![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Gunner
![]() Join Date: Feb 2006
Posts: 97
Downloads: 1
Uploads: 0
|
![]()
How do most of you split up your crews? What I mean is do you have more torp officers than repair or more engine room guys. What about Medics? I would imagine that having more repair guys available in later years of war would be best. :hmm:
|
![]() |
![]() |
![]() |
#2 |
Sonar Guy
![]() Join Date: Apr 2006
Location: Bucharest, Romania
Posts: 394
Downloads: 30
Uploads: 0
|
![]()
Using NYGM fatigue model, i try to keep most of the guys in their bunks. In general, i have a shift for every officer. when firing torps, i keep 2 guys in the torp room and for reloading i order everyone in for a fast reload then send them back again to their bunks. As for damage control crew, theyre on the job only when needed.
Cheers!
__________________
![]() |
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Feb 2004
Location: San Francisco, California
Posts: 1,633
Downloads: 1
Uploads: 0
|
![]()
Machinists=6
Helmsman=2 Radioman=2 Watch=2 Torpedomen=1 Gunner=1 Medic=1 IWO Watch, Helm, Torpedo LI: Helm, Machinist, Repair IIWO: Watch Gunnery, Torpedo IIWO: Watch Helm Repair
__________________
U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface. http://www.hackworth.com/ |
![]() |
![]() |
![]() |
#4 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
What do the machinists do? I mean, do you get more mileage out of your diesels if you have your engine room maxxed out? Do you get to crank more knots out of them? I always just play with an officer (usually an oberfähnrich) as a machinist, and one of the warrant officers as a machinist. Should I be putting more into it or will I get no benefit from having my engine room full of machinists?
|
![]() |
![]() |
#5 |
Grey Wolf
![]() Join Date: Aug 2005
Location: United States
Posts: 797
Downloads: 187
Uploads: 0
|
![]()
You will get the same number of knots, you'll just get them faster.
__________________
My heart is steadfast, O God. I will sing and make music with all my soul. Ps. 108:1 Survival of the fittest does not explain arrival of the fittest. we live in a single spoken sentence.. "God said, let there be" ![]() ![]() |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: Apr 2005
Location: Oldham, Lancs,England
Posts: 1,312
Downloads: 82
Uploads: 0
|
![]()
torpedomen=5
deck guns=3 Machinests=2 Flack gunners=4 repair=2 medic=1 All above NCO's Officers share helmsmen torpedomen 1 repair 1 |
![]() |
![]() |
![]() |
#7 |
Swabbie
![]() Join Date: Apr 2006
Location: Delaware
Posts: 14
Downloads: 2
Uploads: 0
|
![]()
I have been playing in a small, little II-A, with real time fatigue early n the war (1940)
In the engines I always keep 1 officer, 1 NCO (rated machinist), and 4 seamen. I keep the same setup in the stern quarters and rotate the shifts on or off. You have to have 3 at the helm, and I use three seamen. If submerged I keep an officer at the helm. I always keep 3 other seamen in the front quarters. If submerged I keep an NCO at the sonar and radio. If surfaced, just at the radio. If surfaced, I always have a WO, (who when submerged is at the helm). At night I keep 2 NCO on deck. During the day, I keep 3 NCO on deck. My NCO's qualifications are as follows: 2 Machinist 2 Watch 2 Radio 1 Torpedo 1 Repiar 1 Medic (Don't know if he really helps, but you've got to provide access to good healthcare nowadays) Nobody in torp room unless I am reloading, when I dump in all available hands. Seems to work out pretty well on a smaller boat. |
![]() |
![]() |
![]() |
#8 |
Gunner
![]() Join Date: Feb 2006
Posts: 97
Downloads: 1
Uploads: 0
|
![]()
Thanks for the ideas. I would think that you would want more torp officers in there for quicker reload times and I Like extra machinist's available because it seems everytime you need to get away quick or just get moving I get a report about not enough men in electric room. I also like having flak gunners promoted. I love watching them down those Brits planes.
![]() |
![]() |
![]() |
![]() |
#9 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
Uploads: 0
|
![]()
I don't bother with Torp NCOs - i launch all my torpedoes on every convoy attack, and i reload while overhauling for the next attack. There's no need for speed reloading - the only boat that can do that _within_ an attack run is the XXI.
