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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Apr 2010
Location: Brantford, Ontario, Canada
Posts: 47
Downloads: 229
Uploads: 0
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Hi All;
I'm driving a VIIB. I try to change my engine room guys all at the same time. Up to this point I've done the old click, drag, drop one at a time. There must be a better way by clicking on the compartment above, yes? I've tried it a couple of time but it doesn't seem to work which probably means I'm not doing it quite right. If anybody can shed some light on this wee problem I'd be grateful. Cheers; ![]() |
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#2 |
Captain
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SH4 handles this problem, however the only cure I am aware about is to use the no fatigue option, or else it is "one at a time".
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"Noch und Noch" Prowling the Nord Atlantik with GWX 3.0. |
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#3 |
Subsim Aviator
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In order to prevent having to deal with this micromanagement issue i have always turned off fatigue through SH3 Commander and put two engineers and the rest sailors in both compartments, that way the electric motors and the diesel engines always are crewed
this has the benefit of making the crew change not have to take place and the electric motors can take over in a dive almost immediately
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#4 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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a) select the "temporary buffer" compartment by left-clicking on its name, it should became highlighted; b) right-click on the engine room, all the occupants will be moved in the "buffer compartment"; c) select the now empty engine room by left-clicking on its name, it should became highlighted; b) right-click on the "reserves" compartment you want to use to fill in the engine room, the occupants will be moved to the engine room. d) select the now emptied "reserves" compartment by left-clicking on its name, it should became highlighted; e) right-click on the "temporary buffer" compartment, all the occupants will be finally transferred in the "reserves" compartment. |
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#5 |
Sailor man
![]() Join Date: Apr 2010
Location: Brantford, Ontario, Canada
Posts: 47
Downloads: 229
Uploads: 0
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Thanks guys;
That's too bad, because I actually don't mind playing with the GWX 8 hour fatigue model other than that. It looks like I'm stuck with it the way it is. SHCmdr offers two other fatigue profiles but I don't know what they do. I've read the manual and can't find out from there. I'll give them a try and see what's what. Incidentally, the 'buffer' move is something I try from time to time. My problem is nerve damage in my elbow and there are times when I just can't hold the mouse steady enough to do much at all. Thanks again for your input. Cheers! ![]() |
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#6 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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#7 |
Sailor man
![]() Join Date: Apr 2010
Location: Brantford, Ontario, Canada
Posts: 47
Downloads: 229
Uploads: 0
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Yup, that's definitely an option and I WILL keep my options open on this issue, of course.
I've not made it to better than 54% realism at this juncture. I've finally overcome my fear of convoys, made two attacks and came out alive to boot. I'm not far off of going with manual targeting but will have to have absolute confidence in my ship handling skills first. Also understanding the mechanics of good convoy attack methods. Thanks again. ![]() |
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#8 | |
Samurai Navy
![]() Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
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#9 | |
Eternal Patrol
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RUB X1 was an adaptation of the RUB system tailored specifically for those who played the whole patrol in real time.
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“Never do anything you can't take back.” —Rocky Russo |
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#10 |
Sailor man
![]() Join Date: Apr 2010
Location: Brantford, Ontario, Canada
Posts: 47
Downloads: 229
Uploads: 0
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Thanks a lot, you guys. I'd be sunk without this Site.
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