GWX Onealex Edition Manual Eng

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SH3 GWX

Onealex Edition

manual

2020 - 2023
SH3 GWX Onealex Edition manual

This megamod was made by its author according to his own taste and
preferences - with a bias towards realism, moving away from arcade as much as
possible. The main visual difference of the megamod is that it is adapted to a
widescreen monitor, and that it does not require installation (that is, embedding in the
operating system).
The main megamod base is the computer game Silent Hunter 3 (hereinafter
referred to as SH3). "Silent Hunter" is a registered trademark of Ubisoft Entertainment.
With this in mind, as well as the fact that in the megamod, in addition to personal
developments, free mods (add-ons) of various authors were used, starting with the
GWX team, the author of this megamod declares that:
1.The GWX Onealex Edition megamod is a freeware product and not
intended for commercial profit.
2. It is forbidden to distribute the GWX Onealex Edition megamod for the
purpose of making commercial profit - on any media in general and in parts without
the consent of the copyright holders (creators) of SH3, GWX, individual mods (add-
ons) and the entire GWX Onealex Edition megamod .
The names and nicknames of the authors are not given in this manual. Together
with the GWX* team and other authors of the used mods, the author of the megamod
dedicates his work to the improvement of submarine simulators of the Second World
War and in no way professes any political or philosophical preferences, except for
anti-fascist and anti-Nazi. The presence in the megamod of elements of heraldry and
symbols of the Third Reich is not due to the propaganda of the ideas of fascism and
Nazism, but solely for the purpose of bringing what is happening in the game closer
to historical truth. The task of the author is to try to give the player the opportunity to
feel as much as possible “in their own skin” the rigidity and difficulty of the war at sea,
for which he is invited to go through the not easy path of the commander of a German
submarine from the time of the first bravura victories to the natural collapse of the
Third Reich, but in the course of the game learn a lot about the history of World War
II.

* Gray Wolves Expansion, a SH3 megamod addon created by an independent


international team. A non-commercial product that is distributed free of charge, but at the
same time is subject to copyright.
All used mods and addons are thoroughly tested for compatibility and adjusted to
each other. In addition, the author of the megamod build, together with the support
team, has done quite a lot of work to refine and saturate the game mechanism with
various new events, which are overwhelmingly historical facts. Separate elements of
fantasy are barely noticeable and are used only to awaken interest in the history of
German submarines of the 2nd World War, traditionally shrouded in a fog of secrets.
SH3 GWX Onealex Edition manual

The author of the megamod expresses many thanks to all the people who could
(and continue to help) in finalizing the game, as well as to the authors of those wonderful
mods that are embedded in the megamod.
Also, the author PROHIBITES any copying of his ideas and boot
without his consent.

SYSTEM REQUIREMENTS
Approximate system requirements for a normal game (may be less, the megamod
was tested on sufficiently powerful computers): 1. Processor I5 / I7 6th generation and
higher (or its AMD counterpart). 2. RAM 8 GB or more. 3. Video
card GeForce 10×× series or higher (or its AMD counterpart). 4. Widescreen
monitor. A PC is required, not a laptop.

WHERE TO DOWNLOAD
The link to the latest version of GWX Onealex Edition is on YouTube author's
channel in the section "About the channel":
https://www.youtube.com/channel/UCo5DmCQzPzBGh9MMkD8IebA/about?view_as
=subscriber
Discord: Onealex#7197
It is a must to have a LICENSED copy of the game to be honest with developers!
There should not be files from another version of SH3 on the PC (for example save folder
in My documents etc) before the installation.

INSTALLATION
1. Unpack the archive.
2. Set start in Windows 7 compatibility mode for SH3.exe, JSGME.exe, SH3Cmdr.exe
files and run these programs as administrator.
3. Run the game using the SH3.exe shortcut so that the game creates a save folder.
If you already have another version of SH3 on your computer, then you need to use the
MultiSH3 program, which will help you create a separate folder with saves for
GWX Onealex Edition (instructions for using the program are in the Documentation
folder).
4. Set the parameters to English, German speech and English keyboard language.
5. Exit the game.
6. Use the JSGME utility (in the root directory) to install the necessary mods.
7. Launch SH3 Commander.
8. Check the box "Rollback automatically after exiting SH3", and so
choose the desired game options.
9. Launch the game by pressing Launch SH3! (blue tick).
10. Play. In the future, run the game only through SH Commander
SH3 GWX Onealex Edition manual

If you want SH Commander to run the game with all available randomization types, then run
the game as shown in the image below. First select the captain name (red arrow) and then start
the game (green arrow). With this launch, SH Commander will create random sonar parameters,
a thermocline (or its absence) at a certain depth, random weather at the start of the campaign,
seasonal waves (if this option is enabled in the settings).
SH3 GWX Onealex Edition manual

FASHIONS
By default, all Realism and Gameplay related hardcode fixes mods by H.sie are
activated in the game at the discretion of the build author, plus his own mods and additional
developments of the support team.
If someone needs to patch the sh3.exe file to their liking, then he will find all the
information in the Support folder (in the root directory).
List of additional (alternative) mods:
"Das Boot" music - music from the film "Das Boot" as an intro to chapters menu.
Frozen harbors by Onealex - winter view of bases and ports at the corresponding time
of the year. Separate GWX campaigns for the Black Sea,
Indian Ocean and Mediterranean Sea.
Late sensors compilation is a general mod for properly displaying antennas in the
later period of the war.
Late war sensors snorkel antennas - a mod for the correct display of antennas
installed on a snorkel in the later period of the war - from November 1944 (from GWX).
Music for YouTube - a mod for streamers so that YouTube does not swear at music in
the main menu.
Negative buoyancy - giving the boat a slight negative buoyancy in a submerged
position. The fact is that a boat in a submerged position can be trimmed even without a
move, but in this case the impact of the waves will push it off the desired course. The SH3
engine is unable to simulate this, so a little negative buoyancy can be chosen to force the
commander to fire only when there is at least 1-1.5 knots of travel.
New water (Arctic) - northern environment mod. Activate in Norwegian bases.
New water (Atlantic) - improved view of ocean water, maximum close
to what the water of the Atlantic Ocean looks like.
No U-mark - removes the orange mark with an arrow, which, when viewed from the
general event camera, shows an insufficiently experienced commander the place of his
submerged boat.
U-Boat IXC 40 – 3D model of the boat type IXC/40 (activate if
this boat will be obtained in the game).
U-Boat VIIC 41 – 3D model of the boat type VIIC/41 (activate if this
boat will be obtained in the
game). Exteriors (skins) of various types of
boats. Exterior (skin) of anti-sonar coating "Alberich" on
boats of types VIIC/41, VIIC and XXI - after it has already been received.
Units without ponytails - cancels the display of "tails" for marking ships and aircraft on
the map.
Widescreen MaGui modified (1360×768) – interface for monitors with screen
resolution 1360×768.
Widescreen MaGui modified (1366×768) – interface for monitors with screen
resolution 1366×768.
SH3 GWX Onealex Edition manual

KNOWN ISSUES AND BUGS


First of all, the megamods from SH3 and GWX that came into the build:
1. Always try to always finish the trip completely in manual mode - up to the docking of the
boat to the pier in the base. Those who use the Escape button 25 (and even more)
kilometers from the base risk being left without merit for the trip.
2. It happens that a ship damaged by a boat sinks in a storm, and the SH3 engine believes
that it was bad
weather that was involved in its sinking, and not your crew. Moreover: very rarely, but
they may not count a sunken ship at all for no reason, it would seem. À la guerre comme à la
guerre. This was not the case during the war.
3. Known stock SH3 bug: T.Vh.R. (calculating and decisive control device for torpedo
fire, F6) does not always recognize the speed of movement of steam-gas torpedoes already
set by the switch, so an additional click on the switch will never be superfluous.
4. It happens that when looking "from the side" (F12), the appearance camera loses its
sector. It's OK; you just need to go to any other screen, and then again F12, and the cameras
will be reset.
5. When sending anti-aircraft gunners to the "flasks",
make sure that there are no
had their own planes, otherwise they would immediately try to shoot them down.
6. Starting a saved game when a boat is within 50km of any harbor will cause all ships
in and around the harbor to move straight ahead. Sometimes this leads to the fact that the
ship crashes into the shore, after which a fire occurs on it. SH3 does not save the course of
friendly ships passing near the harbor. These ships will be generated again at the start of
your next campaign.
7. If you launch a save that you made closer than 50 km from the place where you
sunk the ship, then this ship can be
"resurrected" the way it was - the same type, the same course, the same speed.
Secondary sinking will no longer count.

8. Ship and air groups (as well as convoys) prescribed by the scenarios will not be
formed if you are closer than 50 km from the point of their formation. If you want to act
against a specific and scripted convoy, you should move at least 50 km away and only then
look for the convoy after it has spawned.
9. Sometimes there are certain problems with the sound. For example, the whistle of a
storm wind is heard inside a boat; or vice versa, diesel noise is not heard, although it should
be heard. If this is annoying, then just go from screen to screen, and then back.
10. Long loading is normal. Despite the fact that in the megamod all the graphics
inherited from SH3, GWX and many mods are optimized as much as possible, you have to
take into account that at the same time bloated and
SH3 GWX Onealex Edition manual

campaign script - and now it should all load. The museum generally takes a very long time to
load; but if it boots up and works, then this is an indicator of the suitability of your computer
for the game. The museum puts a lot of stress on the computer; after visiting the Museum,
you should exit the game, reset the RAM, and enter it again.
11. If the top watch did not put on raincoats and southwesters when the weather
worsened, then this does not affect anything - except that it looks deadly.
It is necessary to manually "reduce" each person from the bridge to any compartment and back to
the bridge - he will come out already dressed for the weath
12. Searchlights and beacons shine through objects; this is a known bug SH3,
there's nothing to be done.
13. The game slows down a little if somewhere nearby there is a place with an
abundance of units - ships, planes and other objects. Such places are bases and ports, but
also large convoys with many ships. This stuttering is temporary and passes quickly, and it
usually appears when using time compression ×128 and higher.
14. The stock SH3 engine constantly spits out a message like “ship detected” or
“aircraft detected” whenever it comes into view again after being seen and then lost sight of.
There is nothing you can do about it - you must either get closer so that contact is not lost, or
move away so that it is no longer there.
Or wait for the target will do the same.
15. The SH3 engine persistently considers ground objects (eg houses) to be as
natural as trees. Therefore, enemy aircraft do not bomb them (including
port facilities and piers). But she bombs ships in bases. 16. When transferring to another fleet,
you "take" your boat with you. This is important to consider if, for example, you want to
transfer from 30 to the flotilla (the Black Sea, where small boats Type II) to the 10th (South
Atlantic, boats Typ IX). We need to see if there is enough merit for a new boat according to the
new assignment.

