![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Loader
![]() Join Date: Jul 2012
Location: The Upper Left Edge
Posts: 81
Downloads: 77
Uploads: 0
|
![]()
Thanks raymond6751. I guess I won't have to post my last post!
|
![]() |
![]() |
![]() |
#2 |
Navy Seal
![]() |
![]()
I think best is to put in DC the guy with the little green wrench, when avalaible
![]()
__________________
|
![]() |
![]() |
![]() |
#3 |
Loader
![]() Join Date: Jul 2012
Location: The Upper Left Edge
Posts: 81
Downloads: 77
Uploads: 0
|
![]()
So. That's 2.5 votes for each option. Perhaps we should start a poll!
![]() |
![]() |
![]() |
![]() |
#4 |
Seaman
![]() Join Date: Apr 2013
Posts: 39
Downloads: 23
Uploads: 0
|
![]()
As I understand it, the master engineer needs to be in either the engine room or the control room for his special skills to work. I seem to remember his green wrench icon going dark if you put him on the DC team indicating that his skills are ineffective there. He's physically in the engine room, but from a functional standpoint you can think of him being on the DC team and in the engine room at the same time. You're getting 2 good CPOs while only using 1 crew slot.
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|