graphics adapter, and you've previously installed the Resolution Override DLL, SH3 freezes during startup or causes your system to crash when SH3 is started. In this case, it is recommended that you delete the SH3 database entry you previously created in the Windows Application Compatibility Toolkit (http://www.microsoft.com/technet/prodtechnol/windows/appcompatibility/default.mspx) and run through the steps of redefining SH3 there from scratch. No-CD Cracks and the Resolution Override DLL See A Word of Caution About No-CD Cracks for SH3. 4 ] Naval Academy The Naval Academy teaches the essentials of submarine navigation and warfare. There are five "courses" offered in the Academy: Navigation, Naval Artillery (use of Deck Gun), Flak Artillery (use of Flak Gun), Torpedos, and Convoy Attack. You can get a maximum of 1500 renown by completing the training exams. Since each exam is worth upwards of 500 points, it is unnecessary to complete the entire academy if you are just going back for the renoun bonus. Exam renoun is applied to the beginning of every new career you start, so it will not help your existing saved careers. The exam screen interface can be a bit confusing. There is a bug / oversight where you will not get credit if you start a mission with the word "training" highlighted. You MUST highlight "exam" before you start the mission. Some people play the training missions dozens of times before they finally head to the forums to find out why they didn't get credit. Well, now you know better! Exams can be done an unlimited number of times, so don't despair if you get a bad grade your first time out. To complete a mission, finish your objectives and then press ESC. The game will accuse you of "abandoning the mission", but don't worry. "Abandoning the mission" just means that you're done, not that you lost. The next screen after you say "yes" will give you the option to "return to base" or "continue". Tips: Navigation tutorial: your headings don't need to be exact. Use the = key to order heading-to-view (i.e. "go where I'm looking";) this feature was missing from the game when the tutorial was designed, but was added later in a patch. The message "once on the surface your mission is complete!" is misleading, so don't just surface and think you're done. Wait for a "congratulations" message before you really exit. As a rule, press the "M" key to view received radio messages, as they might contain further instructions. Torpedo tutorial: Put the periscope crosshairs over what you want to hit, and press "fire". The gyroangle computations should be handled automatically for you, so just pretend the periscope is a sniper rifle and go nuts. If you are using the automatic target data gathering method, it is possible to sink all the ships without maneuvering your boat at all. To do this, you have to be quick on the trigger. Remember to press "Q" to open your tubes before you fire; otherwise your torps will fire a full three seconds after you pressed fire, and this could cause them to miss. In the game, you will want to become familiar with the F6 screen and learn what the different torpedo settings do. Spread angle only applies if you select "salvo fire" mode (T/S switch on the F6 screen), so don't worry about it screwing up your single shots. Torpedo speeds are "slow" by default, but if you choose "fast" on the F6 screen you'll probably be more accurate. As long as your target doesn't change course or speed, there's really no way to miss. Torps require 400500m to arm; if you're too close they will just bounce off. Flak Gun tutorial: Generally, you'll want to man the flak gun yourself. Your gunners aren't too bright, and they'll shoot at things they can't hit. With enough patience, you CAN finish this tutorial. It is not necessary to maneuver your boat. In actual missions, however, you will almost always be maneuvering your boat while you are at the flak gun; and you will sometimes find the flak gun is more useful against tug boats and trawlers than it is against airplanes! Convoy tutorial: The leading escort destroyer does not maneuver, so you should be able to sink him with a single torpedo assuming you have automatic target data mode on. You can take out the armed trawler with your deck gun, if you don't mind living dangerously. After that, the convoy is all yours. When you shoot at the first destroyer, send three torps at the other ships too. Once the destroyer blows up, they'll start to zig-zag, and hitting with torpedos will become harder. 5 ] Single Missions Barham: Eastern Mediterranean, November 1941 Briefing: You are oberleutnant zur see von Tiesenhausen, commander of the U-331. On the 25th of November, operating of the coast of Egypt and Libya, he spotted a group of 3 battleships and eight destroyers. These were the Queen Elizabeth, Barham and Valiant out of Alexandria in support of operations against Axis convoys. With a daring approach, Von Tiesenhausen launched a salvo of four torpedoes at the second battleship in the line. Although he came under attack immediately and thus was not able to witness it, he scored 3 hits and sunk his target. Primary objective: Sink any British capital ship. Bismarck (http://en.wikipedia.org/wiki/German_battleship_Bismarck): North Atlantic, May 1941 Briefing: Home fleet sent to hunt Bismarck. Current position of Bismarck grid BE. All U-boats in area move to engage any British warships. Primary objective: Intercept and sink any British capital ships. Courageous: North Atlantic, September 1939 Briefing: The most effective counter-measure against U-boats of early war was aircraft. Understanding this, the British Admiralty deployed its carriers to provide air patrols over the hunting grounds of the Uboat. On 17th September 1939, U-29 came upon one of those carriers - the HMS Courageous. By sinking it, he would prove the carriers vulnerability and thus win the open ocean for U-boats. Primary objective: Sink the Courageous. Gibraltar: straits of Gibraltar, December 1941 Briefing: Despite opposition from Admiral Doenitz - Who regarded this as a distraction from the main effort of war against mechant shipping, Germany sent over 60 U-boats into the mediterranean during the war. As the straits were under effective control of British Patrols, this was always a risky affair. An additional 19 U-boats were either lost or force to return, and no U-boats ever returned from inside the med. All were either sunk or scuttled by their crews. Primary objective: Sneak through the defenses and enter the mediterranean. Happy Times: North Atlantic, April 1940 Briefing: Its early in the war, in the U-boat 'Happy Times'. You are on the surface, in the vicinity of the Rockall Banks. Your watch officer has spotted a weakly escorted convoy dead ahead. The opportunity presents itself for a devastating attack, and the night is approaching. Convoys are scheduled to be picked up by escorts near the longitude of 12 west, so your window of opportunity is just 1 or 2 hours. Primary objective: Sink 25000 tons of merchant shipping. Malta: Mediterranean sea, August 1942 Briefing: Major convoy passing south of sicily. All U-boats head for CN25, CN26 and CN28. Report contact with convoy and engage. Primary objective: Engage merchant ships Narvik: Norwegian waters, April 1940 Briefing: As part of operation 'Weseruebung' the invasion of norway you have been tasked with the protection of forces landing at Narvik. On 10th of April, British destroyers have probed the fjord. Losing two of their own for two of our Zerstoerer, they have managed to destroy the troop carriers. Now, reinforced by a battleship, they are coming again. Primary objective: Sink the Warspite Scapa Flow: North Atlantic, October 1939 Briefing: You are NE of Scapa Flow, British naval base. Attempt to penetrate the base defenses. Sink any capital warship you may find. Good luck! Primary objective: Priority targets - British capital warships. U505: South Atlantic, June 1944 Briefing: On June the 4th, 1944 Taskforce 22.3 - A hunter killer group formed around the escort carrier USS Guadalcanal - was heading for Casablanca. Travelling northwards, they were expecting, based on ULTRA and radio direction finder intercepts, to encounter a submarine on the route. And they got it, closer than may have wanted. You are in a bad position, minutes away from destruction. But so is their carrier. Primary objective: Sink the USS Guadalcanal XXI: North sea, November 1944 Briefing: You are the first type XXI U-boat to reach operational status, ahead of the schedule. And you have just the prestige target to test the boat against a heavily escorted carrier task force. Primary objective: Sink the fleet carriers Secondary objective: Sink the escort carrier 6 ] Career The Career mode is also known as the "dynamic campaign." In career mode, you perform a series of patrols throughout the course of the war. Table of contents [hide] 1 Objectives 1.1 Career progression 1.2 Saving, reloading, and deleting careers 1.3 Repairing careers Objectives Unlike the single mission mode, you will not receive specific objectives, such as "sink the King George V battleship." All of your orders will be to patrol a specified grid square for 24 hours. The 24 hours do not have to be consecutive, so you can pursue ship contacts outside of the grid, and then return later to complete your patrol. After you patrol your assigned grid, you are then free to navigate freely wherever you please for as long as your fuel and torpedoes hold out. You are free to engage any enemy targets you encounter before, during, or after your patrol. You can terminate the patrol at any point and automatically return to base or, preferably, you can sail back to port, and terminate the patrol "in the harbour". Check the Career Timeline for the availability of U-boat types, weapons, ports, flotillas, and neutrality/enmity of nations. Career progression As you complete each patrol in your career, you will receive several things in reward for your successes. Renown - This is a measure of your fame. The more successful you are, the more renown you are awarded. You can use and renown earned as a form of currency to "buy" certain improvements for your U-Boat. These range from better crew, to equipment upgrades and even entirely new UBoats. See the Career Timeline for lists of what is available and how much renown it costs. Successes which gain you renown include: o Reaching your patrol area o Patrolling that area for 24 hours o Number of enemy ships sunk o Tonnage of enemy ships sunk o Aeroplanes shot down Loss of Renown - If you have any failures, these will deduct from your gained renown. Failures include: o Sinking neutral ships o Sinking axis ships o Shooting friendly aeroplanes o Wounded crew o o Killed crew Damage to your U-Boat Promotions - If you are particularly successful, you may be allowed to award promotions to members of your crew. If you have sufficient renown, you yourself may be promotoed. Medals - If you are particularly successful, you may be allowed to allocate medals to members of your crew. It is possible that you yourself may also receive such decorations. Qualifications - At the conclusion of each patrol, you will be able to allocate one "qualification badge" to any Officer or Non-commissioned Officer of your crew. For a list of available qualifications, see Crew Management. Saving, reloading, and deleting careers To save your career in a mission, hit the "ESC" key, you will then see a menu option to save your career. An important point: when you delete or load a saved game, it deletes ALL saved-games which are newer - this prevents you from "branching" your career. So be careful before deleting those old saved-games from early in your career! Repairing careers If your saved career gets corrupted in some way, the instructions at Restoring Corrupted Careers may help. 7 ] Renown Basics Renown is the measure of the success of your patrols in Career mode. You earn renown by: Reaching your patrol zone Patrolling for 24 hours Sinking enemy ships Shooting down enemy planes Returning to your base at patrol end, instead of using the ESCAPE key to "return to port" in midpatrol. When you're within 30 kilometers of your base and hit the ESCAPE key, you will then be offered the option to "Dock at: base". You do not have to travel the last mile and dock in the Uboat pen. You lose renown by: Sinking friendly ships. Sinking a friendly ship will penalize your renown by a factor of ten times such a ship's renown value. Keep it up and SH3 will toss you out of the Kriegsmarine. Sinking neutral ships. Neutral ships will cost you the same renown amount that you would earn for sinking the equivalent enemy ship. Armed neutral ships will also begin firing on you. As with sinking friendly ships, sinking neutrals can lead to the end of your career in the Kriegsmarine. You do not lose renown for skipping your patrol grid square. It is just a place to earn points if you visit it. It is not required of you to go there or stay there. You will not see the renown you've earned in your current patrol until you've returned to base. Renown can be used to upgrade to a new type of U-boat, purchase upgraded conning towers, radios, or guns, or to enlist more experienced sailors and officers. The renown value for each ship can be found by looking at the .cfg file for the ship in the SilentHunterIII/data/Sea/shipname/ directory. Renown and Realism The renown you receive for sinking enemy ships is also affected by your Realism %. You will earn more renown for playing at a higher Realism %. The formula for calculating renown (http://www.subsim.com/phpBB/viewtopic.php?t=36293), per ship, is: base ship renown value (see below) * ( (0.75 * realism %) + 0.25 ). Therefore, At 100% realism, you will receive full renown credit for every ship that you sink and at 0% realism, you will receive 25% of the renown credit for every ship. Renown per academy\objective Scoring highest score on navigation training in academy = 500 Scoring highest score on deck gun training in academy = 1000 Scoring highest score on flak training in academy = 600 Scoring highest score on torpedo training in academy = 300 Scoring highest score on convoy attack training in academy = 1645 Reaching patrolgrid: = 500 Patroling patrolgrid for 24 hours = 200 Docking at home port = 100 Renown per ship Warships King George Battleship = 1500 Nelson Battleship = 1400 Revenge Battleship = 1100 Illustrious Carrier = 900 Hipper Carrier = 760 Bogue Carrier = 560 Casablanca Carrier = 420 AuxiliaryCruiser = 420 Fiji Class Cruiser = 430 Dido Class Cruiser = 225 Fletcher Destroyer = 150 Somers Destroyer = 140 Tribal Destroyer = 140 C & D Destroyer = 130 J Class Destroyer = 130 Soldati Destroyer = 130 Buckley Class Destroyer = 130 J.C. Butler Class Destroyer = 130 River Class Destroyer Escort = 130 Black Swan Frigate = 125 Evarts Destroyer = 120 Clemson Destroyer = 120 Hunt I Destroyer = 120 Hunt II Destroyer = 120 Hunt III Destroyer = 120 V&W Class Destroyer = 120 Flower Corvette = 120 Armed Trawler = 30 Elco Torpedoboat = 20 Merchants Passenger Liner = 870 Troop Transport = 390 T3 Tanker = 340 T2 Tanker = 320 C3 Cargo = 240 Victory Cargo = 230 Liberty Cargo = 220 Landing Ship Tank = 220 C2 Cargo = 190 Small Tanker = 125 Small Merchant = 70 Coastal Merchant = 60 TugBoat = 30 Trawler = 20 Small Coastal Vessel = 20 Fishingboat = 20 Renown per aeroplane Fighters Hurricane = 20 Bombers B24 = 100 Wellington = 70 Sunderland = 70 PBY = 70 Avenger = 50 Swordfish = 20 8 ] Being Promoted To be promoted, you must accumulate sufficient renown. Awarding Promotions Promotions can be awarded to crew members at the conclusion of a mission, depending on mission performance. Promoting your crew will increase their hitpoints and efficiency. If an available promotion is not given before the next mission, then the opportunity will be lost. Use them or lose them! (Same thing with medals) American Promotions (In Order Of Rank) Seaman Senior Seaman Chief Seaman Warrant Officer Senior Warrant Officer Chief