Excellent video! Since getting UBoat I understood the concepts of crew management and tried to come up with workable schedule and task priority , but the more I tweaked it the worse it got. Following your examples almost 1 for 1 I just finished a near perfect cruise with my crew always ready to perform any task needed during alarms, always well rested and with no stress. This video was exactly the info I needed. Thank you!
Crew management can be quite daunting and finding a good setup isn't that easy. I know it well myself, because I also struggled a bit until I found a good schedule that would have someone on duty all the time for the critical duties while not having fatigue issues on the long term, so I'm really happy this tutorial helped you! :).
Thanks, that was helpful. I bought the game because I loved Silent Hunter 5 in the past & liked your videos but on my first patrol, I did have the shifts but not the priorities so, they wouldn't sleep. So what happened on route already, my commander fell overboard and I couldn't command the boat anymore and my crew or officers, not sure, would drop like flies from exhaustion. One of them died and in the end my crew was just sitting around crying like babies saying, "we're all gonna die".😅💀
I can't think of a reason why a medical emergency would happen anytime but when the alarm is on. And when alarm is on, sleep is automatically forbidden, so there's no chance the medic officer will rather go to sleep than care for a sailor...basically because he's not allowed to go to sleep :).
There are some stupid bugs and Type II crew management seems serously broken.. For a reason if you change things in the shift/squad settings, it only updates effectively if you change something manually, so trying out stuff is stupidly hard. And as mentioned, on type II nothing makes sense.. I have 2 shifts but if I assign more then 3 people to each, I only have 2 sailors to assign manually. Also the "sailors in service" tab on the bottom right makes no sense and is not what it should be. If they are overworked, there is no way to find out why and how to adjust it, it's really annoying.. they implement complex system, tell nobody how it works and it's impossible to find out.. wtf
Hmmm it's important, yes, yet it's not as important as other much more crucial tasks. It's in the same ballpark as cleaning: you want someone doing it on a regular basis, but sailors are more than enough for the job. It's important to have someone cooking in your crew, that much is true, and that's what I say in the tutorial. However, WHO is cooking, it does not matter 99% of the time. Wasting an officer for that role is, well, that, a waste, unless you're really desperate for discipline (and there are much better ways to get your discipline up, such as using music or playing cards). Delegating the cooking on your sailors and using your officers for much more important stuff is more than enough. That's what I do in my submarines and it has worked like a charm thus far...
@@ramjb Dejémonos de mariconadas con el inglés. Cuando hice la mili nos metieron a un fulano que decía que era cocinero pero no tenía ni zorra y nos intoxicó a al compañía entera X_D...aún me acuerdo de sus muertos..
@@bmw_m4255lol.....I max out my compartments on food.....then use a bunch to hand out for the poor slops on the life boats.....lol......gets ya points that way
Depends on the time of war. From mid 1942 onwards I set most of my daytime hours to dive. Before that, if you're not bothered by manually doing sound checks with the depth dial icon, you can put 2, 3, or 4 one-hour dives during the day so the sonarman gets to listen for contacts automatically. But I like doing that on my own :).
