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Old 07-14-07, 03:53 PM   #1
U-Schultz
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I understand the realism concerns of a fatigue free Damage Control area but its the "most real" area I could think to do it. Coundn't see doing any other of the available areas on the sub. And I think (in my sim world) that a crewman doing nothing should not accumlate fatigue. He's eating, sleeping, playing cards, etc. And I like the limited berthing areas because there is always some maintenance to be done. In my sub fantasy thats what these extra bodies not resting are doing.
Try it out.
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Old 07-14-07, 04:05 PM   #2
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here is my personal way of managing my crew:

In real life you would have shifts... unless you micromanage this is not possible that im aware of in SH3. so...

No fatigue - man the boat like this:

Electric Engine Compartment:
2 machinists and the rest sailors

Diesel compartment:
2 machinists and the rest sailors

Stern quarters:
1 Officer qualified as watchman, torpedoes, and repairs the rest torpedo qualified
petty officers

Control Room
3 officers of varying qualifications, everyone else sailors

Bow quarters
1 Officer qualified as a watchman, torpedoes, and repairs
1 deck gun qualified petty officer
1 watch crew petty officer
all others enlisted sailors.

I arrange it so that when surfaced there are 4 spaces for men in the bow quarters so that when we are dive men are not forced to carry over into a torpedo room.

this keeps me from having to micromanage the crew and it helps me to simulate "shifts" because every 6 or 8 hours the crews would be changed out and i dont have to even mess with it.
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Old 07-15-07, 02:20 PM   #3
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Your crew can manage fatigue better if you dont carry many of them. I've been on patrols with as few as 39 crewmen. If you find yourself in a hairy position and cannot change them, or forget to do so, having fewer men will make life easier.
I usually start a patrol with:
After Torpedo: full
electric room: empty
Diesels: full + one qualified officer
After quarters: empty
Control room: full +3 officers
Watch: full +1 officer
Radio/sonar: full
Forward quarters: empty
Forward torpedo: full - 2 or 3 crewmen

The trick is to take as many men as there is bunk space when you dive(with both torpedo rooms empty), and are able to place one of the radio/sonar dudes in a bunk.
All in all, I think that means taking about 39-41 peeps on your boat. I forget the real number.
When you dive and are not at battle stations(not manning either torpedo room) and at least one person from the radio/sonar room is in quarters you shouldnt have any spill over into the torpedo room or the diesel room.
If you need help with loading torpedoes you can always recruit the weaps officer to help in loading, but you wont hear the "torpedo loaded" message.

so... underwater and not at battlestations should look like this:
aft torpedo: empty
electric room: full +1 officer
diesels: empty
after quarters: full
control: full + 3 officers
watch: empty, of course
radio/sonar: 1 person at sonar
forward quarters: full + the one watch officer
forward torpedo: empty

now you can have everyone resting who is not at an important watch station. When your sonar dude tires, you can change him with the radio dude. If your electric peeps tire, you can interchange them with the aft torpedo crew, keep in mind your engine qual. officer will come in handy when you have torpedo personnel manning engines. You can rest the officers at a different pace than the other members of the crew. While on the surface you can interchange the watch with the forward torp. crew. I usually like to have at least 2 crew that are qualified at watch on watch at any one time, though.
Theyre called mixers for a reason! mix 'em up! Just don carry a lot of them and you'll find crew management much, much easier.

sorry for how long this became, as I think I've gotten crew management down.
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Old 07-15-07, 02:25 PM   #4
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oh, I forgot.
When you need to recover fatigue, just sail around a bit at 1x TC and you see them recover faster than at 1024x TC. It may get boring, so listen to some tunes and maybe have a smoke break

Also, as officers go:
1 qualified in engines and damage
1 qualified in control room and damage
1 qualified in control and watch
1 qual. in control and torpedo
1 qual. in watch and control

You can switch them around easier and not have any nasty surprises by the way of surface threats.

ONe more thing, I like how in sh4 the watches switch automatically, but with my method in sh3, there really isnt a problem arrising, just the changing of the watch manually may become tedious to some, but it does offer a more immersive feel to the submarine simulation.
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