
After finding and following their prey, the U-boat crew has to fire off their torpedoes and then sneak away before the target's escorts can counterattack. Silently stalking a merchant ship, the U-boat crew has to be smart, patient and exacting. The new game Silent Hunter III recreates that world in as exciting and exacting a way as any submarine sim before it. But that doesn't mean that the life of the submariner doesn't make for a thrilling simulation. With all due respect for the deprivation and danger inherent in being a ball turret gunner or an OSS agent, the life of the submariner wasn't likely to inspire envy. pp. 33–36, 38, 40–42, 44.If you had to order all the possible assignments during World War 2 according to comfort and survivability, submariners would be right at the bottom of the list. "The Best (and Worst) of 2005: The 15th Annual Computer Games Awards". Archived from the original on July 2, 2005.
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"Top PC games can end up in bargain bin". ^ a b "Silent Hunter III for PC Reviews".^ "Softpedia News talks with the creators of Silent Hunter III".The game also tracks the stats of individual crew members, such as rank, experience, morale, and decorations between missions. Unlike other submarine simulations, where the crew is often heard but not seen, Silent Hunter III allows the player to see and interact with crew members. The game features a fully 3D U-boat control room, allowing the player the ability to look around the interior of certain submarine rooms. Although possible to sail to South America and into the Pacific, the simulation will not generate traffic or port cities for these regions. Some of the cities available are Portsmouth, Scapa Flow, New York City, Norfolk, Virginia, and Tampa, Florida. It is possible for the player to sail into such ports (friendly, neutral, or hostile) and either dock or engage moored targets. The simulation engine further generates various coastal and port cities, which appear as large harbors surrounded on the outskirts by town buildings, churches, and factories.
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De-selecting manual targeting allows a "Weapons Officer" to make these determinations for the player, although approaching targets at certain angles and determining relative motion is still a factor. The player also has the option to set torpedo depth and spread shot with multiple weapons. In the manual targeting feature, the player must observe vessels, determine their class and nationality, as well as calculate speed, angle on the bow, and gyro angle for torpedo launch. The most difficult realism setting in the game allows a player to manually target torpedoes for an attack on enemy vessels. The player also has the option to change realism settings on the submarine, adding challenges such as fuel being limited as well as various game play assistance features involving navigation, weapons, and the ability to switch to external camera mode to view the submarine's surroundings. How the mission proceeds and what targets are attacked is left totally up to the player. The Silent Hunter III campaign will assign the player a certain patrol grid with appropriate naval traffic (such as convoys, destroyer escorts, and task forces) automatically generated by the simulation engine. The war time and political situation of World War II is reflected in the geographical area and time period which the player begins their career. In the campaign version of the game, a player begins their career as a "Lieutenant, Jr." (corresponding to Leutnant zur See), with the choice of initial assignments to a U-boat base between the years 19. German World War II veteran and sub commander Jürgen Oesten was a technical advisor for the game. Silent Hunter III features two methods of play - either a dynamic campaign or select historically-inspired missions, such as an operation to save the German battleship Bismarck, or the sinking of HMS Royal Oak in Scapa Flow. How the mission proceeds and what targets are attacked is determined by the player. Instead of giving the player a specific set of objectives for each mission, Silent Hunter III simply assigns the player a certain patrol grid, and appropriate naval traffic, such as convoys, destroyer escorts, and task forces are automatically generated by the simulation engine. Silent Hunter III features a dynamic campaign.
