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Avatar
05-02-07, 02:12 PM
Hello,
after playing sh3, GWX103, I have found this to be the best subsim. However, I have a few questions:
1. Is there a way to open all torpedo tubes at once? I havent checked with using gwx103 right now, but I am sitting here in the library wondering this.

2. I was at sea in a huge storm and had trouble getting my crew endurance maxed-out. Should I not completely fill my uboat with crew? Will diving to a depth below 25 m help in endurance gathering?

3. What is SH3 Commander? Will it help in crew management and endurance while at sea?

Here's another one:
If I have only one shot left and a large freighter comes across my bow, will assigning the fish to a deeper depth and magnetic influence allow for one shot, one kill?

Thanks

Avatar
05-02-07, 02:34 PM
I'm back, I just read the GWX adobe acrobat reader book in the fatigue section and I'm beginning to understand fatigue.

Is there a button for action stations or off-duty?

I'll see if I can find info on SH3 commander, a read me file.

ronbrewer
05-02-07, 02:42 PM
1) Right-click the Weapon Officer icon to take over his position and then look up a little. You'll see the five switches for the tube doors (on a type 7) and can click them one at a time to open the doors. You can also do this by going up the ladder to the conning tower and looking to the left. You'll see the same set of switches. The other place to do this is click on the periscope while in the conning tower to simulate walking around to the other side of it. If you look down you'll see another set of five switches that will open the tube doors.

Hopefully others will help out with the rest of the questions.

Thanks,
Ron

Avatar
05-02-07, 03:26 PM
thanks, Ron. I've read the GWX103 book in adobe acrobat. I'm fully educated now, but I still dont know if theres a battlestations button or off-duty button.
I think, if there are no buttons, if your submarged, put people in the diesel room and surfaced put peeps in the elec. room, if you have overflow from the crew quarters.. inorder to not make 'em fatigued as much.

edit: I have a book called "Wolfpack", sorry I dont know the authors, but the front cover has a uboat painting in rough seas. To an homage to GWX, I have a screen shot that looks exactly like the cover! what a great game and great bunch of fellows that are involved in GWX!

Jimbuna
05-02-07, 03:30 PM
thanks, Ron. I've read the GWX103 book in adobe acrobat. I'm fully educated now, but I still dont know if theres a battlestations button or off-duty button.
I think, if there are no buttons, if your submarged, put people in the diesel room and surfaced put peeps in the elec. room, if you have overflow from the crew quarters.. inorder to not make 'em fatigued as much.

Neither of the buttons you make reference to exist :nope:
With regard to elec and diesel rooms you are correct :yep:

Avatar
05-02-07, 03:31 PM
Thanks Jimbuna, that pretty much clears everything up!
The book "Wolfpack," is by Kaplan and Currie.

Brag
05-02-07, 03:34 PM
For one torpedo , one ship shots, I prefer impact aimed at a spot right behind the forecastle or forwardmost mast. In most instances, the ship will sink within 15 minutes.

Shooting a magnetic torp at an AOB of 25-30 degrees aimed at the first one third of the vessel will often sink the ship with one torpedo.

For more on torpedo effectiveness, visit my website,
Good hunting :up:

Avatar
05-02-07, 03:43 PM
will do, Brag. Thanks for the redirect

Umfuld
05-02-07, 03:58 PM
Hello Avatar, I share your frustration with the fatigue models in SH3. Currently I'm using the Grey Wolves model option on SH3Commander and find it better than stock.

Yes, by the way, there are several options in SH3Commander in regards to fatigue.

Apart from having the option to turn fatigue off (tempting, no?), you could also give a dozen or so of your crew the German Cross in Gold - which makes them never have to rest for some reason.



While on the subject there's something that bothers me about the fatigue model that would probably be fixable (by someone who's not completely ignorant like me). I wish the repair compartment was the least tiring instead of which ever engine room is empty.
I mean, there really is no repair room, right? So it's basically just off duty, go do your thing but stay out the way. Meaing putting them in the repair compartment could mean they are in the empty engine room. Right?

This is only an issue when you have to dive suddenly (or forget you have off duty crew in the empty engine room) and you have to go sort out which crew is off duty and which are supposed to be there to run the engines - and so on.