Senior Warrant Officer Sub-Lieutenant Lieutenant Junior Grade Lieutenant Lieutenant Junior Captain Captain German Promotions (In Order Of Rank) Matrose Matrosenstabsgefreiter Matrosenstabsobergefreiter Bootsmann Stabsbootsmann Stabsoberbootsmann Oberfähnrich z. S. Leutnant z. S. Oberleutnant z. S. Kapitänleutnant Korvettenkapitän Fregattenkapitän Kapitän z. S. Always showing German ranks If the use of American ranks in a U-boat grates against your sense of realism, see Using German Ranks in English. Medals Medals are earned at the end of a successful patrol (i.e. you get home in one piece). The more successful the patrol, the more medals you earn to give out to your crew. It appears that medals are tied to how much renown is earned on that patrol, or rather stems from the same source (apparently a combination of hull integrity, tonnage sunk, and torpedo efficiency - someone who's examined the configuration files edit this line as necessary). The net effect of the medals appears to be an increase in morale and endurance for the receiving crewmember. The greater the honor, the greater the benefit on that crewmember. Giving an Iron Cross, for example, has a noticeable impact on the sailor's performance, while the U-Boat front clasp seems to do rather little. Obtaining Player Medals These are the numeric requirements for player medals based on renown earned from patrols. I'm not sure if there are other requirements, such as total tonnage or previous medals awarded. I'm also not sure if the renown requirements are based upon current total or career total. Iron Cross, 2nd Class - 3,000 Renown Iron Cross, 1st Class - 6,000 Renown Knight's Cross - 10,000 Renown Knight's Cross with Oak Leaves - 15,000 Renown Knight's Cross with Oak Leaves and Swords - 20,000 Renown Knight's Cross with Oak Leaves, Swords, and Diamonds - 25,000 Renown All - 30,000 Renown ?I figure this means you will have been awarded every medal if you reach this point? Obtaining Crew Medals These requirements are per patrol. You may receive more than one of a certain medal based on your patrol tonnage total and the tonnage required for the medal. For example, the U-Boat Front Clasp requires at least 5,000 tons sunk at the end of a patrol. If you have 11,254 total tons sunk, you will receive 2 UBoat Front Clasps. The only exception is the U-Boat War Badge which is based upon renown earned for a patrol. Starting with the Iron Cross 1st class, there is an additional requirement. You need to have handed out all lesser medals. Thus an Iron Cross 1st class will not be available to be awarded unless you have handed out an Iron Cross 2nd class in a earlier mission. U-Boat War Badge - 500 Renown U-Boat Front Clasp - 5,000 Tons Iron Cross, 2nd Class - 20,000 Tons Iron Cross, 1st Class - 30,000 Tons German Cross In Gold - 40,000 Tons Knight's Cross - 50,000 Tons Medals And Their Effects U-Boat Front Clasp - The recipient will receive a boost to resilience. Fatigue change? Iron Cross, 2nd Class - The recipient will receive an experience boost. In my case the boost was 81xp, but this may change based on rank or current experience. Fatigue change? Iron Cross, 1st Class - Unknown German Cross In Gold - Requires IC (2nd and 1st). Awarding a GCIG will result in the recipient becoming immune from fatigue. Knight's Cross - increase crew's effect on a compartment's operating efficiency 9 ] U-boat Numbers When you begin your career, your U-boat is given a number randomly, as appropriate to the type of Uboat you have chosen. If you upgrade your U-boat during the campaign, you will keep the same U-boat number, even though your boat itself has changed. How to change your U-boat number If you wish to change your U-boat number, you can use mods such as SH3-Commander. Alternatively, you can do it simply with a text editor, such as NotePad, WordPad, or similar. To change your boat number at the beginning of a career, you have to do it after coming back to base. Once your first patrol is over, exit the game and open the Patrols_0.cfg file (it's in the My Documents/SH3/data/cfg/careers folder in the folder with the same name as your commander). This is a simple text file, so you can open it with Wordpad or any program that will save it as-is (i.e. without changing the .cfg suffix). All you have to do is look at the 25th line of text. This is the U-Boat's number. Just change it to the number you want and save the file. Do the same with the Log_0.cfg and the Patrols.cfg files (the boat number is easy to spot). Each patrol will now recognise your new number, as will your in-game crew compartment screen and every patrol log. For changing a U-Boat number half way through a career (e.g. if you transferred to a new boat), just alter the Patrols_0.cfg file (only the listing for the upcoming patrol) before you go on the first patrol in your new boat. U-boat Emblems/Insignias At some point in your campaign career, once you've earned sufficient renown points, you will become eligible to place an emblem on your U-boat's conning tower. This ability will eventually be displayed when you're on base, in the U-boat Options menu, under "Specials". SH3 offers you a limited number of historical U-boat emblems to choose from. If you would like to expand your choice of historical emblems, you can download: Evil Jester 76's high resolution U-boat Emblems mod (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_EvilJester76sEmblems.zip) (final version, 04NOV2005) Evil Jester 76's high resolution Flotilla Emblems mod (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_EvilJester76sFlotillaEmblems .zip) Kaptain Zig's U-boat Emblems pack (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_UboatEmblems.zip) or similar and follow the instructions therein to add the pack's files to SH3 installation folder \SilentHunterIII\data\emblems\sub emblems. The next thing you'll most probably be thinking of is whether you can place a customized emblem on your sub in-game. Sure! The emblem needs to be in TGA picture file format and the picture's pixel height and width must be equal (for example, 128x128, 1000x1000, etc.). If you don't have a program that lets you edit TGA files, you can download a freeware product called Irfanview (http://www.irfanview.com/), which lets you convert picture files from one format to another (for example, JPG or BMP picture files to TGA format - just what you need). If you can't wait to earn the renown needed to become eligible to place an emblem on your U-boat, here's how you can force the display of a U-boat emblem. Edit files: \My Documents\SH3\data\cfg\Careers\yourPlayerName\Careers.cfg and \My Documents\SH3\data\cfg\Careers\yourPlayerName\Careers_0.cfg. In both files, find the last occurrence of the following statement: E01=NULL Change the E01 statements in both files to refect the folder path and TGA file name of the emblem file you want to use. For example: E01=data/emblems/subemblems/myCustomEmblem.tga Save the changes, start SH3 and restart your last career patrol from in-base. If you're in mid patrol and don't want to revert back to being in-base, no problem. The changes will simply take effect when you start your next patrol. 10 ]Available U-Boats For the performance differences between the various U-Boat types, please see the table in Submarines. In addition to the Renown Cost for each U-Boat type, there are also restrictions according the flotilla; that is, only certain U-Boat types are available to certain flotillas. Renown Cost Name Date 1939 1940 1941 1942 1943 1944 1945 IIA July 1939 0 0 0 IID October 1939 500 500 500 500 VIIB September 1939 2500 2500 2500 2500 2500 2500 2500 VIIC April 1940 0 0 0 0 500 500 500 NA 3000 3000 3000 3000 3000 3000 VIIC/41 October 1943 NA NA NA NA 3000 3000 3000 VIIC/42 January 1944 NA NA NA NA NA 3000 3000 IXB October 1939 9000 7500 6500 5000 4000 3000 2000 IXC July 1941 NA NA 7500 6500 5000 4000 3000 IXC/40 October 1942 NA NA NA 4000 IXD1 October 1941 NA NA 3500 ? ? IXD2 January 1943 NA NA NA NA 9000 6000 XXI April 1944 NA NA NA NA NA 7500 6500 5000 ? ? 5000 30000 30000 Available Torpedos I'm not sure what the difference is between the prototype dates and the regular dates. Maybe something with accuracy or effectiveness. Name Prototype Date Regular Date Renown Cost T1 (G7a) None January 1939 0 T1 FaT1 (G7a) May 1941 October 1942 100 T1 LuT1 (G7a) March 1944 March 1944 350 T2 (G7e) None January 1939 0 T3 (G7e) May 1941 June 1942 0 T3 FaT2 (G7e) September 1942 March 1943 250 T3 LuT2 (G7e) September 1944 September 1944 450 T4 (G7es) November 1942 July 1943 500 T5 (G7es) January 1943 800 T11 (G7es) November 1943 July 1944 October 1943 1000 Component Upgrades Deck Guns Some U-Boats may be fitted with a deck gun. This weapon was used for sinking ships (or finishing off ships crippled by a torpedo, but still afloat) while the U-Boat was surfaced. Deck guns may only be used in calm weather. (Wind speed 6 metres per second or less.) The type of deck gun that is fitted depends on the U-Boat type and the type of conning tower fitted to that U-Boat. See the Conning Tower section, to see which calibre deck gun is permitted for a given configuration. Different types of ammunition are stowed for the deck gun at the beginning of each mission. These are: AP - Armor Piercing HE - High Explosive SS - Star Shell Ammo Name AP HE SS Date Renown Cost 8.8cm SK C/35 40 160 40 January 1939 0 10.5cm SK C/32 40 60 20 January 1939 0 Flak Guns Flak guns (Fliegerabwehrkanonen) are anti-aircraft guns. While their primary purpose is to fell enemy aircraft, they may also be used against very small surface targets (for example fishing trawlers). However, be warned that this is extremely ineffective and will require a lot of ammunition. The type of Flak gun that may be fitted depends on the type of conning tower used. Each gun is classified as "light" or "heavy" and requires an appropriate mounting platform. See the Conning Tower section to see how many Flak guns of each type may be installed. Note that the 2cm FK C/38 Flakzwilling XXI may only be used on Type XXI U-Boats. Flak guns may use one or two different types of ammunition: AP - Armor Piercing AA - Anti-Air The quantity of ammunition stowed for each Flak gun type is indicated below. Ammunition Name Type AP AA Date 2cm FK C/30 Light NA 1000 January 1939 0 2cm FK C/38 Light NA 1000 January 1943 0 2cm FK C/30 Flakzwilling Light NA 2000 July 1940 0 2cm FK C/38 Flakvierling Heavy NA 4000 May 1943 0 2cm FK C/38 Flakzwilling Light NA 2000 July 1943 0 2cm FK C/38 Flakzwilling XXI Type XXI NA 2000 April 1944 0 3.7cm SK C/30 Heavy 400 800 0 3.7cm FK M 42 Heavy 800 1200 December 1943 0 3.7cm FK M 42 Twin Heavy 1600 2400 December 1943 0 January 1939 Renown Cost [edit] Conning Towers The different types of U-Boats may be fitted with different superstructures. Each conning tower may only fitted on the type of U-Boat indicated in the name. For example, a IID/2 tower may only be fitted on a Type II-D U-Boat. The choice of tower affects the number of deck gun and Flak installations that are fitted. Fitting a new tower may take up to two weeks. Name Date Deck Gun Heavy Flak Light Flak Renown Cost IIA/1 January 1939 none none 1 0 IID/1 October 1939 none none 1 0 IID/2 January 1943 none none 2 300 VIIB/1 January 1939 88mm none 1 0 VIIB/2 January 1942 88mm none 2 400 VIIC/1 April 1940 88mm none 1 0 VIIC/2 January 1942 88mm none 2 500 VIIC/3 January 1943 88mm 1 2 1000 VIIC/4 June 1943 3 none 1500 1 1 0 IX/1 none October 1939 105mm IX/2 January 1940 105mm none 2 500 IX/3 January 1942 105mm 1 2 1000 none 2 0 XXI/1 April 1944 none Note that the VIIC/4 tower is the so called "U-Flak" configuration. Also note that the Type XXI U-Boats may only use the Type XXI Flak guns as listed in the Flak Guns section. Diesel Engine Superchargers Name Speed Boost Date Renown Cost GWKapselgeblase x1.1 February 1939 500 MANBuchigeblase x1.2 January 1939 1500 Batteries These also depend on U-Boat type. Name Energy Bonus Date Renown Cost AFA27MAK740 x1.0 January 1939 0 AFA27MAK800 x1.15 April 1940 AFA33MAL800 x1.30 October 1941 1500 AFA36MAK580 x1.0 January 1939 0 AFA36MAK740 x1.0 January 1939 0 AFA44MAL570 x1.25 October 1939 500 AFA44MAL740 x1.25 October 1941 1500 Hydrophones These may depend on U-Boat type. Name Date Renown Cost GHG January 1939 0 600 KDB January 1939 300 BalkonGerat October 1943 750 Sonar These may depend on U-Boat type. Name Date Renown Cost S-Gerät April 1942 500 Nibelung October 1943 1000 Radar These may depend on U-Boat type. Name Date Renown Cost FuMO29GEMA February 1942 250 FuMO30 February 1943 750 FuMO61Hohentwiel March 1944 1000 FuMO64Hohentwiel March 1944 1200 FuMO391 1500 August 1944 [edit] Radar Warning Receiver These may depend on U-Boat type. Name Date Renown Cost FuMB1Metox August 1942 100 FuMB10Borkum November 1943 200 FuMB7Naxos December 1943 250 FuMB26Tunis May 1944 400 Sonar Decoys Name Date Renown Cost BoldType1 March 1942 250 BoldType2 May 1943 350 BoldType3 January 1944 450 BoldType4 October 1944 550 BoldType5 January 1945 650 Sonar Hull Coatings Name Date Renown Cost Alberich August 1941 1000 AlberichImproved February 1944 2000 Radar Hull Coatings Name Date Renown Cost Tarnmatte January 1944 1500 Emblems Once you have completed a sufficient number of patrols, you may be entitled to paint the flotilla emblem or even an emblem of your own choosing on the side of your boat's conning tower. See U-boat Emblems/Insignias for more information. Available Ports/Flotillas The map shows the prinicple U-Boat bases. Note that not all of these are available in the standard version of Silent Hunter III. The following table lists the Flottillen represented in Silent Hunter III, along with the bases used and the types of U-Boats available to that Flottille. Note that not all U-Boat types are immediately available, but a limited to the appropriate date. Flottille Bases U-Boat types 1. 1939 - 1940: Wilhelmshaven IIA, IID, VIIB, VIIC 1940 - 1944: Brest 2. 1939 - 1940: Wilhelmshaven VIIB, IXB, IXC 1940 - 1944: Lorient 7. 1939 - 1940: Kiel 1940 - 1944: St. Nazaire VIIB, VIIC, VIIC/41, XXI 1944 - 1945: Bergen 10. 1941 - 1944: Lorient IXB, IXC 11. 1941 - 1945: Bergen VIIC, VIIC/41, XXI 12. 1942 - 1944: Bordeaux IXB, IXC 29. 1941 - 1943: La Spezia 1943 - 1944: Toulon VIIB, VIIC 33. 