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#1 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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I've tested this in career mode, and so far it works fine. I don't see why there'd be any problems with crew layout, as each class of boat uses its own unique crew config file. |
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#2 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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One more for the road (Tambor Class) before I start a weekend full of work:
![]() ![]() All the fleet boats will pretty much look like this, as you can probably tell by comparing this shot with the Gato one above. I wanted to add in an extra three slots in each torpedo room, but the game would have none of that. ![]() Hopefully I'll have this all wrapped up by mid-week next week. |
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#3 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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I'm just about done finishing up this mod. 1942 Gato:
![]() Among the improvements to come with this mod: -CPOs now have the Command speciality -Proper CPO distribution -Variable Electrical speciality ratings for the seamen, to simulate the improving radar technology -Crewmen with previous patrol experience -Overall lack of crew experience for the S-boats (including Watch Officer Ensigns) Hopefully, I'll have all this wrapped up by sometime tomorrow. This has taken a lot of tweaking and scribbling of notes, but we're almost home. ![]() |
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#4 |
Samurai Navy
![]() Join Date: Jun 2003
Location: Portland, OR
Posts: 554
Downloads: 14
Uploads: 0
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If you do find a way to get extra people in the torpedo rooms, that'd be GREAT. 4, somehow...doesn't seem right.
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The 4 are the watch, at battle stations that's all 3 watches, right? (12)
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#6 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#7 |
Loader
![]() Join Date: Mar 2005
Location: United States
Posts: 82
Downloads: 0
Uploads: 0
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thanks again for doing this. I have done a little of this just at the beginning of the patrol, and it does help the realism factor alot. Now my stations aren't all "full green" every shift because some crewman just aren't experienced enough yet. Forces you to make decisions, such as "should I go to battlestations to increase my chances of detecting a contact I know is out there?"
One question I have on crew management, however. How should we handle promotions? For example, if one of my CPOs gets promoted, should I transfer him off the boat, or transfer one of my older officers? Just wondering, because I don't want an eventual mix of all petty officers are something. |
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#8 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
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Quote:
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#9 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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BTW, for CPO distribution, I found a nice document online that listed the commissioning crew for the USS Cod in 1943. In it I found the following CPO distribution: -2 Machinist Mates -1 Motor Machinist Mate -1 Quartermaster -1 Electrician's Mate -1 Torpedoman's Mate And as such I've distributed them throughout the boat as seen in the picture above. I've fixed the problem of the torpedo CPO having the torpedman's qual, BTW. The only one I've left off is the Electrician's Mate, since from the job description it looks like he wouldn't really fit in anywhere in the compartments we have. For the S-boats I have only two Engine Room CPOs, due to the reduced amount of machinery on board (2 diesels and 2 electric motors, as opposed to the 4 and 4 of the fleet boats). |
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