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-   -   Damage control explained heavy pics (https://www.subsim.com/radioroom/showthread.php?t=109849)

fullmetaledges 03-30-07 01:04 AM

I noticed the same thing. i waited until the room was pumped dry and I ordered p-scope depth, I sank to 120ft and then came back up to p-scope depth I was amazed.

ccruner13 03-30-07 01:10 AM

repair skill? i didnt see a repair skill. i guessed mechanical types would be the best DC team qualified but i cant get my green bar very full

Tat2demon 03-30-07 01:29 AM

Yeh mechanical is what I meant. The guys with the two crossed hammers. I dont know if it makes much difference but it makes me feel better. :P

perisher 03-30-07 02:08 AM

What to fix first? Pumps or bulkhead?
Speaking as someone who was trained (by the RN) in damage control; if the flooding is relatively minor, and within the scope of the pumps to counteract, then get the pumps going, but once the capability of the pump is exceeded, fixing the bulkhead becomes the priority. Of course, in real life you would assign men to both tasks simultaneously.
As for who to use in DC, Royal Navy practice is for EVERYONE to have basic DC training and for engine room ratings to have advanced DC training. I was not a submariner but I am sure all submariners get extra DC training.

walsh2509 03-30-07 05:04 AM

I moved all my DC crew out as I was told they don't sleep and there fitness level "were" always low when I checked.

Now you say it took all moring to fix the repairs? well I had my DC filled with officer and guys with high renown, the level green bar was about half way up. I had the damaged sections in the box and like you I had the one I wanted fixed first clicked and it was like the pic a darker red than the others.

I was on the surface all that was wrong was there was some damage to 2 torpdepo tube, I ran CT forward for 2 days nothing still the same damage and percent of damage did not do down. I then rested them all, and only TC forward for 8hrs at a time, after 8 hrs I looked and it was still the same. So I changed the crew that were really tired with fresh crew, still nothing after 16hrs.

Yes I had the green DC on in the toolbar.

I went back to MW, was soon as I was close enough I got the Refit Dock option, I hit refit. Tubes repaired Sir! as soon as I left the zone that triggers the option popup, about 10/20km from the docks at MW, I get the shout that 2 Torp tubes are danaged. I got to PH to see if it will be fixed there, same as MW and soon as I get close enough I hit the Refit, as with MW I get the call that the tubes are fixed. As soon as I level the popup refit menu zone I get the call that the tubes are damaged again.

I dock at PH ending my mission and the tubes get fixed.


Now as for the DC sleeping , when I move the crew back to there own areas, the zzzzz fell asleep, I was moving them one by one, it wasn't until I took no7 and put him back into his own section were he fell asleep, did the remaining 3 left in the DC team bar fall asleep, I didn't need to move them back.

fullmetaledges 03-30-07 05:15 AM

I decided not to go out with a dedicated DC and gun crew as I feel that it isn't realistic

Floyd 03-30-07 06:03 AM

Quote:

Originally Posted by fullmetaledges
I decided not to go out with a dedicated DC and gun crew as I feel that it isn't realistic

I think it's ok to have crew members specialized to guns, but they should do
other work (in other compartments) as well.

Theoretically one can fill all slots with crew members.
The problem with this strategy is that you have no "room" left to shuffle
crew members around if a compartment gets flooded. Assuming
one will have some time - depends on the damage - to move the guys to
the DC, you can save their lives. What i would like to know is if the number
of crew members makes a difference to the CO2 level - more members,
no air to breath in a shorter time.

AVGWarhawk 03-30-07 08:39 AM

Quote:

Originally Posted by fullmetaledges
I decided not to go out with a dedicated DC and gun crew as I feel that it isn't realistic

We can not "feel" what we think is correct, we must take a look at the books on it. The DVD that came with the game displayed that a sub was crewed by 70 men. Currently, my screenshot of the crew I'm 5 men over 70. I should remove 5 men. This will still leave my smaller crew of repairs only. Perhaps this is more realistic:hmm: Move some of the other men into repairs when needed.

There was dedicated gun crews as well.

AVGWarhawk 03-30-07 08:42 AM

Quote:

Originally Posted by Jungman
If repairing the bulkhead has no effect then why even allow it to be repaired?

Would it not be better to just let it display the damage so you know how bad that compartment is?

I read that you cannot pump out at room unless the bulkhead is repaired first. Is this true? This would compound the problem.

If a bulkhead is damaged, flooding can be stopped through repairs. In no way shape or form is the bulkhead a strong as when first fabricated. Therefore, taking a dive is at your own risk, but flooding is stopped and you can get underway. At this point the party is over and time to return to port.

AVGWarhawk 03-30-07 09:11 AM

Quote:

Originally Posted by Tobowsi
Quote:

Originally Posted by DeePsix501
Does the dmg control sleep when not on duty or are they always getting fatigued.

I've seen them sleep when they're not on duty. They also seem to gain experience even when they're not on duty as well. I guess they tinker and do basic maintenance when you're not telling them to help save the boat.

Yes, they do basic maintenance. If you are in the control room you will see them tinkering. If we are not at battle stations and no repairs needed I shut off the repair button. They go to rest then.

AVGWarhawk 03-30-07 09:13 AM

Quote:

Originally Posted by Jungman
The DC model has something in common from SH3. In SH3 if one compartment became 100% flooded, it was considered destroyed and all inside die in tha compartment and the whole sub is destroyed.

