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#1 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
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What do you do with 'excess' crew?
I find there isn't space in the crew compartments for 'idle' crew when submerged, so I put them in the non-functioning engine space. Trouble with that is they move to the active engine whenever I give commands such as peri depth etc. I end up with the electric motor spaces having extra people in them. What do the rest of you do? |
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#2 |
Fleet Admiral
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I stick em on repair duty which is probably most realistic. I just assume they are going through the time honoured sailors routine of taking stuff apart and cleaning it or fixing it whenever they are on duty but with nothing better to do.
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#3 |
Ace of the deep .
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When at the recruiting screen i move the lookout crew down into the sub . I can see exactly how many men i need to get to man my sub while submerged .Does that make sense . My sub has just the right amount of crew while submerged .
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#4 |
WAV
![]() Join Date: Sep 2005
Location: somewhere in the Pacific
Posts: 603
Downloads: 95
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I send 'em outside to clean the hull. :p
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#5 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
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The problem with assigning them to repair stations is that it drains their energy at a very high rate. The inactive engine room is a good idea.
However it seems strange that there isn't enough actual room for the declared maximum. |
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#6 | |
Fleet Admiral
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The shift patterns on the subs were such that you would have at least some crew doing maintenance of some sort whilst their bunkmates slept/relaxed. They only had enough room to sleep some of the crew at a time and when one shift knowcked off they woke their bunkmates up and took their places. Nuthing like a nice warm bunk to crall into on a cold night. Last edited by TarJak; 10-25-06 at 02:36 AM. |
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#7 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
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Using NYGM the defaut crew is small enough so that you can only use quarters. If I run with a third watch crew, than I leave my torpedo guys in the inactive engine room since it's neutral.
For GW I've been trying out a smaller crew as well and it seems to work ok. |
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#8 | |
WAV
![]() Join Date: Sep 2005
Location: somewhere in the Pacific
Posts: 603
Downloads: 95
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![]() Hey TarJak, your location says the Garden Island. Are you from Kauai? I used to live there. You can PM me if you want. ![]() -- ![]() |
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#9 | ||
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
Downloads: 129
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#10 |
Loader
![]() Join Date: Sep 2006
Location: Nijmegen
Posts: 83
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Nice Topic. Normally i have around 46/48 crewmembers for an 7C and i always stored some crew in the torpedoroom when submerged. But after an long attack they where out of fatique. But does it really matter if you put them in the diesel room?
Grtz Martijn |
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#11 | |||
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
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Oh, and the torpedo rooms are the WORST for fatigue....game must figure anyone in there is wrestling with torps. That's why I NEVER leave them there after diving (as has been pointed out, the watch crew will go to the forward torp room upon diving). I figured everyone used the inactive engine space 'trick', but wondered if there were 'better' options I'd not figured out. |
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#12 | |||
Fleet Admiral
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#13 | |
Sonar Guy
![]() Join Date: Oct 2006
Location: USA/Norway
Posts: 394
Downloads: 30
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![]() Can also put some of em in the diesel engine room, there was crew in this room even when the diesels were not running, to make sure everything is ok. But the two crew compartments is the only place in SH3 where crew can restore energy. |
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