SH III Manual - English
SH III Manual - English
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Career Timeline
The career timeline will evolve from the moment you start your career. The time
spent on patrol will add to the time you spend on base.
Between patrols, you will spend time performing a number of actions: repairing a
damaged U-boat after a patrol, changing the type of U-boat, or upgrading a system.
The menu consists of two main parts: You will spend a minimum of two weeks (of game time) on base between patrols.
• The list in the upper right corner shows the available missions. NOTE: No matter when you start your career, the war will always end in May
• The left side of the screen displays a short description of the currently selected of 1945!
mission.
If you want to play the mission with a different U-boat model than the one selected by Career Options
the mission maker, use the scrolling list provided on the lower portion of the screen.
Starting a New Career
THE MISSION EDITOR While the campaign has random elements, you can customize some things to your
Should you want more than the single missions included with the game, the first liking. By selecting a start year and initial flotilla assignment, you will change what
solution is to use the mission generator. If something more complex is what you’re type of U-boat you will start the campaign on, the theater of operation, and even
looking for, try the Mission Editor – included as a separate executable within the game. the nature of the warfare you will conduct.
You can use the Mission Editor either to create a new mission from scratch, or to
edit the campaign data for the dynamic campaign. Make sure you back up anything
you edit, though, or you may end up with an unusable install of the game.
Single missions also use the
dynamic campaign engine; you
therefore do not need to worry
about filling the ocean with ships.
The game engine will do that, and
do it with historical accuracy.
Full documentation for the Mission
Editor is available on the game DVD.
Starting Year
You can start the campaign at any time between 1939 and 1943. The later you start
your campaign, the more challenging the enemy will be.
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MULTIPLAYER
Silent Hunter III supports LAN multiplayer games for up to eight players and online
games for up to four players, on ubi.com™. Two modes are available: scripted
missions and generated missions.
The scripted mission included in the game covers a series of famous convoy
battles. You can add more scripted missions by using the Mission Editor.
Player Options Generated missions are based on the campaign data. Using the mission generator,
the host will select specific options like mission starting date, type and experience
This menu will allow you to: of enemies, U-boat starting positions, and more.
• Review your evolution for the current career.
• Review your evolution patrol by patrol.
• View your awards.
MUSEUM
• Apply for transfer to a new flotilla. Using the Museum interface you can familiarize yourself with the planes, ships,
• Promote your crew. and submarines included in the game. It is important to know your enemy before
• Specialize your crew. encountering him on the field of battle, and this is the place to do it.
• Award your crew decorations after each patrol. Units are sorted by nationality and type. For a given class or model, you can also
check which armament versions are used throughout the war.
You will be awarded medals and ranks as you progress in your campaign,
depending on specific conditions related to your combat service.
You can apply for transfer to a new flotilla at any time, but your request will be
approved only if you have proved yourself a valuable U-boat commander.
Between patrols, as your crew gains combat experience, you will be allowed to
promote or qualify some crew members. This will make your crew both more
resilient and more efficient.
At the end of a good patrol you may be rewarded with decorations for your crew.
They are a welcome upgrade for your crew members and have various beneficial
effects. You may end up with an elite crew that drastically improves your
performance in patrols.
Career Options
This menu will allow you to:
• Set the game difficulty.
• Adjust the video settings.
• Adjust the audio settings.
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Direction
COMMANDING THE U-BOAT You can turn you U-boat in two ways: by clicking on the rudders indicator to set the
rudders to the desired position, or by requesting a new direction relative to your
As captain, you will be required to manage your U-boat in an efficient manner. You
current position – click on the compass and let the Chief Engineer do the rest.
will need to move from station to station, keeping your boat’s running parameters,
the tactical situation, and the crew’s state under observation. The first method is useful when you want to start a turn of a certain rate –
dependent on the position of the rudders – for an indefinite time. The second
THE MAIN PLAYER INTERFACE method, on the other hand, should be used when a turn of precise magnitude and
fixed turning rate – maximum for the current conditions – is desired.
In the same section you will see the magnetic compass, indicating the current
direction, on the top of the panel.
HINT: Turning your boat demands a minimum speed; otherwise the rudders
are not effective. The faster the boat goes, the faster it turns.
Depth Control
Depth changes are requested by clicking on the depth meter. Two versions of this
instrument are available. The fine version, marked up to 25 m, is useful when
requesting depth changes near the surface in order to run at periscope depth or
snorkel depth or surface the boat. All these important depth settings are clearly
marked on the instrument.
Should you need to go deeper than 25 m, use the gross scale version of the depth
meter.
The player interface is designed to keep all vital functions of the U-boat within your Both versions show the depth of the U-boat’s keel; for this reason, the minimum
reach. For this reason, it is on-screen in almost every menu of the game. The main depth indicated will be about 4 m.
elements of the interface are:
• The Quick Controls Panel. HINT: While changing depth works even at zero speed by using the ballast
• The Messages Log. tanks and compressed air, it is best done when some speed is available to
• The Stations Panel. make use of the dive planes.
• The Officers Panel. When ordering depth changes, keep in mind that each U-boat has a maximum
• The Stealth Meter. operational depth, marked with green on the depth meters. Diving beyond that
Each of these elements is explained below. depth is a risky enterprise, but is sometimes useful to avoid detection or depth
charge attacks. When the red section of the meter is reached, however, you are
Quick Controls Panel inviting disaster and pressure hull failure.
