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#1 |
Loader
![]() Join Date: Apr 2011
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Hey guys. I have a few questions, if you have several minutes to spare for a newb.
1. According to the manual, the medals you can award to your crew have effects, but it neglects to mention what they are. What do they do, exactly? How about the medals you can recieve yourself? Do badges do anything? 2. Fatigue affects efficiency it seems. What does morale do? What causes it to increase and decrease? And "Resilience"? The manual mentions health, but I don't remember resilience. 3. What exactly does the experience bar do? What does the game track to determine jow much a crewman gets? 4. The electric torpedo available at the beginning of the war is described as unreliable. Is it so bad that I shouldn't bother with it? It's also described as improving after Operation Weserubung. Is that modeled in the game, so that it's better around May 1940? 5. Does having a better radioman, perhaps even possessing the "radioman" qualification, have any effect before radar and radar detectors (I assume he runs the detectors, too) are installed? Perhaps you can miss messages or something if he's bad at his job. 6. There's a little cutout in the bottom center of the target bearing dial in the TDC with little two-digit numbers in it. The left number is red and the right is green, but they don't seem to go in any order as it turns. What the heck is that thing? 7. Underneath the Fore Reserves are "Extra Reserves". What's different about them? 8. Somebody tell me where the "win" button is. I can't seem to find it. ![]() Last edited by thebigJ_A; 04-14-11 at 02:04 AM. |
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#2 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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4. Electrics (TII) work just fine & in fact are preferred for attacking capital warships, as they won't see the wake left by a TI. Both TI and TII torps can carry either impact or magnetic/impact pistols. The magnetic/impact pistol can be unreliable in rough weather, but given the better bang it produces, it's an OK trade-off, IMO. 5. Giving the "sparky" qualification to two petty officers and putting them both in the radio/hydrophone room will increase your hydrophone man's efficiency (the green bar at top of compartment). It does not affect the radioman's work. The "sparky" qualification does NOT work for officers, so don't bother. (and, you didn't ask, but NO qualification works for sailors). 7. No difference. 8. Heh. Good hunting.
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#3 | |
Seasoned Skipper
![]() Join Date: Jan 2011
Location: Groningen, The Netherlands
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![]() But I also have some answers. 1. I noticed that some medals (the one I'm sure about is the Iron Cross second class) improve your crews resilience. The medals you get yourself are for fun only, they don't have any effect ingame. 2. Morale, I got no idea about, and always wondered this myself. Resilience affects how soon a crew member get's tired. I know that much ![]() 3. I'm wondering about this one too. But it feels like crew members all get the same experience per patrol. So my guess is the game just bases experience on the amount of patrols the crew member has under his belt. Not sure though. 4. They do tend to be a bit more unreliable but not so much that half of them won't go off or anything. I use them from the start of the war, but they do get more reliable later on (I read somewhere here on the forum that this is scripted in the game) 5. No idea about this one. But I'm pretty sure you wont miss any messages or anything. He might be less accurate at detecting targets or he might not be able to pick them up from long range, but again I'm not sure. 6. Not the slightest idea. 7. nothing Hope this helps a little bit..
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#4 |
Seasoned Skipper
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#4: Yes, they do seem a bit less reliable. However, early on in the war, neither are exactly pristine. Depth-keeping issues are not modeled in the game, as far as I know.
#7: In real life, the "Fore" reserves were located under the floorboards. The "Extra" reserves were suspended from the torpedo room ceiling. In effect, it was easier to use the extras first; it seems GWX models this and uses them before any others.
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#5 | ||||||||
Sea Lord
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Since magnetics are tricky to use in rough weather anyway (ship may buck in the waves and rise over the torpedo), it's best to go for impact in rough weather. If you can fire at ranges under 1000m you are unlikely to have predetonation problems. I don't know if the TII influence fuse ever changes during the war, but the TIII comes along and is said to be more reliable. I carry electrics exclusively except for those stored in the outside storage compartments, which, historically, had to be steamers. Late in the war it may be necessary to resort to the long-range capabilities of steam torpedoes in order to survive the attack. Quote:
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#6 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
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#7 |
Silent Hunter
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6: Since the dial shows you the angles 0 to 180 to both sides it is difficult to read the exact degree. The cut out window shows the first digit of the degree the dials is set to. The side-color determines which number is valid. As 183 port (3 degrees beyond aft) is equivalent to 177 starboard. They are shown together because they are complementing to 10. But for some reason it jumps around a little as you set the needle.
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#8 | ||
Loader
![]() Join Date: Apr 2011
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Thanks for the answers, everyone. I guess the only one that hasn't been answered is the first part of #2, "What does morale do? What causes it to increase and decrease?" Is that just a mystery to everyone?
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![]() That actually made me think of something else, in the fatigue model options in commander, there's standard, no fatigue, Rub, Rub 1xTC, and GWX 8-hour. I've been using the GWX 8-hour one since I'm playing with GWX, but what do the two "Rub" ones do? |
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#9 | |
Grey Wolf
![]() Join Date: Feb 2006
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The depth-keeping is perfect, despite what the game "says". If fitted with magnetic/impacts, they don't blow up prematurely any more than the TIs do. The propulsion method has nothing to do with the detonation method. If you are worried about premature detonations, then don't use the magnetic/impact pistol. It has nothing to do with your choice of propulsion. I use pretty much nothing but electrics early in the war. I keep one steamer on hand for speedy snapshots from behind a target, but otherwise we run electric on my boat.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#10 | |
Lucky Sailor
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