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In all sonar modes, contacts show up as brighter green pixels against a black or dark green field of noise. Finally, Narrowband waterfall can be used to classify targets so you know if they are friendly or hostile. Broadband waterfall shows a cascading display of the bearing of passive sonar contacts. DEMON, which stands for DEMOdulated Noise, can analyze the sound coming from a ship and tell you its speed. Active intercept tells you the bearing and relative range of ships in the area using active sonar. There is active sonar, which can be set to give a single pulse or periodic pulses. The Sonar station gives you five functions for identifying other ships in the water.
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SILENT HUNTER 3 WINDOWS 8 PATCH
There is now a patch available of the net to fix this. I don't know the speed of a crew on a real submarine, but somehow I suspect that it takes them a little more then 5 seconds to reload a torpedo tube. Weapons are reloaded much more quickly than in real life. However, it was at the weapons station that I found fault with 688(I). Countermeasures such as jammers and decoys can also be used if you come under fire. The presets allow the advanced submarine captain to ensure that weapons will take a route to their target that delays their detection by enemies, and ensures that the weapon will not attack friendly or neutral forces. Prior to firing, weapons can by assigned presets such as depth, activation range, deactivation range(in case of a miss) and speed. The Weapons station allows you to assign targets to specific weapons, reload empty torpedo tubes, and check on the number of weapons in storage. It includes an additional screen which displays the depth beneath the keel, which is useful if you need to make sure you won't run aground. Navigation consists of a zoomable, pannable map of the area with the best known positions of all ships in the area overlaid. The Navigation station is probably the most straightforward of the stations. In play, you will find that most of your time is spent at four of these stations: Sonar, TMA, Weapons, and Navigation. Unfortunately, to play multiplayer, each player must own a copy of 688(I).Ĭontrol of your submarine is managed by a number of different stations, each of which represents one aspect of the submarine. Finally, there are multiplayer missions, in which you and a few of your friends can play against each other in either co-op or deathmatch. There are training missions, in which there is no risk to your sub and crew Single missions, in which you must accomplish a specific objective Campaigns, in which you must destroy as many enemies as possible before you are destroyed or run out of ammunition. Missions are of four varieties in 688(I). It was even made by Sonalyst, the same company which creates training simulations for The Navy. 688(I) is a simulation of the Los Angeles class of submarines. In designing for Pentium-class computers, the 688(I) programmers had the freedom to achieve a high level of realism, graphic and sound quality. It simply wasn't possibly to build an immersive submarine simulation for a platform such as the Nintendo. Unfortunately, the spell of fantasy was broken by the bad sound, poor graphics and low realism. I had always wanted to be at the helm of a submarine and Silent Service let me do just that.
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I remember playing Silent Service on the original Nintendo.