Here you will find the most common commands and instruments required to Time Compression and Clock
maneuver your U-boat: speed, direction, and depth. In each section, you can
switch between displaying two instruments used for the same purpose by clicking You can set the time compression level from 1x to 1024x. Time compression is an
the button in the lower left corner of the section in question. absolute necessity when traveling long distances, as it makes time pass faster.
Note however that:
Speed • You will not be able to set time compression higher than 32x, except in the
The controls that set your U-boat’s speed are the Engines Telegraph, which Navigation Map station.
requests a certain regime from the Engine Room, and the knotmeter, which allows • Time acceleration will automatically drop down to lower levels in various
you to set a particular speed to be met by the engines. Keep in mind, though, that situations, such as when you are in close proximity to other ships or land.
circumstances – such as running on electric engines, sustaining damage, or
having an insufficient crew – may prevent the Engine Room team from meeting
your request.
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Gyro Angle Indicator You can access the UZO in two modes: In 3D mode, go to the bridge (shortcut: F4)
The firing solution received from the Torpedo Data Computer is displayed here and and left-click on the large, white binoculars that you see mounted in the center. Or,
will be used for subsequent attacks. you can press the U key on the keyboard to be transported directly to it.
Fire Button NOTE: The UZO station, like the bridge, is only accessible while surfaced.
Press this button to launch torpedoes from the selected tubes on the current firing Function-wise, this station is almost identical to the two periscopes, except that the
solution. Papenberg Depth Meter and Periscope Up/Down Lever are missing. Refer to the
Shortcuts: previous section for information on how to use the UZO.
• Enter: Launch selected tubes. Torpedo Data Computer (Shortcut: F6)
Launched Torpedoes Status Panel The Vorhaltrechner, or Torpedo Data Computer (TDC), is the brain of the U-boat’s
Once a torpedo has been launched, it appears in the Torpedoes panel and stays attack system. Using data provided by the player and the currently used optic
there until it hits something or runs out of fuel. Clicking on a torpedo icon selects it (periscope or UZO), it computes the gyro-angle – the angle at which the torpedo
and displays its timing information on the Chronometer. will need to turn in order to enter a collision course with the target.
Chronometer
The Chronometer comprises two displays. The main one, with the needle, shows
the seconds elapsed since the last minute has been completed. The smaller
display, inserted in the main one, shows the total time and is marked in minutes, up
to 12 of them.
You can use the Chronometer to time events taking place in the game, such as
submerging operations or depth charge attacks. To start the timer, click on it. A
second click will stop the timer, allowing you to view the end time. A third click will
reset it to 0, ready for another use.
Additionally, the Chronometer will automatically time torpedo attacks. When a
torpedo is selected in the Launched Torpedoes Status panel (see above section), a
red needle on the timer will show the time remaining to impact.
HINT: The torpedo’s time of impact is based on the range obtained from the
periscope at the moment of firing. If the range is erroneous or the target starts
Attack Map
maneuvering, the timer will be off. This is the main element of this station. You can see on the map your submarine
and any surrounding ships detected by your sensors. Clicking and dragging the
map will make it display a different area. The map will also show, with a red line,
UZO Station (Shortcut: U) the current shooting solution for your torpedoes.
Contrary to popular belief, the most common type of U-boat attack took place on Shortcuts:
the surface, during the night. The choice aiming device was the UZO (short for
• Tab or mouse wheel: Map zoom level.
Uboot Zieloptik), which was placed on a rotating post on the bridge.
Map Tools
Sliding in from the upper part of the screen are the map tools. Click on them to
zoom in or out on the map, or to display a map helper.
Target Data Section:
• Input switch: Normally the TDC receives data from one of the attack stations.
However, you can choose to adjust the data from here by clicking on the Input
On/Off switch.
• Bearing: Shows and sets the bearing received from the target.
• Range: Shows and sets the range to target in hectometers (1 hm = 100 m).
• Angle on bow: Shows and sets the target’s angle on bow.
• Speed: Shows and sets the target’s speed, and also shows in the inset dial the
selected torpedo speed.
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• Officers: Each compartment is associated with one or more specific systems on board the
– Senior Midshipman. U-boat. In addition, each compartment has a predetermined number of crew slots.
For example, on a Type VII U-boat, the bow torpedo room has 15 crew slots and a
– Lieutenant Jr.
specific torpedo tubes loading time.
– Lieutenant Sr.
The basic stats of each crew member are: Crew Roles on U-Boat
• Morale (blue bar). The crew is assigned to compartments to play specific roles. For example, to move
• Fatigue (yellow/red bar). the U-boat, the player will need crew in the engine room (diesel on surface,
electric underwater).
• Health (visible only when crewmember is wounded).
The crew’s influence on systems performance in any compartment is represented
Warrant Officers and Officers can be qualified in the following areas:
by an Efficiency meter (green bar under each compartment).
• Torpedoes.
Efficiency has four different states:
• Gunner.
• None: No crew or not enough crew assigned to man the compartment.
• Flak.
