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-   -   Whats the best way to get fastest dive time (https://www.subsim.com/radioroom/showthread.php?t=150711)

owner20071963 04-18-09 05:59 PM

Quote:

Originally Posted by Huncowboy (Post 1086383)
Which makes me wonder, what does crew experience mean? How about GWX 3.0?

Your crew Exp depends on how many Patrols
and times you Play your career.
The more You play
the more they get experience basically :arrgh!:

Ask more Q&A
Here http://www.subsim.com/radioroom/showthread.php?t=150302

Huncowboy 04-18-09 08:15 PM

Quote:

Originally Posted by owner20071963 (Post 1086483)
Your crew Exp depends on how many Patrols
and times you Play your career.
The more You play
the more they get experience basically :arrgh!:

Ask more Q&A
Here http://www.subsim.com/radioroom/showthread.php?t=150302

It is really time for me to learn how to ask questions properly. Sorry. What I meant was how does the effectiveness of the sonar boy change with experience. Or the watchman. Does their detection capability increase or is there any other advantage. How about a helmsman. For one I think I have read they resist fatigue a bit better. Anything else other than that. I will head over to the FAQ. Thanks!

owner20071963 04-18-09 08:39 PM

Welcome,
the above link is for
the Silent Hunter Monthly Meet,
Any Questions you may have will be answered,
on Silent Hunter,
by members here on Subsim,
Verbally,
Again Welcome Aboard :salute:

Jimbuna 04-19-09 08:12 AM

Quote:

Originally Posted by Huncowboy (Post 1086383)
Which makes me wonder, what does crew experience mean? How about GWX 3.0?

As previously stated, the crew experience level will rise as each patrol is completed.

The increase in experience will not raise the effectiveness of the equipment used but rather the ability to use it eg: the sonar man will hear contacts more often if within range of his equipment.

A big plus factor in enhanced experience is the fact that crew get fatigued less quickly http://www.psionguild.org/forums/ima...ies/pirate.gif

Huncowboy 04-19-09 02:31 PM

Quote:

Originally Posted by jimbuna (Post 1086761)
As previously stated, the crew experience level will rise as each patrol is completed.

The increase in experience will not raise the effectiveness of the equipment used but rather the ability to use it eg: the sonar man will hear contacts more often if within range of his equipment.

A big plus factor in enhanced experience is the fact that crew get fatigued less quickly http://www.psionguild.org/forums/ima...ies/pirate.gif

Thanks. So there is more than just effect on fatigue. Cool. That is what I was after. Right now I am trying to see if it makes sense to give a sonar ability to a 3rd crew or not. I already have 2 sonar guys but I can only keep them fresh if the radioman is a non sonar person. But then I only have about 60% green on top of the station. It seems even when both sonar person is on station the station is still not full green.

What are some other effects? I.e. engine crew?

UnderseaLcpl 04-19-09 03:51 PM

Quote:

Originally Posted by Huncowboy (Post 1086920)
Thanks. So there is more than just effect on fatigue. Cool. That is what I was after. Right now I am trying to see if it makes sense to give a sonar ability to a 3rd crew or not. I already have 2 sonar guys but I can only keep them fresh if the radioman is a non sonar person. But then I only have about 60% green on top of the station. It seems even when both sonar person is on station the station is still not full green.

What are some other effects? I.e. engine crew?

I don't know if the radio/sonar station can be made 100% "green", but I seem to remember them becoming immune to fatigue if they have a ritterkreuz (or maybe it's the German Cross in Gold, or maybe either one)
I'd make them high-priority medal recipients, right after the officers.
In any case, I think your radio guy should have the sonar ability as well. At some point, I became convinced that this resulted in getting more position reports, but I can't remember why for the life of me.

You might already know this, but the crew only accumulates fatigue at less than 32x time compression. edit- including 32x. Sorry, I meant less than 64x.

