1, how to install each version
Hunt and Kill 3 original version: "Hunt and Kill Submarine 3" DVD 1.7G English original version + 1.4B upgrade patch + Ranger Chinese patch fourth edition
Wolfpack 3.1A version: "Hunt and Kill Submarine 3" DVD 1.4G Ranger Chinese version + Ranger Chinese patch fourth edition + Wolfpack MOD3.1A
GWX 2.1 Version: Hunt for Submarine 3 DVD 1.7G English original version + 1.4B upgrade patch + GWX 2.0 + GWX 2.1 + GWX 2.0 Chinese Patch
Installation Steps of AJM2.0 Version: Hunt for Submarine 3 DVD 1.7G English original version + 1.4B upgrade patch + GWX 2.0 + GWX 2.1 + AJM2.0 + AJM 2.0 Chineseization patch
AJM3.0 version: Unzip 3.0 MOD can be No need to overwrite any hunt version (standalone installation)
2, the departure point in West Africa equator how to do?
Install Ranger Chinese Patch Version 4 or play the original English version directly
3, the game pops up in the memory can not be read how to do?
Click Start--Run--type cmd Enter at the command prompt
for %1 in (%windir%\system32\*.dll) do regsvr32.exe /s %1
If you are afraid of typing in the wrong word, you can copy this command and then click on the top left corner of the command prompt box to enter c:\, use the following "Edit-Paste" function will not be easy to enter the wrong. After the scrolling screen has completely stopped, don't rush to start other programs, wait for a while, because at this time the dlls are still looking for a location. Until your indicator light does not flash before doing anything else. If the screen pops up a lot of error messages, always hold down the Enter key to confirm until all the error windows disappear. Restart your computer and you're done.
4. Besides the basic keystrokes, are there any other shortcuts!
Ctrl+PgUp Raise the attack periscope completely without holding it down.
Ctrl+PgDn Fully lower the attack periscope without holding it down.
Ctrl+Ins Raise the observation periscope completely without holding it down.
Ctrl+Delete Completely lowers the observation periscope without holding it down.
Ctrl + front/back/right/left/right Camera panning, F12 view with different mouse states Front/back/left/right arrow keys may also turn the camera
shift + left/right Binoculars, periscopes, and deck guns to quickly rotate the field of view
shift + front/back Deck guns to quickly adjust the range
Shift + F2 can be moved around freely in the cabin, of course using the arrow keys to move around. Of course you have to use the arrow keys to move around, you can see the cabin equipment better, but you can't use them
Shift + PgUp&PgDn can raise or lower the light particles effect, use it when you grab the picture, you can do it like a painting.
Ctrl+Left Arrow key to quickly center the boat in the chart
The Del key on the keypad removes the toolbar below, which makes the screenshot much prettier
5. What is the difference between a Combat Periscope and a Reconnaissance Periscope
Combat Periscope: Smaller head, harder to be detected by the enemy; Larger magnification, easier to observe the target. (F3)
Reconnaissance periscope: head is bigger, light transmission is good field of view is bigger, easier to quickly find the target can have upward elevation angle in order to observe the aircraft (O)
6, three kinds of magnification each small grid represents how many degrees
Magnification degrees (per grid)
Periscope 1x/1.5x 1°
Periscope 4x /6x 0.25°
UZO (7x) 0.2°
7. Depth of insurance (meters), dive time (seconds), fastest knot (surface/submersible) and endurance (nautical miles) of U-boats in the original version (at 12 knots surface/submersible at 4 knots)
Type IIA: 100 35 13.0 / 6.9 1,050 / 35
Type VIIC/42: 250 27 18.6 / 8.2 10,000 / 80
Type IX-B: 150 35 18.2 / 7.3 8,700 / 64
Type IX-C: 150 37 18.3 / 7.3 11,000 / 63
Type IX-C/40: 110 37 18.0 / 7.0 11.400 / 63
Type IX-D2: 150 42 19.2 / 6.9 23,700 / 578
Type XXI: 175 25 15.6 / 17.5 11,150 / 285 (at 6 knots submerged)
8. What is the torpedo capacity of the original U-boat types? Type IIA: *** Carries 5 torpedoes, first tube 3, spare 2, tail tube 0, spare 0, external spare 0
Type IID: *** Carries 5 torpedoes, first tube 3, spare 2, tail tube 0, spare 0, external spare 0
Type VIIB: *** Carries 14 torpedoes, first tube 4, spare 6, tail tube 1, external spare 0
