Not going to lie, I've seen you in the stream board a few times and you've always been helpful, so I got super excited just now to see you on UA-cam. Then you mentioned being able to reorder your officers and I got even more excited! I've been playing UBoat since shortly after release, glad to see there's still more I can learn. You just got another sub(scriber)! Odd tip for discipline, I fire cowards and weak hearts. I keep seawolves at port and replace them as well. Increases the chance of finding more seawolves. Then when I have a spy mission or another mission I really don't want to risk a coward blowing, I bring aboard all my wolves. I've thought about promoting officers from the cowards, now that we're in B130 and 131 and officers actually get skills and stuff.
I seem to have read some testimonies that the shifts did not last much like 4 hours, perhaps so the sailors never got too tired and could intervene efficiently at any time, for example for an alarm.
I recently just built a new PC. So, I finally checking this title out. That was one very fine tutorial and advanced technique discussion. Thank you very much!!!
Finally! I who thought this was a buggy mess. Now I think not and that I did this wrong all the time. After watching your video a second time in one week I now understand how the remaining pool of sailors not on current shift is available for the officers. Lately I had only two sailors "on duty" as it is called (small square at the right side from the officers) and could not figure out why I could not get more sailors available. Running the IIA with only 14 sailors total and a fuel tank the size of a peanut this was very hard at times. When playing later this evening I will setup the crew, officers, schedule, tasks and squads correctly. I need my men available for my officers. Very valuable crew managment tutorial even 3 years later. Thank you!
Just one more thing. I have read that sailors do not need to sleep and that they can work 24/7. In that case why not just have one shift and give them all the sailors minus the pool for officer duty? As I understood there are far fewer sailors on this ship than there where in real life and that the developers compensated this with sailors without the need for sleep. Anyways I will test the singel 24/7 shift theory. I have 14 sailors and 6 officers. The officers runs two shifts mirroring their roles and responsibilities. The leader and the engineer will have two sailors assigned, and the radioman can have one. This gives me 5 in the duty pool and 9 on the 24 hour shift. This should be plenty. Yesterday I got access to IID with the much larger fuel tank so two sailors for the engineer is not that important anymore. Once again thank you for this great tutorial.
Thanks for taking the time to provide this! I had used way too many based on another's advice but after trying your method...I like it far better. More important tasks are completed making my life easier. :)
Superb video, liked & subscribed. Many thanks. It's a huge eye-opener and a big help. I was having a big problem with crew doing the wrong thing when in action e.g. gawking out of the attack periscope when I'm trying to slip away from escorts in shallow water. I've created two three new schedules: "Action Surface" and "Action Submerged". When going to action stations I disable the routine schedules and enable the appropriate action station schedule. With each, everyone is on duty. The surface one makes sure there are lookouts and that the helm and ballast controls are manned. No cooking or cleaning and no periscope use. Submerged action is the same but with no lookouts, and the hydroplanes are manned. Plus some other details. Having to enable/disable schedules and unassigned officers is still a bit clunky, though, it would be nice to see a proper "Action Stations" function and one that doesn't auto-trigger as soon as you see a ship, since there may be a lot of time spent stalking a contact between sighting a launching.
A 3 watch system is traditionally 4 on 8 off. A First Officer, 2nd Officer, and 3rd Officer commanding each watch. The 2nd Officer on the 12-4. The most experienced (first officer) on the 4-8, and the most Junior officer(3rd officer) on the 8-12 watch because the Captain won't stand a watch and he is usually awake on days, and available as needed at night. Same for the engine department, First assistant, 2nd assistant, and 3rd assistant engineer each take a 4 hour watch twice a day with 8 hours off in between... and the Chief engineer awake days and available as needed otherwise. Also, they all might work an extra 2 hours at the end of one watch per day to up the hours to 10 hour days each doing maintenance tasks etc... but they always get an 8 hour block off and a 6 hour block off every 24 hour period. That's how freighters typically run. I suppose for this sim the same might work because all you're really doing here is covering the hours of the day with officers, and allowing "crew" to do all the tasks. If you only have 5 officers in the game, two officers running 6 on 6 off will be fine. I do that on my ship in real life and it sucks but it covers the clock and you still get 4 hours a time to sleep because you still need to eat, shower, and unwind to fall asleep and I like a full hour to get up and coffee up before assuming the Navigation watch. Maritime accidents usually happen in the hour before and after a watch change because the officer getting off is tired and the one coming on is groggy because he might have just rolled out of the rack 5 minutes before taking over. It's funny because you'll typically get radio calls to arrange passage from another ship around 3:30 in the morning when the 2nd Mate is worrying about the 1st Mate coming up on watch in 15 minutes and yelling at him for leaving him a meeting situation before he's had his cup of coffee. lol
Been playing this since it came out. I'm happy someone is doing some tutorials. Too many trolls in the discussions causing trouble because they couldn't figure out the game haha. Maybe you get enough people playing we might get an American sub campaign one day.
