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#7 | |
Navy Seal
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Ah yes. Something I hope to address at some point, still learning the ins and outs though, is default crew composition. When I start a career, I remove all crew from deck guns and damage control party, they (as they really did) come from the ships company in other compartments when needed. Usually torpedoman are proficient in gunnery and as go through I promote the unqualified guys, i assign them to Guns (X) Gunners Mates, which subs usually had at least a few boar. Those skilled in mechanical and engineering ratings typically would form a damage control party and assigned to a task if it was beyond what the men in the affected compartment could handle. Most cases in the sim, men in compartment can handle the damage. I only deploy DC party for emergencies like flooding or if a certain key piece of equipment is damaged and requires their attention and pull them from the ships crew when required. I remove the extra crew from crew berthing so I have room for the deck watch, because sim even though under water and they dont show on the bridge, still considers them top side and they are injured. Just play around with the number of crew and move them to different spots. One way I did it is I removed the guy from radar and put the sonar guy on there, because sonar was generally not manned when on surface and running as it was not effective, if need to dive, just move him over to sonar station, i move the number four slot in deck watch to the sonar spot and other three can go to crew berthing ,rinse and repeat on other two watches, so when need them safe inside the boat during depth charge, you have slots available. Different boats have different compositions, so will have to figure it out accordingly. I remember berthing was added to TMO for this purposes though. |
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