Type VIIB: *** Carries 14 torpedoes, first tube 4, spare 6, tail tube 1, external spare 1, external spare 0
Type VIIB: *** Carries 14 torpedoes, first tube 4, spare 6, tail tube 2, tail tube 1, external spare 1 Spare 6, Tail Tube 1, Spare 1, External Spare 2
Type VIIC: ***Load of 14 mines, First Tube 4, Spare 6, Tail Tube 1, Spare 1, External Spare 2
Type VIIC/41: ***Load of 14 mines, First Tube 4, Spare 6, Tail Tube 1, Spare 1, External Spare 2
Type VIIC/42: *** Carries 16 mines, first tube 4, spare 6, tail tube 1, spare 1, external spare 4
Type IX-B: *** Carries 21 mines, first tube 4, spare 6, tail tube 2, spare 2, external spare 7
Type IX-C: *** Carries 22 mines, first tube 4, spare 6, tail tube 2, spare 2, external spare 8
Type IX-C: *** Carries 22 mines, first tube 4, spare 6, tail tube 2, spare 2, external spare 2, external spare 2
Type IX-C: *** Carries 22 mines, first tube 4, spare 6, tail tube 2, spare 2, external spare 2, external spare 2 Type IX-C/40: *** carries 22 mines, first tube 4, spare 6, tail tube 2, spare 2, external spare 8'
Type IX-D2: *** carries 26 mines, first tube 4, spare 6, tail tube 2, spare 2, external spare 12'
Type XXI: ** carries 23 mines, first tube 4, spare 6, tail tube 2, spare 2, external spare 12'
Type XXI: ** carries 23 mines, first tube 4, spare 6, tail tube 2, spare 2, external spare 2'
Type XXI: ** carries 23 mines, first tube 4, spare 6, tail tube 2, spare 2, external spare 2 **Type XXI: **Load 23 mines, first tube 6, spare 17, tail tube 0, spare 0, external spare 0
9. What kind of submarines did each fleet have? All in that year can be opened
First fleet 39 years only IIA 40 years new IID VIIC VIIB 3 types 41 years 42 years to maintain the above 4 types 43 years in addition to this add VIIC / 41 VIIB / 42 Seventh fleet 39 years can be opened in the VIIB 40 years to add the VIIC 41 years 42 years to remain unchanged until 43 years to add VIIC/ 41 VIIC/42 type
Seventh fleet 39 years can be opened VIIB 40 years to add VIIC 41 years 42 years to remain unchanged until 43 years to add VIIC/ 41 VIIC/42
Second Fleet: 3 types of VIIC VIIB IXB in '40, IXC IXD2 in '42, VIIC VIIB IXD/40 IXD2 in '43
Twenty-ninth Fleet: 2 types of VIIC VIIB in '41, VIIC VIIB2 in '43, VIIC/41 VIIC/42 in '43. In the 10th fleet, the IXB IXC submarine was available in '42, and the IXC/40 IXD2 submarine was added in '43
The 11th fleet had only the VIIC VIIB submarine in '42, and the VIIC/41 VIIC/42 submarine was added in '43
*Fleets with no year indicated cannot choose on this basis. Must start career in '42 Not until '41
10, submarines go all the way east or west will they reach the other side of the map, what's in the Antarctic and North Pole
Will they, the Antarctic and North Pole are a landmass
11, how many types of torpedoes are there in SH3, and what era can they be used in respectively
GT-1 (G7a): this model was the standard torpedo for German U-boats at the beginning of the war, sailing along a straight line. The torpedo's propulsion was steam-powered propulsion. It moved through the water with a distinctive wave trail and was easily detected. Its speed could be adjusted, *** there were 3 types: 1 . Slow speed (30 knots) state with a maximum range of 12,500 meters 2 . Medium speed (40 knots) state range is 7500 meters 3 . High speed (44 knots) with a range of 5000 meters. Usually the German Navy set to medium speed
T-2 (G7e): straight-line navigation, appearance and combat parts with the T-1 type, but the propulsion system into the electric propulsion, in the water there is no ripple marks, and the cost of construction is lower. The disadvantage is that it can only attack at a speed of 30 knots, and its range is around 5,000 meters.
T-3 (G7e): a straight-line electric propulsion torpedo. The range at 30 knots was 5,000 meters. This model, which entered service in 1942, was much the same as the T-2, but had a more reliable fuse for the warhead.
T-1 Fat-1 (G7a): A fan search torpedo converted from the T-1, it entered service in late 1942. Range at 30 knots was 12,500 meters. After launching, the torpedo first made a straight line voyage for a certain distance, and then turned into a stepped search voyage phase, with two modes of search voyage, 800 meters and 1600 meters. The torpedo is suitable for attacking merchant ships in dense formation.