• Minimal: Barely enough crew assigned to man the compartment.
• Watch.
• Normal: Usual-size crew assigned to man the compartment.
• Command.
• High: Supplemental or very qualified crew assigned to man the compartment.
• Communication and Sensors.
According to its size and systems, each compartment requires a certain number of
• Engines. crew members to function. Thus, the player will need to assign crew to specific
• Damage Control. compartments for specific tasks to be performed. For example, if the player wants
• Medic. to fire the flak guns, he should assign crew to the flak guns.
Using specialized crew in specific compartments will increase crew efficiency in Remember, the efficiency of the crew a compartment influences the performance
those compartments. of the systems in the compartment.
While Warrant Officers are allowed only one qualification, Officers are allowed up
to three qualifications depending on their rank. Crew Assignment Methods
At the start of a mission, U-boat crew assignment is preset (during the career this
U-Boat Structure structure is decided by the player before leaving on a mission).
The U-boat is structured in compartments. A typical U-boat has the following Method 1: From Crew Quarters
compartments: Double left-click on any compartment name to automatically assign enough crew
• Bow/Stern Torpedo Room. from quarters to that compartment to make it work. If there is no crew in the
• Bow/Stern Crew Quarters. quarters, the operation will not take place.
• Radio and Sonar Room. Right-click on a compartment name to send the crew to quarters (for rest and
• Command Room. recovery from wounds).
• Diesel/Electric Engine Room. Method 2: Between Two Compartments
• Tower Deck. To easily move the entire crew (or as many as needed) from one compartment to
• Deck Gun. another, select the destination compartment (left-click on compartment name) then
right-click on another compartment name.
• Flak Gun.
Note that right-clicking on individual crew members will send them to a selected
compartment.
Method 3: Moving Individuals
Left-click and drag any individual crew member to place him in any compartment
with free crew slots.
Note that during a mission, certain automated assignments are active.
1. Whenever the U-boat navigates at surface, a watch crew has to be maintained
in the tower deck location (they are lookouts).
2. If the boat is surfacing, a watch crew is automatically assigned to this position, if
there are crew members in the crew quarters.
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3. If the player is using the guns, the watch crew automatically goes to the To get a better view of a target, use the optical aiming device of the gun by
quarters to avoid unwanted casualties. pressing the Tab key. On the vertical left side of the optical aiming device, you will
4. If the gun crew is sent below deck, the watch crew automatically returns to see the current elevation of the gun in meters.
tower deck location.
5. If the U-boat dives, the crew in the engines room will automatically switch from
diesel to electric compartment.
U-Boat Damage
Non-Repairable Damage
The first type of damage affects the general integrity of the submarine hull. This
type of damage is not repairable while in patrol. Beware – as your hull integrity is
affected, your U-boat safe depth will decrease. Diving too deep will no longer be an
option if your boat integrity is seriously affected.
Repairable Damage
The second type of damage is specific to compartments, locations, and systems
aboard the U-boat. Your crew can repair these items if they are not destroyed. Any
destroyed system is lost until you return to base, where the system will Move the crosshair left or right by using the left and right cursor keys or the mouse
automatically be replaced. Any dead crew member must be replaced when you to point the gun in the desired direction.
return to base.
Use the up and down cursor keys or the mouse to aim at long range or at close range.
The repair system works as follows:
Press the Space bar to fire.
If any crew members are on location, they will repair any minor damage to the
compartment/location and any system. Flak Gun Stations (Shortcut: F11)
For more serious damage you should assemble a repair team. To assign this team
to a specific location, left-click on the damaged location on the small submarine There can be up to three different flak gun locations, depending on the type and
silhouette below it. version of the U-boat. The flak guns can be used only when at surface, and only in
good weather. In order to control your flak guns, you will need to assign crew to
Moderate damage to a compartment or location can result in some damage to
operate the guns.
systems and crew. Usually, the crew on location will fix this kind of damage without
any other measures. There are two ways to assign crew to flak guns. One way is to select the Watch
Serious damage to a compartment or location can result in major damage to or Officer (lower left side of the game screen, right-most officer). First, select the
destruction of a system or even crew casualties. To recover from this kind of Crew on Deck option. Next, select Man the Flak Guns order.
damage it is best to assign a damage control team to that compartment. Alternatively, you can go to the Crew Management screen (shortcut: F7 key).
Critical damage to a compartment or location can result in destruction of systems, Double-click on the Flak Guns location. This will assign enough crew to operate the
crew casualties, and very often flooding. In these situations you must act quickly or flak guns.
the U-boat may be doomed. To use the flak gun manually, select
If any compartment within the pressure hull is destroyed, your boat will be lost. the Flak Guns icon from the upper-
left side of the game screen
Deck Gun Station (Shortcut: F10) (shortcut: F11 key). If more than one
From this location you can control the deck gun of the U-boat. The deck gun can be flak gun is available, you can use
used only when at surface, and only in good weather. In order to control your deck the F, T, and G keys to get directly to
gun, you will need to assign crew to operate the gun. a specific flak gun.
There are two ways to assign crew to deck gun. You can select the Watch Officer To zoom in on the view of a target
(lower left side of the game screen, right-most officer). First, select the Crew on through the targeting device, press
Deck option. Next, select the Man the Deck Gun order. the Tab key.