1944 - 1945: Flensburg VIIC, VIIC/41, IXB, IXC, XXI Nation Status To determine whether a particular nationality is a friend, an enemy or neutral, refer to the following list showing the status of each country at different times during the war. See also the Nationality Status Timeline. Date format = YEAR/MONTH/DAY British {put flag here} |<--1938/01/01-----Neutral-----1939/09/02-->| |<--1939/09/03-----Allies------1945/08/25-->| |<--1945/08/26-----Neutral-----1945/12/31-->| American {put flag here} |<--1938/01/01-----Neutral-----1941/12/08-->| |<--1941/12/09-----Allies------1945/08/25-->| |<--1945/08/26-----Neutral-----1945/12/31-->| German {put flag here} |<--1938/01/01-----Neutral-----1939/08/31-->| |<--1939/09/01-----Axis--------1945/05/09-->| |<--1945/05/09-----Neutral-----1945/12/31-->| Environmental (Seagulls and Icebergs) |<--1938/01/01-----Neutral-----1945/12/31-->| Canadian {put flag here} |<--1938/01/01-----Neutral-----1939/09/10-->| |<--1939/09/11-----Allies------1945/08/25-->| |<--1945/08/26-----Neutral-----1945/12/31-->| Australian {put flag here} |<--1938/01/01-----Neutral-----1939/09/10-->| |<--1939/09/11-----Allies------1945/08/25-->| |<--1945/08/26-----Neutral-----1945/12/31-->| Italian {put flag here} |<--1938/01/01-----Neutral-----1940/06/09-->| |<--1940/06/10-----Axis--------1943/09/03-->| |<--1943/09/03-----Neutral-----1943/10/13-->| |<--1943/10/13-----Allies------1945/05/07-->| |<--1945/05/07-----Neutral-----1945/12/31-->| SouthAfrica {put flag here} |<--1938/01/01-----Neutral-----1939/09/10-->| |<--1939/09/11-----Allies------1945/08/25-->| |<--1945/08/26-----Neutral-----1945/12/31-->| Russia {put flag here} |<--1938/01/01-----Neutral-----1941/06/21-->| |<--1941/06/22-----Allies------1945/08/25-->| |<--1945/08/26-----Neutral-----1945/12/31-->| Poland {put flag here} |<--1938/01/01-----Neutral-----1939/09/01-->| |<--1939/09/02-----Allies------1945/08/25-->| |<--1945/08/26-----Neutral-----1945/12/31-->| Netherland {put flag here} |<--1940/05/10-----Neutral-----1939/09/09-->| |<--1940/05/11-----Allies------1945/12/31-->| France {put flag here} |<--1938/01/01-----Neutral-----1939/09/02-->| |<--1939/09/03-----Allies------1940/06/25-->| |<--1940/06/26-----Neutral-----1944/08/25-->| |<--1944/08/26-----Allies------1945/12/31-->| FreeFrench {put flag here} |<--1938/01/01-----Allies------1945/12/31-->| Norway {put flag here} |<--1938/01/01-----Neutral-----1940/04/10-->| |<--1940/04/11-----Allies------1945/12/31-->| NewZealand {put flag here} |<--1938/01/01-----Neutral-----1939/09/10-->| |<--1939/09/11-----Allies------1945/08/25-->| |<--1945/08/26-----Neutral-----1945/12/31-->| Sweden {put flag here} |<--1938/01/01-----Neutral-----1945/12/31-->| Greece {put flag here} |<--1938/01/01-----Neutral-----1940/11/12-->| |<--1940/11/13-----Allies------1945/12/31-->| Brasil {put flag here} |<--1938/01/01-----Neutral-----1942/08/22-->| |<--1942/08/23-----Allies------1945/12/31-->| Romania {put flag here} |<--1938/01/01-----Neutral-----1940/07/05-->| |<--1940/07/06-----Axis--------1944/08/23-->| |<--1944/08/24-----Allies------1945/12/31-->| Japan {put flag here} |<--1936/10/25-----Axis--------1945/09/02-->| 11 ] Multiplayer Firewall Ports Configuration SH3's multiplayer abilities allow you to play either on UbiSoft hosted game servers or on privately hosted LAN and Internet based servers. The following TCP and UDP ports should be opened to allow for SH3 multiplayer gaming: TCP/UDP ports 17997 through 18003 - allows up to 8 players to join TCP port 667 - UbiSoft ping TCP/UDP ports 40000 through 42000 - Ubi.com TCP/UDP port 43500 - Ubi.com2 12 ] Types of WWII U-Boats This list is a complete list of all the U-Boat types that were deployed during WWII. Only the types marked in bold face are available in Silent Hunter III. Type Purpose IA High Seas U-Boat IIA Coastal U-Boat IIB Coastal U-Boat IIC Coastal U-Boat IID Coastal U-Boat VIIA High Seas U-Boat VIIB High Seas U-Boat VIIC High Seas U-Boat VIID High Seas U-Boat IXA Ocean going U-Boat IXB Ocean going U-Boat IXC Ocean going U-Boat IXD1 Ocean going U-Boat IXD2 Ocean going U-Boat XB High Seas Minelayer/Supply vessel XIV Fuel transport XVII Walter research boat XVIII Walter High Seas boat XX Oil Transport XXI Ocean going Electro boat XXIII Small Electro boat XXVI Walter High Seas turbine XXVIII Coastal U-Boat - Steam turbine Types of U-Boats in Silent Hunter III The following tables lists the types (and sub-types) of U-Boats that are represented in Silent Hunter III, along with statistics for comparison. Type IIA IID VIIB VIIC VIIC/41 VIIC/42 IXB IXC IXC/40 IXD2 XXI Surface displacement 254 314 (t) 753 761 759 999 1051 1120 1144 1616 1621 Submerged displacement 303 364 (t) 857 865 860 1099 1178 1232 1257 1804 1819 Length (m) 40.9 44.0 66.5 67.1 67.2 68.7 76.5 76.8 76.8 87.6 76.7 Beam (m) 4.1 5.0 6.2 6.2 6.2 6.7 6.8 6.8 6.9 7.5 6.6 Draft (m) 3.8 3.9 4.7 4.8 4.8 5.1 4.7 4.7 4.7 5.4 6.3 Surface max.speed (kt) 13.0 13.0 17.2 17.2 17.0 18.6 18.2 18.3 18.0 19.2 15.6 Submerged max.speed (kt) 6.9 7.6 7.6 8.2 7.3 7.3 7.0 6.9 17.5 Surface endurance (nm) 1050 3450 6500 6500 6500 10000 8700 11000 11400 23700 11150 Submerged Endurance (nm) 35 90 80 80 80 64 63 63 57 285 Operation depth (m) 100 125 150 150 150 250 150 150 110 150 175 Maximum depth (m) 152 157 225 247 247? 350? 216 232 232 235 285 Dive Time (s) 35 25 30 27 25 27 35 37 37 42 25 Bow Torpedo Tubes 3 3 4 4 4 4 4 4 4 4 6 Stern Torpedo Tubes 0 0 1 1 1 1 2 2 2 2 0 Internal Reloads 2 2 7 7 7 7 8 8 8 8 17 External Reloads 0 0 2 2 2 4 7 8 8 12 0 Total number of torpedoes 5 5 14 14 14 16 21 22 22 26 23 Deck Gun N/A N/A 8,8cm* 8,8cm* 8,8cm* 8,8cm* 10,5cm 10,5cm 10,5cm 10,5cm N/A 7.9 56 8.0 Source: SH3 Manual and for Max Depth SH3 Crush Depth Tool. IXC/40 Found Experimentally. VIIC/41 and VIIC/42 unknown. ) Type VII submarines with type VII/4 conning tower have no deck gun. See also the Type VII / IX Comparison U-Boat Flotillas and Bases List made by HammFist "Flotilla - Base - SubType" 1st Flotilla Wilhemshaven 6/39 to 7/40 Brest 8/40 to 9/44 1939: U-Boat Type IIA 1940: U-Boat Type VIIB 1941: U-Boat Type VIIC 1942: U-Boat Type VIIC 1943: U-Boat Type VIIC 1944: U-Boat Type VIIC 2nd Flotilla Wilhemshaven 8/39 to 8/40 Lorient 9/40 to 9/44 1940: U-Boat Type VIIB 1941: U-Boat Type IXB 1942: U-Boat Type IXC 1943: U-Boat Type IXC 1944: U-Boat Type IXC 7th Flotilla Kiel 8/39 to 8/40 St. Nazaire 9/40 to 7/44 Bergen 8/44 to 5/45 1939: U-Boat Type VIIB 1940: U-Boat Type VIIB 1941: U-Boat Type VIIC 1942: U-Boat Type VIIC 1943: U-Boat Type VIIC/41 1944: U-Boat Type VIIC/41 1944: U-Boat Type XXI 1945: U-Boat Type VIIC/41 1945: U-Boat Type XXI 10th Flotilla Lorient 1/41 to 9/44 1942: U-Boat Type IXC 1943: U-Boat Type IXC 1944: U-Boat Type IXC 11th Flotilla Bergen 1/41 to 5/45 1942: U-Boat Type VIIC 1943: U-Boat Type VIIC/41 1944: U-Boat Type VIIC/41 1944: U-Boat Type XXI 1945: U-Boat Type VIIC/41 1945: U-Boat Type XXI 12th Flotilla Bordeaux 10/42 to 8/44 1942: U-Boat Type IXB 1943: U-Boat Type IXC 1944: U-Boat Type IXC 29th Flotilla La Spezia 9/41 to 8/43 Toulon 9/43 to 8/44 1941: U-Boat Type VIIB 1942: U-Boat Type VIIB 1943: U-Boat Type VIIC 1944: U-Boat Type VIIC 33rd Flotilla Flensburg 9/44 to 6/45 1944: U-Boat Type VIIC/41 1945: U-Boat Type VIIC/41 U-boat Identification Individual U-boats were identified by a number - sort of like a serial number - rather than a name. While famous ships are known by names, such as the "Bismarck" or "Hood", famous U-boats were known by their number - for example: U-47. See the section "U-boat Numbers" for details. U-boats would have designs painted on the side of the conning tower to further "personalise" them. If you would like to do this for your U-boat in SH3, see the section "U-boat Emblems/Insignias". 13 ] Navigation The usual method for navigating your U-Boat is to plot a course on the navigation map. Alternately, you can set your heading manually, using the compass or rudder controls. Your course is always relative to North (Bearing 0 degrees). There are 360 degrees in a full circle, increasing as you go east. To summarise the main directions (in both English and German): Bearing Course 000 North Abbr. Peilung N Nord Abk. N 022.5 North-North-East NNE Nord-Nord-Ost NNO 045 North-East NE Nord-Ost NO 067.5 East-North-East ENE Ost-Nord-Ost ONO 090 East E Ost O 112.5 East-South-East ESE Ost-Süd-Ost OSO 135 South-East SE Süd-Ost SO 157.5 South-South-East SSE Süd-Süd-Ost SSO 180 South Süd S 202.5 South-South-West SSW Süd-Süd-West SSW 225 South-West SW 247.5 West-South-West WSW West-Süd-West WSW 270 West W 292.5 West-North-West WNW West-Nord-West WNW 315 North-West 337.5 North-North-West NNW Nord-Nord-West NNW S SW W NW Süd-West West Nord-West NW If you click on the outside rim of the compass dial, then your U-Boat will turn towards this course (taking the shortest turn of the two possible directions). Navigating is generally done from the navigation map, found by pressing F5. Use the plotting tool to select way-points, thus indicating your desired course. Generally, this is the most precise way of navigating. However using the compass dial to set a course can also be useful under certain circumstances. As can controlling the rudder manually. As an example of the latter, if you wish to avoid aircraft, then simply setting the rudder hard to port or starboard (usually via the shortcut keys) is a very effective way of reacting to the incoming threat. Sonar The sonar is your ears and the only way of detecting ships when you are submerged beyond periscope depth, and the safest way to detect ships under poor weather conditions. Sound travels faster and further in water, making the sonar a very important instrument. The passive sonar device is standard equipment on U-boats and is very simple in operation; an array of transducers (microphones) are located around the fore dive planes. Any sound these pick up (such as the cavitation noise of a ship's screw) are amplified and can be heard when manning the hydrophone station. While using the hydrophone, click on the wheel or on the dial to pick up sound waves from another direction. There are several sources of sound you will encounter on your patrols. Most of them are naturally ships' screws (a constant thumping), but also sinking ships, underwater explosions, the screws of your torpedoes, and dud torpedoes (a loud metallic bang as the torpedo impacts, but does not detonate) can be heard. This obviously also means the screws of your own U-boat can be heard by yourself, adding to the ambient noise and creating a blind - literally deaf - spot around your aft. Ordering "All stop" or turning 20-30 degrees allows you to scan this area as well. Also keep in mind that the hydrophone works best when you are submerged. Using it while surfaced limits the range. When submerged, expect the range to be around 20kms, and 30 kms if you have the KDB installed. Anti-sonar coating Some time in to the war, you can acquire an anti sonar coating to your U-boat when in dock. This helps conceal your U-boat somewhat when being pinged by enemy sonar by absorbing some of the sound waves. Bold sonar decoy The Bold is ejected on the port side of your torpedo room and disrupts the water in this area for three minutes. This confuses enemy sonar operators, which may mistake the return echo from it to come from your U-boat. Remember the sonar of a surface vessel doesn't work as well with targets in shallow waters, so deploy the decoy at some depth. Sonarman (SO) This is the crew member relaying whatever information can be found out from using the hydrophone. When you are submerged, he notifies you whenever he discovers a ship and reports the following: type of ship (warship/merchant) its speed if it's closing in, moving away or keeping a constant distance to you which direction it's at the range (long/medium/short) The experience of the sonar operator affects how good he's at detecting ships. For best results, give him a radioman qualification. Clicking on the Sonarman icon in the lower left corner will give you access to the following menus Report o o Repeat last report Report on nearest contact This will make the SO reply either the absence of contacts, or the bearing of the nearest contact. Hydrophone Neither of these commands will result in an acknowledgement from the SO. o Normal sweep The default method the SO uses to find contacts. o Follow nearest sound contact Sonar Both these commands assumes you have selected and a target using the periscope (locking on to it is not required). o Estimate range to contact o Precise range to contact Radio and radar Radio Keeping in touch with BdU is what the radio is for. You can only transmit reports when you are surfaced, but you can receive messages even when you are submerged - as long as the equipment (including the antenna in the conning tower) is working. Remember to be careful about when and where you are transmitting. While everything you transmit and receive is encrypted and might not contain enough information to alert anyone who successfully decrypts your correspondence, your location can be calculated very precisely by the Allies using triangulation. It is generally safest to transmit right before you submerge, as the possibility of planes and/or warships being sent to your location is high. (See also Radioman below.) Radar The radar is an active detection instrument, much like the sonar. It transmits a radio wave and listens for an echo. Unlike modern mobile radars and stationery radar installations, the U-boat radar only covers a quite small arc in front of the boat. (In a 1944 IX-D2, this arc is 20 degrees each side of your course bearing or 40 degrees total - unknown if this active arc increases with radar upgrades.) As a result of this, you need to turn your U-boat around to sweep your surroundings. And because it is an active system, other units - such as enemy destroyers - can pick up your radar waves and find out your position. Radar works well in calm weather, but is less relibable in high waves and precipitation. Radar detector This utility allows you to know when a radar set is being operated in the vicinity (and pointed your way). The RA will announce the presence of radar waves the instant an enemy destroyer decides to sweep the area you are in. This doesn't necessarily mean you have been detected as high waves, inexperienced enemy radar operators with unfamiliar equipment may lead the enemy to believe he was seeing a wave instead of the conning tower of a U-boat. Anti-radar coating Similar to the anti-sonar coating, this is yet another upgrade that helps you remain undetected. It works by absorbing radar waves, or deflecting them in different angles. Radioman (RA) The radioman (RA) - or Funker (FU) in German - operates the radio, radar, radar warning equipment and gramaphone. Unless you have radar installed in your U-boat, the crew member working as RA doesn't need to be highly skilled or a qualified radioman. His only task is to receive and transmit messages. Clicking on the RA icon will present you with the following menu items. Report o o o Report contacts Choosing this will make the RA repeat any contact report that has been received from BdU. Send contact report The RA will transmit a contact report to BdU if you have made visual contact with a convoy. You will receive confirmation from BdU some time after the contact has been sent (typically 1 to 4 hours). If you are close enough to Germany or territories currently occupied by Germany, fighter or bomber aircraft might be dispatched to your location. Note that once you have sent a report, additional reports will not be acknowledged until at least 12 hours has passed. Thus, if you are stalking a convoy, reporting its position as you follow it, then it only makes sense to send reports twice a day. You can tell if a report will be acknowledged, as only those reports are noted on the message note pad (Press keyboard shortcut "r"). Send patrol report If you have spent your torpedoes, you can send a patrol report to be ordered back to base. The number of torpedoes you have left, along with tonnage sunk will be sent to BdU. Radar This section only applies if you have a radar set installed in your U-boat. o One sweep RA will perform one sweep with the radar, and then turn it off. o Continuous sweep RA will continuously monitor the area in front of your U-boat. o Turn off Click this to turn off your radar. This command does not seem to work reliably. See the radar switch workaround for more info. Gramophone For playing all your favourite wax records. See the Gramophone page for more info. Contact reports In addition to sending contact reports, you may also receive them from BdU whenever you are in range of convoys that have been discovered by friendly forces. They will typically contain the information of roughly where the convoy is (in which grid), a rough heading, its speed in knots, and the type of convoy ranging from enemy task force to neutral convoy. It then becomes your task to track down the convoy and engage it. Radar switch workaround Many people have reported the command Turn off under the RA Radar menu to be totally or partially ineffective. This bug can be quite dangerous, as you are lured into a false sense of safety that the radar is off, while it's in fact acting like a homing beacon for any ship or aircraft equipped with a radar set to detect and track you on. There are two ways of switching off the radar, which will leave the radar switched off. 1. Relieve the RA. Make sure there is no one manning the radio/radar set in the crew management screen. 