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View Full Version : Is a damage control training mod possible?


Brag
02-14-07, 08:42 AM
Bang, bang, bang! What has been a succesful career of a competent Kaleun suddenly turns into an experience in unknown territory. The boat is damaged and one is faced with an unfamiliar screen and the boat is sinking.

The skipper is at loss on how to most effectively deal with the damage.

A lot of catastrophic failures could be prevented if the skipper was familiar with dealing with the situation.

A damage control training section in the academy is sorely lacking.

How about setting up a damage copntrol training patrol? That should be relatively easy for moders to create (I think).

AVGWarhawk
02-14-07, 09:04 AM
Yeah, nothing like the boys working on the antenna at 100m while the boat is flooding like the dickens in the bow. 'Kaleun, the water machine is fixed. Now we go plug the hole in the hull'. Great logical steps in repairing our sinking boat:nope:. I always thought this was an odd way to handle damage.

Keelbuster
02-14-07, 10:37 AM
Yea - neat idea. I always find myself unprepared for damage control. Like - you get really badly damaged once per career. If you're a half decent player, this can happen like once a month, or longer. So you never really get any practice with DC. I used to play the single player missions with the hopes of getting some practice at managing flooding etc. It was never really that efficient because i would always get away. It was hard to intentionally 'take damage'. I've also tried sailing through minefields to get experience with them, but I find the damage they inflict to be extremely reliable and easy to treat. Depth charges, on teh other hand, are crazy all over the place. Aircraft bombing even more so. Maybe there's a way to set up a single player training mission where a depth charge(s) spawns beside the boat at a prescribed distance.

Kb

Brag
02-14-07, 10:52 AM
Right, Guys.
If we could have a manual that could be read beforehand and a scenario where a DD inflicts pre-programmed damage to bring home the lesson from the manual that would work. :ping:

danurve
02-14-07, 12:40 PM
Well an additional single mission is a decent idea, something along those lines.
Im thinking it would need some kind of radio msg or report prefacing the gameplay, and include properly qualified crew & jazz.
Now, the rest of us have most likely learned the hard way.
If you pass you get to continue the patrol or return to base.
If you don't; no passing the iron coffin, no collecting renown, the ride in the shoe, the hat, shiny medals, game peices are all done. The spider has been swatted down, the hunter has been hunted, all that.
In fact, if the repairs fail a better idea would be to include sounds of bulkheads colapsing, internal explosings, implosions, men screaming, praying, gasping for air and drowning, jazz like that.

emtmedic005
02-14-07, 12:47 PM
I know in real life, the US Navy does training exercises where they "lock" 5 0r 6 sailors in a room that is modeled after some compartment in a sub and then they "flood" it. I heard one story form a PO 3rd class that when his section was inthe flooded compartment they almost drowned, they couldnt get the flooding to stop. The instructors incharge were yelled at for "scaring" the sailors.

IF a ship is sinking then everyone one board is effected so they all should know how to repair the ship.

Mush Martin
02-14-07, 08:29 PM
Actually a damage control practice mod is doable
but really its more about correct crew management
and orders.

when you look on F7 screen you see the auto settings
at bottom what I do when going into battle is I choose
the Damage Control icon and click it
this populates crewmen in the DC section then I rearrange
the rest of the crew manually to there battlestations and
issue gun orders or conversely, set up torp approach

what happens is that if your in damage control mode then
the dc crew will auto deploy to damaged areas while you fight.
I have trained damage control nco's and an officer with a
dc qualification. as well (this speeds up repair efficiency)
I always include a medic in dc team.

when under fire and taking damage if you go to
damage control section of F7 and click on compartments
repair team will move to compartment you chose.
some damage is worse than other damage.

when a compartment is damaged one or two icons
will appear inthe compartment with a time value showing.
the one that appears on the left is the time remaining to stop
the leaks with current available crew.
the one on the right is the time remaining to complete repairs and
pumpout the compartment with the currently available crew.

Big leaks need more crew. if water gets to the roof of any single
compartment your dead.

Crew will not work on repairs during silent running.

Madox58
02-14-07, 08:51 PM
The skipper is at loss on how to most effectively deal with the damage.


Under the Skippers bunk is a case of Brew.
That's how this Skipper handles it.
:rotfl: :rotfl:

gdogghenrikson
02-15-07, 12:43 AM
sounds like a good mod