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#1 |
Watch
![]() Join Date: Aug 2013
Posts: 17
Downloads: 3
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Hello sea devils,
i use SH3+GWX3+SH3cmdr3.2 .. i'm used to make things harder to yield more fun from there .. i would like to ask for your personal preference and opinion about "Realistic" Vs "Already in SH3" option crew mode and/or current crew fine tunning in sh3cmdr .. 1) is it okay, that for stock crew I can add at the very beggining of the campaign (after first patrol usually still before ww2 started) unlimited amount of promotions and some badges, so I can turn initial 3 hellsmans + 1 watchman to four 3-skill officers each + same with adding skill to each Petty Officer ? How is it meant and what will it do with original concept of campaign, which should be that you receive these promotions and *skills as reward for service .. 2) When I start with "Realistic" crew when starting new campaign in SH3cmdr i have to suffer first mission (usually before ww2 starts as in Aug/1939) with given set of 2 watchmans + 1 repairman and after first mission i can give them all promotions and skills same like described above .. how is this feature meant ? Why I can give Iron Cross to anybody before first encounter ? 3) What do you think and do you use the feature of changing next patrol location as you wish ? Isn't AI making some global tactic decisions like covering with AI controlled captains other areas by some key ? why can single captain select his next mission targets ? I am confused from things above .. I play with 100% of realism with no god's eye and i really don't understand how are these cheaty things meant in SH3cmdr .. thanks in advance, daniel |
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#2 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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I can't really comment on 1) and 2),...
but for 3) the grids are simply selected at random out of a small list specific for a Flotilla and time period. (which probably resembled real-life history) There is no tactical or strategic consideration that leads to the decision of which grid to go to. You can choose your own desired grid to go to. Nothing in the game prevents you from going your own way and doing what you please. |
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#3 | |
Old enough to know better
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Hi Daniel, welcome to SubSim.
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SH3 Commander is a game enhancing tool I could not do without. ![]() Once again, welcome.
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“Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying.” ― Arthur C. Clarke ![]() |
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#4 |
Watch
![]() Join Date: Aug 2013
Posts: 17
Downloads: 3
Uploads: 0
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thanks for input ..
i'd really like to encourage someone to comment points 1) and 2) .. what is the best practise for maintaining campaign in some reality close borders in regard of human resources ? should I then ommit using this feature of sh3cmdr at all ? talking about crew manager .. it's weird indeed to be able to add and save any skills you want to your crew at the beginning of the game .. i've also noticed, that if you use "Realistic" settings i start before war with 550/600 experienced commander as well as several other sailors having ~200 - 300 exp probably good compromise would be to use "Realistic" settings and don't use all (or any) allowed promotions and skill adds in there .. thanks for the comment .. ntz |
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#5 | |||
Eternal Patrol
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Like U Crank, my career starts with a shakedown patrol, which for me involves cruising to an open part of the harbor and then going right back to the dock. I then make sure that every PO has a skill before going on my first real patrol. Quote:
Commander letting you pick your own grid is neither more nor less realistic than the way the game already does it.
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#6 | |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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What I would like to see is two sets of skill badges. The first being a "just out of school" badge making the petty officer a bit better than a petty officer without it and then after war patrol experience a second "taught by combat experience" badge making the petty officer a lot better in his task. |
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#7 | |
Eternal Patrol
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#8 | |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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![]() Anyways hopefully somebody with some modding interest reads this as I think this might be modded in relatively easily. |
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#9 | |
Watch
![]() Join Date: Aug 2013
Posts: 17
Downloads: 3
Uploads: 0
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thanks for your replies
![]() btw, someone here noted the fact, that PO has his rank because of he's qualified to maintain some concrete things better than other .. i'd not follow this 100% .. PO without skill still can be assigned to any post in submarine and he does his job slightly better than normal sailor .. i've read there that some captains use sh3cmdr and assigns some skill to each PO very early at the campaign .. well, i'd rather assign slowly skills to my POs as they accumulate real experience at sea .. ofc, that if vanilla game gives you one skill per patrol it is not optimal, hence say after 10 patrols everyone on the board has relatively same level of experience, so i'd believe, that assigning skills could be made "more groupy" after several missions .. Quote:
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#10 |
Eternal Patrol
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But was originally posted by Rockin' Robbins, not me. I just quoted him.
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“Never do anything you can't take back.” —Rocky Russo |
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#11 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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Skill is related to the complexity of the task, the amount of training needed to master the task and the genetic and physical makeup of the individual.
As an example, consider the skill needed to drive a nail with a hammer. For most people, it is easy to learn and master and having twenty years experience will not improve your performance. A newly commissioned boat will not have an unskilled crew. And a seasoned boat will have a number of unskilled personnel. With this reasoning, I assign every crew member (via SH3CMDR) a station, skill level and decorations at the onset of a career. This allows me to keep the same crew at the same station through the mission, as in real life. I suspect Sailor Steve spent most of his time in communications and not in the engine room (although he might have spent a bit of time in the galley pealing potatoes on KP duty).
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#12 | |
Eternal Patrol
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A first-class petty officer is more skilled than a third-class petty officer. That said, there is no such thing as a petty officer with no skills at all. Being qualified in the job is what makes him a petty officer in the first place. Every petty officer should have a skill right from the start. That is realistic. A PO with no skill is not realistic. A sailor with no skills is not a petty officer.
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“Never do anything you can't take back.” —Rocky Russo |
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#13 |
Eternal Patrol
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I never had to peel potatoes, believe it or not. I did, however, spend one month as what they call a Mess Cook, which is a fancy name for a table-cleaner and dishwasher. I also got assigned to chip paint in compartments needing repainting, when things were slow.
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“Never do anything you can't take back.” —Rocky Russo |
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#14 |
Bosun
![]() Join Date: Jul 2013
Location: Mansfield, Notts. UK
Posts: 69
Downloads: 521
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I hadn't realised that was possible. What I do to get decent crew, is to go to the boat outfitting screen, then right back to the barracks and I will find crew with 200 or so renown waiting - if renown allows of course.
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#15 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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There's this bug with renown awarded during your first patrol. If you modify anything to your boat before the first patrol, you'll likely loose the renown gained during it. So that includes crew changes. Been there, done that.
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