SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   putting helmsman ability to petty officers (https://www.subsim.com/radioroom/showthread.php?t=152637)

Kubryk 06-11-09 07:25 PM

Kudos!
 
Thanks GoldenRivet, I guess many of us wanted to check this but it took a person less lazy than average to do so :)

Thanks!

GoldenRivet 06-11-09 09:27 PM

thanks guys, it was no problem, i rather enjoyed it :salute:

its interesting though... perhaps someone could figure out a way to reduce crash dive time or something if you DO have the helmsman qualified petty officers working the controls. :hmmm:

TarJak 06-11-09 09:48 PM

Nice work on the testing GR. Looks like the helmsman qual is a WOFTAR.

GoldenRivet 06-11-09 10:01 PM

Quote:

Originally Posted by TarJak (Post 1116185)
Nice work on the testing GR. Looks like the helmsman qual is a WOFTAR.

agreed :har:

Sag75 06-11-09 10:31 PM

Personally, I think the GoldenRivet recorded diving times are good and reflect a 750tons submarine physic. I mean, your boat needs flooding ballast tanks and operate dive planes.. it takes a physical time! ..even in presence of the most skilled crew! you can't expect to get onboard tons of water in just one millisecond.

About the torpedo launch delay, I was surprised about that and it can be really affected by the crew skill.. so it's a good realism note by Ubi!

I'm wondering whether a skilled crew can maintain better or better stabilize the depth in rough sea... :hmmm:

GoldenRivet 06-11-09 10:51 PM

according to some books i have read, the crew skill can make a difference.

keeping the boat level under the water comes from a combination of trim tanks and dive planes.

if your crewman is a super newbie at operating all the valves for trim tank management it can take some additional time to get the boat level and keep it there.

while i agree with you about the amount of time it takes to get 750 tons of steel motivated to dive, i do feel that crew experience and skill should make a difference of a few seconds in a crash dive situation... otherwise why practice?

if your command room crew knows exactly what to do when the alarm bell goes off vs. a crew that is experiencing a crash dive scenario for the very first time, it will likley equate to at least 5 to 10 seconds sliced off your dive time.

I also wish there was some sort of way to save another 2 seconds on dive time by moving as much crew as possible forward.

perhaps in the next version?

Sag75 06-12-09 11:29 AM

perhaps!

About depth keeping, when I was on a IIA in '39, my green crew had always difficulties to keep the depth in a stormy weather, breaking the surface with the turret! I had a feeling when I put a more experienced crew, this holding was better.. but I'm not sure, we need to test it!

BasilY 06-13-09 11:54 PM

I always have one helmsman-rated petty officer as well. I used my boat to train u-boat captains. The sub-lieutenants spend 4 patrols before a new patch comes in. So I always have rookie officers. But my petty officers on the other hand, are all veterans (except the few replacements forced upon me by SH3 Commander)


All times are GMT -5. The time now is 12:34 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.