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Old 08-22-10, 05:09 AM   #1
papa_smurf
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I always give radioman skill to both sonar/radio operator, not sure it makes a difference, but I like to think it does.
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Old 08-22-10, 08:33 AM   #2
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I think it does so I do the same papa_smurf.
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Old 08-22-10, 09:17 AM   #3
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I give at least two petty officers the radioman qualification, and rotate them in the radioroom (as they tire), filling the other position with an 'unqualified' crewman. I then give repair, machinist and/or topedo quals since I also feel they will do more good.
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Old 08-22-10, 10:15 AM   #4
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The green bar in the RA/SO room does not lengthen if you put a radio-qualified officer in the command room, so I suspect there's no effect.

In fact, since the helmsman qualification is just eye-candy, the qualifications of any of your officers in the control room seem to have no bearing on the boat's operations (i.e., a midshipman medic is just as effective a navigator or weapons officer as a senior lieutenant).

As a result, I give officers qualifications only in Watch, Gunnery, Torp, Machine and Repair (every officer's second qualification is repair; I give my experienced lieutenants a third rating, too).

By the way, its worth remembering that while officers can carry up to three qualifications, petty officers can only have one. If you give them more through SH3 Commander, only the top one "counts."
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Old 08-22-10, 11:04 AM   #5
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I do not think so since the compartments are separate. I would give them the repair skill instead. You can never have too many guys with the repair skill.
Agreed.

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Originally Posted by papa_smurf View Post
I always give radioman skill to both sonar/radio operator, not sure it makes a difference, but I like to think it does.
Likewise.
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Old 08-22-10, 01:47 PM   #6
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Originally Posted by desirableroasted View Post
In fact, since the helmsman qualification is just eye-candy, the qualifications of any of your officers in the control room seem to have no bearing on the boat's operations (i.e., a midshipman medic is just as effective a navigator or weapons officer as a senior lieutenant).
Hi desirableroasted, do you know that for a fact? It's true I couldn't tell a difference so far, but I guessed i.e. better emergency dive times, or rudder operation...so the helmsman qualification is completely useless?

On the other hand, I think I read many times in this forum that a qualified sonar operator has a much better chance to find and report contacts...
But like the helmsman, it's difficult to tell for me, since unreported contacts will be simply not noticed by the player...
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Old 08-22-10, 02:03 PM   #7
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Hi desirableroasted, do you know that for a fact? It's true I couldn't tell a difference so far, but I guessed i.e. better emergency dive times, or rudder operation...so the helmsman qualification is completely useless?

On the other hand, I think I read many times in this forum that a qualified sonar operator has a much better chance to find and report contacts...
But like the helmsman, it's difficult to tell for me, since unreported contacts will be simply not noticed by the player...
What I can and will tell you definitively is that there will be absolutely no improvement on your emergency dive times, or rudder operation.
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Old 08-22-10, 04:17 PM   #8
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I don't bother having an officer with machinist skills, as I can fully operate the engines by having just one machinst PO and the rest seamen. Helmsman seems a completely useless qualification; who knows if it originally had a purpose but didn't make it into the final release version of the game? I also don't notice much difference from having the gunnery qualification, since I only use the gun to finish off cripples and even then I move in close enough that even a blind crewman could hit the target. The qualifications that I find useful are repair, torpedo and watch. I have two officers qualified with watch, as well as one PO for each watch; seamen fill the remaining slots. I also assign four PO's the radio qualification, simply because that has the most effect on the green bar above their compartment. I use "no fatigue" only on the first patrol, simply because I find that easiest for crew management. After the first patrol I use GWX 8 hour fatigue and assign all of my seamen qualifications for the compartments where I work them. I know seaman qualifications do not take in the game, but I use them as handy markers to make crew swapouts easy. I have two seamen for each vital slot: engines, watch and planesmen, the rest are assigned as torpedomen to help out the torpedo qualified PO's.
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Old 08-23-10, 07:01 AM   #9
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Hi desirableroasted, do you know that for a fact? It's true I couldn't tell a difference so far, but I guessed i.e. better emergency dive times, or rudder operation...so the helmsman qualification is completely useless?
Helmsman is completely without effect. I've read that several places here on the forum, but have also tested it several times. Dive times, time to full speed, time to full reverse speed, navigation, weapons officer efficiency, etc are not affected a whit.

In fact, you can run a perfectly good patrol with officers with NO qualifications whatsoever.
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Old 08-23-10, 10:19 AM   #10
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Helmsman is completely without effect. I've read that several places here on the forum, but have also tested it several times. Dive times, time to full speed, time to full reverse speed, navigation, weapons officer efficiency, etc are not affected a whit.

In fact, you can run a perfectly good patrol with officers with NO qualifications whatsoever.
Learning something new every day...thanks!
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Old 09-16-10, 10:31 AM   #11
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Originally Posted by Redbear View Post
I give at least two petty officers the radioman qualification, and rotate them in the radioroom (as they tire), filling the other position with an 'unqualified' crewman.
I do the same, but when I go to battle stations I put both of my qual'd POs in the Radio/Sound shacks.
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Old 08-22-10, 11:34 AM   #12
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Originally Posted by papa_smurf View Post
I always give radioman skill to both sonar/radio operator, not sure it makes a difference, but I like to think it does.
Does it make a difference? I've never really noticed anything different from full efficiency with 2 trained petty officers to barely quarter trained with 2 seamen. Other than that the radioman picks better songs for the gramophone...
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Old 09-09-10, 03:07 PM   #13
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I always give radioman skill to both sonar/radio operator, not sure it makes a difference, but I like to think it does.
Excuse a possibly noob question, but how do you "give" skills or qualification to a particular crew member??
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Old 09-09-10, 03:15 PM   #14
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Excuse a possibly noob question, but how do you "give" skills or qualification to a particular crew member??
At the end of every patrol, you can assign one skill to a crew member. In your office, click the file cabinet in the upper left corner, and then click "Awards". Click "Qualifications", click the qualification you want, and then click the man you wish to improve. Drag the icon next to the qualification to the crew member's dossier to the right. Officers can have 3 qualifications, petty officers get 1, and regular crew get none.

You can also use SH3 Commander to edit your crew. (On the window: #10 - Actions - Click here for available actions, then "Manage Your Crew")
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Old 09-09-10, 03:16 PM   #15
Gerald
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You can use SH3 Commander or,

when you are in the base time for the next mission,Pick out which of your PO or officers as you want to have Qualifications.
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