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-   -   what is the best configuration for a repair crew? (https://www.subsim.com/radioroom/showthread.php?t=154901)

I'm goin' down 08-15-09 10:32 PM

I have learned a lot
 
thanks, captains.

FADM Gryphon 08-15-09 10:42 PM

Actually in the Navy DC stands for Damage Control. The crew on DC is referred to as the Damage Control Party. Many a sailor has spent weekends on duty doing Damage Control drills.

ddiplock 08-16-09 07:00 AM

Is it best to form a Damage Control party from existing crew members, or do you recruit guys from base to the damage control slots and promote them as the war progresses?? Or does having guys in the Damage Control slots put them on permanent duty???

I'm goin' down 08-16-09 11:04 AM

adding crew
 
good question ddiplock. Only a few of the damage control slots are filled until you move crew to those slots. When you return from missions and are offerred new crew, can you increase your crew size by adding them to those slots and then moving the added members to other compartments?

ddiplock 08-16-09 12:26 PM

Quote:

Originally Posted by I'm goin' down (Post 1151774)
good question ddiplock. Only a few of the damage control slots are filled until you move crew to those slots. When you return from missions and are offerred new crew, can you increase your crew size by adding them to those slots and then moving the added members to other compartments?

Well I'm not sure. When I need the Damage Control team fully manned, I take a watch and a half from the Engine room as they all have the repair skill as standard. But i've never recruitred crewmembers to those slots when in base, as I don't know if that puts the poor sods on duty 24/7....can't be fun if the sub is away for 8 weeks or so to be working every day and night with no sleep i'd imagine :haha:

clayp 08-16-09 12:39 PM

Quote:

Originally Posted by I'm goin' down (Post 1151774)
good question ddiplock. Only a few of the damage control slots are filled until you move crew to those slots. When you return from missions and are offerred new crew, can you increase your crew size by adding them to those slots and then moving the added members to other compartments?

I may be doing it wrong but I go into the crew file in the upc folder in my main mod and make the crew better in term of gunnery,mechanical and electric.Then I take the gunners and damage control guys from the left side of the screen and fill the slots..Havent had any problems doing it this way and damage is always fixed quickly....

Armistead 08-16-09 01:19 PM

Quote:

Originally Posted by ddiplock (Post 1151645)
Is it best to form a Damage Control party from existing crew members, or do you recruit guys from base to the damage control slots and promote them as the war progresses?? Or does having guys in the Damage Control slots put them on permanent duty???

I fill all the slots but one in sub and DC......they all gain experience as they go...don't fill the gun slot's, can't move em and they will die from a charge as the game still renders them outside even when dived.

Frederf 08-16-09 03:56 PM

Quote:

Originally Posted by ddiplock (Post 1151844)
Well I'm not sure. When I need the Damage Control team fully manned, I take a watch and a half from the Engine room as they all have the repair skill as standard. But i've never recruitred crewmembers to those slots when in base, as I don't know if that puts the poor sods on duty 24/7....can't be fun if the sub is away for 8 weeks or so to be working every day and night with no sleep i'd imagine :haha:

They aren't on station until you enact the DC crew area so no worries about them awake for 60 days. I believe RFB's stance is that the DC area is all the cooks and other crew otherwise not modeled in the normal stations that can lend a helping hand during an emergency. The repairs are primarily carried out by the compartment crew.

If you look up how many men were aboard a Gato sub it's quite a few more than the standard number of crew slots shown in the game.


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