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Old 09-17-11, 09:50 AM   #16
VONHARRIS
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Mine are as follows:
Simulate realistic crew transfers
Set number of days in base to 30
Use real ship names in patrol logs
Randomise gramophone tracks
No fatigue
Set wave height : seasonal
Model effects : Mulfunction and saboatage
Randomise ship tonnage
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Old 09-17-11, 10:41 AM   #17
Hanzberger
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After a night of thinking I may switch back to the GWX 8hr fatigue model. Let's be honest, guys get tired and it adds a little to the game. Also as they gain experience they seem to get less fatigued as easy. If you have no fatigue then you have men just going along for the ride. I am not as experienced as you men but I think that is just silly. I think it adds to the drama a bit when out on patrol that the fatigue may play a part in your decision making. Now I am only riding around in a Type II so my patrols only last a week and this may be a factor for those of you out for longer periods of time. Maybe because my other favorite game is AE I don't mind the micro managing. But what good is your stern and bow quarters? What good is your extra men? Also, they there is no need for a medic on board. am up to two now, one officer and one petty. That and the experience they are gaining seems to really help.
Now for something slightly different. Realistically, what are the load times for flak and deck guns? This may vary due to type but I am sure one of you knowledgable mates knows the answer.
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Old 09-17-11, 11:25 AM   #18
Sailor Steve
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Yeah, I waver back and forth. On the one hand I get really annoyed when a storm hits and they have to be replaced every two hours. That's twelve times per game day. On the other hand it just feels wrong to me ignoring them all the time.

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Originally Posted by Hanzberger View Post
Realistically, what are the load times for flak and deck guns? This may vary due to type but I am sure one of you knowledgable mates knows the answer.
I use Commander to set my guns for 10 seconds for the 8.8cm and 12 seconds for the 10.5cm gun. They could be reloaded a lot faster, but aiming even in a calm sea takes time. I also use the 'Seasonal' setting for the wave height, and if I see the water wash over the deck then I stop shooting altogether. It's too bad the game doesn't account for that, but it doesn't.
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Old 09-17-11, 05:18 PM   #19
Hanzberger
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I like your thinking there Steve. We have to remember that this is just a game and fatigue should play a part in that. After all, what else is there to do in a storm. Thanks for your gun input. I have a Type II so no deck gun.

How realistic are the crew transfers? I normally have them on but so far for this campaign I have them off. It seems I was losing 2 guys every turn. Again, type II already has a small crew so the % is higher if you think about it as far as turnover.

I too, set my wave height to seasonal.

What about time in port? Again I have changed this to 7 days. My type II is only out for about a week at a time. Does anyone know how this went in real life. I can't see giving my crew a month off in a time of war.
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Old 09-17-11, 11:12 PM   #20
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Quote:
Originally Posted by Hanzberger View Post
How realistic are the crew transfers? I normally have them on but so far for this campaign I have them off. It seems I was losing 2 guys every turn. Again, type II already has a small crew so the % is higher if you think about it as far as turnover.
Actually the transfers are a little on the light side. The US navy transferred roughly 1/3 of the crew after every patrol, so experienced men could take their experience to the newer boats and greenies could come aboard to learn from the old salts. I don't know how the Kriegsmarine handled it, but I'll bet it was similar.
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