T-3 Fat (G7e): Another fan-shaped search torpedo modified from the T-3, it entered service in 1943. Its search phase had the same parameter settings as the T-1 Fat-1 (G7a). Due to the small range of this type of torpedo (range of 5000 meters at 30 knots), it was usually launched from the transom tube and was mainly used against enemy ships pursuing the boat.
T-3a Fat (G7e): This type was a further improvement of the T-3 Fat. The battery was improved and the range was increased to 7,500 meters
T-5 (G7es): a sound-guided torpedo based on the T-3. It was put into service in late 1943, and was designed to be used against the escort ships of the Bangladeshi Army. The speed was 24 knots and the range was 5,700 meters. The torpedo was equipped with a sound-seeking guidance head, which could be used to track the target based on the sound it made, but it required the enemy ship to make a considerable amount of noise. The sound-seeking guidance head was not very reliable and would have revealed the position of the boat. According to some surviving German U-boat captains of World War II, after firing such a torpedo, the submarine had to immediately dive to a relatively safe depth or quickly leave the battlefield.
12. How to use off-boat backup torpedoes?
1) Non-static, below sea state 6 (original version).
2)Make sure you are in a surface state so that you can move the submarine's external reserve torpedoes.
3) torpedo compartment manpower, torpedo compartment to be in working condition there are enough manpower to cut the ability to slot more than half
4) Click the "i" key to open the weapons management interface, the upper right corner of the torpedo / shells toggle key, the general open the default is the torpedo management interface. At this time with the mouse point kind of external reserve torpedo and then hold down the left button will drag the torpedo to the corresponding torpedo warehouse.
5) After the above work is done, you can see the external reserve torpedo start to change color in the weapon management interface, which means that the torpedo is moving to the corresponding torpedo silo, and the movement time is directly related to your torpedo silo's capability value.
6)If in the process of moving, encounter force majeure and cause interruption. For example, the discovery of aircraft or anti-submarine ship must be submerged to avoid, etc., at this time the torpedo handling work will be automatically interrupted. When you surface, you must start again, of course, even if you have only a few seconds left to complete the handling, and then dive in the middle of the time, then the time is still counted from the beginning.
13, using the impact fuse, sometimes already hit the target, the torpedo why does not explode
1, duds
2, the distance is less than 300m
3, the angle of impact is not enough
14, how to switch already loaded torpedo (for example, the launch tube pre-loaded with a T1, and want to change it to a T2, how to do)
Provided that there is empty space in the torpedo compartment, pull the T1 in the torpedo tube to the reserve compartment and then swap the T2 in the reserve compartment.
If there is no space available, you can only switch when the torpedo is fired and there is space available.
15, SH3 personnel shift change how to operate
1, one by one drag
2, double-click on the need for manpower of the post
3, click on the need for manpower of the post, and then right-click on the rest of the cabin
4, lookout post can be switched by directly clicking on the lookout officer (eg, artillery, anti-aircraft, observation posts)
16, a variety of What is the difference between torpedoes and shells?
Blue head torpedo is to go straight, green head initial distance to go straight 2 levels of angle of maneuver to go S-type (adjustable), red head is acoustic guidance.
AA is anti-aircraft shells, HE is high-explosive bombs, AP is armor-piercing bombs, SS is flare
17, torpedo detonation I and M how to distinguish?
I = Impact Fuse
M = Magnetic Storm Fuse
18, obviously there is a gun why can not go up to shoot?
The wind and waves were too strong, and the navigator was told to report the weather, and that the gun could not be used if the wind was over 6M/sec (original version).
19, what is the meaning of those four colors in the center triangle when looking at an enemy ship from a periscope?
Green has the best angle of attack, yellow is next, then orange, and red is the worst.
20, nautical charts on the color of the various ships mean what?
Red is for hostile countries. Green is for neutral countries. Blue is that of the Axis powers.
21. What does each difficulty setting mean?
Battery power Oxygen Fuel options directly affect your surface speed and underwater travel distance, time and speed
Limited compressed air ----- means you have to use compressed air to change depths (surfacing and diving) when you don't want to or can't use your engine power
Realistic attack -------- submarine's soft spot is hit, meaning you'll take more damage. Means you will take more damage
Realistic repair time-----Damage repair makes the game more realistic
Realistic ship sinking time-----Increase in ship sinking time means that the extent of damage to the ship can not be immediately confirmed, making it more difficult to judge
Manual targeting system-----Manual data collection is required to make torpedo attacks
The map is not updated in time. p>The map is not updated in time --------Disable the "God's eye" mode for charts
Realistic detection -------Decrease the radius of detection and efficiency of the submarine detection system
Torpedo duds ----------Increase the chances of torpedo malfunctions to bring the game closer to the real world
The game is not as easy to play as it should be. Realistic
Realistic torpedo loading times -----Increased torpedo loading times take away your ability to make multiple attacks before you have a precious chance
No event window -------You won't get any window messages for any important news
No external view -------Disables external view of the submarine The only thing that's available is the crew's view<
No Stable View------- turning off the stability of the view will make it more difficult to aim in rough seas
No Stealth Indicator---- graphical display of the degree to which the submarine has been detected
No Weapons Officer Assistance---- turning off the ability of the Weapons Officer to provide a target identification and torpedo plan
22、A certain compartment of the submarine is damaged during the game. How to repair it? What is the difference between the repair procedures for each part?
