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Old 07-02-07, 06:16 PM   #1
Brag
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It pays off to have strong repair crew

30 January 1942 (GWX)

To BDU
From U-67
Position ET2744

Sustained heavy damage by Depth charges.
Forward compartments out of service. Flooding contained. Forward batteries destroyed,aft batteries destroyed. Attack periscope damaged. Port diesel damaged. Diesel compartment flooding contained. Flack guns damaged. Radio repaired. Funker dead.
Able to do 7 knots. Will attempt return to base.

===================

All the above was caused by a Flower. It made 3 accurate passes causing flooding, in diesel room, zentralle and forward compartments. It looked like we had the banana. Had to keep shifting the repair crew from one compartment to another to keep the compartments from flooding completely.

Weight of water has us in a slow dive, which we were able to slow by diving plane controls. Slowly were able to reduce flooding to where we were able to keep 140 meters. All this while being mercilesly depth charged. We'd fix a leak and another would spring.

The repair crew worked like dogs. With the batteries destroyed, had to husband the little electric power left. Finally was able to return to silent running and the fiend above us lost us.

Though severely crippled we were able to surface normally.
We are a long way from home. Thanks to a strong repair crew, we're still alive.

What is the key for burial at sea?
Poor funker.

Here's the screenie once things were stabilized and creeping away:
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Last edited by Brag; 07-02-07 at 09:18 PM.
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Old 07-02-07, 06:40 PM   #2
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One thing i noticed is you can allocate crew that arent on repair to flooding compartments and that seems to speed up the time to stop flooding or at least slow it down some - quite handy when things are going down hill fast!

And you can manually set the dive plane angle? Speak more of this snippet of wisdom... :p
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Old 07-02-07, 06:44 PM   #3
Brag
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Quote:
Originally Posted by Redshirt
One thing i noticed is you can allocate crew that arent on repair to flooding compartments and that seems to speed up the time to stop flooding or at least slow it down some - quite handy when things are going down hill fast!

And you can manually set the dive plane angle? Speak more of this snippet of wisdom... :p
You can't set the dive planes manually. You can order a shallower depth and that will do it.
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Old 07-02-07, 06:47 PM   #4
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Quote:
Originally Posted by Brag
You can't set the dive planes manually. You can order a shallower depth and that will do it.
Ah rats
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Old 07-02-07, 08:10 PM   #5
Iron Budokan
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I often see a lot of kaleuns who say they like to load up on torp men. Me? I go for the repair quals, and the more the merrier.
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Old 07-02-07, 06:41 PM   #6
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Double click on the dead salior and say yes to the burial at sea option. You might want to hoist a beer for him when you get home.
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Old 07-03-07, 06:45 AM   #7
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Quote:
Originally Posted by bookworm_020
Double click on the dead salior and say yes to the burial at sea option. You might want to hoist a beer for him when you get home.
WHAT!!!!!

Hang on you jumped the gun there, the sailor only needs medical treatment. He's only dead when he is all red not just the outline.
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Old 07-02-07, 09:05 PM   #8
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That begs the question... what is the most useful qualification to give your PO's? And what is the least useful? Obviously this is your opinion, but some people have great rationals behind their actions. Not counting the 2 machinists, 1 watch, 1 radio/sonar and 3 TORP PO's that I'm given at the start of my career in '41... I usually delete my medic PO and my Deck Gunner PO and bring in 2 newbies to replace them... so with a VIIC and 16 PO's... i usually like to add 1-2 TORP quals and 4-5 REPAIR quals... I haven't made it much farther than this in any of my careers, so I don't know what I would add to my other PO's. Suggestions? Also, what do you suggest adding to the 5 officers on the boat?
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Old 07-02-07, 10:00 PM   #9
Iron Budokan
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Helmsman quals are totally useless, though I admit I use 'em for immersion purposes only. Repair, sonar, watch and torp quals are the most important, imo. Gun, flak, machinist and medic quals are kinda in the middle...important, but if need be you can live without 'em.

Repair is the big one, though. Not only can you have repair men in the damage management screen, but if you put 'em in other boat compartments they work there, too.
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Old 07-03-07, 07:10 AM   #10
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Quote:
Originally Posted by Iron Budokan
Helmsman quals are totally useless, though I admit I use 'em for immersion purposes only. Repair, sonar, watch and torp quals are the most important, imo.
From my observations funker is totally useless. I've had in my prev career a very qualified funker with lots of medals and only use of it was millions of GWX messages on the radio. I've gave him a rest once and put a sailor on hydro. In seconds he found few far new contacts... Now I don't use funker any more.

Quote:
Originally Posted by Iron Budokan
Repair is the big one, though. Not only can you have repair men in the damage management screen, but if you put 'em in other boat compartments they work there, too.
Didn't know that but started to learn better damage control as I just installed "Longer repairs mod". True nightmare! Try it if you're an immersion freak!
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Old 07-03-07, 07:53 AM   #11
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It's funny I used to think repair was a lowly seaman or beginner qual, then move them up from there. These days I seem to keep enough po's as watchmen for a rotating shift, then enough radio/sonarmen. Torp/machinists while seemingly important take no priority over repairmen. You can simulate promotions for your crew-po's after a good patrol etc.
And the Sr. cheif wo's can hold two quals if your crew survives long enough ..
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Old 07-02-07, 10:07 PM   #12
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@ Deathfrombelow23,

As I see it, if you use SH3 Commander, you can hand out the qualifications like candy. Early in the war, when you get to run surfaced more of the time, I'd definitely add more watch quals at all levels (incld. at least 3 of your officers). Also 1 more senior PO with funk (sonar/radio). I have a few seamen & POs with repair quals, and will add more as needed. The only thing the torpedo rating adds to non-officers is that they can reload your eels more efficiently.

For the officers, I give each guy specific roles: the L.I. (Repair & Machinist), a 1WO (Watch & Torpedo), a 2WO (Watch & Artillery), & a Navigator (Watch, Nav, & Flak). In an emergency, any of them can mind the Zentrale while L.I. leads the Repair Team.

I hope that helps.
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Last edited by Schöneboom; 07-02-07 at 11:09 PM.
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Old 07-02-07, 10:27 PM   #13
Brag
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The dead sailor was only malingering. He refused to go as we tried to bury him at sea. He was only wounded and got a medal for it. :rotfl: :rotfl: :rotfl:
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Old 07-03-07, 04:56 AM   #14
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Quote:
Originally Posted by Brag
The dead sailor was only malingering. He refused to go as we tried to bury him at sea. He was only wounded and got a medal for it. :rotfl: :rotfl: :rotfl:
I wonder if any uboat crew buried their dead using the James Bond trick through the torpedo hatch
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Old 07-03-07, 05:25 AM   #15
IrischKapitan
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Anyone seen the film U-571??
The shot a dead body out of the bow tube, and it floated to the surface, pursueing DD thought they were dead.
Maybe thats what you can do......
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