Thank you I Just bought this and your clear information is wonderful. I just wondered why the ordinary sailors name tags don't appear every time but the officers always do.
i am curious about a shift strategy. Based on estimated depth and evading a destroyer lets say i bottom the boat for repairs. Would creating a blank "Repair" shift timed as "Anything" for 24 hours with equal priority for repairs , food and sleep only, for the whole boat by disabling all the other schedules, would that speed up repairs and speed up leak patches as the ship is "parked"? So will all crew members be focused only on repairs and sleep until the other shifts are reactivated? Which leads to the other question. do leak patches subtract from spare parts or are they "free"/ "Infinite:?" Basically I am looking at getting game and thought this might be a possible strategy to speed up repairs by diverting the entire crews function to repairs, sleep, and eating as the ship won't be in motion or combat so no idle crewman would be standing around when needed for fixing the boat.
ahh thats how it works, i thought that the numbers on the tasks show how many hours they will do that task. makes more sence that this an priority thing and the numbers don`t say anything. thank you for your video even if it is old now, nice too see how it works.
There doesn't appear to be anything stopping you using shifts in an entirely different way. Instead of time you could have 2 sailor on cooking shift, 3 oh engines, etc. Even 18 shifts with 1 sailor each.
Great guide! (Edited to remove a comment on officers dynamically adjusting their priorities based on need, as you did address that later in the video.)
And I guess a follow-up question: If officers won't do anything but sleep during red blocks, do you need to set a priority for sleep at all? It seems like sleep would only need to be given a priority if officers have some gray blocks in their schedule.
@@SonesBen there are some exceptions to the numbers rule, for instance if you set navigation >9 points higher than the next lowest task, then that officer will get on the nav table and stay there indefinitely throughout his shift. For instance: NAV=10, OBS=1 Or- NAV=9, (no lower task) And sleep should always be higher than their duty tasks AFIK. As you saw, this is important during grey blocks but I haven't tested it out during red blocks.
Just watched this awesome video! Just wondering about one thing given that this is now a 3 year old video. Is it possible that in the current version the numbers in the tasks actually matter with regards to high they are? I was trying this out and put 4 scheduled tasks on an officer on duty numbered 1-4 and one of them was navigation. Navigation was at the time around 8% and he just stood there and nobody else on that station. I tried bumping the navigation number up to 10 and then he ran to it.
Thank you for the explanation. Can one use the shift system to set up general quarters/man all stations type of deal that will temporarily override the pre-set day/night shift and then set it back? It will then be the captain's (my) responsibility to use it wisely...
I Really Hope you or someone you knows sees this! Just picked this up you and salty have been great help. I have a question though the math isn't adding up in my head as to why I don't have any/won't let me add more sailors when I should have the numbers. So current setup I don't have the extended crew on (would probably be worse lol). But each of my two shifts has 8 sailors total working with (2 for each leader = 4) + (2 per engineer = 4) + (1 for my one radioman) = 17 total with 1 remaining. So if I have squad set for there to be crew assign out of the total anyway with the remainder why can't I only assign 5 crew members amongst all the officers at once? Shouldn't I be able to have them on regardless of shift if there's enough left over from crew tasks for emergencies like help with warming/loading torpedoes. I can't even get 6 to be on at same time like you did with 8 crew members on. Again hope to hear something and thanks in advance and for the vids.