2. Click the off switch in the radio room Go to the radio room by right-clicking on the RA icon, then click the off switch located on the radar set. This will switch off the radar, and leave it switched off until you either man the radar again, or demand the RA to operate it. 14 ] Crew Management Basics Crew management is an important part of the game. Each crew member has a level of endurance that continually decreases while he is on station. The less endurance a crew member has, the more inefficient he is at his job. For example, a tired sonar operator is more likely to miss sound targets than one who is fully rested. Note that the red exclamation mark looks more threatening than it is. The only thing that happens is that the crewman gets less efficient - he won't die or something of that sort. I've been very nasty to some crewman on purpose, and I have never seen the endurance line go below 30-40%. To recover endurance, assign the crew member to quarters. Higher ranking crew members have more endurance and can stay on station longer. Higher ranking crew members also take longer to recuperate; rotate your officers often to keep them healthy. A junior officer can be used as the "whipping boy" to boost efficiency in a compartment while the more senior officers sleep. The junior officer still provides a boost no matter how fatigued he is and he won't mutiny. Certain medals will reduce or eliminate a crewman's fatigue. It is also possible to modify the game files to remove the fatigue system completely if desired. Time Compression Crew endurance is frozen when running with any time compression greater than 32 (i.e. 64 and up). While this means that your crew will not become fatigued during this time, it also means that crew in quarters will not recover any endurance. Crew Deployment Some crew members have small yellow icons under their sprite. This means he´s good at certain tasks. Below is a list of available qualifications (with the German name given in brackets): Watchman (Wachgänger) Gunner (Schütze) Flakgunner (Flakschütze) Radioman/Sonarman (Funker) Helmsman (Steuermanm) Machinist (Maschinist) Torpedoman (Torpedoschütze) Medic (Sanitäter) Repair (Mechaniker) When crew are deployed to certain areas of the U-Boat, the "efficiency bar" will change to indicate the current performance of that area. The "efficiency bar" is black when there are no crew deployed to fully green, when it is at maximum efficiency. Placing a "qualified" crew member in the appropriate area will increase the efficiency of that area far more than placing just any crew there. This is in the same way that placing an officier (with more experience) will help more than a lowly sailor. The type of "qualification" an area requires is shown by the small yellow icon next to the area name. Note that it doesn't make sense to give an officer the "Radioman/Sonarman" qualification, as officers may not be placed in the radioroom (only petty officers and sailors); accordingly, the game does not allow it. Each time the crew returns from a mission, there will typically be one additional "qualification" to allocate. 15 ] Locating Targets Locating targets can be done in several ways. You can be appraised of ship and convoy positions via radio, you can locate ships using the hydrophone or radar, or you can rely on your watch crew to locate targets visually. Radio messages Contact report shown on map Periodically you may receive radio messages from BdU advising of single contacts or convoys in your area. These messages will not generally appear in your radio log (except for convoy sightings), but will result in a contact marker being placed on the Navigation Map. This is a square box for a merchant ship, or a diamond shaped one for a warship. The icon includes a "tail" which represents the wake of the ship and can be used to find the course. Clicking on the contact will show various information: The time of the report The type of contact. Usually this will simply say "Ship" The approximate course of the contact (e.g., SW, ENE etc) The approximate speed of the contact The possible speed ranges are given below: 1. 2. 3. 4. Slow: 1-6 kts Medium: 7-14 kts Fast: 15-24 kts Very Fast: 25+ kts Most merchant contacts will be reported at either slow or medium speed. In general, runing an intercept based on a speed of 6kts for slow, and 10kts for medium will enable you to find your target. Note that although the course given is an approximation, the "tail" shown on the contact icon is a very accurate measure of the course. If you are careful, you can plot a course within a few degrees of the real course using the ruler tool on the map. See Intercepting Targets for information on running an intercept course. Watch Crew When running on the surface, your watch crew will automatically report contacts that are in visual range. A contact icon, identical to that shown above for a Radio Contact, will be shown on the map and the contact bearing will be shown in a message from your crew. A commonly asked question is whether there's any benefit to manually moving your watch officer (WO), when surfaced, to his position on the conning tower, especially when the watch crew is already rated at or near maximum efficiency. The answer is that with the WO in his watch position, you will be informed of the bearing and distance of spotted ships. Without him, you will simple receive a "ship spotted" message with no additional information. Hydrophones Hydrophone range Hydrophones are, in essence, underwater microphones. They allow you to detect targets from approximately 20km away. In order to use the hydrophones, your sub must be submerged. Note that your hydrophone range is affected by several factors: Speed of the U-Boat - Ideally, you should be running at Ahead Slow or even All Stop to maximise your hydrophone range. Depth of the U-Boat - Ideally, you should be between periscope deep (11-12 meters) and 25 meters; but also you can obtain best results at 50 meters & 70 meters; maybe thermal layers? Contact reporting If you have a crew member assigned to the sonar room, he will report hydrophone contacts to you. If your realism settings do not include "No map contact update" these contacts will be indicated by black lines extending from your sub in the direction of the contact. The length of the line represents an approximate distance to the target. Note that currently in patch 1.3 a bug exists whereby sonar contacts are not reported. Solved in patch 1.4b. The contact lines will, however, still appear on your map and time compression will be dropped to 8x if you are running higher compression at the moment of contact. Manual Operation To operate the hydrophone manually, sit at the hydrophone station (hotkey H) and rotate the dial by clicking around the perimeter. As the needle rotates around the dial, listen for the sounds of ship engines. The loundness of the sound is an indication of the range of the target. Be aware that if your own U-boat has its electic motors operating, then you will hear screw noise at 180°. This is your own vessel! You can avoid this by changing to All Stop when you wish to listen with your hydrophones. Radar Radar Screen Manual operation To operate the radar manually, use the switches and the wheel. The upper left switch is power on/off. The sweep/focus changes it from automatic search to manual search. In sweep mode, the wheel rotates continuously. In focus mode, you can click on the wheel much like the sonar station wheel to turn it clockwise or counterclockwise. The range switch changes it from short range band (left) to long range band (right). The display has both range scales marked in hundreds of meters, and the rollover numbers at the bottom left will give you exact range in meters to a contact that is picked up. Detecting a contact Radar Contact showing spike The display is an oscilloscope. When you find a contact, the display will have a spike. The vertical location of the spike on the occilloscope indicates a rough range to the target. The little display in the bottom left will give you the exact range to the target. To find the bearing, you're supposed to read the numbers on the dial behind the wheel (radar wheel), but a bug causes the numbers to be reversed. The radioman will call out the correct bearing, but the numbers are backwards. The FuMO29 only covers a few degrees span to the front of the boat, but that wheel will still turn a complete circle, even though it can't possibly pick up anything for most of that time. You'll be better off just doing it manually when you're really looking for something. Once you get the FuMO30, it mounts the antenna on a rotating mount, so you get full coverage that way. Because the radar is on by default when you load a saved game, you must manually turn it off. If you return to the station, it will automatically turn on again. 16 ] Hunting Grounds The Supercavitation shipping lane If you are having troubles locating targets, try this out. This helper assumes you are sailing from the western coast - aka occupied France - from Brest, Lorient, St. Nazaire, etc. and that you are utilizing Silent Hunter with the 1.2 patch with no mods. I am not aware of any mods that interfere with this strategy but you never know. Receive your orders and exfiltrate the sub pen. Plot a course for grid BF 13. Upon reaching BF 13, run a diagonal course between BF 13 and BF 15, repeatedly. This is a major pipe of merchant and convoy travel that remains throughout the game years. You will continually receive updates via your map screen (F5) and every 12 hours you can submerge and usually detect a lone merchant or possibly even a full convoy if you aren't too busy cleaning up the updates you receive. It is not uncommon to patrol this area and exhaust your torpedos in two to three days, to say nothing of your deck gun. Enemy aircraft will appear to cover this area usually after 1941 but if you stay sharp they are a minimal threat. In fact, they appear less often in BF 15, making it a perfect gridsquare to recharge batteries in. It is possible to radio contacts in to BdU from here and see Luftwaffe attacks, but they happen about 1 in 7 tries. You can exhaust your torpedo load here and continue onward to your patrol grid, having utilized a minimum of diesel fuel, provided you never exceed Ahead Standard for long periods of time. This area is minimally policed by the Allies. You will rarely encounter a lone corvette or destroyer. There are depths of + 100 meters in this area, making for good escape. You are close to home port. :) See this map example: http://www.xlr8films.org/sh3/patrolzone.bmp The Alyebard areas Also the AM 51, AM 52 gridsquares are a good places to hunt convoys inbound to the North Channel (between Ireland and Scotland) You will receive updates in your map screen (F5), also if you are not so impatient every two or three days you can detect a big convoy. And deeps are good enought, more than 1000 meters. AM 53 is a good place, but is more patrolled by the enemy and have shallow waters. And this area is avalaible from bases in Germany and from France You can PM or EM at subsim with any questions. Mediterranean hunting grounds Well, there are two bottlenecks in the Mediterranian. One is obviously the Gibraltar strait and the other is between Sicily and the North of Africa. Every convoy, taskforce or lone merchant will be forced to pass a few km from you. U-Flak hunting grounds Around Scapa Flow seems to be pretty good - all but the channel to the south. There seems to be a lot of biplanes and a smaller number of hurricanes. In my experinces I have found BF13(yes the hot spot) to be loaded with aircraft later in the war(Suderlands and Huracanes). There are calm seas almost all of the time. And I have not seen many DD's. Good Luck and Good Hunting, Wilhelm. Moored capital ships (spoiler) Below are the dates and locations of moored capital ships, extracted from the game data files and listed in chronological order. Note that the dates only seem approximate. 1939/09/15 - 1939/10/10, Auxiliary Cruiser, Scapa Flow 1939/10/04 - 1939/10/14, Battleship Revenge, Scapa Flow 1939/11/01 - 1940/01/05, Battleship Nelson, Loch Ewe 1940/03/01 - 1940/05/01, Auxiliary Cruiser, Scapa Flow 1940/03/07 - 1940/04/25, Aircraft Carrier Illustrious, Scapa Flow 1940/04/01 - 1940/06/01, Auxiliary Cruiser, Scapa Flow 1940/05/17 - 1945/01/01, Fiji Light Cruiser, Loch Ewe 1940/05/24 - 1940/06/30, Dido Light Cruiser, Scapa Flow 1940/12/11 - 1940/12/31, Battleship King George V, Scapa Flow 1941/02/01 - 1941/02/17, Auxiliary Cruiser, Scapa Flow 1941/02/10 - 1941/03/20, Auxiliary Cruiser, Scapa Flow 1942/02/03 - 1942/02/28, Battleship King George V, Scapa Flow 16 ] Intercepting Targets Learning to Intercept targets is crucial for success in Silent Hunter III. Introduction The goal of a good intercept is to get you into firing range (500-700 meters) with the ship passing right in front of you. Ideally, your boat should be at exactly 90° to the path of the target facing it as it passes by. This allows you to fire fire your torpedos at 0° Gyro angle. Gyro angles within 10° of 0 work well. Beyond that, your torpedo may fail, or hit at a bad angle. Ensuring that your range is within the 500-700m range, directly abeam of the target, will make your limited supplies of torpedos much more effective. Plotting the target's course and speed In order to reach an ideal intercept position, you need to know the target's speed and heading. Both can be determined by submerging at low speed or stopped and taking several hydrophone readings. Note that you must have the No map contact update realism setting disabled for this to work. You should take several hydrophone readings over time. Zoom in on the end of the black or grey sonar contact line and put an X with the marker there. Ensure that you are zoomed in far enough to see the grid lines, or you won't get a very accurate position fix. Even so, you will be off. The farther the contact, the larger the error. The error will always be one of range, the bearing is accurate. You should note the exact time of each mark that you make, to be able to later determine the target speed. If possible, try to make each mark at an interval of 3 minutes and 15 seconds. This allows you to use the 3 minute rule to easily calculate the target's speed. In any case, you must know the elapsed time between your marks if you want to know the speed of the target. With hydrophone readings, the updates come about every minute. If you ask the sonarman to follow the nearest contact, they come every 15 seconds or so. So keep in mind the 3 minute rule will be a rough estimate of speed. If you are moving and the target is moving, you can just turn time compression to 64 and eyeball it. You can say pretty fast if the target is moving much faster than you. Getting an exact speed with timing is much faster in game time and will allow you to intecept fast moving targets more often. Fast, for merchants anyway. Once you have at least 3 marks on the map that are about kilometer or more apart, use the ruler to draw a line from the first one through the last one. This is the ships estimated course. The ships real course will be +/- 5° and +/- 500 meters at 15 Kilometers. Keep in mind this course is an estimate and plan to update it accordingly. You can now calculate your targets speed (distance = rate x time), or using the 3 minute rule. Finding the intercept point A line from your ship that meets the target's course line at 90° is the closest intercept course you have to the target's course. If the target is more or less coming at you, just plot a course that takes you right into its path, minus about 500 meters. Using the target's calculated speed you can determine approximately when the target will arrive near your intercept point. Ensure that your U-boat has enough speed to reach that point well before the target! It is important not to take a diagonal path compared to the targets course. This will not leave you in a good firing position and you will waste many torpedos. Once you get the hang of it, you may want to take a diagonal path to get you further ahead of the target, then make your turn to 90° at the end. Example intercept Sub starts (A) and takes several readings