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Old 10-25-06, 02:33 AM   #1
TarJak
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Quote:
Originally Posted by P_Funk
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference. You can always switch off fatigue anyway. Who wants to make sure that everyone gets their beauty sleep?

The shift patterns on the subs were such that you would have at least some crew doing maintenance of some sort whilst their bunkmates slept/relaxed. They only had enough room to sleep some of the crew at a time and when one shift knowcked off they woke their bunkmates up and took their places. Nuthing like a nice warm bunk to crall into on a cold night.

Last edited by TarJak; 10-25-06 at 02:36 AM.
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Old 10-25-06, 03:19 AM   #2
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Using NYGM the defaut crew is small enough so that you can only use quarters. If I run with a third watch crew, than I leave my torpedo guys in the inactive engine room since it's neutral.

For GW I've been trying out a smaller crew as well and it seems to work ok.
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Old 10-25-06, 03:25 AM   #3
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Quote:
Originally Posted by TarJak
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference. You can always switch off fatigue anyway. Who wants to make sure that everyone gets their beauty sleep?
I believe grey wolves has a different fatigue model for the crew, using up more energy in the torp rooms than the stock version. The problem is (at least on my computer) is the watch crew is moved to the fore torpedo room when the sub dives, so I move them to the diesel engines. I figure they need some maintainance while the electric motors are running.

Hey TarJak, your location says the Garden Island. Are you from Kauai? I used to live there. You can PM me if you want.
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Old 10-25-06, 04:13 AM   #4
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Quote:
Originally Posted by TarJak
Quote:
Originally Posted by P_Funk
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference.
If I recall correctly the engine room which is active is the only one which drains energy. The unused one might not regenerate energy but I'm pretty sure it doesn't drain it either.
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Old 10-25-06, 06:03 AM   #5
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Nice Topic. Normally i have around 46/48 crewmembers for an 7C and i always stored some crew in the torpedoroom when submerged. But after an long attack they where out of fatique. But does it really matter if you put them in the diesel room?

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Old 10-25-06, 11:05 AM   #6
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Overboard.
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Old 10-25-06, 11:49 AM   #7
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Well I have "No Fatigue" set, so in that situation, I like to keep some ready for Damage Repair, but other than that I think it's important to spread them out throughout the boat to help with repair. If you have major flooding in the stern torpedo compartment and you have most of your crew up front, then I think your boat will have trouble leveling out, which isn't good in shallow waters.
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Old 10-25-06, 11:52 AM   #8
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Old 10-25-06, 02:37 PM   #9
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Throw'em overboard before you dive. :rotfl:
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Old 10-29-06, 06:16 PM   #10
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Quote:
Originally Posted by P_Funk
Quote:
Originally Posted by TarJak
Quote:
Originally Posted by P_Funk
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference.
If I recall correctly the engine room which is active is the only one which drains energy. The unused one might not regenerate energy but I'm pretty sure it doesn't drain it either.
I can absolutely confirm that having crew in the "inactive" engine space (i.e. diesel when submerged or electric when surfaced) does NOT drain fatigue. I use it to rotate fatigued crew through the actual bunk spaces where they remove fatigue. Putting them in the inactive engine area is a 'fatigue neutral' space.

Oh, and the torpedo rooms are the WORST for fatigue....game must figure anyone in there is wrestling with torps. That's why I NEVER leave them there after diving (as has been pointed out, the watch crew will go to the forward torp room upon diving).

I figured everyone used the inactive engine space 'trick', but wondered if there were 'better' options I'd not figured out.
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Old 10-30-06, 12:14 AM   #11
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Could it be that there's a difference between mods?

I have a friend on another site who says that SH3 with Gray Wolves is his favorite game. He claims 50 patrols (and yes, I know he could be lying!). But he says the place to put the excess crew is in the forward or stern torpedo rooms. It's his assertion that excess crew put in these areas never suffer fatigue, unless the boat is in the proximity of the enemy.


Tomorrow, I'm going to start a patrol, using GW and the 8-hour fatigue model. I'll test it. If it doesn't work, I'll try the inactive engine space.
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Old 10-30-06, 01:42 AM   #12
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The thing that bugs me in terms of how the compartments are laid out is that the strict division between sleeping quarters and torpedo rooms is not at all realistic. The fact is that bunks were in the torpedo room. Crew that manned the torpedoes also slept there. So not only is it ridiculous that you have to micromanage the changing of shifts but also you have to manage crew compartment assignments in a way that didn't even exist. Such a pain.

You know we've been seeing all these great SH4 screens of water and ships and subs but the screen that would really make me wet my pants with glee would be a pic of the new crew management screen.
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Old 10-30-06, 06:44 PM   #13
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Quote:
Originally Posted by P_Funk
The thing that bugs me in terms of how the compartments are laid out is that the strict division between sleeping quarters and torpedo rooms is not at all realistic. The fact is that bunks were in the torpedo room. Crew that manned the torpedoes also slept there. So not only is it ridiculous that you have to micromanage the changing of shifts but also you have to manage crew compartment assignments in a way that didn't even exist. Such a pain.

You know we've been seeing all these great SH4 screens of water and ships and subs but the screen that would really make me wet my pants with glee would be a pic of the new crew management screen.
I'll go along with that sentiment entirely!!! Might pass on the 'wet pants' part of it, however.....:rotfl:

It amazes me that SHIII has so clearly got the crew management wrong in that it's the one thing you spend far more time on than any other. Really have to wonder just how much they played it if it wasn't apparent this was a major problem.....

One thing which would be REALLY good is if you could have a 'standing orders' book to establish routines....i.e. dive to 30m every 4 hours and run at slow speed for 15 mins to do sound checks.....which would run 'in the background' even in time compression. THAT would be great. As it is, I don't do soundchecks much as it's a pain changing the crew around (although I often spend large chunks of time submerged when there is heavy fog at night....just not worth having something appear out of the mist at close range).

Crew management needs to be fixed once and for all in SHIV. It's a great innovation to HAVE a crew to manage, and awards and such, but it screws things royally if it's not done properly.

Last edited by Steeltrap; 10-30-06 at 09:13 PM.
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Old 10-30-06, 07:10 PM   #14
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Hylander, this isn't B17 you know. You can just chuck the crew out. LOL

Seeing I never played SHI and II, what was crew management like in them? Better, worse of the same as SHIII? If better, is there a way to setup SHIII to work the same way? But I also assume GWX will take care of that when it comes out.
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Old 10-30-06, 03:56 AM   #15
TarJak
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Quote:
Originally Posted by P_Funk
Quote:
Originally Posted by TarJak
Quote:
Originally Posted by P_Funk
The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.

However it seems strange that there isn't enough actual room for the declared maximum.
Engines drain at the same rate as repairs and torps so I don;t see that it makees any difference.
If I recall correctly the engine room which is active is the only one which drains energy. The unused one might not regenerate energy but I'm pretty sure it doesn't drain it either.
Quite right. I'm playing with no fatigue at the moment so It's not really an issue for me. I was thinking of the active engine room not the inactive.
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