SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-15-06, 05:05 PM   #1
Krupp
Weps
 
Join Date: Nov 2005
Posts: 351
Downloads: 0
Uploads: 0
Default More crew in engine compartments...

S!

In vanilla sim, diesel engine and electric motor compartments had space for 8 crewmembers. NYGM has decreased the number down to 5. I would like to change it back, without any other changes.

Reason for this is that I would like to simulate more authentic number of men in those compartments. For example: U-564 (type VII) had 21 men working as a "technische personal", from which 15-16 worked directly with electric motors and diesel engines.

Maybe someone could give few pointers?

K
__________________
"Gentlemen, we have no choice. Total engagement.
Die with dignity."
Krupp is offline   Reply With Quote
Old 11-15-06, 05:36 PM   #2
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Okay, you've got 15 engine and motor men, divided into three shifts. That leaves each shift with, let's see...five men.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 11-15-06, 06:13 PM   #3
U-Schultz
Medic
 
Join Date: Mar 2005
Location: North Atlantic
Posts: 162
Downloads: 73
Uploads: 0
Default

Very funny Sailor Steve...

Actually I have a book that states the engine room crew worked a six hours on/six hours off shift.

I will check and see if it gives a "typical" number of crew on duty.
__________________
Theres nothing wrong with a little shooting as long as the right people get shot
U-Schultz is offline   Reply With Quote
Old 11-15-06, 06:15 PM   #4
Krupp
Weps
 
Join Date: Nov 2005
Posts: 351
Downloads: 0
Uploads: 0
Default

Let's see, U-Boat engine crew shifts were 6 hour rotations


Thanks U-Schultz

Edit:

In U-564, there was:

Port Diesel:
(Diesel obermaschinist) + 1 artificer + 2 men

Stbd diesel:
1 artificer + 2 men

port electric:
(electric obermashist) + 1 artificer + 2 men
stbd electric:
1 artificer + 2 men

that gives you 14 men.

IIRC, diesels were run one at a time, to save fuel and prevent engines to worn out. And when one engine was off, crew cleaned exhaust valves etc. So, if only one engine was running when cruising, then those 5 slots could be enough? Hard to tell and that's I would like to find out. No need to be impudent.
__________________
"Gentlemen, we have no choice. Total engagement.
Die with dignity."

Last edited by Krupp; 11-15-06 at 06:32 PM.
Krupp is offline   Reply With Quote
Old 11-15-06, 06:25 PM   #5
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Cool. I don't use NYGM, and have no real thoughts on crew numbers one way or the other. I really was just being funny...sort of...kinda...maybe
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 11-15-06, 08:41 PM   #6
U-Schultz
Medic
 
Join Date: Mar 2005
Location: North Atlantic
Posts: 162
Downloads: 73
Uploads: 0
Default

.....
__________________
Theres nothing wrong with a little shooting as long as the right people get shot
U-Schultz is offline   Reply With Quote
Old 11-16-06, 01:58 AM   #7
dinadan122
Watch
 
Join Date: Nov 2006
Posts: 22
Downloads: 0
Uploads: 0
Default

is this why my damage control group looks like this 0000XXX where X is a blue crewmen with a X on him, can this be modded out b/c its annoying when i have to move the other crew members manually im using NYGM mod.
dinadan122 is offline   Reply With Quote
Old 11-16-06, 03:19 AM   #8
kylania
Silent Hunter
 
Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
Default

Unfortunately moving crew members manually is how the NYGM 2.2 Crew Management system works. Basically every 8 hours or so you'll swap your in Engine crew with the same sized crew in the stern quarters. Also change the helmsmen, radio room crew and watch crew with the reserves in the bow quarters. Rotate and rest officers as you can.

The "off duty" engine room is a neutral zone, you can place sailors and officers there and they won't tire out. So if you're cruising submerged you can leave your torpedo crew and watch officer there while your watch crew take the empty spots in the bow quarters for instance.

NYGM 2.2 strives for realism, and while running a tight crew wasn't directly the Captain's job (more the XO's) the crew had to be run, and in NYGM that's up to you.

You can set your 3D max Time Compression to be less than your max Time Compression, so that when over the 3D time fatigue won't affect your men. Some use SH3 Commander to do away with fatigue all together for exactly the reason you gave, it's annoying dragging 24 men across a little boat every 10 minutes.

Choose whichever method you enjoy though, there's no rules saying you have to do it any certain way.
__________________

kylania is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:20 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.