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Silent Hunter 4: Wolves in the Pacific v1.4 Patch Patch v1.4 CHANGES: g Rendering distance increased to 20km, with appropriate improvement for visual sensors capabilities g Dynamic loading of game units continues to be implemented, considerably improving loading times g Improvements to Water render
Ubisoft has released a patch updating Silent Hunter 4: Wolves from the Pacific to v1.4. See change log below.
ANSWERING THE SURVEY QUESTION BELOW.
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Silent Hunter 4 : Wolves in the Pacific v1.4 Patch Patch v1.4 CHANGES: Rendering distance increased to 20km, with appropriate improvement for visual sensors capabilities Dynamic loading of game units has become implemented, considerably improving loading times Improvements to Water render
Ubisoft has released a patch updating Silent Hunter 4 : Wolves in the Pacific to v1.4. See change log below.
ANSWERING THE SURVEY QUESTION BELOW.
GameFront is the greatest place to store, share and market your PC gaming files. Upload yours today! Learn More
The best serving of game culture, since 2001. Whether youre trying to find news, reviews, walkthroughs, or even the biggest number of PC gaming files in the world, Game Front has you covered. We also make no illusions about gaming: its said to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!
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Silent Hunter 4: Wolves in the Pacific v1.4 Patch
Silent Hunter 4, Silent Hunter IV: Wolves on the Pacific, Silent Hunter 4: Wolves in the Pacific
The Silent Hunter 4 patch version 1.4 is released, the whole list of fixes and extra features can be found within the patch notes further down. в Rendering distance increased to 20km, with appropriate improvement for visual sensors capabilities
в Dynamic loading of game units continues to be implemented, considerably improving loading times
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HTTP/1.1 301 Moved Permanently Date: Wed, 16 Dec 2015 09:21:29 GMT Server: gwiseguy/2.0 Location: /watch?vdQYMbTNyW1c Content-Length: 0 Content-Type: text/html X-XSS-Protection: 1; modeblock X-Frame-Options: SAMEORIGIN HTTP/1.1 301 Moved Permanently Date: Wed, 16 Dec 2015 09:21:29 GMT Server: gwiseguy/2.0 Cache-Control: no-cache Expires: Tue, 27 Apr 1971 19:44:06 EST Content-Type: text/html; charsetutf-8 X-Content-Type-Options: nosniff Location: /watch?vdQYMbTNyW1c Content-Length: 0 X-XSS-Protection: 1; modeblock; /appserve/security-bugs/log/youtube X-Frame-Options: SAMEORIGIN
file name: Silent Hunter III GAME MOD Silent Hunter Resolution Fix v.1.4b
date added: Monday, March 16, 2015
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Silent Hunter III GAME MOD Silent Hunter Resolution Fix v.1.4b - Download
Silent Hunter Resolution Fix is usually a mod for Silent Hunter III, co-authored by Danlisa.
This mod forces SH3 as well as any super mods to own in resolutions more than the original coded 1024 x 768.
1 Extract the belongings in SH3XPSP2ResFixfor1.4b;
2 Copy Paste this files towards the main SH3 program folder, usually it is C:Program FilesSilent Hunter 3:
3 Once copied, run the SP2 Rez file.
5 While there, add your desired screeshot path to your line below you should be aware this mod disables the Ctrl F11 function, you need to use PrtScr:
screenshotPathC:Documents and SettingsOwnerMy DocumentsSH3 Screens by way of example.
6 Start your game and have SH3 since it was ment for being.
Silent Hunter III PC - GAME MOD Silent Hunter Resolution Fix v.1.4b - 7.4 KB
Silent Hunter III PC - GAME PATCH v.1.4 UK retail distribution - 20.6 MB
Silent Hunter III PC - GAME PATCH v.1.4 US retail distribution - 20.6 MB
Silent Hunter III PC - GAME PATCH v.1.4 UK download distribution - 18.7 MB
Silent Hunter III PC - GAME PATCH v.1.4 US download distribution - 18.7 MB
The aggregate score depending on the apps rating, variety of users, and a volume of other parameters closely related to user satisfaction.
The very best score is 10.
No specific information on version 1.5. Please visit the principle page of Silent Hunter: Wolves in the Pacific on Software Informer.
Ive d/load numerous software and in addition they all appear better than others alike. Tryed version tracker, bigfix, as well as a few alike. I say I havent seen or perhaps came in close proximity to match informer. Informer, you haven't any compatition. My hat tricks to you.
Silent Hunter 3 is usually a submarine simulation game for Windows.
IL-2 moves the setting on the Eastern front on the Pacific theater.
Order of Battle: Pacific is usually a strategy game with World War 2 theme.
The MaGui mod is really a free modification with the Silent Hunter III.
18:11 Jun 22nd, 2005 - 88, 848 Views
Multiplayer version changed to at least one.4
Ubisoft has released a different patch for Silent Hunter 3, bringing this naval battle simulation game to v1.4. This new patch adds new buildings in German bases harbors, boosts the detonation variety of star shells to 1800m, enhances the rough waters behavior of Small and Coastal Merchants, and much more. Check full article for changelog.
18:11 Jun 22nd, 2005 - 88, 835 Views
Multiplayer version changed one.4
Ubisoft has released a brand new patch for Silent Hunter 3, bringing this naval battle simulation game to v1.4. This new patch adds new buildings in German bases harbors, improves the detonation variety of star shells to 1800m, increases the rough waters behavior of Small and Coastal Merchants, plus much more. Check full article for changelog.
