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#1 |
Seaman
![]() Join Date: Jul 2007
Location: Romania
Posts: 38
Downloads: 11
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Hello, sh3+gwx3 here, i am playing with the GWX mod fatigue model and i like it.
But when it comes to make my own crew i am so lost. And crew is very important no? All you need is good men? ![]() How should my crew be like? I am on a type II U-boat right now, and i'm thinking to get two officers with spotting to replace one with another and some machinists.. and everything gets complicated. Did anyone find the perfect crew specialization mix?
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"-So, what's it like to be under water while overhead the enemy lies in wait? -It's dark. -Dark? -Yes, and very quiet. -As long as no one belches" |
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#2 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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I doubt that this exists.
You can use SH3CMDR to assign qualifications to your entire crew; Qualifications that are almost completely useless are helmsman and medic.
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Irish1958 ![]() |
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#3 |
SUBSIM Newsman
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There, I agree that these two professions, does not serve a great purpose
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Nothing in life is to be feard,it is only to be understood. Marie Curie ![]() |
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#4 |
Weps
![]() Join Date: Nov 2002
Location: Pacific NW, USA
Posts: 350
Downloads: 54
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HELMSMAN was never implemented in SH3. The qualification exists but is non-functional. GWX can not fix that. I consider my Navigator to be one of the 4 to 6 Chief Warrent Officers and he gets the Helmsman qualification assigned by default. THat way, I have only three true officers, which is historically accurate for type VII and IX boats. Pure eye candy.
MEDIC is useful on rare occasion. If you can move an injured man quickly enough into the compartment with the Medic (by default, the forward crew quarters), he can sometimes be saved. Managed to save my highly decorated bridge officer once that way. However, in my experience, the men with several medals and patrols are the ones who get killed while the newer sailors around them are the ones who get wounded. Some type IXC and IXD2 boats carried a doctor for long-distance trips, so you could always add a medical officer to your crew when you drive a bigger boat. These sea-going doctors were removed towards the end of the war as too many died with their boats and medical skills were desperately needed ashore.
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Raptor |
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#5 |
Chief
![]() Join Date: Feb 2011
Location: In the past...
Posts: 321
Downloads: 89
Uploads: 1
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I play almost exclusively with type II. I recommend having four machinist chiefs (two on-watch, two in quarters), one watchman chief (in the bridge), one torpedo chief (in the engine room), one flak chief (in the aft quarters with the machinists), two radio chiefs (one in sonar, one in forward quarters), then flesh out the watch sections with seamen (should have a full loadout of seamen and chiefs) for the officers, i recommend weapons officer to be torpedo qualified, kept in aft quarters until needed for attack or crew change for fatigue, and watch officer to be flak qualified.
to refresh the crew, i go to 25m, swap everyone out, time compress 32x until everyone is recharged at least 3/4, then i pop back up and carry on. edit: I don't worry about repair specialties yet because i've never been successfully attacked! dive early, dive often.
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God is a comedian playing to an audience too afraid to laugh. -Voltaire |
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#6 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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#7 | |
Chief of the Boat
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#8 |
Seaman
![]() Join Date: May 2011
Posts: 33
Downloads: 3
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I prefer to give the officer two qualifications, then start giving the chiefs qualifications.
The one with the highest rank gets Torpedo and Repair, Then I have a Machinist/Torpedo, Watchman/Medic, Watchman/Gunner, and Helmsman/Repair, or something close to that I always wait til I'm about to start a patrol to apply a qualification, seeing as my qualified crewman have a habit of transferring, dying in bar fights, or being killed by partisans (with SH3 Commander). With Torpedo, Machinist, Gunner, Watchman, and Repair being covered by officers and then have one chief with machinist, I usually make sure I have at least two radiomen. After that I usually just apply torpedo or machinist qualifications, maybe a flak gunner with the IXB/C/D A high ranking officer with torpedo only requires 4 or 5 crewman to fill the torpedo bar, granted two of them are chiefs with torpedo qualifications (In the Type VII). Watchamn/Gunner will have the deckgun and flak bar filled just using regular crewman to man them (in the Type VII). |
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#9 |
Chief of the Boat
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Get further on in the war and the odd one will be beamed aboard an alien spaceship where medical experiments will be performed on them
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#10 | |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
Downloads: 279
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![]() On a serious note shipmates, something has just crossed my mind. Why is there no qualification as sound/hydro operator ? Or is this covered by radio? Best regards. Fubar2Niner |
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#11 |
Ace of the Deep
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It is. 2 qualified radiomen maxxes out the green bar.
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In the month of July of the year 1348, between the feasts of St. Benedict and of St. Swithin, a strange thing came upon England... My U297 build thread |
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#12 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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#13 |
Chief of the Boat
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I asked this of a certain ubi developer of the game whilst in the States and the response was "There is radioman covering both areas" ....which makes sense in a way because once you have a radio qualification and a leading seaman (or two PO's if you like) the bar is maxed out.
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#14 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
Downloads: 279
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@Jim & Osmium Steele
Makes sense now shipmates, hopefully my SO will now become a little more co-op ![]() ![]() Best regards. Fubar2Niner |
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#15 | |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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![]() I know, I had a blind date with one when I was in college. ![]()
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Irish1958 ![]() |
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