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-   -   Meet the crew. (https://www.subsim.com/radioroom/showthread.php?t=161142)

Iron Budokan 02-01-10 02:57 PM

Well, you gotta admit with only one eye he (by default) must be twice as good as any other lookout. So I guess that's why he got the job. :har:

Brag 02-01-10 03:03 PM

I could possibly put up with the deficiencies and lack of knowledge of the writer as probably the limitations of the game would probably not reveal these in gameplay.

But OSP kills the game--TOTALLY!

frau kaleun 02-01-10 03:03 PM

Quote:

Originally Posted by IanC (Post 1254826)
I always wondered about that. If no U-boat crew had glasses, that would be a major immersion killer for me.

The thing about vision requirements actually came up in a GT thread last week. I'm still trying to remember where I read it so I can provide a link, but I'm positive I read that the requirements for enlistment in the Reichsmarine/Kreigsmarine proper - i.e., the German Navy itself, and not just the ubootwaffe - included normal or better vision without the need for corrective lenses.

If that's the case then having a crewmember who wears glasses (particularly a navigator, who I'm assuming would probably also be the senior man of one watch crew) is not a realistic possibility.

Not sure about Ol' One-Eye, but I'm guessing that even having been dandled on Onkel Karl's knee as a wee babe probably wouldn't get him a pass either, unless - does it say he lost the eye while already in the service?

Either way he should have an eye patch, and I can't see an eye patch. At least an eye patch would be sexy. :O:

Mikhayl 02-01-10 03:08 PM

Maybe this time the ridiculous crew ability can be disabled in the realism options. And the glasses. And the one-eyed guy. And the cheesy stuff :woot:

IanC 02-01-10 03:08 PM

Quote:

Originally Posted by frau kaleun (Post 1254838)
The thing about vision requirements actually came up in a GT thread last week. I'm still trying to remember where I read it so I can provide a link, but I'm positive I read that the requirements for enlistment in the Reichsmarine/Kreigsmarine proper - i.e., the German Navy itself, and not just the ubootwaffe - included normal or better vision without the need for corrective lenses.

If that's the case then having a crewmember who wears glasses (particularly a navigator, who I'm assuming would probably also be the senior man of one watch crew) is not a realistic possibility.

<snip>

Wonderful :shifty:

Letum 02-01-10 03:10 PM

Quote:

Originally Posted by Mikhayl (Post 1254841)
Maybe this time the ridiculous crew ability can be disabled in the realism options. And the glasses. And the one-eyed guy. And the cheesy stuff :woot:

Maybe they will release a submarine simulator after SHV.

Sailor Steve 02-01-10 03:13 PM

Quote:

Originally Posted by Letum (Post 1254844)
Maybe they will release a submarine simulator after SHV.

:rotfl2::rotfl2:

Oh, that is just rude!:rock:

IanC 02-01-10 03:13 PM

Quote:

Originally Posted by Letum (Post 1254844)
Maybe they will release a submarine simulator after SHV.

:lol:
Maybe the guy with the glasses is too attract the Harry Potter crowd? :hmmm:

Iron Budokan 02-01-10 03:16 PM

"Benno begins to cry if stress is too high."

Shoot me now. Just, please, end the pain.

"The gunner knows how to use the ammunition suited for the right situation. The damage is increased for all weapons."

Please, make it stop.

"His personal hobby is playing the violin; about as bad as he cooks..."

*Sigh* :shifty:

frau kaleun 02-01-10 03:18 PM

Quote:

Originally Posted by IanC (Post 1254851)
:lol:
Maybe the guy with the glasses is too attract the Harry Potter crowd? :hmmm:

Too old, and unless his special abilities include disarming enemy ships merely by waving a stick at them and shouting things in mock-Latin, not nearly wizardy enough.

Sailor Steve 02-01-10 03:19 PM

Quote:

Originally Posted by Iron Budokan (Post 1254859)
"The gunner knows how to use the ammunition suited for the right situation. The damage is increased for all weapons."

Because before you bought a dedicated gunner for your crew they didn't know which shells to load, so you shot a lot of starshell at enemy ships.

Or maybe they kept putting them in backwards.

Or loading 20mm in the deck gun.

Or trying to load 8.8cm in the flak gun.

Who knows what those crazy sailors will do without the right man to tell them how?

Iron Budokan 02-01-10 03:21 PM

Quote:

Originally Posted by Letum (Post 1254844)
Maybe they will release a submarine simulator after SHV.

You, sir, win the Internet Prize for the week. :salute:

Mikhayl 02-01-10 03:23 PM

Quote:

Originally Posted by Iron Budokan (Post 1254859)
"Benno begins to cry if stress is too high."

Shoot me now. Just, please, end the pain.

"The gunner knows how to use the ammunition suited for the right situation. The damage is increased for all weapons."

Please, make it stop.

"His personal hobby is playing the violin; about as bad as he cooks..."

*Sigh* :shifty:

That's when you wish they had actually implemented a Walther P.38 to shoot things inside the boat :shifty:

mookiemookie 02-01-10 03:25 PM

Well the Dev's said that the men's appearance was completely moddable. Maybe we can give our cycloptic watch officer a makeover. :03:

BulSoldier 02-01-10 03:25 PM

Isnt it getting better and better.Maybe after each mission we will be able to chose to give our officers more training to get new abilities.
I am just left speachless, what a great depths of realism this game has reached...

even better "Silent running - while in silent running, everything stands still, from engines to people moving. The boat will become almost invisible for enemy sonar."

it seems crew of the uboat can affect how enemy sonar works...

frau kaleun 02-01-10 03:25 PM

Quote:

Originally Posted by Sailor Steve (Post 1254866)
Who knows what those crazy sailors will do without the right man to tell them how?

Once when I was playing SH3, I ordered my WO to order the crew on deck to man the deck gun, and by the time I got up to the bridge they were trying to shove a torpedo in there. And I know for sure that Bernard was in his bunk because I'd had him tied to it the day before.

True fact.

frau kaleun 02-01-10 03:26 PM

Quote:

Originally Posted by mookiemookie (Post 1254875)
Well the Dev's said that the men's appearance was completely moddable. Maybe we can give our cycloptic watch officer a makeover. :03:

"This week, on Project Runway..."

IanC 02-01-10 03:29 PM

Quote:

Originally Posted by mookiemookie (Post 1254875)
Well the Dev's said that the men's appearance was completely moddable. Maybe we can give our cycloptic watch officer a makeover. :03:

Ah.. kinda like The Sims then...

Sailor Steve 02-01-10 03:29 PM

Quote:

Originally Posted by frau kaleun (Post 1254879)
Once when I was playing SH3, I ordered my WO to order the crew on deck to man the deck gun, and by the time I got up to the bridge they were trying to shove a torpedo in there. And I know for sure that Bernard was in his bunk because I'd had him tied to it the day before.

True fact.

Well, you have to give them credit for getting it out the hatch and into position that quickly.

Does the torpedoman have gunnery as a second qual?

frau kaleun 02-01-10 03:34 PM

Quote:

Originally Posted by Sailor Steve (Post 1254894)
Well, you have to give them credit for getting it out the hatch and into position that quickly.

Does the torpedoman have gunnery as a second qual?

No, embroidery.

Not much use in combat, really, but when we return to base our pennants are simply fah-bulous.


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