Avatar
05-02-07, 04:07 PM
Umfuld,
read Brags website about tips for survival. I'm going to do a new career and follow his tips. Also, read the GWX manual about crew management. I am going to install sh3 commander later, but this is a huge help right now. I kind of like having crew fatigue on, as it give a more "Das Boot" feel to the sim. But when the time comes, it's best to be prepared, as the ol' scout motto goes. They used to say that be prepared, or b.p., stood for Baden Powell, the inventor of Boy Scouts.

I was thinking that I shouldnt fill up the boat with each person officer/warrentofficer/sailor slot. That should help in maintaining fatigue.
anyway, see yall out on the high seas. Attack and Sink!

Avatar, Eagle Scout class of 1989

edit: I wonder if playing the soothing songs on the recorder will affect crew fatigue? doubtfull, but interesting

Umfuld
05-02-07, 04:37 PM
read the GWX manual about crew management.Well, I have no problem keeping my crew fresh with the 8 hour model. Like I said, I just wish you could store the crew in the repair compartment and get the same rate as the empty engine room.

Here's the patrol I'm on now:

http://usera.imagecave.com/33433/SHIII/003.JPG

I've been at sea for almost a month and every one who is on duty is at least 90% fresh. Basically I have a 1st crew and a 2nd crew for engines, watch, radio and helm and simply rotate them.

In the empty engine room is my second watch crew, and as you can see they are almost 100% fresh. The only reason they are there is because the repair crew and the gun crew (in the bow quarters) need to sleep.
I set priorities for each group. My 1st watch crew is first priority (to have refreshed). My torpedo crew is 2nd. My second watch crew is 3rd. My gun crew is 4th. My repair crew is 5th. And so on.

I've also thought about not bringing a full crew to make it a bit easier, but figured I'd rather have them just in case. And it is doable as you can see.

This is just my fourth partol with this career and the crew will change as I get more qualificatoins and they become better.

(By the way, having sailors with qualifications doesn't make them better like it would officers, it's just to help me keep track of who's who)

Sailor Steve
05-02-07, 04:43 PM
3. What is SH3 Commander? Will it help in crew management and endurance while at sea?
I'll see if I can find info on SH3 commander, a read me file.
I usually try to make a list at this point, and always leave most of it out. I also say that SH3 Commander is the single best tool for the game (and that includes the supermods).
You wanted a readme, so here you go:
http://www.users.on.net/~jscones/software/SH3Cmdr%20Help.html

Scroll down to features; you'll be amazed.

P_Funk
05-02-07, 06:12 PM
For crew management you can sorta get an action stations button.

There are the three predetermined action buttons. The Surfaced attack, the submerged attack, and the third one... I forget what it does since I don't use them cause they're mostly crap. They don't create a nice crew layout.

Then there are the compartment titles. They are clickable. A left click should load up the compartment with crew and a right click should empty it. Thats about as good as automatic crew management gets.

hmatthias
05-03-07, 08:12 AM
How do you quickly switch your watch crews out? I have trouble doing that in SHIII. I either have to do it one by one (tedious), or I do the left click/right click thing, and people get jumbled.

Also, are you running on high TC? That seems to be the key to keeping people less fatigued.

Avatar
05-04-07, 03:58 PM
Umfold, it looks like youre carrying too many peeps out on patrol. some of those dudes in the stern quarters looks like they could be used for the stern torp. room. That would free up your elect. engines room. If it works then youre doing it right. I had big problems keeping my crew refreshed with a full complement. I'm in a type7b and I have 41 people aboard and it is a little easier for me to deal with. My second watch comes from my torpedo room people. People in the torpedo rooms loose freshness faster than elsewhere, I'm pretty sure. But theyre only in there when we're shooting at stuff.

Keeping track of who's who is the key. Write a list of the stations(bridge, bow torp room, etc) and writethe names of your men in there. Then pick out some peeps on that list and change them around like that. Only bad problem is that I have to read the list everything we're about to start loosing fish.

Hey everybody, thanks for the great redirect to thr sh3 commander readme. Thats what I was looking for. I was under the impressioon that sh3 commander had something to do with gameplay. It's more of a commander thing. Thanks.

To switch crews fast I think its the buttons that say surface cruise mode/surf. battle mode/ surf. aa gun mode. I havent been able to do it by double-clicking on a stations name. Also, it puts the freshest people in there, I think, and not who you actually want to go there.edit: whups I read your post and you already said this. I have to do it one by one.

