
There’s just too much to do for one person there. I tend to play at 65%, which gives me realistic almost everything including dud torpedoes, realistic reload time, and ship sinking time (which affects how long you get to stick around a slowly sinking target, thus risking exposure). Several of these variables like fuel reserves or other restrictions can be set in the game’s comprehensive “realism” menu you can change this prior to every mission which gives it nice flexibility if you’re starting to feel over - or underwhelmed by the opposition. So in our case, once we fulfill the obligatory 24 hours in good old DJ18, we shall see what our fuel store looks like and go seeking out trouble wherever it may be. This part may not be historically accurate (you wouldn’t want to range into another U-Boot’s hunting area) but as SH3’s oceans are devoid of allied subs, you’re safe from friendly fire. After 24 hours spent patrolling the grid assigned to you by Befehlshaber der U-Boote (BdU, the commander in chief of submarine forces) you can range freely towards your nearest shipping lanes.

SILENT HUNTER III MAP GENERATOR
You can transfer between Flotillas to change the shape of your patrol, but generally it is up to you and the game’s dynamic traffic generator to create stories. Patrols in Silent Hunter III are fairly simple things - your orders are invariably to go to a grid that’s historically assigned to the Flotilla you’re in. Add to that the current torpedo and diesel reserves and you now know everything about the state of your patrol. When you return to the game after a break, no matter how long, you will be able to read your chart as a sort of “story so far” summation of events. By the end of a fruitful (or even not) patrol your chart will become an old friend, littered with failed interception plots, successful evasion patterns, sunken wrecks and lots and lots of ranging circles.
SILENT HUNTER III MAP SERIES
That cluster of concentric circles and mess of hash marks inside going every which way? A failed ambush followed by a frantic series of evasive maneuvers and a slow, slow slinking away while hungry destroyers strain to hear the faintest sound from below.

That stately line of Xs along the British coast, going from southeast to northwest and terminating in a red broken ship silhouette? That was a long range report of a vague sighting followed by an emergency speed rush to the interception area ending with a textbook sinking with a small spread of forward torpedoes, of course. But when you come back, that humble chart tells the story of your patrol as assuredly as if it had a voice. You start out a patrol with literally a blank slate of empty map grids and vague land outlines. All of these things are part of your Silent Hunter III experience, but let me tell you about the most fascinating part of the game that you will get to know intimately: your navigational chart.Īfter the jump, who knew charts could talk? Things like crash dives, ballast blowing, silent running and torpedo impact. While I’m out there hustling (well, as much as hustling is possible at 1/3 speed) through the middle of Bay of Biscay, let’s talk some terminology.
