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You will automatically be promoted to this rank after the first patrol (since you always start with 1500 renown in GWX) unless you upgrade your boat or recruit higher ranked personnel prior to leaving port. Leutnant: Zero renown, starting rank at the beginning of the game Keep sailing out and patrolling sea squares.It looks like I found the answer to my own question. You’ll have no option but return to base when this happens. It’s easy to use them all up in one or two attacks (often without sinking anything).
#Silent hunter 3 renown free#
You’ll need to stay in your square until you get confirmation via the radio that you’ve been there long enough.įeel free to leave your sea square for better hunting once main mission is complete. Once you get to your sea square, plot a zig-zag course across your whole sea square. You will need to be ahead of the prey’s estimated course! If you spot anything that looks sinkable, practice lining yourself up for an attack. You are the wolf and all run in fear of your teeth and claws!Ĭrank up the time compression to 64x or higher.ĭrop out of time compression occasionally to look around and smell the salty air. Travel on the surface with your diesel engines. Plot a course for your navigator to the appointed sea square. Practice spotting friendly Schnellboots on your way out. Logic Steps Between Air Sessions=10 steps between air fighting sessions, 10*Logic Interval(90sec)Įnjoy launching with music and seeing the sights and listening to seagulls. Night Modifier=0.5 Modifier on strike probability at nightĭefault Air Strike Probability=10 Default probability to send an airstrike from a airbase (carrier)Įnemy Air Strike Probability Increase on Radio Messages Sent=30 Increase over the default probability on a radio message sentįriendly Air Strike Probability Increase on Contact Report Sent=50 Increase over the default probability on a contact message sentĮnemy Air Strike Probability Increase on Player Detection=50 Increase over the default probability on player detectionĪtenuation Factor=10 decrease from an increased probability to default one on each air session Veteran Airbase Modifier=0.7 Modifier for veteran airbase (carrier) ratingĮlite Airbase Modifier=1 Modifier for elite airbase (carrier) rating Novice Airbase Modifier=0.35 Modifier for novice airbase (carrier) ratingĬompetent Airbase Modifier=0.5 Modifier for competent airbase (carrier) rating Poor Airbase Modifier=0.2 Modifier for poor airbase (carrier) rating Maximum Aircraft Range=2500 in kilometers 3.4 add more aircraft probabilistically for a large target current airstrike probability againt that side 3.2 multiply coverage factor for the target area with : and detection area around submarine ( 10 km radius ) 3.1 check number of aircraft that can strike at that range and conditions, and compute a coverage factor based on the range of each aircraft type Compute airstrike probability from each base Compute air coverage factors on allies/axis/neutral on the target zone Compute airbases in range according to their aircraft maximum ranges Lower periscope (so the ship doesn’t spot you before the torpedoes have a chance to strike!) and either wait for the explosions or consider diving deeper and begin evasive maneuvers if there’s a warship nearby. Once the enemy reaches the point where you have a straight shot at it, raise periscope and fire one or more torpedo. Open the torpedo tubes (if you haven’t already) and rub your hands in anticipatory glee. Keep the periscope down and watch the enemy approach with the hydrophone (a fading line on your map which shows the angle, but not distance of the sound contact). Wait for the enemy to approach that point. It may take several plotted waypoints to have the U-boat lined up straight with the perpendicular line. I find a location that is about 400 meters along the perpendicular line and plot a course to reach it. With the ruler, I draw another line perpendicular (90 degrees) to the predicted course at a position I believe I can reach with my U-boat before the enemy gets there. Using the ruler tool, I draw a line across the two marks to predict the ship’s course. I wait for a while (exactly how long depends, but perhaps 5-15 minutes of game time at 1x) and raise periscope and mark the ship’s location again. Go to periscope depth (if not already) and keep periscope down. After spotting an enemy ship, I mark its location on the map.
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