View Full Version : Silent Hunter 3


AceChilla
Mar 20, 2005, 08:43 AM
Is there anyone who already has this game? I want to have it so bad, went to 5 shops yesterday they were all sold out. But I'm definitly going to buy it tomorrow.

Here is some info on the game:

Command the cunning and deadly U-boats of the North Atlantic and experience the tension-filled atmosphere of a WWII submarine movie. The King of submarine simulations returns with an all new 3D game engine, new crew command features and more realistic action than ever before. The game includes a career campaign, patrols that have both fictional and historical missions, a mission editor and multiplayer feature. Whether it is stalking convoys or dodging depth charges, players will experience their own personal war story. The spectacular graphics, multiplayer options, and suspenseful gameplay combine to create the most impressive submarine simulation ever.


and here some screenies:
http://www.silent-hunteriii.com/ss/Leaving_Bergen1.jpg

http://www.silent-hunteriii.com/ss/type_IX_single_flak.jpg

http://www.silent-hunteriii.com/ss/tanker_broken_back_comp.jpg

http://www.silent-hunteriii.com/ss/SH3_EarlySurface2.jpg

Looks good ey!

steviejay
Mar 22, 2005, 07:14 AM
I don't have it unfortunately but want it. I wasn't even aware they were making a third one until yesterday. I adored the second one. there was nothing better than getting close to a battleship or heavy cruiser, firing 3 torpedoes (saving 1 for any pesky destroyer you stumble upon) and running like hell!!

Alot of fun, hopefully this one can live up to it.

nonconformist
Mar 22, 2005, 07:51 AM
I playes SHII, but couln't get past Gibraltar.......

steviejay
Mar 22, 2005, 06:25 PM
all you need to do is go INCREDIBLY slow and as deep as you can go. I tend to stick to the northern (Spanish) shore until right at the last stretch where the destroyers are patrolling then I come shallow to have a wee look about, then once it seems clear I do a bolt for it. I think the first time I done it I almost ran out of battery.

it gets worse, I think the mission after Gibraltar is where you've to ambush a convoy for Malta, I accidently overshot my rendivous point and popped up right next to a hunking great big British Battleship, as my submarine fell to the depths a lone voice cried out "owned"

nonconformist
Mar 23, 2005, 05:43 AM
Hmmm. My tactic is (as the straight is so bloody shallow-if you go more than periscope depth, you hit the seabed, and the destroyers come kick yo ass) to take it about 10 metres, on silent running, stopping when you come to the @deestroyer alley@ and pooping up your scope, getting an idea of the pattern, and trying to cross as ddeep as possible. However, they ping me to death :(

Smidlee
Mar 25, 2005, 06:27 PM
I've had SH3 for a week now and can easily say it's the ulimate Sub Sim. (never played SH2 though) This game gets tougher as the game years go by since the allies get better equirment. I recommand you should have 1gb of ram and atleast 2gh of speed. smoke and fire (like the third picture) can slow the frame rate alot on older pcs but this can be turn down. I notice while the games running (with windows_ it uses between 800mb to 900 mb of ram so with only 512 there will be a lot of file swaping.

steviejay
Mar 25, 2005, 09:06 PM
hmmm, nonny you've no chance then ;)

I "should" be able to run it. don't have a gig of RAM but I've played games that have wanted that just fine. Doom 3 anyone?

Smidlee
Mar 26, 2005, 08:49 AM
you can get by with 512mb ram but if it like when I bought Pacific Fighters your PC may have pauses (lags) with the action gets hot. This probably won't be as big of a problem for a sub sim as bad as a flight sim though.. The game does recommended 1 gb since ram is faster than HD swaping files. Since there's more game useing 512+mb ram you may want to plan upgrading in the future.

steviejay
Mar 26, 2005, 11:08 AM
yup, get a nice juicy gig strip once I get my DVD-RW :d

Volum
Apr 07, 2005, 04:17 AM
Well, ive ordered it and hoping to get it this weak. Anynbody been disapointed yet? I have high expectations and i hope i dont get disapointed.

steviejay
Apr 07, 2005, 06:48 AM
double, my bad

steviejay
Apr 07, 2005, 06:49 AM
Volum - it's something else. the problem is you CANNOT change any settings to help it run on your system. before it starts up you get a box showing the stuff it needs and what you have and if you don't have what it needs then you just need to live with it.

I bumping it up to mex realism to see how things worked on a normal playing field and it's kinda scary. I can't recall if this happened in SH2 but if you just charge to your target at full then you'll guzzle up your fuel faster than you would if you went at standard, it's a question of time, you spend alot of it waiting.

there's also some sort of training video's played in WMP which show you how to do the basics and stuff. the aquisiton of a target is kinda strange, once you find a target you find it's speed and heading and then using that info need to go to map view and use rulers and compasses to work out a kind of "area" where this boat will be, then you search that area. as I said realism is huge.

