Silent hunter 111 manual




















Is this game relevant to you? Sign In or Open in Steam. Languages :. English and 1 more. Publisher: Ubisoft. Share Embed. Read Critic Reviews. Add to Cart. Package info. View Community Hub. About This Game The king of submarine simulations returns with an all-new 3D engine, new crew command features, and more realistic WWII naval action than ever before. The detailed U-boat interiors, changing weather effects, and engaging audio represent the ultimate in WWII submarine warfare.

Take aim against Allied convoys and warships. In recreating the great submarine battles of WWII, players will hide in silence just below threatening escort ships, fire deadly torpedoes, or surface and pound enemies with the deck gun. Dynamic campaign: Create your own realistic naval war story. Your military career will be influenced by successful command decisions in an unscripted and non-linear WWII campaign.

Accessible to players of all skill levels: Players will experience a simplified learning curve that will be easier to handle than standard simulations. Use the naval academy tutorial to learn the basics. Customize the realism settings for play that appeals to a variety of WWII combat fans. Command your crew: The crew will take orders and evolve based on the results of each patrol.

Multiplayer cooperative play: For up to eight players via LAN. These chipsets are currently the only ones that will run this game. See all. Most torpedoes run off of a minimal 3 meter depth. Torpedo speed can be adjusted appropriately to 3 different settings. To be honest, the navigation map is generally a one-time tool. You'll pick a destination based on your mission's objectives. You may have to fool around with the map during patrol missions.

Waypoints can be set using the designated tools under this section. Make sure to delete old waypoints or unwanted courses of action. Crew members have three types of stats - Morale blue , Fatigue yellow , and Health if wounded. The idea is to upkeep all of these bars to a full position for maximum effectiveness aboard your submarine.

Not enough crew for an essential station can be doomed. You can move crews via this main station by clicking on personnel and repositioning them.

Some of the commands are automatic, especially crews on the surface switching back underground during a diving attempt. If your U-boat sustains damage, you have to be careful. Non-repairable damage either causes cosmetic damage, or can cause internal hull problems. Your depth meter maximum diving depth will be reduced. You can assemble a repair team out of skilled personnel by clicking the button below the submarine shadow.

Assign them by pointing, dragging, and clicking to the damaged area. This weapon can only be used when surfaced, and primarily in good weather. You must assign a crew to the deck gun if you want to use it. Refer to the crew management screen and manually assign a crew when surfaced or operate it yourself by directly heading to the station. Think of this tool as a finishing weapon for nailing down cargo ships, or easy targets.

You may have to refer to this once your submarine runs out of torpedo ammunition. They're designed for shooting down aerial, or targets that must be aimed at with a varying angle. To be honest, these will rarely be used unless aiming for enemy torpedo planes. On a side note, you will also have to assign crews to the flak guns via the watch officer, a separate crew, or manual operation.

Some submarines have up to 3 Flak Guns, although others will have less. The direction, range, and type of mode can be altered. This is essentially an unimportant task at hand, as it is usually automatically staffed. However, on a side note, if you use the radar, it also gives away your position due to strong frequencies and sounding waves.

This is best used during navigation. The Hydrophone relies heavily on sound waves in the water, thus your ears of operation. The machine sends out a ping underwater that will bounce back if an object is hit. The range between both targets will be sent back as data to the submarine. You can manually operate this if you wish, but again, it should be automatically crewed and not worried about.

You can alter the volume, ping, and any information noted down. The interesting thing about the radio messages station is that you can interact with the BdU, or commander of all U-boats. From here, you'll receive the ability to request a new patrol zone, send out contact reports to other U-boats, request new orders, or an escort if fairly close to a nearby base.

Obviously, it can get fairly difficult under extreme conditions, but is still an interesting option nonetheless. The best feature is that it notes down how much tonnage your U-boat has sunk. When aboard your submarine, speak to the officers aboard for each department, and left click to issue a specific order. Will automatically sink to 25 meters if on surface, otherwise, stays at current depth.

