publisher: Strategic Simulations Inc.
After a list of the best submarine games on PC? Submarine simulator games were reasonably popular back in the ‘90s, but if you’re looking for new submarine games then your options are a lot.
Game mode: single / multiplayer
Multiplayer mode: local network / Internet, players: 1 - 8
Silent Hunter II recreates the desperate battles in the Atlantic between Hitler's infamous U-boat force and British and American convoys - lifeblood of the Allied war effort.
Building on a game widely regarded as the best of it's kind, Silent Hunter II represents the next generation in WWII submarine simulations. It's impressive list of features, beautiful 3D graphics and unrivaled game-play, assure that the Silent Hunter series will remain at the forefront of underwater simulations
Features
* Highly detailed 3D world featuring exacting ship and aircraft models, representing the most detailed and realistic environment yet seen in a naval simulation.
* For the ulitmate Naval battle experience, match the cunning U-boats of Silent Hunter II against the powerful Destroyer Ships of SSI's Destroyer Command in head to head multi-player action (this feature will soon be made available in a patch on ubi.com).
* Realistic modeling of the ocean environment, ship motion, weapons systems,and weather effects.
* Superior AI offers the ultimate challenge to the most experienced commander.
* All major U-Boat stations realistically modeled in both form and function.
* Stunning visuals and environmental sound effects.
* Riveting campaign game covers the entire length of the War in the Atlantic.
Game score 8.07 / 10 calculated out of 430 players' votes.
Similar games:
age requirements: everyone
System requirements
PC / Windows
Recommended: Pentium III 600MHz, 128MB RAM, 16 MB graphic card
The following videos depict how I use map work to get the mathmetical measurements needed for accurate torpedo solutions in the Early Access builds of UBOAT. This guide was put together during UBOAT B118. The method isn't exactly mine, but it's just what I've realized that you can do in the game with the very basic tools we as Kapitanlieutnants have been provided. Hopefully like I said, one day the map work and useable TDC will be more fleshed out and realistic.Other UBOAT Guides:.The MethodI use mixed measurements, just so you know, it's the measurement setting that I recommend as measuring the speed the way I do works out mathematically.Before the video starts, I already established the speed of the contact by placing a mark on it and using the chronometer and time compression to wait 3 minutes, then placed another mark. The distance travel in 3 minutes translates to Knots. For example, say I place a mark, start the chrono and wait 3 minutes.
I just can't believe a function that has existed in games for decades has been removed. Some of us have friends and actually play games in the same room, we are not all sad pathetic loners like your game developers. What the hell is wrong with Codemasters! Road redemption split screen. What were they thinking???????
I place a mark on the contact at the end of 3 minutes, then measure the traveled distance and get 2km (2000m) this translates to 20 Knots.Say the distance measured is 400m, then the speed of the contact is 4 Kn. What if the measurement is 450m? Then round up, the AI in these games never really go in between, so it's always safe to round up.
So I would chose 5kn, or 8kn. If you want to verify the speed on the contact, and have a nice broadside visual, I recommend backing up your speed measurement with the use of the periscope and chronometer.When measuring the angle produced when the course of the target crosses your 'compass' line, you measure the angles on the top half, not the bottom half's angles.
If a target is going North, East, North-East, South-East, or South the angle you measure is the true course, no math needed. If the target's true course is technically greater than 180 degrees (It's going South-West, West or North-West), you use the simple math problem 360-X= TC. 360 Is the full compass circle. X is the measured angle. TC, or True Course is the Answer.A Mapwork ExampleWhen you draw your first line for use as a compass reference, you don't even need to use a protractor. It can just be a basic North-South line, but I like using the protractor. All you're using the line for is to produce an angle.
Here is an example of me using this method in action.TDC Tools ExampleSo now that I understand how to use the AOB tool in game thanks to T., I will share with you what I've learned.The AOB (Labeled as 'Course' Tool) works off of what you see relative from your boat.You have a 360 degree compass that represents view points from your boat, and a plastic strip that points to where your target is. The part of the tool you manipulate is supposed to mimic the Angle on the Bow that you see. (Hence why the description says to match what you see.)Angle on the Bow is what the ship would see you at.
So if you are standing on a ship and see a Uboat at 90 degrees to the right (starboard), the Uboat would say your AOB is 90 Starboard. If you see the Uboat at 270 left (port) then the Uboat would say your AOB is 90 port. Finding AOB with this tool, will then tell you the course of the target.Measuring the the course before hand, like I did, provides a point of reference to use when using this tool.