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RATING: RECOMMENDED OPTION: Type VIIC 1941 - This is undoubtedly one in the more exciting missions during the experience. Youre basically in perfect position to ambush some key ships, but must keep an eye out for that gruesome distinct Destroyers that can rip you to definitely shreds. No wonder why Von Tiesenhausen never lived to view the battleship sunk. - When you first start, stay stopped before eight destroyers close in on your own position. The three battleships is going to be grouped behind the initial distinctive line of destroyers. Do a rig for silent running, and head diagonally straight ahead for the right. This should line you up for the 90 degree shot on one with the battleships. Make sure to prevent again to stop the destroyers from pinging your submarine. I recommend launching all four torpedoes at one from the battleships. Try to obtain within 1500 meters of range, otherwise, many with the torpedoes only will miss or maybe your detection range is going to be ruined. The Destroyers will begin to disperse once you're detected. Make sure to to fireside the back torpedo if any Destroyers circle around back. Whatever you do, will not surface the submarine, otherwise you will likely be killed. Make use with the free- looking camera and prepare to emergency dive if the Destroyer is getting ready to ride directly over your boat. You may get crushed and die immediately. Expend your torpedoes, trying to down another battleship for kicks and giggles. Your mission is complete when you destroy one on the battleships, so fire spare torpedoes to remove them whenever they do not sink. /Bismarck/--- BRIEFING: May 1941 Home Fleet delivered to hunt Bismarck. Current position of Bismarck grid BE. All U-boats in area go on to engage any British warships. GOAL: Intercept and sink any British capital ships
RATING: RECOMMENDED OPTION: Type VIIC 1941 - This is another entertaining mission, while it is ruined with a lack of danger. Youre basically submerged for periscope depth, however, the full Home Fleet is directly in front of your U-boat. You must sink these to help prevent your own personal Bismarck from sinking. - Considering the Bismarck is often a German landmark their ultimate Battleship, your utmost important would be to protect. However, it is not your ultimate objective. You simply need to sink one major British battleship. Fire two torpedoes at intervals of major target. Make sure to manually reload the torpedoes with the weapons management screen. Aim for that two nearest Battleships, then focus on the Destroyers last as cleanup. Its form of a fun mission, nevertheless, you most likely will NOT be detected if you don't surface. Just waste all your torpedo ammo for any mission complete. Dont worry regarding the Bismarck, the way it will almost certainly sink caused by cannon fire. Its an unfortunate sight to view, but no less than you survived. /Courageous/--- BRIEFING: September 1939 The most effective counter-measure against u-boats of early war was the aircraft. Understanding this, the British Admiralty deployed its carriers to offer air patrols above the hunting ground with the u-boat. On 17th September 1939, U-29 come upon one of these carriers - the HMS Courageous. By sinking it, however prove the carriers vulnerability thereby win outside ocean with the u-boats. GOAL: Sink the Courageous
RATING: RECOMMENDED OPTION: Type VIIB 1939 - Sadly enough, whilst the description sounds enticing on the average player, the Courageous mission turns out for being more of any bore, than a certain slaughterfest. - Youll start for a position about 8000 meters north of your incoming fleet comprising 4 British Destroyers 1 Courageous Fleet Carrier. The problem using this type of mission could be that the ships turn to darn fast, and even for a speed of Ahead Flank, youll only visit within 2500 meters in the carrier. This distance, while susceptible for that torpedoes, will rarely hit their target, especially whenever they slow down or alter their course. Because in this, I found that this only way to adopt down the carrier was to fireplace 2 long-range torpedoes at roughly lower than 1800 meters. It usually takes a lot more than 2 torpedoes to bring about the thickly armored carrier. Preferably 3 torpedoes ought to do the project. It works far better to alter your course slightly southeast when getting even closer to your carrier which flocks behind a few Destroyers. If the carrier seems to move east past you, youre literally screwed mainly because it will zig-zag its path back forth when you detected. Your submarine should be to slow to trap up to it at first glance, until you travel several grids. The deck gun HARDLY does any damage towards the carrier - trying to reduce just the destroyers and finishing the carrier served by the deck gun doesn't work. If you find yourself left alone, or perhaps a plane attacks, manually gun from the airplane. Use the Flak aiming system, and estimate the arch on the rounds to nail the weak British planes. This was an irritating mission, instead of as fun because others. /Gibraltar/--- BRIEFING: December 1941 Despite opposition from Admiral Doenitz - who regarded this as being a distraction from the leading effort of war against merchant shipping, Germany sent over 60 u-boats in the Mediterranean in the war. As the straits were under effective management of British patrols, i thought this was always a risky affair. An additional 19 u-boats were either lost or made to return, with out u-boats ever returned inside Med. All were either sunk or scuttled by their crews. GOAL: Sneak through their defenses and type in the Mediterranean
RATING: RECOMMENDED OPTION: Type VIIC 1941 - This is one in the few missions that hands a instant win by offering you an advantage within the enemy. Instead, you will need to navigate throughout the narrow Strait of Gibraltar while avoiding enemy patrols, and surviving to attain a certain grid/base. - The biggest problem with this particular mission is that you simply cannot simply glide underwater on the other side. Your battery levels may go to low. Start off by looking at periscope depth even though it is daylight out. Use time compression to increase ahead until a vessel or aircraft is spotted in range. If youre not detected, utilize periscope to fireplace a torpedo and nail the ship if it is closing in you. If you just keep getting sonar contacts, ignore them. When it becomes evening out, as well as the surrounding area seems fairly clear, surface. This will recharge your batteries, and let you utilize electric engines for that most important place - the strait. You should have passed several ships before. If you stayed surfaced, patrol aircraft would've spotted you and also start to interact. Anyhow, continue with the strait. If you are spotted recharging on the outside, try and engage the lighter boats using your deck gun. The problem is, the remainder Allied fleet will flock in your coordinates, meaning you ought to do a serious event dive. Do this, and rig for silent running. Stream steadily over the strait with an entire power supply. Head for your grid about two blocks right towards the exit with the strait. Once here, youll need to head northeast to La Spezia base for repairs. This is certainly one in the longest single-player missions, so do save your progress and try it another time. /Happy Times/--- BRIEFING: April 1940 Its at the start of the war, inside U boat Happy Times. You are at first glance, inside vicinity in the Rockall Banks. Your watch officer has spotted a weakly escorted convoy dead ahead. The opportunity presents itself for just a devastating attack, and also the night is approaching. Convoys are scheduled being picked up by escorts near Longitude of 12W, so that your window of opportunity is of merely one or couple of hours. GOAL: Sink 25, 000 a lot of merchant shipping
