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Old 02-18-11, 08:35 PM   #1
Anton88
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Default Adding more crew to submarine

Is there a way to increase the maximum allowed U-boat crew on board?

Is there a file you can edit for example to have 6 officers instead of maximum 5?
Some boats late in the war carried way more crew on board than the max in game..especially the big IXD2 types.



thanks for the help,
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Old 02-18-11, 08:58 PM   #2
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Given the short comings of the crew management system in SH3, why would you want to? If it's a fatigue management problem, then use SHC to alter the fatigue model.

I ask why because I am curious.
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Old 02-18-11, 09:08 PM   #3
Anton88
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Just want to make my submarine more realistic.

I go to the Ubootwaffe website and there are the complete list of crews from the War.
I use SH commander to edit the name of each one of them..
I usually pick a submarine that was lost with all men on board and relive their patrols..
I usually pick a large uboat that was lost with all hands.. (65-68+) people...



so? can you add more crew then the maximum?
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Old 02-19-11, 01:22 PM   #4
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YES.

Using Notepad, open SH3/Data/Cfg/Basic.cfg

Scroll down to the first [SUBMARINE] entry. There are four of these. SUBMARINE0 = all variants of type II
SUBMARINE1 = all variants of type VII
SUBMARINE2 = all varients of type IX
SUBMARINE3 = type XXI

Pick whichever boat(s) you wish to change crew sizes on. Change the NrMax setting for Officers, POs, and/or Seamen to whatever number you want......see my example below for an uber-type VII. Default settings are gold, changes are red


[SUBMARINE1]
NrMinOff=3
NrMaxOff=5…………………..changed to 6
NrMinPO=9
NrMaxPO=16…………………changed to 20
NrMinSeamen=20
NrMaxSeamen=30………..changed to 36
NbVersion=4
Version0=0 ; VIIB
Name0=VIIB
Month0=10
Year0=1939
Version1=1 ; VIIC
Name1=VIIC
Month1=4
Year1=1940
Version2=2 ; VIIC/41
Name2=VIIC/41
Month2=10
Year2=1943
Version3=3 ; VIIC/42
Name3=VIIC/42
Month3=1
Year3=1944
DaysSpentInBase=28



When you start a NEW CAREER, you will get a boat with the new crew structure.

Unfortunately, SH3 makes the navigator an officer when historically this was a Chief Warrent Officer position. To achieve reality, just consider your navigator to be a CWO - accept the default Helmsman qualification and don't add to it. You as captain are one of the normal complement of officers aboard; reset the SH3 complement accordingly. Crew your boat with the historically correct numbers of seamen and petty officers (improperly labelled Warrent Officers in SH stupid) and go to sea.


Want more officers? U-boats often carried officer cadets (Fahnrich and Oberfahnrich) aboard for training. Rationalize adding them this way, but leave them with only one minimal qualification - like Helmsman or Medic - that doesn't really add tactical value to your boat. U-boats also sometimes carried a LI-in-training - you could do this as well, again with only one qualification (Machinist or Repair?). And I suppose you could also carry a Commander-in-training as well.


Fair winds and following seas.
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Last edited by Raptor; 02-19-11 at 01:53 PM.
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Old 02-19-11, 02:25 PM   #5
Missing Name
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I am actually trying to get less crewmembers on my boat. It's all about efficiency. My veteran crew is being weighed down by the excess crew BdU requires me to have onboard.
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Old 02-19-11, 02:45 PM   #6
Anton88
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Quote:
Originally Posted by Raptor View Post
YES.

Using Notepad, open SH3/Data/Cfg/Basic.cfg

Scroll down to the first [SUBMARINE] entry. There are four of these. SUBMARINE0 = all variants of type II
SUBMARINE1 = all variants of type VII
SUBMARINE2 = all varients of type IX
SUBMARINE3 = type XXI

Pick whichever boat(s) you wish to change crew sizes on. Change the NrMax setting for Officers, POs, and/or Seamen to whatever number you want......see my example below for an uber-type VII. Default settings are gold, changes are red


[SUBMARINE1]
NrMinOff=3
NrMaxOff=5…………………..changed to 6
NrMinPO=9
NrMaxPO=16…………………changed to 20
NrMinSeamen=20
NrMaxSeamen=30………..changed to 36
NbVersion=4
Version0=0 ; VIIB
Name0=VIIB
Month0=10
Year0=1939
Version1=1 ; VIIC
Name1=VIIC
Month1=4
Year1=1940
Version2=2 ; VIIC/41
Name2=VIIC/41
Month2=10
Year2=1943
Version3=3 ; VIIC/42
Name3=VIIC/42
Month3=1
Year3=1944
DaysSpentInBase=28



When you start a NEW CAREER, you will get a boat with the new crew structure.

Unfortunately, SH3 makes the navigator an officer when historically this was a Chief Warrent Officer position. To achieve reality, just consider your navigator to be a CWO - accept the default Helmsman qualification and don't add to it. You as captain are one of the normal complement of officers aboard; reset the SH3 complement accordingly. Crew your boat with the historically correct numbers of seamen and petty officers (improperly labelled Warrent Officers in SH stupid) and go to sea.


