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.
parts
10 mechanics, as Silent Hunter III does themcore · 2
Military 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.
supporting · 8
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.
Day-night cycle
Delegation to AI managers
With manual targeting off, a Weapons Officer computes the firing solution.
Fog of war
Pause and speed control
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.
Weather
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.