View Full Version : TMO Damage Control
CybrSlydr
01-30-15, 07:34 PM
I must admit, I feel a bit stupid as I can't recall how DC works in this game.
In GW in SH3, you assign them and then tell them to get to work.
It doesn't appear to function this way in SH4 TMO. lol
Assistance appreciated. :D
fireftr18
01-30-15, 09:00 PM
In the damage screen, there is a list of repairable damaged equipment. You can scroll through it and highlight each one, one at a time. Click on the arrows on the left side and it will change the position. That way you can set the order which the damage control team will repair it. For this to work, the team must be active.
merc4ulfate
01-30-15, 09:32 PM
Not sure what versions your running but there are no arrows in TMO on damaged items. There is a list at the bottom of all damaged items. The item you select to be at the top of the list will be worked on first but if other items have less damage and can be fixed quickly they will show as repaired.
An instance would be a bulkhead at 50% damage and a radio at 5%. Not matter the order the radio will get fixed faster due to less damage. They rate will increase or decrease with available damage repairs teams and how highly they are rated.
Filling the billets with men so that the damage control team green line is on at half will get your damage repaired only half as much as if you picked better qualified men and had that line at full green.
If you are at silent running the repairs from the DCT will cease but you will find items still repaired but not at the rate of not being at silent running.
The DCT will always be at work when ever damage has occurred with the exception of silent running. If no members are in DCT billets the repairs will happen at a slower rate by members in those compartments.
Thanks for the details, because I think I have the same problem, because sometimes even after a couple of days ordinary operation, damage control doesn't seem to progress. Unfortunately I can't give details on what damage that actually was, but it was the kind hat "usually" gets repaired rather quickly e.g. internal (like batteries not the gun) and not too heavy. And it doesn't happen all the time...
Bye the way, the red bar at the side of damaged equipment. Does it stand for the damage (the smaller the better) or for the repair progress (the taller the better)? :ping:
If damage is too severe, it cannot be repaired. There are numbers in mod files related to what level of skill is needed to repair equipment, so it is not a cut and dried thing. In any case, "plain vanilla" is very unrealistic, and you shouldn't be able to repair things that are heavily damaged. Busted up submersibles had to RTB.
Btw, the red bar indicates damage level; the lower the better.
CybrSlydr
01-31-15, 09:27 AM
Thanks - I was confused that turning "on" the DC teams didn't automatically put people in the DC slots like it does on SH3.
merc4ulfate
01-31-15, 04:28 PM
Doing it automatically I feel i unrealistic. With some damage your going to want certain people fixing it and certain people to not touch it. That is something the Captain would order so I like that I have to pick the people.
Doing it automatically I feel i unrealistic. With some damage your going to want certain people fixing it and certain people to not touch it. That is something the Captain would order so I like that I have to pick the people.Well, actually your chief engineer should be in charge of the damage control team anyway, shouldn't he? Of course the captain has command, but there's someone on board who knows exactly what is needed.
Anyway, if the red bar is damage, hen my damage that wasn't repaired was only light. I had some other issues, namely that my surface radar set was gone after USS Seal got her conning tower cut down to modern dimensions. No matter what I did, it did not run out on patrol. This problem disappeared, when I was "first in line to get one of the brand new boats fresh out of constrction" early in 1943: USS Tuna, a Tambor class commissioned in January 1941!!! ;)
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