Alternatively, you can go to the Crew Management screen (shortcut: F7 key).
Double-click on the Deck Casing location. This will assign enough crew to operate
the deck gun. Move the aiming device left or right by using the mouse to point the flak gun in the
To use the deck gun manually, select the Deck Gun icon from the upper-left side of desired direction. Use the mouse to adjust range and follow your target. Press the
the game screen (shortcut: F10 key). left mouse button to fire.
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The radar station will allow the player to manually handle the radar.
• Radar on/off: Turn the radar on/off.
• Direction handler: Left-click on the handler to change the listening direction.
• Radar range scale: Choose between range scales of 4,500 m and 15,000 m.
• Radar mode: The player can select between Continuous and Focus modes.
• Range: Read the range to the contact in the lower left part of the radar.
HINT: While the radar is a very powerful tool for detecting enemy contacts
(ships and airplanes), don’t forget that using it will give away your presence.
This screen will note all the ships sunk, aircraft destroyed, and other useful
Hydrophone (Shortcut: H) information. Each entry will have an entry date, class type, and tonnage description.
The External View
This view allows you total freedom of movement in the scene. The camera will go
as high as 50 m above sea level and as deep as 300 m below sea level.
Camera controls:
• Rotate left: Left cursor key.
• Rotate right: Right cursor key.
• Move forward: Up cursor key.
• Move back: Down cursor key.
Alternative control (left-click in view):
• Pan left: Left cursor key.
• Pan right: Right cursor key.
The hydrophone station will allow the player to manually handle the hydrophone. • Move forward: Up cursor key.
• Direction handler: Left-click on the handler to change the listening direction. • Move back: Down cursor key.
• Hydrophone volume: Set the volume of sound received with the hydrophone. • View control: Use mouse.
• Send ping (only available for sonar): Left-click to send a ping in the current
sonar direction. If you hit a target, it will return the range between the U-boat
and the object. Each additional ping will provide a more accurate range.
• Information displayed: In this notepad you add new contacts to the map.
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In both modes, you can also use the following controls: Rig for Silent Running
• Raise camera: Home key. This order changes the U-boat speed to Ahead Slow. While the U-boat is
• Lower camera: End key. set in this mode, the maximum speed available is Ahead Slow. All noisy
• Cycle camera through units visible in scene: activities, such as loading torpedoes or repairing, stop.
– Cycle up: Shift + “,” key. Secure from Silent Running
– Cycle down: Shift + “.” key. Cancel the Rig for Silent Running mode and all the above restrictions.
Note, however, that you will not be able to move freely away from the viewed unit,
when using the Cycle Units mode. HINT: The snorkel is a device that enables U-boats to run their diesel
engines for propulsion when submerged. It also allows the U-boat to recharge
OFFICER ORDERS its batteries while running underwater. The operating depth was usually 10 m.
It was available for U-boats starting in summer 1943.
Officer Interaction
In order to access the more complex functions of the U-boat, you will need to talk Maneuvers
to your officers. They are on the U-boat to assist you, so use them.
To talk to an officer or give him orders, left-click either on his icon in the Officers Knuckle Left
panel, or on his body in the 3D view. To take his post and do his job yourself, right- This evasive maneuver allows the U-boat to make a sharp 90° turn to port.
click on the same spots. The U-boat accelerates to Ahead Flank and goes to 25 m depth if at
Chief Engineer surface; otherwise, it maintains the current depth.
The Chief Engineer oversees all the U-boat governing systems and their use. Double Knuckle Left
Although the basic controls of speed, direction, and diving are accessible through This evasive maneuver allows the U-boat to make two sharp 90° turns to
this interface, assigning an officer to this post will offer a number of vital extra port in quick succession. The U-boat accelerates to Ahead Flank and goes
options. to 25 m depth if at surface; otherwise it maintains the current depth.
Knuckle Right
Propulsion This evasive maneuver allows the U-boat to make a sharp 90° turn to
starboard. The U-boat accelerates to Ahead Flank and goes to 25 m depth
Standard Mode if at surface; otherwise it maintains the current depth.
In this mode the U-boat uses both port and starboard engines for Double Knuckle Right
propulsion. At surface or when using the snorkel, the diesel engines This evasive maneuver allows the U-boat to make two sharp 90° turns to
provide the propulsion. When the U-boat submerges, the crew will starboard in quick succession. The U-boat accelerates to Ahead Flank and
automatically switch to electric engines. goes to 25 m depth if at surface; otherwise, it maintains the current depth.
Recharge Mode Deploy Decoys
This mode is available only when at surface or when using the snorkel. It This order launches a decoy astern of the U-boat.
allows the U-boat to use one engine for propulsion, while the other engine
is used for recharging batteries. HINT: This was a chemical device intended to confuse hunters equipped
Snorkel Up with sonar. It consisted of a metal can, released from a special launcher. It
Raise the snorkel. The operational depth for the snorkel is 10 m or above. presented a false target to the attacker’s sonar for a period of approximately
5–25 min, enabling the U-boat to sneak away.
Snorkel Down
Lower the snorkel.
