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As far as I can tell, "qualified" officers increase control room efficiency, but as the "helmsman" and "radioman" qualifications are operationally useless in the control room and elsewhere, why bother to give those quals out? |
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On all U-boats/merchants/warships, there is, at any time, a "watch officer" or "officer of the deck" , a line officer who is responsible for the vessel's navigation, course keeping, weapons control, etc. Basically, the captain's stand-in. You can't be a line officer without knowing every aspect of the boat (except engineering, though even there a line officer knows a lot, just as an engineering officer knows a lot about topside work). So I assume all of my officers, having made it out of the naval academy, can navigate. And so "navigator" is a role that a qualified officer plays. I do divide my officers into the "line" track and the "engineering" track. Line officers can pick up Watch, Guns, Flak, Torps, and Repair, while engineering officers can pick up Machinery, Torps, and Repair. As for helming... that's a petty officer's role. That's just moving the rudder, increasing speed and whatnot. And radioman... again, you don't have a radio "officer". It's a petty officer specialty. |
I use the following.
Engineering Officer: Machinist Qual (Probably should be Repair Qual). Chief Quartermaster: Helm Qual (Navigator is actualy enlisted). 1. and 2. Watch Officers: Watch Qual. No secondary qualifications for officers. They are either Engineering, or Line Officers. No promotion or secondary qualifications for the Navigator , either. As a Chief Quartermaster, he's already maxed out his rank. My officers are restricted to the Control Room and Bridge only. The Torpedo, Engine, and Damage Control sections are all under the supervision of Petty Officers. |
I also have Line Officers -
I WO Erster Wachoffizier II WO Zweiter Wachoffizier These can and will eventually have in order: 1) Watch 2) Gunner 3) Flak/Repair Engineering - Leitender Ingenieur Gets: 1) Machinist 2) Torpedoman 3) Repair In game terms, Torpedoman is the mechanic who maintains them - most boats had several enlisted/PO under the LI. From the crew listings I get that the Mechaniker ranks were these. The Maschinist ranks were the engine room types - the majority of the crew. The Obersteuermann and his assistant get the helm - a PO in my boat. As has been mentioned several times, the actual navigator in uboots was this individual - who also was the III WO. The IV WO was the Oberbootsmann (Bosun) - I generally give him the Repair and station him as the main PO in Damage Control. This is a bit of overkill - but here is the U 45 as of her loss in late '39: http://img691.imageshack.us/img691/4224/u45crew.jpg |
Not overkill. Cool.
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Cheers, LGN1 |
Nice one Draka http://www.psionguild.org/forums/ima...s/thumbsup.gif
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And I can find nothing in all the documentation, nor on this forum, suggestion that a helmsman has that "power." I feel -- I have never tested it, but i will at first opportunity ---that repair qualified officers in a damaged compartment effect repairs faster than an officer not qualified in repair. But I am probably misreading you. |
Basically any Officer or Petty Officer with either the Repair Qual OR the Qual with the same symbol for that compartment speeds repairs - so a Signals PO in the Radio/Sonar compartment is more efficient (green bar more full) and performs ALL functions including repair better. In addition, assigning Damage Control to that compartment adds to the efficientcy if it is not already at max. Again, having Damage Control teams with Quals of either Repair or the same as the compartment.
Note: I believe this is for the equipment listed in that compartment - general flooding etc may or may not act like this - I DO know that having the Damage Control party with appropriate Repair Quals helps with flooding when assigned to that compartment. Make a tad more sense? |
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So, still no need to have helmsman qualified officer. Since all of my officers take "repair" as their second or third merit badge, we are pretty much covered. And we have pretty much established that having a "sparky" qualified officer is useless. |
Sorry, if my post was not clear. Putting an officer with helmsman qualification into the repair team slot is useless. You are right. But having an officer in the command room with helmsman qualification is not useless.
Repairs are also done by the crew in the compartment even without any damage team (just forget the repair team for a second). The repair time in this case is determined by the efficiency in the damage compartment and in case of the command room, the helmsman qualification increases the efficiency by a factor of 1.5 or 2 depending on the rank and thus, the helmsman qualification reduces the repair time. If you do not believe it, download the longer repair time mod, run the Flak training mission, get some damage in the command room and look how the repair times are changed when you drag an officer with and without helmsman qualification in the command room. But as I said earlier, in stock and GWX the efficiency in the command room is practically always at max., so you will not see an effect. Basically, a certain qualification has an effect only if the officer is put into the compartment with the same symbol. So, repair qual. helps only if the officer is put into the repair team slot, torpedo qual. only if the officer is put in the torpedo room (bow or stern),... at least that's my observation. Cheers, LGN1 |
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Thank you for the guidance! |
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