on target (C). Gray lines represent sonar readings. Sub moves to intercept location (B) and arrives early. Target arrives at (D) as sub is settling into position and getting final readings on exact course. Running a Box Pattern Intercept If you can't make it into the ships path in time or the target is moving away from you, you need to run a box pattern to get where you need to be. Mark out a course that is exactly parallel to your target's course. Make sure that this course is at least 2KM from the targets course at night or in bad weather. Go at least 5 KM out in clear weather during the day to stay beyond visual range. Surface your boat and make flank speed along this course until you have enough lead to get into position and be submerged when the target arrives. You should stop once in a while and submerge to confirm that the target is still on course. It might take you a full day or more running at top speed on the surface to outflank the target. That's what flank speed is for. It might also be impossible to overake the target, even at top speed. In that case, dive and set ahead slow the opposite direction along the targets course and hope it's a well travel sea lane. Example box pattern intercept Sub (A) can't directly intercept target (b) so it runs a box intecept to arrive at (C) before the target. Don't forget to submerge to get sonar readings an confirm the target is still on course. --SaintD 11:28, 12 May 2005 (EEST) Claren's Easy Course-to-Target Plotting Method Here's an alternative tutorial to show you how easy it is to plot the interception of a target ship whose current position and heading is know and that is assumed to be on a constant course at a constant speed. Everything in this tutorial involves very simple rules of math and the use of the standard tools available in SH3's Navigation Map screen. What is needed to be done is to simply draw a triangle. One side of the triangle will equal the distance your U-Boat can travel in one hour. The second side of the triangle will equal the distance the target can travel in one hour. The the triangle's third line can then be drawn, extending from your U-Boat's current position to the estimated point of the target's interception. These illustrations will demonstrate the steps that are need to be done: The following picture may be confusing, as the ruler line really should be reversed, with "9.0" appearing where "0.0" is showing and vice versa. However, you'll probably find it is easier to reverse the line made to mark the "17.0" mark, than to draw a new ruler line on top of the previous one, as the ruler tool activates the old line as soon as you hover the mouse near it, instead of drawing a new line. Below we have determined the assumed intersection point. If your U-Boat is moving at a constant 17 knots from its current position, heading for the "0.0" mark and the target is moving at 9 knots along the ruler line, which is parallel to the target's assumed course, your U-boat will intercept with the target ship at the "0.0" mark. Now you can extend the lines to any distance as the proportion of the triangle will remain the same. The fact that your U-boat's course ends up exactly at the end of the first protractor line is just a coincidence. What is important is that your U-Boat's course is going through the "0.0" mark at the ruler line simulating the target's line of movement, as shown in the round magnified inset in the upper right corner of the picture above. And there you have it! Good luck! See also How to determine Distance Traveled given speed and time. 17 ] Identifying Targets Determining nationality Because attacking neutral or friendly units will result in massive loss of renown, it is imperitive that you identify your targets before attacking. There are several methods you can use to identify a ship as friend or foe: By colour on the navigation map. If you have auto map updates turned on in your realism settings, friendly ships will be blue, neutral ships will be green, enemy ships will be red, and unknown contacts will be black. By the flag on the ship. All ships carry the flag of their native country. Visually identifying the flag is the only way to identify a target at 100% realism. Note that countries enter the war at different times, so a ship that is neutral in 1939 may be an enemy in 1941. See the Flags page to positively identify a ship. For help in determining whether a particular nationality is friend or foe, based on the date, refer to the Nationality Status Timeline. Determining general ship type Information regarding the general type of a contact will be supplied to you by either the Sonar Operator, in case of contacts detected by your hydrophones, or Watch Officer if the contact is sighted visually. This initial information, before a proper recognition check is performed, will tell you only the basic type such as destroyer, merchant ship, patrol craft etc. The information also appears automatically when viewing a contract through the binoculars, UZO or periscopes. To disable this feature, see Disabling Ship Recognition. Determining specific ship name or type To determine the specific ship type, you must visually compare the profile of the ship with the images in the Ship Recognition Manuals. There is a different recognition manual for every country in the war and a separate one for merchants. The one for merchants says "Handelsschiffe" on the manual's cover. Alternatively, at lower Realism levels, you can ask the Weapons Officer to identify the ship. It is possible to modify SH3 to disable automatic recognition of ships by the Weapons Officer (when selecting "Identifying Target"). See Disabling Ship Recognition for more information. Flags Australia Free French Brazil Germany Canada Navy jack Merchant flag France Greece India Similar to depicted flag Italy New Zealand Navy jack Navy jack Merchant flag Japan Merchant flag Norway Navy jack Poland Merchant flag Netherlands Romania Merchant flag Sweden South Africa United Kingdom Navy jack Navy jack Merchant flag Soviet Union Merchant flag United States of America Navy jack Nationality Status Timeline 18 ] Deck Gun The deck gun appeared on all U-Boat models from the U-Boat model VII onward with the exception of the U-Boat model XXI and an in-game representation of U-flak, model VIIC and derivatives with VIIC/IV type conning tower. The deck gun is considered to be an Auxillary Weapon for use against unarmed (and usually individual) ships; torpedoes should be used against any armed ships or in convoys whenever possible, and the flak gun(s) against aircraft. Operating the Deck Gun 1. Surface the boat 2. Order the crew to man the gun. Click Watch Officer --> Crew on Deck --> Man the Deck Gun (or Man the Deck and Flak Gun). Alternately, you can double-click the deck casing location in the Crew Management screen. Even if you plan to man the gun yourself, a crew must be assigned to the gun in order to actually use the gun. 3. If you are letting the crew man the deck gun, select the range at which they will fire on targets. Ranges are available by clicking Watch Officer --> Deck Gun. You can also have the crew target specific areas of the ship through the same menu. When the crew is using the deck gun, and you have multiple targets, you can change the target using the binoculars and pressing space. 4. If you plan to man the gun yourself, go to the Deck Gun Station (shortcut "F10"), aim the gun and fire by pressing the spacebar. Press TAB and you will be using the Deck Gun aiming scope. TAB again will zoom it. (On some systems, you can use the mouse-wheel to zoom in and out.) Use arrows up/down to adjust the range (the distance listed on the scope will go up/down). The arrows left/right will change the direction (although using the mouse is often easier). When using the arrow keys, pressing "shift" will accelerate the amount moved (useful for adjusting the range) and "control" will reduce it (useful for making minor corrections to the firing direction). 5. When firing manually, try to aim at vulnerable areas, which are usually placed near the middle of the ship below the waterline. To hit under the waterline you need to aim "short". If the projectile strikes the hull under the waterline, you will hear an explosion. If there's only a fountain of water but no explosion it means, that you are aiming too short. Weather And the Deck Gun Due to "storms", you cannot man the deck gun if the windspeed is 7 metres/second or more. Even in lower wind speeds, the rocking of the boat may be more than the stabiliser of the deck gun can handle, and you might have occasionally have problems overshooting your target. Flak Gun The flak gun (die Fliegerabwehrkanone) is used to ward off and hopefully shoot down attacking aircraft. Depending on your particular U-boat and conning tower configuration, you may have none, one, two or even three flak guns onboard. Award not only the petty officers designated as flak gunners the Flak gunner qualification, but also give it to an officer to place on the bridge to boost the efficiency of the flak crew. Having at least one skilled Flak gunner with each flak dramatically improves performance, especially reloading times. It's particularly visible with the use of 3,7cm C/30 heavy flak which is manually reloaded. Also try to mount double flaks (Flakzwilligs) as soon as they are available, since they have double rate of fire, double magazine capacity and double ammo stock as single versions. You can attack waterborne targets with flak guns, but only by manning them personally. Light flaks (2cm C/30, C30 Flakzwilling (double), C/38, C/38 Flakzwilling (double), C/38 Flakvierling (quadruple - mounted as heavy flak)) can be used to engage small boats like Elco torpedo boat, fishing boat, trawler, tug boat and small costal vessel. Firing at larger targets will do no real damage. Heavy flaks (3,7 cm C/30, M42 and double M42) can be also used to attack larger ships with the use of AP ammo. Be prepared however that it can take 100+ rounds to sink a ship of coastal merchant size(if you aim at the cargo on deck you can take down a costal merchant in less than 30 shots. Aim at the forward cargo till it explodes and then go to the aft. Once the aft cargo explodes the ship will usually sink very quickly. I've only tried this with m42 AA and AP both work well.), so it's rather emergency usage and bad idea against an armed merchant (at least until rapid firing M42 comes into action). The AA ammo it's quite ineffective against waterborne targets. U-Flak U-Flak is a term used to describe an experimental configuration used during WWII. In response to the increase in the threat from allied aeroplanes, several Type-VIIC U-boats were converted so that they bristled with flak guns. Four of these actually saw service (U-256, U-441, U-621 and U-953), and a further three conversions were started (U-211, U-263 and U-271). However, due to the lack of success, the project was scrapped and all seven U-boats in question were converted back to normal attack vessels. In Silent Hunter III, you can recreate the U-Flak with any Type-VIIC U-boat by fitting it with the VIIC/4 conning tower option and your choice of three heavy flak gun batteries. Three C/38 Flakvierling installations is typical, but you are free to choose other combinations. The Sleeping Flak Gunner Bug You may have the best and even specialized flak gunner(s) this side of the Atlantic but you may experience having them do absolutely nothing behind the guns, while your UBoat take an aerial pounding. This is known as the "Sleeping Flak Gunner Bug" (Copyright 2005, Fishmachine). It's been in SH3 since the start and has yet to be corrected. This bug occurs with many different conning tower/flak gun configurations and happens to different players randomly. Some people experience it all of the time and some never do. Here are some methods players have reported to overcome the sleeping flak gunner bug: Toggle between your flak station(s) and the bridge by pressing a key combination such as <F><F4><G><F4><T><F4>. The sleeping flak gunner(s) AI will wake up after this manual manning of the guns and your return to the bridge. Sometimes it's enough to man one gun and then switch back to the bridge to awaken all of the gunners. Sometimes you've to go through them all. Man and fire the flak gun(s) at least for a couple of rounds and switch back to bridge. If you're in a real hurry, you may want to take down the planes yourself instead of dealing with this bug. View the target aircraft through your binoculars and hit the SPACEBAR on your keyboard. This assigns the target to the flak gun crew. 19 ] Torpedoes Minimum Range The minimum (arming) range for the torpedoes in SH3 is officially stated as 300m. However, some [subsim.com (http://www.subsim.com)] forum members have reported success at as little as 250m if using Magnetic instead of Impact triggering. Note that this arming distance is not affected by the speed setting of your torpedoes. Firing torpedoes Opening tube doors It is imperative that you open your torpedo tube doors before firing. The doors take approximately 3 seconds to open. If they are not open when you fire, they will automatically open, but this will cause a delay before the torpedoes are actually launched. The delay is normally enough to cause the torpedo to miss astern. There are five ways to open your torpedo tubes: Use the hotkey ‘Q’ to open the selected tube door(s). Normally this will open a single selected tube, however if you have a salvo selected then all relevant tube doors will be opened. Note that if you open a tube, then change your tube selection and open the new tube, the first tube will close. From the Command Room (F2), click on the conning tower. There you can find the torpedo switches. Clicking on the switches will cause the corresponding tube to open. From the Command Room (F2), right click on your weapons officer. Look up and find another set of torpedo door switches. From the Command Room (F2), click on the conning tower. Then click on the attack periscope. Then look down to find a third set of switches. Finally from the TDC screen (F6) you can select each tube one at a time and press ‘Q’. This is different from the first method in that the tubes will not close when you select another. This last method is fastest and easiest in rough weather. There is some confusion on when a tube door will close automatically and when it wont. This has led some to think that there is a time delay. This confusion is caused because the rules for this are unnecessarily complex. So here is a list of exactly when a door will close and when not: The selected tubes door will close whenever you select a new tube with the ‘Y’ key. The newly selected tube will stay open. The selected tubes door will close whenever you press the 'W' key. The selected tubes door will close whenever you fire a torpedo. The selected tubes door will close whenever you select a different tube from an attack scope. The selected tubes door will not close when you select a different tube from the TDC (F6) screen. Tube doors do not have any time limit for staying open. Setting Impact or Magnetic triggering Pistol types Torpedoes can be set to trigger using either the Impact or Magnetic pistol. Use the Pistol knob on the TDC screen (F6) to change the pistol type, highlighted in red in the picture. An Impact pistol will only trigger the torpedo if a direct hit is made on the target. A hit at a very shallow angle (glancing blow) may fail to detonate the torpedo using this pistol type so you should always attempt to hit the target at an angle of 90° or as close as practical. The Magnetic pistol relies on detecting the metal bulk of the target to detonate the torpedo. When using the magnetic pistol, you should set the depth of your torpedo to one or two metres below the keel of the vessel. See the Torpedo Depth section below. In general magnetic triggering will provide better results, especially for attacks where a close-to-90° angle is not possible. Note