Log in

View Full Version : Where do you put 'excess' crew when submerged?


Steeltrap
10-24-06, 10:28 PM
What do you do with 'excess' crew?

I find there isn't space in the crew compartments for 'idle' crew when submerged, so I put them in the non-functioning engine space.

Trouble with that is they move to the active engine whenever I give commands such as peri depth etc. I end up with the electric motor spaces having extra people in them.

What do the rest of you do?

TarJak
10-24-06, 10:30 PM
I stick em on repair duty which is probably most realistic. I just assume they are going through the time honoured sailors routine of taking stuff apart and cleaning it or fixing it whenever they are on duty but with nothing better to do.

THE_MASK
10-24-06, 10:50 PM
When at the recruiting screen i move the lookout crew down into the sub . I can see exactly how many men i need to get to man my sub while submerged .Does that make sense . My sub has just the right amount of crew while submerged .

shegeek72
10-25-06, 01:48 AM
I send 'em outside to clean the hull. :p
--
http://users4.ev1.net/%7Etaragem/sh3_u100.jpg

P_Funk
10-25-06, 02:28 AM
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.

TarJak
10-25-06, 02:33 AM
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference. You can always switch off fatigue anyway. Who wants to make sure that everyone gets their beauty sleep?

The shift patterns on the subs were such that you would have at least some crew doing maintenance of some sort whilst their bunkmates slept/relaxed. They only had enough room to sleep some of the crew at a time and when one shift knowcked off they woke their bunkmates up and took their places. Nuthing like a nice warm bunk to crall into on a cold night.

kylania
10-25-06, 03:19 AM
Using NYGM the defaut crew is small enough so that you can only use quarters. If I run with a third watch crew, than I leave my torpedo guys in the inactive engine room since it's neutral.

For GW I've been trying out a smaller crew as well and it seems to work ok.

shegeek72
10-25-06, 03:25 AM
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference. You can always switch off fatigue anyway. Who wants to make sure that everyone gets their beauty sleep?
I believe grey wolves has a different fatigue model for the crew, using up more energy in the torp rooms than the stock version. The problem is (at least on my computer) is the watch crew is moved to the fore torpedo room when the sub dives, so I move them to the diesel engines. I figure they need some maintainance while the electric motors are running. :smug:

Hey TarJak, your location says the Garden Island. Are you from Kauai? I used to live there. You can PM me if you want. :)
--
http://users4.ev1.net/%7Etaragem/sh3_dark2.jpg

P_Funk
10-25-06, 04:13 AM
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference.
If I recall correctly the engine room which is active is the only one which drains energy. The unused one might not regenerate energy but I'm pretty sure it doesn't drain it either.

Tijn
10-25-06, 06:03 AM
Nice Topic. Normally i have around 46/48 crewmembers for an 7C and i always stored some crew in the torpedoroom when submerged. But after an long attack they where out of fatique. But does it really matter if you put them in the diesel room?

Grtz Martijn

Hylander_1314
10-25-06, 11:05 AM
Overboard.

fredbass
10-25-06, 11:49 AM
Well I have "No Fatigue" set, so in that situation, I like to keep some ready for Damage Repair, but other than that I think it's important to spread them out throughout the boat to help with repair. If you have major flooding in the stern torpedo compartment and you have most of your crew up front, then I think your boat will have trouble leveling out, which isn't good in shallow waters.

Jimbuna
10-25-06, 11:52 AM
They come in handy when you run out of eels :D

FIREWALL
10-25-06, 02:37 PM
Throw'em overboard before you dive.:yep: :rotfl:

Redbear
10-25-06, 06:09 PM
I always leave them in the forward torpedo room. I thought that if they are going to have to do something (can't be rested), it might as well be loading tubes if we meet up with a target. I think I'll have to try the inactive engine room now - sounds like a good idea.

bookworm_020
10-25-06, 06:33 PM
I tent to leave them in the forward torpedo room, then thay can reload if you forget to send the crew to action stations. I tend to put petty officers there instead of seamen, because they seem to be for fatigue resistant, especialy when they've been promoted and awarded a couple of medals for good service.:up:

Steeltrap
10-29-06, 06:16 PM
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference.
If I recall correctly the engine room which is active is the only one which drains energy. The unused one might not regenerate energy but I'm pretty sure it doesn't drain it either.

I can absolutely confirm that having crew in the "inactive" engine space (i.e. diesel when submerged or electric when surfaced) does NOT drain fatigue. I use it to rotate fatigued crew through the actual bunk spaces where they remove fatigue. Putting them in the inactive engine area is a 'fatigue neutral' space.

Oh, and the torpedo rooms are the WORST for fatigue....game must figure anyone in there is wrestling with torps. That's why I NEVER leave them there after diving (as has been pointed out, the watch crew will go to the forward torp room upon diving).

I figured everyone used the inactive engine space 'trick', but wondered if there were 'better' options I'd not figured out.

Oldgamer48
10-30-06, 12:14 AM
Could it be that there's a difference between mods?

I have a friend on another site who says that SH3 with Gray Wolves is his favorite game. He claims 50 patrols (and yes, I know he could be lying!). But he says the place to put the excess crew is in the forward or stern torpedo rooms. It's his assertion that excess crew put in these areas never suffer fatigue, unless the boat is in the proximity of the enemy.


Tomorrow, I'm going to start a patrol, using GW and the 8-hour fatigue model. I'll test it. If it doesn't work, I'll try the inactive engine space.

P_Funk
10-30-06, 01:42 AM
The thing that bugs me in terms of how the compartments are laid out is that the strict division between sleeping quarters and torpedo rooms is not at all realistic. The fact is that bunks were in the torpedo room. Crew that manned the torpedoes also slept there. So not only is it ridiculous that you have to micromanage the changing of shifts but also you have to manage crew compartment assignments in a way that didn't even exist. Such a pain.