@@ramjb my main concert with your schedule is 2nd watch officer always does observation for full shift and no one is on navigation, where i lose bonus to efficency on type IIa which already struggles with fuel
@@ImmortaliusMNE This guide was done with the type VII in mind. That's the submarine model players will be playing for the most part of their careers. Also, it's not up there to be copied as is. I explained how things work (roles, skills, schedules, etc) so viewers can decide to do whatever changes they see fit to the baseline to adopt to their preferences/situation/circumstances. A good instance of this is my last patrol in U-559. Shortly after departing fatigue began becoming a progressively more serious issue. The patrol lasted for almost a month, you can imagine by the end of it it was a massive issue. So, accordingly, I adjusted my priorities so my two radiomen had a pretty high priority at playing cards, and one of my mechanics saw his cooking priority raised aswell. That allowed me to keep the patrol going until I exhausted my torpedoes. I entered La Specia, fatigue penalty was at -19, but I still had a firm hold on discipline thanks to the change of priorities for my officers. What I'm trying to say here is that what you see in the video is not gospel not to be touched, modified, or adjusted at all. It's a baseline that works, and works well, to keep your officers up and ready while covering for the most vital roles of the submarine 24/7. If you feel navigation is one of those roles because of the IIA's range issues, then by any means, modify it as you wish. But my take n it (and I also have a Type IIA career on the channel, recorded and uploading while the beta was going on ;)), navigation is not one of those vital roles ,not even in the type IIA. Meanwhile keeping a working watch on the bridge, indeed is. Having to go back to base because fuel is running low is a nuisance. But being sunk by an aircraft your watch crew didn't see in time because the officer was too busy doing navigation, it's the end of the career. But again, the tutorial is a guide, the shown example is a baseline that works for people to adjust it as they see fit. So change it in whatever way you want :) :)
Unfortunately, this no longer works. Since you cannot order your crew to manually load torpedoes, if your one mechanic happens to be on-duty during combat then he will remain on engine duty and not load torpedoes. The only way to get him to do so is to enable an alarm, switch him to another duty, switch the chief engineer to engine duty and then cancel all active duty orders, then switch the main engineer again to engine duty. A very tedious process. Perhaps I'm doing something wrong, but my mechanic will no longer load/maintain torpedoes during combat. I also have issues with the radio operator failing to translate messages when he's off-duty - he must be assigned manually to the radio controls whenever a message appears, and even then will only do so when an alarm is enabled..
uhm. You can manually load torpedoes with an officer. Select him, right click on the torpedo tubes you want to reload, he'll manage the reload you have chosen. You can see it in my current career, episode 3, after the torpedo attack I did on the C3. Also, if the radio officer is off-duty at the time of receiving a transmission, of course he's not going to decode messages. He's not there to do so ;). Again, choose him and send him to the radio station. He'll begin decoding as soon as he sits on the chair, no matter if it's in combat or not. Remember, sleep is (and shoud be) the highest priority for all officers. If an officer is scheduled to be off-duty, he's going to remain so until his schedule calls him into his shift again, no matter a message has been received and needs decoding or not.
@@ramjb I've tried that, but unless an alarm is enabled, he runs to the torpedo tube and then goes right back to sleep. The radio officer, if off-duty when a radio transmission occurs, will run to the radio and attempt to decode it for a second, then goes right back to sleep, resulting in repeated messages of 'transmission interrupted' until he's micromanaged into the radio role. This doesn't happen with normal scheduling. Perhaps it's just my save file, but these are issues I've run into repeatedly.
Ok....I have got to say....out of all the examples I watched from a plethora of videos, yours Actually works!....of course when an enemy is encountered things can get whacky with the Officers sleep needs but it bounces back.....the only things I've noticed is that the cook goes missing briefly, Navigation can be missing at times, and my poor Radio man gets hammered....first thing I'm going to go is get another one of those officers or Promote one of the Sailors. I'm in a Type II......I downloaded the full game two weeks ago.....can I ask what Mods are you using?
Heya! Glad you found the guide helpful. Yes, it works ;). The list of mods I use in each Uboat video I made is in the description. I'm not going very mod-heavy, the list I currently use is: -Breathe Easier -[2024.1] Auto Sub Lights -Bearings for Map Tools 2024.1 -CourseLine+ 2024.1 -Sinking Physics Overhaul 2 -Sounds of War
Sounds good.....I don't like to go Mod heavy either.....I like that Tourpdo Calculation Disk, can I find all of these on Steam?....I don't know where to look for them, hopefully they come with description and instructions@@ramjb
Actually, no. When you're in alert sleep is forbidden. And I can't think of any situation where I would need a medkit that's not when the alert is enabled :). So the showcased priorities work perfectly fine.
Good to find this. Most "advanced crew management" tutorials on youtube are hilariously outdated and some things don't even work anymore
Totally feel you! It’s wild how many old videos are still floating around. Glad you found this one useful!
Excellent video! Since getting UBoat I understood the concepts of crew management and tried to come up with workable schedule and task priority , but the more I tweaked it the worse it got. Following your examples almost 1 for 1 I just finished a near perfect cruise with my crew always ready to perform any task needed during alarms, always well rested and with no stress. This video was exactly the info I needed. Thank you!
Crew management can be quite daunting and finding a good setup isn't that easy. I know it well myself, because I also struggled a bit until I found a good schedule that would have someone on duty all the time for the critical duties while not having fatigue issues on the long term, so I'm really happy this tutorial helped you! :).