RATING: RECOMMENDED OPTION: Type VIIB 1940 - You would think a mission in this magnitude could be easy, however it can be challenging due towards the limitations of your respective U-boat. - Start off by moving slightly northwest for a fast speed at first glance. Get within 4000 meters with the large convoy, then go to periscope depth. Bring the periscope up, and move forth at ahead flank underwater. Now, engage the nearest transport ships using torpedoes. The task is harder than usual because merchant ships most often have large hulls. It may take nearly 2-3 torpedoes to around the large C2s. Tankers usually down themselves from their very own fires. You must make every torpedo count, otherwise, its a total waste of a possible downing. Getting from the 1000 meter range is EXTREMELY critical. The deck gun is pretty useless as youll take extreme fire from your minor armed transport ships. Watch with the Hunt I Destroyer for the north tip from the convoy. If you follow these directions, you will be able to attain the convoy prior to the armed destroyers to your northeast. Theyll be triggered by about 6000-8000 meters. /Malta/--- BRIEFING: August 1942 Major convoy passing south of Sicily. All U-boats head for CN25, CN26 and CN28. Report experience of convoy and engage. GOAL: Engage merchant ships
RATING: RECOMMENDED OPTION: Type VIIC/41 1942 - This is another frustrating merchant-sinking mission where youll must bypass some patrols. - For by far the most part, this mission commences fun, but becomes frustrating nearby the end. If you increase your periscope, youll recognize that warships are battling within the distance. However, theyre shooting at German aircraft flying overhead. This is your main distraction. As tempting as it is usually to engage the warships specially the Nelson Battleship, hold off from your urge. Instead, keep zooming by underwater till youre within 2500 meters with the transport. Adjust your direction farther northeast when getting a perpendicular firing angle. I recommend getting as close as is possible, so when quick as you can. If you try firing the torpedoes from your long range, several will miss, and there is going to be no method to complete much of your objective you also tend not to have a deck/flak gun. Start to fireplace torpedoes at five second bursts apart. Two to three torpedoes per target will really bring one down. If you fire your torpedoes too close, they may both him precisely the same section with the ship and do minimal damage. Aim with the cargo ships since the troop vessels tend being heavily armored and never worth the tonnage. /Narvik/--- BRIEFING: April 1940 As part of Operation Weserubung, the Invasion of Norway, you happen to be tasked with the security of forces landing at Narvik. On 10th of April, British Destroyers have probed the fjord. Losing two of their very own for a couple of our Zerstorer, they've got managed to destroy the troop carriers. Now, reinforced by way of a battleship, these are coming again. GOAL: Sink the Warspite
RATING: RECOMMENDED OPTION: Type IXB 1940 - You would think protecting a fleet is often more exciting, however, not when youre stationed a hefty distance away in shallow water. - Basically, the British are attacking your trapped fleet close by the area of Norway. Its up to that you help sink the oncoming fleet using a surprise attack. Youll spawn north on the advancing warships. To the right from the attacking fleet a few German Type 34 Destroyers, however, many will get mowed down through the British fleet. Move south with a moderate speed no over 1/3 or slow - enemy has excellent sonar capabilities. Concentrate on downing the gigantic Revenge Battleship inside middle in the 3-4 Destroyers. Three torpedoes will require it out, however, they have to be direct hits. Whatever you do, dont dive below 15 meters. The water youre in is extremely shallow, and youll cause damage or a deficiency of stealth to arise with your position. Your goal is always to destroy practically every ship you come in exposure to. The problem on this mission could be that the objective says to have interaction the Warspite. However, no Warspite ship actually appears over the mission. Im not sure if this became a typo about the developers part or what. Concentrate on destroying the battleship, then this surrounding destroyers. Youll almost certainly be away from ammo, and will ought to resort for the deck gun for supporting fire. /Scapa Flow/--- BRIEFING: October 1939 You are NE of Scapa Flow British naval base. Attempt to penetrate the camp defences. Sink any capital warship you might find. Good luck! GOAL: Priority targets - British capital warships
RATING: RECOMMENDED OPTION: Type VIIB 1939 - This is considered one of my more preferred missions since you should do some tricky navigating, while practically the objective of assassinate any discovered Battleships. - Youll basically be northeast from the Scapa Flow base, however, a good peninsula surrounds the bottom preventing sea access. You must navigate towards the left diagonally south, then divide around the peninsula while avoiding enemy patrols. You will find the lone battleship about 15000 meters off-shore with the Scapa Flow base. Refer to this ASCII map on where you can navigate: Scapa Flow - Plot a path right nearby the beginning in the mission. You will encounter 2-3 //ships while navigating about the /////You perimeter. If you want, destroy any/ships that chase when you. Once you Bget in close proximity to Scapa Flow, search lights //about the ground will quickly shine back //and forth. Surface through the night, //but go below if any ships approach your posture. The Battleship really should be stationary from the harbor. Finish it served by 4 fired torpedoes for any mission complete. There is just one encountered Battleship. /U505/--- BRIEFING: June 1944 On June the 4th, 1944 Task Force 22.3 - a Hunter Killer group formed round the escort carrier USS Guadalcanal - was heading for Casablanca. Travelling northwards, these were expecting, dependant on ULTRA and Radio Direction Finder intercepts, to discover a submarine within the route. And they reached it, closer compared to what they may have wanted. You are in a very bad position minutes clear of destruction. But do i think the their carrier. GOAL: Sink the USS Guadalcanal
RATING: RECOMMENDED OPTION: Type IXC/40 1944 - One with the few missions that places you at an increased risk first, and provides you one way out. - Basically, youre trapped, plus the path of your respective travel is usually known. Two destroyers have surrounded your situation. A nearby carrier is supporting their movement. You are ordered to consider out the grand carrier. When you first spawn, one destroyer is perpendicular to you personally straight ahead. Another one ought to be heading directly towards you from your rear. Try to get rid of the Destroyer prior to you first, because one is VERY dangerous. The one around the rear could be evaded having a hard left knuckle maneuver. Fire two torpedoes on the straight- ahead destroyer. Then, do an unexpected emergency maneuver. Once you hit a manageable depth, decrease your speed and secure for silent running. Hope that your particular stealth meter would go to green. If it won't, rise anyway, and head west to your USS Guadalcanal. Get to periscope depth, and go full speed if you need to considering the fact that youre probably being chased by the residual Destroyer. Fire all four front torpedo bays on the carrier, get the job done distance is all-around 3500 meters. Now, do another dive and evasion maneuver to avoid damage done through the depth charges. If youre lucky, two out on the four shots will pelt the carrier. This can sink the carrier from a tad while. However, try and reload, re-dive, resurface and repeat before carrier is destroyed. Once it really is destroyed, have the hell from there. You can try to get rid of both Destroyers at the beginning utilizing the aft bay torpedoes, however, the ship are going to be closing too fast prior to the torpedoes can arm disable it. The excitement within this mission is fairly simply the top. /XXI/--- BRIEFING: November 1944 You include the first type XXI U-boat to succeed in operational status, ahead in the schedule. And you have only the prestige target to try the boat against, a heavily escorted carrier task force. GOAL: Primary - Sink the fleet carriers Secondary - Sink the escort carrier