Bugs specific to this build-megamod (and not yet completely fixed):


1. Visual damage to ships at a certain camera angle can sometimes be reflected from the
water incorrectly.
2. In some cases, damage to the underwater part
of some ships may not be visible at all.
3. It is better not to use large time accelerations in areas where there are a lot of events
(even with the gramophone turned on). The game may simply crash due to lack of
hardware resources. Actually, this is a SH3 and GWX bug, but due to the fact that now
the load on the hardware has increased even more, the build author attributes it to his own
account.
4. Sometimes a strange little cloud can appear in the sky brightly raspberry color.
Don't worry, it will disappear on its own soon.
SH3 GWX Onealex Edition manual

SAVE RULES
Observe the following rules:
- save only from the surface;
- persist under x1 time compression, and
give the computer some time to recover from the previous time compression;
- there should be no one at the distance of the visible horizon, because sometimes
even one ship can spoil the save, not to mention the convoy. In bad weather, the visibility
range decreases sharply, and here a lottery is possible: maybe saving with a close
accumulation of units will be successful, or maybe not very much;
- it is better to move away from the just sunk ship - at least 10 kilometers; – when
saving, do not rush and quickly click on the buttons while performing the
operation; give the computer a little time to write the save file normally;
- it is better to duplicate the save at a particularly important stage;
- it is optimal to have 8 saves (for example, from "1" to "8"), numbers the
position of which to twist in a circle. For the stable operation of the save system, it
makes sense to keep a dummy career in which the boat went on one trip and is now
in the database. You should create your career after such a dummy career has been
created, otherwise the saves may inexplicably disappear invisibly where. If such grief
happened, then you should find a folder with your career, for example:

C:\...\My Documents\SH3\data\cfg\Careers\Pablo

and rename the career: C:\...\Careers\Pablox, then restart SH3 and check if it
understands the "newly saved" career. If he understands, then go back and rename the
career back to normal. If not, then ... there's nothing to be done, you have to start a new
one.
By the way, we should not forget about such a simple thing as a backup. This can
help out with not very skillful actions with files from storage. There is also such an “urgent
dive into the underworld” (a well-known SH3 bug), when
you normally save the game, and then, when loading it, you suddenly find yourself at
the bottom of the ocean, at an extreme depth, where the boat, for obvious reasons, instantly
dies. You need to open the Campaign.LND, Campaign.SCR and Campaign.RND files in
Notepad or Wordpad , change Windspeed=0.000000 to Windspeed=4 there, restart the
game and load the ill- fated savegame. Also, sometimes there is a not very explainable
game crash when loading a save, even if it was saved according to all the rules. This is not
a systematic failure, but you should also be prepared for it.
SH3 GWX Onealex Edition manual

DIFFERENCES GWX Onealex Edition from SH3 and GWX megamod


Megamod differs from GWX about the same as GWX differs from stock SH3.
The sh3.exe file is patched exactly as far as it seemed necessary to the author of the
megamod. In addition, through lengthy trials, such settings of the configuration files were
selected, which the author considered necessary for the implementation of the tasks set by
him. If someone wants to patch the exe file “for themselves”, then they will find everything
they need in the “documentation” and “Support” folders.
So, in this megamod:
1. Changed and finalized the campaign. Added new
scenarios. Convoys have become faster.
2. New, higher quality 3D models of boats have been introduced with the ability to
raise antennas, a flag and victory pennants, build a crew on the upper deck, as well
as seamlessly install skins (exteriors) for boats.
3. New textures of damage to the boat from shells and bullets have been used.
4. Added more aircraft and ships with high quality 3D models; added new ports.
5. Aviation behavior has become much more realistic. Now she poses a real threat to
the boat. Added torpedo bombers that drop a torpedo on a boat when it is on the surface.
6. Characteristics of depth charges are given to more or less reliable historical data.
Implemented drifting mines plucked from anchors.
7. Implemented new effects of explosions, smoke, fire, splashes, etc.
8. A new navigation map has been used with more realistic navigational instruments
and navigation and tactical aids. New tables have been added for greater convenience
in generating initial data for torpedo firing.
9. A thermocline (jump layer) has been implemented, which can be located at a
random depth and randomly affect the operation of hydroacoustic means.
10. Implemented a unique environment for each region (Atlantic, Arctic,
Mediterranean) with modified wave parameters, as well as random selection of sky
textures. The ability to turn on seasonal waves to generate the wave height corresponding
to the season has been introduced.
11. The model of the curvature of the earth's surface has been changed: in a good
year, only the smoke of ships is visible on the horizon, and when they approach, masts,
pipes, superstructures and sides are visible. Updated reflects (reflections in water) for all
objects.
12. The bathymetry of the parts of the World Ocean in which combat operations are
conducted has been changed; accordingly, the navigation chart has also been changed
(see at the end of this section).
13. Added random generation of weather at the beginning of the campaign. Weather
conditions have been optimized (now there are no long weekly storms and the same
lingering calms), 3D graphics are more correctly built (clouds and fog), as well as the ability
to give coasts, ports and bases a “winter” look at the appropriate time of the year (enabled
using mod);
14. Replaced or changed many sounds. Added 21 march tunes played by the
orchestra on piers in the base (chosen randomly).
SH3 GWX Onealex Edition manual

15. The officer of the watch is trained to go to the bridge on his own when surfacing,
to report about weather conditions, as well as to report sudden changes in visibility.
16. The realistic accuracy of the visual assessment of the distance by watch officers
has been established; seawatch no longer has "eagle vision".
17. Added the ability to choose the depth for an urgent dive research
institutes.Introduced the dependence of the depth of travel under the snorkel on the spee
wind and sea conditions, as well as the inability to use a hydrophone when moving under a
snorkel.
18. Implemented vibration of periscopes raised above the water.
19. Realistic conditions for reloading torpedo tubes and reloading spare torpedoes
from external underdeck canisters into the boat have been introduced.
21. The percentage of defective torpedoes practically corresponds to historical facts.
22. Realistic boat damage repair time has been introduced.
23. Control of the resource of individual breathing apparatus of the crew has been
implemented.
24. A gradually increasing loss of boat buoyancy has been implemented while
maintaining silence in the compartments (“Z”) - after all, the bilge pumps are not
working.
25. Increased the number of radiograms sent from the headquarters under the water
forces directly to the player's boat; upon receipt of the next radiogram, the time compression
does not drop to ×1. It is possible to report contact to the headquarters and act in accordance
with the instructions of the headquarters, including as part of the “wolf pack”, as well as the
possibility of sending a request to change the operational zone (patrol square).
26. Set to automatically turn on the radar after you
exceptions due to weather conditions.
27.Implemented the possibility of normal refueling of the boat.
28. Implemented the ability to constantly maintain compression time
less than ×128 under certain conditions.
29. The ability to save the life of the crew by leaving the damaged and dying boat has
been introduced.
30. Eliminated the occurrence of the old problem of the form "patrol square: NULL".
This is if briefly; detailed and with explanations - further in the text of the manual in the
relevant sections.
In addition to widescreen (two options) and the absence of the need for installation,
followed by hassle regarding the settings of poorly compatible mods, the megamod is
distinguished by:
- full compatibility with SH3 Commander, which is already integrated into the
megamod and also does not require installation - you can (and should) play through it,
although you can also directly;
- a different, more convenient and advanced interface for combat posts with
thoughtful transitions from one to another;
– processing and optimization of many technical parameters of slaves,
aircraft and submarines;
SH3 GWX Onealex Edition manual

– optimized graphics, which allowed almost pain-free it is not possible to use numerous
scenario extensions;
– a completely revised system of career growth (accounting for merits, awards and
promotions, which now directly depend on the tonnage sunk);
– the historical background, which the GWX team once gave with the help of
radiograms has become much wider and deeper, now it is much more truthful, diverse and
thoughtful;
– extended game background - that is, now the boat does not have to wander for
weeks in the empty ocean in search of random single ships;
– in addition, a number of tasks are imperceptibly woven into the historical background;
– stability (the game is quite stable, here save stability);
– thoughtful and high-quality translation, performed by a specialist socialist.
In this build, many annoying inaccuracies have been fixed, caused by the amateurish
approach of previous crackers who are not familiar with the subject. For example, there is no
longer an "officer - commander of a torpedo warhead." The crews of the German submarines
were not subdivided into warheads - such a division is inherent only in the Soviet and modern
Russian fleets. There were two divisions on the German submarine - marine and technical.
The naval division included torpedo mechanics and the top watch (including gunners and anti-
aircraft gunners). The technical division included mechanics (diesel and electric motorists),
helmsmen, outboard system valve operators, radio operators and hydroacoustics.
The assistants to the boat commander led the naval division (the 1st watch officer
- torpedoists, the 2nd watch officer - the rest), and the engineers the non-mechanic
supervised the technical division (except for radio operators and hydroacoustics, who were
personally supervised in a combat situation by the boat commander through the 2nd watch
officer and senior radio operator). The navigator was a separate figure and was actually the
3rd watch officer (3rd assistant commander), although he was a senior non-commissioned
officer in the state. The senior boatswain (who was also a senior non-commissioned officer)
served the torpedo fire control device and was an intermediate link between the 1st watch
officer and the torpedo mechanics. Such an organization has been implemented in this
megamod to the extent possible and taking into account the known limitations of the SH3
engine. The same applies to many other issues of terminology - and first of all, commands
and reports, which, when thoughtlessly translated from German into English (and then into
Russian), were hopelessly corrupted and lost their specificity. Saving on consultants always
leads to profanity, and in this megamod, this was largely avoided. The megamod was made
using two languages - English and Ukrainian (with the inclusion of the mod). All voice acting
and graphics are in German
(for entourage). And finally: if we take into account that this megamod, in fact, is a
further development of the GWX megamod, then it is highly recommended that you first of all
carefully read the manual for GWX v.3.0
Gold Edition. Hereinafter, it will be assumed that the user is at least briefly acquainted
with the manual for GWX v.3.0 Gold.
SH3 GWX Onealex Edition manual

Bathymetry.
An unswitchable mod "SH3 v 1.0 bathymetry" was introduced into the mod (author
and creator astvitaliy1982). All depths of the sections of the North Atlantic theater are
brought into line with reality (taking into account the capabilities and limitations of the SH3
engine) - the Baltic Sea, the North Sea, the Irish Sea, the Celtic Sea, the English Channel,
the Norwegian Sea, the Barents Sea, the White Sea. Bathymetry was built by the
SH3TerrainExtractor program (author ref) based on data from the websites:
– National Centers for Environmental Information https:// www.ncei.noaa.gov/ –
Bathymetric Data
– Viewer https:// www.ncei.noaa.gov/ maps/ bathymetry/
Also created for possible subsequent scenario expansions of the campaign: White Sea-
Baltic Canal (Lake Ladoga, Lake Onega, Vygozero, Ivinsky Razliv reservoir), Göta Canal
(Lakes Wenern and Vättern), Danish Fjords (Lim Fjord, Nissum Fjord and Ringkö bingfjord).
The Bathymetry SH3 v1.0 mod is intended for use exclusively in the GWX Onealex Edition
megamod. Any other use of the mod without his consent is prohibited by the author of the
mod.
SH3 GWX Onealex Edition manual
SH3 GWX Onealex Edition manual
SH3 GWX Onealex Edition manual
SH3 GWX Onealex Edition manual

U-BOAT AND GAME MANAGEMENT


* German terms are presented because they are constantly used when sounding
commands and reports, and therefore it would be nice to know them by heart (or at
least distinguish by ear).