As far as your crash-diving question goes, my humble advice is to not put yourself in that situation. There is only a short period of time between the prominent appearance of aircraft radar and the advent of radar detectors. The radar detectors give you plenty of advance warning for even a normal dive at cruising speed. Once airplanes become a real pain, spend daylight hours cruising underwater at slow speeds. It is tedious, but much safer.
If an aircraft does catch you by surprise, do not crash dive. Throw some flak at him and try to present a small-profile, high speed target. Once he passes overhead, you can dive more safely.
I wouldn't recommend a crash-dive in the Type IX, either. Doing so causes your butt to stick out of the water for a few seconds while the electrics spool up. A regular dive from a full-ahead cruise with a slight course change should minimize your "pants-down" time, and throw off the plane's targetting.

That's my 2 cents. It has worked pretty well for me the past few careers.

RoaldLarsen 04-19-09 08:04 PM

Quote:

Originally Posted by UnderseaLcpl (Post 1086959)
I don't know if the radio/sonar station can be made 100% "green", ...

In any case, I think your radio guy should have the sonar ability as well. At some point, I became convinced that this resulted in getting more position reports, but I can't remember why for the life of me.

You might already know this, but the crew only accumulates fatigue at less than 32x time compression.

As far as your crash-diving question goes, my humble advice is to not put yourself in that situation. There is only a short period of time between the prominent appearance of aircraft radar and the advent of radar detectors. The radar detectors give you plenty of advance warning for even a normal dive at cruising speed. Once airplanes become a real pain, spend daylight hours cruising underwater at slow speeds. It is tedious, but much safer.
If an aircraft does catch you by surprise, do not crash dive. Throw some flak at him and try to present a small-profile, high speed target. Once he passes overhead, you can dive more safely.
I wouldn't recommend a crash-dive in the Type IX, either. Doing so causes your butt to stick out of the water for a few seconds while the electrics spool up. A regular dive from a full-ahead cruise with a slight course change should minimize your "pants-down" time, and throw off the plane's targetting.

That's my 2 cents. It has worked pretty well for me the past few careers.

Yes you can get the bar to total green, but you must have two radio qualified petty officers in the room. You can get it to almost all green with a fresh top-ranked petty officer and a fresh senior seaman. (I'm using generic terms for the ranks because people use different ranks, and there seems to be a difference of opinion about which designations to use in German.)

Fatigue happens at 32x TC as well.

It has not been my experience that the radar detector always gives ample warning time. However, it is definitely better than nothing. Neither is there always ample warning time when a plane is visually reported at long range. I have to wonder about how the game times these things. A plane travelling at 360km/hr is only doing 100m/sec so it should take half a minute to travel 3km. I often only get a 5 to 15 second gap between the report from the radar detector or a visual contact at long range and the explosion of bombs. I have tweaked the visual sensor settings of the u-boat crew to address this, with limited success.

I agree that in regions of air coverage, it is best to stay submerged most of the time. The best time to resurface for recharging is probably during daylight, so you have a better chance of detecting aircraft. I also agree that if the plane is too close when detected it is probably better to dodge and shoot at it during its first pass, and then dive. Type IXs do take a lot longer to dive, so "too close" is farther away in a IX boat. It has not been my experience that a regular dive is ever fast enough, but I may experiment with regular dives on type IXs. I tend to run at flank with decks awash, if the weather allows, in order to dive more quickly, despite the resultant speed reduction. I think this gives a better dive time advantage than running at full speed fully surfaced.

Take this advice as being worth what you paid for it. After all, my last 8 losses (over 43 patrols from 1942/12 to 1944/04) were all to aircraft.

Huncowboy 04-19-09 10:20 PM

Lot of good info. I have two petty officers both radio qualified, and it is about 80% green. But this is patrol #8 so they have way to go to get more experience. I guess it must also pay to have watch officers up there to keep it 100% green for spotting a/c. I don't have to deal with that too often yet because it is only 1940 Oct in my patrol. But soon.

FIREWALL 04-19-09 11:17 PM

Tried the decks awash\ fuel economy mod useing jsgme.

http://www.subsim.com/radioroom/down...do=file&id=966

Hit the snorkle depth key and boat went to snorkle depth not decks awash.

The usual rollback and beginning of patrol.

Useing VIIb boat late 1939

Anyone else tried this mod ?


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