View Full Version : Crew Management Questions
reignofdeath
09-20-10, 04:56 PM
As far as Crew Management how does it work exactly?? Like qaulified people (torpedoe men) raise the efficiency of the area theyre qaul'd in ?? and Officers raise it no matter what? especially if theyre qaulified??
What about the green bar above each compartment, say I have the conning tower with 2 men on but full green bar, (a watch officer and a qaul'd watch petty officer) do putting more men increase the efficiency even more??
And do medals and badges do anything besides looking nice assigned to anybody?
Just wondering guys thanks?
Sailor Steve
09-20-10, 05:08 PM
As far as Crew Management how does it work exactly?? Like qaulified people (torpedoe men) raise the efficiency of the area theyre qaul'd in ?? and Officers raise it no matter what? especially if theyre qaulified??
Anyone extra will raise the efficiency a little, even plain old sailors. Unqualified raise it about the same, whether sailors, officers or POs. Qualified of course is better.
What about the green bar above each compartment, say I have the conning tower with 2 men on but full green bar, (a watch officer and a qaul'd watch petty officer) do putting more men increase the efficiency even more??
If the green bar is full, it can't get any better.
And do medals and badges do anything besides looking nice assigned to anybody?
Medals and badges improve morale, which helps with how long they last before overcome with fatigue. The best thing in that respect is experience - the more they have, the better they work.
reignofdeath
09-20-10, 05:28 PM
Ty Sailor Steve:up:
Btw I got DBSM working however curiously after I got it. I started getting CTD's I like it but I may just leave it alone for now, I was on patrol to BF 29 Pre War so I figured Id use the dover strait, right as I was passing through I got a CTD. so Im not too sure.
Schöneboom
09-20-10, 08:49 PM
Guten Abend, Herr Smith,
The benefit of a specialist rating at a given station increases with rank. One of the best qualifications to award first is the Mechaniker (different from the Maschinist, who works in the Engine Room) -- you will want that guy on your Damage Control Team!
Medals and promotions will give small increases in Morale, maybe Stamina, too. Not nearly as valuable as qualifications, IMHO.
Mach's gut!
reignofdeath
09-20-10, 09:40 PM
Guten Abend, Herr Smith,
The benefit of a specialist rating at a given station increases with rank. One of the best qualifications to award first is the Mechaniker (different from the Maschinist, who works in the Engine Room) -- you will want that guy on your Damage Control Team!
Medals and promotions will give small increases in Morale, maybe Stamina, too. Not nearly as valuable as qualifications, IMHO.
Mach's gut!
Danke, thankfully I still remember some Deustche (spelling?) from my highschool classes :rock:
But I do like giving an officer Mechaniker first (repair if Im right?) it makes the Damage Control team work soooooo much quicker
desirableroasted
09-21-10, 03:48 AM
Remember this too:
Qualifications for sailors don't work, so don't bother except for eye-candy.
Only the first (top) qualification for PO's count.
ALL officer qualifcations count, except the "sparky" qualification never works for officers.
The Helmsman qualification has no effect (it increases control room efficiency, but so do other qualifications that also have practical application elsewhere).
Actually, there is a ton of information about this in many other threads on the forum; seek and you shall (almost always) find.
danzig70
09-21-10, 12:41 PM
The Helmsman qualification has no effect (it increases control room efficiency, but so do other qualifications that also have practical application elsewhere).
Except if you don't have one helmsman active in the command room you cant give orders such as speed and depth.
Weiss Pinguin
09-21-10, 01:38 PM
Except if you don't have one helmsman active in the command room you cant give orders such as speed and depth.
I'm pretty sure all you need to give depth and speed orders is an officer in the Helmsman slot :hmmm:
reignofdeath
09-21-10, 01:48 PM
doesnt matter, for some reason I cant evict any body besides officers from the command room, same with the bridge, when navigating out of port I want to take guys and put them in the compartments because Im tired of hearing "ship spotted" every two seconds and the game slowing down, but noooooo I cant do that :nope:
frau kaleun
09-21-10, 02:09 PM
doesnt matter, for some reason I cant evict any body besides officers from the command room, same with the bridge, when navigating out of port I want to take guys and put them in the compartments because Im tired of hearing "ship spotted" every two seconds and the game slowing down, but noooooo I cant do that :nope:
Just move the officer who's on the bridge into either the stern or bow quarters. He's the one who yells it out, I think if he's not there the "sighting" doesn't register. But be sure you are either on the bridge yourself and routinely doing a full 360 degree scan of your surroundings, or viewing your progress in the NavMap screen.
Not sure why you're having problems moving crew around, though. All you should have to do is click on a crewman's icon and drag him to an empty slot in another compartment and drop him there. No crewmember should be permanently locked into any one station.
Jimbuna
09-21-10, 02:52 PM
Just move the officer who's on the bridge into either the stern or bow quarters. He's the one who yells it out, I think if he's not there the "sighting" doesn't register. But be sure you are either on the bridge yourself and routinely doing a full 360 degree scan of your surroundings, or viewing your progress in the NavMap screen.
Not sure why you're having problems moving crew around, though. All you should have to do is click on a crewman's icon and drag him to an empty slot in another compartment and drop him there. No crewmember should be permanently locked into any one station.
The one exception can be an officer in the repair slot but I've never experienced it personally.
To have an officer with the experience, I think it is a plus, the repairs are faster, one if he was with this job
Jimbuna
09-21-10, 03:25 PM
To have an officer with the experience, I think it is a plus, the repairs are faster, one if he was with this job
I'm talking about the officer being 'stuck' there and unable to be moved elsewhere.
JokerOfFate
09-21-10, 03:40 PM
You need three crew in the command room besides the officers.
I think you also so have to have at least one man up on the bridge besides the officer or the game will replace the crew.
Hope this answers your (Problem? lol) :DL
reignofdeath
09-21-10, 03:57 PM
Will try it all thanks :up:
Sailor Steve
09-21-10, 04:02 PM
Im tired of hearing "ship spotted" every two seconds and the game slowing down, but noooooo I cant do that :nope:
This one works for me:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1418
desirableroasted
09-21-10, 06:12 PM
I'm pretty sure all you need to give depth and speed orders is an officer in the Helmsman slot :hmmm:
The CE slot, and the officer can have any qualification, or none at all.
You can have three medics in the control room, running steering, nav and weapons, and it's no different than having any other set of qualifications there.
I've tested this several times: the rank and qualifications of the officers in the control room make absolutely no difference in terms of
a) diving time and time to surface
b) boat acceleration and course changes
c) repair time (repair time improves with qualification, but which qual does not matter).
No secret sauce here. If you have officers, of whatever type, in your control room, you are good to go.
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