Non-stationary navigation, drag the personnel into the upper left corner of the pipe damage group, and then click on the yellow damaged parts for repair. If it is an above deck section, it needs to be surfaced.
If there is water ingress, I think the first thing you should do is plug the leaks and repair the compartments with pumps to prevent water from re-entering
The next thing to repair is the battery packs, the compressed air unit and the motors, the diesel engines,
then the hearth, the sonar, and the radar equipment
finally, the fire control section, the torpedo bays
If it's the above-deck section Including the bridge has been damaged, and then need to surface
23, why my submarine can not drive, the order to send a new course or order the submarine to accelerate but did not reflect?
First of all, the diesel engine room or electric engine room is definitely understaffed or not capable enough. Go to the damage control screen and check the status of these compartments. The diesel engine room must be at half capacity if navigating on the surface, and the electric engine room if underwater.
24. How do I launch a decoy?
Some U-boats have this function, but not every U-boat has it. Press "J" to release the decoy.
25. Can I save my recommendations or medals for later?
No.
26、How do I read the contents of a radio message?
Press the "M" key, then double-click the telegram.
27: I want to change fleets, but I don't know if the original decorated crew will move with me, and will their reputation be lowered?
Will they move with them, and their reputation will remain the same. Each fleet must have served 3 voyage missions before they can apply for a transfer.
28, is it necessary to go to the Naval Academy when I first start playing the game?
After completing all of the 1500 points of prestige, familiarize yourself with the operation of the first cruise to help you choose the right officers and sailors and equipment (not into the Academy of the initial prestige of 500)
29, career mode, after completing a cruise mission how to do?
Press the ESC key, and then click "End Patrol", provided that you and the enemy completely detached ~ ~ that is to say, you can not find the enemy on the charts before the end of the
30, submarine 3, how to adjust the course?
There is a compass in the lower right corner, mouse click on the desired heading, you can steer
The small button in the lower corner of the compass, press it to switch to rudder position maneuvering, the same mouse click
31、My officer hangs up, how to get ah
At sea... Press F7.... Then click on the crew member! Then burial at sea! (Or read the file and start over...)
32. How do I deal with the anti-submarine net at the harbor entrance?
Face the opening of the harbor out and in, don't sneak around the edges
33、How to add your own music to the Gramophone
Copy it to the game directory \data\Sound\Gramophone and you're good to go
34、Detailed explanation of the role of the medals
The second class of the Order of the Iron Cross, the First Class Iron Cross, German Gold Cross, Knight's Cross, U-boat Front Service Mark, U-boat Combat Medal, Wounded Medal,
Except for the U-boat Front Service Mark and the U-boat Combat Medal, which can be awarded arbitrarily (not entirely arbitrarily, but given to the crew at least once at sea), the other medals are in order, in order of ten, from top to bottom, that is, the Second Class Iron Cross -Iron Cross 1st Class -German Gold Cross -Knight's Cross.
It should be noted that the Second Class Iron Cross and First Class Iron Cross add experience, and the German Gold Cross does not fatigue the crew of that award after it is awarded! The other medals have not been found to have special features, I usually give them to officers first, then petty officers, and finally sailors! Because the officer in the submarine performance has the greatest impact, followed by the petty officer, and have skills qualification of the officer or petty officer impact is more obvious, the officer full experience to 500, the petty officer 300, the sailor 100! to full experience, in the give them rank promotion documents are also white da, then do not waste it, to others!
35, U-boat ventilator what role and benefits, what are the problems
Submarines use the ventilator device, can be used underwater diesel engine as a power to navigate, underwater charging, inflating and ventilating, increase underwater range. The disadvantage is that the diesel engine can not use high power, SH3, only the left side of the paddle rotation, the right side is always immobile, open full power is only 11-12 knots. The deadliest is that it is easier to be detected than using a periscope.
36, where can I see all the ships in Hunt 3?