Thanks. I am wondering however, how does the math compute when you assigned 8 sailors per shift and was left with 10 to add to the officers. So 8 are working, 8 are sleeping, which would leave you with 2 spare, but somehow whenever the other 8 should be sleeping, they are actually working for the officers?
Good evening, on the Crew management page and then under Boat Heading I have set my Dive Schedule to 8am to 18.00 however it's now 8.36 and ive still not gone to periscope depth. Any ideas where im going wrong. Thanks Michael
I tried using the page up/down to increase the size of the images on the screen, it didn’t work……..are there any extra keys I need to press with the page up down buttons ? Edit: I found the UI scaling in the option settings under video. 👍🏾
I keep getting no crew in the electric motor when submerged. Cannot get anyone to man it. so dead in the water at periscope level.what am I doing wrong.any ideas Please
Why would an officer carry ammunition? He’d order a swabby to do it. I’m fairly sure the officer would be more likely to supervise and direct a gun than actually fire it.
That’s all well and great except it doesn’t work. When the shift change is supposed to happen nobody moves anywhere. They continue doing what they were doing before hand.
Call me stupid.. But if you have 18 sailors.. You need to divide that by 2 for 2 shifts. (Since you have half sleeping).. Right? So if you want 4 sailors (2 each) per officer that would leave 9 (half of 18) MINUS 4 (assigned to officers) EQUALS 5 to assign to the shift. In other words.. If you have each shift at 8 and 2 officers at 2 sailors each.. You need 8+4 or 12 sailors per shift or 24 total sailors, not 18. What am I missing?
I noticed the same thing. I think that was a mistake he made in the tutorial. There are not enough sailors to man both shifts and then have the officers have personal assistants all at the same time
I just learned that sailors in this game are actually robots that don't need sleep. And crew shifts aren't shifts at all, completely different from officer shifts. They are just used to change you robot crew's priorities based on time. So you have 18 sailors always, no need to divide by the number of shifts. If you assign 18 to a shift, there wont be any to assist officers.
Is there a way to delete the presets in the task menu? Like when I make a change and then save the preset, then make another change and save that preset I'm starting to stack a bunch of preset task ie I have 4 watch officer choices and I want to clear 2 of them out.
Why can't i assign any sailors to the officers, after setting up the crew shifts ect i can't assign any sailors to help my officers, it just won't do anything. Any idea why?
So I am just learning the game now. The only problem I see with your technique in this video is that the officers will only do navigation when it drops below 35%. By not having someone on navigation all the time doesn’t your fuel consumption take a big hit? By the way I think it’s kind of silly that you get better fuel consumption by having someone on the navigation table. Plotting a course is plotting a course. How does having men actually working at the navigation table improve fuel? That aspect seems a little silly to me. I understand the engineers tweaking on the engines but a navigator saving fuel by just standing at the navigation table seems silly.
Hey James! Thank you for the kind words and happy to see another person interested in the game! To your question, the real type VII u-boat had a maximum range of around 15,000km with full tanks of diesel fuel. When you have engineers w/assistants you get a 30% fuel bonus which actually brings your maximum range up to historical values. Adding a navigator w/assistants actually brings your maximum range up by 20% -above- historical values! If you want to save fuel though make sure to only run your engines at full speed when chasing down a hydrophone contact. Otherwise keep your engines running at forward speed 3 or forward speed 2 to conserve your fuel. (hover your mouse over the fuel icon for more info)
Too Bad it doesn't work like this anymore. I assume that this was changed in some past update. This is what people should expect whenever someone puts out a video and the devs see it.
These are the mods I use regularly but I have not posted the skin you see in the video. I keep that for myself :P steamcommunity.com/sharedfiles/filedetails/?id=2369999437
Some good points and learned some tricks thanks. However it really dragged on too much and could have been alot better condensed and edited, over 1hr really was too much
Totally valid points. This was my very first tutorial video and is pretty clunky and disorganized as a result. I do need to get around to remaking it so thank you for your comments and I'm glad it helped you in some way 🍺
ive played this game for liek a week. a month of ingame time and all ive ever found in "the black pit" is 1 spanish ship. this game is boring as fuck and now 4 out of 5 officers are sleeping at all times as well and I cant even blame them.
