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-   -   Damage control/possible answer (https://www.subsim.com/radioroom/showthread.php?t=113273)

AVGWarhawk 04-26-07 11:36 AM

Damage control/possible answer
 
Quote:

I now had the sea to myself so I concentrated on repairing the damage, the damage control team repaired the bulkheads, got the pumps working, got the front 3 compartments dry, so I tried a controlled dive to periscope depth, but it started to sink again at a 45% degree angle. Took it back to the surface, then I noticed that some of the watch were shaded red, when I moved the crew around to get a healthy watch I was able to submerge without sinking.
I swiped this from the patrol story thread. I found this interesting as the sub was rammed twice and hit by cannon round, three compartments flooded. Repairs made on everything but the scopes. He noticed the sub sinking even after the repairs.(like everyone else does) Also, seen injured watch crew, replaced them with healthy crew and could go to periscope depth and not sink.

Anyone have this experience with putting healthy crew on watch and being able to submerge successfully with sinking like a rock?:hmm:

SUBMAN1 04-26-07 11:52 AM

Quote:

Originally Posted by AVGWarhawk
Quote:

I now had the sea to myself so I concentrated on repairing the damage, the damage control team repaired the bulkheads, got the pumps working, got the front 3 compartments dry, so I tried a controlled dive to periscope depth, but it started to sink again at a 45% degree angle. Took it back to the surface, then I noticed that some of the watch were shaded red, when I moved the crew around to get a healthy watch I was able to submerge without sinking.
I swiped this from the patrol story thread. I found this interesting as the sub was rammed twice and hit by cannon round, three compartments flooded. Repairs made on everything but the scopes. He noticed the sub sinking even after the repairs.(like everyone else does) Also, seen injured watch crew, replaced them with healthy crew and could go to periscope depth and not sink.

Anyone have this experience with putting healthy crew on watch and being able to submerge successfully with sinking like a rock?:hmm:

Sounds like they got the buckets out and started bailing fast!

SteamWake 04-26-07 11:56 AM

I have gotten the bulkheads repaired, the pumps working, and... the water went nowhere.

Just my observation. OH and I always make sure the watch is "fresh". Tired of getting supprised by aircraft.

Besides logically speaking what in the hell does the watch crew have to do with diving the boat ? Maybe the tired crew forgot to dog down the hatch ?

AVGWarhawk 04-26-07 12:03 PM

Quote:

Originally Posted by SteamWake
I have gotten the bulkheads repaired, the pumps working, and... the water went nowhere.

Just my observation. OH and I always make sure the watch is "fresh". Tired of getting supprised by aircraft.

Besides logically speaking what in the hell does the watch crew have to do with diving the boat ? Maybe the tired crew forgot to dog down the hatch ?

Thats what I though also, to bloody and wiped out to close the hatch. The logic behind the damage control, one would think they thought fresh crew should be posted after much damage. The point is, he put fresh crew on the watch and could submerge without sinking like a rock.

Quillan 04-26-07 12:41 PM

Well, in the career I lost with the 1.2 patch, one of my crew (primary deck gunner, had watch skill and gunnery promotion) developed a local ability "Increased Submerged Speed". The local ability was shown as the Watch icon. I never noticed any difference, with him either in the deck guns or in the deck watch, but why would the watch have any effect on submerged speed at all?

Galanti 04-26-07 12:49 PM

Quote:

Originally Posted by Quillan
Well, in the career I lost with the 1.2 patch, one of my crew (primary deck gunner, had watch skill and gunnery promotion) developed a local ability "Increased Submerged Speed". The local ability was shown as the Watch icon. I never noticed any difference, with him either in the deck guns or in the deck watch, but why would the watch have any effect on submerged speed at all?

Maybe "Increased Submerged Speed" is an unfortunate trait when the issue is diving with damage?

Egan 04-26-07 01:16 PM

I had something similar last night. I had the old problem with the deckgun not repairing. I don't normally have anyone stationed at the guns but I put a couple of guys on it to find out whether it could be used at all and -hey presto - about 10 minutes later the gun was fixed. This has worked a couple of times now.

I have to agree that there seems to be something in moving fresh crew around.

darkfin 04-26-07 01:21 PM

Quote:

Originally Posted by Egan
I had something similar last night. I had the old problem with the deckgun not repairing. I don't normally have anyone stationed at the guns but I put a couple of guys on it to find out whether it could be used at all and -hey presto - about 10 minutes later the gun was fixed. This has worked a couple of times now.

I have to agree that there seems to be something in moving fresh crew around.

Hmm.:hmm: Maybe the station has to be manned to be repaired. Even with a damage control team. More interesting stuff being put out here.

AVGWarhawk 04-26-07 01:22 PM

Quote:

Originally Posted by Egan
I had something similar last night. I had the old problem with the deckgun not repairing. I don't normally have anyone stationed at the guns but I put a couple of guys on it to find out whether it could be used at all and -hey presto - about 10 minutes later the gun was fixed. This has worked a couple of times now.

I have to agree that there seems to be something in moving fresh crew around.

Very interesting. I will test next time I get whacked. I never would have thought to move fresh crew in place of crew that are in the red.

Quillan 04-26-07 01:25 PM

Someone posted a while back that a compartment wasn't repaired when they had nobody in it, but I suppose it's possible that crewmen who are injured past a certain point count as not being there. It's something to keep an eye on.

FAdmiral 04-26-07 01:48 PM

If you have red crew members (hurt), wouldn't they be taken to the
subs infirmary? I don't see any slots for that. Where do you put them?

JIM

U-Bones 04-26-07 01:51 PM

Quote:

Originally Posted by Egan
I had something similar last night. I had the old problem with the deckgun not repairing. I don't normally have anyone stationed at the guns but I put a couple of guys on it to find out whether it could be used at all and -hey presto - about 10 minutes later the gun was fixed. This has worked a couple of times now.

I have to agree that there seems to be something in moving fresh crew around.

Maybe not fresh so much as "more efficient". Notice how the watch related stations are ALL super low in efficiency (compared to the rest of the stations). they seem to come to life (efficiency wise) when at battle stations.

Perhaps much of the probelms we are having with damage control in these areas has to do with low efficiency ?

tater 04-26-07 01:53 PM

Very interesting finds. While I think anything that takes crew into acccount is a feature, the problem is at a certain level the skipper shouldn't have to micro manage it, isn't that what the Chief of the Boat is for?

tater

AVGWarhawk 04-26-07 02:15 PM

Quote:

Originally Posted by FAdmiral
If you have red crew members (hurt), wouldn't they be taken to the
subs infirmary? I don't see any slots for that. Where do you put them?

JIM

I would say any open slot that is away from the damaged part you are attempting to fix. Just put a healthy crewman in his spot and vise versa for the hurt crewman.

AVGWarhawk 04-26-07 02:15 PM

Quote:

Originally Posted by tater
Very interesting finds. While I think anything that takes crew into acccount is a feature, the problem is at a certain level the skipper shouldn't have to micro manage it, isn't that what the Chief of the Boat is for?

tater

Seems we might have just changed the type of micro managment:oops: that we had in SH3


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