SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-28-20, 11:33 AM   #16
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by Fifi View Post
Something always puzzled me in SH3, is they completely forgot the helmsman (steering)... even in conning tower there is no BBC station!
Would be cool to have this guy 3D + animation...
Certainly as important as the 2 guys at the diving station
That, and the planesmen having their hands on the rings instead of the hydraulic buttons. The rings were a backup not a constant use item ala SH3.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 11-28-20, 12:07 PM   #17
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 883
Downloads: 489
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
That, and the planesmen having their hands on the rings instead of the hydraulic buttons. The rings were a backup not a constant use item ala SH3.
My thinking with helm, since the primary helm station surfaced was inside the tower, I bring a fully-rested off-duty helmsman to the bridge to fill the fourth slot. This simulates the somewhat rigorous duty inside the tower at the helm station. On-duty helm is in control room in game but having helm do “double duty” works well. Cook can help up on bridge too.

As for the planesmen, if you wanted to be technical, on a dive you could bring down the bridge watch petty officer and one additional lookout for manning the planes but since there are only three control room slots, one of which is taken by helm, I just keep those as the control room personnel (Zentralemaat and his Zentralegast).
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 11-28-20, 12:54 PM   #18
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by derstosstrupp View Post
My thinking with helm, since the primary helm station surfaced was inside the tower, I bring a fully-rested off-duty helmsman to the bridge to fill the fourth slot. This simulates the somewhat rigorous duty inside the tower at the helm station. On-duty helm is in control room in game but having helm do “double duty” works well. Cook can help up on bridge too.

As for the planesmen, if you wanted to be technical, on a dive you could bring down the bridge watch petty officer and one additional lookout for manning the planes but since there are only three control room slots, one of which is taken by helm, I just keep those as the control room personnel (Zentralemaat and his Zentralegast).

Not a bad idea. I like to use Diving Duck's interior as it automatically puts the planesman on the bridge while on the surface and at their planesman stations while submerged, vs. having them at their seats all the time which is not how it was done irl.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 11-28-20, 02:37 PM   #19
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 883
Downloads: 489
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
Not a bad idea. I like to use Diving Duck's interior as it automatically puts the planesman on the bridge while on the surface and at their planesman stations while submerged, vs. having them at their seats all the time which is not how it was done irl.
Oh yes I should add that that’s very good - thanks!
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 11-28-20, 04:32 PM   #20
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 883
Downloads: 489
Uploads: 0


Default

Edited post #4 for ranks, promotions, and awards!
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 11-28-20, 04:44 PM   #21
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Trying this out over the weekend. Let you know how it goes !
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 11-28-20, 11:19 PM   #22
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

I notice in "Surface Normal" state there is no Engineer in the control room; can't give maneuver orders without him though ? Not sure I understand the purpose of putting him in the e-room vs leaving in the control room.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper

Last edited by John Pancoast; 11-28-20 at 11:40 PM.
John Pancoast is offline   Reply With Quote
Old 11-29-20, 04:06 AM   #23
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 883
Downloads: 489
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
I notice in "Surface Normal" state there is no Engineer in the control room; can't give maneuver orders without him though ? Not sure I understand the purpose of putting him in the e-room vs leaving in the control room.
Normal travel no one is needed. Even with waypoints set. If you spot an A/C etc, grab him in, otherwise keep him from tiring by putting him in the off-duty engine room (a neutral zone).

You’ll need him and nav in port to get started and set Kiel outbound if needed, call it “maneuver stations”. But yeah otherwise those guys don’t need to always be in control room.
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 11-29-20, 05:51 AM   #24
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by derstosstrupp View Post
Normal travel no one is needed. Even with waypoints set. If you spot an A/C etc, grab him in, otherwise keep him from tiring by putting him in the off-duty engine room (a neutral zone).

You’ll need him and nav in port to get started and set Kiel outbound if needed, call it “maneuver stations”. But yeah otherwise those guys don’t need to always be in control room.

Ok thanks. Hey, you've probably already done it but I edited the NYGM 1024 menu.ini to again show all the crew slots in the compartments. Makes adding them easier.

Let me know if you want a copy.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 11-29-20, 06:26 AM   #25
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 883
Downloads: 489
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
Ok thanks. Hey, you've probably already done it but I edited the NYGM 1024 menu.ini to again show all the crew slots in the compartments. Makes adding them easier.

Let me know if you want a copy.
Yes please, I appreciate it!
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 11-29-20, 07:48 AM   #26
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by derstosstrupp View Post
Yes please, I appreciate it!

Here you go. Been trying this out for a bit this a.m. Very nice ! I moved a few of the crew around to different quarters to reduce the drag distance when doing watch changes.
I.e., all the engine crews are in the aft quarters, all the watch crews in the forward, etc.


Liking the concept though !
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 11-29-20, 08:35 AM   #27
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 883
Downloads: 489
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
Here you go. Been trying this out for a bit this a.m. Very nice ! I moved a few of the crew around to different quarters to reduce the drag distance when doing watch changes.
I.e., all the engine crews are in the aft quarters, all the watch crews in the forward, etc.


Liking the concept though !
Thanks! Glad to hear it’s going well. Yeah good point, probably easier to do it that way in the long run, I was simulating the sailors in the bow room, with the petty officers in the U-Raum.
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 11-29-20, 08:41 AM   #28
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by derstosstrupp View Post
Thanks! Glad to hear it’s going well. Yeah good point, probably easier to do it that way in the long run, I was simulating the sailors in the bow room, with the petty officers in the U-Raum.
That's true too; they didn't bunk together, i.e. Also, I couldn't assign both the radio and medic quals to the two crew involved; both quals take the same "space" in the crew members qual box in SH3C.
No big deal as I kept the radio qual but how did you get that to work ? Edit the crew.cfg files ?
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 11-29-20, 10:39 AM   #29
derstosstrupp
Grey Wolf
 
derstosstrupp's Avatar
 
Join Date: Aug 2008
Posts: 883
Downloads: 489
Uploads: 0


Default

Quote:
Originally Posted by John Pancoast View Post
That's true too; they didn't bunk together, i.e. Also, I couldn't assign both the radio and medic quals to the two crew involved; both quals take the same "space" in the crew members qual box in SH3C.
No big deal as I kept the radio qual but how did you get that to work ? Edit the crew.cfg files ?
The petty officers should be able to accept 2 qualifications, but I think they might need one patrol under their belt already.
__________________
Ask me anything about the Type VII or IX!

One-Stop Targeting Shop:
https://drive.google.com/drive/folde...WwBt-1vjW28JbO
My YT Channel:
https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ
derstosstrupp is offline   Reply With Quote
Old 11-29-20, 11:17 AM   #30
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by derstosstrupp View Post
The petty officers should be able to accept 2 qualifications, but I think they might need one patrol under their belt already.
Thanks, I was able to give them radio quals but when trying to also give them the medic, that qual would replace the radio one.
But no big deal.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:59 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.