View Full Version : Things to do and not do in SH3

06-16-2005, 08:31 AM
Do not let the crew fire the fun deck gun. They spend ammo as fast as a clueless credit card shopper.
'Oh, her captain, I took out that deck gun as ordered. I then shoot it many more times, just to be sure!'

Do not jam the time compression keys while carefully manuevering out of a port. Land = bad.

Going gun to gun vs. a destroyer, while amusing for you, is bad for the boat. Destroyers are fair game, anything goes.

Whilst gunning a tanker, stand off at least 600 meters. Explosion = bad for the uboat

Situational awareness is a good thing. Be aware of the frustrated destroyer captain aboard the HMS Minnow, that small merchant that you dissed while gunning the nearby tanker. Sure, he's unarmed... except for the 2300 ton battering ram he's driving.

There is such a thing as too deep. None of your officers know where that is however. They want to go down into the darkness, and be the latest men to hit the 1000meter mark. They are all related to the zealous deck gunner, and must be watched.

BDU is land based. Any radio message can be seen as a suggestion.

Never trust an enemy battleship to not see you. Even at 200 meters. Where they can't possibly lower their barrels that far, can they??

Fuel is a good thing. Introduce your torpedoes to it whenever possible.

Treat your crew like free agents; they can be traded at any time, either for new crew, or extra storage space.

You cannot rid yourself of all the destroyers in the atlantic. The game makes more. Life isn't fair.

Star shells = 'I am here, please come shoot me a lot'.

Airplane's have trouble hitting things in the water, except for when its very inconvenient. They use least likely outcome statistics at the worst possible moment... 'hey, the JU88 is coming to help us! Hooray!!!'

Later, aboard the lifeboat.. 'stupid JU88 pilot'

The sun will not come out tomorrow. Yes, this storm CAN last a month. The atlantic is not nice.

The crew, being blindly obedient, will happily continue to not work no matter how urgent things are, unless they are released from silent running. The crew would make good stopsigns.

The one time it would be really really cool to explode a tanker and take out that destroyer... it won't. Just torpedo the destroyer, and use the tanker as bait http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

SH3 is addictive. Too late.


06-16-2005, 08:54 AM
I am rolling http://forums.ubi.com/images/smilies/88.gif http://forums.ubi.com/images/smilies/88.gif

06-16-2005, 11:38 AM
If I may add a couple:

Machine gun bullets will not pentrate the material that your U-boat is made of. Your crew is not made of the same material. Coralary: Elcos can hurt you.

When in doubt, submerge.

Always set the speed of your torpedoes before you fire them. Sometimes they forget how fast they should go. Remind them.

The torpedo doors on a U-boat take three seconds to open. Failure to open them means your shot will be three seconds late. This is believed to be the first attempt at a 'waiting period' for weapons use.

This is the only place where when you use the term 'Screw off' you want the recipient to stick around.

When the target is under 300m away and you're not using guns, just wave. Anything else is a waste of ammunition.


06-16-2005, 11:40 AM
Some other thing not to do

http://img177.echo.cx/img177/130/dontdoit210zz.png (http://www.imageshack.us)

http://img177.echo.cx/img177/8664/obs18so.png (http://www.imageshack.us)

06-16-2005, 11:44 AM
Remember that you cannot hear what is behind you, always check your baffles. Also check that your sonar man is awake.

http://img47.echo.cx/img47/3483/subclose4fw.jpg (http://www.imageshack.us)

06-17-2005, 06:51 AM
Wish youse guys had been around when I started. I'd be up at least a boat or two and further along than 3rd patrol with the 20th captain. Heh heh heh!


06-17-2005, 07:29 AM
Check the depth before you crashdive! The bottom is not your friend.

Forget about sinking merchants with the 20mm. 1000-2000 rounds will still not have an important impact.

Remember Silent Running... It can be a pain to escape that destroyer DC'ing you all the time when he can hear you whenever you try to move even the slightest.

The gun is fun, but it announces to all where you are. Beware before you gun down that last merchant in the convoy.

Remember Silent Running... It is also a great pain to not be able to load torpedoes or repair the boat because you forgot about having it on.

Yes, everything has been learned by me the hard way.

06-17-2005, 07:44 AM
Some amusing anecdotes there LOL.

07-06-2005, 06:35 AM
Or forget to lower your periscope when you're under attack and wonder why that plane is still shooting at you while submerged..

The Avon Lady
07-06-2005, 06:38 AM
Originally posted by Olebrond:
Do not let the crew fire the fun deck gun. They spend ammo as fast as a clueless credit card shopper.
Not so! http://forums.ubi.com/images/smilies/blink.gif

07-06-2005, 06:45 AM
True, not so on the deck gun crew. Train them on it while in port and they are darn good.

One other thing. Do not use the subnets to rub the barnicals off the boat.

07-06-2005, 07:05 AM
Check the sound volume often. You never can tell when the schreeching sound of death pays you a vizit.

07-06-2005, 07:11 AM
Amen, brother! http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

07-06-2005, 07:54 AM
SH3 code snippet:

If sub torp_Count=<10 then set convoys no_spawn
When sub torp_Count=>3 then set convoys spawn_aplenty and weather=crappy


BDU rejected my plan to sharpen the end of the uboat with a diamond filament blade, for when we run out of torpedoes. They will regret this oversight, as soon as they stop laughing, I'm sure..!

disgruntled submariner with no torpedoes

07-06-2005, 08:08 AM
uhhh, shouldn't it be
"If sub torp_Count=>10 then set convoys no_spawn"

In either case, swear I have the same code running in my machine too!

07-06-2005, 09:37 AM
Things NOT to do in SH3...

As of patch 1.4 DO NOT BUY THE XXI!! Its a waste of Reknown in the current buggy state its in. Batts never fully recharge, Batts take 18 hours to recharge to 99% from 50%, no radar detection on Schnorkel... Very disappointed with this.

07-06-2005, 09:40 AM
Such a shame. The XXI was supposed to be the last secret weapon of the Germans, instead the VII-B is preferred to it. Tsk, tsk.

07-06-2005, 12:06 PM
Troop transports carry troops. Troops carry guns. Guns can hurt you. Do not engage troops transports in gun battles at close range.

When you sink a ship, mark its location on the map. Do not go back there. Just because it is full of water doesn't mean it can't ram you.

If you hear an airplane engine, dive, turn, and go to flank. Just because you can't see it doesn't mean it isn't there.


07-07-2005, 12:47 AM
As I have stated, never hit "D" when in 1024 mode.
Small merchants turn on a dime.
You can sink a PT boat and a trawler with the deck gun and by manning the flak gun and peppering it.

Love the pictures,

07-10-2005, 06:18 AM
Do not play the grammophone when submerged and trying to escape a DD.

07-10-2005, 06:46 AM
Originally posted by legodragonxp:
Remember that you cannot hear what is behind you, always check your baffles. Also check that your sonar man is awake.

http://img47.echo.cx/img47/3483/subclose4fw.jpg (http://www.imageshack.us)
-Lego Can he hear us? Not if we stay in his baffels seaman Bomont not if we stay in his baffels, then hes blind as a puss. Sonarman Jonse, The Hunt for Red October

07-10-2005, 06:51 AM
Done that last one way too many times and wondered why I can't shake em' up there http://forums.ubi.com/images/smilies/35.gif and forgetting to release my crew from silent running and wonder why their not repairing my boat-maybe the damage isn't so bad-as she fills up with water http://forums.ubi.com/images/smilies/1072.gif http://forums.ubi.com/images/smilies/35.gif