View Full Version : SH3-GWX-SH3C questions
Ohoy all! I've started playing SH3 again with GWX and SH3Commander installed after getting my new SUPERcomputer!:up: The game has really evolved, great job! Two questions though.
1. The first partol in august 1939 is a shakedown patrol for 5 days. Of course, starting from Kiel, I'm not able to reach my patrol grid in that time. After beeing out for 5 days I then get assigned to the same grid and with the same mission again. And with 0 days in port???
2. Should I hire staff in base while having "realistic crew transfers" enabled?
Regards
Jonte
Anyone? Can't find this problem in the earlier threads...
Concerning question 2 I understand that you might need to add crew from time to time.
1:
Iirc SHCommander should initially be set with 20 days in port, at the start of a campaign. (or maybe just before start of 2nd patrol, and could be shorter if you want, longer is not advised) After the radio message to return to port, and having done so, the next (2nd) patrol should start 20 days later than the end of the 1st patrol (perhaps longer incase of repairs required). That means you'd still have a week or so to reach your patrol grid before the war starts. That is to say, you have not mentioned WHERE that patrol grid is so it depends if it is really possible. As you finnished the 2nd patrol you can turn off the (20) days in port settings in SHCommander, in favour of a random time or some other value, before the 3rd patrol is started. (Oh yes, you should also close Sh3 in between entering port and leaving for the next patrol, or SHCommander can't do it's work)
Ofcourse, you don't have to be there as far as the game is considered. It doesn't punnish you for not showing up there ever. GWX 2 and later doesn't give renown points anyway. Only be there if you want to roleplay for realism sake.
This is where you need to put your navigator hat on. How far away is the patrol grid, how many days/hours are there and so calculate how fast you need to go to be there well on time. While also taking into account some delays to avoid detection. Being detected won't jeopardize the start of the war, or get you into trouble/fired upon, but preventing detection is part of the roleplaying experience.
2: Even with the realistic crew transfers you can still recruit/sack crew on your own. It's all up to you if you want to leave port with that amount of crew or need more. Perhaps you can find officers with different specialities that you didn't have before. Weigh the merrits against the cost of renown. Only the first patrol should be played with the original loadout and crew complement or else any awarded renown could be lost in the end. But I don't think SHCommander pulls crew away before the 1st patrol. I think the intent of this function was to make your crew complement less static, and simulate BdU's orders to mix/rotate fresh and experienced crew between uboats.
Jimbuna
05-24-09, 02:52 PM
Good response Pisces....also answered similarly here:
http://www.subsim.com/radioroom/showpost.php?p=1106146&postcount=223
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.