though, that early in the war the magnetic pistols were notoriously unreliably and in fact for a period U-Boats were directed to use Impact triggering at all times. Later in the war reliability improved. Even when a torpedo is set to use the Magnetic pistol, the Impact pistol is still active. If the torpedo directly strikes the target it will still detonate. Finding the keel depth from the recognition manual Torpedo depth For torpedoes using their Magnetic pistol, you should generally set the running depth to one or two metres below the keel. This will maximise the damage and increase your chance of sinking the target with a single torpedo. Setting the torpedo running depth For impact pistols, you need to ensure that the running depth is shallow enough to physically hit the side of the hull. The keel depth (draft) can be found from the recognition manual as shown in the image. To set the depth, use the Depth dial on the TDC (F6) screen as shown. In the example, the draft of the C2 Cargo ship is 7.8m. Therefore the running depth is set to approximately 9.8 meters and the torpedo is using the Magnetic pistol. Note that in rough weather, extra care must be taken when setting the running depth. In large swells the target vessel will move up and down several metres, and setting a running depth below the keel can be risky because of this. Your standard 2m below-the-keel running depth may end up either striking the hull directly or passing harmlessly beneath the target due to the swell. In this case it is safer to set a very shallow running depth. The damage inflicted may not be as great, but the chance of actually getting a hit will be increased. An unusual situation where torpedo running depth is crucially important, is if there is a smaller ship in front of a much juicier targer. In this case, you can often use a Magnetic pistol, and set a running depth deep enough that the detonator won't be triggered by the smaller ship. In this way, you can shoot straight underneath a coastal merchant etc to reach a larger cargo vessel. -Added by FarsideMagnetic Pistol Torp Running Depths You will find that weather affects the running depth of your torpedo greatly. These calculations will ONLY work with Magnetic Torpedos If its calm (0-3m/s winds) set your torpedo to run 0.5 metres under the keel depth. I found that this depth is perfect for this weather. If its overcast and slightly windy (4-8m/s winds) set your torp to run 1 metre under the keel of the target ship. If there are heavy winds (9+m/s winds) torp firing can be quite difficult at this time, if the target ship hits a wave, its keel depth will radically rise or fall accordingly. when making these attacks i am usually directly infront or behind my target (better accuracy and hitrate, i've found) Impact Pistol Torp Running Depth The main thing about this is make sure you're at a right angle to your target (no less than 60degrees and no more than 120degrees [if you are less or more that 60/120 use a magnetic torp and follow the above instructions accordingly]) once lined up put in the data (or have the weapons officer do it automatically) set the torp to impact AT NO MORE THAN ABOUT 6 METRES UNDER THE WATER LINE also, dependant on the keel size of the ship, adjust accordingly Reloading torpedoes Your torpedoes will reload as long as you have the auto-reload option enabled on your Weapons Management screen (shortcut key "I"). However be aware of the following: Torpedoes will not be reloaded if you are in Silent Running mode Torpedoes will not be reloaded if you do not have enough crew in the relevant torpedo compartment. There is no warning about this, so you should check to make sure that the torpedoes are actually loading! To check if the reload process is underway, hover your mouse over the torpedo tubes (again, on the Weapons Management screen). You should see a countdown, based on when the torpedo will be loaded and ready to fire. If all torpedoes are showing as Queued for loading, then you are probably in Silent Running mode. If you see a message warning you that there are not enough crew in the torpedo compartment, then go to Crew Management (F7) and add some crew members to the compartment. Torpedo loading speed depends on the number of people in the compartment, as well as their skill and fatigue levels. Having Torpedo qualified crew-members in the compartment will speed loading considerably. This is worth remembering when drifting in a convoy waiting for your fish to reload! The estimating time for a torpedo to be reloaded (with full crew is about 10 min). Also found a bug. When more than one tube is waiting to be reloaded, simply draging the awaiting torpedo(es) to a vacant place will reload it (them) instantly. This doesn't happens with the curently loading torp. Loading external torpedoes Most U-boats come with an inventory of external torpedoes. These torpedoes are initially stored under the U-boat's upper deck but not within the U-boat's hull. As such, they can only be loaded below deck, into the bow/stern torpedo compartment, when the U-boat is surfaced. In addition, loading external torpedoes will not take place if you are rigged for silent running, if there is no available reserve torpedo space below deck or if there is insufficient crew in the torpedo room. If you dive below surface while external torpedoes are loading, SH3 will cancel the loading process and you will have to start again from scratch. To load external torpedoes, display the WEAPONS MANAGEMENT screen, click on an external torpedo and drag it to a vacant reserve space. Bow and stern external torpedoes can only be loaded to their respective torpedo compartments below; ie you cannot move an external torpedo from the rear compartment into your front torpedo tubes. Note that when moving, the torpedo will still be shown in its previous external location, but you can hover your mouse over it to check that it actually moving. The more efficient the torpedo room crew (indicated by the efficiency meter's green bar under the torpedo room compartment heading on the CREW AND DAMAGE MANAGEMENT screen), the faster external torpedoes will load. To determine how much time remains for an external torpedo to be loaded, display the WEAPONS MANAGEMENT screen and click on the slightly grayed out external torpedo currently being loaded. As loading progesses, you will also notice the torpedo slowly being blacked out with a progress bar. The estimated time for an external torpedo to be moved from outside to the inside is about 1h. Torpedo Types Torpedo summary Model Availability Propulsion Speed/kts Range/m TI Before 1939 Steam 44 (fast) 5000 (fast) Leaves a visible trail of bubbles TII Before 1939 Electric 30 3000 TIII May 1941 Electric 30 5000 TI FaT I May 1941 Steam 44 (fast) 5000 (fast) Ladder pattern, visible trail of bubbles Electric 30 5000 TIII FaT II Sept 1942 Notes Ladder pattern Steam Torpedos The steam powered torpedos leave a visible trail of bubbles on the surface which may be detected. However, at short range (< 800m) or in poor visibilty they're unlikely to be detected in time for evasive manoevours. The TI may be set a three different running speeds with the faster speeds reducing range. In most cases the fast setting is prefered since it increases the probability of a hit. TI speeds Speed setting Speed/kts Range/m Slow 30 12500 Medium 40 7500 Fast 44 5000 Experience suggests that these torpedoes are reliable. Very rough seas may cause a magnetic pistol to detonate prematurely, particularly if the running depth is shallow (i.e., closer to the wave surface where the torpedo is more likely to be disturbed by wave action). Electric Torpedos Electric torpedoes are preferred for daylight attacks since they do not leave a trail of bubbles. The TII runs at a fixed speed of 30 kts with a maximum range of 3000 m. The TIII is an improvement on the TII with a greater range of 5000 m. The TII suffers from the same magnetic pistol problem in heavy seas as the TI. Flächenabsuchender Torpedos (FaT) An example TI FaT I ladder pattern The flächenabsuchender (area-searching) torpedoes are regular torpedoes with a more advanced guidance system. Should the torpedo miss the target it will proceed to make a series of turns and straight runs in a ladder pattern. There are two type of FaT: The TI based FaT I and the TIII based FaT II. To use a FaT: 1. Set up the usual torpedo parameters on the TDC screen (running depth, pistol type etc.). 2. Click the small button labelled 'FaT' above the torpedo indicator light. 3. Set the Straight run length -- how long the torpedo will travel in a straight line before entering the ladder pattern. 4. Set the 2nd gyroangle -- the orientation of tha pattern (either 90° starboard or 90° port). 5. Set the leg -- the length of each leg of the ladder (either 800 m or 1800 m). 6. Click the 'FaT' button again to switch back to the other torpedo settings. Hints for effective use: Use against convoys. Fire from abeam (i.e., perpendicular to the course of the target) since the 2nd gyroangle can only be a right angle. Aim to hit the target during the initial straight run. 20 ] Automatic Targeting With the Manual Targeting option disabled in Realism Settings the targeting process is very simple. All the player must do is point the periscope at the target and launch a torpedo. It is not necessary to find the range, AOB or speed of the target manually, as the entire process of plotting a solution is handled automatically by the game. Be sure to open the torpedo tube before you fire ('Q' key, or right click the weapons officer to enter his station, and flip the relevant switch). If you don't, it will take a few seconds to open and possibly spoil your shot. If you don't have the target locked, and you forgot to open the door, try to keep the crosshairs on target until the torpedo is launched. Even with Automatic Targeting you can still alter torpedo speed, depth and detonator type (impact or magnetic) Also, if you have a mixed load of torpedoes which have different speeds you need to click on the speed setting dial in the F6 TDC screen when switching tubes to update the firing solution. e.g. you fire a T1 then switch to a TII in another tube, you`ll need to click on the speed setting dial (even though the TII only has one speed) to get an accurate solution. Periscope display Hit probability indicator In automatic targeting mode, the periscope or UZO will show a small coloured triangle when a contact is visible and centred in the optics. The triange can have three colours; green, orange or red, which correspond approximately to the chance of making a successful shot. The colour changes depending on the required Gyro angle of the torpedo when it leaves the U-Boat. Green - Gyro angle of +/-5°; that is from 355° to 004°. Orange - Gyro angle of +/15°; that is from 315° to 044° Red - Gyro angle of more than 15° in either direction. In general, the smaller the gyro angle, the more chance of a successful hit, but this can still be affected by target range, torpedo settings etc. 21 ] Manual Targeting General Targeting Considerations In short, the Torpedo Data Computer (TDC) is used to calculate a gyro angle for your torpedos. The gyro angle, in turn, determines the course a torpedo will take after leaving your u-boat en route to hitting a moving target. The TDC requires four pieces of information to calculate the correct gyro angle: 1. Angle on bow (AoB) - This is the direction of travel of the target relative to your u-boat's direction. See Angle on bow for more information. 2. Bearing - This is the angle at which you observe the target. 3. Speed - This is the speed of the target. More precisely, it is the relative speed between you and the target. 4. Range - Although it does not effect the gyro angle as much as the three above, range DOES have an effect on the angle and thus checking the range prior to shooting is always a good idea. There are two methods for entering the required data into the TDC, the Notepad Method, and Full Manual. Notepad Method The notepad method is the "standard" SH3 method of performing a manual attack. The notepad is visible in the top right-hand corner when you are at the attack (F3) or observation (O) periscope, or UZO (F6, if surfaced) stations. The following steps are much easier if you lock the target in your periscope or UZO using the 'L' shortcut key. To use the notepad, you must perform the following four steps in the correct order: 1. 2. 3. 4. Identify the target Find the range Estimate the AOB Determine the speed It is possible to use the notepad to enter just some of the targeting data. However each step is dependent on the earlier ones in the list, so you cannot, for example, determine the speed without having first estimated the AOB. You can, however, use the notepad to calculate the range and AOB, but then enter the speed directly into the TDC without using the notepad's target-speed tool. See the TDC page for more information. Identifying the target Identify the target Once you have your target visible through your scope or UZO, press N to bring up the recognition manuals. Find the correct vessel, and tick the square box in the lower right-hand corner. Until you do this, none of the other functions will be possible. It is worth noting the Draft of the vessel while you have the recognition manual open. This will be useful if using magnetic triggers on your torpedoes. Finding the range with the stadimeter Find the range To find the range, you can use the stadimeter control. Click the word Range on the notepad to open the correct page. Using your mouse within the periscope view, put the central cross hair on the waterline of the target, and then click once on the stadimeter control icon in the corner of the notepad page. This changes your cursor to a line which can move and down within the periscope view. The idea is to move this line up to the top of the highest mast of the vessel, and then click again. By taking the angle between the centre-line and the line you've just set, along with the known height of the mast from the recognition manual, the game can automatically calculate the range. See the Stadimeter page for more detailed instructions on finding the range. Once you have an estimated range, click the tickbox to send that range back to the main notepad page. Estimating the Angle on Bow Estimate the AOB Click on the words Angle on bow on the notepad to bring up the AOB page. Here you can estimate your angle on bow from the target, and mark it by dragging the icon around the ship on the diagram. Note that the central vessel in the diagram is your target, and you are estimating where your U-Boat is, in relation to that target. To assist in determining the AOB, you can use the AOB page on the recognition manual. You can also calculate it before-hand using knowledge of the target course and bearing from your U-Boat. Once satisfied with your estimated AOB, click the tickbox to send that range back to the main notepad page. Determine the speed The final step in the process is to determine the speed of the target. The notepad includes a tool to assist you in doing that. Click the word Speed and a small timer icon will appear. By clicking this, you will start a timer and, as long as you have the target locked the system will begin tracking how far across your field of view the target moves. Use the Stopwatch to monitor the duration of your timing. After a suitable length of time - perhaps 15 seconds, you can click anywhere to stop the timer and the speed will be displayed. It is important that you are stopped or moving very slowly for this to be accurate. In addition, you will not get accurate results if the target is moving directly towards you, or away from you. Ideally for this to be accurate, you should be at All Stop, at a 90° AOB from the target. In general, the notepad device for determining target speed is only of limited use. It's worthwhile learning additional techniques such as the Three Minute Rule to accurately detect your