RATING: RECOMMENDED OPTION: Type XXI 1944 - Yet again, the developers surprise us with the enticing mission that allows explore the possibilities in the most advanced submarine during World War II. - When you first start, the information diagonally northeast of an convoy proceeding north. The two primary goal carriers are located inside the middle in the pack, at night second row of warships. The two carriers are prearranged one after another, so find them on your own radar since you proceed forth. Use Ahead Slow, along with the speed is fairly adequate based with your excellent crew. It takes roughly 3-4 torpedoes to nail down each main carrier, and another three torpedoes for your Bogue Escort Carrier. The Escort carrier is hiding around back for the rear in the fleet. Focus for this threat last. To actually navigate for the center the place that the carriers are might be a real treat. Make sure youre dived at or around 14-15 meters the XXI comes with a extended tower bay. Use Ahead Slow, but rig for silent running which means you are not initially detected. Make sure to avoid before firing your enhanced torpedoes for optimum destruction capabilities. You may need to fire some torpedoes to disable some in the Destroyers as theyre extremely dangerous about this one. Really, the good thing about this mission is the place sleek, advanced, and awesome your XXI is. Its faster, has TONS of more torpedo ammunition, and six firing tubes. Mission Editor - One on the customization features released with Silent Hunter III would have been a mission editor. It could be accessed inside Windows Start Menu, under Ubisoft- Silent Hunter III-Mission Editor. The Mission Editor only allows someone to create 1 loadable mission using the missions mode after you start up the experience. The following section will briefly go on the system and ways in which it works. NOTE: If you need visual guidance, click open, and enter in the SH3 directory under My Documents. Browse over the folders till you visit a file called mission for any SH3 compatible format. Open it. This basic template shows set waypoints, and how are you affected when you simulate a created mission. NEW MISSION - Start off by clicking the blank page inside the upper left corner. A start date Year, Month, Day Start Time should be selected with the mission. This starts the mission off right after you spawn within the screen. This is excellent for setting the date in line with important invasions. - Now, a new map with the entire planet will probably be displayed. EVERY single area is simulated within this game, that's absolutely amazing. Use the scrollbar on your own mouse to zoom in about the map. I don't believe there's an alternate step to zoom in. Anyhow, makes use of the horizontal scroll bar to maneuver side-to-side. As you zoom in closer, major naval bases on the coast is going to be displayed. You will must choose the strategic location where most in the action develops. If you want the drag and pan the vista back and forth, makes use of the white hand key on the key toolbar. CREATING ENTITIES - Entities make up the details of an map you are making. These include the enemies you engage, or perhaps the artificial objects which have artificial intelligence act for the children. In order to place an entity, visit any with the tabs underneath the Tools Panel in your right. Once a tab is picked, go with a nationality, a model, and drag it onto the right area around the map. Note that sea, land, and air vehicles has to be set for the correct terrain type or lack thereof. Once the article is placed in a specific position, a sizable dialog box happens. In here, details may be assigned about the object. Anything in the crew skill operating the craft, to max speed, heading, or perhaps description could be altered. Click Accept, as well as your object will probably be placed. MOVING ENTITIES - First off, not every entities might be set to waypoints. Certain land emplacements or bases are restricted with this option. Anyhow, once a vessel is placed, be sure the hand tool is just not selected. Click within the diamond shape for your entity. It should certainly be highlighted. Right click to get up a mini-menu, thus hitting Add Waypoint. Simply click and drag from point-to-point in places you want the object to advance IMMEDIATELY when the experience starts. Right-click to halt adding waypoints. When the overall game starts, your ship/vehicle/aircraft will start to move on the designated position. CUSTOMIZING ENTITIES - If you intend to piece fleets together, right click a waypoint, striking add group. Create a group, then mix-n-match them while using tools panel and assigning them with the drop-down box. Really, groups ought to be limited to convoys that travel together, or warships vice-versa. CUSTOMIZING MISSIONS - Click around the Mission item on the leading toolbar. This calls forth several different choices. Parameters: The main title on the mission, briefing, and starting date/time might be set. Parameters are ideal for setting the atmosphere. These also display the letters that appear around the WWII-stylish memo, combined with customized wording you need to tell a person's player. This is perfect for setting the ideal scenario, being a D-Day ambush, as well along those lines. Weather, visibility, wind speed, and in many cases the chance for weather to switch can all be altered with this option. Objectives: This is the spot that the official brief set of objectives are listed with the player. Objectives can't be typed in. They need to be created, then defined by using objects you created about the map. In many cases, this implies sinking a clear amount of tonnage, patrolling a roadmap zone, or eliminating a clear amount of ships. Triggers: Triggers are essentially reactions that occur when a specific event happens. These are ideal for adding mood to your atmosphere of your tense mission. For example, passing through a specific narrow strait causes 3 battleships to get started on moving. The idea should be to use the criminals to make landmarks occur. Dont overuse triggers though, otherwise, the mission can become a greater portion of a hassle for the player when compared to a fair chance. Events: These are much like triggers, except they tend to coordinate the relation between objectives and triggers. If as an example, a specific ship is destroyed, then trigger blank will occur. Events usually do not necessarily have to get used, but could flash messages towards the player, or alter objectives. Theyre attractive a sense for objective-based missions, in contrast to patrol zones. Validate: This is probably one of the most useful tool in finalizing your mission. Click the Check Mission button, as well as the SH3 Mission Editor goes through everything youve intended to make sure there isn't any conflict or gruesome error. If youre missing something, it says what it truly is. In many cases, you have to add a player unit the location where the player spawns. - There are also some side tools not heavily described. Radius Ruler: Shows the length between two points, or possibly a circular obtrusion. Estimated Time Arrival: Used to demonstrate how long it might take a ship at the set speed to succeed in a waypoint. You can get it to exhibit by clicking around the designated entity. Simulator: The most important side tool. Click the arrow button on the primary toolbar. It actually starts the mission operating waypoints moving or events occurring. It will not account to the players unit actions, however, it does are the cause of all AI-controlled events. This is great for making sure ships tend not to hit each other determined by accidental waypoint paths, or even a mission lasting too much time. You can speed time acceleration