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Old 05-18-15, 10:32 AM   #1
Rambler241
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Default Learning the hard way -some of my greatest mistakes

These are not of the "I shouldn't have crash-dived in the Thames Estuary - 10 metres below the keel ain't enough" variety, but are mostly (all?) based on unwarranted assumptions. This is about SH3 1.4.

1. In my noobieness, I assumed that travelling straight to my Patrol Area at ahead-standard, occasionally diverting anything up to 150k away to (maybe) intercept a target was the way to go. Then I realised I should be doing regular sonar dips, slowing to slow speed for around 10-15 mins for my man-with-the-cans to do his stuff. However.....

2. When I ordered periscope depth and All Stop (silence is golden), I assumed my sonar man would report all contacts. When I had a listen myself (approaching the Dover Strait at night), I was astonished (and angered) to hear what I later learned to be half-a dozen warships, a fishing boat, and two merchants, one ahead and one astern. Eventually, he reported the most distant and faintest. Now I do sonar sweeps myself - I find about 2/3 of my contacts that way. Many are found while tracking a known contact, and bearing marked on the map using the protractor tool (arm length showing guesstimated distance) for possible or definite attention later.

3. I assumed (ha!) that ahead standard would give the best fuel economy. If I'd consulted my Navigation Officer, he'd have given me max range figures that showed that Ahead consumes fuel at nearly twice the rate that 1/3 speed does. In addition, the longer you tarry in an area, the more likely you are to get a reported contact, or a sonar contact too, if you do your own listening.

4. I assumed that racing towards a guesstimated intercept point at full, or even flank speed was always necessary (aggression, drive, flair?). It ain't usually necessary - if you've got the geometry and maths right, sometimes even 1/3 speed is adequate. Full speed consumes fuel at a great rate - if the fuel gauge was graduated in Deutschmarks, and you had to pay the bill on your return, you'd slow down to a more measured speed. If your crew paid the bill, you'd be more careful still - no commander wants to be left on the wrong side of the closed bridge hatch in an emergency dive....

5.I assumed using an experienced gun crew to sink or finish off a target was the best option. After watching apparently wild shots splash short, or set deck cargo alight (aim at the waterline, I ordered!) I realised that the crew pay no attention to pitch or roll of the boat. Now I'm the best gunner on the boat.

However, my experience in air gunnery school convinced me I'd be better off with a qualified and experienced flakman, and I've been proved right. If a Coastal Command pilot gets close enough to see our side emblem, and the sun glinting off the steely eyes of Axel Fechner and his twin barrels, they hesitate, and as we know, he who hesitates is lost... (OK, I've got a vivid imagination).

6. I assumed that a complex search pattern was a must for patrolling a grid. I was wrong - it soon dawned on me that such patterns are designed to find a stationary object - unfortunately ships move. Following a diagonal track, at 1/3 or standard speed, stopping every 25k for a sonar sweep covers 2/3 of a 220k x 100k grid in one pass. Patrolling just inside the longer side covers a 33k-wide strip of the grid, and 33k strip outside also. One across the middle, and one on the other side covers the grid and a 33 k band around it. You won't get your wrist slapped for leaving the grid to attack a target of opportunity.

7. I assumed that "rig for silent running" meant just that, but speed is set to Slow - loud enough for slow/medium speed warships to hear if you're in their "sonar cone". Two knots works in general, three does not, though you might still be heard by a very slow escort even at 2 knots....

8. I assumed that the qualifications and experience of the lookout crew mattered - the more experience, the better. They don't, it seems - the option is disabled in one of the config files. After all the trouble of selecting a good lookout team, reality rules OK, and I've enabled the option.

signed
(An older, greyer and wiser)

Jörg Neumann

(Leutnant, Sr.)
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Old 05-21-15, 03:48 PM   #2
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Rambler. if u would be so kind as to post the steps how to turn this back on, as mention in #8, I would appreciate it. Thanx, Jerry CA45
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Old 05-21-15, 09:41 PM   #3
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Old 05-24-15, 03:05 AM   #4
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Jerry - I had forgotten how, but a bit of ferreting around in Windows Explorer revealed all - the "date modified" column showed I'd edited sensors.cfg. Alter the line "Visual uses crew efficiency=false" to "Visual uses crew efficiency=true". Whether this improves or degrades lookout efficiency is a moot point, but I feel more comfortable (if that's possible in a tin can that's slooow to dive) with the option enabled.

I can also add to my list:

9. I assumed a large crew would be best - after all, the more the merrier, right? Wrong - it's a real pain trying to manage a large crew. If there are more crew on duty than there are rest slots, the situation will degrade and get worse. In a Type II, you can fit the entire max. size crew into quarters, with the exception of the command room crew, of course, if you wave farewell to 1 of the 4 officers right at the start. Use initial renown to recruit and improve the crew right from the start.

