Log in

View Full Version : Number Of Crewmembers


Lanzfeld
12-05-06, 10:23 AM
When you start out in the office your boat comes with a stock number of crewmembers. I always add more until the boat is full myself...

Does anyone ever leave with less then a full boat and why?:hmm:

AVGWarhawk
12-05-06, 10:26 AM
I load up the boat. Might as well start the experience level right away.

DanBiddle
12-05-06, 12:16 PM
Yep, I load up my boat right away as well. Can't see any reason why you wouldn't load up the maximum number of crewmen really.

Cheers,

Melonfish
12-05-06, 12:21 PM
even if i get about 10 sitting in the bow quarters almost the whole trip they're worth it just incase i need damage controll and i'm all out trying to re-load, fire my deck gun, shoot down planes and bleed the last remnands from the engines.
pete

von Zelda
12-05-06, 12:44 PM
Yep, I load up my boat right away as well. Can't see any reason why you wouldn't load up the maximum number of crewmen really.

The reason is that it is NOT realistic. In the early years (39 - 41) Type IIs carried a crew of 25 and Type VIIs carried a crew of 44 (4 officers, 10 petty officers and 30 ratings). As the anit-aircraft guns increased, so did the crew members to handle them.

If you use SH3 Commander, click on the realistic crew option when you start a career. This will give you a pretty good example of the realistic crew in numbers, ranks and specialties.

IceGrog
12-05-06, 12:45 PM
i load it up all the way, the cheap ones too

GreyBeard
12-05-06, 08:12 PM
From TGW's readme:

Known Issues
There is a well-known undocumented feature of Silent Hunter III that may result in no credit being
recorded for sunken ships. To avoid this Silent Hunter III behaviour:
1) Do not upgrade or change anything on your U-Boat on your first patrol of a new career before
leaving port.
2) On your following patrols do not upgrade your sub at the end of the patrol... wait until you are
about to leave for the next one. Remember:
In base at end of patrol=no upgrading;
In base just prior to patrol start=ok go ahead and upgrade it!

I may have misunderstood this, but that sounds to me like nothing should be upgraded on the very first patrol and I read that to mean crewman too. Am I right or not?

Sailor Steve
12-05-06, 08:26 PM
I've always loaded out my crew before my first patrol of a career, with no problem. I think it only applies to actual physical 'upgrades', i.e. equipment.

TarJak
12-05-06, 10:19 PM
I always leve it as it comes. I use the SH3 Commander realistic crew option. Don;t see the point of overcrowding the boat and having a bunch of spare bodies that have nowhere to sleep.

Tachyon
12-06-06, 01:53 AM
From TGW's readme:

Known Issues
There is a well-known undocumented feature of Silent Hunter III that may result in no credit being
recorded for sunken ships. To avoid this Silent Hunter III behaviour:
1) Do not upgrade or change anything on your U-Boat on your first patrol of a new career before
leaving port.
2) On your following patrols do not upgrade your sub at the end of the patrol... wait until you are
about to leave for the next one. Remember:
In base at end of patrol=no upgrading;
In base just prior to patrol start=ok go ahead and upgrade it!

I may have misunderstood this, but that sounds to me like nothing should be upgraded on the very first patrol and I read that to mean crewman too. Am I right or not?


I think it's ok if you go ahead with crew members.

AVGWarhawk
12-06-06, 09:32 AM
I have no issues if I load up crew on first mission. It is equipment upgrades as Sailor Steve stated that creates an issue.

Like I stated, I get as many as I can. If we run out of food we can always offer one crew member up as a meal!!!! Hummmmmmmm, steak and potatoes tonight....anyone seen Friederick?:o

Subwolf
12-06-06, 09:48 AM
What do you think is the minimum number of crew in a VII? With 52 men there is a lot of work putting them to sleep all the time, I wish they could do this without my help :rotfl:

Well of course I can just install the no fatigue mod :yep:

mookiemookie
12-06-06, 09:49 AM
What do you think is the minimum number of crew in a VII? With 52 men there is a lot of work putting them to sleep all the time, I wish they could do this without my help :rotfl:

Well of course I can just install the no fatigue mod :yep:

I usually go with about 46

Subwolf
12-06-06, 10:13 AM
Yes, I'll dismiss some of the sailors when I return to base, don't need them all.

von Zelda
12-06-06, 01:13 PM
What do you think is the minimum number of crew in a VII? With 52 men there is a lot of work putting them to sleep all the time, I wish they could do this without my help

In the early war years the typical Type VII carried a crew of 44. Four officers (captain, first watch officer, second watch officer & Engineer), ten NCOs (of which one was the navigator and one was the third watch officer) and thirty seamen (ratings or Lords as they were called). Some times a boat carried a Captain in Training to observe and at other times war correspondents were on board to photograph and to write propaganda stories for the home front.

As armament increased in the later years, crew were added to man the extra AA guns; also needed for replacement of those wounded or killed by aircraft while manning the AA flak guns.

melnibonian
12-06-06, 01:15 PM
I always go to sea with a fully manned boat

Sgt Swanson
12-06-06, 05:43 PM
I've learned to only carry as many as the number of working slots + damage control. Having more is not necessary as they don't do anything and you can't tade them up per se. And they don'y help with compartment efficency if they don't have any experience. And yes, I'm a lazy Captian, so I use the No Fatigue Mod. I think the game should have an Auto-Watch Rotate option, then there wouldn't be a need for a mod.

Sailor Steve
12-06-06, 06:00 PM
Overheard in the nightclub just the other night:

Kaleun Blackadder: "Now, midshipman, if I have 38 crewmembers and I add 12 crewmembers, what will I have?"

Midshipman Baldrick: "Umm...some crewmembers, Herr Kaleun!"

Kaleun Blackadder: "Once again, midshipman, if I have..."

Sgt Swanson
12-06-06, 07:54 PM
:rotfl: :rotfl: :rotfl: Are you trying to say our sailors flunked out of school and that's why we got them and not the SS?

TarJak
12-07-06, 03:14 AM
I've learned to only carry as many as the number of working slots + damage control. Having more is not necessary as they don't do anything and you can't tade them up per se. And they don'y help with compartment efficency if they don't have any experience. And yes, I'm a lazy Captian, so I use the No Fatigue Mod. I think the game should have an Auto-Watch Rotate option, then there wouldn't be a need for a mod.

Apparently this looks like it is coming in SHIV.

d@rk51d3
12-07-06, 03:21 AM
If I remember correctly, there are 3 shifts to organise, and they then roatate automatically. Sounds like a good idea to me.

TarJak
12-07-06, 03:33 AM
Youre right. It looks interesting. I also wonder if you will be able to switch it off in vanilla or if it will take a mod.

irish1958
12-07-06, 09:38 AM
AVGWarHawk has finally found a good use for Bernard