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#1 |
Eternal Patrol
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I don't know, as I've never tried it, but I think the two are tied together. The question I have is why would you want to? I give Torpedo and Machinist skills, so they can be of some benefit where I think it counts. I'd rather have at least two POs with Radio skills.
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#2 |
Navy Seal
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I do not think so since the compartments are separate. I would give them the repair skill instead. You can never have too many guys with the repair skill.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#3 |
SUBSIM Newsman
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I agree with HW3,
Some rooms available are not officers of the radio service,but the repair is very important.
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Nothing in life is to be feard,it is only to be understood. Marie Curie ![]() |
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#4 |
Ocean Warrior
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I always give radioman skill to both sonar/radio operator, not sure it makes a difference, but I like to think it does.
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#5 |
Navy Seal
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I think it does so I do the same papa_smurf.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#6 |
Engineer
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I give at least two petty officers the radioman qualification, and rotate them in the radioroom (as they tire), filling the other position with an 'unqualified' crewman. I then give repair, machinist and/or topedo quals since I also feel they will do more good.
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#7 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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The green bar in the RA/SO room does not lengthen if you put a radio-qualified officer in the command room, so I suspect there's no effect.
In fact, since the helmsman qualification is just eye-candy, the qualifications of any of your officers in the control room seem to have no bearing on the boat's operations (i.e., a midshipman medic is just as effective a navigator or weapons officer as a senior lieutenant). As a result, I give officers qualifications only in Watch, Gunnery, Torp, Machine and Repair (every officer's second qualification is repair; I give my experienced lieutenants a third rating, too). By the way, its worth remembering that while officers can carry up to three qualifications, petty officers can only have one. If you give them more through SH3 Commander, only the top one "counts."
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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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#8 |
Grey Wolf
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I do the same, but when I go to battle stations I put both of my qual'd POs in the Radio/Sound shacks.
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#9 |
Samurai Navy
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Does it make a difference? I've never really noticed anything different from full efficiency with 2 trained petty officers to barely quarter trained with 2 seamen. Other than that the radioman picks better songs for the gramophone...
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#10 | |
Lieutenant
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Location: Abbotsford BC Canada
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#11 | |
Stowaway
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You can also use SH3 Commander to edit your crew. (On the window: #10 - Actions - Click here for available actions, then "Manage Your Crew") |
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#12 |
SUBSIM Newsman
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You can use SH3 Commander or,
when you are in the base time for the next mission,Pick out which of your PO or officers as you want to have Qualifications.
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Nothing in life is to be feard,it is only to be understood. Marie Curie ![]() |
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#13 |
Samurai Navy
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My two officers in the radio/sonar room have different qualification. First one have radioman qualification, second officer is a medic.
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#14 | |
Ocean Warrior
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Honestly, I mostly use qualifications to keep track of where crewmen are supposed to go ![]()
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#15 | |
Stowaway
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Thanks all. I'll test it out just to be sure, but I'll consider an alternative skill for the my final choice. (All other officers have three skills now.) |
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