silent-hunter-3 game sourced
Silent Hunter III
A World War II U-boat sim with a dynamic campaign that generates convoys and escorts, manual torpedo targeting, and a persistent crew that gains rank, experience, and morale across patrols.
core loop
receive a patrol grid -> transit under time compression -> detect contacts -> identify the target and solve speed, angle on the bow, and gyro angle -> fire torpedoes -> evade escorts -> return to base and promote crew
design notes
The campaign engine generates convoys, destroyer escorts, and task forces in each patrol area rather than scripting engagements, so a career starting between 1939 and 1943 is a sequence of unplanned encounters. Realism settings scale the procedure: at the hardest, the player identifies class and nationality and computes speed, angle on the bow, and gyro angle; with manual targeting off a Weapons Officer solves the problem while approach geometry still matters. Crew members persist between patrols with rank, experience, morale, and decorations.
relations
10 stored edgesMilitary operations
The campaign engine generates convoys, destroyer escorts, and task forces in assigned patrol grids, and the player chooses targets and approaches.
Procedural checklists
Manual targeting requires identifying a vessel's class and nationality and computing its speed, angle on the bow, and gyro angle before setting torpedo depth and spread.
Agent skills
Crew members carry rank, experience, morale, and decorations between patrols.
Career ladder
A career begins at the rank of Lieutenant, Jr., with a U-boat base assignment between 1939 and 1943.
Delegation to AI managers
With manual targeting off, a Weapons Officer computes the firing solution.
Projectile ballistics
Torpedoes run at a set speed, depth, and gyro angle toward an intercept computed from target speed and angle on the bow, so a bad solution misses.