Useful for avoiding torpedoes. Just used to throw opponents off to an extent. Do this if you're scrambling to evade. Do this if you're sinking fast and need emergency rising power. This will replenish naturally when surfaced. All patrol assignments are randomized. As the years progress, the advancements become more accessible, with tougher ships to face on the high seas.

Please note that while your U-boats get better, so do the enemy's ability to hunt you down. You have a choice of starting anywhere from to under career mode.

Various flotillas water stations can be picked to start your career from. You can transfer to another base for a change of scenery. The Naval Academy is NOT part of the career mode, although I include it as a sub-section since this mode sort of intertwines as a tutorial. The following paragraphs will guide you through the five training missions. Read them over briefly, but remember that a lot of the commands can be issued manually. Hit start once you've read them through. Look at the left pop-up bar vertically along the screen.

Pick the objectives button. You'll notice that you have to travel south, southeast through the narrow channel. Use the arrow keys to turn around, and click on the man leaning over the map.

In the lower left corner, click the Plot Course button. Now, click and drag a line through the channel. Once this is done, your navigator will automatically adjust the speed to Ahead Standard at the correct heading. Wait until you receive your first radio message. When this occurs, dive the submarine to about 11 or 12 meters.

Do this by adjusting the meter in the lower right corner just right of the compass. Your watch crew should automatically go inside. If you want to fool around with the periscope, head to the station, and press Page Up until it erodes out of the water.

Some of your fellow Schnellboats will pass by on the surface. Eventually, you will the second objective completed. Now, look on your main map via the Navigator. Plot a new course towards the three red lines that appear on the map. Once you do this, your third objective is complete. Finally, set your depth to 25 meters.

Continue on this course slightly south. Once the red lines disappear from the navigation map, manually set the compass directly south. Your fourth and final objective will complete. Once the last objective is complete, set your depth to 0 meters to surface. Press escape and abandon the mission. You will receive excellent as your commendation. The biggest consideration is that you have to manually order a crew to operate a deck gun or flak gun as proceeded. They do not do it automatically. It can be done either from the crew management screen, or your Watch Officer one of his commands.

Click the man with the hat in the lower right corner. Tell the Watch Officer to man the deck gun with some of his crewStart off by pressing B, and then pick a target by marking it with the binoculars and the spacebar. Your men should start firing at the recommended target. If you want to try it yourself, press F10, although it's fairly difficult. Moving the mouse up or down will adjust the range on the gun, while you can swivel back and forth.

Anyhow, stay in binocular mode and watch as your men continue to pound the ship. You can recommend a target to aim for. Since this is a transport boat, just aim for the hull as merchant ships are fairly weak. Down the 2 closest ones in front of you. You may want to time compress as it takes time to down ships using the deck gun. Again, pick another target to take down using the deck gun. Keep doing this, and aim manually if you wish.

Sometimes the AI does a horrible job on missing. Just find the perfect ideal range where you hit the ship, and keep firing there until it says "neutral unit destroyed.

If a ship starts to run away from you, simply increase the speed and chase after it. You'll be told that all objectives are complete with an OK message. If you happen to press D or dive the submarine, your watch officer will for some odd reason head to the crew quarters. He can be re-assigned to the bridge, however, his icon will be grayed out.

Nonetheless, if this happens, assign some men manually to the deck gun from below, and aim it yourself. Think of it as the anti-aircraft weapon. It works the same way as the deck gun, except has shorter range and is used at an aerial angle. Start off by immediately going to the Watch Officer, and assigning a crew to the Flak Gun just like you did for the deck gun. For this exercise, press F11 to immediately take control of the Flak Gun.

Aiming the Flak Gun is really easy. It's just like firing a weapon in any first person shooter, except shots at farther ranges tend to sag a bit. Click the mouse to get rid of the arrow pointer, then swivel it around like a mounted turret. When the planes start to swoop towards you, fire a round or two and try to pierce them. You only have 20 ammo rounds per cartridge, so don't hold down the trigger unless the enemy is close.