Speed Controls
In English In German
~ All Stop Alle Maschinen stopp
1 Ahead Slow Kleine Fahrt voraus
2 Ahead 1/3 1/3 Fahrt voraus
3 Ahead Standard Große Fahrt voraus
4 Ahead Full Volle Fahrt voraus
5 Ahead Flank Außerste Fahrt voraus
6 Back Slow Kleine Fahrt zuruck
7 Back Standard Große Fahrt zuruck
8 Back Full Volle Fahrt zuruck
9 Back Emergency Außerste Fahrt zuruck

Direction Controls
In English In German
[ Hard to Port (left) Ruder hart Backboard
[ Hard to Starboard (right) Ruder hart Steuerbord
„ Rudder amidships Ruder mittschiffs, Ruder null
+ Heading to View Kurs in Sichtrichtung
– Heading to View Sicht in Richtung Kurs

Depth Controls
In English In German
S Surface Auftauchen
D Dive Tauchen
A Maintain Depth Tiefe halten
P Periscope Depth Sehrohrtiefe
; Snorkel Depth Schnorcheltiefe
C Crash Dive Alarmtauchen
E Emergency Surface Not-Auftauchen
Z Toggle Silent Running Schleichfahrt ein/aus
SH3 GWX Onealex Edition manual

Time Compression
Numpad + Increase
Numpad – Decrease
Numpad * Maximum
Numpad Enter Normal (Х1)
Backspace Pause

Station Controls
F2 Command Room
F3 Attack Periscope
F4 Bridge
F5 Navigation Map
F6 TDC - Torpedo Data Computer
F7 Crew and Damage Management
F8 Mission Orders
F9 Radio Room
F10 Deck Gun
F11 Flak Gun
F12 Free Camera
R Radio
H Hydrophone
O Observation Periscope
B Binoculars
M Radio Messages
K Captain‘s Log
F Main Flak Gun
T Secondary Flak gun 1
G Secondary Flak gun 2
I Weapons Management

Periscope / Snorkel control


Ins / Del Up/Down Observation Periscope
Shift / Ctrl + O Up/Down Observation Periscope (full)
PgUp / PgDn Up/Down Attack Periscope
Ctrl + PgUp / PgDn Up/Down Observation Periscope (full)
X Raise / Lower Schnorchel
Shift + G Raise Schnorchel
Ctrl + G Lower Schnorchel
SH3 GWX Onealex Edition manual

Torpedoes and Guns


Ctrl + Enter Fire Torpedo
Space Fire Deck Gun
Q Open Selected Tube Door
W Close Selected Tube Door
Y Cycle Tube Selection
L Lock View to Target
N Recognition Manual
J Launch Bold

Miscellaneous Controls
Del Delete Object
Shift + Del Delete all objects for selected tool
Ctrl + Left Click Insert Waypoint
Ctrl + +/– Zoom
Tab Cycle zoom
Map moving Arrow keys or drag’n’drop

Radar/Hydrophone
Shift + R Radar On
Ctrl + R Radar Off
Shift / Ctrl + V Up/Down Antenna
Mouse wheel Radar/Hydrophone rotation
Shift + H Normal Sweep
Shift + C Follow nearest sound contact
Shift + W Follow nearest warship

Event Camera
V Max/Min View
/ Close Camera
SH3 GWX Onealex Edition manual

Free Camera Controls


Arrow Up Move Camera Ahead
Arrow Down Move Camera Back
Arrow Left Turn Camera Left
Arrow Right Turn Camera Right
NumPad 7 Raise Camera
NumPad 1 Lower Camera
NumPad 9 Camera Look Up
NumPad 3 Camera Look Down
Shift + arrows Fast Camera Movement
Ctrl + arrows Slow Camera Movement
Shift + F2 Control Room Free Camera
Ctrl + +/– Zoom +/-
Tab Cycle Zoom +/-
< and > Unit view

Additional Controls
Shift / Ctrl + U Rise/Lower UZO
Shift + M Request new patrol GRID
Shift / Ctrl + F Rise/Lower Flag
Shift / Ctrl + D Rise/Lower crew on deck
Shift + K Rise pennants
Shift + N On/Off minimum TC X128

Other Controls
Left Mouse Select
Button
Right Mouse Return to Previous View
Button
Mouse Wheel Zoom
Escape Options
Numpad Del Hide / Show Interfaces
Ctrl + F8 Show current FPS
Ctrl + F11 Take Screenshot

All controls, hotkeys and additional information are transferred are


listed in the help file (F1).
SH3 GWX Onealex Edition manual

INTERFACE
In addition to the fixtures that are visible by default, there are also a number of hidden
ones. Here they are all shown, although in fact their constantly visible number is about three
times less.
By default, always displayed: - in the lower left corner, a panel for issuing commands
to the mechanical engineer (IM), navigator (StO), 1st officer of the watch (1WO),
hydroacoustics (HA), radio operator (FM) and 2nd officer of the watch (2WO).
Commands are given by selecting and clicking LMB; further selection is made from
the menus of currently available commands that appear.
– in the center is the information panel for issuing commands and accepting reports
(under it there are two gray round buttons for displaying a large repeater of the position of
the rudder blade and depth gauge, shown in the figure);
- in the lower right corner from left to right: a clock, a machine telegraph, a
gyrocompass repeater and a depth gauge for shallow (up to 25 m) depths; even to the right -
time compression control, current time and heading in digital form.
LMB clicking on the keys located just below the machine telegraph, gyrocompass
repeater and shallow depth gauge displays the log, rudder position indicator and deep depth
gauge respectively. Near these paired instruments, speed (in knots), rudder deflection
(starboard - green, port - red) and depth are displayed in digital form. Round gray button
between gyrocompass repeater and depth gauge measures the depth of the place using the
Atlas echo sounder.
SH3 GWX Onealex Edition manual

On the left side is a hidden panel of combat posts. Note that some combat post icons
also contain small icons in their upper left corner. On the right side there is a hidden large card
of the gyrocompass repeater (you just need to move the mouse to the edge of the screen), a
little lower there is an independent stopwatch that can be pulled out, and under it and, as it
were, behind it there is a navigation sextant that allows you to measure the angular height of
the celestial body (if someone suddenly desperately want to do it).
The listed devices (except for the clock) are interactive, that is, they allow you to set
the course, rudder turn, speed and depth by clicking LMB on the scale; in addition, almost
all of this can be done using the keys.
To the left above the panel of officers (but under the panel of combat posts) there is a
hidden (appearing when the cursor is moved to the edge of the screen) set of instrument-
indicators: battery charge level, compressed air supply, carbon dioxide level in the
compartments and the scale of the total fuel consumption sensor. There is no separate
command to charge the batteries; inclusion of one of diesels for the generator mechanical
engineer produces independently.
Compressed air is used to purge ballast tanks, start diesel engines, and fire torpedoes.
The suitability of air in the breathing compartments can be modeled in two ways
- taking into account carbon dioxide and taking into account oxygen (taking into account both
factors at the same time does not allow the capabilities of the engine). The stock SH3 took
into account the increasing level of CO2, and this is correct (since it is a more critical factor),
but the dynamics were not taken into account, because different people breathe very
differently when performing various types of work: it is one thing to have a quiet mode in the
compartments and quite another to for example, reloading torpedoes and fighting for
damage. This megamod takes into account the level of O2: the normal level (21%) when the
boat is submerged decreases, and at 17% the mechanical engineer requests permission to
enter the breathing apparatus. Upon ascent, the boat will be ventilated, and the air
composition in the compartments will become normal, this can (and should) be done as many
times as you like, but the supply of oxygen and cartridges with a chemical absorber (potash)
in breathing apparatus is not infinite, so its consumption should be treated very carefully.
Between the indicator of the presence of compressed air and the indicator of fuel
consumption there is an indicator of the condition of the breathing apparatus of the crew. It is
clear that the boat commander did not (and could not have) such a device, but you have it,
because this is the only way for you to control the degree of use of personal breathing
devices by the crew. The fuel gauge is not calibrated in cubic meters, but in percent.
The mechanical engineer independently reports to the commander about the consumption of
half of the fuel supply and about the critical level; except
SH3 GWX Onealex Edition manual

In addition, at the request of the commander, he reports on the cruising range possible with a
given supply of fuel at a given speed.
Also in the bottom panel there are buttons for controlling the gramophone: at the order
of the commander, the senior radio operator puts records or turns on the radio and
broadcasts through the compartments. Note that the abuse of time compression when the
gramophone is on can cause a crash. A good
alternative would be to use the operating system's player outside of the megamod
- it will be easily accessible with the Alt + Tab keys.

The rest of the management will be discussed in separate chapters. sacred to every
military post.
SH3 GWX Onealex Edition manual

Battle stations
F2: Central control post.
Here are a mechanical engineer, two horizontal rudder operators, an operator for
outboard system valves (dive and ascent valves), as well as a navigator and the 1st watch
officer. Using the instruments placed in the post, it is possible to control the course, speed
and depth, engine speed, battery charge level, the state of the atmosphere in the
compartments, the presence of compressed air, roll and trim, the state of torpedo tubes. An
open bulkhead hatch leads to the compartment of the bow compartment with the
commander's cabin, radio cabin and sonar cabin; a vertical ladder through the shaft leads to
the conning tower and further to the bridge.

F3: Attack (commander) periscope.


Periscope control: PgUp / PgDn - raise / lower the periscope, rotate along the bearing
and elevation - either with the arrow keys or LMB (click on the eyepiece, the cursor will
disappear, but now the periscope will obey the mouse). Change the zoom ratio - either with
the Tab key or with the mouse wheel. Control of the height of the rise of the periscope -
according to the Papenberg device (to the right of the eyepiece). There is also a combat
stopwatch; below it is an indicator of the relative bearing to the target, the distance to the
target (in hundreds of meters), the heading angle of the target (the angle at which the target
sees the boat) and its speed. Even lower - the switch for selecting torpedo tubes, the flywheel
is the scale for setting the depth of the torpedo in the selected tube, the firing mode switch
(single or salvo), the speed switch (only for of steam and gas torpedoes - small, medium or
large), a switch for selecting a destroyer (contact or combined - contact with magnetic) and
the angle of dissolution of torpedoes in salvo for salvo fire.
SH3 GWX Onealex Edition manual

On the right is a notebook for generating data for firing: target type, distance to the target,
target side (target heading angle, or target angle) and target speed. These data are
developed by the 1st watch officer and navigator; in case of refusal of their services, the
commander fills out the notebook on his
own. A little lower is the scale of the gyroscopic angle produced by the T.Vh.R.
for the Aubrey device located in the torpedo. This is the angle of the post-launch turn of
the torpedo. Even lower - light bulbs-indicators of the choice
of torpedo tubes (both owl and stern) and their status (charged or not loaded).
Below them on the left is the handle for raising and lowering the periscope (an
alternative to the keys
PgUp and PgDn), the red button for launching torpedoes and the gray button
"Blauschalter", which we will dwell on in particular. Since the periscope
(moreover, in SH3 - both periscopes, although in fact it depended on the
particular boat, especially at the beginning of the war) is connected to the T.Vh.R. (the
counting and decisive mechanism of torpedo firing), then after the development - but
before the introduction into the torpedo - of the gyroscopic angle, any rotation of the
periscope, of course, entailed changes in this angle. The Blauschalter lever was
designed to temporarily disable the T.Vh.R. from the periscope and more freely control
the environment, but
SH3 GWX Onealex Edition manual

the creators of SH3 did exactly the opposite, turning it into a “track” (“capture”) button, and
here there is a serious discrepancy with history.
In the lower left corner - a guide to the ship composition of all countries of the world.
Such directories were on every boat - for all types of ships. Here it's all summarized in one
ledger.
In addition, the commander has a few more directories, which are located at the top
of the screen and are pulled out with the mouse (and then removed there when not
needed).

First of all, these are the flags of the ships of various countries - both military and
merchant fleet ships. The directory also indicates in what period of the war such and such a
state was in alliance with Germany, either hostile or neutral. Of course, at the beginning of the
war, no one could know what political course this or that state would choose in such and such
a year, but it does not seem possible to do otherwise (this idea was proposed by the GWX
team). You should be very careful when identifying the target, since the sinking of "friends" or
neutrals is punishable by headquarters.
If flags (or tables or any other tool that is hidden at the very edge of the screen) are
inadvertently pushed too far, then the next time the game is loaded, they will be in place.
For the combat periscope screen, these are three tables of corrections depending on
the speed of the gas-vapor torpedo, the speed of the target and the heading angle of the
target, as well as one table of corrections to the speed of the target, depending on the speed
of the boat. They are used in the manual calculation of data for shooting, and for the same a
circular RAOBF logarithmic ruler hidden behind the upper limit is applied of the screen (it is
called when the cursor is brought to it - the same as the large a gyrocompass repeater
cartridge, but is only available if you refuse the help of one watch officer, when the boat
commander does everything himself).
SH3 GWX Onealex Edition manual

The fifth table suggests a guaranteed reliable depth of torpedoes, depending on the height of the
wave (and hence on the wind speed). Unfortunately, the SH3 engine understands only the wind
speed and, accordingly, the height of the
wind waves, so you have to be content with only these parameters. The wave visible to the
eye on the surface is only ¼ of the entire wave, the rest is under water; the difference in
pressure under the crest of the wave and under its sole
is sufficient for the torpedo hydrostat to go crazy like an avalanche - accumulating the error in
determining the depth, which is directly related to the operating time of the automation system
of the horizontal rudders of the torpedo, it eventually either throws the torpedo to the surface
(and even generally out of the water, as happened once with U-99, when a torpedo that jumped
out hit the side of the
ship and, having exploded, knocked down the stern gun), or - which is much more common -
sends the torpedo to go at an excessive depth, 13-15 meters and deeper. The reliable depth
of the torpedo in this megamod is taken to be a depth exceeding 0.4 of the wind speed, and
these data are included in the fifth table. If the torpedo turns out to be not defective and if the
firing parameters are calculated correctly (including the angle at which the torpedo meets the
target), then the torpedo will explode. Here is the Beaufort wind scale.
So that they do not interfere, it is enough to simply move them up, but so that they did not
cover each other completely:
SH3 GWX Onealex Edition manual

Periscope zoom ratios are reduced to historically as reliable as possible. When moving under
water, the raised periscope, due to the difference in the density of water and air, begins to vibrate
finely and quickly, as a result of which the image is strongly blurred. To eliminate this misfortune,
special spiral-shaped cable deflectors on periscopes were invented, but the problem has not been
solved even in the 21st century: at an underwater speed of 5-6 knots and higher, the image
becomes fuzzy. It will no longer be possible to cheat and use an external camera instead of a
periscope: now everything in it will sail in exactly the same way, so you should go at low speed.

