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Old 08-15-22, 01:33 PM   #1
JapLance
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OK. Here is a Type VIIb at the start of a Dark Waters career.



Total crew:56 (18x3 +2)

According to Wikipedia, should be between 48 and 52. I'll take it as 48 for a VIIb.

Where should we remove slots?
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Old 08-15-22, 01:49 PM   #2
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Quote:
Originally Posted by JapLance View Post
OK. Here is a Type VIIb at the start of a Dark Waters career.



Total crew:56 (18x3 +2)

According to Wikipedia, should be between 48 and 52. I'll take it as 48 for a VIIb.

Where should we remove slots?
That's the $1m question...


Know that it shouldn't be that many crew... when you start out. been trying to pin down definitive info on just how many were assigned to a uboat, according to uboat.net, the crew count was significantly less than 56... more in the 44-48 count.

Then, there's the whole... how did they break down the watch or crew rotations, exactly... to consider.

In a manner, the way that crew is handled in 3, is cleaner, in a fashion... a shame that there wasn't a SH4 version made of Commander. *sighs*
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Old 08-15-22, 01:52 PM   #3
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1 area... engines... could use a bit of paring down... as for where to do so on the remaining, to trim out... ugh... dunno.
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Old 08-15-22, 02:11 PM   #4
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My thinking for the VIIb:

Rear torpedo room: 1 guy per watch should be enough. When in Battle Stations it would leave 3 guys in charge of a single torpedo tube. 3 slots deleted.

Engines rooms: 2 guys per watch makes 6 in total when in combat situation. Not unreasonable. Another 3 slots down.

Control room: must be really crowded when in combat stations . 3 per turn seems more logical to me. 3 more slots that could be axed.

Also the Watch in the tower must be busy when in combat, with 4x3=12 guys looking for the enemy . If we remove one set of 3, that would make a total 12 slots that could be removed.

56-12=44. We could add 1 or 2 guys to the damage control party. That would make it a total crew of 46. Plus the Commander/Player , it's now quite close tothe 48 objective .
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Old 08-15-22, 02:45 PM   #5
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Quote:
Originally Posted by JapLance View Post
My thinking for the VIIb:

Rear torpedo room: 1 guy per watch should be enough. When in Battle Stations it would leave 3 guys in charge of a single torpedo tube. 3 slots deleted.

Engines rooms: 2 guys per watch makes 6 in total when in combat situation. Not unreasonable. Another 3 slots down.

Control room: must be really crowded when in combat stations . 3 per turn seems more logical to me. 3 more slots that could be axed.

Also the Watch in the tower must be busy when in combat, with 4x3=12 guys looking for the enemy . If we remove one set of 3, that would make a total 12 slots that could be removed.

56-12=44. We could add 1 or 2 guys to the damage control party. That would make it a total crew of 46. Plus the Commander/Player , it's now quite close to the 48 objective .
Ok, so... thus far, we have culled the following from the crew roster:




Left off, culling from the control room... as not sure which would be the best... not to mention, is a possibility to instead... cull from the forward torp room, the same # there... leaving the control room as is... just a thought here... with still following the outlined idea... keeping it to the projected & shot for crew round out to... 46, (with the kaluen rounding that out to 47) & thereby... getting as close t the bulls eye of 48...

though, to hit that mark, perhaps, rounding out the damage control team, to 3... thereby ringing the bell, right at that solid... 48.


If that last bit, can be achieved... that is.










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Old 08-16-22, 05:55 AM   #6
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Here's a first attempt for the VIIb:

https://mega.nz/file/8gAVxaSb#JqCfjQ...jmXo-z_QjVgcGQ

3 Officers, 4 Senior NCOs, 11 Junior NCOs and 29 seamen for a total crew of 47.

Unfortunately, the extra Damage Control Party member is missing, despite I added it. There must be something else that controls crews (or more specifically the DC team), and right now I can't find what it is.



Any feedback is welcome.
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Old 08-16-22, 08:31 AM   #7
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Don't forget fellers, that there are the SubName and UnitPartsXSubName upc files that hold the actual crew members on board. Duty by shift and Battle Stations positions are actually placed from there. That screen drawing can mess with the best-laid plans in the upc files. They should match. It might also be why your 3rd Repair man doesn't show. Either that, or he is a Maytag Specialist, and decided to take the day to go fishing, instead of hanging around the shop...
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Old 08-16-22, 11:10 AM   #8
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Quote:
Originally Posted by JapLance View Post
Here's a first attempt for the VIIb:

https://mega.nz/file/8gAVxaSb#JqCfjQ...jmXo-z_QjVgcGQ

3 Officers, 4 Senior NCOs, 11 Junior NCOs and 29 seamen for a total crew of 47.

Unfortunately, the extra Damage Control Party member is missing, despite I added it. There must be something else that controls crews (or more specifically the DC team), and right now I can't find what it is.



Any feedback is welcome.


See that the positions that were dropped, in the other compartment areas, were edited out, along with the crew... was the slot for the 3rd damage control team crewman, added in...


Another point, to contemplate... on the berthing section... would it not make sense, to add 3 more slots, to the original 6, to have space to stuff the watch crew, outta harms way...


As I recall, their being there at station, is more prone to them, being hurt/killed... iirc...

If, am wrong on that last bit.. I'll... stand corrected.... but, think I'm right on what I recall... I think.









M. M.
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Old 08-16-22, 02:21 PM   #9
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Quote:
Originally Posted by JapLance View Post
Here's a first attempt for the VIIb:


3 Officers, 4 Senior NCOs, 11 Junior NCOs and 29 seamen for a total crew of 47.

Unfortunately, the extra Damage Control Party member is missing, despite I added it. There must be something else that controls crews (or more specifically the DC team), and right now I can't find what it is.



Any feedback is welcome.
yes, there is another section near the end of the Active User file that further defines the crew and their stations. it works hand-in-hand with the Crewmember Slots.

go check it out and see if you can pick up on the pattern. i say that because now that you are aware, and you understand the Crewmember Slots, you should be able to decipher the section assignments.

i am not at my SH4 computer otherwise i would paste-in an example.

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