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HINT: To find the depth from the U-boat keel to the sea bottom, the Navigator
Navigator uses an active device that sends pings. Do not forget that these pings can
The Navigator assists you on long-range navigation. Although you can manually disclose your location.
plot your course, the navigator will provide extra information useful in making long- Weather
term decisions.
The Navigator makes a brief weather report.
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Solution on Map
The Weapon Officer will display the current torpedo solution on the attack map.
Weapons Management
The Weapon Officer will display the torpedo, deck, and flak ammo management
screen.
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Report
Deck Gun Target
Report Nearest Radio Contact
The Radio Operator repeats the last radio contact received. Nearest Ship
The Watch Officer will select the nearest ship available for a deck gun
Send Contact Report attack.
The Radio Operator sends a contact report to the base. Nearest Merchant
The Watch Officer will select the nearest merchant available for a deck
Send Patrol Report gun attack.
The Radio Operator sends a patrol report to the base. Nearest Warship
The Watch Officer will select the nearest warship available for a deck gun
attack.
Radar Recommended Target
The Watch Officer will recommend the best target available for deck gun
One Sweep attack.
The Radio Operator will make a 360° radar sweep.
Crew on Deck
Continuous Sweep
The Radio Operator will use the radar continuously.
Man the Deck Gun
The Watch Officer will order the crew to operate the deck gun.
Turn Off
The Radio Operator turns the radar off. Man the Flak Gun
The Watch Officer will order the crew to operate the flak guns.
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Short Range
Short Range
This order restricts the deck gun crew to engaging targets only at short
range (up to 1,000 m). This order restricts the flak guns crew to engaging targets only at short
range (up to 500 m).
Medium Range
Medium Range
This order restricts the deck gun crew to engaging targets only at medium
range (up to 3,000 m). This order restricts the flak guns crew to engaging targets only at medium
range (up to 1,000 m).
Long Range
This order restricts the deck gun crew to engage targets at long range (up Long Range
to maximum range of 8,000 m). This order allows the flak guns crew to engage targets at maximum range
(up to 2,000 m).
Aim for Hull
The deck gun crew will aim at the target’s hull. Targeting Fighters
The flak guns crew will engage enemy fighters with priority.
Aim for Command Deck
The deck gun crew will aim at the target’s command deck. Targeting Bombers
The flak guns crew will engage enemy bombers with priority.
Aim for Weapons
The deck gun crew will aim at the target’s weapon platforms. Targeting at Will
The flak guns crew will engage any enemy aircraft.
Aim for Waterline
The deck gun crew will aim for the target’s waterline. Targeting Closing Targets
The flak guns crew will engage closing enemy aircraft with priority.
Visual Contacts
The Watch Officer will report the closest visual contact.
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dragging the outer ring icon (representing your submarine) to the correct position In most situations, data collected for a target degrades rapidly, as AOB and range
and then checking the lower right corner box. The question is, what should the change over time for even non-maneuvering targets. Once entered in the TDC,
desired value be? however, the AOB will be automatically corrected for any changes in target bearing.
There are multiple methods for judging AOB on a target. The quickest method is At this point, advanced players should also begin worrying about some other settings:
through visual observation. This is obviously quite inaccurate, but the Recognition
Manual AOB page may help you come up with a reasonable value quite fast. Torpedo Running Depth
A more time-consuming and difficult – but also more accurate – method is to adjust This should be set in close relation to the desired detonation method (see below).
your heading until the lateral separation between your ships remains constant and For MZ detonations, it is best if the torpedo passes directly under the target’s keel.
you are both heading the same way. At this point, you have “matched course to In this case, take the Draft entry in the Recognition Manual and add 1–2 m. Keep in
target”; in other words, you are traveling along parallel courses. It’s easy to mind that large waves may change a ship’s draft quite a bit, and too great a
determine AOB at this point, using the following formula. distance may lead to the detonator not sensing the ship’s magnetic field.
AOB = 180° – bearing Torpedo Detonation Method
Speed German torpedoes of World War II used combined detonators that could be
triggered by either frontal impact with a solid object or sensing the magnetic field
The Speed section of the notepad is simple to use and understand. You are of a ship above it.
basically taking sightings (range + bearing) of a target over a period of time. Using
this data and your own speed and course, you can determine the target’s speed. As in real life, your torpedoes’ detonators will have two possible settings: Impact
Only and Magnetic + Impact. When a detonation is achieved under the ship’s keel,
To begin the process, left-click on the Clock icon on the notepad. This will take the the entire force of the explosion is vented inside the ship, crippling it. Even a
first sighting and begin counting the time. It is best to have the target locked at this battleship may be sunk with a single such hit. The only way to achieve such an
moment. When satisfied with the expended time – longer is better – left-click effect is by using the magnetic detonation part of the torpedo pistol. But magnetic
again. This will conclude the measurement and display the results. As always, detonations also have disadvantages, the main one being their poor reliability,
check them if you are satisfied with your approximation. manifested in premature detonations. Overly sensitive and insufficiently tested
HINT: This method of finding target speed is heavily dependent on the mechanisms lead to premature detonations, especially in bad weather and specific
accuracy of your range estimation. If you are getting speed results that are off zones of the globe. Read the “Torpedo Armament” section for further information.
the scale, recheck the range. Torpedo Running Speed
Another method of acquiring the speed of the target would be to match speed and Steam-powered torpedoes (T1 and relatives) can be set to different speeds, which
course with target. This is somewhat similar to the technique explained in the AOB also affect their range. See the “Torpedo Armament” section for further
section above – you adjust your own course and speed until the bearing and distance information.
to the target remains constant. At this point you should be traveling along parallel SETTING SPEED (KTS) RANGE (HM)
courses and at the same speed. You can enter this speed directly into the TDC.
