You keep going back and forth between the stations which is something a captain doesn't do.
In all subsims I have played you never felt like a captain mainly because you never are one. The fact that there are actually "people" in the sub helps create this. Mainly because of the fact that you actually feel like a submarine captain.
SHIII is easily the best subsim ever made. In the meantime those damned Allies are depthcharging/shelling/bombing the crap out of you at every oppurtunity. You can plot intercept courses for ships located beyond visual range. If the contact is within visual range then you get a screen appear that briefly tells you if the contact is a warship( which might be engaging you!)/merchant ship/aircraft and you have to choose whether your crew should:įrom that point you make your decisions on the course of action that you wish to take. other sources ( uboats/aircraft ? ) report on contacts that they have made ie single ships/convoys/task forces. I suppose you could sail off to the distant reaches of the ocean if you liked.Īs you move around the map your watchmen/hydophone/radar operators report on any ships/aircraft that you encounter. This area is divided into about 100 areas, each area has 64? sectors and each patrol that you are sent on orders you to patrol a certain sector for at least 24 hours. The campaign map covers the Atlantic Ocean, from Murmansk to Buenos Aries, Baffin Island to Cape Town, including the Caribbean. ( better replacement crew, new U-boat models, better torpedoes and enhancements like sonar/radar etc costs "renown" eg how successful you are as a commander ) There is a minimum two week break between each mission patrol. You can recruit new or replacement crew from the barracks. The campaign has an on-shore element where you can award promotions and medals that your crew have earned to crew members that have developed enough to receive them. What is the campaign like? Does it follow a set course or can you go anywhere you like? TK, the campaign allows you start at any time between 19. There are also great nav tools released by the modders that makes plotting a course for interception and finding a firing solution more accurate. It's amazing what you can get used to if it's all you know. I also started playing 100% from day one. I know I'm not the only person that finds it easy. Oh I still miss fairly often and convoys with good escorts are still quite challenging (especially if I'm out of electric fish) but single merchant contacts are cake unless it's bad weather in which case it's not worth wasting your torps anyway. Damn it, finding a contact, following it and coming in range, successful ID of the ship alone is difficult as hell, especially considering the relative slow speed of the U-boats in comparison to faster ships.ītw, Lady Frog, whatever happened with the old Silent Hunter 3 thread? It’s gone, and there are only threads that are on the first page of Arena.
I never heard one single old veteran of sub simulations complaining that it is “too easy†on full realism, let alone the new players. I’ve played SH3 and reviewed it professionally, giving it high grades.
Manually calculating firing solution for torpedoes is something that doesn’t give you place for a tiny bit error like forgetting to open the tubes before firing while the door open themselves, the solution, no matter how good it is, becomes flawed, and you miss your target. SH3 on full realism, with limited ammo, fuel, air, battery power, enemy on your tail in a blink of an eye, no external view… It’s a nightmare of how heavy it is.
Then you are the best player of sub-simulations, period. The campaign is somewhat immersive & great fun for awhile though, but even on 100% realism chasing merchants and killing them was getting so mundane and easy that I lost interest. I bought it and honestly.after a week or so I was pretty bored with it.