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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Apr 2006
Posts: 12
Downloads: 0
Uploads: 0
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I cant find answers to this anywhere, so I thought you guys would know....
Sorry if these might seem like daft or minor things, but Id like to get the best from the game, and the manual isnt very detailed. (I play Vanilla with 1.4 patch.) Ranks. In the manual, it says theres x3 ranks, in 3 diff lvls (x3 seaman, x3 warrents, x3 officers), but on my boat (im on patrol 9 now) I only seem to have 2 levels of each crew. Basic and senoir seamen. Basic and senior warrant officers etc etc. Have the promotioons and ranks been simplified with 1.4 ? Or am I just missing something? Do they make any difference? Medals for crew. Very cool, but seem a bit pointless. Do they make any difference? Qualifications. I love these. I really like the long term ability to customise my crew. But, what is the point of officers having Gunner or flak skills when they cant even use the gun or flak ? I ask this, because I recruited an officer with flak ability as well as x2 other skills, and then realised the flak ability couldnt be used. Transfer. If I transfer (why I would want to?), do I take my crew with me? Thanks fellas. Bones. |
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#2 | |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
Uploads: 0
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When you man the deck gun or the flak gun, everyone else abandons the conning tower EXCEPT the officer you put there where he works as a "spotter" for the gunners. This is how his ability comes into play. Medals I believe make a difference in crew performance or endurance.
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#3 |
Gunner
![]() Join Date: Sep 2007
Location: New York City
Posts: 100
Downloads: 7
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Hi, Bones. As far as I know, there are 3 ranks for each group of seaman, petty officers, and officers.
Medals: They can improve the endurance and performance of your crew, for example faster reload times for your torpedoes, flak guns, and deck gun. Qualifications: Giving qualifications to your petty officers can increase the efficiency of the compartment in which the officer is specialized in (gunner, flak, torpedo, etc.) Qualifications are useful, so don't count them out. Transfer: Yes, your crew come along with you when you transfer to another U-boat or flotilla. Transfering to another flotilla can allow you to obtain a boat that isn't available in others. There was a community manual but it's no longer hosted. Here's the link to the thread with the download link. http://www.subsim.com/radioroom/showthread.php?t=130845 Hope this answers your questions. Good hunting. ![]()
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#4 |
Machinist's Mate
![]() Join Date: Nov 2007
Location: Canadian Coast
Posts: 123
Downloads: 28
Uploads: 0
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Qualifying your commissioned officers in deck gunnery or FlaK gunner substantially improves the performance of those weapons. The best solution, I find, is to qualify the Watch Officer with Gunnery and FlaK. I also like to ensure my Chief Engineer (Helmsman) is a qualified damage control specialist and machinist, and I like to get my Weapons Officer a damage control and torpedo qualification. The navigator generally gets a Watch or a Machinist course plus a medical course. Any extra officers aboard becomes a damage control/machinist/torpedo specialist to be shuffled around various compartments to boost their efficiency when needed.
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Winter Garden on the North Atlantic Currently: U128 (Type IXC), U180 (Type IXD2), U198 (Type IXD2) operating in the I.O. Previously: U48 (Type VIIB), U568 (Type VIIC) [Completed 1940-1945 career in Type VIIs, in the Atlantic] Running: SH3 v1.4b w/ GWX 2.1 |
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