View Full Version : Crew Change
alpha_1
03-31-15, 03:19 AM
Hi All;
I'm driving a VIIB. I try to change my engine room guys all at the same time. Up to this point I've done the old click, drag, drop one at a time. There must be a better way by clicking on the compartment above, yes? I've tried it a couple of time but it doesn't seem to work which probably means I'm not doing it quite right.
If anybody can shed some light on this wee problem I'd be grateful.
Cheers;:88)
SH4 handles this problem, however the only cure I am aware about is to use the no fatigue option, or else it is "one at a time".
GoldenRivet
03-31-15, 07:42 AM
In order to prevent having to deal with this micromanagement issue i have always turned off fatigue through SH3 Commander and put two engineers and the rest sailors in both compartments, that way the electric motors and the diesel engines always are crewed
this has the benefit of making the crew change not have to take place and the electric motors can take over in a dive almost immediately
banryu79
03-31-15, 08:03 AM
Hi All;
I'm driving a VIIB. I try to change my engine room guys all at the same time. Up to this point I've done the old click, drag, drop one at a time. There must be a better way by clicking on the compartment above, yes? I've tried it a couple of time but it doesn't seem to work which probably means I'm not doing it quite right.
If anybody can shed some light on this wee problem I'd be grateful.
Cheers;:88)
My tecnique? Use an empty compartment as a "temporary buffer", usually the aft or forward torpedo room.
a) select the "temporary buffer" compartment by left-clicking on its name, it should became highlighted;
b) right-click on the engine room, all the occupants will be moved in the "buffer compartment";
c) select the now empty engine room by left-clicking on its name, it should became highlighted;
b) right-click on the "reserves" compartment you want to use to fill in the engine room, the occupants will be moved to the engine room.
d) select the now emptied "reserves" compartment by left-clicking on its name, it should became highlighted;
e) right-click on the "temporary buffer" compartment, all the occupants will be finally transferred in the "reserves" compartment.
alpha_1
03-31-15, 08:04 AM
Thanks guys;
That's too bad, because I actually don't mind playing with the GWX 8 hour fatigue model other than that. It looks like I'm stuck with it the way it is. SHCmdr offers two other fatigue profiles but I don't know what they do. I've read the manual and can't find out from there. I'll give them a try and see what's what. Incidentally, the 'buffer' move is something I try from time to time.
My problem is nerve damage in my elbow and there are times when I just can't hold the mouse steady enough to do much at all.
Thanks again for your input.
Cheers!:rock:
banryu79
03-31-15, 08:38 AM
Thanks guys;
That's too bad, because I actually don't mind playing with the GWX 8 hour fatigue model other than that. It looks like I'm stuck with it the way it is. SHCmdr offers two other fatigue profiles but I don't know what they do. I've read the manual and can't find out from there. I'll give them a try and see what's what. Incidentally, the 'buffer' move is something I try from time to time.
My problem is nerve damage in my elbow and there are times when I just can't hold the mouse steady enough to do much at all.
Thanks again for your input.
Cheers!:rock:
Well, to tell you the truth I think the best move is to play with the crew fatigue model completly shut off (it is an option you can set in SH3Commander, IIRC) I'm bet you will not lose a worthwhile aspect of the game :D
alpha_1
03-31-15, 08:47 AM
Yup, that's definitely an option and I WILL keep my options open on this issue, of course.
I've not made it to better than 54% realism at this juncture. I've finally overcome my fear of convoys, made two attacks and came out alive to boot. I'm not far off of going with manual targeting but will have to have absolute confidence in my ship handling skills first. Also understanding the mechanics of good convoy attack methods.
Thanks again.:salute:
banryu79
03-31-15, 10:25 AM
Yup, that's definitely an option and I WILL keep my options open on this issue, of course.
I've not made it to better than 54% realism at this juncture. I've finally overcome my fear of convoys, made two attacks and came out alive to boot. I'm not far off of going with manual targeting but will have to have absolute confidence in my ship handling skills first. Also understanding the mechanics of good convoy attack methods.
Thanks again.:salute:
Very good Herr Kaleun, take your time because this game will takes its time on you! :arrgh!:
Sailor Steve
03-31-15, 10:35 AM
SHCmdr offers two other fatigue profiles but I don't know what they do. I've read the manual and can't find out from there. I'll give them a try and see what's what. Incidentally, the 'buffer' move is something I try from time to time.
RUB is Real U-Boat, the first complete supermod for SH3 back in 2005. It completely changed the way the Fatigue system works. In RUB the crew fatigue very very slowly, but can never recover. The idea was to change it from daily work fatigue to overall war-weariness. It required that the player keep a very close eye on the crew members and make sure they got changed out every day so the overall fatigue levels remained consistent for the whole crew.
RUB X1 was an adaptation of the RUB system tailored specifically for those who played the whole patrol in real time.
alpha_1
03-31-15, 10:40 AM
Thanks a lot, you guys. I'd be sunk without this Site.
:o
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