Not sunk anything yet unfortuantely, not played it that much, courseworks and stuff to finish.

The whole crew idea is magnificent. at the beginning of the game you get the choice of two Flotillas, 1st and 7th I think, based at Kiel and a place I can't remember respectively. it gives you a history of your flotilla basically telling you where you'll be redeployed to at any given time ie. "In 1941 the 1st Flotilla was transfered to Breast to operation however in light of Allied attacks on the area in 1945 it was transfered to Norway etc". different Flotillas also have different sub types.

You start out with a select number of crew, officers, noncon's and seamen. Seamen are your grunts and you move them about where you want, your officers are the ones ytou talk to for information (nearest hostile contact, fuel remaining etc) your noncon's can have specialties which will boost that respective area. If you dont' have enough men in the diesel engines then you won't be able to reach a good speed however if you leave your units in the same area for too long (few days) they become tired and performance goes down. best bet is to take all men you don't need and put them in quarters. and get a kind of shift system going so that your diesel engines remain at a high level of performance.

How well you do your mission (ie don't hit things, get sunk, run out of fuel before you get home etc) seems to depends on how many "points" you get (there's a specific name for them but I've not played it in a while. basically the better you do a mission, the more points you get. you can then use those points to "hire" more crew, better crew. crew with a specialty in something will cost more than a grunt so to speak. and obviously new officers cost alot. it's basically performance related.the better you do, the more points you get, the more points you get, the better crew you have and as such the better crew you have, the better you can do your missions.

I'm sure I've forgotten something but seeming as this post is hefty enough I'll end there.

Steviejay

OH - when you're leaving port, don't set a course on the map and then leave it, you HAVE to make sure you're clear of the dock before you can turn otherwise you'll crash. I didn't realise that the first time and almost lost my sub 50 feet outside of port, I rammed a pier.

Volum
Apr 07, 2005, 07:28 AM
Thanks a lot Steviejay, i guess it may take a while to get into it. But hopefully once i get the hang of things and understand how it works it will hopefully be sweat.

Smidlee
Apr 10, 2005, 02:59 PM
Doublepost cause of slow connection

Smidlee
Apr 10, 2005, 03:02 PM
One thing that needs some adjustment to is the deck gun. No matter what diffculty it a lot easier sinking a ship with the deck guns than with a torpedo even a destroyer if there some distances. Galdly you can use the gun only at very calm winds yet still have some patols where I sunk more with the gun than with torpedos.Stevejay, you have sunk with the deck gun right? also I don't like the no map updates option because the sonar operator is totally useless. I would love this option if the sonar operator keeps reporting contacts.

Lord Sankra
May 10, 2005, 09:56 AM
Good news: the 1.3 patch is available at http://patches.ubi.com/silent_hunter_3/. Grab it while it's hot! Readme:

1. Now external camera is linked to the U-boat using "," and "."
2. New order for Chief Engineer - Periscope depth
3. Torpedo tube ready message and voice is now active
4. View to heading order implemented using key "-"
5. Head to view order implemented using key "="
6. Fixes a bug where the oxygen was not replenished using snorkel
7. Fixes some bugs to dials in command and sonar room that display wrong information
8. A new advance plotting mode is available (thanks to Akifumi "Jiim" Nojima)
9. Fixed a bug to the waypoint plotting system
10. The crush depth for all submarines has been corrected
11. Submarine damage model has been improved
12. Now Liverpool and Firth of Clyde are in the correct position
13. T II torpedo range has been corrected
14. Type XXI torpedo loading speed has been corrected
15. More radio messages from BdU have been added
16. Escorts ASW attack methods have been improved
17. Escorts spawning issue was solved. Now the convoys will be better protected.
18. Navigation tutorial issue solved: there are no more sudden explosions on boats
19. Gramophone issue was solved: it will be available now while the in-game music is switched OFF.
20. Side of the detected ships is no longer revealed by radar or sonar
21. UZO view by night was improved
22. N-Vidia workaround was improved. First time when the user (with N-Vidia) uses UZO the spray bug will appear. If the user uses Ctrl+P that option will be stored in the main.cfg file and will not be necessary to switch off again that particle system (cause the main.cfg will be updated). The Ctrl+P now is linked only with the particle system from the sub so the other particles in the game will not be affected. When you will exit to free camera or any other view the particle system from the sub will be automatically restarted and the player will not have any issues related to it. After this the player can enter/exit UZO station without any other worries about Ctrl+P.
We didn't make this ON by default because there are the users of ATI cards that have no need of this workaround.
The N-Vidia users can also add in the main.cfg in video section, this line:
HideParticlesNearView=Yes;
23. Un-checking the event camera in video settings now disables it regardless of the setting in the realism menu. The "no event camera" option in that menu is grayed out to reflect this.

+ all the fixes from the previous patch!