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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Jul 2005
Posts: 2
Downloads: 23
Uploads: 0
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Ahoy -
I've been waiting for most of the bugs in SH4 to settle out before taking the plunge (har!) and it looks like the 1.3 patch has finally got the game pretty darn playable. Unfortunately, on thing that hasn't been patched is the manual, which is singularly bad. I've searched the forums, but I have a couple of interface questions that I can't decode; hoping some experienced skippers can help me out here. 1. Crew Assignments in Career Mode - when you start a new career, the crew slots for gunnery and damage control are open. Can/should you recruit crew to fill those slots, or should you leave them open and assign crew only when needed while on patrol? 2. Damage Control - Any way to see the required time to repair a system? Thanks! |
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#2 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
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2. Hover the cursor over the section of the boat that requires repair (section not system). Note that repair estimates are a bit 'fuzzy' in as they will tell you your bulkheads are 100% yet they are still comprimised. Dive with caution. |
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#3 |
Lucky Jack
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Personally I make sure I have 70 crew for my patrols. 70 is about the average number of crew on a sub. So yes, get some new recruites off the list on the left of that screen.
As SW stated, hover mouse over the red bar on the damaged area for time to repair
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#4 |
Canadian Wolf
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Welcome to SUBSIM
![]() This forum and the threads are your manual, use the other one as a coaster, scap paper, etc. The search option is a nice feature here, lots of great info contained in past\older threads. RDP |
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#5 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
Uploads: 0
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when you recruit you gun crews, make sure they're specialization is guns and not sensors or whatever
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