View Full Version : Realistic S-Class Crew Configs
Realistic S-class Crew Configs
This mod reconfigures the starting crew for both types of S-class submarines. The stock version of the game had way too many petty officers and had officers watch standing in locations where they shouldn't be, and the crew complement was way above the number typically assigned to these boats. The crew configuration now more accurately reflects what would be found in reality. The main changes are:
-Removal of 1 slot per shift in the engine room.
-Removal of officers from the engine room and sensors station
-Removal of Chief Petty Officer from the deck gun
-Addition of non-rated seamen to the deck gun, sensors station, control room, torpedo room, and engine room compartments.
ISSUES:
-The game currently does not allow the starting watch crew configurations to be altered, thus these remain unchanged. In addition, the game does not allow one to have Chief Petty Officers with a Command speciality nor Petty Officers with a Guns specialty.
-INSTALLATION:
JSGME Ready. For manual installation, extract these files to /Data/Submarine/NSS_S42 and NSS_S18
-COMPATABILITY:
Version 1.2 and later.
-REFERENCE:
The source for this mod was http://www.valoratsea.com/Sclass1.htm Future crew config mods will also be based on the numbers found at this site.
http://files.filefront.com/Realistic_S_class_Crew_Coszip/;7276540;/fileinfo.html
hmatthias
04-18-07, 03:42 PM
Well, I guess that decides for me that I am taking out a "sugar boat" on my first 1.2 patrol! Thanks again! REALISM AHOY!!!
This is awesome! Just the sort of realism I like.
It looks like you've decided to address the crews of other sub types too. If so I'd love to be able to offer a full set in RFB. :D
U-Bones
04-18-07, 03:46 PM
ISSUES:
-The game currently does not allow the starting watch crew configurations to be altered, thus these remain unchanged.
The S-Class Watch Crew is in
data\UPCData\UPCUnitsData\UnitParts4Sclass.upc
There are versions in the file for each conning tower.
Directory of F:\SH4 1.2 Sans Movies\Data\UPCData\UPCUnitsData
02/27/2007 06:25 PM 53,356 UnitParts1Gato.upc
02/27/2007 05:40 PM 37,704 UnitParts2Porpoise.upc
02/27/2007 06:20 PM 29,323 UnitParts3Balao.upc
02/28/2007 11:13 AM 34,261 UnitParts4SClass.upc
02/27/2007 05:39 PM 37,813 UnitParts5Salmon.upc
02/27/2007 05:38 PM 37,757 UnitParts6Sargo.upc
02/27/2007 05:44 PM 38,661 UnitParts7Tambor.upc
7 File(s) 268,875 bytes
0 Dir(s) 0 bytes free
Nice MOD, btw !
It looks like you've decided to address the crews of other sub types too. If so I'd love to be able to offer a full set in RFB. :D
Sure, that'd be fine. I'm gonna try to knock out as many of the others today that I can.
The S-Class Watch Crew is in
data\UPCData\UPCUnitsData\UnitParts4Sclass.upc
Thank you! I'll be updating those files then, as well, for each type.
It looks like you've decided to address the crews of other sub types too. If so I'd love to be able to offer a full set in RFB. :D
Sure, that'd be fine. I'm gonna try to knock out as many of the others today that I can.
You're a star! I've been meaning to look at them myself but events keep conspiring against me, hehe.
Nice mode... I[REQ]-ed for one like this :up:
Sailor Steve
04-18-07, 04:56 PM
Cool stuff! Thanks!:sunny:
castorp345
04-18-07, 06:44 PM
outstanding, LukeFF!
many thanks!!
'looking forward to your similar treatment of the other boats. :)
Glad you guys are liking this. Here's what the 1942 Gato looks like right now:
http://img.photobucket.com/albums/v258/LukeFF/SH4Img18-4-2007_17.jpg
The Deck Gun crew is a WIP. For one, we can't have POs with the Guns speciality right now, and I might end up axing everyone from the gun deck as it is, depending on what people tell me about their role on the boat (i.e., was this their only duty station, or were they pulled from somewhere else, a la SH3).
kakemann
04-18-07, 07:09 PM
Great work mr!
Galanti
04-19-07, 10:18 AM
Great mod, LukFF! I have grumbling about the unrealistic crew configs and have been meaning to look into it myself.
Have you got plans for the Sargo and Salmons? I imagine applying this mod would involve starting a new career.
Also, have you tested in career mode and are there any issues when upgrading to a new boat? I'm just wondering if the egine expects all the sub classes to have the same layout.
Have you got plans for the Sargo and Salmons? I imagine applying this mod would involve starting a new career.
