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Old 07-25-22, 09:50 PM   #1
Rob Jacobsen
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Default Crew management questions

  1. I have 8 petty officers with torpedo specialization, and I wish I had 9 so that I could have 2 in each bow watch and 1 in each stern watch. Am I being greedy? I don’t like having just seamen in one of the stern watches, or only 1 in one of the bow watches (so that each stern watch had 1 torpedo man).
  2. If I place seamen in torpedo stations, is mechanical or guns skill more important?
  3. I have not figured out how to dismiss crew in port. There are some great candidates in the barracks, but I have too many officers and petty officers to add more, and I don’t see how to dismiss/replace crew.
  4. Can I get a repair specialist? No one seems able to repair slight damage to my flak guns.

Thanks for your advice!

Rob
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Old 07-26-22, 08:15 AM   #2
Mad Mardigan
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wolf_howl15

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Originally Posted by Rob Jacobsen View Post
  1. I have 8 petty officers with torpedo specialization, and I wish I had 9 so that I could have 2 in each bow watch and 1 in each stern watch. Am I being greedy? I don’t like having just seamen in one of the stern watches, or only 1 in one of the bow watches (so that each stern watch had 1 torpedo man).
  2. If I place seamen in torpedo stations, is mechanical or guns skill more important?
  3. I have not figured out how to dismiss crew in port. There are some great candidates in the barracks, but I have too many officers and petty officers to add more, and I don’t see how to dismiss/replace crew.
  4. Can I get a repair specialist? No one seems able to repair slight damage to my flak guns.

Thanks for your advice!

Rob

#1, all on you to decide on that... Myself... I try to keep the subs crew #'s, to as close to what is listed in the info sheets I have on them, as to how many were on board during WW2... at any given time.

#2. Good question, 1 that I've wondered on as well...

#3. To dismiss crew, be they officers or reg. able crewmen... simple... grab their icon there on the sub roster, drag it to the list on the left & drop their scuzzy butts there...

crew, dismissed. Neexxxtttt...

4. Specialists. Hmmm... these fellows, show up, at the oddest times... & not always the ones you hope for to show up, when they do.

As to their... authenticity in sitch...or in game, not sure. I think specialist's ratings or rated crew in specialist ratings... was something that came about either right near the end of WW2... or some time right after the end.

Not real sure, so... take that, with a convoy of C2 cargo ships... all loaded down with a cargo of sea salt... for what it's worth.


Any way, know I didn't answer everything, but on what I did... hope it help's in some way...








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Old 07-26-22, 09:07 AM   #3
Rob Jacobsen
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Originally Posted by Mad Mardigan View Post
#1, all on you to decide on that... Myself... I try to keep the subs crew #'s, to as close to what is listed in the info sheets I have on them, as to how many were on board during WW2... at any given time.

#2. Good question, 1 that I've wondered on as well...

#3. To dismiss crew, be they officers or reg. able crewmen... simple... grab their icon there on the sub roster, drag it to the list on the left & drop their scuzzy butts there...

crew, dismissed. Neexxxtttt...

4. Specialists. Hmmm... these fellows, show up, at the oddest times... & not always the ones you hope for to show up, when they do.

As to their... authenticity in sitch...or in game, not sure. I think specialist's ratings or rated crew in specialist ratings... was something that came about either right near the end of WW2... or some time right after the end.

Not real sure, so... take that, with a convoy of C2 cargo ships... all loaded down with a cargo of sea salt... for what it's worth.


Any way, know I didn't answer everything, but on what I did... hope it help's in some way...








M. M.
Thanks, Mad Mardigan! The manual was no help on these questions, so your advice was very beneficial. I reloaded "Autosave_OnLeavingBase," swapped some crew, and restarted my patrol.

I asked about the specialists because I had a medic and a repair chief in SHIII. I guess that feature isn't a part of IV. I'm on my 14th patrol in my present campaign, so I probably would have seen it by now. (I've been blessed by other spontaneously improved "experts," including watch, sensors, and engine-room crew.)
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Old 07-26-22, 05:56 PM   #4
KaleunMarco
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Originally Posted by Rob Jacobsen View Post


#2 If I place seamen in torpedo stations, is mechanical or guns skill more important?



#4 Can I get a repair specialist? No one seems able to repair slight damage to my flak guns.


Thanks for your advice!

Rob
Quote:
Originally Posted by Mad Mardigan View Post
#2. Good question, 1 that I've wondered on as well...



#4. Specialists. Hmmm... these fellows, show up, at the oddest times... & not always the ones you hope for to show up, when they do.

As to their... authenticity in sitch...or in game, not sure. I think specialist's ratings or rated crew in specialist ratings... was something that came about either right near the end of WW2... or some time right after the end.

M. M.
#2 For the Torpedo station, mechanical skill is as valuable as gun skill. Oddly enough, electrical skill does not play a part.

#4 there ARE repair specialists. they will have Gold crossed-tools as a logo.

for gun repair, sometimes, you will need to position a crewman at a gun billet in order to repair the weapon, and in those situations, the higher the gun skill, the quicker the damage will be fixed. keep in mind that the guns are often damaged beyond repair until you complete your mission at dock at home base.


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Old 07-26-22, 07:33 PM   #5
Rob Jacobsen
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Originally Posted by KaleunMarco View Post
keep in mind that the guns are often damaged beyond repair until you complete your mission at dock at home base.

Got it. The damage percentage was very low, so I didn't understand why I couldn't get the danged guns repaired even with a full damage-control crew on while on the surface at night at ahead slow with the damage-control active. Next time I'll do as you suggest and man the guns.
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Old 07-26-22, 07:36 PM   #6
Mad Mardigan
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wolf_howl15

Quote:
Originally Posted by KaleunMarco View Post
#2 For the Torpedo station, mechanical skill is as valuable as gun skill. Oddly enough, electrical skill does not play a part.

#4 there ARE repair specialists. they will have Gold crossed-tools as a logo.

for gun repair, sometimes, you will need to position a crewman at a gun billet in order to repair the weapon, and in those situations, the higher the gun skill, the quicker the damage will be fixed. keep in mind that the guns are often damaged beyond repair until you complete your mission at dock at home base.





Thanks for that info, KaluenMarco...








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Old 07-27-22, 12:45 PM   #7
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Default A list for picking new crew members

List of crew skills for each rate.


https://www.subsim.com/radioroom/sho...tcount=2253220
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