up utilizing the red clock, or down with all the - blue clock. - Once things are created, you can save your valuable mission. Note that you cannot beneficial mission like a mission file unless it really is validated. Make sure things are all compatible while using the Validate tool. The game will not likely let you save it like a mission until validated. SUMMATION - There you have it. The SH3 Mission Editor is usually a useful tool, nevertheless, you need imagination, a chance to add excitement, and by using all features. Try to add triggers and events when a player thinks they're able to take a fairly easy route simply to get surprised. Try setting slower speeds within the larger ships instead of their max speed, when your human player gets caught in the bind and contains to submerge. No one could have fun spending 25 minutes chasing a carrier because theyre going 18 knots, and you will only go 12 knots. The Mission Editor is not used in building a career, so just stick to creating single missions. Try to re-create certain goals from World War II, and publish your mission file using a popular website like The choices are endless. Ensure to optimize your briefing to some brief, but cordial style. Make everything seem strict, professional, and youll enjoy the fun customizing due to this wonderful engine and darn good game. - --------- - 5 Museum 5.1 - One from the more intriguing highlights of Silent Hunter III would be the inclusion of the statisical museum, where you can examine past ships, trade vessels, and many aircraft/U-boats used during World War II. Exact specifications are offered, although its interesting to analyze the types because of their advantages disadvantages. This section will detail what are the enyclopedia inlcudes, excluding exact specifications. /Warships/---- Warships will be the muscle boats with the sea. These are equipped with cannons, depth charges, AA guns, and technology that make them better than merchant boats. Warships usually are produced away from high-grade materials, causing them to be armor plated across the hull. This proves to become an advantage as normal light arms hardly inflict damage. Warhips generally feared U-boats since there seemed to be no definitive technique of detecting them, in addition to lucky pings or noise detection. Warships include carriers ships that enable launching/landing of aircraft, destroyers ships made for underwater hunting, cruisers naval support fire, fairly bulky, boats small ships with light arms, and battleships motherships with maximum cannon power. Bogue Escort Carrier American/British 1942-45 Description: This is practically a considerable carrier that is suitable for quick exploitation of fighter jets aboard the ships base. Its main purpose was escorting large fleets and giving the capability for immediate air power, preferably for planes with submarine downing capabilities. Casablanca Escort Carrier American 1943-45 Description: A smaller version when compared for the Bogue, the Casablanca was slightly faster, plus a tad more agile to avoid enemy attacks. Again, its main purpose was for escorting fleets with air support. Clemson Destroyer American/British/Canadian 1939-45 Description: One on the smaller American destroyers, these ships were suitable for attacking other ships, U-boats, as well as a plethora of vessels aboard the rumbling seas. The ship is rather fast, and never the easiest target to consider down. Fletcher Destroyer American 1942-45 Description: Almost two times as big because the Clemson, the Fletcher had the main benefit of more firepower with nearly identical speed. A bigger target though. Samers Destroyer American 1939-45 Description: A build slightly faster than both above destroyers, the Samers had the benefit of better anti-aircraft capabilities. Thankfully, our U-boats glide underwater. Buckley Destroyer Escort American 1943-45 Description: A fairly small vessel intended for escorting the bigger carriers, the Buckley had the main benefit of depth charge racks and also a fairly modern design. Evarts Destroyer Escort American 1942-45 Description: A very small escort vessel with basic armament. Has the opportunity to launch advanced depth charge devices, though. JC Butler Destroyer Escort American 1943-45 Description: Introduced somewhat late, this escort has a awesome level of firepower, especially the leading battery cannons. Moderately small having a slow speed though. Armed Trawler American/Australian/Brasil/British/Canadian/France/German/Greece/India/Italian/Japan/Netherland/New Zealand/Norway/Poland/Romania/Russia/South Africa/Sweden 1939-45 Description: Do not be fooled by these dinky old ships. While they hardly get speed, and not have the modern design being destructive, they are doing have depth charge racks. On a side note, theyre extremely small, which makes them tough targets heading to. These were usually put aside to escort merchant convoys. Elco Torpedo Boat American 1939-45 Description: This was obviously a surface boat intended for firing torpedoes at other ships or surfaced submarines. The advantage was so it possessed awesome speed, and was extremely small. Keep an eye out because of these small targets when they love catching up on distracted submarine commanders. VW Destroyer Australian/British/Romania 1939-45 Description: This ship really has nothing innovative, other than lots of AA guns for emergency situations. It does have slightly faster speed than most destroyers. River Destroyer Escort Australian/British/Canadian/FreeFrench 1943-45 Description: The late introduction with this ship was mainly due towards the addition of better U-boat protection. Not very fast though. Flower Corvette Australian/British/Canadian/FreeFrench/Greece/India/Norway/South Africa 1940-45 Description: This is often a fairly small escort ship suitable for taking down submarines. However, it features a horrible speed amount, rendering it fairly useless. King George V Battleship British 1940-45 Description: An almost ceremonial battleship for that British, this baby has huge battery cannons, a great deal of anti-aircraft weaponry, and also a nice speed to get a HUGE ship. No anti-submarine weapons exist, but thats what are the escort ships are for. Nelson Battleship British 1939-45 Description: A fairly primitive yet huge battleship, the Nelson has less firepower as opposed to King George. Still, its efficient at laying down punishable fire under two opposites. Revenge Battleship British 1939-45 Description: The smallest on the battleships, the Revenge still possesses capable cannons on both ends with the ship. The speed is pretty drab, nonetheless it can serves it usefulness during wartime. Illustrious Fleet Carrier British 1939-45 Description: The largest from the British carriers, this behemoth has great speed and a lot of room for aerial attacks. Its also armed for the teeth when confronted with opposing German planes. Dido Light Carrier British 1939-45 Description: For a Cruiser, the Dido Light has excellent speed, plus a balance of weapons effective at handling any situation. Can be tough going to though if you do not get a well-planned shot about it. Fiji Light Cruiser British 1939-45 Description: Another cruiser, except twice the size from the Dido, the Fiji makes an excellent companion for larger travelling fleets. Auxiliary Cruiser British 1939-45 Description: This is usually a large cruiser that produces extensive by using its numerous topside cannons. It lacks defensive weapons though, especially against air attacks or submarine attacks. Quite a primitive build when you ask me. C Class Destroyer British/Canadian 1939-45 Description: An extremely action-packed ship, the Class C is usually armed with modern weaponry for the aged design. Watch out because of these nifty fellows. Hunt I Destroyer British/Greece/Poland 1939-45 Description: Not much speed, and lacking having a short stock of ammo, this ship poses little of any threat on your vessel. Hunt II Destroyer British 1940-45 Description: Slightly faster, and armed