F4: bridge.
On the bridge of the boat there are working repeaters of the main instruments (log,
engine telegraph and gyrocompass), speaking pipes, retractable devices (periscopes and
antennas), flags, an upper watch and a platform with anti-aircraft guns (of course, all this
greatly depends on the type of boat ). On the bridge (as, by the way, on other pseudo-3D
combat posts), you can not only turn in any direction, but also move using the arrow keys.
The bridge's main instrument is the UZO (Ubootzieloptik) stand, coupled to the T.Vh.R. and
serving for torpedo firing from the surface. Binoculars were attached to the rack, and then
everything happened as if shooting with a periscope.
SH3 GWX Onealex Edition manual

Usually, firing from the surface position was directed by the 1st watch officer. After firing,
the binoculars were removed from the rack and carried down into the boat. There were always
several such binoculars; it was a durable and reliable optical device that could withstand a
depth of 50 m (if they did not have time to remove it during a crash dive).
SH3 GWX Onealex Edition manual

The binoculars are placed on the stand and removed from it with the Shift/ Ctrl + U keys;
to observe and aim through the UZO, you need to click the LMB
on the eyepieces of the binoculars. As you can see, the screen of the UZO device practically
does not differ from the screen of a combat periscope. There are
no only reference tables - for them you have to go down to the conning tower to the combat
periscope (F3).
It happens that with good pitching it is more convenient to use not the UZO device, but
a slightly extended periscope. This was practiced, and under certain conditions even
recommended. The main difference between UZO and periscopes is that it does not have
the ability to switch the zoom factor, but only one (×10). Also, the entire upper watch,
assistant commanders and the boat commander himself were armed with binoculars with the
same excellent 7x optics from Zeiss AG (see illustration on the next page).
In this megamod, the view through the binoculars is reduced to the historically correct
zoom factor (×7). Through binoculars, you can issue directions to the target - similar to how it
was implemented in GWX. Of course, in fact, real binoculars did not show the bearing.

F5: navigation (navigator's) map.


The appearance of navigational tools in the megamod has been reduced to a more historical
look than in previous mods. These are a protractor, a pencil, an eraser, a parallel ruler, a
compass, a protractor, an English slide rule, and an erase all tool (such a big eraser). The
slide rule itself is not one - it is a tool that changes the appearance of the palette when
SH3 GWX Onealex Edition manual

View through binoculars (see previous page).

In addition to the clearly visible tools, there are also auxiliary tools that look out from
under the top edge of the screen: – a palette of squares (for
precise determination of the place according to the military grid of Kriegsmarine
squares); - a palette for an approximate determination of the depth
of a place; - nomograph palette, correlating the values necessary for the navigator
(knots, kilometers and minutes); - palette-protractor; - a reference
"cheat sheet" for accurately determining the place in the square of the Kriegsmarine grid; –
lookup tables for converting knots to km/h and m/min;
- layouts of minefields and anti-submarine networks on the approaches to German
bases; – maps with a grid of Kriegsmarine squares (North, Central and
South Atlantic, Indian Ocean, Southeast Asia and Australia, Baltic and Arctic (two
maps each), Mediterranean Sea, Black Sea.

Alas, the SH3 engine, through the efforts of its creators, stubbornly measures all
distances in kilometers, although nautical miles and cable lengths are accepted at sea, and
only the firing distance is measured in metric units. By the way, when using weapons in the
Kriegsmarine, the distance was measured in hectometers (hundreds of meters).
SH3 GWX Onealex Edition manual

Along the edges of the map there are latitude and longitude marks, and the distance
the navigator now measures very accurately.
F6: Torpedovorhaltrechner (T.Vh.R.) - calculator torpedo firing and a
maneuverable torpedo tablet.
Near the left edge of the screen, the tablet displays information about torpedoes loaded
into bow and stern torpedo tubes. The scale is shown in the lower left corner. The boat is in
the center, the future trajectory of the torpedo is shown with a green beam at the current
position of the periscope (UZO). When using "escort" torpedoes with a programmable
guidance pattern (FAT and LuT), the future trajectory of their movement is displayed.
At the top of the screen are tools for zooming in and out (you can just use the mouse
wheel), as well as a tool for displaying critical sectors fore, aft, and amidship. On the
instrument panel T.Vh.R. from left to right: – “Shiffspeilung” – relative bearing to the target
taken from the azimuth circle of the periscope or
UZO (0-360°); - "Entfernung" - distance to the target (in hectometers); – “Gegnerlage” –
heading angle of the target, 0-180° port (red) or starboard
(green) side; – “Gegnerfahrt” – target speed in knots (in the small internal scale
– selected torpedo speed*);

* A scale of this kind appeared closer to the second half of the war.
- "FEUER" - the button (actually appeared on the combat periscopes of boats around
the middle of the war, but here it is even before it began) and indicator lights for selecting
torpedo tubes.
SH3 GWX Onealex Edition manual

Below: "Tiefe" - handwheel-scale for setting the depth of the torpedo in the selected
torpedo tube, "Torp. Geschw." - travel speed switch (only for steam-gas torpedoes), "Pistole" -
fuse type switch (contact or combined).

Even lower: "Rohrauswahl" - a switch for selecting torpedo tubes, a switch for the firing
mode (single firing or a salvo) and "Streuwinkel" - a flywheel-scale for entering the angle of
dissolution of torpedoes in a salvo. And even lower -
"Shußwinkel", the scale of the generated gyroscopic angle for the Aubrey device located
in the torpedo. Changes made regarding angles, distance, speed
and torpedo guidance pattern are displayed graphically on the tablet for clarity (and
simplification).

F7: crew management and damage control.


The logic with which the creators of SH3 divided the boats into compartments and
placed the crew in it is accessible “not only to everyone” ©. Also, thanks to their
diligence, the crew of a German submarine of any type, to put it mildly, does not quite
correspond to what was in real life, and, unfortunately, it is useless to fight this.

Officers.
The SH3 engine offers us what it offers, although in fact it would be a little different. The
classic officer corps of a German submarine during the 2nd World War was as follows:
- commander;
SH3 GWX Onealex Edition manual

- 1st (or senior) assistant commander, aka 1st watch officer - was responsible for the
use of torpedoes;
- 2nd assistant commander, aka 2nd watch officer - responsible
for the upper watch and artillery, and was also a communications officer;
- mechanical engineer.
At different times it happened differently: in some periods of the war there was an excess
of officers, in others - a shortage. When the opportunity allowed (and there was a
need), they went on campaigns with an increased number of officers, in the
second half of 1944 they were already in short supply, and boats sometimes left
with only one assistant commander.

Navigators on German submarines were always senior non-commissioned officers and


were not officially assistant commanders, but the top watch was almost always on a par with
both assistant commanders - and this is another sad difference between the historical truth
and what the SH3 engine offers us. In addition, it happened that boats went on campaigns
with mentors, but much more often there were understudies in the crew - either an
understudy of the commander, or an understudy of one of the watch officers, or an
understudy of a mechanical engineer. After one or two trips, they left for the corresponding
positions on other boats.

Therefore, we are forced to consider the navigator as an officer who can grow up to
the rank of chief lieutenant; SH3 offers a place for one more officer (for example, on a type
VII boat) - well, let it be an understudy, which can be changed after 1-2 trips or even not
changed at all by making
SH3 GWX Onealex Edition manual

his eternal repairman (that is, the commander of the emergency party), and part- time
mechanic and someone else ...
In the megamod, the configuration of the initial crews with which the commander
begins his career has been changed. Now one of them has the specialty "mechanic", the
second - "signalman" (commander of the upper watch), the third - "torpedo", the fourth -
"helmsman"; they are placed in the compartments in the appropriate way: mechanical
engineer, navigator and 1st assistant in the central post and 2nd assistant on the bridge.
Subsequent new specialties assigned to them (up to three) should be distributed so that they
can replace each other until they deserve the “fried eggs” (German Cross in gold) and stop
getting tired.
Non-commissioned officers and sailors. Unlike officers, non-commissioned officers can
only be assigned one specialty. SH3 Commander allows you to assign qualifications to
sailors, but this does not affect the gameplay or their personal abilities in any way - a
purely decorative thing that pleases only the commander of the boat, i.e. player.
The megamod adopted the Onealex Fatigue crew fatigue model. It can be changed at will -
through SH3 Commander or through the main configuration file
(who knows how).

F8: Combat missions.


Remained virtually unchanged from SH3 and GWX.

F9: Part of the nose compartment - the usual interior here.


The bulkhead hatch leading to the central post is always battened off - however, usually
it was not battened down, like the hatch in the aft part of the central one.
SH3 GWX Onealex Edition manual

The “zentrale” or main commanding room, the radio room and the hydroacoustic room
- here without any changes, this is purely an interior, which in the bow ends with a door to
the cockpit of officers and senior non-commissioned officers. The so-called "new interiors",
which came with the new interface mod and in which it was possible to move around the
boat from the stern torpedo tubes to the bow ones, are artificially limited to the size of the old
interiors due to a) practical non-functionality, b) excessive load on the computer and c)
spontaneous sound glitches.
F10: deck gun.
Three types of shells are available - illuminating, high-explosive fragmentation and armor-
piercing. Loading the gun - by clicking the LMB on the desired type of projectiles. Loading
time, shot and its accuracy are brought to more or less historical parameters. The impact of
shells on the target has become more real- both visually (for example, armor-piercing shells
do not explode like high- explosive fragmentation shells), and in terms of damage. Now the
damage from each hit is clearly visible. Shooting from a deck gun became possible not only
in complete calm, but also in fresh wind up to 7 m/s (impossible in rain, thanks to the SH3
engine).

Pointing, as before, is done with the arrow keys or the mouse (before that, you need to
click the LMB on an empty space). Switching the zoom ratio of the sight - Tab or mouse
wheel. Shot - the "Space" key. Gun reload time can be changed via SH3 Commander. The
choice of the type of projectile (illuminating, osko-
SH3 GWX Onealex Edition manual

high-explosive, armor-piercing) - with the mouse. The boat does not have incendiary shells
(although in fact they often had). It is possible to fire both from
the first person (as if the commander himself gets up to the gun), and under the
guidance of the watch officer on the bridge, for which you should give him the appropriate
commands through the icons in the lower left corner.

F11: anti-aircraft guns.


Everything here is almost the same as in the case of the deck gun. Shooting from anti-
aircraft guns "from the first person" is very, very difficult, let the anti- aircraft gunners shoot
themselves, they are better at it.
F12: external view camera.
Use the mouse (including the wheel), the Shift keys (to speed up) and Ctrl keys (to slow
down), the PgUp and PgDn keys, and the keys on the optional numeric keypad. Key "."
numeric keypad (when NumLock is on) removes and returns the control interface, which
allows you to take a "clean" screenshot (Ctrl + F11).

