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Overview and Theory

I am excited to see that you are interested in learning the tips and tricks of advancing to a higher realism setting within Silent Hunter III. With manual targeting, comes a greater sense of overall realism and enjoyment to the game. I guarentee you, when you hit and sink your first ship in your new career, you will jump up and yell ecstatically just like the U-boat crews of the day.

We will begin with the theory, then advance to the visual portion of manual targeting.

Manual Targeting

All steps must be completed properly otherwise the solution is invalid.

We will begin with the visual sighting of a ship. Your watch officer reports he has a ship spotted. You then identify it as a British C2 Cargo. You now have two choices You can either dive to periscope depth, or engage on the surface. This decision will be influenced by a number of different factors, some including: weather, time of day, the position of the ship, and the year in which you are in. For our purpose, we will focus on attacking at periscope depth.

Step 1: Identificaiton

Click on the brown image to the middle left of your screen, this is the recognition manual. You now have to sort through the recognition manual until you find "Handelsschiff". This translates out to "Merchant ship". click on the middle of the recognition manual. You will see the first ship , a "Landing ship", is not the C2 Cargo which you identified earlier. Click on the left and right arrows to the bottom right on the page of the recognition manual to sort through the various ship types. You will eventually come to the "C2 Cargo". Verify visually that the ship you see through your attack periscope is what is shown in the recognition manual. Once verified, click on the empty box on the bottom right of the page and a check mark will appear there. You will also notice, in the notepad of the attack periscope, that it has "C2 Cargo". You have completed the first of four basic steps in manual targeting.

Step 2: Range Calculation

The next step is to calculate the range of the ship from your current position. The first and most important thing to do is to line the horizontal bar in your attack periscope to where the ships hull meets the water. Then, on the attack periscope notepad, you will see the word "Range". Click on it. You will now notice a a visual graphic depicting how we are calculating the range. You will also see another visual graphic that looks like a circle with axies. Click on it. Your mouse cursor will disappear and you will have another horizontal bar in the attack periscope. The first line is for the lowest portion of the ship, namely where the hull meets the water.You must put this horizontal line where the hull of the ship meets the waterline. Click once. Another line will appear. The next line is for the highest point on the ship, usually the main mast. When this is aligned with the highest portion of the ship, click once. You will now notice a number appear in the notepad for range. WHILE THIS IS ALL HAPPENING, MAKE SURE YOUR PERISCOPE'S ORIGINAL HORIZONTAL LINE IS ON WHERE THE HULL MEETS THE WATER. Click the check mark in the bottom right of the screen. You will now be back at the main notepad page. The second step is done.

Step 3: Angle on Bow

To put it simply, angle on bow is the angle of the ship you are attacking to your boat, not the other way around. To begin, click on the word "Angle on Bow" in the notepad. You will be taken to the angle on bow page and see a new graphic. Take note of the graphic as it visually describes what we are doing. The ship in the middle of the graphic is the ship you are targeting, not your u-boat. If you are approaching the enemy vessel perpendicularly and on their right side, the angle on bow is 90 degrees starboard. Since angle on bow is generally a guess, it is always a good idea to minimize the amount of error that can occur. This is why I always do my best to attack my target perpendicular as the angle on bow is roughly 90 degrees. When you are satisfied with the angle on bow, click the check mark in the bottom right of the page. You will again be taken to the main notepad page and will see that angle on bow has been calculated. Third step is done.

Step 4: Speed Calculation

Providing the other steps are completed properly, the speed calculation is really simple to do. Click on the word "Speed" in the notepad. You will notice the final graphic which visually explains what we are doing. Click on the graphic of a stopwatch on the bottom left of the notepad page and wait 10 seconds. When 10 seconds has passed, click once and a relative speed will be displayed. Click on the check mark. The fourth and final step has been calculated. Keep in mind that your periscope must remain locked on the target for atleast 10 seconds for speed calculation.

To finalize your solution, click on the final checkmark on the main notepad page to get an updated gyroangle for your torpedos. Always remember that the solution you calculated is getting old by the second so speed and accuracy is the key in calucation.

Tips and Tricks

  • Open your torpedo tubes prior to firing by pressing "Q"
  • Adjust the torpedo depth and speed in the TDC panel prior to firing
  • Always calculate your solution atleast two times to minimize errors
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Visuals

Please note: These are highly quality images and may take some time to load on a slow connection.

Step 1: Identificaiton



Step 2: Range Calculation




Step 3: Angle on Bow

Step 4: Speed Calculation


Finalization and Firing



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The information compiled on this page and website was collected, summerized, and provided by Nick Schmitz (Jager_U96). It's purpose is to serve as a guide for those wishing to advance their realism setting and skills within Silent Hunter 3. This information and the way it is provided is free, but please cite myself if portions are directly borrowed.

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