Absolutely excellent explanation. I like the way you do tutorials. I’m thinking of buying this game and you are going to be my go to.
Great game highly suggest buying it worth every penny
The best crew tutorial I found. Thanks a lot for the time and the explanation
Not going to lie, I've seen you in the stream board a few times and you've always been helpful, so I got super excited just now to see you on UA-cam. Then you mentioned being able to reorder your officers and I got even more excited! I've been playing UBoat since shortly after release, glad to see there's still more I can learn. You just got another sub(scriber)!
Odd tip for discipline, I fire cowards and weak hearts. I keep seawolves at port and replace them as well. Increases the chance of finding more seawolves. Then when I have a spy mission or another mission I really don't want to risk a coward blowing, I bring aboard all my wolves. I've thought about promoting officers from the cowards, now that we're in B130 and 131 and officers actually get skills and stuff.
I seem to have read some testimonies that the shifts did not last much like 4 hours, perhaps so the sailors never got too tired and could intervene efficiently at any time, for example for an alarm.
I recently just built a new PC. So, I finally checking this title out. That was one very fine tutorial and advanced technique discussion. Thank you very much!!!
Finally! I who thought this was a buggy mess. Now I think not and that I did this wrong all the time. After watching your video a second time in one week I now understand how the remaining pool of sailors not on current shift is available for the officers. Lately I had only two sailors "on duty" as it is called (small square at the right side from the officers) and could not figure out why I could not get more sailors available. Running the IIA with only 14 sailors total and a fuel tank the size of a peanut this was very hard at times. When playing later this evening I will setup the crew, officers, schedule, tasks and squads correctly. I need my men available for my officers. Very valuable crew managment tutorial even 3 years later. Thank you!
Just one more thing. I have read that sailors do not need to sleep and that they can work 24/7. In that case why not just have one shift and give them all the sailors minus the pool for officer duty? As I understood there are far fewer sailors on this ship than there where in real life and that the developers compensated this with sailors without the need for sleep. Anyways I will test the singel 24/7 shift theory. I have 14 sailors and 6 officers. The officers runs two shifts mirroring their roles and responsibilities. The leader and the engineer will have two sailors assigned, and the radioman can have one. This gives me 5 in the duty pool and 9 on the 24 hour shift. This should be plenty. Yesterday I got access to IID with the much larger fuel tank so two sailors for the engineer is not that important anymore. Once again thank you for this great tutorial.
This is the best UA-cam tutorial Channel on U-Boat I have seen to date (I’m late to the game, I know). Bravo!
Great explanation thanks. I'm new to the game and this has answered a lot of questions.
Any officer can play cards.....but only leaders can win every hand.... Bazinga
Coming back to uboat because of this video. This solves almost all my issues with the game!
Thanks for taking the time to provide this! I had used way too many based on another's advice but after trying your method...I like it far better. More important tasks are completed making my life easier. :)
Superb video, liked & subscribed. Many thanks. It's a huge eye-opener and a big help. I was having a big problem with crew doing the wrong thing when in action e.g. gawking out of the attack periscope when I'm trying to slip away from escorts in shallow water. I've created two three new schedules: "Action Surface" and "Action Submerged". When going to action stations I disable the routine schedules and enable the appropriate action station schedule. With each, everyone is on duty. The surface one makes sure there are lookouts and that the helm and ballast controls are manned. No cooking or cleaning and no periscope use. Submerged action is the same but with no lookouts, and the hydroplanes are manned. Plus some other details. Having to enable/disable schedules and unassigned officers is still a bit clunky, though, it would be nice to see a proper "Action Stations" function and one that doesn't auto-trigger as soon as you see a ship, since there may be a lot of time spent stalking a contact between sighting a launching.