better, this is really a much-needed improvement above the primitive Hunt I. Hunt III Destroyer British 1941-45 Description: The best upgrade inside the Hunt series, the Hunt III possesses identical speed because the Hunt II, but more stopping power. These ships generally have excellent turning capabilities, so keep your eyes open, trying to nail them first while on an escorted fleet since they could do considerable damage. J Class Destroyer British 1939-45 Description: One with the faster destroyers, additionally, it possesses plenty of U-boat takedown weaponry. The extra length about the ship should allow it to be an easier target though. Tribal Destroyer British/Canadian 1939-45 Description: A slightly heavier version with the J Class, but the identical speed, that is another threat and also hardwearing . eyes open for. Black Swan Frigate British/India 1939-45 Description: This is usually a slow moving ship made for isolation patrols. The frigate though has capabilities of downing U-boats if detected. Still, its fairly large, and also the slow speed should make it a fairly easy target for almost all U-boat commanders. Bismarck Battleship German 1940-45 Description: Easily one from the largest battleships in the experience, the Bismarck would have been a feared ship during World War II. The multiple massive cannons and moderate speed for the ship on this size almost turned it right into a God. Thankfully, this ship is in your side. Hipper Heavy Cruiser German 1939-45 Description: While this ship is moderately fast and fairly large, it lacks base weaponry when fighting other surfaced ships. It does however use a plethora of additional torpedoes that are useful for downing ships from long distances. Commerce Raider German 1939-45 Description: The Germans were smart in the war. They created a vessel that looks just like a Commerce ship, except it can be armed with cannons and cranes able to stealing supplies from merchant ships! Thankfully, we obtain to protect these within the U-boat fleet. Type 34 Destroyer German 1939-45 Description: Believe it or not, the Type 34 is one in the best destroyers for multi-tasking. This baby is with NUMEROUS depth charge racks for downing opposing submarines, has moderate firepower aboard, and great speed. This was the German destroyer featured within the U-boat 579 movie. Schnellboat German 1939-45 Description: Disguised such as a leopards skin on water, the Schnellboat had good speed, combined that has a small design. The advantage was so it could fire torpedoes while avoiding cannon fire from opposing large ships. Mak schnell! Saldati Destroyer Italian 1939-45 Description: For a medium-sized ship, the Saldati had great speed. Its even with decent numbers of firepower to battle aboard the sea. /Merchants/---- Merchants are practically the non-combatants from the sea. While they may look fairly comparable to warships, and may even possess some on the necessary advancements, they practically transport cargo. Cargo can incorporate civilians, supplies, or reinforcements to have an opposing army. Merchants tend to become unguarded as well as easy targets. Their hull also tends not being thick, meaning they're able to usually be engaged using your onboard deck gun. Landing Ship Tank American/British 1939-45 Description: This would be a huge transporter for landing tanks and convoys at isolated destinations. The perfect target for the U-boat seeking to score a difference within the war. Passenger Liner American/British 1939-45 Description: A civilian ship brimming with non-combatants. It was rumored these particular ships held ammo or supply crates to the British effort secretly involving the Britain until America declared war. One with the major passenger liners was downed in the war causing controversy. Be weary of your respective decision when attacking these. Troop Transport American/British 1939-45 Description: A lightly armed transport ship intended for moving infantry along the ocean, or from point-to-point. Scoring one of those will help your side greatly. Small Tanker American/British/Greece/Japan 1939-45 Description: A transport made for moving petroleum or oil. The disadvantage with tankers was that these folks were slow and rarely armed. Because in this, these would be the easiest targets for U- boats. Also, scoring one scorches the provision effort to the Allies, literally. T2 Tanker American/British 1942-45 Description: A huge version nearly triple as big because the Small Tanker, the T2 carried more oil for extended trips. Many tanker ships were colored black that can help disguise themselves better in the night. Again, another easy unarmed target. T3 Tanker American/British 1939-45 Description: Slightly faster and bigger versus the T2, the T3 tried to go things over the ocean as undetected as is possible. Unfortunately, its the next target that may be easy to look at down as soon as the escorts have ended. C2 Cargo American/British/Greece/Japan 1939-45 Description: Cargo ships were in the same way slow as tankers throughout the war. This simply transports supplies and it is unarmed. C3 Cargo American/British 1939-45 Description: A thicker version on the C2, this can be just as susceptible and easy for taking down. Do not worry a lot of about merchant ships for your most part. Coastal Merchant American/Australian/Brasil/British/Canadian/France/German/Greece/India/Italian/Japan/Netherland/New Zealand/Norway/Poland/Romania/Russia/South Africa/Sweden 1939-45 Description: Another smaller, yet primitive transport ship. This ship is EXTREMELY slow for any vessel for the sea. Liberty Cargo American/British 1941-45 Description: One in the few cargo ships that experimented with arm themselves, the Liberty ships were equipped which has a few moderate cannon and AA weaponry. This the first is just as slow every other cargo ship though. Small Merchant American/Australian/Brasil/British/Canadian/France/German/Greece/India/Italian/Japan/Netherland/New Zealand/Norway/Poland/Romania/Russia/South Africa/Sweden 1939-45 Description: Despite to be a merchant ship, we were holding still targetted in the war. This is one with the slowest ships youll find within the sea, plus is unarmed. Usually transported goods web hosting contractors. Victory Cargo American 1942-45 Description: Another ship similar for the Liberty, except faster and in the same way armed. Fishing Boat American/Australian/Brasil/British/Canadian/France/German/Greece/India/Italian/Japan/Netherland/New Zealand/Norway/Poland/Romania/Russia/South Africa/Sweden 1939-45 Description: Generally a speed boat for private fishermen, fishing boats can easily be destructed and they are close on the slowest vessel for the sea. Dont worry about these by any means unless instructed. Small Coastal Vessel American/Australian/Brasil/British/Canadian/France/German/Greece/India/Italian/Japan/Netherland/New Zealand/Norway/Poland/Romania/Russia/South Africa/Sweden 1939-45 Description: Another slow moving ship usually for tradesmen, the coastal vessels can be small and all to easy to raid. Trawler American/Australian/Brasil/British/Canadian/France/German/Greece/India/Italian/Japan/Netherland/New Zealand/Norway/Poland/Romania/Russia/South Africa/Sweden 1939-45 Description: Think of this because the armed trawler, except unarmed. Plain and simple, it really is used for moving goods or assisting merchant ships in transport. Tug Boat American/Australian/Brasil/British/Canadian/France/German/Greece/India/Italian/Japan/Netherland/New Zealand/Norway/Poland/Romania/Russia/South Africa/Sweden 1939-45 Description: Tug boats are often used for guiding larger ships in and away from tight quarters. Youll find these ships to become plenty throughout the sea, however, theyre unarmed, so target them last. Note that targetting these first might help rid the navigational skills of larger ships. /U-Boats/---- U-Boats are definitely the premiere feature of Silent Hunter III, and essentially where ALL from the gameplay happens. Every station, element, and feature of an U- boat is simulated