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Old 05-02-20, 11:39 AM   #16
Col7777
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In SH3 there is a way to alleviate the crew management, I only found it yesterday, some mods have it in but I found a post where you change the text in a file.
It always niggles me, I mean in a real life situation I would think the captain has more important things to do than rotate the crew, I'm sure another officer would be given that task.

This is the post I found for SH3, it might also work in SH4 but they rotate anyway.

https://www.subsim.com/radioroom/sho...t=Crew+fatigue

Col.
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Old 05-02-20, 11:42 AM   #17
KaleunMarco
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Quote:
Originally Posted by Col7777 View Post
In SH3 there is a way to alleviate the crew management, I only found it yesterday, some mods have it in but I found a post where you change the text in a file.
It always niggles me, I mean in a real life situation I would think the captain has more important things to do than rotate the crew, I'm sure another officer would be given that task.

This is the post I found for SH3, it might also work in SH4 but they rotate anyway.

https://www.subsim.com/radioroom/sho...t=Crew+fatigue

Col.
that does not work in SH4.
there is a lot of material (parms, values, etc) from SH3 that is carried over from SH3 into certain SH4 CFG files but it is ignored and no longer in effect.
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Old 05-02-20, 12:28 PM   #18
XenonSurf
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I recall (it's been some time) that in SH3 you can move an entire group to another compartment, you cannot do that in SH4. But the crew management is very more detailed in SH4 with a lot of crew attributes that all have a function in the sub as I understand now.


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Old 10-07-21, 08:42 PM   #19
Zero Niner
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Sorry for the thread necro. I'm starting a new SH4 campaign and it's been years since I was last on patrol.
Does the damage control compartment need to be crewed from the onset? In other words I recruit enough Petty Officers and Seamen to fill it while in port. Put another way, what are the pros and cons of filling it before sailing, vs grabbing and dropping existing crew from other compartments as required during a patrol?
Thanks.
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Old 10-08-21, 09:20 AM   #20
Bubblehead1980
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Quote:
Originally Posted by Zero Niner View Post
Sorry for the thread necro. I'm starting a new SH4 campaign and it's been years since I was last on patrol.
Does the damage control compartment need to be crewed from the onset? In other words I recruit enough Petty Officers and Seamen to fill it while in port. Put another way, what are the pros and cons of filling it before sailing, vs grabbing and dropping existing crew from other compartments as required during a patrol?
Thanks.


Damage control parties were formed by skilled members of the crew when certain repairs were required of key equipment and to fight emergencies such as flooding. Crews in different compartments can handle most damage, so best to leave slots empty and then if/when take serious damage...say flooding , put the proper members in their slots and click the activate damage control party button in the orders bar. Review your crew and see who has best mechanical and electrical skills, as well as leadership and experience, these are best for the DC party.


My usual composition is :


Officer: Usually a mechanically inclined Ensign or Lt jg with Mechanical skill rating of 80 or above. Leadership is key for the leader of team, as it does maximize efficiency (see the green bars above DC team) and how timely repairs are made.


CPO: Skilled, Senior Chief Petty Officers with high mech ratings. Leadership helps a swell.


Petty Officers with high mech and electrical ratings from engine and torpedo rooms usually help fill out the DC party. One in a while a skilled non rated manned is assigned as well.

It's a gamey thing I am working to adjust, but the "Mr Fix It" Chief Petty Officer (Special Ability-Wrench Icon) is a great asset as to get the realistic repair and pump times game should have in the first place. Big help, especially with flooding, so if one comes up while in port, get him on board.

In my TMO Update, I made it where his ability is only active when placed in the damage control slots, otherwise things get repaired way too fast. I only assign him when have something serious like flooding.


My current DC is team is :


Ensign, three CPO's, and rest are petty officers 1st and 2nd class. Team works well, has saved boat twice, including last patrol when had flooding and hull damage from a seven hour depth charging.



If your forward torpedo room is the one flooding, and crewmembers are injured. Shocked (read over the avatars) then do not add them to the DC party, find substitutes. This is because they will not be at peak proficiency and will actually slow down repair efforts.

If see the red avatars, look at their stats, including morale carefully. Sometimes will see "shaken" or even "manic". They should be removed to the crew berthing as they drag down the compartments efficiency. This represents crews who have lost it.

I once had a crew member injured during an attack, listed as manic and put him in crew berthing, he eventually passed away en route home. Rare, but it happens.
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