A 3 watch system is traditionally 4 on 8 off. A First Officer, 2nd Officer, and 3rd Officer commanding each watch. The 2nd Officer on the 12-4. The most experienced (first officer) on the 4-8, and the most Junior officer(3rd officer) on the 8-12 watch because the Captain won't stand a watch and he is usually awake on days, and available as needed at night. Same for the engine department, First assistant, 2nd assistant, and 3rd assistant engineer each take a 4 hour watch twice a day with 8 hours off in between... and the Chief engineer awake days and available as needed otherwise. Also, they all might work an extra 2 hours at the end of one watch per day to up the hours to 10 hour days each doing maintenance tasks etc... but they always get an 8 hour block off and a 6 hour block off every 24 hour period. That's how freighters typically run. I suppose for this sim the same might work because all you're really doing here is covering the hours of the day with officers, and allowing "crew" to do all the tasks.
If you only have 5 officers in the game, two officers running 6 on 6 off will be fine. I do that on my ship in real life and it sucks but it covers the clock and you still get 4 hours a time to sleep because you still need to eat, shower, and unwind to fall asleep and I like a full hour to get up and coffee up before assuming the Navigation watch. Maritime accidents usually happen in the hour before and after a watch change because the officer getting off is tired and the one coming on is groggy because he might have just rolled out of the rack 5 minutes before taking over.
It's funny because you'll typically get radio calls to arrange passage from another ship around 3:30 in the morning when the 2nd Mate is worrying about the 1st Mate coming up on watch in 15 minutes and yelling at him for leaving him a meeting situation before he's had his cup of coffee. lol
I'm on board, Herr Kaleun (Kapitänleutnant KptLtn). Excellent tutorial. Greetings from Germany*
Thank you very much for this. Very well explained.
Thank you for the information you provided. I am just starting, so been looking for aid in understanding the mechanics.
MANY THANKS ! Now i dont have my crew watching from the damn periscope !
Cheers !
Wow absolutely outstanding tutorial man! Your understanding of the game is great!
Thank you for the kind words!
Thank you, this helped A LOT!
I'm so glad!
Been playing this since it came out. I'm happy someone is doing some tutorials. Too many trolls in the discussions causing trouble because they couldn't figure out the game haha.
Maybe you get enough people playing we might get an American sub campaign one day.
American sub campaign would be pretty sick ngl
Just found this gonna say man this helped me out a lot using 7 officer's in game at moment after using your tips uboat is a well oiled machine.
Thank you I Just bought this and your clear information is wonderful. I just wondered why the ordinary sailors name tags don't appear every time but the officers always do.
man ive been going crazy. thank you so much
Thank you very much for the great explanation! I had some issues with the tasks and because of your video I found the mistake :)
Great Crew Management Tutorial.. thank you!
i am curious about a shift strategy. Based on estimated depth and evading a destroyer lets say i bottom the boat for repairs. Would creating a blank "Repair" shift timed as "Anything" for 24 hours with equal priority for repairs , food and sleep only, for the whole boat by disabling all the other schedules, would that speed up repairs and speed up leak patches as the ship is "parked"? So will all crew members be focused only on repairs and sleep until the other shifts are reactivated? Which leads to the other question. do leak patches subtract from spare parts or are they "free"/ "Infinite:?"
Basically I am looking at getting game and thought this might be a possible strategy to speed up repairs by diverting the entire crews function to repairs, sleep, and eating as the ship won't be in motion or combat so no idle crewman would be standing around when needed for fixing the boat.
Best walkthrough ever. Just kidding busy seriously. lol nice job!
ahh thats how it works, i thought that the numbers on the tasks show how many hours they will do that task.
makes more sence that this an priority thing and the numbers don`t say anything.
thank you for your video even if it is old now, nice too see how it works.
This is exactly what i need. Thanks a lot!
Wow, this is so good I’m going to start a new campaign with Crew Management ON. Thanks.
Fantastically informative video, thanks so much o7
what priority would you give to "bulkheads" a new function in the latest build. Excellent explanation by the way, well done
Great stuff, very helpful.
Good video definitely a learning curve is this game
There doesn't appear to be anything stopping you using shifts in an entirely different way. Instead of time you could have 2 sailor on cooking shift, 3 oh engines, etc. Even 18 shifts with 1 sailor each.
Great guide! (Edited to remove a comment on officers dynamically adjusting their priorities based on need, as you did address that later in the video.)
And I guess a follow-up question: If officers won't do anything but sleep during red blocks, do you need to set a priority for sleep at all? It seems like sleep would only need to be given a priority if officers have some gray blocks in their schedule.
@@SonesBen there are some exceptions to the numbers rule, for instance if you set navigation >9 points higher than the next lowest task, then that officer will get on the nav table and stay there indefinitely throughout his shift.
For instance: NAV=10, OBS=1
Or-
NAV=9, (no lower task)
And sleep should always be higher than their duty tasks AFIK. As you saw, this is important during grey blocks but I haven't tested it out during red blocks.
Wonderful Video Thanks !!
how do you get your logo on the side of the ship ?
I have set the same thing for my officers but they are all sleeping at once.
Just watched this awesome video! Just wondering about one thing given that this is now a 3 year old video. Is it possible that in the current version the numbers in the tasks actually matter with regards to high they are? I was trying this out and put 4 scheduled tasks on an officer on duty numbered 1-4 and one of them was navigation. Navigation was at the time around 8% and he just stood there and nobody else on that station. I tried bumping the navigation number up to 10 and then he ran to it.
Thank you for the explanation. Can one use the shift system to set up general quarters/man all stations type of deal that will
temporarily override the pre-set day/night shift and then set it back? It will then be the captain's (my) responsibility to use it wisely...
Really really good tutorial. Many thanks.
I Really Hope you or someone you knows sees this! Just picked this up you and salty have been great help. I have a question though the math isn't adding up in my head as to why I don't have any/won't let me add more sailors when I should have the numbers. So current setup I don't have the extended crew on (would probably be worse lol). But each of my two shifts has 8 sailors total working with (2 for each leader = 4) + (2 per engineer = 4) + (1 for my one radioman) = 17 total with 1 remaining. So if I have squad set for there to be crew assign out of the total anyway with the remainder why can't I only assign 5 crew members amongst all the officers at once? Shouldn't I be able to have them on regardless of shift if there's enough left over from crew tasks for emergencies like help with warming/loading torpedoes. I can't even get 6 to be on at same time like you did with 8 crew members on. Again hope to hear something and thanks in advance and for the vids.
Awesome stuff hope you will start posting again man!!
Great Stuff!
Had to subscribe just bought this game
Thanks. I am wondering however, how does the math compute when you assigned 8 sailors per shift and was left with 10 to add to the officers. So 8 are working, 8 are sleeping, which would leave you with 2 spare, but somehow whenever the other 8 should be sleeping, they are actually working for the officers?
Not all the officers are working at the same time remember. They also work shifts.
Good evening, on the Crew management page and then under Boat Heading I have set my Dive Schedule to 8am to 18.00 however it's now 8.36 and ive still not gone to periscope depth. Any ideas where im going wrong. Thanks
Michael
I get the problem with "too much work from officers" with these scheduals..
Thanks
8:51 how to delete unused plan from the dropdown menulist?
You can't at this time, unfortunately. Hopefully the devs will fix that soon.
I tried using the page up/down to increase the size of the images on the screen, it didn’t work……..are there any extra keys I need to press with the page up down buttons ?
Edit: I found the UI scaling in the option settings under video. 👍🏾
I keep getting no crew in the electric motor when submerged. Cannot get anyone to man it. so dead in the water at periscope level.what am I doing wrong.any ideas Please
22:11 that is stupid tho. Maybe i have 3 officers and want one on watch and one on navigation because navigation also lowers the fuel consumption.
You can force your officer to stay on the navigation table during his shift if you set the 'Navigation' task 10 points higher than observation.
@@McDewgout Wish this was pinned. Loved the tutorial great work but this was bugging the crap outta me. Thanks for replying to original comment
Why would an officer carry ammunition? He’d order a swabby to do it. I’m fairly sure the officer would be more likely to supervise and direct a gun than actually fire it.