I have started a new career in a type VIIB and tried to play with the amount of crew needed. I have done one patrol, successful, with the minimun number of sailors, the max. warrant off, and maximum officers. You dont want to have people all alone in compartments. Forexample, totally fill torpedo rooms and engine room, and zentral, and bridge. You can probably get away with having less people in each compartment except zentral and bridge. But the idea is to have your minimum number of sailors.

Yes, higher TC means that anything above 32x compressions has the same effect as 1024x compression.

sorry about the long post

edit: p-funk, go Rangers! I've like the rangers ever since the 94 stanley cup.Messier was my fav. player

Umfuld
05-04-07, 04:11 PM
Umfold - some of those dudes in the stern quarters looks like they could be used for the stern torp. room. That would free up your elect. engines room.They are resting. So that when I need to fire and load torps they are at 100%.
If it happened that all at once I had to fire and couldn't spend 10 seconds to move them in there that would stink (though I could probably still fire, just not sure if that's realistic). But that's never happened.

Thinking about what I said in regards to the repair room I understand now it was probably stupid.
Although the engine rooms have it so they cause less fatigue when not in use this may not be possible to alter for the repair room no matter what you change.
I wouldn't know, I'm pretty ignorant as to what modders do.

But yeah, I think I filled up my boat without thinking about it to start this career. Trying to get as much realism as I can now but some habbits you just do without thinking.
Anyway, my crew is well rested thoughout my patrols even with a full ship.

Avatar
05-04-07, 04:31 PM
I think your idea about when a compartment isnt being used should have the benefits of a quarters compartment is a good idea. If you read the GWX book, you'll find the values of crew endurance depreciation and the compartment. I call it a book because it's long, but it's a very short read!
When a submarine sim becomes less a game and becomes more of an art form is when you are finding a balance of what works and what doesnt.

edit: Also, dont put people in the damage control until absolutely necessary. That's one big area I could suffer a hit with only 41 crew. But then again, if I'm fighting fires I probably wont be loading torpedoes.

Umfuld
05-04-07, 08:25 PM
If you read the GWX book, you'll find the values of crew endurance depreciation and the compartmentHa. You keep telling me to read things. Yeah, that's where I got the values I'm talking about.
You started a thread asking for advice and I'm trying to help. I'll stop since I guess you think I'm ignorant.


Here are the values for the Torpedo Rooms: .045

and for Damage Control: .020


The torpedo room is the worst place on the sub to store men when you aren't using it. By far.
It's my choice not to use the empty engine room for the reason I mentioned, and the Damage Control area is the best choice after that.

TarJak
05-05-07, 12:58 AM
Frankly I'd just turn off fatigue. I find it a waste of time and prefer to let my NCO's deal with who is on or off watch. I didn't see the Kaleun in Das Boot go around waking everybody up each time there was a watch change and I don't see the point in playing a game with a defective modelling system turned on if it can be turned off.

Umfuld
05-05-07, 01:33 AM
I agree with you TarJak. I think the reason I still have it on is so I get to know my crew, if you understand.

If there was a battle and some of the crew were to be injuried or worse I want to already know them. Not just think of them as the guy I put in the radio room 6 months ago and haven't thought about since.

TarJak
05-05-07, 01:48 AM
I hear what you are saying and for a while I used to do the same, but afterwhile I was more interested in sinking ships than handing out medals. If we sink lots I give em out like lollipops anyway. If someone gets killed/wounded though I take note of his name and amek sure he gets a good burial/wound badge etc.

Jimbuna
05-05-07, 02:25 AM
@Umfuld and TarJak
Your both right in what you say and believe, I've tried each of your methods and eventually opted for the 8hr fatigue model in GWX.
I suppose it boils down to each individual exercising their own preference :hmm:

TarJak
05-05-07, 03:36 AM
That's right Jim. If you want to play a particular style you can thanks to all those lovely mods you can DL.

If you are comfortable working the crew with fatigue on then go for it. I'm just too lazy in the end having given it a go for about 6 months before saying stuff this its all too hard.

The beauty is that if you are keen enough you can play around wiht the config abit too to get something that works for you. IMHO I'd prefer there to be a 12 hour shift system that let's you set up a roster, but without the source code that's not going to happen in SHIII.

Jimbuna
05-05-07, 12:41 PM
Precisely :up: