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Old 08-15-22, 12:29 PM   #1
Mad Mardigan
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wolf_howl15

A more... proper way, would be grand...

And... just to be clear, is not just only relegated to the Type II, on that... issue, but the other Uboats, as well... btw.


Is also, something, that is sorely needed on the fleetboat side of it, as well... BUT, that's another matter, altogether.


Just saying...









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Old 08-15-22, 12:38 PM   #2
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Quote:
Originally Posted by Mad Mardigan View Post
A more... proper way, would be grand...

And... just to be clear, is not just only relegated to the Type II, on that... issue, but the other Uboats, as well... btw.


Is also, something, that is sorely needed on the fleetboat side of it, as well... BUT, that's another matter, altogether.


Just saying...









M. M.
What other subs in DW need something similar? Now I have it fresh in my brain and could try to expand it to other classes.
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Old 08-15-22, 01:09 PM   #3
Mad Mardigan
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What other subs in DW need something similar? Now I have it fresh in my brain and could try to expand it to other classes.
The Type VII's, as well as the Type IX's... dunno about the XXI, XIII or the others after the Type IX's... to be frank.


Have only kept to the 7's & the 9's, in running any careers...









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Old 08-15-22, 01:33 PM   #4
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OK. Here is a Type VIIb at the start of a Dark Waters career.



Total crew:56 (18x3 +2)

According to Wikipedia, should be between 48 and 52. I'll take it as 48 for a VIIb.

Where should we remove slots?
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Old 08-15-22, 01:49 PM   #5
Mad Mardigan
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OK. Here is a Type VIIb at the start of a Dark Waters career.



Total crew:56 (18x3 +2)

According to Wikipedia, should be between 48 and 52. I'll take it as 48 for a VIIb.

Where should we remove slots?
That's the $1m question...


Know that it shouldn't be that many crew... when you start out. been trying to pin down definitive info on just how many were assigned to a uboat, according to uboat.net, the crew count was significantly less than 56... more in the 44-48 count.

Then, there's the whole... how did they break down the watch or crew rotations, exactly... to consider.

In a manner, the way that crew is handled in 3, is cleaner, in a fashion... a shame that there wasn't a SH4 version made of Commander. *sighs*
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Old 08-15-22, 01:52 PM   #6
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1 area... engines... could use a bit of paring down... as for where to do so on the remaining, to trim out... ugh... dunno.
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Old 08-15-22, 02:11 PM   #7
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My thinking for the VIIb:

Rear torpedo room: 1 guy per watch should be enough. When in Battle Stations it would leave 3 guys in charge of a single torpedo tube. 3 slots deleted.

Engines rooms: 2 guys per watch makes 6 in total when in combat situation. Not unreasonable. Another 3 slots down.

Control room: must be really crowded when in combat stations . 3 per turn seems more logical to me. 3 more slots that could be axed.

Also the Watch in the tower must be busy when in combat, with 4x3=12 guys looking for the enemy . If we remove one set of 3, that would make a total 12 slots that could be removed.

56-12=44. We could add 1 or 2 guys to the damage control party. That would make it a total crew of 46. Plus the Commander/Player , it's now quite close tothe 48 objective .
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