Also, have you tested in career mode and are there any issues when upgrading to a new boat? I'm just wondering if the egine expects all the sub classes to have the same layout.
Yes, I have plans for the Salmon and Sargo, plus all the other ones out there I've not yet touched. Now that I know how the coding works it's a simple update to each file.
I've tested this in career mode, and so far it works fine. I don't see why there'd be any problems with crew layout, as each class of boat uses its own unique crew config file.
One more for the road (Tambor Class) before I start a weekend full of work: :roll:
http://img.photobucket.com/albums/v258/LukeFF/SH4Img20-4-2007_0.jpg
All the fleet boats will pretty much look like this, as you can probably tell by comparing this shot with the Gato one above. I wanted to add in an extra three slots in each torpedo room, but the game would have none of that. :(
Hopefully I'll have this all wrapped up by mid-week next week.
I'm just about done finishing up this mod. 1942 Gato:
http://img.photobucket.com/albums/v258/LukeFF/SH4Img24-4-2007_22.jpg
Among the improvements to come with this mod:
-CPOs now have the Command speciality
-Proper CPO distribution
-Variable Electrical speciality ratings for the seamen, to simulate the improving radar technology
-Crewmen with previous patrol experience
-Overall lack of crew experience for the S-boats (including Watch Officer Ensigns)
Hopefully, I'll have all this wrapped up by sometime tomorrow. This has taken a lot of tweaking and scribbling of notes, but we're almost home. :ahoy:
XanderF
04-25-07, 12:54 AM
If you do find a way to get extra people in the torpedo rooms, that'd be GREAT. 4, somehow...doesn't seem right.
The 4 are the watch, at battle stations that's all 3 watches, right? (12)
If you do find a way to get extra people in the torpedo rooms, that'd be GREAT. 4, somehow...doesn't seem right.
I've tried to do that, but unfortunately it doesn't want to work. Given that you should be at battlestations when reloading torpedoes, I think 16 guys all in there at once is more than enough. I've been in a Balao-class sub, and there just isn't a whole lot of elbow room up there with all that machinery and torpedoes lying about. Off-duty, conversely, it makes sense that 4 guys would be checking and maintaining one torpedo at a time. So, I think it all works out pretty well.
hmatthias
04-25-07, 08:02 AM
thanks again for doing this. I have done a little of this just at the beginning of the patrol, and it does help the realism factor alot. Now my stations aren't all "full green" every shift because some crewman just aren't experienced enough yet. Forces you to make decisions, such as "should I go to battlestations to increase my chances of detecting a contact I know is out there?"
One question I have on crew management, however. How should we handle promotions? For example, if one of my CPOs gets promoted, should I transfer him off the boat, or transfer one of my older officers? Just wondering, because I don't want an eventual mix of all petty officers are something.
thanks again for doing this. I have done a little of this just at the beginning of the patrol, and it does help the realism factor alot. Now my stations aren't all "full green" every shift because some crewman just aren't experienced enough yet. Forces you to make decisions, such as "should I go to battlestations to increase my chances of detecting a contact I know is out there?"
That's great news. These are just the sort of decisions a player should be making in a game like this. With the standard game players could basically ignore the whole crew management screen unless the boat was taking damage. I'm hoping that this new system will get the player involved more in managing the crew in the way that a real commander would.
One question I have on crew management, however. How should we handle promotions? For example, if one of my CPOs gets promoted, should I transfer him off the boat, or transfer one of my older officers? Just wondering, because I don't want an eventual mix of all petty officers are something.
I was wondering the same thing. I'm hoping that the gap between a CPO's points and those of a junior officer are big enough so that it rarely happens.
Aw, too bad my S-class career had already started :(
But will grab 'er anyway!
Yeah, more crew related stuff would realyl increase the immersion, IMO.
Imagine if you got to pick your attack party where little differences in skills might add or subtract error from plots, TDC operation, etc...
One question I have on crew management, however. How should we handle promotions? For example, if one of my CPOs gets promoted, should I transfer him off the boat, or transfer one of my older officers? Just wondering, because I don't want an eventual mix of all petty officers are something.
Personally, if one of my CPOs comes up for promotion, I will transfer him off the boat, to simulate him going back to the states for stateside duty.
BTW, for CPO distribution, I found a nice document online that listed the commissioning crew for the USS Cod in 1943. In it I found the following CPO distribution:
-2 Machinist Mates
-1 Motor Machinist Mate
-1 Quartermaster
-1 Electrician's Mate
-1 Torpedoman's Mate
And as such I've distributed them throughout the boat as seen in the picture above. I've fixed the problem of the torpedo CPO having the torpedman's qual, BTW. The only one I've left off is the Electrician's Mate, since from the job description it looks like he wouldn't really fit in anywhere in the compartments we have. For the S-boats I have only two Engine Room CPOs, due to the reduced amount of machinery on board (2 diesels and 2 electric motors, as opposed to the 4 and 4 of the fleet boats).