ADDITIONAL SCREENS.
O: Observation (aka, anti-aircraft) periscope.
The Observation periscope is located in the central control room. As a commander, you
are very lucky: on your boat it is connected with T.Vh.R. even before the war, so it can
also be used to launch a torpedo attack. The difference between a survey periscope
and a combat one is that you do not have the necessary reference tables at hand
(except for the table with flags). The name "anti-aircraft" - because through it it was
possible to measure the angular height of celestial bodies for navigational purposes. Ins
- lifting the riskop, Del - lowering.
I: Ammunition control screen:
That is, torpedoes and artillery shells (a translucent window with two pages, separate for
torpedoes and artillery; to go to the page with artillery ammunition, you need to click on the
shells in the upper right corner of the window).

Loading torpedo tubes requires a quiet, that is, relatively calm sea. In heavy seas, to
load torpedo tubes, it is necessary to dive to a sufficient depth, depending on the strength
of the wind.

Suitable weather is also required to reload torpedoes from external superstructure


canisters into the boat; the course of the boat is reset to the smallest. Interrupting the process
of reloading torpedoes due to the sudden appearance of an enemy (for example, a pair of
aircraft) is a serious test of the nerves and endurance of the commander, as well as the
coherence of the crew.
To enable or disable the loading of torpedo tubes without additional commands, use the
corresponding option in the upper left corner. You can close this window with the same "I"
button.
SH3 GWX Onealex Edition manual

K: combat log. No changes (that is, the same as it was in SH3 and GWX).
The date, time and place of going to sea, combat order are fixed. Further, information
about the sunken ships and downed aircraft is recorded as a cumulative total.
M: log of radiograms. An overview map-grid of Kriegsmarine - North and Central
Atlantic is available here (pulled out from theupper left corner) - to immediately guess
SH3 GWX Onealex Edition manual

where this or that event is happening.


Incoming radiograms and outgoing reports are recorded separately, on an accrual
basis. All incoming radio messages should be carefully read, correlated
with the received combat orders, and appropriate thoughtful decisions should be made.
Some radiograms simply create a reliable historical background, allowing the commander to
keep abreast of current events, and some of them lead the boat to quite real actions.
In addition to incoming radio messages, the submariners listened to news, and not
only from German radio stations. By the way, the allies were well aware of this and often
used channels popular with submariners for propaganda purposes. From time to time, some
news channels were banned, but they continued to listen to them on the boats anyway - at
the discretion of the commander. All broadcast news in this megamod is also given in the
number of incoming radiograms (no other way). About the current state of affairs, ie. the
number of ships sunk, their tonnage and the remaining torpedoes should be
periodically reported to the BdU (i.e. to the headquarters of the submarine forces). A
response order can sometimes be puzzling: for example, an order to return to the base for
some reason. To execute it or not (and if to execute it, then immediately or a couple of weeks
later) is up to the commander to decide.
However, usually the headquarters in response radiograms only encourages or simply gives a
receipt (reports that the signal has been received).
The number of variants of radiograms sent from the headquarters of the submarine forces
directly to the player's boat has been increased to 28.
For other possibilities of the radio room, see below in the corresponding section.
SH3 GWX Onealex Edition manual

ANTENNAS ON THE CONNING TOWER


Typical problems may arise when trying to improve boats as a variety of new electronic
equipment is gradually introduced into the Kriegsmarine submarine fleet - these are radar
radiation detectors (detectors) and radars themselves *. It is more correct to call them radars,
because radar is an * abbreviation, moreover, English (RAdio Detection And Ranging), and it
was not used in the German fleet. The same applies to ASDIC (Anti-Submarine Detection
Investigation Commetee), and their synonyms - SONAR (SOund Navigation And Ranging),
therefore, in this case (in relation to the game on behalf of the commander of a German
boat), the terms "radar" are more appropriate and correct. and "sonar" ("echo-locator").
Whereas new hydrophones and sonars usually do not cause any problems, the installation of
enemy radar
detectors and later war radars (and their snorkels and antennas) can be met with a
number of puzzling difficulties. Except for the very first remote wooden cruciform antenna of
the FuMB1 "Metoks" detector, which was placed on the bridge in the surface position and
was removed during immersion (the notorious "Biscay cross" with a cable through the upper
wheelhouse hatch),
then the antennas on the wheelhouse fence are installed in places 1 and 2
- on the front of the cabin fence and in the side "pockets" of the left side. All this is very
dependent on the type of felling and the type of equipment installed, but the general rule
remains (see the figures below):
SH3 GWX Onealex Edition manual

If you neglect the simple installation rules, then you may encounter the fact that the
ordered new antennas “fall” out of place, and it looks more than terrible. A few such
unfortunate examples of shown below:
SH3 GWX Onealex Edition manual

Example 1. A rotating radar is installed, but they forgot to install the “Late Sensors
Compilation” mod so that the radar stands in position 2.

Example 2: Snorkel fitted to the wrong type of cabin.


SH3 GWX Onealex Edition manual

Example 3: The Late Sensors Compilation mod is installed and the radar is set to position 2,
but this is an older type of radar, designed to be installed only on the front of the conning
tower.

The general rule is that the stationary fixed radar antennas are placed on the front of the
felling fence (location 1), and the rotating antennas are placed in the “pocket” housing (location
2). After installing the snorkel on the boat, you need to activate the Late War Sensors Snorkel
Antennas mod, and then the radar detector
will fall into place by itself. It is important to remember that you don't need to put
anything "on top" of it, because this will lead to problems in the operation of the equipment (it
will simply break down immediately after leaving the base).

It should also be remembered that all of the above does not apply to Type XXI
boats: everything that is needed is already installed on them, moreover, in
their places, and if you try to install something else, unpredictable breakdowns will be
SH3 GWX Onealex Edition manual

CAMPAIGN
Due to mismatch of code pages and the fact that the SH3 engine does not understand
(or understands, but can not display) the replacement of letters with umlauts the flotilla based
on Koenigsberg was removed from the build.
Everything else in the campaign is left over from GWX (some edited and improved) plus
the capture of the Bay of Danzig, the sinking of the aircraft carrier Koreijs... in general, the
build includes all the historical operations and episodes implemented in GWX, plus a few new
ones.
Also optimized the number of generated convoys and bark white
groups, revised and revised their composition, their behavior.
The number of single ships has been revised - both combat and freighters.
A lot of new ships and aircraft, new ports and bases with their infrastructure, ships and sea
routes have been introduced. A lot of corrections have been made to armament, combat
capabilities and tactics of operations - for example, torpedo bombers, aircraft depth charges,
etc. Now you will have to forget about easy victories at sea: anti-submarine

Allied forces are now much more skilled and evil.


At the same time, many configuration parameters have been revised and reworked in
order to establish a good game balance without violating the historical
truth in terms of the capabilities of ships, vessels and aircraft. This is not to mention bridges,
canals, mine banks and drifting (torn) mines, net barriers, whales,dolphins, algae.

Radiograms.
The megamod imitates the radio exchange between the boats and the headquarters of
the submarine forces of the Kriegsmarine. This is done to create the most realistic historical
background: dates, times, numbers, names, tonnage, surnames, locations - all this
corresponds to history, from short signals from boats reporting their position to the radio
listened to on the boat (including hostile ).
The organization of communications in the submarine fleet of the Kriegsmarine is a vast,
complex and interesting topic. Here it is enough to say that the boats communicated with
each other in the HF and VHF bands, the instructions of the headquarters were received in
the HF, NE, LW, and VLF bands, and reports were sent to the headquarters on HF.
Messages were encrypted using the Enigma cipher machine, and the encryption process
was much more complicated than simply replacing one letter with another. Of course, the
format
of radiograms (as well as radio traffic in general) is adapted to the capabilities of the SH3
engine, and therefore differs greatly from what was actually transmitted over the radio
(however, the basic text of many radiograms corresponds exactly
to historical truth); the number of radiograms per day is also reduced to an acceptable
minimum (so as not to deal exclusively with radiograms around the clock). The main thing,
SH3 GWX Onealex Edition manual

that now the boat commander is in the midst of the events of the war,
experiencing the appropriate emotions and acting in accordance with the situation.
It should be noted that the Kriegsmarine submariners usually lived according to Berlin
time - of course, while taking into account the local (clear) time. Berlin time is shown on the
main clock and on the mechanical digital display in the lower right corner; when you hover
over the main clock, a pop-up inscription will prompt the local (zone) time. Radiograms-tasks.
Radiograms are woven into the general radio exchange, including tasks that can actually be
completed. Such radiograms under an hour are no different from the “background”, therefore,
the boat commander is forced to make decisions on his own every time, in accordance with
the combat orders already received, the place of the boat, crew fatigue, the supply of
torpedoes and fuel, not knowing what awaits him ahead - Well, almost complete realism.
There are not very many of these tasks (they will rarely come across, or they may not get
caught at all, especially considering the time spent in the bases between campaigns), but they
are.

German submarines of the Second World War have always been surrounded by a veil of
secrets; some of them have already been debunked, some not; interesting semi-fantastic books
have been written about them - and this was also reflected in some radiograms. In addition, you
should be aware that different groups of boats were controlled by different headquarters, with
different codes and in different radio networks, so many radio messages simply could not be
received on the same boat. Here I had to tie everything to the radio exchange with the main
headquarters FdU (from mid-October 1939 - BdU) *, change the format of radio grams and
accept the impossible: all Kriegsmarine radio correspondents use the same cipher on any given
day. In reality, this, of course, was not and could not be. Many radiograms are generally given
only as an example of what the German submarines were doing; and vice versa, it was not
possible to implement a false radio exchange (more precisely, they did not want to litter the
game with them),
Tethys radio beacons, etc.
* Since January 1936 - FdU (Führer der Unterseeboote);
October 17, 1939 Karl Dönitz received the rank of rear admiral and renamed his
headquarters to BdU
(Befehlshaber der Unterseeboote). Also, due to the peculiarities of the SH3 engine, it has not yet
been possible to implement highly secret missions that were carried out by German submarines,
such as landing and receiving spies, saboteurs and meteorological groups, installing automatic
weather stations, secret rendezvous with Japanese boats, etc. Alas, the grid of Kriegsmarine
squares in SH3 does not cover the entire required area (although in fact it was almost the entire
water surface of the planet, and in some places even not only water), and besides, there are still
annoying limitations of the SH3 engine related to the impossibility It is possible to diversify the
formulation of tasks for a boat going out to sea.
SH3 GWX Onealex Edition manual

Your boat number.


The stock SH3 and GWX do not allow you to choose your boat number, although this is
quite simple. You need to go to the SH3 folder (“My Documents”), then the
\data\cfg\ folders - and there in the main.cfg file in the [PLAYER] array , change the
SubmarineName=U-52 parameter (or whatever it turns out to be) to the one which you like -
for example, like this: SubmarineName=U-114. It is much easier to
change the boat number through SH3 Commander - right in
main menu.
You should not choose the number of some famous boat (U 47, U-96, U-552, U-333,
etc.), because during the campaign you will inevitably have to receive and read radio
messages regarding the real actions of these boats in completely different places (including
about their death), and it is unlikely that this can give pleasure to the player. Therefore, it is
better not to pretend to be Günther Prien,
Erich Topp and Werner Hartenstein (despite the fact that they historically operate
somewhere parallel to your boat), but take yourself a number that will not be 100%
mentioned in historically correct radiograms.
Here is a list of numbers of boats that were accepted for construction, but for various
reasons were not laid down (by type):
IXC/40 (86 boats): 807-816, 893-899, 1242-1262, 1501-1542
IXD/42 (5 boats): 885–888, 900
V 300 (1 boat): 791
VIIC (3 boats): 769, 770, 782
VIIC/41 (127 boats): 690-698, 725-730, 829-840, 909-912, 933-936, 1033-1050,
1066-1068,1111-1114, 1137-1146, 1180-1190, 1283- 1291, 1309-1312, 1331-1338, 1401-
1404, 1417-1422,1435-1439, 1801-1804, 1823-1828
VIIC/42 (162 boats): 699, 700, 783-790, 913-918, 937-942, 1069-1080, 1093-
1100, 1115-1120, 1147-1152, 1292-1297, 1313-1318, 1339-1350, 1423-1434,
1440-1463, 1805–1822, 1901–1904, 2001–2004, 2101–2104, 2301–2318
XIB (4 boats): 112–115
XIV (5 boats): 497, 2201–2204
XVIIB (6 boats): 1411–1416
XVIIG (12 boats): 1081–1092
XVIII (1 boat): 797
XX (30 boats): 1601–1615, 1701–1715
XXI (580 boats): 2565–2762, 3064–3295, 3543–3554, 3558–3695
XXII (2 boats): 1153, 1154
XXIII (365 boats): 2372–2430, 2433–2460, 4001–4120, 4713–4870
XXVIW (100 boats): 4501-4600 If
this is not enough, here is a list of numbers of unfinished boats of various types: 329,
330, 395, 474, 491-497, 684-689, 723, 724, 780-782, 796 798, 807, 808, 823, 824, 882, 884,
890–892, 902, 906, 908, 931, 932, 996, 1011, 1012, 1026–1032, 1133–
1136, 1173-1179, 1236-1242, 1280-1282, 1408-1410
Also plus numbers of unfinished Type XXI boats: 2370,
2401–2404, 2431, 2432, 2532, 2537, 2547, 2549, 2550, 2553–2564, 3036, 3042,
3043, 3045–3063, 3531–3542, 4708 4718.
SH3 GWX Onealex Edition manual

At the same time, no one forbids taking for their “seven” the number U-115 or U-700,
intended for the “nines”. The main thing is that the number you have chosen will not appear in
the radio exchange, which (recall) is largely historically accurate. And in general, it is useless
to use someone's fame when there is an opportunity to get your own - side by side with real
aces.

