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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Chief of the Boat
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#17 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#18 |
Chief of the Boat
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LOL
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#19 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
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#20 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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No, he is just saying to his department heads and leading POs: Make sure the watch is assumed on time.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#21 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
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The Captain will always assign the job of allocating personnel to the XO, who will then assign it to one of the junior officers to work with the highest ranking petty officer to do this.
The XO will then test proficiency and report it to the Captain. The Captain will be responsible, but he will not decide when the crew in a particular department should be rotated. Making the Kaleum do this is not realistic. The no fatigue option is a game savior.
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#22 | |
Chief of the Boat
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#23 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
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#24 |
Stowaway
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The Leading PO (or Chief) of each section writes the Watch Bill.
It's generaly to trivial even for the Division Officer to bother with. Fatigue disabled. But, both engine rooms are fully manned, and everybody get's a GQ station, which they remain at for the entire patrol. IE: The Watch, Torpedo Rooms, Damage Control, and Gunnery have to compete for sailors. No sharing. Thus my torpedoes generaly take 24 minutes per tube for reloading. Everybody starts at the bottom. No "bought" promotions. No nonsensicle hassles, but far from perfect efficiancy. (EN spelling - Sorry) |
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#25 |
SUBSIM Newsman
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24 minutes to load a tube, an unusual long time, the crew may need to be trained up a bit more,or they get no food, and are powerless
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Nothing in life is to be feard,it is only to be understood. Marie Curie ![]() |
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#26 | |
Stowaway
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I prefer good Damage Control to fast torpedo reloads. I can't have both early on. |
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#27 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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If you are getting smacked around, torpedo reload goes way down the priority list!
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#28 |
Loader
![]() Join Date: Sep 2006
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In my current IXC, I've got two officers with Watch qualification, and for their second and third quals I've made Flak Gunner and Deck Gunner. When standing bridge watch during patrol, he can make even the non-rated enlisted men give the bridge a "full potential" bar graph, and during those rare times when I've got a calm sea state, the same guy stays on the bridge to direct (and apparently benefit) our gunfire.
I haven't figured out how to use the Petty Officer who I made our medic. On those rare occasions when a deck crewman gets only wounded rather than killed outright, I've tried putting the wounded man in a compartment with the medic in the same space, but no amount of right- or left-clicking on either the medic or the victim seems to make any difference in his outcome. The last three injured crewmen apparently died during the cruise. Maybe I should have made Bernard the medic, and he and the injured crewmen could use the aft escape trunk together to play "hide the torpedo" or some such morale-boosting (?!?) activity LOL! FWIW, the men have been giving me some dirty looks for stashing the dead crew in quarters. If I had some way to leave them on the deck, I could at least dive out from under them for a kinda sloppy burial at sea, or shoot them out of the torpedo tubes along with a tub of oil and some teak scraps to try to dupe the surface vessels into thinking their depthcharging had been successful.....it seemed to work in the old movies..... So -- has anyone found a benefit of having an officer or petty officer qualified as a medic during gameplay (SH3 here, no upgrades yet), and how to treat an injured guy? <sigh!> I think I'm destined to be a n00b forever. At my age, they say two things start go: memory, and.....ummmmm.....I'll think of it..... gimme a sec...... :.Zygoma -.- .-.. --... .... -. -.-- -..-. .-- ....- |
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#29 |
Silent Hunter
![]() Join Date: Jan 2010
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In my experience with SH3/GWX, Officers with Medic qualifications only heal wounded Officers, but Petty Officers with the Medic qualification heal other PO's and also seamen/matrosen, but not Officers. I've had a few wounded of all ranks during various careers and found this to be the case.
It's a funny world. To heal the wounded place them next to the medic, and cross yer fingers. |
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#30 |
A-ganger
![]() Join Date: Dec 2011
Location: Lorient,France(no,really)
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Also,Zygoma,you can actually bury dead dudes at sea by right clicking on them.
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Rohr Eins,Los! |
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