MadMike
04-25-07, 06:10 PM
Here's an example of an S-boat crew, circa 1943 (I've added the job title; any Navy vet's please correct). This is the crew for S-44, may they rest in peace.
Sailors Lost On USS S-44 (SS-155) 10-7-1943
Beck, B. M. S1 (Seaman)
Biller, T. R. S1 (Seaman)
Brown, F. E. LCDR (Lt. Commander)
Butters. L. E. CCSA (Chief Commissary Steward's Apprentice)
Calvert, C. F. MOMM2 (Motor Machinists Mate)
Carrier, P. A. EM3 (Electricians Mate)
Cleverdon, T. CPHMA (Chief Photographer's Mate) or may be a typo for Chief Pharmacists Mate?
Cooper, T. O. S2 (Seaman)
Cutright, P. P. MOMM1 (Motor Machinists Mate)
Dillow, w. CMOMM (Chief Motor Machinists Mate)
Ellis, W. H. RM3 (Radio Man)
Erhart, W. E. S1 (Seaman)
Erico, D. B. CHBOSN (Chief Bosun)
Fees, R. R. MOMM1 (Motor Machinists Mate)
Ferrell, E. D. Y2 (Yeoman)
Gander, D. E. MM3 (Machinists Mate)
George, F. EM3 (Electrician's Mate)
Giles, F., Jr. MM3 (Machinists Mate)
Glenn, C. CK2 (Cook)
Gillen, F. E., Jr. S2 (Seaman)
Godfrey, E. W. MOMM2 (Motor Machinist's Mate)
Goodin, T. L. F2 (Fireman)
Green, L. J. F2 (Fireman)
Harasimowicz, A. CEM (Chief Electricians Mate)
Howard, H. J. MOMM2 (Motor Machinist's Mate)
Hugyo, N. A. MOMM1 (Motor Machinists Mate)
Jaworski, P. J. GM2 (Gunner's Mate)
Johnston, C. N. MOMM2 (Motor Machinists Mate)
Klink, L. N. MOMM2 (Motor Machinists Mate)
Miller, A. L. CMOMMA (Chief Motor Machinists Mate)
Mitchell, H. M. STM2 (Stewards Mate)
Morris, W. I., Sr. TM3 (Torpedoman's Mate)
Moss, C. E. GM1 (Gunner's Mate)
Nash, B. M. LTJG (LT Junior Grade)
Parr, T. S., Jr. SM2 (Signalman)
Queen, B. M. SC2 (Ship's Cook)
Queen, F. L. LTJG (LT Junior Grade)
Raugh, E. M. EM3 (Electrician's Mate)
Rodgers, R. G. MOMM2 (Motor Machinists Mate)
Rodin, L. J. S2 (Seaman)
Rosenberg, H. RM3 (Radioman)
Rubits, J. V. MOMM2 (Motor Machinists Mate)
Sloan, J. H., Jr. MM3 (Machinists Mate)
Smith, A. E. TM3 (Torpedoman's Mate)
Smith, C. W. EM1 (Electrician's Mate)
Smith, G. F. CSMA (Commissary Steward's Mate Apprentice)
Stephens, J. R. RM1 (Radioman's Mate)
Stephenson, J. T., Jr. LT
Stromsoe, H. A. CTM (Chief Torpedoman's Mate)
Thompson, D. R. MOMM2 (Motor Machinists Mate)
Turner, F. A., Jr. QM3 (Quartermaster's Mate)
Velebny, J. A. TM1 (Torpedoman's Mate)
Warburton, R. L. S1 (Seaman)
Watson, F. L. MOMM2 (Motor Machinists Mate)
Wester, G. S. S1 (Seaman)
Wood, J. C. F1 (Fireman)
Survivors
Duva, E. A. CTM (Chief Torpedoman's Mate)
Whitmore, W. F. RM3 (Radioman)
US Navy Interviewer's Classification Guide
http://www.history.navy.mil/library/online/navpers16701.htm
(or in Air Force speak i.e., "job descriptions")
Yours, Mike
Here's an example of an S-boat crew, circa 1943 (I've added the job title; any Navy vet's please correct). This is the crew for S-44, may they rest in peace.
Thanks! Now that I see how many engine room crew this boat had, it's time to move back in the 3 I'd originally pulled out.
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