CAMPAIGN OPERATIONS
Campaign Operations are inherited from GWX, but there are additional ones. Only the
names of operations (both Allied and Axis) are listed here, as well as additions to the
campaign. Atlantic and Arctic - operations "Weserubung", "Dynamo", "Neptune", "Berlin",
"Reinubung", "Cerberus", "Rosselsprung", "Sicily", "Tangsten", "Goodwood" (without strike
ship formations of the
allies ), "Paravan", "Katekizm";

– fragments of pocket battleship raids across the North Atlantic; - the sinking of the
aircraft carrier "Koreydzhes";
– the capture of the port of Danzig;
– a number of historically correct convoys;
– pseudo-randomly generated convoys, strike ship groups, groups of ships and
single ships;
– as well as attacks on convoys, ship groups and single ships by
German aviation;
– attacks on German bases by Allied aircraft. Indian Ocean and Southeast Asia -
operations Jaywick, Rimau, Diplomat, Cockpit, Crimson, Interlude, King II, Lightning,
Matador, Meridian 1 , "Meridian 2"; - actions of combat groups (for example, groups
"74");
– historically correct and pseudo-randomly generated convoys and single ships;
– Japanese intelligence of Australia;
– the sinking of Charlotte Schliemann (Operation Kanned) and Brake;
– Australian anti-mine and anti-submarine operations. Mediterranean - Operations
Husky, Avalanche, Harpoon, Slapstick, Shingle, Excess, Substance, Style, Halberd,
Pedestal, Tiger, Stoneage, Portcallis;
– a number of historically correct convoys and ship groups;
– pseudo-randomly generated convoys and single ships. Black Sea
– operation "60.000" (only the first 12 days);
– pseudo-randomly generated convoys and single ships.
SH3 GWX Onealex Edition manual

SINGLE TASKS
Single tasks (missions) are divided into historically correct (actually happened) and
hypothetical (fictitious, although quite plausible). In historically correct tasks, one can, with
greater or lesser success, try to change the course of history.

Historically correct tasks:


– Bismark - the sinking of the battleship "Bismarck";
– Brake (GWX) - sinking "Brake" (GWX);
– Bucket Brigade (GWX) – attack by freighters off Cape Hatteras (GWX);
– Cerberus (GWX) - operation "Cerberus" (GWX);
– Convoy JW-51A – attack of the convoy JW-51A;
– Convoy JW-55B (GWX) – attack of the convoy JW-55B (GWX);
– Convoy HG-1 – attack of convoy HG-1;
– Convoy HG-3 – attack of the convoy HG-3;
– Convoy HG-37 – attack of the convoy HG-37;
– Convoy HX-5 – attack of the HX-5 convoy;
– Convoy HX-56 – attack of the convoy HX-56;
– Convoy HX-99 – attack of the convoy HX-99;
– Convoy HX-228 (GWX) – attack of the convoy HX-228 (GWX);
– Convoy HX-229 – attack of the convoy HX-229;
– Convoy HX-239 – attack of the convoy HX-239;
– Convoy KS-502 (GWX) – attack of the convoy KS-502 (GWX);
– Convoy OA-109 – attack on convoy OA-109;
– Convoy OB-4 – attack of convoy OB-4;
– Convoy ON-4 – attack on convoy ON-4;
– Convoy PA-69 (GWX) – attack on convoy PA-69 (GWX);
– Convoy SC-7 (GWX) – attack of convoy SC-7 (GWX);
– Convoy SC-94 (GWX) – attack of the convoy SC-94 (GWX);
– Convoy SL-125 (GWX) – attack of the convoy SL-125 (GWX);
– Convoy TM-1 (GWX) – attack of a TM-1 (GWX) convoy;
– Convoy TS-37 (GWX) – attack of the convoy TS-37 (GWX);
– Convoy PQ-17 (GWX) – attack of the convoy PQ-17 (GWX);
– Convoy SC-3 – attack of convoy SC-3;
– Convoy SC-73 – attack of the convoy SC-73;
– Convoy SC-104 – attack of the convoy SC-104;
– Finish Line (GWX) – attack on a convoy going to Malta (GWX);
– Force 63 (GWX) – aircraft carrier attack off Sumatra (GWX);
– Force H (GWX) - attack of the "H" group to help the "Bismarck" (GWX);
– Gibraltar - the passage of the Strait of Gibraltar;
– HMS Barham - the sinking of the battleship "Barham" (SH3);
– HMS Barham (GWX) – sinking of the battleship Barham (GWX);
– HMS Eagle (GWX) - the sinking of the aircraft carrier "Eagle" (GWX);
– HMS Courageous - the sinking of the aircraft carrier Koreydzhes;
– HMS Malaya (GWX) – sinking of the battleship Malaya (GWX);
SH3 GWX Onealex Edition manual

– HMS Exmouth (GWX) – sinking of the destroyer Exmouth (GWX);


– Narvik I (GWX) – 1st battle at Narvik, sinking destroyers (GWX);
– Narvik II (GWX) – sinking of the battleship Warspite (GWX);
– Operation Gibbon (GWX) – Operation Gibbon (GWX);
– Scapa Flow – breakthrough in Scapa Flow (GWX);
– Tungsten (GWX) - operation "Tangsten" (GWX);
– 505 - battle with Guadalcanal;
– U-515 (GWX) - the sinking of the aircraft carrier "Guadalcanal" (GWX);
– U-1195 (GWX) - the sinking of the military transport "Cuba" (GWX).

Hypothetical tasks:
– Airship Escort (GWX) - attack of a convoy off the coast of the United States (GWX); –
Alarm! (GWX) - battle in the Mediterranean Sea (GWX);
– April Fool
– defense of Helgoland;
– April Fool (GWX)
– defense of Helgoland (GWX);
– Curacao (GWX)
– tanker attack off Curacao (GWX);
– Drumbeat! (GWX)
– operation "Paukenschlag", attack of the convoy (GWX);
– Early Christmas (GWX)
– battle near Panama (GWX);
– Evacuation (GWX)
– operation "Beijing" (GWX);
– Far East Fleet (GWX)
– sink aircraft carriers off New Guinea (GWX);
– Freetown Convoy (GWX)
– convoy attack near Freetown (GWX);
– Happy Times – convoy attack in “happy times”;
– Ice Ice Baby 1 (GWX) – convoy attack in the Arctic (GWX);
– Ice Ice Baby 2 (GWX) – convoy attack in the Arctic (GWX);
– Iceland (GWX) – attack of ships off Reykjavik (GWX);
– Italian battleships (GWX) – attack of Italian battleships (GWX);
– Malta – attack of a convoy going to Malta;
– Monsoon (GWX) – aircraft carrier attack in the Pacific Ocean (GWX);
– Narvik - the battle at Narvik, the sinking of the battleship Warspite;
– Russian Convoy (GWX) – attack one of the PQ (GWX) convoys;
– Scharnhorst (GWX) – help to the attacked Scharnhorst (GWX);
– Tiger's Den (GWX) – convoy attack near Newfoundland (GWX);
– Tiger's Jaws (GWX) – convoy attack south of Iceland (GWX);
– Tiger's Revenge (GWX) – attack of ships in the Mediterranean Sea (GWX);
– Tiger's Tail (GWX) - convoy attack in the Mediterranean (GWX);
– Troopship (GWX) – attack of two fast liners (GWX);
– Wolfpack - training in sending a report on the convoy;
– XXI - attack by an aircraft carrier group on a type XXI boat.
SH3 GWX Onealex Edition manual

SH3 Commander
Despite the fact that some changes and additions have been made to SH3 Commander
(especially in Ukrainian version), all its basic settings have remained the same.
Unfortunately, the commander's personal file and the crew file are still generated in the
default encoding (unreadable for Ukrainian-speaking user), therefore, to view them, you
should select the encoding “Windows Cyrillic” in the browser. Assigning a certain specialty to
sailors does not add anything to their personal qualities, abilities and skills - just a nice feature,
nothing more. The submariner's combat fastener was established in August 1944, but the SH3
engine provides for awarding them from the very beginning of the war and uses them as
awards, improving the morale and combat qualities of the recipient. To follow the historical
truth or not - let it be the choice of the boat commander.

Some documented features of SH3 Commander are artificially disabled due to


legitimate fears of conflicts with debugged and tested build configuration elements that
depend on each other. For example, you can set the probability of malfunctions and industrial
sabotage at the shipyard (and a number of other settings) as you like - they will not affect
anything. Of course, you can get into the “guts” of SH3 Commander and turn them back on
yourself, but such a user should remember that he does this at his own peril and risk, and that
then he will probably have to download and run the entire megamod again - in return for the
previous one. into disrepair. The SH3 Commander manual in Ukrainian is located in the SH3
documentation folder.
ADVICE AND EXPLANATIONS
1. About preparations for going to sea.
1. You should not improve your boat (even such a seemingly small thing as
choosing an emblem) not immediately upon returning to the base, but only before leaving
for the next trip (preferably not the first one). In other words, after arriving at the base and
distributing awards, the crew should definitely exit the career to the main menu.
2. The above does not apply to the completion of the equipment page - this can be
done immediately before going on the first trip.
3. You should leave the base only with an escort, especially since the summer of
1941, when the Allies began to actively use mining of fairways from the air. The same goes
for returning to base. Wait for the escort to appear; when he turns around and goes back to
the base, follow him exactly in the wake, otherwise you can be blown up by a crazy
unexploded mine. Escort meeting points are shown below:

Keel (point 1) Flensburg (point 1)

Wilhelmshaven (Point 2) Brest (point 344)


Lorian (Point Lucie-2) Saint Nazaire (Point Nanni-1)

Bordeaux (Point Gabel)


Toulon

Constanta
La Spezia
SH3 GWX Onealex Edition manual

Salamis

In reality, the routes and their control points underwent some changes with the course
of the war; due to the nature of the SH3 engine, the waypoints in the game do not change,
and the secret routes are not shown at all.
When returning to the Norwegian bases, the escort met at the entrance to the fiords; it
is almost impossible to implement this within SH3, so enter the fiords on your own, at your
own peril and risk; be extremely careful. Wait for the escort at the meeting point and follow
him to the base. Escorts are also used in the bases of Southeast Asia, however, due to the
much lower mine danger, this issue may not be so relevant. Or maybe not.
2. About the top watch.
1. The top watch no longer has the amazing "eagle vision" it used to have - especially at
night. Now everything is reduced to actual human capabilities, taking into account the
changing visibility of the sea. The accuracy of the visual assessment of the distance by watch
officers has become realistic: plus or minus a dozen (or a hundred, or a thousand) meters -
depending on the order of the determined distance, and not with an amazing accuracy of one
meter, as it was before.
SH3 GWX Onealex Edition manual