target's speed. As before, you should click the tickbox to send the speed to the main notepad page. Taking the shot It is important that once back on the main notepad page, you click the tickbox a final time to send the complete set of the data to the TDC. If you update any of the data subsequently, you must ensure that you click the main tickbox again or that new information will not be used. Full Manual TDC Paul "Wazoo" Wasserman has put together an excellent tutorial on doing manual targetting at: Wazoo's Manual Charting & Targeting Tutorial (http://www.paulwasserman.net/SHIII/) The AOB can be found easily using Etchasketch’s AoB Finder Wheel (http://www.subsim.com/phpBB/viewtopic.php?t=30852&postdays=0&postorder=asc&start=0) a hand held circular slide rule type tool. See Web Version (http://www.dangerinc.net/wheel.swf) Ramming Because of the way the german subs were built(or the way SH-III models damage) [edit: This is certainly not a realistic tactic, it results from a buggy/incomplete implementation of damage models] it is possible to ram a ship sinking it within moments. This works especially well with ships with shallow draft like most warships. One way to ram is to lie submerged a few hundred meters off the path of a ship. Steaming toward it and blowing the balast tank at the right moment takes a little practice but is very effective. Another way is to lure a warship by running the engine loudly. It is important to keep running the engine so maneuvering is possible. Some warships will not sail directly toward the U-boat but try to go close and fire depth charges with the side catapults. When the ship is too close to change direction blowing the ballast will raise the U-boat hull under the keel of the target and drive the conning tower into the side/front/back of the ship, destroying it. Keeping men in the repair station is a good idea and lowering the periscope will in some situations save it from damage. Take a look at the hull integrity before trying this. The typical loss is 20%-40% but can be as high as 60% Note: This no longer works in 1.4* 22 ] Ship Weak Spots This page will show you where to target ships for maximum effect. In general, under the keel shots and impacts to fuel and ammunition bunkers are the safest ways to quickly sink ships. For faster sinkings consult http://www.subsim.com/subsim_files/patches/fullvulnmod.zip in-game for the locations that yield the most damage to the ship. This is a very useful download and helps to conserve deck gun ammo. Torpedoes The primary objective of the explosive charge in the torpedo is to blow a hole below the waterline for the water to flow in through, to reduce or fully remove a ship's buoyancy. However, as all ships have engines and thus also fuel storages, this opens up new possibilities. The fuel used by most ships is oil. Some use diesel. Both fuels may under the right circumstances explode. A single well-aimed torpedo to the fuel bunker has the potential of igniting the fuel and blowing up the ship. The same is true for the ammo bunkers of warships. See our Torpedoes page for more information. Deck gun In contrast to the torpedo attack, there is no definite truth in how to attack a ship with the deck gun. The preferred spot to aim at is obviously below the waterline, to allow water to flow in. Aim 200-300 metres in front of the target to allow the shell to descend enough and strike the hull beneath the waterline. You will see an explosion as the shell impacts, shortly followed by a column of water from where the shell entered the water. It is possible, also with the deck gun, to strike one of the more critical areas, such as fuel and ammunition bunkers, to blow it up. Flak gun Used to blow up cargo aboard merchants that are already damaged. Secondary explosions might bring down the ship. Saves a few 88mm's as well and is "fun" to do. For more fun, use double or quadruple 20mm's. Merchants Propulsion (rearside of ship) Engine Room (under chimney) Fuel Tank (near Engine Room) Keel (under ship) C2 Cargo Your best chance at sinking the C2 in one shot is hitting the engine room right behind the fuel tank. Set your torpedoes to about 3 meters and set triggers to impact. The periscope when locked targets just a bit too far ahead. C3 Cargo Your best chance at sinking the C3 in one shot is hitting the engine room right behind the fuel tank. Set your torpedoes to about 3 meters and set triggers to impact. Target the bridge. The C3 is forgiving in that a shot too far ahead is almost as likely to sink the ship. However I don't recommend doing this on purpose. If you aim for the bridge, a shot too far back will disable the ship, and a shot too far forward will hit the fuel bunker. Small Tanker Your best chance at sinking the Small Tanker in one shot is hitting the engine room right behind the fuel tank. Set your torpedoes to about 1 meter and set triggers to impact. The target location is well aft of centre. T2 Tanker Your best chance at sinking the T2 in one shot is hitting the engine room right behind the fuel tank. However, there are times that the torpedo would simply bounce off the stern due to the curving of the hull. In that case a hit to the fuel tank will sink a T2 as well. Set your torpedoes to about 3 meters and set triggers to impact. The target location is well aft of centre. Liberty Cargo I recomend setting the torpedos to 3 meters and impact. Aim for the junction between the fuel bunker and the engine room. Small Merchant Sinking the small merchant is very easy. Hit anywhere above the keel and the ship will eventually go down. For maximum reliability I suggest 3 meters depth and impact triggers. Coastal Merchant See notes on Small merchant. Warships 1 - Propulsion 2 - Aft Ammo Bunker 3 - Engine Room 4 - Fuel Tank 5 - Fore Ammo Bunker 6 - Keel British Auxiliary Cruiser Aim for either the forward or aft Ammo Bunkers. 1 good shot to either one and she'll sink like a stone. Revenge Battleship Again, aim for either the forward or aft Ammo Bunkers. 1 good shot to either one and she'll sink like a stone. Most capital ships can be sunk like this with a single torpedo. 23 ] ESCAPING Surfaced If you have been detected, always crash dive! Especially if it is an aeroplane. However, Crash dive order makes your boat dive as soon as possible until she's at 70m. If you're in shallow waters you might have not enough water under you. If that's the case you'll end hitting the sea bottom while moving fast and with a quick sinking rate. This will lead to three nasty things: 1- you will get stuck at the bottom, as your speed will reduce to 0 knots very fast. It's hard to get the submarine up from the bottom if you've hit it with violence. Hitting the bottom with violence means losing your maneouverability. This is a BAD thing to happen. 2- you will make a LOUD noise, giving away your position to nearby escorts which may be listening for you. You don't want this to happen, even more because as it's said in #1, you're losing your maneouverability at the same time and can't avoid a possible depth charge run. This is a BAD thing to happen. 3- and you will cause some very serious damage to your submarine. Hull integrity will be seriously hit. Many systems will be damaged or destroyed...and you will probably get some serious floods which make the thing even worse. For sure; This is a VERY BAD thing to happen. So, if you're in shallow waters I strongly advice you to know how much water is between you and the bottom of the sea. If you're in a real hurry you can do an emergency measure: hit the Crash Dive key ,and then press the periscope depth key a couple or three times as soon as your boat is crossing the 7m line. By doing this the boat will go down to between 15-20m (the initial sink rate is too strong to compensate for it at 12 meters), and then will try to go up to periscope depth. You can micromanage the real depth you want to be at from this point onwards. This way you'll achieve a quick dive, not risking to hit the bottom at the same time. Submerged If you have been detected when you are submerged then dive, depth is your friend. Set your U-Boat to silent running. If you hear "Depth Charges in the water", and there is a destroyer above you then immediately set the speed to flank and turn. But be careful - sometimes destroyers drop bombs where they think you are, and such maneuver will give your real position away. Maneuvering the U-Boat means making a sudden course change. There are some specific maneuvers available from the Lead Engineer menu ("knuckles"), or even simply hitting the short-cut keys for hard-astarboard or hard-a-port will help. Once the depth charges have been dropped and are going off nearby, there is no point staying silent though the enemy may have a lock on you, he cannot hear you while the depth charges are going off, and he will also most likely lose hydrophone contact, while he's on an high speed attack run, because the hydrophone does not work above 12 kts. You should use this opportunity to move quickly and change course, before going silent again. Hopefully the enemy will lose you at this point. Always keep in mind that evading one destroyer may sometimes be relatively easy. Two or three enemy ships working in tandem are a very different subject altogether, because one or two can listen while the other one is depth charging you. Therefore keep yourself out of trouble and stay away if you see two or more enemys close together. Thermal Layers The seawater has a temperature which may change according to depth. For example, if you go to a lake, often the top few centimetres are warm, whereas the water deeper down is quite cold. The same applies in the ocean, and sometimes there are layers of different temperatures at different levels. When the enemy is trying to detect you, they will "ping" and then listen for the echo of this accoustic signal off the hull of your U-Boat. However, if there is a change in the temperature of the water, the signal can be bent, absorbed or distorted, causing the reflection to appear to come from the wrong direction (or masking the reflection altogether). If you dive below a thermal boundary, then your chances of not being detected (or mis-detected) improve. Obviously, the deeper you go, the better your chances, but diving deep is always a risk. Category:Terminology The terminology category contains articles offering basic terminology information, describing terms which you may come across throughout the game and this manual. For wiki entries which give basic terminology information, add a [[Category:Terminology]] tag to the bottom of the article. Terms without their own article BB - Battleship Bow - The front section of a ship or boat. Conning Tower - The raised superstructure on the U-boat. (The word conning comes from the word con, meaning to guide or steer a vessel.) DC - Depth Charge(s) (German = Wasserbombe(n)) DD - Destroyer DiD - Dead-is-dead. A style of playing where you do not reload an old saved game, if your UBoat is destroyed, but rather start a completely new campaign with a new U-Boat captain. Port - The left-hand side of a ship or aircraft facing forward. Also called portside, larboard. Solution - A "firing solution" is the result of a series of calculations that determines the trajectory of a torpedo. A valid solution will result in the torpedo impacting the target. Starboard - The right-hand side of a ship or aircraft facing forward. Stern - The rear section of a ship or boat. TC - Time Compression Articles in category "Terminology" There are 6 articles in this category. A Angle on bow Flak Gun F G Gyro angle Relative Bearing Three Minute Rule True Bearing R T Mods From SilentHunterIII Mods are a fun way to enhance the SHIII experience either by modifying existing values and variables, or adding entirely new ones. Installing mods You should always try to install an SH3 mod while docked in port between missions. Otherwise you run a risk of corrupting your on-going career. If this does happen it may be possible to restore your career. A first class util to install and manage all your mods is available at: jsgme.zip (http://members.iinet.net.au/~jscones/software/products/jsgme.zip) Currently version 1.3.0 Mods List Operations An up-and-coming mod to create a living, populated world for the SH3 player. Now included in Real UBoat. Real U-Boat A realism mod for single player SH3, affecting many aspects of the game World Mod Latest version now available Improved U-Boat An "all in one" mod for SH3, incorporating Real U-Boat and many other mods. Mod Download Sites Please visit subsim.com for mods. Please visit realsimulation.com (http://u-boat.realsimulation.com/) for mods. Please visit timetraveller's SH3 Command Room (http://www.delraydepot.com/tt/sh3.htm) for mods. Modding From SilentHunterIII Modders make modifications. Its main goal and purpose: "To bring a nice product to a higher level". Visit subsim.com (http://www.subsim.com) for some great mods! File Extensions .dat = Data .cfg = Configuration .sim = Simulation file .sns = Sensors .dsd = Sounds source .eqp = Equipment configuration file .cam = Camera file .val = FastGen Height control .zon = SH3 Zones control .tga = Graphics file .ogg = Audio\ sound file .log = Log .mis = Single mission or campaign Most binary files (.dat, .sim) share a proprietary format. Modders may wish to share their findings on this file format guide. As for the other files, most are plain "ini" configuration files. Campaign consist of three files campaign_RND.mis = Random objects (ships, aircraft, etc...) campaign_LND.mis = Land objects (naval bases, air bases, etc...) campaign_SCR.mis = Scripted objects (ships, aircraft, etc...) Directory structure Browse the primary directory folders Version 1.0 - root_v10 | data_v10 | cfg_v10 Version 1.1 - root_v11 | data_v11 | cfg_v10 Version 1.2 - root_v12 | data_v12 | cfg_v10 Version 1.3 - root_v13 | data_v13 | cfg_v10 Version 1.4 - root_v14 | data_v14 | cfg_v10 3rd Party tools NotePad = Default Windows text editor. A free, open source, replacement could be NotePad++ (http://notepad-plus.sourceforge.net/) Unpacker = .dat File viewer Download SH3_Unpacker (http://www.delraydepot.com/tt/SH3Unpacker_build140.zip) and Modder's SDK for Silent Hunter III (http://www.delraydepot.com/tt/sh3sdk.htm) WinMerge = Compares text files (such as configuration files). Free and open source. WinMerge homepage (http://winmerge.sourceforge.net/) HexCompare HexCmp is a perfect combination of hex editor and binary files comparison utility. It will help you to: view and edit binary files up to 2Gb long; quickly search for binary/text patterns in files; see differences between files highlighted with colors; For more details and free trial version see - HexCmp (http://www.fairdell.com/hexcmp/) Software Development Kit Not released yet Objects already in game or wishing they would Some objects are already available in Silent Hunter 3 (v1.3) later on we might be able to produce our own object. Although we need a SDK (Software Developement Kit) we might start collecting data and resources. Land Air Sea o Submarines Mission Editor Beginner's tutorial Red Devil's Mission Creation Basics (http://hometown.aol.co.uk/dominicobaggio/Missioncreation1.html) is the tutorial to read to start you off on your SH3 mission maker career. Reminder: mission folder and file naming convention Your mission file and folder must have the exact same name, with '.mis' appended onto the mission file name. For example, if you create a mission file named 'Tin Cans.mis' , it must be placed in a folder named 'Tin Cans' . Otherwise, the mission will not run. World map in editor is warped and places objects in the wrong location This happens when you've got the Display Resolution Override DLL mod (http://www.communitymanuals.com/shiii/index.php?title=Display_Resolution#Display_Resolution) installed. To resolve the problem, edit and save the following 3-line BAT file in your SH3 folder and execute it from now on to run the SH3 mission editor: ren d3d9.dll d3d9.tmp