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Old 01-04-11, 05:28 PM   #1
commandosolo2009
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Default Rookie guide to: Crew Management

Captain on deck
Attainshun!!


Guys, this is a guide I just made for crew management. I know someone could have got this before, and I'm just spit-balling here. Its strictly intended to the rookies and nubs on this forum. Crew is an important aspect of a sub, that cant just be overlooked because its automated.

Leave your feedback and any problems encountered with the crew management and I'll get back to you soon.




Cheers
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Old 01-04-11, 06:25 PM   #2
ETR3(SS)
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A few things, first is do not keep men in the AA or deck gun slots. Even though you may not have the deck gun or AA manned these men can still be injured or killed by enemy action. A better place to put these men would be on the DC Team. The DC Team has no corresponding damage zone therefore they won't be injured.

Second, if Section 3 is on watch Section 2 will be performing maintenance while Section 1 is in the rack.

If you sustain flooding the Trim Pump is what dewaters a space. You can be out of compressed air and have a broken air compressor and still be able to pump the water out. Pumping the water out can also be done while submerged and is an automatic action that the game takes when you start to take on water.

The Helmsman steers the boat. This...
Quote:
He keeps the boat in top shape for you. Also, affects leadership, commends obedient crew members, and rebukes mutinous members as well. He is a guy not to be trifled with.
...would be more the job of the Officer of the Deck.

Other than that I'd go through and double check the spelling.
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Old 01-04-11, 10:21 PM   #3
Sailor Steve
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Quote:
Originally Posted by ETR3(SS) View Post
A few things, first is do not keep men in the AA or deck gun slots. Even though you may not have the deck gun or AA manned these men can still be injured or killed by enemy action. A better place to put these men would be on the DC Team. The DC Team has no corresponding damage zone therefore they won't be injured.
I never thought of that! I keep moving them back and forth to the main compartments, and cursing whoever improved the overall management so much but managed to screw up the guns at the same time. I'll remember that trick next time out.
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Old 01-05-11, 08:26 AM   #4
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Quote:
Originally Posted by ETR3(SS) View Post
A few things, first is do not keep men in the AA or deck gun slots. Even though you may not have the deck gun or AA manned these men can still be injured or killed by enemy action. A better place to put these men would be on the DC Team. The DC Team has no corresponding damage zone therefore they won't be injured.
That's what I've always done. The only, minor, drawback is that there aren't enough spaces in the DC slots to accommodate all the DW personnel. I'd either leave a few spaces open elsewhere on the boat or was prepared to place only the officers and POs in those slots.
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Old 01-05-11, 06:49 PM   #5
Otha
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Adding more DC slots is relatively simple. Locate the following file: Data/Submarine/[NSS_PlayerSub].upcge, where PlayerSub is the name of the sub you want to use. For example, if you're playing the Gato the file will be NSS_Gato.upcge. Open the file with any text editor and locate the Crewmember Slots header. Under the Crewmember Slots header, find the DAMAGE CONTROL section. The entry for each damage control slot looks like the following:

Code:
[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 5]
ID=CrewMemberSlot_DamageC4
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= Crew-Seaman-Rank-1
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL
Just copy and paste that code block after the last damage control slot entry, and increment the CrewMember Slot # and the ID=CrewMemberSlot_DamageC #. Replace this
Code:
IDLinkCrewMember= Crew-Seaman-Rank-1
with this
Code:
IDLinkCrewMember= NULL
Repeat for each additional DC slot you want and voila, instant Hogan's Alley.
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Old 01-08-11, 03:35 AM   #6
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Guys, I'm in a bit of a predicament here. I want to know the station efficiency bar ?/100 efficiency (the one showing also flooding). How to get this value. By trial and logic, I know that the index next to each station chief is calculated by dividing the shift efficieny (nominator) by the number of crew in the actual shift. What I dont know is, how the total station efficiency is calculated. Please help?
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Old 04-18-15, 05:32 PM   #7
Hegemony Cricket
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Default Crew Management

This guide had some very useful info for sure. But the thing I was really looking for was missing, that being an explanation of the various color coding of the crew pictures, ie some pictures are full color, others tan colored, and others grey. That information would be very useful.

