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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Chief
![]() Join Date: Jul 2006
Location: Utah
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I noticed the same thing. i waited until the room was pumped dry and I ordered p-scope depth, I sank to 120ft and then came back up to p-scope depth I was amazed.
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#17 |
Navy Dude
![]() Join Date: Mar 2007
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repair skill? i didnt see a repair skill. i guessed mechanical types would be the best DC team qualified but i cant get my green bar very full
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#18 |
Watch
![]() Join Date: Aug 2006
Posts: 20
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Yeh mechanical is what I meant. The guys with the two crossed hammers. I dont know if it makes much difference but it makes me feel better. :P
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#19 |
Frogman
![]() Join Date: Apr 2006
Location: England
Posts: 300
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What to fix first? Pumps or bulkhead?
Speaking as someone who was trained (by the RN) in damage control; if the flooding is relatively minor, and within the scope of the pumps to counteract, then get the pumps going, but once the capability of the pump is exceeded, fixing the bulkhead becomes the priority. Of course, in real life you would assign men to both tasks simultaneously. As for who to use in DC, Royal Navy practice is for EVERYONE to have basic DC training and for engine room ratings to have advanced DC training. I was not a submariner but I am sure all submariners get extra DC training. |
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#20 |
XO
![]() Join Date: Apr 2005
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I moved all my DC crew out as I was told they don't sleep and there fitness level "were" always low when I checked.
Now you say it took all moring to fix the repairs? well I had my DC filled with officer and guys with high renown, the level green bar was about half way up. I had the damaged sections in the box and like you I had the one I wanted fixed first clicked and it was like the pic a darker red than the others. I was on the surface all that was wrong was there was some damage to 2 torpdepo tube, I ran CT forward for 2 days nothing still the same damage and percent of damage did not do down. I then rested them all, and only TC forward for 8hrs at a time, after 8 hrs I looked and it was still the same. So I changed the crew that were really tired with fresh crew, still nothing after 16hrs. Yes I had the green DC on in the toolbar. I went back to MW, was soon as I was close enough I got the Refit Dock option, I hit refit. Tubes repaired Sir! as soon as I left the zone that triggers the option popup, about 10/20km from the docks at MW, I get the shout that 2 Torp tubes are danaged. I got to PH to see if it will be fixed there, same as MW and soon as I get close enough I hit the Refit, as with MW I get the call that the tubes are fixed. As soon as I level the popup refit menu zone I get the call that the tubes are damaged again. I dock at PH ending my mission and the tubes get fixed. Now as for the DC sleeping , when I move the crew back to there own areas, the zzzzz fell asleep, I was moving them one by one, it wasn't until I took no7 and put him back into his own section were he fell asleep, did the remaining 3 left in the DC team bar fall asleep, I didn't need to move them back. |
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#21 |
Chief
![]() Join Date: Jul 2006
Location: Utah
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I decided not to go out with a dedicated DC and gun crew as I feel that it isn't realistic
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#22 | |
Mate
![]() Join Date: Mar 2005
Posts: 57
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other work (in other compartments) as well. Theoretically one can fill all slots with crew members. The problem with this strategy is that you have no "room" left to shuffle crew members around if a compartment gets flooded. Assuming one will have some time - depends on the damage - to move the guys to the DC, you can save their lives. What i would like to know is if the number of crew members makes a difference to the CO2 level - more members, no air to breath in a shorter time. |
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#23 | |
Lucky Jack
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There was dedicated gun crews as well.
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#24 | |
Lucky Jack
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#25 | ||
Lucky Jack
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#26 | |
Lucky Jack
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Awww man, I totally missed that blue color! Great spot! I did not realize or see the blue at all. Great find dude ![]() ![]() ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#27 | ||
Chief
![]() Join Date: Jul 2006
Location: Utah
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#28 | |||
Lucky Jack
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You know, I did not think of this. A PBY (with British marking) flew over. I was not sure if friend or foe at the time so I fired. It fired back naturally and flew off. It came back again, now mind you I send a report on my condition, perhaps he was returning to rescue me and the crew??????????? Hmmmmmmmmmm.............
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#29 | |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
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#30 |
Watch
![]() Join Date: Mar 2007
Location: Poole, UK
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So, is it possible to *remove* something from the DC queue to enable faster fixing of other stuff?
I notice many things at once will have the little bars on depicting it being fixed, but there are some things that you may not want fixed until that large hole in the aft bulkhead is repaired FAST. ![]() Can you stop things from being repaired until such time as you want to release the manpower from other tasks, or am I being a bit too wishful...?
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