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#1 |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
Posts: 287
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Yes, the percentages don't all add up (That quote was copied from another thread), but most are correct. I did some experimentation awhile back and they were correct except for that one, at some point I will check guns to verify.
The percentages are for per crewman. If a torpedo compartment has 4 slots, each crewman can contribute up to .25 efficency for that compartment. Half of that (.125) will come from the mechnical skill and half from the guns skill. Crewmen's skills don't complement the others' weaknesses. I haven't been able to quantify the effect of the leadership in each compartment, but there is some effect. |
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#2 |
Watch
![]() Join Date: Jan 2008
Location: Ontario, Canada.
Posts: 28
Downloads: 0
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The percentages are for per crewman. If a torpedo compartment has 4 slots, each crewman can contribute up to .25 efficency for that compartment. Half of that (.125) will come from the mechnical skill and half from the guns skill. Crewmen's skills don't complement the others' weaknesses.
-------------------------- Excellent, thanks for the info. That original calc you posted really helped me out. Did you happen to see what total skill number is required in each section to make it up to "efficiency 1" ? In other words, what is the total number of mechanical and gun skill required to get to maximum efficiency. If it is 100, then I guess one would need to have 4 crew members with 100 in both mech and guns to reach the figure - excluding leadership contribution. Then I just need to figure out if the leader has to have 100 in mech and 100 in guns as well as some leadership - as it appears the leader slot requires good skills in the primary attributes too. Cheers, and thanks again. Dave
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Futures Trader and Silent Hunter Captain. Same skills, different arena. |
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#3 |
Planesman
![]() Join Date: Jan 2008
Location: Maryland, USA
Posts: 185
Downloads: 119
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Speaking of crew members (I don't want to start a new thread)...
1. When I switch my deck gun from forward to stern, or vice versa, I lose the ability to put a crew in my new deck gun. The slots just aren't there. There are still slots for the old deck gun, but they are worthless since there's no gun there. Is this a bug or what? 2. When crewmembers die, do I get issued new ones? Do I have to ask for them? |
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#4 | |
Torpedoman
![]() Join Date: Apr 2005
Location: Addison, Texas USA
Posts: 117
Downloads: 65
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I also noticed that any twin mount 40mm AA gun only has 1 crew shown sitting in the seat instead of 2 which is needed for the twin 40mm AA and the 4in. and 5in. main guns only have 1 crewmen shown in external view as well. However we are getting off the original posters topic here. Lets retask and find a thread talking about this using the forums search engine. Here is a topic discussing this issue. Seems FUBAR'ed. http://www.subsim.com/radioroom/show...hlight=crewmen
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Every day is a good day for the other side to die. Your motto is "Be my friend or be a mushroom cloud". ![]() Last edited by SgtWalt65; 02-19-08 at 05:08 PM. |
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