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12-14-19, 01:36 AM | #1 |
Ocean Warrior
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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The crew are divided into three watch sections that automatically rotate. Crew members assigned to the deck or AA guns are only active when you give the order to man said guns. As far as the game is concerned all crew members eat, sleep, and stand watch in the compartment they're assigned to. What that means is that the Watch Crew on the Bridge will be injured by depth charges while submerged. Some mods have added another compartment for you to move external crew members so they don't take damage. However, all crew moves must be done one at a time by clicking on, dragging, and dropping the crew member into the new slot. There is no way that I'm aware of to move entire compartments like in SH3.
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02-04-20, 05:16 PM | #2 |
Sailor man
Join Date: Dec 2011
Location: Sub Capital of the World - Grotn Ct USA
Posts: 47
Downloads: 175
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Command or Watch-standing?
Checking back in to the forums after an absence, I was glad to see this thread. A minor issue I've had is what specialty to put where. That is, should the conning tower be populated with watch standers, command, something else? Who best to assign topside? I assume the control room is best filled with command, until someone from the torpedo room (or sometimes engine room) suddenly shows up as a pro in diving? (An online course I suspect.) I've also been surprised that I can sometimes replace a seasoned officer with an e-6 who is more efficient and get a noticeable boost in the green bar next to that watch section. Is it a case of shuffle the players to find the best result or are there some pointers somewhere?
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02-04-20, 06:55 PM | #3 | |
Sonar Guy
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Quote:
As for ratings by compartment: Command in Control, Sensors in the Conning Tower, and Guns or Watch on the AA and deck guns. Usually it's Guns but I have had a few Watch guys with high Gun values who do a fine job. |
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02-06-20, 06:06 AM | #4 |
Nub
Join Date: Jan 2018
Location: 20nm S of Port Canaveral, FL
Posts: 2
Downloads: 38
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[QUOTE]
Guns: 50% Mechanical, 50% Electrical, 20% Guns and 50% watch Thanks for this link, really useful. One question- I don't understand the above, seems to me Guns would be influenced most by Guns efficiency. When I have a two man gun I do try to find a #2 with both decent Gun and Mechanical as I do get the loading needing a better Mech rating. The Electrical part I don't get at all...but it's Ubi so who knows why I guess. Thanks again for the useful info. |
02-06-20, 09:16 AM | #5 |
Sonar Guy
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I don't get the electrical aspect either and had indeed forgotten about it, going strictly by Gun and Watch values when selecting gun crew. Seems to work well enough.
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02-06-20, 10:50 AM | #6 |
Gefallen Engel U-666
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welcome aboard!
gsand1!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
02-13-20, 09:45 PM | #7 |
Ocean Warrior
Join Date: Feb 2010
Location: Kentucky
Posts: 2,526
Downloads: 77
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For the engine room, you want high mechanical ability.
For the control room, you want high command ability. High mechanical helps. For the conning tower, high electrical ability. Watch ability helps. For the torpedo rooms, you want a combination of high mechanical and guns ability. For watch, you want high watch ability. For guns, you want high guns ability and high watch ability. For the damage control crew, you want high mechanical ability. High electrical ability helps. For every compartment, every shift, you want the leader to have high ability for the compartment and high command ability. After taking time to get your crew set, then you don't need to mess with them again. Although, crew members will get promoted and/or gain special skills in which you may want to move them for the better benefit.
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