Crew management get easier as you progress through the game. Once you get reputation points you can increase the amount of officers you have in your sub. Max I think is 7. But I want to add you want your sleep to be the highest number. If it is not the officers will tend to work till they pass out. This system is only great for use if you like to play on realism travel and like to speed up time makes your crew more automated. Granted I do think this takes away from the game. But I do also like how it makes you feel more like a captain of a crew. Crew management in the Navy was a real thing and still is. Just FYI in the U.S navy the submarine force works on a 18 hr day. 3 shifts but we work 8 hrs reason for this is so we do not eat the same kind of meal every day. So one day I eat lunch and dinner when I wake up the next day I will have breakfast and lunch and so on. Love the videos keep up the good content hard to find people who truly love games like this.
6:00 from what i understand the "freetime" is not the same as "downtime", so a sailor does not work only 8 hour days with 16 hours off. The sailors you put to help officers are taken from the ones that are not on shift. If you think about it it makes no sense that a sailor would only work 8 hour days in wartime on a uboat, i would be surprised if not working 12+ hour days minimum would be the norm, atleast when needed.. but im just guessing there
Trying going to two 12 hour shifts vs three 8 hour. This gives you 9 sailors vs 6. Also you can reduce the engine priority since your engineer will be manning it with his assistants.
This is pretty much how I set the crew, except I turn off torpedo loading and warming and give engines to the mechanic, So I always have an engineer on the motors ( one works day shift the other night ) Just for saving diesel.
@@thematts0743 oh I agree and have been watching them, he does a great job. I just still have so many little questions that nobody could ever cover in a video. Hey salted come on over and teach me, I'll supply free beer
@@Lite_lySalted I will do that actually, thank you. I think the biggest thing I don't understand is when you put together a firing solution, what exactly is happening? Is the boat turning automatically to that point of aim, or are the torpedo tubes being aimed themselves? And then I just don't know how much food and stuff to bring or really what the sub/crew needs. I guess I'll just have to try it out a few times and die until I learn
Found something very cheesy if you set your radiomen for 2 hours awake 2 hours free schedule he turns into a fire and forget person lol And when you need him you can just use him like normal and just reset him back to his schedule and he will catch up on rest and food
I am just now seeing it, I like the captain for me in first-person mode, I dread the idea of the god's eye view for the game, I like the idea of feeling like I am on the boat, not watching the boat, so normally the leader of the shift will only get to use there ai ability if I let them, and I always hog the controller from the AI.
Would B128 require a new game or is it save compatible? I just discovered the mods and boy am I in for it. Still, an amazing game and greatly appreciate your videos. You are the only one out here going through these tutorials. Makes it so easy to jump right in it. Thanks!
B128 will likely be on the unstable branch for a few weeks before full launch. In my experience, every new build requires a new save. Thanks for the feedback!
Just got this game on steam sale I heard there's a few bugs and it's early access, but honestly this in my opinion has a lot of work to be done to it it took three attempts to get through the tutorials and the crew management is very basic. The 11 quid on sale was worth it but any idea nah.