2. The officer of the watch now goes to the bridge on his own when the boat
emerges, he does not need to be driven up manually. If the felling fence is critically
damaged, then, of course, he will not be able to enter the bridge. It should be
remembered that the officer who is in the forward cockpit will go out on the upper watch;
if he is not there, then an officer from the aft cockpit will go. You should contact him
through the “2WO” menu icon, although it can be any officer of your choice, and not just
the 2nd assistant commander.
3. If the boat is on the surface or at periscope depth, then the watch officer,
guided by his assessment of the presence and density of fog, independently reports
on the state of visibility in the form of a permanent report on the control panel
(which is convenient when using time compression); in addition, in case of a sharp
change in visibility, he separately reports orally. It is also possible to receive a
report from him on the current state of weather conditions (wind direction and
strength, cloudiness, precipitation, fog) through one of the menu icons of the 2nd
watch officer, although he may not be on the top watch. At the same time, one of
the officers should also be in the place of the navigator.
3. Dodging an attack.
1. The main weapon of a submarine is stealth. Therefore, when detecting any
target (even an ordinary freighter), one should dive at least to the periscope depth and
only then assess the situation.
2. When a warship or aircraft is found, you must immediately play an urgent dive,
quickly measure the depth of the place with an echo sounder and then set the desired
diving depth. Seconds can be decisive.
3. In the megamod, it is possible to select the diving depth for urgent diving - by
clicking on the depth gauge scale (by default, when urgent diving, the boat goes to a
depth of A–5, i.e. 75 meters). Stopping at the current depth using the "A" key will not
work, you need exactly click on the scale.
4. Basic rules for evading an attacking warship or
aircraft are detailed in the GWX v.3.0 Gold manual.
4. About the torpedo attack.
1. The percentage of defective torpedoes in a particular
month of the war practically corresponds to historical facts.
2. The preliminary opening of the protective shield and the front cover of the
selected torpedo tube significantly reduces the time of a torpedo shot. True, manually
opened lids will have to be closed manually.
3. When attacking a convoy, you should not be greedy. Greed leads to the
sinking of the boat and the death of the crew (or at least capture). The rule should be
"one or two targets per quick attack" because the sooner the boat starts the
SH3 GWX Onealex Edition manual

withdrawal maneuver, the more chances it has. It is better to get away from the
escort (ideally unnoticed), surface in the distance and overtake the convoy in the
surface position, and then plan another attack. If in “happy times” one can still afford
to neglect some basic rules, then from the second half of 1941 everything becomes
much more complicated.
4. You should always keep in mind the minimum guaranteed normal depth of
torpedo travel, determined by sea waves (that is, by the force of the wind).
The table is located at the combat periscope.
5. The attack of ships and vessels in the enemy harbor, as in real history,
remains the most difficult and almost impossible task - as well as the passage of the
Pas de Calais (and the entire English Channel) after the middle of 1940, as well as all
other entertaining adventures that can suddenly come to mind. If you really want to
feel like a submarine commander, then you should always remember: submariners did
not have a menu with the “Save” option.
6. The conditions for reloading spare torpedoes from external underdeck canisters
inside the boat have become more realistic: these are weather restrictions, speed
reduction to the smallest, and the impossibility of urgent diving - to interrupt the process
of reloading a torpedo, the deck crew needs from 4 to 13 minutes (and note that this is
still not enough!).

7. The conditions for reloading torpedo tubes have also become realistic: when
rolling in a fresh wind or storm, it is necessary to dive to a depth of 16-20 m, after which
reloading will become possible.
8. The entire crew participates in a torpedo attack, i.e. everyone is busy with
their own business. Nevertheless, an option is provided in which the commander
independently determines the distance to the target and the elements of its
movement - course, angle and speed), after which he himself enters these data into
the T.Vh.R. torpedo computer. In the GWX v.3.0 Gold manual, this issue is
considered in sufficient detail, however, this megamod has certain changes and
additions, namely: a specialized circular slide rule RAOBF is used. The use of this
ruler is described in sufficient detail in the videos on YouTube *, and therefore this
topic is omitted in this manual.
* https://youtu.be/uwDOIO9WicU - in English;
9. The optimal torpedo hit zone is the engine room (it is usually in the same
place as the chimneys). Non-contact detonation under the bottom of the target (0.5-1
m) is more effective than contact detonation (hit in the underwater part of the side).
Hitting two torpedoes in different zones is better than two hits in one. The number of
torpedoes needed to sink a ship varies and depends on many factors. When salvo
firing, you should remember to enter the angle of dissolution into the torpedoes (not
to be confused with the angle of divergence in those days, torpedoes were not yet
able to do this). The calculated torpedo trajectory is displayed on the torpedo tablet
in graphical form.
10.To enter the required parameters into the FAT and LuT torpedoes, in the
torpedo tablet screen (F6) press the green rectangular button above the indicator lamp
of the torpedo tube in which this torpedo is loaded - the corresponding scales will
appear. Of course, in a real T.Vh.R. the input was carried out by handwheels-drums
with handles, and not by actions directly on the scale of one
or another device.
SH3 GWX Onealex Edition manual

5. About secrecy.
Periscopes
1. You should not have constantly extended periscopes and a flag on the surface
(the flag should generally be removed immediately after going out to sea and raised only
when approaching your base).
2. The periscope should only be raised as far as necessary to quickly view the
target, after which it should be removed immediately and only then assess the
situation and make decisions. Indicator of a correctly raised periscope: the
lens must be constantly washed with water. An excessively high (and long) raised
periscope is visible much farther and better than it might seem - especially if the boat
has a speed of more than 3 knots, and a chipper appears near the periscope.
3. The difference in the density of water and air causes vibrations of the raised
periscope, depending on the speed of the boat: the image becomes fuzzy,
and at high speeds (over 7 knots), the periscopes do not rise at all due to the danger of
jamming (or are removed if they have already been raised).
Hydrophones
1.It should be remembered that with the help of a hydrophone you can determine the
direction to the submerged boat - but not the depth of its immersion.
2.The underwater speed, at which the "hunters" practically do not hear the boat in
their hydrophones, does not exceed 2 knots.
3. The announcement of the silence mode in the compartments (“Z”) dramatically
reduces the overall noise of the boat and, accordingly, the likelihood of its detection.
Silence in the compartments implies the cessation of all emergency and repair work,
the abolition of torpedo reloading, the shutdown of bilge bilge pumps - and in general,
the entire crew walks around in soft felt slippers, talking only in a whisper.
However, since the bilge pumps are not working, the water penetrating inside the strong
hull makes the boat heavier and gradually loses its buoyancy. Ascent from a very deep
depth can be very long.

.
SH3 GWX Onealex Edition manual

Sonar
1. The position of the boat bow or stern to the "hunter" significantly reduces the area of its
irradiation by the sonar, and, accordingly, the probability of detection. By the way, the same
applies to the radar, and to simple visual detection
2. Unlike a hydrophone, a sonar allows not only to locate a boat, but also to
approximately estimate the distance to it and the depth of its immersion.
3. In stormy weather, the detection capabilities of a sonar boat
torus and hydrophone decrease.
4. The minimum immersion depth (periscope) dramatically reduces the possibility of
long-range detection of the boat by sonar, but will not save at short distances.
5. Depth from 15-20 to 60-80 m is optimal for "hunters" when searching for a boat with
a sonar. Unfortunately, the SH3 engine does not initially simulate the jump layers* (for the
SH3 engine there is not even the concept of “ground” - in relation to sonar), however, in this
megamod, the simulation of the jump layer is generated randomly with each next load
through the SH3 Commander and operates in during the game session. The jump in sea
water parameters, which affects sound propagation, may be at different depths, as well as it
may not exist at all; its properties are unknown neither to the commander of the boat, nor to
those who hunt for it - in general, everything is in accordance with historical truth.
* Jump layer (or thermocline) - a sharp boundary of water layers with different
temperatures, different chemical composition and, accordingly, different physical properties
that change the speed and direction of propagation of sound waves; up to the so-called
"liquid soil", on which, due to its relative density, you can "put" a boat.

6. The German submariners had the concept of "depth A" (80 m, working depth). The
depth of 2A (160 m) was considered critical, although life has shown that the “sevens” could
dive to a depth one and a half times more than the critical one. At a depth close to 2A, the
sonar practically does not reach the boat, and if it does, the parameters of the reflected sound
returning to the “hunter” are often insufficient to detect the boat. However, this rule almost did
not apply to sonars at the end of the war. See the GWX v.3.0 Gold manual for details and
illustrations of sonar parameters, as well as methods of avoiding detection.
6. About the snorkel.
1. The travel speed under the snorkel depends on the height of the wave (i.e. on the
wind speed): from 0 to 5 m/s - low speed, from 6 to 10 m/s - the slowest speed. With
winds above 11 m/s (and corresponding sea conditions), the use of a snorkel is not
possible at all.
2. When driving under a snorkel, the noise of your own diesel engines does not the
ability to use a hydrophone.
7. About the radio room.
1. Sending radiograms is possible only from the surface. Reception of radiograms in the
VLF range is also possible at a depth of 15-17 m and even up to 20 m.
2. It is possible to send a request to change the operational area (patrol square). At
the same time, patrolling in the initially assigned square must have already been
completed, and the boat must have a remaining fuel reserve of at least 50% of the full
one. Such a request can be sent only once for the entire trip.
SH3 GWX Onealex Edition manual

For a request, select the appropriate menu icon in the orders to the radio operator,
or use the Shift+M combination. The request will go to the headquarters, and soon a receipt
will come. After about two in-game hours, the response of the headquarters will be received:
either a new square will be assigned, or it will be ordered to remain in the previous zone. The
new square will be assigned in a large dialog box (which usually cannot be viewed in full) and
confirmed by a radio message from HQ.
Important! Between sending a request, receiving a response, and reaching new
operating area should not be saved and reloaded.
When entering a new designated area, the headquarters considers that the patrol it has
already taken place.
3. It is possible to send a contact report (escort) to the headquarters and actions in
accordance with the instructions of the headquarters, including as part of a “wolf pack”.
A "wolf pack" may or may not be formed by AI boats (i.e., controlled by artificial
intelligence), it all depends on the decision that will be made by the AI headquarters, taking
into account weather conditions, the presence of boats in the actual reach of the area attacks
and other arguments known only to himself. But a contact report should still be sent - it is the
duty of every commander.
SH3 GWX Onealex Edition manual

When a convoy is detected, it is necessary to determine its course and speed.


Then enter this data into T.Vh.R.
You can enter from the screen of the F6 torpedo tablet, from the screens of the per
scopes (F3 or "O") and the UZO screen:
– switch to manual data entry mode by pressing highlighted the
green input mode button 1, the button will be highlighted in red;
- set the relative bearing scale on target 2 approximate course of the convoy (option:
on the scale of the gyroscopic angle (2)); – set the speed of the convoy using the speed
handwheel 3 ; - through the radio operator ("M") send a contact report to the headquarters. In
the example shown in the illustration below, the following approximate convoy data is
entered: heading 315°, speed 8 knots.
You should be very careful when sending a contact report, because the next opportunity
to send it will not be until 55 minutes later. In addition, after sending the report, it should be
remembered that T.Vh.R. is now in the manual data entry mode, and if you launch a torpedo
attack not on your own, but with the help of the 1st watch officer, navigator and chief
boatswain, then you need to press button 1 again, and it will be highlighted in green.

If the BdU orders to maintain contact, then you should go without losing sight of the
convoy *, and every hour (no more than 1 time in 55 minutes) send reports to headquarters
about the course and speed of the convoy. This data is necessary to guide other boats to
the convoy in the shortest possible way. All BdU orders must be strictly followed
Moving parallel to the convoy at the limit of visibility, it is useful to dive
every half* an hour and listen to the acoustic horizon, controlling the movement of the convoy.
The difficulty is that if there is no visual contact with the convoy (and there is only noise
bearing), then when surfacing, the game engine thoughtlessly assumes that the contact is
lost, and the radiogram will not be sent. It is necessary to go to the border of visual contact.

