I learned a valuable lesson and will be more careful next time. I move away underwater once the flooding is secure and eventually surface and finish repairing my damage. Oh hell, it was the shore batteries! I got too close. I hear gunfire from the shore and move my camera there and see: I sneak a peak with the free camera, trying to figure out what happened. Thankfully the water is shallow, because I can't control my depth for awhile. Still, we have water in the forward battery compartment: And we are hurt:Īs we dive we get more damage, but at least the bow damage is being handled. What the heck is going on? I didn't see a ship or an airplane. I make a run in towards the shore and suddenly my XO shouts "The enemy is attacking us!". Well, let's drop over to Valletta and see what's going on: We arrive at our patrol grid and putter around for 24 hours without seeing a thing. It's the Med, so the seas are calm and since it's the first of June, 1942, it's warm and pretty much an Axis lake: I do have to consult the chart to avoid the minefields and the anti-submarine net: We head out of harbor, sadly in the dark again so not much to see. I don't know if or when I'll get back to SH3, but I'm pretty sure this is my last patrol in the Indian Ocean! But either I hit a mine or I got too close to the shore, because suddenly all the compartments of my sub showed damage and moments later I was told the sub was lost! I started heading out the channel and just maybe I shouldn't have been using time compression. My crew was in good shape, except for one officer who got badly hurt while up on the bridge: I also left one tramp steamer burning, but I figured it was time to go. So I had to sail around the docks and use my torpedoes. I finally silenced them and continued to use my deck to try to sink them, but I was out of 88mm ammo. I fixed my damage and continued fighting with two of the merchant ships which had deck guns. I fought it out with an ASW trawler, taking damage but eventually killing the trawler. I got bored so I sailed into the port however, I did it at night so the screen captures are pretty crappy, which is why I'm not posting them. Basically I sailed all the way across the rest of the Indian Ocean without seeing another ship, then stood off Mombasa (an Allied port). It's very late so I'm going to hold off posting a lot of images. and with the kind assistance of VoiceAttack, I can just boss around the crew! I came across a Polish small freighter on the second day.Īnd after a bunch of rather poor shooting we finally managed to sink her.Īnd so I continue on my patrol. And it looks pretty good.Īfter an uneventful departure from harbor and a couple of meeting with German ships, including a coal barge. However, after a couple of hours of re-installing, tinkering and just plain Hail Mary tweaks, now magically I can run the game in full screen without having to change my desktop resolution. I had saved my game from back in February of 2013 and the first thing I found was that, like before, I was stuck with 1024x768, but with my new computer, I couldn't get it to run full screen unless my monitor was set to that resolution. However, with the motivation of having purchased VoiceAttack for Elite: Dangerous, I decided to fire up my Silent Hunter III with the Grey Wolves Expansion and through the magic of a saved game, continue with my fifth cruise. The mod community has also begun digging into the simulation's many configuration options, most of which are stored in simple text files that make them very easy to edit if you ever read about a change you'd like to make.Those who might have followed my thread over on the GT forums, Silent Hunter III - Let's go on a cruise! (Bandwidth Warning!) will remember that the cruise ended rather badly for me. Unfortunately, none are included with the game for licensing reasons. By placing MP3 tracks in the game's gramophone directory, you can order your radio officer to play the music over the sub's PA system, and putting in tunes that were popular during the war really helps set the mood. The orchestral score that plays and changes dynamically during the action is done very well, but perhaps the best feature is the gramophone. The crew chimes in when contacts are spotted, damage is taken, or other vital information is available, and in a nice touch they all speak in whispers when the ship is rigged for silent running. Explosions, gunshots, and special effects, like the sound of shells hitting the water and sonar pings, provide everything you'd expect from a riveting war movie. The sound also deserves special mention for being so well done. The King of submarine simulations returns with an all-new 3D game engine, new crew command features and more realistic action than ever before.
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