SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-18-17, 08:48 PM   #1
Machariel
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by bstanko6 View Post
Perfect example, leave your engine crew in place until their endurance gets too low... you get the status "not enough crew in engine compartment!"

And your engine stops!

::drops the mic, and leaves the room::
Come back to the room you!
Yes, that I noticed. However, I do not notice the difference for the engine crew if the bar is at 50% or higher. Ships doesn't go any faster or anything. So what does the extra do?

(Just finished my 2nd patrol. Man I've been clicking my *** off because of crew management lol.)

Last edited by Machariel; 03-19-17 at 05:23 AM.
  Reply With Quote
Old 03-19-17, 07:52 AM   #2
Leoz
Officer
 
Join Date: Apr 2016
Location: Near The Rockalls Bank
Posts: 247
Downloads: 261
Uploads: 0
Default

This is kind of like managing your own doll house.

With SH3 Commander, on the VII boats....this is what I like...

Officers.

1st Watch Officer - Helm and Watchman skills.
2nd Watch Officer- same.
L.I. - Repair, Mech, Helm --usually get this guy to the most senior rank in the times I like to play (39-42) to represent this guy is probably pre-war career navy and was even there when this boat was launched.
Nav (should be an enlisted guy).... Helm and Watchman

Enlisted:

--stabsoberbootsman - Repair. This is the top enlisted guy on my boat which also handles all the enlisted matters the game doesn't take into account. So I think of him like the Chief Bosun or "Number 1". Probably old Navy and is in more of a bureaucrat billet to make sure the other bootsman and sailors do what they are told. Generously give him a Repair skill. Somtimes Gunnery skill to represent he knows his way around a ships/subs deck and not just gunnery.

--stabsoberbootsman - Watchman- Unfortunately the game doesn't take into account the Navigator is a top enlisted guy. SH3 commander gives this person two qualifications but I take the helm one away. All my bootsman in SH3 commander only get one skill.

---stabsoberbootsman - Mech - Top diesel guy that reports to the L.I.
---stabsoberbootsman - Mech - Runs the other shift for the diesels.

--stabbootsman -- Mech The game doesn't work like real life but I think of this guy like the E-machine boss, Even though for game purposes he does diesel too
--bootsman - Mech ,

So for the motors, usually 2 bootsman and 3 sailors with mech ratings while the same number is at rest.

--Torpedo room-- stabbootsman and one bootsman; 5 torpedo sailors... The torpedo sailors are the ones that do a lot of the grunt work of upkeep of the torpedoes that they are able to do under supervision from the torpedo bootsmen.

--Helm ( 2x bootsman) No control room assistants in the game. 1 guy sleeps while the other guy is standing to the right of the planesmen seats. Note also, No bench in this game for the telegraph for the engine room and course change....Game doesn't address that whomever is up on watch when surfaced sits down as a planesman when the order is given to submerge.
--Funk shop: 2 bootsman, 1 with the Radio rating, 1 with Med ( 1 think of this as one radio and one sound, the radio bootsman has a Med rating ) one sailor with this rating like an assistant. Much of the time when running on the surface, I have only the radio room occupied.

---1 bootsman with no skill. He probably has one, but everyone thinks he is useless because he does just enough to get by and stay out of trouble, but really doesn't to much. I kind of like to think of this guy as the assistant to the chief bosun. Probably make a great "Number 1" in late war boats that really is a pain in the neck. Sometimes give him a gunnery skill or flak skill. Since I NEVER engage aircraft with flak, this points out what I think of this guy's usefulness if I give him a rating.

Sailors, I keep a few unrated just to represent that they may have been rated in something but just aren't stellar.

Other sailors are usually with a helm or watchman rating because that is basic school stuff anyway.

Like the unrated sailors they also help heft torpedoes when the torpedo room bootsman needs them.

Finally on sailors, I have some that are really outstanding 3-stripe types to represent those that really know what they are doing and will become a bootsman someday....
__________________
Leoz

"Auf gefechtsstationen!"



NYGM

Last edited by Leoz; 03-19-17 at 08:03 AM.
Leoz is offline   Reply With Quote
Old 03-31-17, 09:09 PM   #3
Kip Chiakopf
Machinist's Mate
 
Join Date: Dec 2010
Location: St. Louis, Missouri
Posts: 130
Downloads: 259
Uploads: 0
Default

I thought that sailor couldn't get ratings.

Quote:
Originally Posted by Leoz View Post
This is kind of like managing your own doll house.

With SH3 Commander, on the VII boats....this is what I like...

Officers.