Finally, you can estimate the target’s speed using the data from the recognition Slow 30 125
manual, visual observation, and plain experience. Medium 40 75
Sending Data to the TDC Fast 45 50
Once you have a complete set of data for the target, they need to be inserted in the Pattern-Running and Guided Torpedoes
TDC. On lower levels of difficulty, this is automatically done with the data As war progressed and the Allies strengthened their anti-submarine measures, U-
collection, when the crosshairs pass over a target. boat captains found it difficult to approach their targets in order to deliver an accurate
On Historical difficulty, however, you will be required to send the data yourself by torpedo attack. One solution was the introduction of pattern-running torpedoes.
checking it on the notepad. In case of a miss during the initial attack – which was more likely due to increased
NOTE: You may reset the TDC and data by pressing the X icon on the distance – the torpedo would begin to execute a trajectory that, with the proper shot
notepad. This will, among other things, set the Target Speed dial on the TDC to setup, would ensure that the target or another ship in the convoy eventually got hit.
0, which basically transforms your optics to a point-and-shoot device. Until Another solution was adding acoustical guidance to the torpedoes. Evidently, such
a torpedo would be able to track the target itself, thus negating minor aiming errors
new data is entered, the torpedoes will shoot on the bearing towards which
from the crew’s part.
the currently used optic is pointing.
For a complete overview on the settings that you can make for the pattern-running
torpedoes, see the “Torpedo Armaments” section of this manual.
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Tubes Selection The key element to remember when attacking a convoy is that all ships share
course and speed. Once you determine those factors for one merchant, you can
This step can actually be taken at any point in the attack, as it simply means quickly, to the limit of your torpedo loadout, attack a multitude of targets.
selecting the torpedo tube(s) to be used for the attack. You should ask yourself the For a non-maneuvering target, the TDC will automatically correct the angle on bow
following questions: in relation to the bearing transmitted by the optics. As the ship’s course will not
Should this be a bow or stern shot? change, this is simply a matter of mathematical calculation. You can use this to
All factors being equal, it is best for the Gyro Angle turns made by the torpedoes to your advantage, because the calculator will also automatically correct the AOB
be as small as possible. There are also limits to what Gyro Angle can be set: +/- 90° when you point the optic at another ship traveling on the same course – as in, you
at the start of the war; +/- 135° later. guessed it, a convoy.
What torpedo should I use?
It is impractical to reload a torpedo before the actual attack, as it is a time-
consuming process. Therefore, the current loadout should govern your choices in
tube(s). Check the Weapons Status panel for information on the loaded torpedoes.
Do I need more than one torpedo for this target?
Large targets may require multiple shots, either organized as a salvo (fan-shot) or
as succession of shots. It is a good practice to aim each torpedo at a different point
on the same target – under the mast, at the funnels, or whatever you consider a
weak spot. For a succession of shots launched individually, aim each torpedo by
placing the optic’s crosshair over the desired impact point. The Torpedo Data
Computer is a simple tool that will take the current bearing input as the target; this
allows for very precise shots.
If a salvo is your approach, a quick way to set the correct spread angle is to point
the optic at the extremities of the desired impact zone on the target. Make note of
the bearing interval covered in the process, and enter it as the spread in the TDC.
A salvo can also be a good solution when you want to make sure you score a hit on
the target, regardless of its maneuvering prior to the hit. The angle covered by the
spread of torpedoes should be set in order to cover all the possible routes the
target may take. Take into consideration the forward motion of the target as a
factor in its ability to maneuver.
Attack
At this point, you are ready to launch your torpedo. To speed up the process and
avoid any sudden changes in target data ruining the shot, begin opening the
torpedo tubes before acquiring the data.
A final assessment of the situation should be done before firing the shot. Keep in
mind the following advice:
• All factors being equal, shorter range is better (provided that arming distance is met).
• The higher the torpedo speed, the lesser the chances that the target will avoid it.
• The closer to 0° the target’s bearing is (or 180° for stern tubes shots), the less
important range estimation errors become.
• It’s best to attack from abeam (AOB ~ 90°).
Multiple Target Attacks
The primary method of warfare for the German U-boat, as predicted by Admiral
Doenitz in the years before World War II, was the nighttime surface attack on
convoys. The U-boat was adequate for this purpose, and with some practice, you
can excel at it too.
