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 06-11-09, 11:26 AM   #1
Sag75
XO
 
Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
Default putting helmsman ability to petty officers

hi,

anyone has never put helmsman ability to petty officers in command room (I mean to plane and dive station)?

..any benefit observed?



thanks!
__________________


Betasom - XI Gruppo Sommergibili Atlantici
http://www.betasom.it/forum/index.php
Sag75 is offline   Reply With Quote
Old 06-11-09, 11:41 AM   #2
meduza
Ace of the Deep
 
Join Date: Apr 2007
Location: on patrol
Posts: 1,035
Downloads: 40
Uploads: 0
Default

I have never noticed any difference.
__________________

meduza is offline   Reply With Quote
Old 06-11-09, 12:23 PM   #3
GoldenRivet
Subsim Aviator
 
GoldenRivet's Avatar
 
Join Date: Mar 2007
Location: Texas
Posts: 8,726
Downloads: 146
Uploads: 0


Default

i just got finished with a series of tests here.

TEST #1 (control)

VIIB
helm rated officers
regular sailors at helm stations
crash dive ordered FROM A DEAD STOP 0 KTS
the time elapsed between the time the crash dive was ordered and the time that the fully extended OBS scope submerged was

37 Seconds by in game stop watch

====================

TEST #2

VIIB
Helm rated officers
helm rated petty officers at helm stations
crash dive ordered FROM A DEAD STOP 0 KTS
the time elapsed between the time the crash dive was ordered and the time that the fully extended OBS scope submerged was

37 seconds by in game stop watch

====================

TEST #3

VIIB
Helm rated officers
helm rated petty officers at helm stations
crash dive ordered WHILE THE BOAT WAS AT MAX SPEED
the time elapsed between the time the crash dive was ordered and the time that the fully extended OBS scope submerged was

35 seconds by in game stop watch

====================

TEST #4

VIIB
Helm Rated Officers
regular sailors at helm stations
crash dive ordered WHILE THE BOAT WAS AT MAX SPEED
VIIB
Helm rated officers
helm rated petty officers at helm stations
crash dive ordered
the time elapsed between the time the crash dive was ordered and the time that the fully extended OBS scope submerged was

35 seconds by in game stop watch

===================

furthermore, the time required to carry out orders, such as "ahead flank", "dive", "hard to port" etc was not affected at all by the qualifications of the command room crew.
__________________
GoldenRivet is offline   Reply With Quote
Old 06-11-09, 01:12 PM   #4
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

I always keep a Helm-rated PO at the pumps, with two common seamen on the planes. It just feels right to me to do it that way.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 06-11-09, 01:48 PM   #5
Bent Periscope
Lieutenant
 
Join Date: Mar 2009
Location: Dry docks of Los Angeles, CA
Posts: 250
Downloads: 46
Uploads: 0
Default

Nice testing Goldrivet.

Could you test with a minimum of non-helm qualified officers but enough helm qualified petty officers to fill the bar green.

I'm wondering if I even need any helm qualified officers or should I just cross train them in other areas. I already know I don't need any Medical Officers but multiple Torp., Machinist & Watch Officers are always good to have around.
Bent Periscope is offline   Reply With Quote
Old 06-11-09, 01:50 PM   #6
GoldenRivet
Subsim Aviator
 
GoldenRivet's Avatar
 
Join Date: Mar 2007
Location: Texas
Posts: 8,726
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by Bent Periscope View Post
Nice testing Goldrivet.

Could you test with a minimum of non-helm qualified officers but enough helm qualified petty officers to fill the bar green.

I'm wondering if I even need any helm qualified officers or should I just cross train them in other areas. I already know I don't need any Medical Officers but multiple Torp., Machinist & Watch Officers are always good to have around.
standby
__________________
GoldenRivet is offline   Reply With Quote
Old 06-11-09, 02:05 PM   #7
GoldenRivet
Subsim Aviator
 
GoldenRivet's Avatar
 
Join Date: Mar 2007
Location: Texas
Posts: 8,726
Downloads: 146
Uploads: 0


Default

The minimum crew i could put into the command room was:

1 officer with NO qualifications (weapons officer and navigator absent)
3 Regular Sailors.

this dropped the green bar to about 50 or 60% of full

from a dead stop in calm seas i ordered a crash dive and timed the duration of the dive to cover the fully raised OBS scope with water.

the time with minimum crew in the command room

37 seconds from a dead stop

35 seconds while the boat was at maximum surfaced speed of 17-18 knots.

i have also tested crew positions with respect to "loading up" the forward compartments so as to make the boat front heavy... this had no effect on dive time.

it remained consistently 37 seconds at dead stop and 35 seconds at ahead flank.

keep in mind... this is not the time it took to go decks awash... this is the time it took to completely submerge the boat all the way up to a raised periscope mast.

furthermore, the test assumed that some time could be saved if the diesel crew didnt have to switch to the electric engine compartment (this takes a couple of seconds)

in a few additional tests i placed a fully accredited crew into both the diesel and electric compartments.

again this had no effect on crash dive time.
__________________
GoldenRivet is offline   Reply With Quote
Old 06-11-09, 02:21 PM   #8
GoldenRivet
Subsim Aviator
 
GoldenRivet's Avatar
 
Join Date: Mar 2007
Location: Texas
Posts: 8,726
Downloads: 146
Uploads: 0


Default

Addendum my above post:

i find the testing interesting.

