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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Watch
![]() Join Date: Jul 2012
Posts: 24
Downloads: 0
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Wow.
Well I just take the basic crew. Remove some sailors so while I'm underwater I can have max POs and still not have anyone in repair or torpedo rooms and just fill up crew quarters so everyone but my engines and helm can rest. Skill wise. I have 3 helms men, because even though I have no idea what the helms skill does I just feel its important to keep the bar full. Its 3 sailors and 3 Officers with the helms and repair skill. A WO with WO, torp, and repair. And the Mech Officer with Mech and repair. Then I fill my engines with mech POs. 2 radio POs. A deck gunner. 2 Medics, one for each crew quarters. 1 repair PO. and then the rest are torp men. My most awarded crew member is my Deck gunner because he alone has sunk 300,000 tons of shipping in nearly 2 years. Its the end of 1940 and I have all the captain awards and 525,000 tons of shipping under my belt. And 1 battle ship I sank in a mega storm somewhere in the channel. |
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#17 |
Weps
![]() Join Date: Nov 2002
Location: Pacific NW, USA
Posts: 350
Downloads: 54
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The Watchman qualification is nonn-functional in SH3; it doesn't do anything in the game. It is pure eye candy and as such, a waste of a Petty Officer who could be qualified in something functional.
If you want three Watchman-qualified seamen, you can simply edit /SilentHunterIII/data/Cfg/crew_config_boat type_#. There are 12 such files. Scroll down to CREW_MEMBER_30, _31, and _32 (the 3 enlisted control room slots) to give each man the Qualification0=4.
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Raptor |
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