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Silent Hunter 3 with Mods

Discussion in 'PC and Console Simulations' started by Richard, Dec 9, 2006.

  1. Richard

    Richard Expert

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    I used to play SH3 with some 30 odd freeware mods up to a short while ago; I now play SH3 with the super mod Grey Wolfs along with Silent Hunter Commander. Grey Wolfs has made this game a lot better and much more realistic for me.

    Anyone still playing the stock version or have you been doing a spot of tweaking as well?
     
    Stefan likes this.
  2. Fortune

    Fortune Member

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    tweaking seems to be one of the only ways to go with a game that has been out for while, but that is my opinion...
     
  3. Richard

    Richard Expert

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    True, there are all kinds of mods that correct errors in the game to better sound and a new U-Boat skin or airplane and dials, the list goes on and that's just the small mods. As I said in my first post I now have the super mod Grey Wolfs and it has bought life back into the game.

    Ok, let's open it up a bit more to other games I have installed new aircraft in Combat Flight Simulator and some single missions. I have done the same for CF3 but had no luck with CF2; I think I made some changes to the IL2 series as well.
     
  4. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    Most games get a good share of mods in them. Change the AI, or add new skins, or new levels, etc.

    Oblivion, NWN, NWN 2, Call of Duty, Rome: Total War, Medieval 2 Total War, Combat Mission: Beyond Overlord, etc etc.

    Not all are great, but some definately make a world of difference. The Rome Total Realism Mod felt more like an entirely new game, but its scope was huge!
     
  5. Richard

    Richard Expert

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  6. Richard

    Richard Expert

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    Please read the link in the above post if you’re going to give this a try.

    Here's a link to download GWX better be on broadband will take any where from 30 minutes to an hour.

    http://www.users.on.net/~jscones/GWX/

    Don't forget the Dec23rd patch and if you got Silent Hunter Commander you will need GWX Cfg files for SH3 Commander
    The JSGM is part of the GWX so no panic there; just use that to install the Dec 23rd patch.

    A second patch is on the way.

    I've been playing GW up to Jan and then I moved over to GWX and they made it even better.
     
  7. Richard

    Richard Expert

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    To install GWX

    Uninstall SH3 and delete SH3 Folder in My Documents

    Uninstall Silent Hunter Commander (if you’re using it)

    Reinstall SH3 with patch 1.4
    Install GWX
    Install Dec23 Patch
    Install Silent Hunter Commander 2.7
    Install GWX Patch for Silent Hunter Commander (and don't forget to roll back your Silent Hunter Commander after you done this}
     
  8. Herr Kaleun

    Herr Kaleun Member

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    SH3....I pushed it off the hard drive months ago, but I got intrigued by GWX a few weeks back.

    I decided to spin SH3 up again a few days ago with GWX.

    I was stunned by the massive improvements this mod made to the sim. :eek: THIS is what I expected out of the box for SH3.

    Now, SH3 will have a permanent home on my HD thanks to GWX!! [​IMG]
     
  9. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    I had a clean install of SH3, installed the patch, and just finished DL GWX...installing now. Hopefully its as good as everyone says!
     
  10. Richard

    Richard Expert

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  11. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    Ah, thanks for pointing that out. Can you point me in the directiob of a good guide as far as 'hunting' goes? I tried the tutorial last night vs. merchant ships, and i may of hit the ships 4 times, but my torpedoes were all duds. Luckily, one exploded a few seconds later and stopped the trawler dead in the water. I even raised the level AND switched to impact but same results.
     
  12. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    Hmm... i DL the Dec23rd file into the MODS folder, its a *.7z -type file, so i cant install it?
     
  13. Richard

    Richard Expert

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    Are you need 7zip to unzip it try here.
    http://www.filehippo.com/software/compression/
     
  14. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    Thanks for the help Richard! Much appreciated and noted.

    Up until today, i'd never heard of a 7-z file. Not very tech-savy you see. Now, time to go hone my Hunting Skills (and hope the fish in the water explode on impact this time around!)
     
  15. Richard

    Richard Expert

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  16. Richard

    Richard Expert

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    Glad to help.

    You may be interested in this mod.
    [​IMG]

    You can get it from here
    http://hosted.filefront.com/OceanBlue/
     
  17. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    Thanks Richard! I'll be sure to include all these links in my SHIII Review (once the ww2n.com part of the site comes out) with credit to you.
     