Want more officers? U-boats often carried officer cadets (Fahnrich and Oberfahnrich) aboard for training. Rationalize adding them this way, but leave them with only one minimal qualification - like Helmsman or Medic - that doesn't really add tactical value to your boat. U-boats also sometimes carried a LI-in-training - you could do this as well, again with only one qualification (Machinist or Repair?). And I suppose you could also carry a Commander-in-training as well.


Fair winds and following seas.

That's awesome info. Thats what I wanted.
one more question the Medic qualification (Sanitater) - what good does it do in game? Will it heal wounded men faster? What if you don't have a medic on board, and you have wounded..? Will they eventually die?

I never found any use for the medic.

cheers
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Old 02-19-11, 03:39 PM   #7
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Without a medic, wounded men will die.

Bring the wounded to the forward crew quarters where the medic is stationed. Over (considerable) time, he will heal them.

Note that the medic can be either an officer or the default WO. Nothing says you can't have more than one. Type II and VII boats carried a PO medic (think of our navy corpsmen), but the larger, long-range boats - the types IXD, X, and XIV - routinely carried a doctor (medical officer) until late in the war when they were removed. Too many of these sea-going doctors went down with their boats and by late 1944, medical skills were desperately needed ashore.




MISSINGNAME - you don't have to fill all the slots allocated. You can also reduce the minimum number of crew carried.
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Old 02-20-11, 05:44 AM   #8
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Thank you. You have given me an answer before I asked it.
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Old 02-22-11, 10:41 AM   #9
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Quote:
Originally Posted by Missing Name View Post
I am actually trying to get less crewmembers on my boat. It's all about efficiency. My veteran crew is being weighed down by the excess crew BdU requires me to have onboard.
Bout 5 patrols ago I went below the min # of seaman needed after promoting officers off my boat to their own commands (and all the subsequent promotions that backfilled their positions) and finally had to take on new crewmen. Having a full crew felt crowded, with the realistic repair time mod now reducing your CO2 production proportionally when you have a less than full crew has made it much easier to more comfortably stay submerged before even thinking of trying to risk surfacing for air in risky situations.

I do like the idea of adding more officers that are all in training (fanrich's); it would be more helpful by allowing for the creation of more realistic officers (not ones that have cherry picked skillsets). Every boat would have at least one or two aboard; something impossible to realistically model with the game parameters (since they're treated like a full blown officer and not a officer candidate).
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Old 02-22-11, 09:08 PM   #10
Kaleuno'themoon
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Starting patrol on land! Automatic death...

Hi all - new to the forum but been lurking a little while & playing SH3 for a few months on & off. Running SH3+GWX / startup via SH3Commander.

I've just tried this trick to increase the crew numbers marginally - give me an extra officer really; but I've run into what seems to be a gamebreaking problem. The only other modification I've made (over & above the stuff that was already working via JSGME) is to change the reknown delta figures to boost a career when I've had a good patrol.

Now, I've restarted and tried this with multiple careers - new and established and for each one upon loading I've been taking immediate damage and dying within a minute because my subs are spawning on land on the other side of the river/bay at whichever location I start!

Has anyone come across this before and/or have an idea for a fix? Or do you reckon I will need to do a full fresh reinstall of SH3 & GWX?
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Old 02-22-11, 10:26 PM   #11
Tessa
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Unless you've got several dozen mods going wiping the slate clean is generally the fastest way to solve odd problems such as that (problems which aren't mod related) rather than to troubleshoot it for several hours. Just save your career folder if you want to continue on any you started and paste it back into the new folder that gets created. Now if you can start a new career and it works fine, but saved careers ctd or you materialize in a wall your sadly sol, that pretty much points to corrupted savegames.
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Old 02-22-11, 10:56 PM   #12
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Ok - thanks for the swift reply Tessa.

Thought it might be that... and it certainly is a random error, I just hoped it had come up before & there was something easier/quicker to fix it but searching for 'starting patrol on land' didn't get me anywhere!

Ah well - I'll reinstall it all when I have a chance.
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Old 02-22-11, 11:34 PM   #13
Tessa
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Quote:
Originally Posted by Kaleuno'themoon View Post
Ok - thanks for the swift reply Tessa.

Thought it might be that... and it certainly is a random error, I just hoped it had come up before & there was something easier/quicker to fix it but searching for 'starting patrol on land' didn't get me anywhere!

Ah well - I'll reinstall it all when I have a chance.
You're welcome There's still intermittent bugs that will plague certain people while others with the same configuration don't experience any problems, the game is just weird like that. Anything major or frequently re-occurring should show up after a couple of times through the search. Things like saving your game while you're underwater will usually result in a ctd (though in certain circumstances it will work fine) so its worth taking the time to look around until you're familiar with all the games do's and don'ts.
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Old 02-23-11, 01:25 AM   #14
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One more point about increasing crew size. While you can enter any rediculous numbers you want into the basic.cfg file, you can never get more crewmen than there are slots in the crew management screen for you u-boat type.

The maximum number of officers for both types VII and IX is 9.

The maximum number of WOs and seamen is 65 for type VII and 71 for type IX.


NOTHING SAYS YOU HAVE TO FILL ALL THE SLOTS, but you can use them to get a more historical mix of crewmen as desired. Carry Officer and WO trainees, doctor, attitude-adjustment girls (Oops, not modelled in SH3) whenever you want.
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