SH3 utterly stinks at crew modelling.
First off, I changed the basic.cfg file to totally eliminate crew fatique. As others have said, the Kapitan has better thing to do than put people to bed and wake them up again. Mütti did not join the Kreigsmarine.
My biggest complaint concerns crew qualifications. Over time, EVERY crewman had to become qualified in at least their own specialty. Accordingly, I modified the basic.cfg file for each SUBMARINE type by increasing the maximum number of petty officers to equal the total enlisted crew complement of each boat type. The minimum number of CREW was also reduced to zero. Max officers was increased to 7 so I can carry a qualified medical officer (on a type IXD2) and unqualified officer cadets, mechanic qualified LI in training, etc. My boats now carry only officers and warrent officers. Over the course of many patrols, I can qualify everyone aboard.
My usual crew configuration for a type VII:
Watch Officer - Watchman, gunner, flak gunner
LI - machinist, repair, torpedo
Navigator - helmsman, repair, watchman (I count him 1 of the 4 warrent officers historically carried)
Weapons officer - Torpedo, repair, flak gunner
3 CSWO (warrent officers): 1@ torpedo, mechanic, watchman/bosun.
12 SWO: (petty officers) 1 radio, 1 gunner, 1 flak gunner, 2 mechanic, 4 torpedo, 2 repair, 1 medic
24 WO: (enlsited crew): 3 gunners, 4 flak gunners, 8 repair, 5 torpedo, 2 mechanic, 2 watchman
That's 43 men + me as kapitan = 44.
I agree with the earlier poster - you can never have too many repairmen, especially later in the war. By having 2 in each compartment except radio, plus all officers repair-qualified as well, I don't need a dedicated repair crew.
Gunners are only useaful until late 1941, when merchants start shooting back - often with devastating results requiring the medic or burial at sea. Flak gunners don't become important until early 1941 - unless you like patrolling the North or St George's Channels. I will start out with 1 gunner, slowly increase that to 4, and then dismiss 2 of them, replacing them with up to 5 flak gunners. Flak gunners have a high mortality rate.
For a type IX, I'll add 13 enlisted men to bring total crew to 57;
5 SWOs : 1 radio, 1 repair, 1 mechanic, 1 torpedo, 1 watchman
8 WOs : 3 torpedo, 2 mechanic, 2 repair, 1 flak gunner
I may also add a Medical officer with no other qualification but Medic
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Raptor
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