Kb |
![]() |
![]() |
![]() |
#10 |
Sea Lord
![]() Join Date: Feb 2004
Location: San Francisco, California
Posts: 1,633
Downloads: 1
Uploads: 0
|
![]()
I agree with Keelbuster. You usually have at least 6 or 8 hours between convoy attacks, so it isn't really neccessary to be speedy.
__________________
U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface. http://www.hackworth.com/ |
![]() |
![]() |
![]() |
#11 | |
Ace of the Deep
![]() Join Date: May 2005
Posts: 1,100
Downloads: 0
Uploads: 0
|
![]() Quote:
As for staffing: 1. I restart careers until I get a "free" engine officer. 2. I get two master chiefs in the radio room, first two patrols. 3. I train another machinist petty officer(in addition to the two you start with), and the three goats and the officer take turns. During attacks, everyone is on duty, of course. 4. I add another torpedoman, because I fire stern tubes as well as fore tubes, and I want them both reloading quickly. 5. After that, it's a mix of watchman, gunner, and cross-training. Having a cross-trained medic officer helps recharge fatigue faster rather than the officers' berthing space just going waste. 6. I don't fight out with the planes, but if you do, put a flaker in there with #5. |
|
![]() |
![]() |
![]() |
#12 |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
|
![]()
I tend to be on the safe side.
In order of importance: Watch, Repair, Radio, Flak, Medic, Torpedo, Gun, Machinist If you neglect your watch people you find yourelf being pounded by DDs in 2000 m without your watch crew having seen them! Machinists=3 Helmsman=0 Radioman=2 Watch=2 Torpedomen=4 Deck Gun=2 Flak=2 Repair=1 Medic=1 Officer1: Helmsman, Medic, Repair Officer2: Helmsman, Machinist, Repair Officer3: Helmsman, Torpedo, Flak Officer4: Watch, Flak, Gun Officer5: Watch, Gun, Torpedo |
![]() |
![]() |
![]() |
#13 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
|
![]()
My boats are underwater torpedo delivery platforms, everything else is secondary. Initiative is paramount for all naval platforms. For this you need Ears, Eyes, Legs.
How well you do everything else is less important because it usually fits well into the "hours of boredom" aftermath. Anything related to surface combat is insane in my book and I never waste a rating on guns or flak. ![]() IMO of course ! |
![]() |
![]() |
![]() |
#14 | ||
Grey Wolf
![]() Join Date: Aug 2005
Location: United States
Posts: 797
Downloads: 187
Uploads: 0
|
![]() Quote:
![]()
__________________
My heart is steadfast, O God. I will sing and make music with all my soul. Ps. 108:1 Survival of the fittest does not explain arrival of the fittest. we live in a single spoken sentence.. "God said, let there be" ![]() ![]() |
||
![]() |
![]() |
![]() |
#15 |
Torpedoman
![]() Join Date: Feb 2006
Location: Raleigh, NC
Posts: 115
Downloads: 52
Uploads: 0
|
![]()
Using GW + NYGM + UC (NYGM Fatigue MOD), Type IXC boat:
1st Watch: Tower Watch: 1 Watch Officer, 1 PO, 4 Ratings Communications: 2 PO Command Room: 2 Officers (filling Engineer Officer and Navigation Officer "slots"), 1 PO, 2 Ratings Engine Room: 1 PO, 4 Ratings 2nd Watch ("On Rest"): Tower Watch: 1 Watch Officer, 1 PO, 4 Ratings Communications: 2 PO Command Room: 1 Officer, 1 PO, 2 Ratings Engine Room: 1 PO, 4 Ratings Off Duty until needed: Torpedomen: 3 PO, 5 Ratings Flak: 2 PO I rotate the Tower Watch (1 Watch Officer, 1 PO, and 4 Ratings) and the Command Room Officers every 6 hours (2 Officers "on," 1 Officer "off" in the Command Room). All other compartments are rotated every 12 hours. This configuration leaves 4 rest quarters "berths" open for the current Tower Watch, when submerged, and keeps the Command Room officers in a decent state of rest. Total: 5 Officers, 15 PO, 25 Ratings I also use SH3 Commander to "tag" the Ratings with their particular qualification, to help keep the watches straight.
__________________
\"Ein U-boot ohne Sehrohr ist heute angekomman - A U-Boat without a periscope arrived today.\" - Message sent to Gunther Prien in U-47 during the Norwegian Campaign by Karl Doenitz to tell Prien about the birth of his second daughter... |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|