Sh3MissionEditor ren d3d9.tmp d3d9.dll Mission editing forum Try SubSim's Mission Designer's Forum (http://www.subsim.com/phpBB/viewforum.php?f=45) File Media.cfg If you look inside mission folders that officially came with the game, you'll see a file named Media.cfg. According to the SH3 developer team, this file defines what loading screen to display and the path or the pixel position of the loading bar on the loading screen. However, the file is totally optional and you do NOT need to include it when producing user made missions. The default loading screen is file \SilentHunterIII\data\Menu\Loading\Map.tga. That's the screen you see every time a mission or patrol is loading. Objective status in trigger definitions You might not know it from working with the mission editor but there are 3 possible settings for an objective's status: completed, failed and neither of those two. That third choice can be very useful, depending on your mission's logic. You can set it by making sure the objective status drop-down box in the trigger definition is blank. Sometimes, however, the drop down box only lets you select between COMPLETED and FAILED. One simple way to resolve this is to manually edit your mission file with a text editor. Find the trigger definition within the file and set the trigger's ObjState= statement to one of the following values: 0 - means completed 1 - means failed -1 - means neither passed nor failed Is your mission causing some players to CTD (crash to desktop)? Some unofficial SH3 mods add new ship classes to the game. If you have such a mod installed and incorporated one of its newly introduced ship classes into your mission, someone else who doesn't have that mod installed who tries running your mission will have their SH3 session CTD when the mission loads. There are 2 ways to resolve this problem. Either make sure you only use ship classes that are officially supplied in SH3 or distribute your mission with documentation that clearly states which unofficial mods are prerequisites for your mission's execution. RUM Missions What are RUMs? RUM stands for "Reenacted Uboat Mission". A RUM is an SH3 mission that portrays a real historical event involving Uboats, that took place during WWII. Playing a RUM does not mean that events will unfold as they actually occurred. It is up to the player to determine what courses of action to take during the mission. A RUM may be easy or complex, short or long, fun or even sometimes boring, depending on the historical scenario being reenacted and on the mission maker's creative skills. One things a RUM should always be, however, is informative. Each RUM comes packaged along with a History file, viewable with your WEB browser, that documents the actual events that took place. As a rule, you should always play the RUM before you read the History file. That way, you can compare your mission's outcome with what actually happened. Of course, those people who always read the last page of a book first might ignore this advice. That's up to you. What RUMs are currently available? RUM mission makers should add their missions to the list below, as they become available: "RUM 400121,U22" - singleplayer, by The Avon Lady (added October 11, 2005): mirror #1 (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mission_RUM400121U22_SP.rar) How do you install a RUM? Read the ReadMe file that's included in the RUM archive. If the RUM's author did not include a ReadMe file, contact the author. What's needed to create and package a RUM? SH3 mission editing knowledge If you're not familiar with SH3's mission editor, Red Devil has an excellent Mission Creation Basics tutorial (http://hometown.aol.co.uk/dominicobaggio/Missioncreation1.html) to get you started. Once you get the hang of producing SH3 missions, your best place to find more advanced information is on SubSim's Mission Designer's Forum (http://www.subsim.com/phpBB/viewforum.php?f=45). Can RUMs reference ship and object classes introduced by mods? Why not! Just make certain to accurately document this in the ReadMe.txt file enclosed in the RUM archive file. Be aware, of course, that anyone missing such mod-introduced objects referenced by your RUM, will not be able to play your mission. This reduces the scope of your audience. Furthermore, when trying to play a mission requiring a mod and the mod is not installed, SH3 will CTD when it attempts to load the mission. Use WinRAR to package your RUM RUMs should be distributed as RAR archive files, created with WinRAR (http://www.rarlabs.com/). Use the following file naming convention for the RAR file: SH3_Mission_RUMyymmdduuuuu_pp.rar where: - "yymmdd" is the historical date on which the mission takes place. - "uuuuu" is the Uboat involved in the mission. - "pp" is either "SP" for singleplayer or "MP" for multiplayer mission. Example: file "SH3_Mission_RUM400121U22_SP.rar" contains a singleplayer RUM involving Uboat U22, which takes place on January 21, 1940. What files should each RUM archive contain? Each RUM archive should include this RUM ReadMe.txt file (http://www.theavonlady.org/thesh3faq/RUM/ReadMe.txt) (updated October 11, 2005) and the RUM mission folder. RUM mission folders have the following naming convention: RUM yymmdd,uuuuu where: - RUM indicates this being a RUM mission. - "yymmdd" is the historical date on which the mission takes place. - "uuuuu" is the Uboat involved in the mission. Example: "RUM 400121,U22" defines a mission involving Uboat U-22, which takes place on January 21, 1940. By adhering to this naming convention, RUMs will be easily identifiable in SH3's in-game mission list and will be listed in chronological order. The following 3 files should be contained within the RUM folder: the mission's MIS file. History.htm, an HTML file, viewable with a WEB browser, that contains a synopsis of the actual historical events reenacted by the RUM. rumbanner.jpg, a picture file, displayed as the top-of-page banner when viewing the History file. You should download and use this History file template (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Document_RUMHistoryFileTemplate.r ar) to create your RUM's History file. Please adhere to this general template format, so that all RUM history files will retain a consistent look and feel. Note the use of TrueType font "GF Halda Normal". This freeware font is an old typewriter font, similar to the font SH3 uses in-game. You can download the font from here (http://www.filefront.com/?filepath=/theofpfaq/misc/Font_GFHaldaTypewriter.zip) or Google for it (http://www.google.com/search?hl=en&q=%22GF+Halda+Normal%22), to find it elsewhere. Your RUM archive can include one of the RUM banner pictures listed below or you can create your own. RUM banners should be 740 x 200 pixel JPG files. The banner should include the text "SH3 Reenacted Uboat Missions". The banner of your choice should be distributed within your RUM archive file, in the RUM mission folder. Your RUM History file should link to this local banner file and not to a copy of the banner file on the Internet. Otherwise, players who are not connected to the Internet will be unable to view the banner when reading the History file. List of available RUM banners: Please upload all contributed banners to The Community Manual or to Image Shack (http://imageshack.us/) for easy access for all potential RUM mission makers. Original RUM banner, by The Avon Lady Dowly's 1st RUM banner, by Dowly Dowly's 2nd RUM banner, by Dowly Dowly's 3rd RUM banner, by Dowly CCIP's 1st RUM banner, by CCIP CCIP's 2nd RUM banner, by CCIP CCIP's 3rd RUM banner, by CCIP Where can I upload my released RUM archive file to? U-Boot.RealSimulation.com (http://u-boot.realsimulation.com/), a popular and comprehensive SH3 file host. RapidShare (http://rapidshare.de/). However, files there are subject to deletion if no one downloads a copy for 30 consecutive days. Email your RUM archive file to The Avon Lady at theavonlady@theavonlady.com. Set the subject field to "Please host my RUM file". She'll do her best to mirror the file for you ASAP. Who initiated the RUM concept? The Avon Lady. She was reading up on incidents of ships sunk and lives lost to U-boats in Allied convoys and thought it relevant that SH3 players get a perspective on how a game like SH3 can reflect historical events and the people that were involved. FAQ Q. How do I take a screenshot? A. Ctrl-F11. See Screenshots for more information. Q. Is there a list of all of the shortcut keys? A1. A comprehensive list is available in the Shortcut keys section. A2. Hit the F1 key while in the game. Q. What should I know about the Gramophone? SH3 lets you add custom music to its gramophone folder. OGG audio files are supported. SH3's developers informed UbiSoft support that playing MP3s is not recommended, after many SH3 players reported the gramophone stopping to play MP3 tracks after about 20 seconds. You'll find some readymade custom gramophone audio packs on SubSim's file downloads page (http://www.subsim.com/subsim_files/patches.html). The gramophone folder is located at: \SilentHunterIII\data\Sound\Gramophone. If you're runniing SH3 version 1.2 or below and you have shut off SH3's in-game music, the gramophone won't work. This problem has been rectified in SH3 version 1.3 and above. Q. What is the replay folder for? Q. What do the Graphics Options effect? eg. particle density, synchronise,... A: PARTICLE DENSITY - affects the appearance of smoke from stacks and guns, explosions including shell and torpedo hits, and bow-spray. If you decrease the setting they will look less spectacular but you may free up some computing power. Q. Why are the lights red at night A. The internal lighting of the U-Boat was red during deep twilight and at night to help protect the nightvision of the crew. Night vision is a physiological effect where the human eye is more sensitive to light, when it has been in darkness for a while. When exposed to normal lighting, the eyes are at first dazzled before they get used to it. When it goes dark again, it takes a while for the eyes to be dark adapted once more (typically 30 minutes or so). Red light doesn't affect night vision as much as white light. As the crew would need to have dark adapted vision when they looked through the periscope or were on the bridge at night, the internal lighting was turned to red to assist with this. In SH3 the same is done. It serves to remind the player that sunset (or sunrise) has occurred, and adds to the atmosphere of the game. It makes no difference as such, but there is no way to disable it either. Q. Can I shoot ships with the Flak-gun on my U-Boat. A. Yes, but it is very ineffective. See the section of Flak Gun for more information. Known bugs From SilentHunterIII 1. When returning from a mission in campaign mode, if you get too close to the starting point of a mission (dock)... you will not recieve any credit for anything you accomplished and you will not be awarded any points. 2. When observing tug boats up close, smoke does not come out of the smoke stack. Instead it comes from over the bridge. 3. The watch crew does nothing when they are submerged in a large wave. 4. Sometimes the uboat will stop running and you have to reset the course or change the speed setting to get it moving again. o Note: The above bugs still exist after the 1.1, 1.2, 1.3 and 1.4b patches are loaded. 5. When watching planes in the closeup camera mode - there are graphic inconsistencies. 6. PT boats shoot themselves and sometimes sink. 7. The periscope can be used as a directional microphone. 8. Lighthouse lights shine through everything: buildings, crews' bodies, etc. 9. Snorkels have no wakes. 10. The sound is EXTREMELY directional. Background sounds, such as the ocean heard from the conning tower, that should always be audible regardless of personal facing, fade or disappear altogether when facing certain directions. 11. Light sources, such as burning ships and lights from windows, are not as visible from long distances as they should be nor do they light up the night as they should. Smoking a ciggy on deck could betray a ship to a submarine. Burning wrecks should reflect off surrounding ships. 12. Nvidia cards when using AA (Anti-aliasing) switches the sun glare off. 13. It is possible to sink destroyers by ramming them with your conning tower. With a little practice this can be done several times during a mission. Ships sunk this way will not register on your tonnage tally. 14. The type IXD2 sub should have around double the range that it currently has in game. 15. The type XXI subs have buggy battery modelling. The batteries should both last longer and take less time to recharge. 16. The type XXI subs' snorkel model is seen by planes as being as large as a surfaced sub, and hence attracts aircraft far disproportionately to its size. 17. When reloading a saved game near areas where there are vessels on scripted waypoints (e.g. near ports with harbour traffic), the waypoints are NOT reloaded by the game, so the affected ships will forget their orders and do stupid things such as plowing into the land, etc. Workaround: Don't save/reload near these areas, wait till you get out of range. Nitpicks From SilentHunterIII Note that some of these have been fixed by the various patches and mods that are now freely available 1. Ports are empty except for the player's sub. 2. The campaign gets boring after a while with no specific missions other than to find ships and sink them. 3. No people on other ships, apart from sailors manning the various gun turrets on destroyers and battleships. No sailors running and swimming for their lives. 4. No life rafts from slowly sinking ships; no people in the water. The developers in an interview stated: "No, we will not have them. We admit that it would greatly add to the realism of the game. The problem is one of efficiency - to add lifeboats or survivors in the game at the level of realism we strive for would consume too much of the available resources (development time and processor power). One other reason is the sensitive, moral aspect of including survivors that can be killed or left to die. It is our choice not to do it and we expect you to understand our decision." 5. When observing planes in close up camera mode - the graphics are of poor quality in comparison to the ships. 6. Can't see pilots in aircraft. 7. The fire key (Enter) and the speed action key (Shift) are too close together. The time compression key (+) and the fire key (Enter) on the number pad are too close together. It is too easy to accidentally fire a torpedo when trying to increase time compression or speed action up. b. It shouldn't be so easy to accidentally fire a torpedo. combo (e.g. Ctrl+Enter), or a double-tap. 8. PT boats never use their torpedoes. Make the fire key a 9. Torpedo bombers never use their torpedoes. Spoilers From SilentHunterIII Getting Extra-Renown (Hacking) Go to that career and open both patol files. One will have the renown for the last patrol at the bottom, lets say you got 1100. Add 30000 to that so it says 31100. Now the other patrol file at the bottom will have your total renown, 9000. Add 30000 to that so it says 39000. Save both but be SURE you ADD the SAME exact number to both patrol files, that is the key. You also have to be in port or else it will not let you play the game and crash at startup. And the place where you edit it is in My Documents. It will say SHIII and then go to cfg. and then Careers and then your career name and then go to something that says like Career_0 and then it will say renown a little more than halfway down, and then edit it to how much you want. Then when you start it up you have to start it in the save that says, "In Base After mission" or you won't get your renown for some reason. (copied from [FOX]Bort and Wulfmann posts from subsim forum) If you load the save that says "In Base Before mission" you only need to edit a file named Patrols_0 Simply change the DeltaRenown value EG DeltaRenown=150.000000 will give 150 renown