It really takes flak rounds to down a plane. For farther ranges, aim slightly above, and single fire hoping a round swoops in the area of the plane.

Ten planes will circle around your perimeter. Aim for the bi-wings first, the bombers, then the fast fighters last. You should be able to get a majority of them easily. All you need to do for this exercise is to place the periscope over a target, wait for the arrow to appear, then click the fire button while holding the periscope fairly close to the ship.

Don't worry about manual aiming as that comes about later. DO NOT fire at the merchant ship standing still in front of you. For some odd reason, this is the only ship that will actually speed up causing your torpedoes to frustratingly miss time and time again. I found that speeding forward slowly on this mission knots made a world of a difference.

Launch the torpedoes while moving slowly by holding the periscope over the target. A tip is to press Q to open a selected tube bay, before firing it. This saves time.

Click the 2nd, 3rd, and 4th tube from the periscope view, and then the fire button to launch each one. Chase each ship around, adjusting your meter to the appropriate heading. You can use the periscope heading at the top for reference. Don't worry about asking your weapons officer for identification or anything like that. Simply use the periscope and fire method. It will be done automatically for you. Most of it is self-explanatory, but they provide some good tips for evasion maneuvers when dealing with depth charges, not to keep your periscope always raised, and so forth.

However, it won't be an easy task. Basically, a convoy will be roaming north-northeast, while you approach from the southeast. Right when the mission starts, raise your periscope. You should see several ships. The game says to down the merchant ships first, however, that's your choice. There is approximately one Hunt I Destroyer at the lead of the pack. If you take this baby out, then all of the merchant ships can easily be taken down even with cannons to an extent.

However, if you pass, this may come back to haunt you. Either way, I simply ignored the Destroyer. Target the first merchant ship dead ahead and fire torpedoes. Make sure to down this one. Stay at the 12 meter depth moving ahead silently.

Check on your stealth meter though as it will start to turn less green. If this occurs, lower the periscope to restore the green meter. Anyhow, move slowly towards them, and try to aim for the big C2 Cargo Ships if possible.

These babies stack a lot of tonnage. It will usually take two torpedoes to down the large cargo ships, unless you get a squeak shot that causes it to tip. Eventually, the Destroyer will catch on to your position. You may hear pinging along your interior. Go to the Free-look camera, and check where the Destroyer is. If it's running a straight-path over you, press D, and go to maneuvers under your Chief Engineer. Have him make a hard right or hard left to avoid the depth charges being dropped by the destroyer.

Try not to sustain any damage. Reset your bearing, and speed up time compression if you're turning. Get back to 12 meters depth, raise the periscope, and fire more torpedoes at several targets. Keep firing until you're waiting for reloads, or a Destroyer makes another run at you again. Repeat this strategy until you've decommissioned about 8 tons of ships. If you reach 16 tons downed, you'll receive an excellent commendation.

The selections will decide your mission output, patrol zones, and varying maps to travel throughout. For purposes of this walkthrough, the guide will start with The area will appear to be like an office. The middle desk controls the logs for your career. You can view earned awards, commendations, apply for a transfer to another flotilla , and also view the entire history of your actions.

The right desk is fairly interesting. This allows you to view what current advancements are equipped on your U-Boat. A technology tree for U-boat advancements can also be viewed for reference purposes. The upper left filing cabinet allows you to manage your crew. The charted map against the wall let's you start a mission. You must click there in order to save your changes as well. These points can be paid out to recruit, or "entice" other men to join your U-boat crew.

Skilled officers, pettyofficers, and sailors vary in skills. The most skilled of each category cost more or a hefty amount of renown points. Unskilled sailors generally tend to cost 0 renown points. Sailors with specialties will cost more. The idea is to earn renown points, but spend a few to make sure your submarine staff is at full capacity.

If you lose any men during a mission, replace them via this menu. You can also pre-sort the base configuration for who you want where on the ship.

Officers are brown-suited men with skills. They can head departments on your ship based on their qualification s. Pettyofficers are unskilled officers; they have no qualifications. Sailors are white-suited with no skills, and are generally used for labor-purposes.