Happy Hunting!
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Old 04-18-15, 08:11 PM   #8
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How does a crew gain experience? I read somewhere that they only gain experience at slow time so I left my game running for 24 hours going in a circle with my sub but did notice an experience boost afterwards.

I go to battlestations every time I see am aircraft and crash dive and that doesn't seem to improve my crew stats either. I want to build a crack crew!
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Old 04-18-15, 11:56 PM   #9
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Quote:
Originally Posted by Hegemony Cricket View Post
an explanation of the various color coding of the crew pictures, ie some pictures are full color, others tan colored, and others grey. That information would be very useful.

!
I have wondered this myself.
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Old 04-19-15, 08:34 AM   #10
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I haven't played SH4 in awhile, but as I recall the colors indicate duty status. The full-colored row are on duty. The monochrome pictures are off duty. I don't recall tan vs gray. I just remember them being black and white.
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Old 04-20-15, 02:52 AM   #11
TorpX
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In my game, the duty shift has a darkened bar over it.

***
I've noticed a number of odd things about the "crew" lately. Most likely they were always there, but I wasn't paying attention before.
The lieutenants aren't gaining any experience. Maybe this is because they can't be promoted above the skipper's rank? Everyone else gets at least a little, but not my 2 lieutenants.
.
.
The green bars at the left (one for every compartment) doesn't seem to have any rational relationship to the actual compartment efficiency. I've noticed it will indicate a moderate level of efficiency, even when everyone in the compartment is asleep.
.
.
While watching the efficiencies of the various compartments, I'll see the levels go up or down abruptly. This isn't due to gradual fatigue, nor shift rotation. I'll see the engine room Ef vary from 1.00 to .55 or lower in short periods of time on the same shift. This is without GQ, or such being involved. I can't explain this. I had thought that maybe it was due to some 'leadership' factors, but if it is, I can't see it. It is like suddenly part of the crew gets a jolt of strong java.
.
.
I'm wondering if the whole crew coding is working as designed, or has some bugs in it.
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Old 01-04-11, 06:31 PM   #12
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Very nice, should be helpful for new stock players and something you can build on.
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Old 01-04-11, 08:02 PM   #13
commandosolo2009
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Quote:
first is do not keep men in the AA or deck gun slots. Even though you may not have the deck gun or AA manned these men can still be injured or killed by enemy action. A better place to put these men would be on the DC Team. The DC Team has no corresponding damage zone therefore they won't be injured.
Quote:
Second, if Section 3 is on watch Section 2 will be performing maintenance while Section 1 is in the rack.
First of all thanks for your input. I just meant what you implied. And for the DC I totally agree, but if its full, where do I put the men? and are you suggesting I keep the sailor count at minimum? that is to leave empty spaces in the sub?

Quote:
If you sustain flooding the Trim Pump is what dewaters a space. You can be out of compressed air and have a broken air compressor and still be able to pump the water out. Pumping the water out can also be done while submerged and is an automatic action that the game takes when you start to take on water.

Quote:
Quote:
The Helmsman steers the boat. This...
...would be more the job of the Officer of the Deck.
I'm Thanks for clarifying those things. Your ideas and corrections will be incorporated. I again thank you for reviewing.




Quote:
Originally Posted by Armistead View Post
Very nice, should be helpful for new stock players and something you can build on.

Grazie mille Armistead.
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Old 01-04-11, 10:25 PM   #14
ETR3(SS)
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Quote:
Originally Posted by commandosolo2009 View Post
First of all thanks for your input. I just meant what you implied. And for the DC I totally agree, but if its full, where do I put the men? and are you suggesting I keep the sailor count at minimum? that is to leave empty spaces in the sub?
What I do is leave the DC Team slots empty. What this enables me to do is move men from the AA guns and deck gun to the empty DC team slots. If I need to fill the DC Team slots for damage control, I pull guys out of the engine room and put them in with my gunners in the DC Team.
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Old 01-04-11, 10:55 PM   #15
JREX53
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Another thing that you need to remember is to move your deck crew below decks when you dive, attack submerged, or are being depth charged. Mainly when there is a chance that you will be depth charged.

They are considered to still be topside in the damage model.
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