Sometimes it happens that the headquarters is late with its instructions (which
sometimes was in fact), or these instructions are lost somewhere on the air, sometimes even
including the actual order to launch an attack. It should also be noted that groups of boats
("wolf packs") always operate in the open ocean, but never in coastal waters. In general, at
any moment you need to be ready for a solo attack
- when, for example, an intensified storm or limited fuel supplies prevent other boats from
reaching attack positions.

Important! After loading the save file, at least three minutes must pass before the first
contact report is sent. The same applies to saving: you should wait at least three minutes
after sending the report and only then save.

For training in sending reports to the headquarters about the discovery of con Howling
provides a special single task ("Wolfpack").
SH3 GWX Onealex Edition manual

8. About the radar and other antennas.


1. For the correct installation of all antennas on the cabin fence and snorkel in the second half
of the war (when they become available one by one), you should use the appropriate mods.
2. After the radar has been automatically turned off due to
high waves, it will then turn on automatically.
3. The normal state of the radar after loading the game is “turned off".
9. About refueling.
1. During certain periods of the war, secret supply ships operate in various
places (in ports and on the open ocean). Active tankers are shown on the map as blue dots
with blue names. In the course of the war, boats were often refueled by other boats (i.e., not
only by special type XIV submarine tankers), but the SH3 engine could not simulate such a
thing.
2. In addition to a certain amount of fuel, a refueling ship can fire from 1 to 4 torpedoes
(based on its available stock).
Fresh water, provisions, shells and other supplies are implied but left out of our
consideration. A quick but high-quality repair of the boat will also be carried out. Important!
Additional torpedoes can only be loaded on the first four racks of the forward torpedo room, so
make sure they are free.
3. To refuel, press Esc while being at least 25 km from the tanker, but this is too simple
and uninteresting.
It is better to find him, approach him with a lag (that is, a board) and press Esc. Select
"Exit" in the menu, but after that choose not "Dock" ("Moor"), but "Continue" (let's call it
pseudo-mooring), after which you can immediately make
sure that the refueling took place (and that you did not spend on board the tanker for
three to four weeks), and then move away from the tanker.
4. If the weather does not allow mooring (storm), then you should stay nearby and
wait for improvement. This does not apply to tankers located in the outer roads of ports -
there is no wind stronger than 6 m/s. 5. Re-refueling (from this tanker or another) is
possible not earlier than two weeks later.

10. About repair.


1. The time taken to repair damage has become more realistic: repairs now take 60
times longer than it did in the stock SH3. The remaining repair time changes once per
hour.
2. Time to fight against water when compartments are flooded and correspond
repair has not changed (remained the same).

11. About time compression.


1. When receiving the next radio message, the time compression on the navigation chart
(F5) now drops not to ×1, but to ×16.
SH3 GWX Onealex Edition manual

2. In your bases, you can constantly maintain time compression ×128 even when new
ships and aircraft are discovered - this is achieved by the combination Shift + N. However, in
the event of a sudden attack by enemy aircraft on the base, there may be no time to react, and
the consequences will be appropriate.
3. Using time compression additionally loads the computer, so for relatively weak
hardware resources it is better to use TC (Time Compression) ×1024 (and no higher).
This can be done through the SH3 Commander setup menu, or it can be done manually: you
need to change the “Maximum” parameter in the “TIME COMPRESSION” array ( the main.cfg
file, which is located in “My Documents”):

C:\...\Documents\SH3\data\cfg\main.cfg
[TIME COMPRESSION]
time stop=0
...
...
Maximum=1024

4. In any case, time compression always has a negative effect on the sudden
appearance of the enemy (especially aviation): the boat commander may simply not have
enough time to issue the necessary commands. It is very dangerous in conditions of limited
visibility (fog, rain, night) and at a time when "hunters" have already begun to be equipped
with radars, and submarines have not yet received detectors. However, even with the advent
of detectors, the situation has improved far from the extent that was expected.
12. About leaving the perishing boat.
It is possible to save the life of yourself and the crew by trying to leave a very badly
damaged (uncontrollable or even dying) boat - and if you're lucky, then return to service in
the Kriegsmarine.
When making such a decision, one should proceed as follows (attention: the algorithm is
rather complicated).
1. Command the radio operator to prepare a report for the headquarters, which
reports that the crew is leaving the ship. This is done through the lower left corner: radio
operator icon (FM - Funkmeister) ÿ Report red icon (lifebuoy). This command can be given
both on the surface and underwater, but: this action cannot be undone.
2. To transmit this report, the boat must surface by any available means, followed by
the usual procedure for sending a situational radio message (“M”). Sending a report on the
air entails the occurrence of the following events:
a) the headquarters is notified that the crew is leaving the ship (check this
report)
SH3 GWX Onealex Edition manual

b) the 10-minute clock mechanism is triggered


under burst charge, a corresponding dialog box will
appear;
c) imitating leaving the ship, you need to give the fullest forward and dive (“D”) - the
boat goes into the abyss, you and the crew remain floating on the surface, but you will “as
if you see inside the boat”;
d) after 10 minutes, a demolition charge is triggered (however, there will be no visual
effect), and the integrity of the strong hull will decrease to zero - that's it, the boat is
destroyed. After the death of the boat, the usual "black screen of death" will appear.
However, in the English version, you will see that only part of the crew died, and the rest
were saved. It will also be reported who saved the surviving part of the crew - their own or the
enemy. If the former, then the commander can start a new career from the day the boat was
lost (which is quite real and actually took place). If the latter, then - excuse me - barbed wire,
a prisoner of war camp, the end of a career. In the Ukrainian version, on the "black screen of
death" it will be written that the boat died, and everyone died (this problem has not yet been
overcome).
After restarting the game, you need to load a career with the inscription "dead" ("died");
there will be a message that the career is over, but by pressing the "back" button, you will fall
into the menu where you can recruit a new crew by clicking on the "notebook". There will be a
boat available in the current period of the war and 500 merit points, as at the usual start of a
career.
The probability that they will save their own directly depends on the integrity of the
strong hull at the time the report was sent to the headquarters. Therefore, the commander
should think carefully - whether to surface on a damaged boat and leave it, or still try to get
away from the "hunters" at a depth.
If, after sending the report, the enemy still finishes off the boat (even on the surface), the
crew will not be saved - the "black screen of death" will display the usual message that the
boat has been destroyed. In other words, in order to survive, you need to flood the boat
yourself, without the participation of the enemy.
1. It must be remembered that the SH3 engine strictly sets the interval between the
submission of radio messages: at least two hours. Therefore, a report about the
abandonment of the ship cannot be sent if two hours have not passed since the previous one
was sent, and this must be taken into account in advance.
2. After everything that happened with the boat and the crew, you should close SH3
in order to reset some variables. The former commander of the boat also needs to rest,
improve his health and nerves, amazingly.
SH3 GWX Onealex Edition manual

3. Alternatively, if you suddenly want to replay and start a previously saved game (so
as not to sink the boat), you need to send the usual status report - immediately, and even if
there is no damage to the hull yet. This will restore some of the modified changeable.
4. After leaving the ship and closing the "black screen of death", a screen will appear
"Career Summary", in which it will be written that the entire crew died. Do not believe:
because you are you already know that not everyone died. It's just a bug that hasn't been
defeated yet, but those that have played the Ukrainian version, have already seen it.
13. About the “malfunction” of the Typ XXI boat.
When the negative buoyancy mode is turned on, the main drain pump “breaks” on the Typ XXI
boat at the very beginning of the trip, and this is not just like that - without it, no boat
will have negative buoyancy. But - attention! – the pump is actually working properly. When
this mod is not enabled, everything looks (and is) normal. Alas, it has not yet been defeated.
But on other types of boats this does not happen.

14. For those who like to keep their own Kriegstagebuch (KTB, or Battle Log).
Boat commanders on the surface (and sometimes underwater, looking through the periscope)
recorded the weather every 4 hours (either every 8 hours, or 2 times a
day) and ascent as follows: wind, swell and swell, cloudiness, precipitation, visibility . They did
it in different ways, often in an arbitrary individual form, but they adhered to certain rules.

1. Wind - direction and strength in points (the Beaufort scale is on the table with
guaranteed torpedo travel depth, near the combat periscope, F3), for example: SW 3 or
NNOst 4.
2. State of the sea in points - for example: sea 5. Strength and direction
swells were indicated infrequently; and in SH3 there is no swell at all.
3. Cloudiness - on a 10-point scale, for example: 8/10. Or cloudy 8. Either in any form:
overcast, patches of clouds , overcast , etc. 4. Precipitation - in any form: drizzle, rain, heavy
rain, downpour, rain squalls, snowfall, blizzard , etc.
5. Visibility - either in miles or meters (5 miles, 3000 m) or estimated at night (very
good, good, moderate, moderate, variable, poor, very poor).
6. Features: sea glow, bright moonlight, St. Elmo's lights, very dark night,
thunderstorm, lightning , etc.
7. Atmospheric pressure in millibars, air (and sometimes water) temperature.
These parameters are found in some commanders, in others no.
Example: “DF 3447 uKm Wind WNW 4, sea 3, long swell from NW, cloud cover 9, 1013
mbar, air +8°, fog, light rain, poor visibility 500-1000 m, weak sea glow, lightning flashes.” Of
course, in the megamod you will have to limit yourself only to those data
that are reported by the navigator and the watch officer from the bridge. Alas, the wind
speed in SH3 is limited to 15 m/s. Convert to points and record.
SH3 GWX Onealex Edition manual

Once a day, the number of miles traveled was recorded: “Completed per day: 157
miles, 8 miles; only 165 miles." The arrows indicated the surface and underwater position
of the boat.
The Journal included information about dives/surfacings, sighted targets, use of
weapons, malfunctions, maintenance and repair work, attacks and pursuits, received and sent
radiograms, incidents and incidents, the status of personnel, about everything important that
happened on the ship and around it, justified their decisions and the results of reflections -
and sometimes all this in a rather free form, extremely close to literary (almost poetic), in the
first person, with a direct expression of emotions, with participial turns, metaphors and
hyperbole, often using generally accepted jargon ... When describing a torpedo attack, they
usually indicated the number of the torpedo tube, the type of torpedo, the course and speed of
the enemy, the heading angle of the target, the distance to the target, the
depth of the torpedoes, their run time and result. However, they could not record
anything at all (as Otto Kretschmer, for example, did - he simply wrote: bow shot or stern
shot, past; sometimes he didn’t even indicate the number of the torpedo tube). Logging
examples can be found here: http:// www.uboatarchive.net/ KTBList.htm

AND ONE MORE...


Unfortunately, SH3 initially does not know how to simulate a war at sea in terms of respecting
the rules of the prize right* and reduces everything to surprise ship attacks. Alas, this goes
against the well-known historical facts and gives the game a certain annoying stereotype.
* See "Rules on the conduct submarines in relation to merchant courts in wartime”
1936 (Appendix to the London Protocol).
It will also not be possible to help the sailors who remained in boats and rafts after
the sinking of their ship (you can only look at them), and this is also a glaring historical
inconsistency. And in general, the stock SH3, even with all the
most beautiful mods, is not able to simulate everything that we would like to see in
such a simulator. This state of affairs is partly compensated by the content of the
radiograms that the radio operator brings to the commander for signature, but that's
precisely the sadness, which is only partly.

The author of the megamod hopes that he did not spend so much time on constructing
and debugging this megamod in vain. The author also reserves the right to make changes to
the megamod, for some reason not yet reflected in the current version of the manual.
Gute Jagd, Herr Kaleun!
SH3 GWX Onealex Edition manual

And finally, in conclusion:


With all due respect to the German submariners of the Second World War (and they
undoubtedly deserve it - in their absolute majority), one should always be aware that they
fought on the side of the most terrible monster of the 20th century - the Third Reich. Please
keep this in mind.

***

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