That’s all well and great except it doesn’t work. When the shift change is supposed to happen nobody moves anywhere. They continue doing what they were doing before hand.
what game settings... and what is your pc cpu and GPu ... tnx
How to select medic and what is stop direct orders.?
Call me stupid.. But if you have 18 sailors.. You need to divide that by 2 for 2 shifts. (Since you have half sleeping).. Right? So if you want 4 sailors (2 each) per officer that would leave 9 (half of 18) MINUS 4 (assigned to officers) EQUALS 5 to assign to the shift.
In other words.. If you have each shift at 8 and 2 officers at 2 sailors each.. You need 8+4 or 12 sailors per shift or 24 total sailors, not 18.
What am I missing?
I noticed the same thing. I think that was a mistake he made in the tutorial. There are not enough sailors to man both shifts and then have the officers have personal assistants all at the same time
I just learned that sailors in this game are actually robots that don't need sleep. And crew shifts aren't shifts at all, completely different from officer shifts. They are just used to change you robot crew's priorities based on time. So you have 18 sailors always, no need to divide by the number of shifts. If you assign 18 to a shift, there wont be any to assist officers.
gread explanation ths and sub from Peter 👍😊
👍
Is there a way to delete the presets in the task menu? Like when I make a change and then save the preset, then make another change and save that preset I'm starting to stack a bunch of preset task ie I have 4 watch officer choices and I want to clear 2 of them out.
Yes, with this mod
steamcommunity.com/sharedfiles/filedetails/?id=2874745565&searchtext=qol
@@McDewgoutawesome thx.
Why can't i assign any sailors to the officers, after setting up the crew shifts ect i can't assign any sailors to help my officers, it just won't do anything. Any idea why?
Most likely because you have too many sailors assigned to crew-shifts?
@@McDewgout Probably, ill have to change things around or experiment a little
So I am just learning the game now. The only problem I see with your technique in this video is that the officers will only do navigation when it drops below 35%. By not having someone on navigation all the time doesn’t your fuel consumption take a big hit?
By the way I think it’s kind of silly that you get better fuel consumption by having someone on the navigation table. Plotting a course is plotting a course. How does having men actually working at the navigation table improve fuel? That aspect seems a little silly to me. I understand the engineers tweaking on the engines but a navigator saving fuel by just standing at the navigation table seems silly.
Hey James! Thank you for the kind words and happy to see another person interested in the game!
To your question, the real type VII u-boat had a maximum range of around 15,000km with full tanks of diesel fuel.
When you have engineers w/assistants you get a 30% fuel bonus which actually brings your maximum range up to historical values. Adding a navigator w/assistants actually brings your maximum range up by 20% -above- historical values!
If you want to save fuel though make sure to only run your engines at full speed when chasing down a hydrophone contact. Otherwise keep your engines running at forward speed 3 or forward speed 2 to conserve your fuel.
(hover your mouse over the fuel icon for more info)
how to board sailors?
Too Bad it doesn't work like this anymore. I assume that this was changed in some past update. This is what people should expect whenever someone puts out a video and the devs see it.
great video except I can't find the time compression button..
It should be at the top of your user interface as shown in my video, or it may appear at the bottom of your screen while in the map.
Great tutorial !!
how do I undelete them for the shifts
There is no way to 'undelete' a shift but you can make a new one.
@@McDewgout alright
Can or would you list the mods to use pls?
These are the mods I use regularly but I have not posted the skin you see in the video. I keep that for myself :P
steamcommunity.com/sharedfiles/filedetails/?id=2369999437
bit late to the party in regards to your vids but great work on these ,
Some good points and learned some tricks thanks. However it really dragged on too much and could have been alot better condensed and edited, over 1hr really was too much
Totally valid points. This was my very first tutorial video and is pretty clunky and disorganized as a result. I do need to get around to remaking it so thank you for your comments and I'm glad it helped you in some way 🍺
!
ive played this game for liek a week. a month of ingame time and all ive ever found in "the black pit" is 1 spanish ship. this game is boring as fuck and now 4 out of 5 officers are sleeping at all times as well and I cant even blame them.