In a Type VII, I drop an officer, reduce the crew to 20 (minimum), use initial Renown to recruit some good POs and ratings. Maintain ratings at 20, increase POs to 14. I assign one "machinist" and five ratings, with an equal number in the stern quarters, to the engines. Two spare slots are occupied by POs (important). To switch fatigued and fresh crews, transfer the duty crew to the other engine room (or Damage control, if empty) - click destination, right-click engine-room. Then post in the fresh crew from quarters, and transfer tired crew from wherever. The POs will remain in quarters.

In the forward quarters, I keep three ratings for the command room relief with the spare 20th rating available for whatever. The watch crew takes the empty 4 slots at the top when submerged. Keep one PO or crewman on radio at all times. Post in a sonar man when submerged.

I don't need a Navigation officer on duty except when needed - I do it all, except report on the weather and depth below keel. I don't need a Weapons Officer on duty normally either.

On later patrols, when German Crosses may be awarded, award them wisely - start with the Nav Officer, at which time you can recruit a 4th experienced Officer with three (if you're lucky) handy skills.

There're no "magic solutions" in SH3 - do your own thing, learn by (often bitter) experience, get it (a bit more right) in your next career, or at least your next patrol. At the very least, enjoy just a hint of the mixture of hard work, boredom, occasional exultation and (hopefully not too much or too often) terror experienced by Uboat crews. If you're in Brest - pop in to Anton's Café, where you may find me behind a cloud of smoke in the corner by the stove. These Cuban cigars (one of the spoils of war) are excellent.
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Old 05-24-15, 03:42 AM   #5
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Your entire post is the reason why I don't use a fatigue model. It's just so annoying to babysit 40 grown men. Visual crew efficiency is something to consider though...
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Old 05-24-15, 04:31 AM   #6
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Quote:
Visual crew efficiency is something to consider though...
Indeed - it's not just a matter of spotting targets as much as not becoming one!

My bridge crew's role is spotting targets I've tracked by sonar, annoying but deadly bombers, and fast enemy vessels just outside the sonar range.

Incidentally, several posters here appear to treat small targets like trawlers with disdain. Surely takin' 'em out is all part of the war effort - disrupting and demoralising the enemy? Not to mention that all targets eliminated add to crew experience - isn't that part of the "game" also? Just two starshell on the waterline does for them, and a couple of 2cm magazines (well-aimed) sinks a tugboat. Try sinking one with AP or HE - it can take more than to sink a Small Merchant or Coastal Merchant!

An experienced poster here mentioned that perhaps the Deck Gun was given too little attention. If on average (say) a torpedo can account for 2000 tons, and 10 shells the same (including taking out merchant guns), then a Type II's locker can reap 20 x 2000 tons, or 80,000 tons on a patrol!
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Old 05-24-15, 04:58 AM   #7
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Quote:
Originally Posted by Rambler241 View Post
Incidentally, several posters here appear to treat small targets like trawlers with disdain. Surely takin' 'em out is all part of the war effort - disrupting and demoralising the enemy?
That was what I used to do all the time. Then I read the Prize Regulations that regulated naval warfare. Here's what it says about that in the Hague Conventions:

Laws of War :
Restrictions With Regard to the Exercise of the Right of Capture in Naval War (Hague XI); October 18, 1907

Art. 3.

Vessels used exclusively for fishing along the coast or small boats employed in local trade are exempt from capture, as well as their appliances, rigging, tackle, and cargo. They cease to be exempt as soon as they take any part whatever in hostilities.

The Contracting Powers agree not to take advantage of the harmless character of the said vessels in order to use them for military purposes while preserving their peaceful appearance.

Art. 4.

Vessels charged with religious, scientific, or philanthropic missions are likewise exempt from capture.

You're right about disrupting and demoralising, but on the other hand shooting at trawlers and sail ships might also be a war crime, which part is not simulated by the AI. I've decided to follow the Hague Conventions and Prize Regulations, as I like to play the game as kind of historical role play, as well as a naval war simulator.
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Old 05-24-15, 06:53 AM   #8
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Attacking fishing and recreational vessels was a war crime. As for tugboat, so few were sunk in the war that I think a U-boat commander did rather keep his position hidden than sink a 500 ton tugboat risking it sending an SSS.
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Old 05-24-15, 07:25 AM   #9
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Quote:
Originally Posted by MantiBrutalis View Post
Attacking fishing and recreational vessels was a war crime. As for tugboat, so few were sunk in the war that I think a U-boat commander did rather keep his position hidden than sink a 500 ton tugboat risking it sending an SSS.
Interesting how that distinction was never observed in Pacific. The Japanese routinely pressed every manner of Southeast Asian native craft into service by the thousands, from junks, schooners, fishing barks and sampans doing everything from hauling troops and cargo to acting as relay and picket vessels, and the US routinely shot them up with abandon with both aircraft and subs.

But then the British never got so desperate for cargo capacity that they had to resort to using small fry to haul troops and supplies.
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