This tutorial and your intercept tutorial were immensely helpful. Glad I stumbled across your channel. Thanks!
Thank you so much for your kind words! It means a lot to me that you found the tutorials helpful. Your support keeps me motivated!
Watched a few of these, this video sealed the deal thanks
Welcome aboard! :)
Thanks, that was helpful. I bought the game because I loved Silent Hunter 5 in the past & liked your videos but on my first patrol, I did have the shifts but not the priorities so, they wouldn't sleep. So what happened on route already, my commander fell overboard and I couldn't command the boat anymore and my crew or officers, not sure, would drop like flies from exhaustion. One of them died and in the end my crew was just sitting around crying like babies saying, "we're all gonna die".😅💀
LOL....we've all been there, more or less ;). Hopefully from now on you're not :D :D :D
Hey thank you so much for this video man!
this stuff really helps! Cheers!
Glad it helped! :). Thanks for your suggestion :)
thanks. lot of people forget that number of bed determine the shift. lol
I suggest you prioritize medkit above sleeping. Otherwise, he will sleep during an emergency
I can't think of a reason why a medical emergency would happen anytime but when the alarm is on. And when alarm is on, sleep is automatically forbidden, so there's no chance the medic officer will rather go to sleep than care for a sailor...basically because he's not allowed to go to sleep :).
@@ramjb you tell him! ALARM!!!!!
Such a great video, thanks so much!!
Thanks a bunch! So glad you liked it! Stick around for more fun stuff!
Thank you for this useful tutorial.
Thanks, very helpful!
Glad it helped!!
There are some stupid bugs and Type II crew management seems serously broken.. For a reason if you change things in the shift/squad settings, it only updates effectively if you change something manually, so trying out stuff is stupidly hard. And as mentioned, on type II nothing makes sense.. I have 2 shifts but if I assign more then 3 people to each, I only have 2 sailors to assign manually. Also the "sailors in service" tab on the bottom right makes no sense and is not what it should be.
If they are overworked, there is no way to find out why and how to adjust it, it's really annoying.. they implement complex system, tell nobody how it works and it's impossible to find out.. wtf
cooking is the most important...
Hmmm it's important, yes, yet it's not as important as other much more crucial tasks. It's in the same ballpark as cleaning: you want someone doing it on a regular basis, but sailors are more than enough for the job.
It's important to have someone cooking in your crew, that much is true, and that's what I say in the tutorial. However, WHO is cooking, it does not matter 99% of the time. Wasting an officer for that role is, well, that, a waste, unless you're really desperate for discipline (and there are much better ways to get your discipline up, such as using music or playing cards).
Delegating the cooking on your sailors and using your officers for much more important stuff is more than enough. That's what I do in my submarines and it has worked like a charm thus far...
@@ramjb Dejémonos de mariconadas con el inglés. Cuando hice la mili nos metieron a un fulano que decía que era cocinero pero no tenía ni zorra y nos intoxicó a al compañía entera X_D...aún me acuerdo de sus muertos..
you can go weeks without eating.
@@bmw_m4255lol.....I max out my compartments on food.....then use a bunch to hand out for the poor slops on the life boats.....lol......gets ya points that way
Does this work on 1.0 release?
Yes :)
Hay.....you did not show a (your) boat diving schedule.....would be nice...
You dont put dive schedule do you?
Depends on the time of war. From mid 1942 onwards I set most of my daytime hours to dive. Before that, if you're not bothered by manually doing sound checks with the depth dial icon, you can put 2, 3, or 4 one-hour dives during the day so the sonarman gets to listen for contacts automatically. But I like doing that on my own :).
@@ramjb my main concert with your schedule is 2nd watch officer always does observation for full shift and no one is on navigation, where i lose bonus to efficency on type IIa which already struggles with fuel
@@ImmortaliusMNE This guide was done with the type VII in mind. That's the submarine model players will be playing for the most part of their careers. Also, it's not up there to be copied as is. I explained how things work (roles, skills, schedules, etc) so viewers can decide to do whatever changes they see fit to the baseline to adopt to their preferences/situation/circumstances.