1st Watch Officer - Helm and Watchman skills.
2nd Watch Officer- same.
L.I. - Repair, Mech, Helm --usually get this guy to the most senior rank in the times I like to play (39-42) to represent this guy is probably pre-war career navy and was even there when this boat was launched.
Nav (should be an enlisted guy).... Helm and Watchman

Enlisted:

--stabsoberbootsman - Repair. This is the top enlisted guy on my boat which also handles all the enlisted matters the game doesn't take into account. So I think of him like the Chief Bosun or "Number 1". Probably old Navy and is in more of a bureaucrat billet to make sure the other bootsman and sailors do what they are told. Generously give him a Repair skill. Somtimes Gunnery skill to represent he knows his way around a ships/subs deck and not just gunnery.

--stabsoberbootsman - Watchman- Unfortunately the game doesn't take into account the Navigator is a top enlisted guy. SH3 commander gives this person two qualifications but I take the helm one away. All my bootsman in SH3 commander only get one skill.

---stabsoberbootsman - Mech - Top diesel guy that reports to the L.I.
---stabsoberbootsman - Mech - Runs the other shift for the diesels.

--stabbootsman -- Mech The game doesn't work like real life but I think of this guy like the E-machine boss, Even though for game purposes he does diesel too
--bootsman - Mech ,

So for the motors, usually 2 bootsman and 3 sailors with mech ratings while the same number is at rest.

--Torpedo room-- stabbootsman and one bootsman; 5 torpedo sailors... The torpedo sailors are the ones that do a lot of the grunt work of upkeep of the torpedoes that they are able to do under supervision from the torpedo bootsmen.

--Helm ( 2x bootsman) No control room assistants in the game. 1 guy sleeps while the other guy is standing to the right of the planesmen seats. Note also, No bench in this game for the telegraph for the engine room and course change....Game doesn't address that whomever is up on watch when surfaced sits down as a planesman when the order is given to submerge.
--Funk shop: 2 bootsman, 1 with the Radio rating, 1 with Med ( 1 think of this as one radio and one sound, the radio bootsman has a Med rating ) one sailor with this rating like an assistant. Much of the time when running on the surface, I have only the radio room occupied.

---1 bootsman with no skill. He probably has one, but everyone thinks he is useless because he does just enough to get by and stay out of trouble, but really doesn't to much. I kind of like to think of this guy as the assistant to the chief bosun. Probably make a great "Number 1" in late war boats that really is a pain in the neck. Sometimes give him a gunnery skill or flak skill. Since I NEVER engage aircraft with flak, this points out what I think of this guy's usefulness if I give him a rating.

Sailors, I keep a few unrated just to represent that they may have been rated in something but just aren't stellar.

Other sailors are usually with a helm or watchman rating because that is basic school stuff anyway.

Like the unrated sailors they also help heft torpedoes when the torpedo room bootsman needs them.

Finally on sailors, I have some that are really outstanding 3-stripe types to represent those that really know what they are doing and will become a bootsman someday....
Kip Chiakopf is offline   Reply With Quote
Old 05-30-17, 11:44 AM   #4
fanch
Swabbie
 
Join Date: May 2017
Location: Britain, France
Posts: 9
Downloads: 4
Uploads: 0
Default

My crew configuration:

Chief engineer: machine, repair, (3rd speciality undefined yet)
Weapon officer: helmsman, (torpedo), (3rd speciality undefined yet)
Nav officer: helmsman, (watch)
Watch officer: watch, deck gun, (flakgun)

the fifth officer is machine/torpedo/(undefined yet), with GCIG and KC. He's a great boost when fighting, as he's immune to fatigue (GCIG), and can boost the whole compartiment (KC).

Petty officers:

machine: 4
torpedo: 4
deckgun: 1
flakgun: 1
radio: 1 (a second one is scheduled)
repair: 1 scheduled
watch: 2 sheduled, maybe 1 and 1 medic.

I organised my crew by 2 teams, A and B:

machine: 2 PO, 2 seamen
torpedo 1 PO, 3 seamen by torpedo room
watch: 1 PO, 3 seamen, 1 officer
Radio: 1 PO, 1 seaman
Control room: 3 officer, 3 seamen

As i "grow up" in experience, i have medals to give, and all my officer are at least IC 1st class. I planed to give them GCIG in priority, then to petty officers. the only exception is one of my PO that have GCIG, in machine room: an second one is sheduled to have the same, in order to have just one machine team (except for seamen).
fanch is offline   Reply With Quote
Old 05-30-17, 11:51 AM   #5
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 30,032
Downloads: 24
Uploads: 0


Default welcome aboard firsttime poster!

fanch!
__________________

"Only two things are infinite; The Universe and human squirrelyness?!!
Aktungbby is online   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:27 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.