in this particular game. You communicate with the surrounding elements to develop a realistic experience. U-boats were the primary forms of reliable underwater submarines that can dive to reasonable depths. Their torpedoes were considered accountable for nearly turning the tide on the war, been there not been for infantry difficulties. Type IIA Submarine German 1939-45 Description: This was the beds base design of the German submarine, that have been mainly built after World War I. Interestingly enough, the Type IIA was nothing innovative, comprising light firepower 3 torpedo tubes, 1 gun. The main goal was for training purposes and/or defensive patrols. Type IID Submarine German 1939-45 Description: This final version from the Type II featured some additional additions that helped with mobility. However, the ship was eventually sent to training duties to aid teach new commanders the best way to operate these deadly weapons. Type IXB Submarine German 1939-45 Description: This was the initial base model to feature longer firing range capabilities, plus could travel in extensive distances all the way to your South Atlantic. Thus, the ship was larger versus the VIIs, yet possessed long-range capabilities for sinking many cargo transports. Type IXC Submarine German 1941-45 Description: Similar on the IXB, except its range was increased to compensate longer travels. Recharging capabilities were improved also. Type IXD2 Submarine German 1942-45 Description: This was one in the largest and longest range U-boats developed for the time. It was equipped using a dual-diesel engine effective at acting for stealth and/or maximal speed. These ships could travel as far as being the Indian Ocean, so that they can aid the Japanese. Type VIIB Submarine German 1939-45 Description: This was practically the primary advanced U-boat efficient at extended range, speed, and firepower. One from the firing tubes is placed for the rear from the submarine for situations turning can't be initiated. Type VIIC Submarine German 1940-45 Description: This was one of the most common U-boat produced during WWII. It featured a lengthier design versus the VIIB, however, still possessed excellent firepower and moderate underwater speed. Type XXI Submarine German 1944-45 Description: The latest design featured an incredibly fast underwater design, an even better reloading mechanism for firing torpedoes, and sophisticated architecture. All to all, i thought this was a hybrid for future submarine design, but only several could actually be used through the war due for the late arrival. /Aircraft/---- Aircraft are especially suitable for engaging U-boats but they had a TON of uses during World War II. Their ability to produce bombs, torpedoes, or perhaps assortment of loads made them dangerous threats. Combine this while using fact that they fly, and well, youre fairly screwed. The game limits all of the aircraft though, so dont expect a flight ticket simulator. B24 Liberator Bomber American/British/Canadian 1940-45 Description: This would have been a practical assault aircraft with heavy bombing capabilities. Was mainly used by attacking surfaced ships. Has a a lot of extra defensive turrets mounted on it as being well. Avenger Torpedo Bomber American/British 1940-45 Description: These were very primitive aircraft effective at launching 1 torpedo inside the water. Their main duty was shooting down opposing ships, even though they had the opportunity to hit surfaced submarines. These should be positioned on threat when manning the flak guns, especially a target for taking down. PBY Catalina Search Plane American/British/Canadian 1939-45 Description: Although this aircraft might be armed having a torpedo or bombs, we were holding primarily fast, unarmed patrol planes used by spotting enemy ships. Swordfish Torpedo Bomber British 1939-45 Description: Despite how cruddy the appearance on this bi-wing plane is, still it could perform by launching 1 torpedo or light load of bombs. Probably one in the worst aircraft youll encounter in the overall game. Hurrican MKII Fighter Bomber British/Canadian/Romania 1939-45 Description: The primary threat on the British aerial division, the MKII was competent at laying down one bomb plus the ability to strafe fight to planes. Has an incredibly fast speed and is also hard to shoot down. Short Sunderland Search Plane British 1942-45 Description: This was one in the few long-range planes efficient at patrolling and retiring a heavy payload appears to be enemy was spotted. Has a lot of defensive turrets too. JU88 Level Bomber German/Italian/Romania 1939-45 Description: This long-range bomber includes a moderate payload of bombs, and only some defensive turrets. Nonetheless, it may lay down a payload more than a set distance. JU87 Stuka Dive Bomber German/Italian/Romania 1939-45 Description: This was obviously a short-range bomber created for laying down a relatively light payload of bombs, returning, reloading, then returning out to combat. BF109 Fighter Bomber German/Italian/Romania 1939-45 Description: Thankfully one from the fastest aircraft in the experience is with your side. The BF109 is able to holding one bomb, and has now powerful machine guns for fighting combat. FW200 Condor German 1940-45 Description: Primarily a patrol plane with the Germans, the FW200 comes with an insane level of fuel storage. This baby can travel in excess of nearly 2700 miles! Nonetheless, it features a moderate payload of bombs and equivalent machine guns for fighting within the air. SM79 Sparviero Level Bomber Italian 1939-45 Description: The odd flame coloring in this attack bomber was ideal considering it could hold 2 torpedos or maybe a fairly heavy load of bombs. Only has some defensive turrets, but moderately fast power and average range for the obmber. Nice creation from the Italians. - --------- - 6 Codes - Unfortunately, Ubisoft left the final submarine simulator without the need of codes. As much the way it sucks to mention it, codes are practically nonexistent in this particular game engine. That isnt to state that codes tend not to exist, but youll must rely on trainer programs and/or editing game files. The latest trainers might be downloaded from either: /- or - /- Make sure to download the trainer that will fit your version of Silent Hunter III. If you dont have that version, download the modern patch increase it! - --------- - 7 Common Questions - Gameplay -------
Id probably rate it a 10/10. Now youre probably thinking, why is this game perfect? Honestly, it is the best simulation game Ive ever played, in comparison to flight simulators, aircraft simulators, submarine simulators, and then for any simulator. Silent Hunter III combines beautiful high-resolution graphics across a large gaming engine that literally maps the earth in all perspectives. You can traverse on the polar caps in case you wish, or gruesomely engage numerous patrols along your approach to victory inside the Atlantic. Whats absolutely amazing in this particular game is the place where crisp and accurate the main points are. This is really a submarine simulator. Factors like fuel levels, possible damage, misfiring torpedoes, and grumpy crew are common factors that YOU ought to solve as being a commander. If theres really everything to complain concerning this Ubisoft creation, it has to conclude bugs. Yes, you'll find bugs inside base version of Silent Hunter III. However, the recent patches up for the latest version, 1.4 have fixed the majority of them. The capability to play online co-op with nearly 8 players total, the opportunity to play an individual-player career that could literally lasts a couple of years in your PC, when you play in relative time, as well as the ability to simulate everything to perfection 's what amazes me as being a gamer. Ive personally never been a tremendous fan of simulation games, but I let you know this the first is fun, exciting, and crisp towards the detail. Theres almost no more to request, and thats why it turns into a perfect ten.