  18. Richard

    Richard Expert

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    I have been a big fan of the Silent Hunter series since I picked up SH1. And now the series has come full circle with SH4 coming out next month.

    Good Hunting Mussolini. [​IMG]
     
  19. Mussolini

    Mussolini Gaming Guru WW2|ORG Editor

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    I give up! Does a torpedo only explode if you fire at a 90-degree angle? Cus anything that isnt at a 90-degree angle bounces off the hull! I did get two hits, right mid-ships of the ships, but i think it only killed the engine?

    And i was firing at a range of 300 - 800 Meters, which shouldnt be a problem (this in the Naval Academy tutorial where i am supposed to sink 4 ships). i need to print out the hunting methods (what to do) since i wont remember everything.

    I must really suck.
     
  20. Richard

    Richard Expert

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    I sent you a PM Mussolini. Check your inbox

    EDIT
    I found this after I PM you
    ==========================================================
    Why do my torpedos keep bouncing off the ship?

    Well a couple of possible reasons, first your torpedo needs to travel a absolute minimum of 250 meters to arm itself (good rule of thumb is never shoot closer then 300m). Second for impact or impact/magnetic torpedoes (Torpedoes set to magnetic can still act as impact torpedoes) the torpedo head needs to strike a flat surface nearly head on to detonate (roughly between 70-120 degees), also this applies in the vertical as well as horrizontal, if the slope is too shallow the torpedo will bounce every time. Keep in mind that ships are not box shaped under water, they curve in many places, towards the rudder, and underneath towards the keel. Also occasionaly you will run into dud torpedoes. With magnetic torpedos in stormy weather you can sometimes have the ship pitch down due to waves and have the torpedo bounce off the keel.

    What is the best depth to use for magnetic torpedos?

    Well this depends on 2 factors, the draft of the ship, and the weather. The rule of thumb i usualy use is 0.5m deeper then the ship's draft for clear weather (0-5m/s windspeed) 1m for moderate seas (5-10m/s wind) and 2m for heavy sea states. Though i will say that when the sea is realy rough (12 or better m/s wind) i usualy dont attempt magnetic shots as the ship's actual depth varries too much which will cause magnetics to either run under too deep, or bounce off the keel as much as they would detonate. Instead i usualy set the torpedo to impact running 2-3m deep.


    Should i set up my attack differently when using impact vs magnetic?

    There are some differences between an impact torpedo attack vs a magnetic one, With impact torpedoes you idealy want to be shooting at around 90 degrees AoB (from the side of the target) to give your torpedos the best chance of hitting something flat so they will detonate. The depth setting should be low enough in the water to cause flooding to the targeted section, but not too deep so that the torpedo doesnt bounce of the curve of the underside of the hull. With magnetics while you can attack from 90 degrees AoB its often better to attack at an angle off 90 to give the torpedo more time under the target, which increases its chance of realising its under a ship and detonating. See above for depth settings. Lastly when firing any torpedo idealy you want your torpedo to go straight out from the tube and not have to turn to hit the target. The more the torpedo has to turn, the more inacurate the hit calculation becomes because the calculations are done as a straight line, not as a curved path. Also always open your torpedo doors first before shooting, otherwise the torpedo uses the settings from the moment you press fire, but doesnt actualy launch till a few seconds later.


    What is the best place to aim at on a ship when using torpedos?

    This varries depening on if and what mods your using, but good places for impact torpedos are the engine room (typicaly right below the smoke stack, if there are multiple smoke stacks its usualy in the middle), and fuel bunker (usualy infront of the engine room). Also hitting the engine room has the added effect of typicaly bringing the ship to a dead stop. For magnetic torpedoes, either under the engine room, or right in the middle of the ship is usualy best.


    What are the differences between Auto and Manual Targeting

    Well pretty much 2 things, in auto the game does all the work for you, its practicaly just point and shoot. Also with impact torpedos when using auto targeting, if the torpedo hits a section of a ship that has a critical explosion chance, you will get a critical explosion each and every time vs a random chance with manual.


    What exactly is Angle off Bow (AoB)?

    To put it simply, its the measurement of your bearing (180 degree left or right mesurement) from the perspective of the ship out to your Uboat. Imagine your standing on the bridge of the target ship looking out at your Uboat, the angle from the bow of the target ship your standing on to where your looking out at your uboat is the Angle off bow.

    ==========================================================
     

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