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Old 02-23-22, 11:23 AM   #1
Red Devil
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When we go down to 250 feet and get deck gun damaged by depth charge, please make sure the gun is no longer manned. Both the deck gun crew were injured in this attack!!
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Old 02-23-22, 01:18 PM   #2
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When we go down to 250 feet and get deck gun damaged by depth charge, please make sure the gun is no longer manned. Both the deck gun crew were injured in this attack!!

Lol yea one of those oversights of the devs, not making the gun slots/compartment nor deck watch considered "submerged", so they are considered to be on deck.

Guns shouldn't be manned at all times anyways, another oversight by devs in crew management, gun crews on subs were composed of men from crew when called to action. I just moved people from torpedo and other compartments to man the guns when required. Deck watch is moved inside during depth charge. Consider it our version of "rigging for depth charge"
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Old 02-23-22, 02:05 PM   #3
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If, the setup has it... a damage control party segment/section... I run those guys from watch crew to it, or to crew quarters, if not a mix of both... with just having to remember to restuff them... back to deck watch status on surfacing... or just prior, whichever comes 1st...

As like with... Bublehead1980, I draw the gun crew/s from the torp room... those that aren't on active watch, that is... primarily & supplement accordingly from the watch crew to round out, if there aren't enough to draw from the torp sections.

Just depends on the mod set... as each, deals with those areas... differently.



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Old 02-28-22, 11:03 AM   #4
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I use the crew that are in Crew Berthing, many are now specialized for it. They also serve as my repair crew, with the help of both my aft torpedoes chiefs, since they decided to get specialized in repairs (possibly they both have a passion for engineering)!
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Old 03-09-22, 06:54 PM   #5
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Originally Posted by Bubblehead1980 View Post
Deck watch is moved inside during depth charge. Consider it our version of "rigging for depth charge"

How do you do this when there are no available slots in crew management? Every slot is filled.
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Old 03-09-22, 07:27 PM   #6
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How do you do this when there are no available slots in crew management? Every slot is filled.
it depends on the mod set you are playing.
here is an example of a FOTRSU Crew.
notice that the Quarters have the same number of billets as the Watch Crew.
when you submerge for battle, the Watch Crew should be moved to their Quarters where they will be somewhat safer than on the Bridge.
This is what Red Devil and others are referring to.

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Old 03-09-22, 08:36 PM   #7
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How do you do this when there are no available slots in crew management? Every slot is filled.

Ah yes. Something I hope to address at some point, still learning the ins and outs though, is default crew composition. When I start a career, I remove
all crew from deck guns and damage control party, they (as they really did) come from the ships company in other compartments when needed. Usually torpedoman are proficient in gunnery and as go through I promote the unqualified guys, i assign them to Guns (X) Gunners Mates, which subs usually had at least a few boar. Those skilled in mechanical and engineering ratings typically
would form a damage control party and assigned to a task if it was beyond what the men in the affected compartment could handle.
Most cases in the sim, men in compartment can handle the damage. I only deploy DC party for emergencies like flooding or if a certain key piece of equipment is damaged and requires their attention and pull them from the ships crew when required.


I remove the extra crew from crew berthing so I have room for the deck watch, because sim even though under water and they dont show on the bridge, still considers them top side and they are injured.


Just play around with the number of crew and move them to different spots. One way I did it is I removed the guy from radar and put the sonar guy on there, because sonar was generally not manned when on surface and running as it was not effective, if need to dive, just move him over to sonar station, i move the number four slot in deck watch to the sonar spot and other three can go to crew berthing ,rinse and repeat on other two watches, so when need them safe inside the boat during depth charge, you have slots available.

Different boats have different compositions, so will have to figure it out accordingly.

I remember berthing was added to TMO for this purposes though.
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Old 03-10-22, 01:56 AM   #8
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Quote:
Originally Posted by Bubblehead1980 View Post
Ah yes. Something I hope to address at some point, still learning the ins and outs though, is default crew composition. When I start a career, I remove
all crew from deck guns and damage control party, they (as they really did) come from the ships company in other compartments when needed. Usually torpedoman are proficient in gunnery and as go through I promote the unqualified guys, i assign them to Guns (X) Gunners Mates, which subs usually had at least a few boar. Those skilled in mechanical and engineering ratings typically
would form a damage control party and assigned to a task if it was beyond what the men in the affected compartment could handle.
Most cases in the sim, men in compartment can handle the damage. I only deploy DC party for emergencies like flooding or if a certain key piece of equipment is damaged and requires their attention and pull them from the ships crew when required.


I remove the extra crew from crew berthing so I have room for the deck watch, because sim even though under water and they dont show on the bridge, still considers them top side and they are injured.


Just play around with the number of crew and move them to different spots. One way I did it is I removed the guy from radar and put the sonar guy on there, because sonar was generally not manned when on surface and running as it was not effective, if need to dive, just move him over to sonar station, i move the number four slot in deck watch to the sonar spot and other three can go to crew berthing ,rinse and repeat on other two watches, so when need them safe inside the boat during depth charge, you have slots available.

Different boats have different compositions, so will have to figure it out accordingly.

I remember berthing was added to TMO for this purposes though.

I never thought of removing the crew from berthing. Also it never occurred to me that the watch crew even under water was vulnerable.

With TMO the berthing slots are filled also. With the S-18 class the 2 slots for the deck gun are filled and I move them to the Damage Control slots.

I'm in the middle of a patrol. When I RTB I will adjust as needed.
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Old 03-10-22, 09:32 AM   #9
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What might be possible (Dream, dream, dre-ee-ee-eam - dream dream dream dream - you'll have to imagine the melody in your head yourself, because you certainly do NOT want to hear me "sing" it... ) at some point in the future, if one of us "modders" could ever figure-out how, is to add something that detectes when the boat is surfaced, the crew berthing slots have a given (current) amount of "shielding", such that they are wounded more easily, because they are exposed at their gun and deck positions. But when the boat is submerged, the "shielding" changes, and the crew is protected. However, like most aspects of the game, it does not appear that there is a relatively obvious way to implement that... sigh

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Old 03-10-22, 08:03 PM   #10
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Another, side note to add to that XO... on, number of crew assigned to the subs...

Invariably, they have waaaayyyy more crew assigned than they actually had on them.

The other side note is just a couple crew, assigned to the engine room section. 7/8 is more than what should be needed... I believe...



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Old 03-11-22, 09:39 AM   #11
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Yeah, I did wonder about that a few times, actual crew v virtual crew.
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