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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Nov 2005
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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
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#2 |
Eternal Patrol
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Okay, you've got 15 engine and motor men, divided into three shifts. That leaves each shift with, let's see...five men.
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#3 |
Medic
![]() Join Date: Mar 2005
Location: North Atlantic
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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.
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#4 |
Weps
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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.
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"Gentlemen, we have no choice. Total engagement. Die with dignity." Last edited by Krupp; 11-15-06 at 06:32 PM. |
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#5 |
Eternal Patrol
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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
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#6 |
Medic
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Location: North Atlantic
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Theres nothing wrong with a little shooting as long as the right people get shot |
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#7 |
Watch
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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.
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#8 |
Silent Hunter
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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. |
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