View Full Version : Training of officers/crew??
gazpode_l
03-18-11, 02:50 PM
Seen somebody mention in a thread where a SH3 u-boat sunk due to flooding that they train thier officers on Damage repairs.....
How do I go about training:06:
ryanglavin
03-18-11, 02:58 PM
In the personnel files while in base, you can give your crew qualifications from the qualification menu. You can only give out one qualification per successful patrol.
With each patrol, the efficiency of each crew member improves. Megals and promotions also raise the crew memberīs efficiency:salute:
maillemaker
03-18-11, 03:41 PM
In the personnel files while in base, you can give your crew qualifications from the qualification menu. You can only give out one qualification per successful patrol.
This.
Of course, with SH3 Commander you can give whoever whatever.
But I stick with the one-per-mission qualifications.
gazpode_l
03-18-11, 04:03 PM
But I stick with the one-per-mission qualifications.
I've only ever given out ONE award! :nope:
SO I think provided I make it back to brest in one piece then I'll award five qualies....
IF I give my watch officer gunnery skills, does this increase the accuracy of my flak gunner? I put a flak gunner on that station in a recent session and he simply drained the gun of all ammo without hitting anything, despite numerous passes from the enemy....:stare:
VONHARRIS
03-18-11, 05:43 PM
I've only ever given out ONE award! :nope:
SO I think provided I make it back to brest in one piece then I'll award five qualies....
IF I give my watch officer gunnery skills, does this increase the accuracy of my flak gunner? I put a flak gunner on that station in a recent session and he simply drained the gun of all ammo without hitting anything, despite numerous passes from the enemy....:stare:
Yes , it does.
IMO the watch officer should be qualified as a watchman , gunner and flak gunner.
I go by the SH3 commander to qualify everybody after the shakedown patrol. It looks more realistic to me.
Every man must know to do something good - his qualification.
If you qualify sailors with the Commander notice that it is only eye candy. It doesn't affect their performance in any way.
frau kaleun
03-18-11, 06:08 PM
Yes , it does.
:yep:
Although I typically have the WO qualified just as a watchman and a deck gunner and one PO qualified as a flak gunner.
As long as the WO is on the bridge when the deck gun is in use, and the PO flak gunner is the guy manning the flak gun when that's in use, it seems to provide more than enough "efficiency" in those areas.
You can see the difference by having a deck gun qualified WO on the bridge while the deck gun is manned, even by nothing but ratings who don't have any (recognized) qualifications. Send the WO to his quarters and then back to the bridge and watch what happens to the efficiency bar for the deck gun.
desirableroasted
03-18-11, 06:33 PM
Through SH3 Commander, you can give qualifications as you wish.
Here is how they count:
Officers can have up to three qualifications (you, as captain, have all qualifications). All "count" when staffing a compartment or setting watch.
All Petty Officers can have one qualification. And they should have at least one qualification, or they would not be petty officers in the first place. Always give a PO a qualification.
However, a 2nd or 3rd qualification, while you can give it, does not count.
Sailor qualifications do not count. They influence nothing. You can give them out for eye candy, but they do not affect efficiency.
Through SH3 Commander, you can give qualifications as you wish.
Here is how they count:
Officers can have up to three qualifications (you, as captain, have all qualifications). All "count" when staffing a compartment or setting watch.
All Petty Officers can have one qualification. And they should have at least one qualification, or they would not be petty officers in the first place. Always give a PO a qualification.
However, a 2nd or 3rd qualification, while you can give it, does not count.
Sailor qualifications do not count. They influence nothing. You can give them out for eye candy, but they do not affect efficiency. Quite right :yep:
ryanglavin
03-18-11, 07:17 PM
On another note, just to throw this out there, as captain, you arguably have no abilities whatsoever, as you don't actually participate in anything.
On another note, just to throw this out there, as captain, you arguably have no abilities whatsoever, as you don't actually participate in anything.
Certainly, but you do have care of the entire boat
Fish In The Water
03-18-11, 07:23 PM
On another note, just to throw this out there, as captain, you arguably have no abilities whatsoever, as you don't actually participate in anything.
True, but you get to take most of the credit - so it's all good... ;)
frau kaleun
03-18-11, 07:54 PM
If you look at the crew list in Commander, it includes you right at the top with every available qualification.
But I don't know if Commander does that on its own, or if its reading something that's already in the game and factors into gameplay.
If it's the latter, and it does factor in, does it mean that when you are in a particular station doing some "job" yourself, the efficiency for that compartment increases accordingly? Obviously you can't look at the bar to see what happens, because you'd have to leave the station to do it.
I do know that people say you can hear stuff on the 'phones if you take over that station that the sonar man can't hear... :hmmm:
OTOH, the performance of my flak gun station is definitely NOT improved when I take over the gun from my flak gunner. :haha:
Sailor Steve
03-18-11, 09:55 PM
I go by the SH3 commander to qualify everybody after the shakedown patrol. It looks more realistic to me.
As well you should. In real life there is no such thing as an unqualified petty officer. They all have a rating, and that's what makes them petty officers. Of course while the game includes the rate of 'bootsman' there is no actual qual for bosun's mates. The game gives no credit to the guys who tie the lines and chip the paint. :cry:
maillemaker
03-18-11, 10:53 PM
I make my crew earn qualifications because it is what makes the grind of mission after mission worthwhile - you are slowly building up your expert crew, clawing your way as you go. In this way you feel invested in your crew.