I have SEVERAL tips it is recommended to do. If performing long-distance travel, attempt to stay surfaced throughout the night, and submerged at periscope depth over the day. The chance of getting spotted in the day is very simple than at nighttime. Travelling outside the body at night will recharge your electric engine batteries. If these become depleted, you could have no propulsion underwater. Running underwater throughout the day conserves your diesel engine fuel, which can come to an end leaving your stranded from the middle of an large body of water. When engaging targets, a typical rule of thumb is usually to fire two torpedoes per ship. This won't guarantee sinking, in fact disables the mark to an extent. If you damage a target adequate, but will not destroy, sometimes the objective will lopside or collapse from fire/damage. I usually usually do this to smaller boats to store my torpedo ammo. Carriers, battleships, and larger ships tend to consider up to four direct hits to down. Not downing a spead boat yields no reward, so it truly is ESSENTIAL to be sure your wounded victims go down for your count. Managing the crews could be a hassle, but an essential task. If you notice exclamation marks around your men, what this means is theyre tired. Fix this by placing them from the quarters. However, I usually tend not to do this for my engine crews. Replacing these men with unqualified men decreases the general efficiency with the motors. PLEASE note how the electric and diesel engines are staffed by the identical crew. They switch automatically according to whether youre on the outside or underwater. Dont forget to go through the Damage Crew button inside the lower right corner if you must quickly assemble a crew. If damage is aboard your submarine, select the yellow/orange/red room from the upper left corner, and youll go to a fixing animation begin to move.
Yes. There are official two previous releases - Silent Hunter Silent Hunter II both to the PC. Aside from Silent Hunter III which just became available during middle 2005, the last releases became available a tad earlier 96 01 respectively. SSI developed both previous titles. In case you didnt know, SSI is one in the most known developers of simulation games in their careers. Both Silent Hunter games were a major success, because they represented submarine simulation on the ultimate extreme. Ubisoft saw the sight for any profit, and bought out of the series for their particular development team. Ubisoft developed your third game, and upped the presentation values to accomodate modern gaming. Hence, you obtain a masterpiece. If you are wondering, Silent Hunter 4 continues to be announced, and was set for the late 2006 release. However, recent news claims that the experience was probably cancelled due to absence of interest. Guess were tied to SH3 forever. No problems there.
This was fixed from the last patch. If you dive underwater, along with your Watch Officer gets off of the bridge, he actually hides away inside the Stern Quarters. This is usually a resting room since he will not be needed elsewhere. To fix this, you must manually force him back into the bridge after you surface. Surface the submarine, then press F7 to go into the Crew Management screen. Look for your officers face within the Stern Quarters, then click and drag it towards the Bridge outpost. Hell reassume his position and reappear on your own officer menu.
I believe this is usually a major glitch, although I may be mistaken. If you fire from the torpedo tubes, but notice theyre not receiving reloaded, then click on your own Weapons Officer. Pick Weapons Management. Once with the screen, visit any of the torpedoes, drag them out with the torpedo bay slot, then release. For some odd reason, the red light will turn green as whenever they were loaded all along. However, its just like you gotta manually queue these to get loaded its suppose to auto-load available for you. Oddly enough, the action will then queue the final torpedo bay while using timer youll view the torpedo meter slowly load. If you hold your mouse above the torpedo, a timer counts down to just how long it takes to obtain reloaded. Im not certain if this is often a glitch, or a insufficient crew operating the torpedo rooms.
During career mode, simply buy a fresh one in the U-boat area as part of your office. Newer models are more expensive renown, so save this by doing several patrols. Im about to admit, when you start your employment in 1939, it is gonna be real boring. Theres extremely little threatful actions, and you'll only carry about six torpedoes around the basic U-boat.
Maybe 16K. Im really not that good like a torpedo man. I use automatic aiming, but I use a tendency to never maximize the effectiveness from the torpedoes. I like long-range firing, or am very conservative and can only waste 2-3 torpedoes using a single target.
The best moment Ive had using this game was through the U505 mission beneath the missions mode. I started off by immediately nailing the lone destroyer when in front of me with two torpedoes. I fired both aft-side torpedoes, but missed the back destroyer. I cut a tough left at Ahead Flank to your USS Guadalcanal carrier. At about 3400 meters, I launched four forward torpedoes on the target, hoping a number would on the large mammoth. Soon enough, the destroyer from behind me swept up, and started dropping depth charges. I would have been to slow to dive, plus the ship found themselves swiping the top my U-boat, gashing a hole from the stern. My stern rudders were destroyed, and I couldn't rise. My ship did start to sink from medium flooding. I assembled a repair crew that can help hold back the harm, but it would have been to much. Soon enough, my submarine was dropping off a meter every three seconds. I told the Radioman to begin playing the Gramophone - aka the German anthem. Meter by meter my U-boat sunk, however, we heard three outside of four impacts for the USS Guadacanal, then this crashing thump because the carrier was destroyed. Mission accomplished. Our men stood high, proud, and plummeted to your bottom using the objective complete. Of course, I forgot to avoid wasting a replay!
I believe the most up-to-date patch is v1.4b. Fixes several problems plagued inside the past. You need precisely the same version so as to play against other players. Players with various versions cannot play with the other person. The patch may be acquired at, or Ubisofts official website. Google it for mirror links.
is your easiest choice. There are a couple of other fan sites offering links to download the mods at the same time. I know that there can be a popular Reality mod which fixes some in the arcade elements not tuned to realism in Silent Hunter III. There are also several mods that increase the amount of military warships, and merchant ships. I am not positive that there are any mods which revamp the full engine.
Try again. Im sure theyd have a report on custom missions put together by people fooling around together with the mission editor. - --------- - 8 Copyright/Distribution/Reproduction Guidelines - This FAQ/Strategy Guide/Walkthrough is my published work, and copyrighted by Christopher Zawada. Whatever you do, DO NOT edit this FAQ by any means. DO NOT steal anything out of this FAQ. If you intend to use some information in your own personal guide, simply ask me. If you intend to place this guide on your own website, either link for the GameFAQs game page, or download the file and set it with your own web server. Basically, you are able to post this on your own website provided that its in ORIGINAL form, but not linking instantly to GameFAQs. Aside from that, all proper credit is born when necessary. Also, dont even think of selling FAQs. Trying to prosper away from other peoples work are certain to get you in big trouble via an eBay seller myself. Any site in existence has permission to host my FAQs following a above terms, however, these are generally a set of current sites that host my FAQs officially: - /- /- /- /- /--------- - 9 Proper Credit - Id prefer to thank this people with regards to help in making this FAQ possible: CJayC for constantly updating GameFAQs, and dedicating his entire life going without running shoes. Takes a large amount of effort to hold a site going this long. for letting me utilize an excellent ASCII generator, which composed this typical-style art. Excellent. Ubisoft when planning on taking the Silent Hunter series to some whole new level. The presentation, detailing, and game engine were simply perfect. for proving the only cheats were trainers and/or editing game files. Silent Hunter III GameFAQs Board for excellent opinionated topics. if you are the best Silent Hunter III resource in relation to getting mods, missions, or custom features. Some people make sacrifices to generate other people happy. - Chris Zawada Freeeeeeddooommmmmmmmm! - William Wallace Braveheart
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