This officer usually leads on the bridge. This is optional on smaller submarines. They can pick up targets at farther ranges. Please note that these upgrades can only be acquired via the chronological scale listed under the reference tree. Once you reach that date in your career, the part or new technology is available at the cost of several points. They consist of patrol zones. You will generally come across random encounters of convoys, enemy escorts, and so forth. Use what you learned from the training exercises.

If YOU have a very long patrol route, I recommend turning off limited fuel. There was a large problem with the game sending your submarine to insane patrol routes until the recent patch came out from Ubisoft. You are rewarded 1 Qualification Star after a patrol. Go to Barracks, Qualifications, then pick a soldier. Drag the gold-filled star according to which category you want.

Place it over the description of the selected soldier. This man will now receive that specialty. You can assign medals and promotions the same way, however, they are earned on a basis of performance during the battles. When you start off in for example , your electric engines compartment will be very weak. The batteries run dry only after a few hours underwater. Fix this by awarding one of your pettyofficers with a machinist qualification. This way, your electric engines operate at full potential.

I recommend giving a Medic qualification to your Watchman as well, since the Watchman tends to go into the Bow Quarters once you go underwater. Silent Hunter III also includes online multiplayer, the ability to play scenario-designed missions, and even create your own missions with the handy editor! This section will describe all three major features in detail. Multiplayer can be played over a LAN local area network , or on Ubi.

You can easily signup for a Ubi. After doing this, login. Game can be sorted by settings, ping, or other options. Since everyone spawns in their own submarine, you act together like the classic wolfpacks that hunted throughout World War II. Estimated route through grid BE. Heavily escorted convoy. Your main goal is to down every ship, however, you have to be careful as the spotlights can really let yourself get lit up. It's crucial to ensure your targetted shots head for the enemy combatants.

The HX is heavily guarded near the interior, back portion. Visibility conditions are poor. Rely on hydrophone and radar detection of targets.

You're basically coasting along a patrol route in horrible, wavey conditions. Try to stay at periscope depth the entire time as you cannot see a single thing.

Once a target is sighted, make sure to contact with teammates on who hits what. Your wolfpack has intercepted a heavily escorted carrier task force. Show them what you're made of! GOAL: Take out everybody "A very difficult missions since you have air threats to deal with, a plethora of modern destroyers, and large cannon ships. Fire multiple torpedoes at the carriers to penetrate their thick hulls. Focus on eliminating destroyers that tail your buddies.

These were the Queen Elizabeth, Barham, and Valiant - out of Alexandria in support of operations against Axis convoys. With a daring approach, Von Tiesenhausen launched a salvo of four torpedoes at the second battleship in the line. Although he came under attack immediately and was not able to witness it, he scored three hits and sunk his target. You're basically in perfect position to ambush some key ships, but have to keep an eye out for the gruesome line of Destroyers that will rip you to shreds.

No wonder why Von Tiesenhausen never lived to see the battleship sunk. The three battleships will be grouped behind the initial line of destroyers. Do a rig for silent running, and head diagonally straight ahead to the right. This should line you up for a 90 degree shot on one of the battleships. Make sure to stop again to prevent the destroyers from pinging your submarine. I recommend launching all four torpedoes at one of the battleships.

Try to get within meters of range, otherwise, many of the torpedoes will simply miss or your detection range will be ruined. The Destroyers will start to disperse once you are detected. Make sure to to fire the back torpedo if any Destroyers circle around back. Whatever you do, do not surface the submarine, otherwise you will be killed.

Make use of the free- looking camera and prepare to emergency dive if a Destroyer is about to ride directly over your boat.

You may get crushed and die immediately. Expend all of your torpedoes, and try to down a second battleship for kicks and giggles. Your mission is complete if you destroy one of the battleships, so fire spare torpedoes to eliminate them if they do not sink. Current position of Bismarck grid BE. Thanks for all the help. Per page: 15 30 Date Posted: 23 Jan, am.

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