If you give everyone a qualification from the get-go I find the game gets pretty repetitive with no pay-off.
I edited Basic.cfg to allow me to have the entire enlisted crew as WOs. Scroll down to [SUBMARINEx] where x = 0 (type II), 1 (type VII), 2 (type IX), or 3 (type XXI). Change NrMinSeamen to zero and NrMaxPO to the total enlisted crew size for each boat type. Here's the change for the type VII boats:
[SUBMARINE1]
NrMinOff=3
NrMaxOff=6
NrMinPO=9
NrMaxPO=46
NrMinSeamen=0
NrMaxSeamen=30
This allows you to dismiss all the blue seamen and replace them with WOs...each of whom you can qualify. If desired, you can increase NrMaxOff to allow you to carry trainees or doctors for type IXs.
One advantage to stock SH3 is that the calendar does not increase at an accelerated rate between career patrols if you don't leave port. The date stays the same or at worst a day later. To get a more reasonably qualified crew, load the patrol but never leave port. As soon as the control room screen appears, hit Esc and quit the patrol, returning to whatever port you're using. At Personnel Files, there are no promotions or medals available because you never left port, but you can issue a qualification to the crewman of your choice. Repeat this process until you get most of the crew qualified.
If you want to be historically accurate, treat all Warrent Officers as though they were enlisted Seamen. Treat Senior WOs as Petty Officers. Treat Chief Sr. WOs as either CSWOs or Chief Petty Officers. Allocate the numbers of each according to historical crew lists. I consider my NAV officer to be a CSWO (Obersteurmann).
Use your renown to buy the desired number of CSWOs and SWOs. Select your officers from among those with only one qualification; this costs you nothing and you can build up the exact quals you want each of them to have. WOs also cost you nothing, so you can almost fully crew a boat with the 1500 renown you have to start with (assuming you completed the Academy first).
3 CSWO at 200@ = 600 renown
6 SWO at 150@ = 900 renown
I usually go out on my first patrol with the 9 above minimum POs, run to the designated grid and patrol it for the required 24 hours until F8 shows the objective Complete, then immediately quit the patrol. I'm not trying to score tons yet, only renown. That completion bumps up my renown so I can buy the extra SWOs for my crew and then qualify them as desired.
desirableroasted
03-19-11, 04:57 AM
If it's the latter, and it does factor in, does it mean that when you are in a particular station doing some "job" yourself, the efficiency for that compartment increases accordingly?
I do know that people say you can hear stuff on the 'phones if you take over that station that the sonar man can't hear... :hmmm:
OTOH, the performance of my flak gun station is definitely NOT improved when I take over the gun from my flak gunner. :haha:
My strong suspicion is that the CO qualifications make no difference to compartment efficiency. For example, if you man your deck gun with three unqualified sailors and an officer who is not gun qualified, your mere presence on the tower does not improve their shooting. However, sending a gunnery-qualified officer up there does improve it.
Only when you sit "in the chair" can your abilities exceed that of your crew. You will always see further than your watch officer, and hear better than your hydrophone operator. I'm certainly a better gunner in most conditions. Like yours, my flak skills are woefully poor, but that's because I use flak perhaps once in 25-30 patrols.
King_Zog
03-19-11, 12:50 PM
I heard from somewhere (I forget where) that the helmsman qualification has no actual in-game effect. Can anyone confirm this?
I heard from somewhere (I forget where) that the helmsman qualification has no actual in-game effect. Can anyone confirm this? One of your officers should have Helmsman qualification, so you can order the speed, diving etc.In CR
Fish In The Water
03-19-11, 05:29 PM
I edited Basic.cfg to allow me to have the entire enlisted crew as WOs.
I've often considered resorting to this myself, (not as a cheat), but merely as an attempt to achieve the historical realism of everyone on the boat being trained in some aspect of U-boat operations. (Even if it's just peeling potatoes). ;)
Seems a shame we have to adopt this sort of approach to work around the limitations of the engine, but I suppose (in the final analysis) - we have to play the cards we're dealt.
Assigning seaman qualifications as a 'marker' doesn't do much for me, but then again neither does having a 30 man crew who really aren't trained for much of anything.
If I had a choice, I'd much rather see the WO icon modded to display a visual representation of the grad value - thereby allowing easy identification of the 'rank' modifier.
That thought's been sitting on the back burner of my wish list, and one day (if I find the time), I'd like to look into it.
desirableroasted
03-19-11, 06:07 PM
I heard from somewhere (I forget where) that the helmsman qualification has no actual in-game effect. Can anyone confirm this?
Zero in-game effect.
You can test this yourself in a single mission or throwaway career. Your diving times, acceleration, turns, etc. are all executed the same way and at the same speed, no matter what helmsman qualifications are present.
King_Zog
03-20-11, 06:48 PM
Zero in-game effect.
You can test this yourself in a single mission or throwaway career. Your diving times, acceleration, turns, etc. are all executed the same way and at the same speed, no matter what helmsman qualifications are present.
Thanks for the clarification :salute:
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