In SH4, I took an air bomb in the Aft Torpedo Room. My Aft Torpedo Room Bulkhead was destoyed 100% and flooded 100% while I was on the surface the whole time.

To my amazement, the crew in the aft were only wounded, but they would not fix anything. The DC team was able to fix a ASFAIK 100% red destroyed bulkhead completely. Then they pumped out the 100% full water. I was even able to transfer men in and out of that Room even though it was 100% flooded!

Anyway, after all my repairs indicated I was completely back to new shape. I order periscope depth and the rear end sunk like a rock with my front end sticking way up in the air as if the aft torpedo room was really still 100% flooded and weight down instantly.

This occurs immediately at soon as I started a slow dive at zero speed a few feet down into the water.
-------------
Does this also happen with just a small amount of damage to any BulKhead damage? I could see it would reduce overall hull integrity and ability to go deep; but one scratch and the whole submarine sinks like a rock as soon as you dive a few feet??

Edit:

AVGWarhawk: In your picture above with the Bulkhead completely repaired, your Aft Torpedo Room is still displaying 100% flooded (blue color). So that would tell you that if you dive like that, your rear end is going to pull you down to the bottom from the water weight?


Awww man, I totally missed that blue color! Great spot! I did not realize or see the blue at all. Great find dude:up::up::up:

fullmetaledges 03-30-07 12:24 PM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by fullmetaledges
I decided not to go out with a dedicated DC and gun crew as I feel that it isn't realistic

We can not "feel" what we think is correct, we must take a look at the books on it. The DVD that came with the game displayed that a sub was crewed by 70 men. Currently, my screenshot of the crew I'm 5 men over 70. I should remove 5 men. This will still leave my smaller crew of repairs only. Perhaps this is more realistic:hmm: Move some of the other men into repairs when needed.

There was dedicated gun crews as well.

I realize that there were DC teams and gun crews but what I meant was that they wern't always on the guns or doing damage control so thats why i decided to leave those areas blank, plus if you take damage to your gun from dc's your crew gets injusred if they are in the gun slot

AVGWarhawk 03-30-07 12:30 PM

Quote:

Originally Posted by fullmetaledges
Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by fullmetaledges
I decided not to go out with a dedicated DC and gun crew as I feel that it isn't realistic

We can not "feel" what we think is correct, we must take a look at the books on it. The DVD that came with the game displayed that a sub was crewed by 70 men. Currently, my screenshot of the crew I'm 5 men over 70. I should remove 5 men. This will still leave my smaller crew of repairs only. Perhaps this is more realistic:hmm: Move some of the other men into repairs when needed.

There was dedicated gun crews as well.

I realize that there were DC teams and gun crews but what I meant was that they wern't always on the guns or doing damage control so thats why i decided to leave those areas blank, plus if you take damage to your gun from dc's your crew gets injusred if they are in the gun slot

Gotcha! I kept my men on the guns as I was surfaced and fair game for the planes.

You know, I did not think of this. A PBY (with British marking) flew over. I was not sure if friend or foe at the time so I fired. It fired back naturally and flew off. It came back again, now mind you I send a report on my condition, perhaps he was returning to rescue me and the crew??????????? Hmmmmmmmmmm.............

letterboy1 03-30-07 12:46 PM

Quote:

Originally Posted by walsh2509
I moved all my DC crew out as I was told they don't sleep and there fitness level "were" always low when I checked.

Now you say it took all moring to fix the repairs? well I had my DC filled with officer and guys with high renown, the level green bar was about half way up. I had the damaged sections in the box and like you I had the one I wanted fixed first clicked and it was like the pic a darker red than the others.

I was on the surface all that was wrong was there was some damage to 2 torpdepo tube, I ran CT forward for 2 days nothing still the same damage and percent of damage did not do down. I then rested them all, and only TC forward for 8hrs at a time, after 8 hrs I looked and it was still the same. So I changed the crew that were really tired with fresh crew, still nothing after 16hrs.

Yes I had the green DC on in the toolbar.

I went back to MW, was soon as I was close enough I got the Refit Dock option, I hit refit. Tubes repaired Sir! as soon as I left the zone that triggers the option popup, about 10/20km from the docks at MW, I get the shout that 2 Torp tubes are danaged. I got to PH to see if it will be fixed there, same as MW and soon as I get close enough I hit the Refit, as with MW I get the call that the tubes are fixed. As soon as I level the popup refit menu zone I get the call that the tubes are damaged again.

I dock at PH ending my mission and the tubes get fixed.


Now as for the DC sleeping , when I move the crew back to there own areas, the zzzzz fell asleep, I was moving them one by one, it wasn't until I took no7 and put him back into his own section were he fell asleep, did the remaining 3 left in the DC team bar fall asleep, I didn't need to move them back.

Same here! The only difference is that it was both my scopes, deck gun and AA that were repaired during refit at Midway. Those exact same damages recurred suddenly while heading off. I tried the refit again with the same results. I'd hate to go to Pearl because I want to go to my secondary objective first. Sigh.

quadraspleen 03-30-07 12:52 PM

So, is it possible to *remove* something from the DC queue to enable faster fixing of other stuff?

I notice many things at once will have the little bars on depicting it being fixed, but there are some things that you may not want fixed until that large hole in the aft bulkhead is repaired FAST. :doh:

Can you stop things from being repaired until such time as you want to release the manpower from other tasks, or am I being a bit too wishful...?


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