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Old 01-17-11, 12:32 PM   #1
Gryffon300
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Default Malfunction

Maybe I didn't quite get it, but I notice that in the GWX3.0 sticky thread they emphatically advise that, "For SH3 Commander users:
PLEASE ENSURE that you run SH3 Commander WITHOUT the 'Sabotage and Malfunctions' option enabled."

Is this still the case? - I am running 'malfunctions' (but not sabotage - MY crew would never betray the Fatherland!), and it seems to be going fine. (On the previous cruise I had 'vaseline' all over my attack scope. And in this cruise, when I select 'ahead flank', Engine Telegraph and Speed drop to zero - it made chasing down a whale factory ship doing between 8 & 11 knots in bad weather, when I was only able to get from 6 - 10 knots out of the ol' girl on full, a real interesting exercise in patience and tactics. I LIKE it!

The reason I hadn't noted this before, is that I DL'd and installed GWX some weeks before I decided to DL SH3 (for the first time).
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Old 01-17-11, 12:43 PM   #2
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Quote:
Originally Posted by Gryffon300 View Post
Maybe I didn't quite get it, but I notice that in the GWX3.0 sticky thread they emphatically advise that, "For SH3 Commander users:
PLEASE ENSURE that you run SH3 Commander WITHOUT the 'Sabotage and Malfunctions' option enabled."

Is this still the case? - I am running 'malfunctions' (but not sabotage - MY crew would never betray the Fatherland!), and it seems to be going fine. (On the previous cruise I had 'vaseline' all over my attack scope. And in this cruise, when I select 'ahead flank', Engine Telegraph and Speed drop to zero - it made chasing down a whale factory ship doing between 8 & 11 knots in bad weather, when I was only able to get from 6 - 10 knots out of the ol' girl on full, a real interesting exercise in patience and tactics. I LIKE it!

The reason I hadn't noted this before, is that I DL'd and installed GWX some weeks before I decided to DL SH3 (for the first time).
I run Malfunctions with no problems, at least none that I've ever noticed. Sabotage (for me at least) is for the French ports, where the local dockworkers might be partisans.
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Old 01-18-11, 01:52 AM   #3
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Quote:
Originally Posted by Gryffon300 View Post
Maybe I didn't quite get it, but I notice that in the GWX3.0 sticky thread they emphatically advise that, "For SH3 Commander users:
PLEASE ENSURE that you run SH3 Commander WITHOUT the 'Sabotage and Malfunctions' option enabled."

Is this still the case? - I am running 'malfunctions' (but not sabotage - MY crew would never betray the Fatherland!), and it seems to be going fine. (On the previous cruise I had 'vaseline' all over my attack scope. And in this cruise, when I select 'ahead flank', Engine Telegraph and Speed drop to zero - it made chasing down a whale factory ship doing between 8 & 11 knots in bad weather, when I was only able to get from 6 - 10 knots out of the ol' girl on full, a real interesting exercise in patience and tactics. I LIKE it!

The reason I hadn't noted this before, is that I DL'd and installed GWX some weeks before I decided to DL SH3 (for the first time).
That message is old news, loooong superceded by the availablility of updated config files.
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Old 01-18-11, 07:43 AM   #4
Gryffon300
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Yes, JScones, I had assumed that that was the case (from the fun and quirky things that are now happening - latest is after a while had ded slow on run silent speed magically creeps up to 4 or 5 knots, thus making me detectable - if I survive this current pounding, I'm going to have the Chief Engineers hide for sloppy engine management!). Thanks a lot, you mad genius!!!

So, could I suggest that the GWX team edit the GWX installation instructions to remove the loooong outdated warning?
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Old 01-21-11, 09:41 AM   #5
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Default Crew Management SH3 vis-a-vis Commander

Hi, mates.
Just a further little tweak-type question for crew mangement.

I am happy with the better flexibility and options within 'Commander' (particularly for assigning multiple qualifications).

However, I am curious as to how people handle the new crew in a new profile, or new campaign. There are always 5 or 6 crew slots empty (1 officer, a few each pettys & sailors). Do you run first cruise with existing crew or use SH3's barracks (and spend some renown) to fill the empty slots? Or do you do it on later cruises. Is it possible/desirable to increase crew level from within Commander?

Thanks.
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Old 01-21-11, 09:46 AM   #6
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Quote:
Originally Posted by Gryffon300 View Post
Hi, mates.
Just a further little tweak-type question for crew mangement.

I am happy with the better flexibility and options within 'Commander' (particularly for assigning multiple qualifications).

However, I am curious as to how people handle the new crew in a new profile, or new campaign. There are always 5 or 6 crew slots empty (1 officer, a few each pettys & sailors). Do you run first cruise with existing crew or use SH3's barracks (and spend some renown) to fill the empty slots? Or do you do it on later cruises. Is it possible/desirable to increase crew level from within Commander?

Thanks.
I use to complete the slots in barracks, with - if it´s possible - "0" value crewmen. I don´t spend renown, and I have a complete crew. Ever I need fresh crewmen in torpedo rooms, for the recharge of fishes. With fatigue in torps rooms, the recharge is toooooo sloooowww.

Regards.

Fitzcarraldo
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Old 01-21-11, 10:05 AM   #7
frau kaleun
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Quote:
Originally Posted by Gryffon300 View Post
Hi, mates.
Just a further little tweak-type question for crew mangement.

I am happy with the better flexibility and options within 'Commander' (particularly for assigning multiple qualifications).

However, I am curious as to how people handle the new crew in a new profile, or new campaign. There are always 5 or 6 crew slots empty (1 officer, a few each pettys & sailors). Do you run first cruise with existing crew or use SH3's barracks (and spend some renown) to fill the empty slots? Or do you do it on later cruises. Is it possible/desirable to increase crew level from within Commander?

Thanks.
Since my first patrol is usually a short shakedown cruise, I run it with just the crew I got handed when I started the career.

After that I will add crew to fill out my roster as needed. Typically I add as many as the game will allow from the in-game "barracks" and unless I'm really in need of someone with a particular qualification (and there's a qualified officer or NCO available) I don't spend renown on adding crew. You can always get a cadet, junior PO, or Matrosengefreiter for 0 renown. Early on I figure I've got time for the n00bs to gain experience on my boat instead of paying extra for the experience they got elsewhere.

If you dismiss a crewman in Commander it will give you the option to replace him from within Commander as well, and IME it always costs some renown, but AFAIK there's no way to add extra crew except from the crew mgmt screen in the game.
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Old 01-21-11, 12:41 PM   #8
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I go straight to the Barracks Screen and fill all the slots. Always '0' level crew and officers. I never dismiss crew. If Commander removes one I replace him in the Barracks Screen, unless he's killed while ashore, in which case I roll a die to determine when it happened. It may be that it happened the night before we sailed, in which case all I know is that he missed ship's movement and we're one short.
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Old 01-21-11, 04:11 PM   #9
Gryffon300
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Fantastic, mates - pretty much the way I was begginning tio see things myself - just wanted to make sure I wasn't missing the bleedin' obvious (has been known to happen.)

BTW, Steve, glad your Tom Petty choice isn't, "Don't COme 'Round Here No More"!!
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