Hey this is just a suggestion but you might want to switch to using the UZO when you're attempting to attack a target in rough seas. The real gameplay purpose of it is that it's INCREDIBLY stable. Even in 15 kph wind conditions it makes using the stadimeter much easier and makes your range readings much more accurate in rough seas as a result. Of course you have to balance this with how visible you feel you are in said conditions and whether it's worth attacking from the surface. Just a suggestion. At the end of the day you're the captain of this boat so you play how you want. Great video BTW ^_^.
Quick question. Is it possible to make the game auto pause when an enemy is sighted, found on the hydrophone, or found on radio? I set time compression to 0 for this but it's annoying when time pauses for every meaningless radio message. I only want it to auto pause for the important or life threatening events. Thank you.
Hi there! If you're running GWX with the "SH3 Commander" application, you can change these settings before launching the game. After you open SH3Commander there's an "options" button in the form of a wrench near the bottom in blue. Go in to the "Time Compression" tab and set the option to "1" or "0" for the specific option you'd like. For example, there's an individual option for when receiving radio messages, spotting a ship, plane detected etc. So you can customize each of these individually through the app. You can also adjust your maximum time compression to 8192 using this app, but I personally don't like to make it too high since you can run in to performance issues doing this.
Hey, thank you for the nice tutorials, well made. Keep them coming. Can you tell all of the mods you have ? Im strugling a lot with modding this game. Thank you
I'm sure there's a more eloquent way to explain this, so I'm probably not the right person to ask, but... we are timing how long it takes for the ship's length to pass a specific point in seconds on the stopwatch. Taking the length of the ship (m) divided by the elapsed time (s) gives us a speed in meters per second (m/s). I literally just googled the conversion of m/s to kn and it told me 1m/s = 1.94384kn. Mathematically you could express this conversion as: (78.3m/23s) x [(1.94kn)/(1m/s)] = 6.60kn. Others might recommend you just do the first part (length of ship divided by elapsed time) and then double it (multiply m/s answer by two in order to get speed in knots), as skippers didn't have modern calculators on board or the time to do this all by hand. Since the rest of your variables likely aren't accurate to 3 significant figures, rounding to "2" instead of 1.94 in your conversion shouldn't skew your results in a meaningful way.
@@horrorfromthedeep1670 thanks for quick reply! It all makes sense, a mistake was on my part - I didnt notice the fact that google „corrected” my search for converting m/s to knots to metres to nautical miles. So what I got was some complete nonsense 🤦♂️🤦♂️🤦♂️
How did you know it was 20km for your first mark? The only way to know this was at 20km would be to be sitting at depth for awhile and suddenly SO yells contact bearing 72deg as that is the outer range they can hear to.Does this work for a contact that you get as soon as you submerge?
Enjoy your videos better before you use 100% realism and actualy use submarine tactics and navigation skill. That torpedo was riding the waves. Great shot in bad weather.
There can never be enough tutorials on manual TDC firing. Great video, I’d like to see more like this 👌
Thanks for the input! Still getting the hang of video capture/editing but I have more ideas for future videos so stay tuned!
Excited news! I am your 200th subscriber, also...great video, learned a lot, thank you. Will now have to rewatch it at least 5x to really get it.
Hey this is just a suggestion but you might want to switch to using the UZO when you're attempting to attack a target in rough seas. The real gameplay purpose of it is that it's INCREDIBLY stable. Even in 15 kph wind conditions it makes using the stadimeter much easier and makes your range readings much more accurate in rough seas as a result. Of course you have to balance this with how visible you feel you are in said conditions and whether it's worth attacking from the surface. Just a suggestion. At the end of the day you're the captain of this boat so you play how you want. Great video BTW ^_^.
Very informative,Thanks for sharing.
I have GWX installed and I do not have the angle of bow and target clipboard in upper right. Do you know why?
I have the same error, were you able to fix this?
you mean no auto manaual torpedo solution
Quick question. Is it possible to make the game auto pause when an enemy is sighted, found on the hydrophone, or found on radio? I set time compression to 0 for this but it's annoying when time pauses for every meaningless radio message. I only want it to auto pause for the important or life threatening events. Thank you.
Hi there! If you're running GWX with the "SH3 Commander" application, you can change these settings before launching the game. After you open SH3Commander there's an "options" button in the form of a wrench near the bottom in blue. Go in to the "Time Compression" tab and set the option to "1" or "0" for the specific option you'd like. For example, there's an individual option for when receiving radio messages, spotting a ship, plane detected etc. So you can customize each of these individually through the app. You can also adjust your maximum time compression to 8192 using this app, but I personally don't like to make it too high since you can run in to performance issues doing this.
Hey, thank you for the nice tutorials, well made.
Keep them coming.
Can you tell all of the mods you have ? Im strugling a lot with modding this game.
Thank you
Why do you multiply by 1.94 when getting the speed of the ship?
I'm sure there's a more eloquent way to explain this, so I'm probably not the right person to ask, but... we are timing how long it takes for the ship's length to pass a specific point in seconds on the stopwatch. Taking the length of the ship (m) divided by the elapsed time (s) gives us a speed in meters per second (m/s). I literally just googled the conversion of m/s to kn and it told me 1m/s = 1.94384kn. Mathematically you could express this conversion as: (78.3m/23s) x [(1.94kn)/(1m/s)] = 6.60kn.
Others might recommend you just do the first part (length of ship divided by elapsed time) and then double it (multiply m/s answer by two in order to get speed in knots), as skippers didn't have modern calculators on board or the time to do this all by hand. Since the rest of your variables likely aren't accurate to 3 significant figures, rounding to "2" instead of 1.94 in your conversion shouldn't skew your results in a meaningful way.
@@horrorfromthedeep1670 thanks for quick reply! It all makes sense, a mistake was on my part - I didnt notice the fact that google „corrected” my search for converting m/s to knots to metres to nautical miles. So what I got was some complete nonsense 🤦♂️🤦♂️🤦♂️
what mods are you using? I am brand new to silent hunter 3 and have no idea how i missed it all these years.
I think it's called GWX
How did you know it was 20km for your first mark? The only way to know this was at 20km would be to be sitting at depth for awhile and suddenly SO yells contact bearing 72deg as that is the outer range they can hear to.Does this work for a contact that you get as soon as you submerge?
I would only play on max difficulty/realism
Nice.
You say that it's tedious and boring cuz you can't see the target. I disagree. To hunt and sink a target you never saw has its own rewards.
no sub game beats SHIII
Enjoy your videos better before you use 100% realism and actualy use submarine tactics and navigation skill.
That torpedo was riding the waves. Great shot in bad weather.