A good instance of this is my last patrol in U-559. Shortly after departing fatigue began becoming a progressively more serious issue. The patrol lasted for almost a month, you can imagine by the end of it it was a massive issue. So, accordingly, I adjusted my priorities so my two radiomen had a pretty high priority at playing cards, and one of my mechanics saw his cooking priority raised aswell. That allowed me to keep the patrol going until I exhausted my torpedoes. I entered La Specia, fatigue penalty was at -19, but I still had a firm hold on discipline thanks to the change of priorities for my officers.
What I'm trying to say here is that what you see in the video is not gospel not to be touched, modified, or adjusted at all. It's a baseline that works, and works well, to keep your officers up and ready while covering for the most vital roles of the submarine 24/7. If you feel navigation is one of those roles because of the IIA's range issues, then by any means, modify it as you wish.
But my take n it (and I also have a Type IIA career on the channel, recorded and uploading while the beta was going on ;)), navigation is not one of those vital roles ,not even in the type IIA. Meanwhile keeping a working watch on the bridge, indeed is.
Having to go back to base because fuel is running low is a nuisance. But being sunk by an aircraft your watch crew didn't see in time because the officer was too busy doing navigation, it's the end of the career.
But again, the tutorial is a guide, the shown example is a baseline that works for people to adjust it as they see fit. So change it in whatever way you want :) :)
Unfortunately, this no longer works. Since you cannot order your crew to manually load torpedoes, if your one mechanic happens to be on-duty during combat then he will remain on engine duty and not load torpedoes. The only way to get him to do so is to enable an alarm, switch him to another duty, switch the chief engineer to engine duty and then cancel all active duty orders, then switch the main engineer again to engine duty. A very tedious process. Perhaps I'm doing something wrong, but my mechanic will no longer load/maintain torpedoes during combat. I also have issues with the radio operator failing to translate messages when he's off-duty - he must be assigned manually to the radio controls whenever a message appears, and even then will only do so when an alarm is enabled..
uhm. You can manually load torpedoes with an officer. Select him, right click on the torpedo tubes you want to reload, he'll manage the reload you have chosen.
You can see it in my current career, episode 3, after the torpedo attack I did on the C3.
Also, if the radio officer is off-duty at the time of receiving a transmission, of course he's not going to decode messages. He's not there to do so ;). Again, choose him and send him to the radio station. He'll begin decoding as soon as he sits on the chair, no matter if it's in combat or not. Remember, sleep is (and shoud be) the highest priority for all officers. If an officer is scheduled to be off-duty, he's going to remain so until his schedule calls him into his shift again, no matter a message has been received and needs decoding or not.
@@ramjb I've tried that, but unless an alarm is enabled, he runs to the torpedo tube and then goes right back to sleep. The radio officer, if off-duty when a radio transmission occurs, will run to the radio and attempt to decode it for a second, then goes right back to sleep, resulting in repeated messages of 'transmission interrupted' until he's micromanaged into the radio role. This doesn't happen with normal scheduling. Perhaps it's just my save file, but these are issues I've run into repeatedly.
Ok....I have got to say....out of all the examples I watched from a plethora of videos, yours Actually works!....of course when an enemy is encountered things can get whacky with the Officers sleep needs but it bounces back.....the only things I've noticed is that the cook goes missing briefly, Navigation can be missing at times, and my poor Radio man gets hammered....first thing I'm going to go is get another one of those officers or Promote one of the Sailors. I'm in a Type II......I downloaded the full game two weeks ago.....can I ask what Mods are you using?
Heya! Glad you found the guide helpful. Yes, it works ;).
The list of mods I use in each Uboat video I made is in the description. I'm not going very mod-heavy, the list I currently use is:
-Breathe Easier
-[2024.1] Auto Sub Lights
-Bearings for Map Tools 2024.1
-CourseLine+ 2024.1
-Sinking Physics Overhaul 2
-Sounds of War
Sounds good.....I don't like to go Mod heavy either.....I like that Tourpdo Calculation Disk, can I find all of these on Steam?....I don't know where to look for them, hopefully they come with description and instructions@@ramjb
thx bro
My pleasure :)
You messed up with the med kit priority. It should be the highest priority (11) of your radio man.
Actually, no. When you're in alert sleep is forbidden. And I can't think of any situation where I would need a medkit that's not when the alert is enabled :). So the showcased priorities work perfectly fine.
How are people able to understand this pronounciation???
Thanks, very helpful!
Glad it helped!