You know we've been seeing all these great SH4 screens of water and ships and subs but the screen that would really make me wet my pants with glee would be a pic of the new crew management screen.:yep:

TarJak
10-30-06, 03:56 AM
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference. If I recall correctly the engine room which is active is the only one which drains energy. The unused one might not regenerate energy but I'm pretty sure it doesn't drain it either.

Quite right. I'm playing with no fatigue at the moment so It's not really an issue for me. I was thinking of the active engine room not the inactive.

Steeltrap
10-30-06, 06:44 PM
The thing that bugs me in terms of how the compartments are laid out is that the strict division between sleeping quarters and torpedo rooms is not at all realistic. The fact is that bunks were in the torpedo room. Crew that manned the torpedoes also slept there. So not only is it ridiculous that you have to micromanage the changing of shifts but also you have to manage crew compartment assignments in a way that didn't even exist. Such a pain.

You know we've been seeing all these great SH4 screens of water and ships and subs but the screen that would really make me wet my pants with glee would be a pic of the new crew management screen.:yep:

I'll go along with that sentiment entirely!!! Might pass on the 'wet pants' part of it, however.....:rotfl:

It amazes me that SHIII has so clearly got the crew management wrong in that it's the one thing you spend far more time on than any other. Really have to wonder just how much they played it if it wasn't apparent this was a major problem.....

One thing which would be REALLY good is if you could have a 'standing orders' book to establish routines....i.e. dive to 30m every 4 hours and run at slow speed for 15 mins to do sound checks.....which would run 'in the background' even in time compression. THAT would be great. As it is, I don't do soundchecks much as it's a pain changing the crew around (although I often spend large chunks of time submerged when there is heavy fog at night....just not worth having something appear out of the mist at close range).

Crew management needs to be fixed once and for all in SHIV. It's a great innovation to HAVE a crew to manage, and awards and such, but it screws things royally if it's not done properly.

GT182
10-30-06, 07:10 PM
Hylander, this isn't B17 you know. You can just chuck the crew out. LOL

Seeing I never played SHI and II, what was crew management like in them? Better, worse of the same as SHIII? If better, is there a way to setup SHIII to work the same way? But I also assume GWX will take care of that when it comes out.

Sailor Steve
10-30-06, 07:22 PM
SHIII is the first subsim to have "crew management". That's why there are problems; they're still learning.

Deep-Six
10-31-06, 01:25 AM
I have the no fatigue setting on. Was very sick of moving them around.

If one does behave badly, he is going overboard.:D

shegeek72
10-31-06, 02:33 AM
If one does behave badly, he is going overboard.:D
Neat trick while submerged. :)
--
http://users4.ev1.net/%7Etaragem/sh3_dark2.jpg

P_Funk
10-31-06, 02:50 AM
I'm still not giving up on crew management. I want the feeling of having a crew and if I don't move them around then I feel like I'm missing out on something.

I dunno. I am still not decided after this much time. I like crew management but I hate doing it.

shegeek72
10-31-06, 03:27 AM
I'm still not giving up on crew management. I want the feeling of having a crew and if I don't move them around then I feel like I'm missing out on something.

I dunno. I am still not decided after this much time. I like crew management but I hate doing it.
I like it. I think it makes the game more personal interacting with the crew, knowing they're working hard and need to rest after a stressful attack. And I feel sad when one's killed. :cry:

I've heard the there won't be as much crew micro-management in SH4, but I hope its not eliminated completely.
--
http://users4.ev1.net/%7Etaragem/sh3_dark2.jpg

Sailor Steve
10-31-06, 12:23 PM
If one does behave badly, he is going overboard.:D
Neat trick while submerged. :)
That's why we have torpedo tubes.

I've heard the there won't be as much crew micro-management in SH4, but I hope its not eliminated completely.
From what they've said it sounds like they listened to the complaints and wishes. It looks like we'll be able to set up watch bills and they'll rotate automatically according to those.

Subwolf
10-31-06, 01:05 PM
What do you do with 'excess' crew?

I find there isn't space in the crew compartments for 'idle' crew when submerged, so I put them in the non-functioning engine space.

Trouble with that is they move to the active engine whenever I give commands such as peri depth etc. I end up with the electric motor spaces having extra people in them.

What do the rest of you do?

In the real uboats many of the enlisted crew had to stay and sleep in the forward torpedo room, thats where I put em. Will drain their energy tho, no wonder...who likes to sleep on top of a torpedo ;)

Can also put some of em in the diesel engine room, there was crew in this room even when the diesels were not running, to make sure everything is ok.

But the two crew compartments is the only place in SH3 where crew can restore energy.

TarJak
10-31-06, 05:45 PM
From what they've said it sounds like they listened to the complaints and wishes. It looks like we'll be able to set up watch bills and they'll rotate automatically according to those.

Hooray for that! the reason I turned No Fatigue on was exactly that. I was sick of having to keep moving the buggers about just to keep the boat running and the lack of capability to set up a watches that did the job for you. (That's what your NCO's and OOW are for).

Steeltrap
10-31-06, 05:48 PM
From what they've said it sounds like they listened to the complaints and wishes. It looks like we'll be able to set up watch bills and they'll rotate automatically according to those.

Hooray for that! the reason I turned No Fatigue on was exactly that. I was sick of having to keep moving the buggers about just to keep the boat running and the lack of capability to set up a watches that did the job for you. (That's what your NCO's and OOW are for).

Spot on. I have compromised and set it so I only incur fatigue at 1x i.e. real time. Might have to turn it off entirely because the downside of what I've done is I can only recover from fatigue at 1x as well....