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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Okay, well, since this whole issue of not enough guys on the boat is a popular complaint - let's run our own little investigation, shall we?
My understanding that a norm for a Type VII boat was 45 men (ranging between 42 and 50 or so, depending on boat, year of war, and so forth). Who were these men, and where were they during surface running, submerged cruising, and on battle stations? What were they doing there? It would be great to come up with a diagram of the boat to help us along. Here is how things currently stand (each red oval thingy represents a man, 27 in total at present), at least on surface cruising stations. ![]() (used this diagram: http://www.mikekemble.com/ww2/images/typeVIIC.jpg) Who can help fill in the blanks? |
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#2 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
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I guess I'll bite
okay. from your diagram I notice two things right off the bat. a. where's the rest of the watch crew? b. the forward bunks in the torpedo room are empty. but that's because of the torpedoes, even on the surface the bunks are folded up so the torpedoes can be loaded. but here's my theory. if memory serves me right, the U-boats had a two-watch system. that would split the boat in half while some crew rested, the other would be on watch. I'm not sure how the watch rotation was set up, (I know for Fleet boats, it was 8 hours sleep, 8 hours maintenance or what have you, and 8 hours on watch) so I'm guessing the dev's set it up so it looks like only the crew on active watch was visible, I'm not sure how 40 men would impact performance, but, I can't blame them for their decision.
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#3 |
Lieutenant
![]() Join Date: Mar 2007
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Great reference for a modeling project, thanks a lot.
![]() Regards, Rich |
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#4 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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Some notes I've made on U-boat crew compositions:
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#5 |
Stowaway
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How about an inactive crewman in a bunk. It only needs a sleeping head and a blanket.....not much fps deduction in that.
Then fill up the bunks with "sleepers" |
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#6 |
XO
![]() Join Date: Aug 2005
Posts: 418
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yeh that gowd damn diagram looks so unrealistic
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#7 |
Seaman
![]() Join Date: May 2008
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Hi,
the biggest factor for the small crew-size in SH5: The bow-torpedo-room was the living space for many men. It had 12 bunks, which were "folded out" most of the time... (Only folded up when loading torpedoes). It was cramped and full, as described and photographed by LG Buchheim. There were "rotating" watches, so there were always many men in there... In the game, however, the bunks are folded up all the time, and there are only three people in the room. To make it more realistic, the bunks should be folded down most of the time with 10-12 people in the room... Maybe when you rig for "battlestations", it could be like it currently is, with folded-up bunks and people ready to load the torpedoes... Pictures of a scale-model (first I could find online): http://www.u-boot-modell.de/modellba...ter_oben_g.jpg With spare-torpedoes: http://www.u-boot-modell.de/modellba...ter_vorn_g.jpg After spare-torpedoes were used: http://www.u-boot-modell.de/modellba...aet_vorn_g.jpg (Notice how the floor is a lot higher up with spare-torpedoes in place...) All the best to you ![]() |
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#8 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
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i just think all the crew will kill FPS.
remember the game already recommends a 512 card...so..they want it to be accessible
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#9 |
Navy Seal
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Personally, I don't believe the crew will make much if any real FPS difference for most people. It's good to have a mod option, but I'm willing to wager the impact of this will actually be almost unnoticable for most people with solid video cards.
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#10 |
Navy Seal
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Also, one more thing I'd draw attention to - if you look closely, you will discover that the game in fact renders only the compartment you're in + ones immediately adjacent. It does hide the others quite cleverly to save graphics processing power.
So again, I really don't believe that the extra crew will be a major issue for performance. |
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#11 |
Commodore
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Going forward on my crew mod, I'd like the crew to perform their proper roles during the various states - surfaced and submerged cruising, surfaced and submerged battle stations. I believe 1WO should be on the UZO in surface battle stations and manning the TDC for submerged. The Engine rooms crews should behave differently when surfaced and submerged. At this time, I'm not concerned with watches and how many crew members there are.
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#12 |
Navy Seal
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I thought the scripts already made allowance for crew positions in different states, at least for surfaced/submerged/battle stations? Have you found this in the scripts?
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#13 |
Commodore
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The abiltiy is there, but it's not currently being used. They just stay in the same places doing the same things regardless. I'd like to change that but I need information on where each crewman should be and what they should be doing in each state.
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#14 |
Helmsman
![]() Join Date: Apr 2005
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I dug around some files and from what I've seen, I believe that for each new crewman a waypoint has to be placed in the corresponding *.gr2 file.
I don't know if this can be accomplished with the goblin editor, or if you need 3DSMax. On the other hand, I may be completely wrong ![]() |
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#15 | |
Commodore
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Initial tests are not promising. Wp:IsCrewState(B_STATIONS) isn't triggering anything. I wonder if that flag is not currently functional. ![]()
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