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Old 01-11-08, 10:53 AM   #1
MarkShot
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Default Crew/compartment performance question?

Unlike earlier subsims, SH3 models the crew and performance based individual areas as opposed to a simple: novice/veteran/elite.

When in SH3, when a compartment has a full green bar is that the best peformance you can get or can you still get improved performance by putting crew members with the appropriate qualification badges in the compartment?

Also, is there a detailed list of how each compartments behaviors are impacted by crew performance?

Finally, is there a way to save a crew for future use? Suppose I am personally not into the crew management aspect of the game (I already know how to use SH3 Cmdr to turn off fatigue) ... is there some way when I start a new career to easily begin with an experienced crew without having to hand edit the crew in SH3 Cmdr?

I there a crew record which can be saved copied back into a new career to bring my groomed crew back to life?

Also, if I upgrade ships in SH3, do I start again with a novice crew?

Thanks.
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Old 01-11-08, 11:36 AM   #2
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Quote:
Originally Posted by MarkShot
Also, if I upgrade ships in SH3, do I start again with a novice crew?
Thanks.
No way! You just need to add some greens to meet the required crew
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Old 01-11-08, 12:38 PM   #3
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Quote:
Originally Posted by MarkShot
Also, is there a detailed list of how each compartments behaviors are impacted by crew performance?
Yeah. For example engines; is it like:
a) green line is long enough (about 1/3 or more) -engines work
b) green line is not long enough-engines stop working

or is there some benefit if green line is more than minimum 1/3 :hmm:

I know torps are reloaded faster if line is longer...
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Old 01-11-08, 12:41 PM   #4
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Quote:
Originally Posted by Julius Caesar
Quote:
Originally Posted by MarkShot
Also, is there a detailed list of how each compartments behaviors are impacted by crew performance?
Yeah. For example engines; is it like:
a) green line is long enough (about 1/3 or more) -engines work
b) green line is not long enough-engines stop working

or is there some benefit if green line is more than minimum 1/3 :hmm:

I know torps are reloaded faster if line is longer...
The more it is over 1/3 the quicker you will load your eels and in engine compartment, the longer the engine will operate before stopping.
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Old 01-11-08, 12:48 PM   #5
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When green line is full, that's your max efficiency. Adding more people won't help.

When upgrading boats, you keep your crew

As far as I know, if you start a new career there is no way of keeping experienced crew.

In new career, I take boat for 3 harbour tours before going on combat patrol. That improves crew performance and lets me pick up 3 specialities.

good hunting!
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Old 01-11-08, 12:50 PM   #6
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Brag,

Yeh, I saw that in the guide from your site.

Anyone know how to carry a crew forward from one career to the next?

Thanks.
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Old 01-11-08, 01:57 PM   #7
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You could try going into your career saves and copy and paste your Crew_Career CFG file into your other career :hmm:
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Old 01-11-08, 02:10 PM   #8
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If you upgrade from a type VIIB to a type VIIC or VIIC-41, your crew remains.
I play pretty unrealistically, that is, every medal I get my crew also gets. And at the Iron Cross, your crew never tires. I love this!
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Old 01-11-08, 04:17 PM   #9
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I think there are only 3 efficiency states for the torpedo rooms:
1) Not enough crew to load torpedoes (approx 1/3 of the bar shown or less)
2) Enough crew to load in a very long time (1/3 to 2/3 of the bar shown)
3) Plenty of crew to load in a fast time (2/3 or more shown)

I may be wrong, but I think I've only seen two different time scales for torpedo loading (you can see the time-to-load by mousing over the relevant torpedo in the arming screen, of course). One is around 12 minutes, the other much longer (but I forget how much, maybe 25-30). I've never seen an inbetween time.

I expect the other compartments are the same, with about 3 levels of efficiency (none/low/high). I don't think the game models a continuous efficiency variation in proportion to the size of the green bar. That said, I've no idea what difference the low or high state would make to the engines' performance, so maybe those rooms only have 2 states; enough crew or not enough. For the bridge and sonar/radio room it surely affects the crew's ability to detect contacts, but it's harder to judge the difference and how many states/levels there are.
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Old 01-11-08, 04:51 PM   #10
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hasty decision making, bad planning, inexperienced crew - too soon to the front. Ego was another problem. And bad luck.

i experience these on a less frequent basis now. but those devils push the evil buttons now and again.



(Luth was shot on his own camp after the war.
Shepke was cut in half.
Prien dissapeared after a good DC'ing.
Kretchmayer; well, the king apparentley and survived DC'ing.
Topp got through everything.
and all the others in their own way...)


the responsibility lies with the captain.

even though it bores me to hell sometimes i go back and start again with a fresh crew, no short cuts except Brags drilling round the harbor ( very good !)

i think it would be seriously cheating if we could transport our favorite crew around with us from boat to boat - this didnt happen in real life as far as i know ( corrections welcome ), crew were always coming and going, promotions, transfered, sick, a nuisance, prison - captains moved on or landed for teaching duties.

i was once in the military too as a fireman, i had my crew, but they came and went as above. but what we did do with fervour was drill drill drill untill you were part of the machine you were married to !

i might sound like a "£$%^ but the element of realism - the reading of the history, the life stories of crew and captains adds wonderfully to the immersion in this game. keep it as real as you can. make it difficult to make it fun.

( i can't do maual targetting !! ) :rotfl:
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Old 01-11-08, 05:12 PM   #11
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Sorry, but I cannot be cheating at a game where the only player is me. The game is however I want to play it. I like the command aspects of the game, but the not RPG aspects.

If playing with certain rules in affect makes one enjoy the game more, then that's great. However, no set of options conveys superiority of one player over another where there is no direct competition to which all have subscribed. Sorry.
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Old 01-13-08, 12:12 PM   #12
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MarkShot,

those were just my rules, my interpretation....my bit of passion


....each to their own....
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Old 01-13-08, 06:56 PM   #13
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Quote:
Originally Posted by jimbuna
and in engine compartment, the longer the engine will operate before stopping.
What do you mean by this? Quicker response to your orders? It's not like the engine can break down because of lack of maintenance in this game.
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Old 01-14-08, 05:34 AM   #14
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Quote:
Originally Posted by Storabrun
Quote:
Originally Posted by jimbuna
and in engine compartment, the longer the engine will operate before stopping.
What do you mean by this? Quicker response to your orders? It's not like the engine can break down because of lack of maintenance in this game.
If you have the fatigue option turned on, the green bar will diminish/decrease over time till it eventually reaches the level where the engines stop. You will then need to put fresh crew in the compartment before it will start again.
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Old 01-14-08, 09:51 PM   #15
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Ok, so without fatigue there is no difference at all. My 3 machinists all have the german cross, they fill the bar and never tire but I guess 2 of them would give the same result then.
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