Go into sH3 and go to the "museum" and see them all.
37, do you have to wait about 30 days for each ship in sH3?
Normal, patrol a vacation rest 30 days, is the German military law
38, AOB what does it mean?
AOB is the Angle of Bow, which is the angle between the submarine's line to the ship and the ship's heading, i.e., the submarine's position relative to the target.
39 How are medics used?
Just drag a wounded enlisted man or officer into the rest bay where the medic is located
40 How is the supply ship (cow patch) used?
Close Tap End Mission Select Supply Ship Docking Note that Supply Ship Docking for Resupply Torpedoes are the default and you can't optionally install the type of torpedoes you want, but crew members can award promotion reports
41 Are DDs loaded with a certain number of depth charges, just like the real ones?
A depth charge launcher is 40 depth charges, in game.
All weapons in the game have a limit on the amount of ammo they can use, the difference is only in how different mods set it, for example, GWX sets the ammo count very high so it's basically inexhaustible, whereas I carry over a lot of the numbers from the original version, so I often run out of ammo.
A destroyer typically has two depth charge drop racks that's 80, and a DD will only drop about 4 in a single attack (not taking KGUN into account), so that's 20 drops. As a rule of thumb, that's almost an hour or so, and if you factor in the fact that most of the time it's a few DDs surrounding you, then that's a lot of time ...... So you'll feel like the DD has unlimited depth charges.
Many times during my testing I watched destroyers attacking AI boats (AI's have higher maneuverability and most importantly unlimited batteries) run out of ammo and then hopelessly spinning around there, in other words it's not really that hard to run out of DD depth charges. It is recommended to maintain a depth of 25 meters when avoiding destroyer depth charges, which is easy to observe. Secondly, the depth of the depth bomb has a minimum explosion depth of 25 meters. 25 meters within the depth bomb does not explode. Obviously, dive to 25 meters to dive to 120 meters easier and safer.
42 I use electric mine to hit DD, how most hit a little off ah?
In the case of steam mines, electric mines are very difficult to hit accurately, and all manual calculations are off by 50%. I had an argument with a guy in Lafayette about this, and even got into a big spat. I asked him if they were acoustic-guided, and he answered no, they were all electric, and I told him he was a liar, and here's why:
1) The fastest electric mine can hit a DD is only 30 knots, and even though they don't have a trajectory, the rate of fire is too slow for DDs, which generally have speeds of 15 knots or more.
1) The fastest electric mine is only 30 knots, although it has no trajectory, but its firing speed is too slow for DDs, which generally have a speed of 15 knots or more, and there is a 25-second time lag from firing to hitting at a distance of 450 meters, so DDs can still navigate in a straight line and avoid the situation.
3) Armed tugboats can shorten the distance to 410 meters (success rate of more than 80%)
The above is my personal experience, and I do not guarantee a 100% hit, but you can increase the hit rate through proper practice. The strike method should be a magnetic storm fuse, and the target's draft should be set to a depth of +0.5 meters
43 What's the use of a jammer? How does it work?
Of course it's useful, when DD detects you, press J, it will be released automatically (note that there is a limit to the number of times) Different jammers have different jamming time, the further the longer the time, it can be used to replace the noise that you emit. When releasing the jammers, you need to be at the lowest possible speed, or stop the car, or it won't work. Usually, you release it during the dive, and you keep diving, so that it will create bubbles in the area you release, so that the DD will think that you're at that position, and you can quietly release it in a low speed. And you can sneak out of there.
44 How do you use a green torpedo?
Personal experience: first determine the distance and direction of travel of the target, then adjust the initial straight line distance of the torpedo (the green head will turn to attack, but the distance of the initial straight line run is set manually), then according to the position of the target fleet and your own position to choose the two levels of turning angle, that is to say, whether the target fleet is to the left of the submarine you are traveling to the right of the two levels of turning angle is the direction of turning of the torpedo after completing the initial straight line run, the meter is to the left of the torpedo to turn to the left of the submarine. The direction of the torpedo's turn after completing the initial straight run The instrument dialed to the left is the left turn maneuver The dialed to the right is the right turn maneuver
The second choice is based on the size of the target fleet There are two choices of LEDs, 800 and 1600, which means that the maneuvering turn in a straight line runs the distance The green head will make an S maneuver after completing a straight line run The LEDs are the size of the S maneuver The size of the S maneuver The LEDs are the size of the S maneuver The larger fleet size is 1600, the smaller fleet size is 1600, the opposite is 800 This is the operation of the green head torpedo is more suitable for the use of bad weather conditions and poor visibility, but I do not often use the green head often use the green head as a T1 close range and high speed to hit the DD