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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Commodore
![]() Join Date: Sep 2002
Location: Way out there
Posts: 603
Downloads: 24
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I think I figured something out.
Damage control and the guns are not supposed to be filled up before a mission. That would explain why crewmen die when they are at the gun stations and the gun stations get blowed up during a mission. I think youre supposed to leave those areas blank and then use the crew to fill those spaces whenever you need them. I guess that's it. I dunno. I'm starting to get annoyed with this game. But it's all I play so.... I guess it only matters in how much realism you want out of the game. I guess. this is crazy! |
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#17 |
Chief
![]() Join Date: Jul 2006
Location: Utah
Posts: 314
Downloads: 120
Uploads: 0
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i've come to the same conclusion but in doing this you have to drag them to the gun station everytime you want to man it, the same thing they tried to get rid of by implementing the watch system
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#18 | ||
Chief
![]() Join Date: Jul 2006
Location: Utah
Posts: 314
Downloads: 120
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#19 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
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Simply put, a compartment will be more effective if you place a crew member in a slot he has skills in, with leadership people in the 1st slot. Experiment a bit and you will see the green bar go up and down as you move people around. Get the bars as high as you reasonably can. You can hover the mouse over the compartment bar to get an exact status reading in percent.
When you get back to port, people who gained experience in their positions they have capability and training in will get a skill boost and/or are elegible for promotions. Your next mission will have a much better crew. If you just randomly assign people to positions, you will not have as effective a crew or get rewarded as welll when you get back to base. To expand a bit further... Better Control Room crew will answer the helm command faster and be more accurate with the heading and depth keeping. Sensor crew will detect contacts further away and give better bearing and range estimates. Of course, torpedo crew will load faster. Engine room crew effectiveness results in faster response to commands, quicker acceleration, and will keep the engines running under stress and combat. It also takes fewer crew to keep the engines running and do so quieter. Should you need to move one or two to damage control or to fill in for another dead crew, a partial crew will still be effective. At the begining a lot of people complain about ineffective crew and damage not getting repaied fast enough etc. This is because your crews are relatively GREEN and need time and experience. A lot of people give up and rely on cheats to boost the crew so at the end of the tour, you have invincible supermen. I propose if you are patient, keep your risk manageable in your 1st mission or two and work the sim to build your crew, you will have a very satisfying experience as you see the results of the effort and attention to detail. As the manual mentions, like a good commander, you learned your crew's capability and weakness and made the most of what you got, protecting them from harm, sinking ships, and polishing them into a strong fighting machine. This worked in SH3 and will work here too. I suspect the underlying code is largely intact in this respect. Remember, in 1941 sub crews went to war having never sunk and enemy ship. They had to learn everything by trial in fire. -Pv- |
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#20 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
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The manual says nothing about assigning crew to anywhere. It says nothing about recruiting other guys for empty slots.
How do you do that? Also, in the torpedo section it appears the tubes and slots are full, but on my game all the base slots show zero torpedos. That is the section on the left of the screen. I thought the crew and torpedo load out were defaulted in a new campaign start?:hmm: |
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#21 |
Sailor man
![]() Join Date: Mar 2007
Location: Singapore
Posts: 46
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I don't really get Ubisoft in giving away a manual that really doesn't explain much. Not to mention a tutorial they gives no hint of shortcut keys, how to use them and effectively no explanation of the game in general. You start the tutorial with some assumptions of your capabilities. I am thinking tutorial actually stands for practice runs.
Anyway, crew wise, I guess the Damage Control team is when you are slinking away deep down under, you get them off General Quarters and assigned some people specifically to get critical stuff repaired. This situation is like Das Boote where the senior officers including the Captain himself chipped in to repair the batteries.
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#22 | |
Mate
![]() Join Date: Mar 2005
Posts: 57
Downloads: 255
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Better to order the crew to battle stations if under attack ... |
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#23 |
Ace of the deep .
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SH4 game manual made by the people who play it and available as a sticky would solve a lot of problems .
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#24 |
Frogman
![]() Join Date: Mar 2007
Location: six feet under
Posts: 301
Downloads: 21
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I agree with Floyd, crewmen assigned to the guns and the DC are not always there,
you see them in the slots but they are performing maintenence or sleeping unless you actually click the Battlestations or man the guns buttons. When they are not in use we must assume they are in the "absent crews quarters" or performing maint at their stations. You know they are on duty when the DC or guns box is highlighted, just like the watch highlights when they are on duty. On my first patrol I dident add any crew and had to fill the gun stations with men from other compartments, I chose torpedo crewmen with gunnery skill and took them from the aft torpedo compartment since I don't use it much, then after some damage from an air attack I had to pull men from "off watch" compartments to do the DC, by the time the damage was repaired I had a mess trying to get wounded and fatigued men into off duty compartments without leaving my self short for the current duty watch. because of injuries I had crewmen with the wrong skills working a duty watch, what a mess. By the time I got back to Pearl I had lost 1 man. On my second patrol I filled every available slot, this way I have dedicated crew for DC and don't have to pull them from other compartments. The only problem with this is the only way to manage wounded crewmen is to swap them out with someone from an off duty watch, which is ok if you keep track of them, if the wath cycles around to them before they heal you have to swap them out again. On my next patrol Im going to dismiss a few men and leave a few slots open on the DC, since the DC only functions when you tell it to I can put wounded men there. Wounded men either sleep or perform maintenence no matter where they are but at least in the DC you won't have them accidentally going on active watch and screwing your compartments efficency. If SH4 had a dedicated crew quarters or sickbay we would have a place to put wounded and fatigued crew to keep them from cycling on duty. Crew management is almost my favorite part of the game, the dev's need to tweak it and maybe add a crew quarters for better managment, the current problems and lack of actual knowledge of how it all works is almost a game killer for me. I like the rotating watches but sure miss the cew quarters and the medic. Just my 2c
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#25 | |
Watch Officer
![]() Join Date: Aug 2006
Location: Abu Dhabi
Posts: 338
Downloads: 46
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Some men are born great, some achieve greatness, and some will always be total gits. |
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#26 | ||
Frogman
![]() Join Date: Mar 2007
Location: six feet under
Posts: 301
Downloads: 21
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#27 |
Navy Dude
![]() Join Date: Mar 2007
Posts: 175
Downloads: 2
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i was thinking something like that too. some place where they wont do anything but get healthy.
and...in 1.1..noone has the special abilties anymore like the faster torpedo load or reduce broken chance, increase fanatical chance. or whatever others there were. anyone else notice this? and all my ensigns of which i have like 10+ to recruit all but 2 are specialized in sensors the other two always in engines. whats up with that? |
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#28 | |
Chief
![]() Join Date: Apr 2004
Location: Western NC
Posts: 325
Downloads: 0
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Retired US Army Paratrooper Virtual Sub Skipper |
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