is the helmsman qualification more or less useless? i have always been of that opinion.

it seems that of all the compartments within the SH3 boat, the command room is the LEAST affected by crewman qualification.

the stock manual mentioned that the orders are carried out more effectively with a well qualified command room crew, however i have never noticed this.

given orders yield the same reaction time regardless of crew qualifications in the command room.

but take the radio/sonar room for example.

place two regular sailors in there, and you are likley to miss distant sound contacts.

however replace the two sailors with even one radioman qualified petty officer and you can hear very distant contacts.

perhaps this is a glitch?

it seems that something should be affected by command room personnel or lack thereof.
__________________
GoldenRivet is offline   Reply With Quote
Old 06-11-09, 02:28 PM   #9
GoldenRivet
Subsim Aviator
 
GoldenRivet's Avatar
 
Join Date: Mar 2007
Location: Texas
Posts: 8,726
Downloads: 146
Uploads: 0


Default

Ah!

found something of interest.

while only the inexperienced, unqualified officer and 3 sailors occupied the command room...

... i had to give the order to fire tube one THREE TIMES by clicking the red fire button at the attack scope before the torpedo would actually fire!

i hit the red fire button... normally you hear a tube door open, and the torpedo fire away.

this time i hit the red fire button... waited about 20 seconds... nothing!

i hit the button again... same result.

i hit the button a third time, it finally fired the shot.

i tested with all remaining tubes.

i pressed "Q" with tube two to open the door for tube two... nothing, however on the second attempt it opened normally.

tube 2 fired normally after the door issue

tube 3 fired without incident

tube 4 took two attempts

tube 5 took two attempts
__________________
GoldenRivet is offline   Reply With Quote
Old 06-11-09, 02:32 PM   #10
meduza
Ace of the Deep
 
Join Date: Apr 2007
Location: on patrol
Posts: 1,035
Downloads: 40
Uploads: 0
Default

Once I made a test with 100% filled control room efficiency bar compared to almost 0% (no helm qualifications, single officer, ordinary sailors, all completely tired). I don't remember the figures, but the results were the same. I tested max. speed, dive and turning times.

edit:
Quote:
Originally Posted by GoldenRivet View Post

... i had to give the order to fire tube one THREE TIMES by clicking the red fire button at the attack scope before the torpedo would actually fire!
That sounds interesting! I never testet that. It makes sense though.
__________________

meduza is offline   Reply With Quote
Old 06-11-09, 03:03 PM   #11
GoldenRivet
Subsim Aviator
 
GoldenRivet's Avatar
 
Join Date: Mar 2007
Location: Texas
Posts: 8,726
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by meduza View Post
Once I made a test with 100% filled control room efficiency bar compared to almost 0% (no helm qualifications, single officer, ordinary sailors, all completely tired). I don't remember the figures, but the results were the same. I tested max. speed, dive and turning times.
how did you get the effeciency bar in the command room anywhere close to 0%?

SH3 will not let you leave all of the helm stations empty, if you remove sailors from the helms stations it automatically replaces them with fresh sailors.

furthermore, though you can remove the weapons officer and navigator, the chief engineer must occupy the helm station for ANY order to follow through.

in short... the minimum crew you can place into the compartment is 4 individuals... this has always given me an efficiency of about 60% minimum
__________________
GoldenRivet is offline   Reply With Quote
Old 06-11-09, 03:36 PM   #12
meduza
Ace of the Deep
 
Join Date: Apr 2007
Location: on patrol
Posts: 1,035
Downloads: 40
Uploads: 0
Default

Quote:
Originally Posted by GoldenRivet View Post
how did you get the effeciency bar in the command room anywhere close to 0%?
By making them all very tired.


Quote:
Originally Posted by GoldenRivet View Post
furthermore, though you can remove the weapons officer and navigator, the chief engineer must occupy the helm station for ANY order to follow through.
True, but you can still control the sub, even without the CE. You have to man his station yourself, and click on the dials.
__________________

meduza is offline   Reply With Quote
Old 06-11-09, 05:52 PM   #13
Sag75
XO
 
Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
Default

Hi, very interesting results..

@ GoldenRivet, so the green bar may affect the launch procedure ? Did you test periscope depth keeping during heavy sea?
__________________


Betasom - XI Gruppo Sommergibili Atlantici
http://www.betasom.it/forum/index.php
Sag75 is offline   Reply With Quote
Old 06-11-09, 07:07 PM   #14
GoldenRivet
Subsim Aviator
 
GoldenRivet's Avatar
 
Join Date: Mar 2007
Location: Texas
Posts: 8,726
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by Sag75 View Post
Hi, very interesting results..

@ GoldenRivet, so the green bar may affect the launch procedure ?
yes, it would appear so


Quote:
Originally Posted by Sag75 View Post
Did you test periscope depth keeping during heavy sea?

no i didnt test that
__________________
GoldenRivet is offline   Reply With Quote
Old 06-11-09, 07:13 PM   #15
Bent Periscope
Lieutenant
 
Join Date: Mar 2009
Location: Dry docks of Los Angeles, CA
Posts: 250
Downloads: 46
Uploads: 0
Default

Great job GoldenRivet.

I owe you a beer, or more, next time we're both back from patrols.

BP
Bent Periscope 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 01:36 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.