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Old 02-09-07, 04:11 PM   #1
immortal44
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Default A few realism questions.

1. Were officers generally trained for specific stations or could they often perform in several stations? Ie is having a torpedo officer backing up in the engine room (giving the engine officer a break) realistic? Could a machinist also specialize in some like surface weaponary? Feels weird to be changing were officers are stationed, and that they should have permanent stations but I have no idea what it was really like.

2. Do you guys use the Helmsman qual for guys in the control room for realism?

3. A compartment being too efficient? Seems weird that after my first patrol I can have my uboat running at 100% efficiency for the engines, control room,forward torpedo room and bridge despite the majority of my crew being in quarters!!! An experienced, qualified officer (500 experience) and 1-2 qualified warrant officers are often enough to get 100% efficiency in the engine room and forward torp room. My question here is what is a realistic combo?

One idea I have is to only use officers in torp room and engine room when there is a contact, or maybe just when close to attacking. That way I can rotate officers to keep them fresh, so they'll perform 100% when needed. It will also free up seamen warrant officers for damage control.

What is realistic? What is suggested? If officers had permanent stations (even if they might be able to cover another station if necessary), what were the qualifications they would require? What would a watch officer have, engines? Torp? NO, CE or weapons?
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Old 02-09-07, 05:57 PM   #2
Sailor Steve
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1. Officers are generalists. They have to learn everything or they don't go up the ladder. That said, on a given ship everybody has an assignment. The 1WO is the weapons officer; he assists the Captain with targeting and also is the morale and training officer. Lesser officers do have regular assignments: communications, navigation etc.

2. I do, just because it feels right to me.

3. I have yet to have a crew that good, especially after one patrol.

Quote:
What is realistic? What is suggested? If officers had permanent stations (even if they might be able to cover another station if necessary), what were the qualifications they would require? What would a watch officer have, engines? Torp? NO, CE or weapons?
I always use the Oberleutnant as Chief (LI), and make sure he has engine and repair. I assign one Leutnant as 1WO and use him for weapons and watch, even if the game doesn't care. I use the other one for 2WO and give him watch and weapons as well, since I keep him on the bridge when using the guns. The Oberfanrich I make my navigator, just like Kriechbaum in Das Boot.

Probably silly, but it makes me feel good.
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Old 02-09-07, 06:00 PM   #3
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1. Yes you can mismatch them i.e you can assign them to any station regardless of their qualifications. But note this that they won't give a high amount of work efficiency(green bar) if they are assigned to different stations other than their qualification. And two they will get tired faster in mismatched stations. So always try to assign your crew based on their qualifications. That is the only sensible thing to do in real life and in game.

2. Yes we(I) always use Helmsman in the control room. The reason see no.1

3. Your station can never become too efficient(more than 100%). The green bar will have limits. As a few numbers will give high efficiency that is a possibility if you assign the correct crews.

Good hunting.
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Old 02-09-07, 06:32 PM   #4
immortal44
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1. Yes you can mismatch them i.e you can assign them to any station regardless of their qualifications.

Sorry I meant historically, ie were officers assigned specific positions or did they rotate? Basically is it realistic to have an officer that is a machinist but also a weapons expert?

2. Yes we(I) always use Helmsman in the control room. The reason see no.1

Got the impression from seaching the forum that helmsman didn't have any effect?

3. I have yet to have a crew that good, especially after one patrol.

Actually I played with importing some officers A 500 experience officer with torpedo qual would only need 2 qualified warrant officers to get 100% efficiency, maybe a couple of seaman at most. For the engine room this guy only needed one machinist and two seamen. Seemed wrong that I use just a fraction of the crew. (note I'm going to reload it and not use this guy, feels wrong to just import an experienced officer, although I'll probally choose officers qualified for torpedo and machinist, seems wrong that you don't start with guys qualified in these).
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Old 02-09-07, 07:22 PM   #5
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The Helmsman qual is an absolute and total waste. It has no effect on the game whatsoever, does nothing if you have qualified helmsmen in the control room and does nothing if they're NOT there. Ubisoft dropped the ball on that one, big time.

Having said that I have qualified helmsman in my control room bc that's what they had on the real u-boats. But it does bumpkiss as far as the sim is concerned....
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Old 02-09-07, 08:50 PM   #6
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One thing I always wanted to know is:

If I have a qualified watch officer on bridge together with 1 qualified watch PO and one sailor I have a full green bar on the bridge.
Does the game calculate in any way that there is no full watch crew (despite full green bar) hence not enough eyes to cover the surroundings as good as 5 men would do?
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Old 02-09-07, 09:13 PM   #7
Iron Budokan
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No, if the bar is green then you're okay....
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Old 02-09-07, 10:21 PM   #8
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Let me put it this way for you. If your in a Sub and that sub is sinking or isnt working all that well ur going to want to know how to fix it and make it run better. I know in today's US navy, any crewmen in a Sub knows the basics of every "job/task" there is to do on a sub. Officers were trained to do their job weather it be weapons or navigation, then they also knew how to do other officer;s jobs as well.

I know when im in the game and i dont have an officer in my engine room, then i usually assigne the navigator to it so it runs better. when i dive to PR depth then u usually put the watch officer in the Torpedo room. Crew management is a huge part of playing this game. Know what your officers do and know wat they do well and use them accordingly.
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Old 02-10-07, 02:13 AM   #9
immortal44
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I know crew management is important, just didn't want to 'cheat' to get an efficient crew if they weren't so multi-skilled in real life. You state that they are so no problems. I think the effect a qualified officer has on performance is a bit over the top in terms of their individual performance I don't see how an experienced, qualified officer is going to be worth 4-5 seamen?

I know the helmsman qual doesn't affect ability to dive etc, but does it affect the rate of fatigue? Think I read that qualified personal tire slower?
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Old 02-10-07, 10:25 AM   #10
emtmedic005
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Well if your worried about haveing an efficent boat then download SH3 Commander. If u use that program to manange ur crew then you can give every crewman a skill, even the low enlistedmen.

I usually like to have atleast three warrant officers with skills in each compartment then i have enlisted men with skills under them. With the deckgun i usually have one warrant officer in charge with two enlisted men working with him. You can do that also with the flak guns, thats if u have more then one. The officers can usually be found in the command room or in quarters but when i have a contact i assigne them to the engine room or the torpedo rooms.
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