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THE TYPE XXI U-BOAT In both cases, a mechanical depth-keeping device and a gyroscope comprised the
guidance system, allowing the torpedoes to, in theory, run a straight course at a
Derived from the Walter-designed Type XVIII, the Type XXI represented the state of fixed depth until intersecting a target or running out of power.
the art in submarine design in World War II and was the basis for most post-war The Germans also had both impact and magnetic influence detonators. The
submarine development among the major powers. The Type XXI was designed first magnetic detonators were designed to allow a torpedo to run under the keel of the
and foremost for excellent submerged performance. The deck gun, always target before detonating, causing catastrophic structural damage.
considered an auxiliary weapon anyway, was removed, and numerous streamlining
measures were incorporated. Problems
The result was a phenomenal submerged speed of 17 kts – faster even than the German submariners experienced a number of torpedo failures that were
boat could travel while surfaced – and unparalleled submerged range. In addition, remarkably similar to those their American counterparts would face a few years
large internal storage for torpedoes and a new fast-reload mechanism made this later in the war against Japan. The problems were traced to a whole series of
model a formidable opponent. technical difficulties with the German torpedo designs.
Unfortunately for the Germans, the revolutionary technology and complex A faulty depth-keeping mechanism caused torpedoes to run deeper than they were
production process meant that few of the 120 units built would ever become programmed to. When this was discovered, the U-boat crews were ordered to set
operational. their torpedo depths to zero until a revised mechanism could be designed.
• Displacement: 1,621 tons (surfaced), 1,819 tons (submerged) In addition, the magnetic detonators tended to be oversensitive, resulting in
• Length: 76.7 m premature detonation once the torpedo had armed itself. U-boat crews were
• Beam: 6.6 m forced to disable the magnetic detonators and rely on their impact detonators until
a new magnetic influence pistol could be devised. Even then, many commanders
• Draft: 6.3 m would continue to disable the magnetic detonator, preferring to trust their lives to
• Max. speed: 15.6 kt (surfaced), 17.5 kt (submerged) the more reliable contact detonators.
• Endurance: 11,150 nm (at 12 kt surfaced), 285 nm (at 6 kt submerged) Unfortunately, there were problems with impact detonators as well. A series of
• Depth: 175 m (operational), 275 m (maximum) “whiskers” on the front of the torpedo were designed to trigger a detonation.
• Dive time: 25 sec However, a fault in this mechanism resulted in an increasing likelihood of failure at
• Torpedo tubes: 6 bow, 0 stern angles of impact other than 90°.
• Reloads: 17 internal Over the early months of the war these problems were gradually discovered, and
redesigned torpedoes were issued to the U-boat crews, improving the
• Guns: 2 20mm AA effectiveness of U-boat operations immensely. But this was just the beginning.
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As a practical matter, a U-boat was much better off diving deep and avoiding
aircraft. In hindsight, the development of radar detectors, radar, and snorkels were
of more practical use to U-boat crews, though the machine guns at least gave them
U-BOAT THREATS
a way to fight back. The German U-boat force’s primary target in World War II was merchant ships,
particularly those ships supplying the British Isles and the Allied war machine.
2cm Machine Guns Britain recognized the threat to its own survival, however, and organized defenses
The German 2cm/65 C/30 and C/38 AA MG were manufactured by Rheinmetall and against the U-boats.
were developed from an earlier Solothurn design, the ST-5. Both models were fully Here are the obstacles you will meet in accomplishing your missions:
automatic. The C/30 model was prone to jamming and used a small magazine (20
rounds), which meant frequent pauses for reloading. The later C/38 was a much-
improved gun and used a 40-round magazine.
ESCORTS
If merchants are the primary target of your missions, escorts are your primary
A very successful variation of this weapon was the Flak 35 Vierling, which enemy. Their objective is, put simply, to stop you from achieving yours. They have
combined four C/38 guns in a single quad mounting. A three-dimensional stabilized the sensors, the performance, and the weapons needed for this purpose.
navy-mount was introduced in 1944.
As war started, few escorts were available to Britain. They were mainly assigned
The C/38 was also produced in very sophisticated twin mounts for U-boats. These to convoy or task force escort duties, or to patrol the home waters and ports.
were able to withstand a 550-foot (200 m) diving depth.
Later, however, the appearance of dedicated Hunter Killer groups changed
3.7cm Anti-Aircraft Guns considerably the way the war was fought. These escorts would prosecute a U-boat
contact for as long as needed to destroy it, and were good at the job.
The 3.7cm/L83 was used on every major combatant ship in the German navy. A
unique feature of this weapon was a third axis of movement that stabilized the gun
carriage when the ship rolled or pitched. This allowed the gun to track an airplane AIRCRAFT
without interference from the motion of the ship. However, problems with this The most effective means of fighting the U-boat was with aircraft, especially
mounting led to its abandonment in subsequent designs of 3.7cm guns. because of the way U-boat warfare worked. Virtually immobile underwater before
These guns were in use until the last years of the war. However, this weapon was the introduction of the snorkel, U-boats scouted the ocean for convoys on surface.
only capable of semi-automatic firing, with each shell being individually loaded. Even after initial contact, U-boats would need their surface speed to overtake the
This made it a rather slow-firing weapon for anti-aircraft defense, approximately 30 target for the attack.
rounds per minute. Capable of covering large distances quickly, airplanes would detect any U-boats
approaching or trailing a convoy and, at minimum, force them underwater.
Additional forces could be vectored to the location, and sometimes an attack could
be made even before the sub would get to submerge.
