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John Pancoast 11-28-20 11:33 AM

Quote:

Originally Posted by Fifi (Post 2709951)
Something always puzzled me in SH3, is they completely forgot the helmsman (steering)... even in conning tower there is no BBC station!
Would be cool to have this guy 3D + animation...
Certainly as important as the 2 guys at the diving station

That, and the planesmen having their hands on the rings instead of the hydraulic buttons. The rings were a backup not a constant use item ala SH3.

derstosstrupp 11-28-20 12:07 PM

Quote:

Originally Posted by John Pancoast (Post 2709958)
That, and the planesmen having their hands on the rings instead of the hydraulic buttons. The rings were a backup not a constant use item ala SH3.

My thinking with helm, since the primary helm station surfaced was inside the tower, I bring a fully-rested off-duty helmsman to the bridge to fill the fourth slot. This simulates the somewhat rigorous duty inside the tower at the helm station. On-duty helm is in control room in game but having helm do “double duty” works well. Cook can help up on bridge too.

As for the planesmen, if you wanted to be technical, on a dive you could bring down the bridge watch petty officer and one additional lookout for manning the planes but since there are only three control room slots, one of which is taken by helm, I just keep those as the control room personnel (Zentralemaat and his Zentralegast).

John Pancoast 11-28-20 12:54 PM

Quote:

Originally Posted by derstosstrupp (Post 2709970)
My thinking with helm, since the primary helm station surfaced was inside the tower, I bring a fully-rested off-duty helmsman to the bridge to fill the fourth slot. This simulates the somewhat rigorous duty inside the tower at the helm station. On-duty helm is in control room in game but having helm do “double duty” works well. Cook can help up on bridge too.

As for the planesmen, if you wanted to be technical, on a dive you could bring down the bridge watch petty officer and one additional lookout for manning the planes but since there are only three control room slots, one of which is taken by helm, I just keep those as the control room personnel (Zentralemaat and his Zentralegast).


Not a bad idea. I like to use Diving Duck's interior as it automatically puts the planesman on the bridge while on the surface and at their planesman stations while submerged, vs. having them at their seats all the time which is not how it was done irl.

derstosstrupp 11-28-20 02:37 PM

Quote:

Originally Posted by John Pancoast (Post 2709981)
Not a bad idea. I like to use Diving Duck's interior as it automatically puts the planesman on the bridge while on the surface and at their planesman stations while submerged, vs. having them at their seats all the time which is not how it was done irl.

Oh yes I should add that that’s very good - thanks!

derstosstrupp 11-28-20 04:32 PM

Edited post #4 for ranks, promotions, and awards!

John Pancoast 11-28-20 04:44 PM

Trying this out over the weekend. Let you know how it goes !

John Pancoast 11-28-20 11:19 PM

I notice in "Surface Normal" state there is no Engineer in the control room; can't give maneuver orders without him though ? Not sure I understand the purpose of putting him in the e-room vs leaving in the control room.

derstosstrupp 11-29-20 04:06 AM

Quote:

Originally Posted by John Pancoast (Post 2710088)
I notice in "Surface Normal" state there is no Engineer in the control room; can't give maneuver orders without him though ? Not sure I understand the purpose of putting him in the e-room vs leaving in the control room.

Normal travel no one is needed. Even with waypoints set. If you spot an A/C etc, grab him in, otherwise keep him from tiring by putting him in the off-duty engine room (a neutral zone).

You’ll need him and nav in port to get started and set Kiel outbound if needed, call it “maneuver stations”. But yeah otherwise those guys don’t need to always be in control room.

John Pancoast 11-29-20 05:51 AM

Quote:

Originally Posted by derstosstrupp (Post 2710101)
Normal travel no one is needed. Even with waypoints set. If you spot an A/C etc, grab him in, otherwise keep him from tiring by putting him in the off-duty engine room (a neutral zone).

You’ll need him and nav in port to get started and set Kiel outbound if needed, call it “maneuver stations”. But yeah otherwise those guys don’t need to always be in control room.


Ok thanks. Hey, you've probably already done it but I edited the NYGM 1024 menu.ini to again show all the crew slots in the compartments. Makes adding them easier.

Let me know if you want a copy.

derstosstrupp 11-29-20 06:26 AM

Quote:

Originally Posted by John Pancoast (Post 2710112)
Ok thanks. Hey, you've probably already done it but I edited the NYGM 1024 menu.ini to again show all the crew slots in the compartments. Makes adding them easier.

Let me know if you want a copy.

Yes please, I appreciate it!

John Pancoast 11-29-20 07:48 AM

Quote:

Originally Posted by derstosstrupp (Post 2710134)
Yes please, I appreciate it!


Here you go. Been trying this out for a bit this a.m. Very nice ! I moved a few of the crew around to different quarters to reduce the drag distance when doing watch changes.
I.e., all the engine crews are in the aft quarters, all the watch crews in the forward, etc.


Liking the concept though !

derstosstrupp 11-29-20 08:35 AM

Quote:

Originally Posted by John Pancoast (Post 2710154)
Here you go. Been trying this out for a bit this a.m. Very nice ! I moved a few of the crew around to different quarters to reduce the drag distance when doing watch changes.
I.e., all the engine crews are in the aft quarters, all the watch crews in the forward, etc.


Liking the concept though !

Thanks! Glad to hear it’s going well. Yeah good point, probably easier to do it that way in the long run, I was simulating the sailors in the bow room, with the petty officers in the U-Raum.

John Pancoast 11-29-20 08:41 AM

Quote:

Originally Posted by derstosstrupp (Post 2710163)
Thanks! Glad to hear it’s going well. Yeah good point, probably easier to do it that way in the long run, I was simulating the sailors in the bow room, with the petty officers in the U-Raum.

That's true too; they didn't bunk together, i.e. Also, I couldn't assign both the radio and medic quals to the two crew involved; both quals take the same "space" in the crew members qual box in SH3C.
No big deal as I kept the radio qual but how did you get that to work ? Edit the crew.cfg files ?

derstosstrupp 11-29-20 10:39 AM

Quote:

Originally Posted by John Pancoast (Post 2710165)
That's true too; they didn't bunk together, i.e. Also, I couldn't assign both the radio and medic quals to the two crew involved; both quals take the same "space" in the crew members qual box in SH3C.
No big deal as I kept the radio qual but how did you get that to work ? Edit the crew.cfg files ?

The petty officers should be able to accept 2 qualifications, but I think they might need one patrol under their belt already.

John Pancoast 11-29-20 11:17 AM

Quote:

Originally Posted by derstosstrupp (Post 2710180)
The petty officers should be able to accept 2 qualifications, but I think they might need one patrol under their belt already.

Thanks, I was able to give them radio quals but when trying to also give them the medic, that qual would replace the radio one.
But no big deal.


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