Jerry - I had forgotten how, but a bit of ferreting around in Windows Explorer revealed all - the "date modified" column showed I'd edited sensors.cfg. Alter the line "Visual uses crew efficiency=false" to "Visual uses crew efficiency=true". Whether this improves or degrades lookout efficiency is a moot point, but I feel more comfortable (if that's possible in a tin can that's slooow to dive) with the option enabled.
I can also add to my list:
9. I assumed a large crew would be best - after all, the more the merrier, right? Wrong - it's a real pain trying to manage a large crew. If there are more crew on duty than there are rest slots, the situation will degrade and get worse. In a Type II, you can fit the entire max. size crew into quarters, with the exception of the command room crew, of course, if you wave farewell to 1 of the 4 officers right at the start. Use initial renown to recruit and improve the crew right from the start.
In a Type VII, I drop an officer, reduce the crew to 20 (minimum), use initial Renown to recruit some good POs and ratings. Maintain ratings at 20, increase POs to 14. I assign one "machinist" and five ratings, with an equal number in the stern quarters, to the engines. Two spare slots are occupied by POs (important). To switch fatigued and fresh crews, transfer the duty crew to the other engine room (or Damage control, if empty) - click destination, right-click engine-room. Then post in the fresh crew from quarters, and transfer tired crew from wherever. The POs will remain in quarters.
In the forward quarters, I keep three ratings for the command room relief with the spare 20th rating available for whatever. The watch crew takes the empty 4 slots at the top when submerged. Keep one PO or crewman on radio at all times. Post in a sonar man when submerged.
I don't need a Navigation officer on duty except when needed - I do it all, except report on the weather and depth below keel. I don't need a Weapons Officer on duty normally either.
On later patrols, when German Crosses may be awarded, award them wisely - start with the Nav Officer, at which time you can recruit a 4th experienced Officer with three (if you're lucky) handy skills.
There're no "magic solutions" in SH3 - do your own thing, learn by (often bitter) experience, get it (a bit more right) in your next career, or at least your next patrol. At the very least, enjoy just a hint of the mixture of hard work, boredom, occasional exultation and (hopefully not too much or too often) terror experienced by Uboat crews. If you're in Brest - pop in to Anton's Café, where you may find me behind a cloud of smoke in the corner by the stove. These Cuban cigars (one of the spoils of war) are excellent.
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There are only two kinds of vessels; submarines and targets.
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