Early in the war, patrolling aircraft would duel with a U-boat’s bridge watch in
visual detection. The sub was easier to spot, but more often than not the plane
would be detected quickly enough to allow an escape. At night, however, the subs
were safe.
With the introduction of centimetric radar, however, night could be turned into day
and aircraft would appear directly over the surprised watch without warning.
Even later in the war, the strengthening of air patrols and introduction of escort
carriers closed the air gap that U-boats had enjoyed in the mid-Atlantic.
WARSHIPS
Encountered by U-boats as convoy escorts or as part of a task force, warships are
generally not armed with any antisubmarine armament due to their inadequate
maneuverability for such tasks. On the surface, however, their direct-fire armament
is devastating, and even auxiliary cruisers will deal with U-boats without much ado.
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MERCHANTS Radar
Although primarily just a target for any warship, merchant ships are not always Used by both aircraft and escorts, radar can detect a target miles away, much
defenseless. As the war progressed, more and more merchants bore cannons and beyond your visual range. It relies on the same principle as ASDIC, but uses radio
machine guns, which, even with poorly trained crews, could easily pierce the waves instead of sound. Advances in technology led to even the snorkel head
pressure hull of a U-boat. being detectable towards the end of the war.
Additionally, even a small merchant may ram a U-boat if given the opportunity. The Avoiding radar is difficult. As with ASDIC, the strength of the echo depends on the
difference in mass between the two objects leaves little doubt about who the loser profile presented to the sensor. Unless you’re skimming the outer limits of its range,
would be. however, it won’t make that much difference. A much better defense would be
submerging and not presenting any profile at all.
ENEMY SENSORS ASW WEAPONS
The biggest ships and the largest cannons in the world are useless if there is no
way to detect their targets. Here are the sensors that you will be facing in Silent Once you have been detected, expect prosecution to occur quickly. If you are
Hunter III. visible, you may be subjected to gunfire or ramming. If you are submerged,
however, the weapons used against you change dramatically.
Eyeball Depth Charges
Up to this day, the human eye has not been completely replaced as a detection
tool, and its importance is never diminished at close range. Periscopes, torpedo Deployed from either the racks on the sterns of the ships or projectors on their
wakes, and partially submerged conning towers can be spotted easily by an alert sides, the depth charge is essentially the same weapon it was in World War I: a
watch. barrel filled with explosives that slowly sinks towards a set depth, which triggers
Keeping completely submerged will obviously help you avoid being seen, but there its explosion. It needs to explode within close proximity of the submarine’s hull in
are times when you need to take a peek outside or run the boat on diesels. For order to do any significant damage, and this, coupled with the lack of target depth
those instances, try to keep your profile (be it conning tower or periscope) as low information during early war, led to it being a very ineffective weapon. There are
above the surface as possible. Use darkness to your advantage, and never keep known instances of submarines surviving attacks of a few hundred depth charges.
the scope up more than it is needed.
ASDIC
The primary ASW sensor used throughout the war by Allied escorts, ASDIC (named
for the Anti-Submarine Detection Investigation Committee) relies on sending sound
impulses through water and listening for echoes from submerged objects. Early
models projected an almost horizontal beam in the forward hemisphere of the
escort, and were unable to tilt it in the vertical plane. The consequences were
twofold: the depth of the target could only be guessed, and contact was lost when
the escort approached the target.
To defeat ASDIC, try to present the minimum possible silhouette to the escorts. This
may create a weak echo that will be ignored or lost on the way back to the sensor.
Another way to avoid detection would be to “use the vertical.” Move on the surface –
the waves create distortions that prohibit the proper travel of ASDIC waves.
While virtually blind in his steel hull during depth charge attacks, an experienced
Hydrophone U-boat commander can lessen the chances of receiving damage. Waiting for the
moment when the approaching escort increases speed to enter the attack run, he
A primary detection tool on submarines, the hydrophone was only of secondary can order full speed in confidence that he has entered the ASDIC blind spot and
importance for escorts. Still, even if not providing input sufficient for an attack, it the escort cannot hear much due to its own increased speed. Gaining as much
could detect a U-boat and prompt a search by ASDIC. distance and depth as possible is always a good thing to do just before the depth
Detection by hydrophone is best avoided by keeping noisy activity at minimum in charges start exploding.
the U-boat by giving the Rig for Silent Running order and running your engines on Once this happens, acoustic conditions will be ruined in that particular area for a
Slow Speed – the setting that creates the least cavitation and noise. period of time, which leads to both the ASDIC and hydrophone becoming ineffective.
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Hedgehogs
A bigger threat to the U-boat was forward-throwing weapons such as the
Hedgehog, a salvo of 24 projectiles landing simultaneously in an elliptical pattern
over the U-boat’s suspected position. The attack is delivered while still maintaining
ASDIC contact with the target, making it a much more accurate weapon. In
addition, the projectiles would only explode on contact with the U-boat, which
meant no ASDIC blind zones would be created unless a hit was scored.
There’s little to be done to escape a Hedgehog’s attack except increase speed and
depth and change course. Without the aid of the external camera, the only hint of
the attack you may get is the noise of the 24 projectiles entering water – which may
be too late.
Fortunately, a single Hedgehog is not a very powerful weapon. It carries a very
small explosive quantity, and thus it lacks the potential for a catastrophic kill.
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