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When there is no escort, sonar can be used to measure the distance; When there is an escort ship, use the periscope to measure, first identify the target, lock the distance in the small box on the right, and then measure it, don't measure too far, not accurate, it is generally estimated that the distance will be measured at about 2500 meters.
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The principle of ranging is as follows:
We know that fixed-size objects look smaller the farther away from you and bigger the closer they get to you. If you know the height of the target's mainmast (the top of the tallest and thickest mast is above the waterline), the distance to the target can be calculated based on the size of the mainmast's height in the periscope's field of view.
Specific operation: Press the n key to turn out the "Ship Identification Manual", and the sun flag on the cover indicates that it is currently the ** set of Little Japan. Press the right arrow on the cover to switch to the stateless merchant ship set (the flag position on the cover is blank).
Click on the cover to open the brochure to view. At the top of the manual page there are two lines in yellow, the first row is the type and category of the ship, and the second row is the tonnage, maximum speed (knots, i.e., nautical mile hours), draft (depth of the bottom of the ship from the sea surface, feet), and mainmast height (the height of the top of the mainmast from the sea surface, feet). There are 3 box buttons in the upper right corner, the black cross symbol is to close the brochure and return the cover, the red tick symbol is to enter the mainmast height of the ship on this page into the periscope rangefinder, and the black ship symbol is to switch between the ship image at 90 degrees, 0 degrees, and 45 degrees angles.
According to the shape and position of the target's chimney, mast, bridge and the shape of the ship's hull, compare them page by page to find the one that best fits: right! That's the goal!
Large new oil tankers! Aim the periscope center reticle at the target and press the L key to lock (automatically keep the target in the periscope field of view). Then click the red hook button on the manual page to enter the height of the main mast into the periscope rangefinder, and at the same time, the ship name column at the top of the TDC panel on the left side of the screen changes from blank to "Large Modern Tanker", indicating that the ship type identification is complete.
Note: It is very important to correctly identify the ship type, if the identification is wrong, the system will not warn, and the wrong mainmast height will lead to a ranging error.
Now it's time to measure the range: under the premise of locking the target (sometimes the big waves will flood the periscope and interrupt the lock), press the small handle in the upper right corner of the screen, pull out the target data disk, click the "distance" button (the first of the 3 buttons at the bottom), and then click the "ranging" button (the first of the 2 buttons in the upper part), the target image in the periscope field of view will add a virtual overlapping image, move the mouse up and down, the ghost will also move up and down, at this time move the mouse carefully, Make the waterline in the ghost accurately align with the top of the main mast in the original image, and press the left mouse button to make the ghost disappear, and the target data disk scale shows the measured distance. Click the "Enter TDC" button (the red button on the top of the target data disk) to enter the target bearing and distance at this moment.
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Second world war.
Medium, German Navy.
There are Type II (Type 2), Type VII (Type 7), Type IX (Type 9), as well as XXI (Type 21) and XX III (Type 23) for combat.
In Hunt Submarines 3, the Type II is an early submarine, with only 3 torpedo tubes in front and a 20mm deck cannon, which is very watery.
Type VII (Type 7) is the lead submarine, and there are also modifications of 7B and 7C, with torpedo tubes 4 in front and 1 in the rear, an 88mm deck gun and a 20mm cannon, Type IX (Type 9) is an ocean-going submarine that can reach the coast of the United States for operations and has strong firepower, torpedo tubes 4 in front and 2 in the rear, a 105mm deck gun, and an anti-aircraft modification with 2 20mm cannons and a 37mm (I can't remember here) mm anti-aircraft gun.
The above Type II, Type VII and Type IX are all traditional ship types, and the underwater speed is generally 7 8 knots, and the surface speed is 14 16 knots.
The XXI (Type 21) was an epoch-making submarine with the elimination of deck guns, but with two twin 20mm anti-aircraft guns, torpedo tubes 6 in front and 0 in the rear, as well as torpedo loaders, loading blocks, and the underwater speed exceeded the surface speed, up to a dozen knots underwater and 8 knots on the surface.
Not available in the xxiii (type 23) game.
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When the distance from the target is 300m to 1000m, the launch angle is within 15° of the front (or rear, provided that there is a tail torpedo tube) of the ship, and the angle between the hull and the ship's side chord is about 90°, you can use the ship identification manual to see the weak points of the ship. It can display the information of the ship and **) such as fuel depot, ammunition depot, keel, engine room, engine. Clicking on the gray square of the weak point will automatically draw up the fish stats for attacking the weak point (don't forget to press the "Q" key to open the torpedo tube before firing, or you can open it manually in the control tower).
PS: A lot of newbies ignore this process)
If the fish hits the fuel depot or ammunition depot, there is a high chance of a lightning kill, and if the keel is a bit overhanging, hitting the engine and engine room can make the ship lose power, but it is difficult to determine the depth of the torpedo in the case of strong wind and waves, so this trick is useless when the wind speed reaches 15m s.
As said on the 2nd floor, it is useful to remember some weak points, you can remember the weak points of the corresponding ship to easily destroy the ship with deck guns, first use armor-piercing shells to make a hole in the location of the ammunition depot or fuel depot (about 4 rounds are enough) and then use high-explosive shells to bombard the same position, which is very ammunition-saving (I once used this method to sink a 4000-ton tanker with 8 guns). However, don't use this method to hit those below 4,000 tons, it costs armor-piercing bullets, and it is more economical to use high-explosive bombs to hit below the waterline.
However, it seems that there is a patch that can lock down a ship's weakness without having to meet the conditions, but I haven't found it yet.
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On the premise of turning on auto-aim.
Lock on to the target. The target distance is within 1000 meters.
The target is located within a sector 30 degrees directly in front of it.
If you meet the above four conditions, you can see the target's weaknesses.
After clicking on a weak point, the ** officer calculates the launch plan according to the instructions.
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Supplement upstairs, AOB if it is exactly 90 degrees.
But there are only a few kinds of ships in total, and it's OK to remember the weaknesses or something......
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Although I haven't played Hunt Submariner 3 for a long time, I still remember a little bit about the map area.
Here's how it works:
The chart zoom can see the whole world.
Locate the 'an' area.
The magnified area is divided into 99 small grids.
Find the small grid numbered '16' in 'an', which is the an16 area you want, I hope it can help you
Also, I guess who is talking about the solution to the mistake of birthplace.
One more thing:Hunt submarine 3 career mode does not have the so-called 'first few levels',It's just a 24-hour cruise to the target again and again.,Of course, it's necessary to meet enemy ships on the way to sink.,Of course, you can also avoid his simple patrol target.,But that's not interesting.,The meaning of the game is to attack the enemy ship The game will tell you "the end of the war" when you come back from patrol in May 1945, and then the career is over.
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