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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Mar 2006
Posts: 35
Downloads: 0
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Anyone have their crew nod off at their stations for no discernable reason? I'm using TM and spend a lot of time between 1x and 32x TC. I'll be stalking a convoy and all of a sudden I've lost all way and the sonar that was active minutes ago is silent. Go to F7 and the crew on watch are sleeping. No battle stations beforehand, no heavy seas, nothing outside of normal cruising, just a bunch of sleeping crewmen.
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#3 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
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Many things contribute to a tired crew:
o Battle Stations active too long o Damage control active too long o Cruising on the surface in winds over 8 m/sec for extended periods. Note: if you have waves crashing against or over the bridge, give your crew a rest at PD for a few hours. If really tired you may need a day or two. At 15 m/sec or more, I just stay under and only come up for recharge every 30 hours or so. o Extended patrols without returning to base. o Failure of the captain to cycle more alert crew members into important positions when in enemy patrolled waters or in combat. o Failure of the captain to purchase better qualified crew and cycle out dead beats at base. o Failure to realize your first crew is green and will not always perform 100%. It takes nearly the whole war before you get a crew that has full capability. Summary: In the early war you are leveraging your green crew and dud torpedoes against an inexperienced IJN and a target rich free-for-all in some areas. Also working against you is the weather and the vast distances. You have to be very aggressive so you can expend your torps and return to base before your crew tires out. You also need those sinking renouns to get better crew and equipment to compete against the better crew and equipment being given the enemy by the game as the war progresses. Later in the war you have very good crew and equipment with many refuel/weapon-load bases but the target densitiy drops dramatically forcing longer patrols (which your crew can now handle because you've carefully built them up.) The destroyers and aircraft are on average more leathal by this time. -Pv- |
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#4 |
Seaman
![]() Join Date: Mar 2006
Posts: 35
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Nothing is happening (except cruising underwater) and battle stations are secured. I've had this happen to me on the surface in dead calm seas.
Having been part of a ship's company myself I find these excuses for the crew nodding off to be bogus as far as a similation goes (unless they're bugs). Once at your station for whatever reason, drill or non-drill (did a lot of boardings), the crew remained at their stations, and afterwards resumed the regular watch bill. If you were at your station for the 4 hours prior to your watch coming up and stations were secured just as your turn at the helm or the charts started, oh well. Nobody nodded off for any reason, unless incapacitated by seasickness, in which case the rest of us would have even more to do. And as I have read, the generations before me were expected to perform with even less rest and relaxation between watches. Reading 2 Years Before the Mast made my life at sea seem like a pleasure cruise. So if the whole watch can nod off at a moments notice because the game allows for it,for whatever reason, then that's where the simulation ends. But I expect there's a bug in the case I've described. |
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#5 |
Ensign
![]() Join Date: Mar 2007
Posts: 228
Downloads: 3
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I get this to (also using TM) not sure why it does it, your starting crew is much greener but yeah, there is something fishy about it. Hitting battlestations and securing it seems to wake the dirtbags up.
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#6 |
Seaman
![]() Join Date: Mar 2006
Posts: 35
Downloads: 0
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Aye Seadogs, perhaps they need a taste of the lash across their mutinous hides to snap them out of their sleepiness.
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