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View Full Version : Fatigue setting for SH3 Commander when using GWX?


hocking
12-19-06, 09:02 AM
Up to this point, I have left the "Use Fatigue Model" unchecked (and therefore have not chosen any of the 5 options from the drop-down list). In this case, I am assuming that SH3 Commander will not change any fatigue settings in GWX. This means that the new GWX fatigue model would be what I experience in my games. Is this correct?

I got a little concerned when I noticed that one of the SH3 Commander Fatigue Models is "Grey Wolves 8 hours". I began to wonder if I have to select the little check box next to "Use Fatigue Model", and then choose this option (the "Grey Wolves 8 hour" option) in order to experience the new GWX fatigue model.

Martin1813
12-19-06, 09:20 AM
You're right. Leave "use fatigue model" unchecked.

GW 8 & 24h were for the previous The Grey Wolves 1.0 & 1.1 releases;)

hocking
12-19-06, 04:27 PM
Thanks for the reply.

IRONxMortlock
12-19-06, 06:29 PM
You're right. Leave "use fatigue model" unchecked.

GW 8 & 24h were for the previous The Grey Wolves 1.0 & 1.1 releases;)

Ah, is that so? I figured I'd have no fatigue if I didn't select a model?
________
Roll a joint (http://howtorollajoint.net/)

JScones
12-20-06, 06:11 AM
You're right. Leave "use fatigue model" unchecked.
Correct. :up:

GW 8 & 24h were for the previous The Grey Wolves 1.0 & 1.1 releases;)
Partially correct.

SH3Cmdr R2.7 contains an updated 8 hour fatigue model which is the same as that in GWX. This model is also backward compatible with GW1.1a (indeed, if you still run GW1.1a then you should select this model).

The 24 hour fatigue model has been removed in R2.7 as it is no longer supported for either GWX or GW1.1a.

Martin1813
12-20-06, 06:41 AM
Thanks for the reminder, JScones :smug: (I like this one : :smug:) :rotfl::rotfl:

hocking
12-20-06, 07:50 AM
Oh, I see. So in the end, I could have did either way. Leave the box unchecked, or checked the box and chosen the "Grey Wolves 8-hour" fatigue from the drop down list. Either of these ways would produce the exact same outcome.

The new fatigue model finally hits it right in my opinion. I have assigned all of my regular sailors (not Officers, or Petty Officers) with one of three qualifications using SH3 Commander R2.7 to help me seperate who is who. I divided them up into three groups, some having five in them, and some only having four (I am running a IIA, so I have a small crew). Anyway, these designations help me keep them seperate so I can run them in shifts easily. One 8-hour shifts will have nothing but Radio-designated sailors assigned to jobs, the next 8-hour shift will only have watchman-designated sailors assigned to jobs, and the final 8-hour shift will have nothing but Machinest-designated sailors assigned to jobs. I then throw in rested Petty Officers, and a few more regular sailors who still have a shift between there next scheduled shift into the mix to fill any voids. I am running pretty efficient probably 80% of the time I would guess.

These qualification designations that you can assign regular seaman in SH3 Commander R2.7 do not really impact that seamans abilities at all, so this is not a cheat as far as I know. But, I don't assign any Officers or Petty Officers with qualification designations from within SH3 Commander, because I think this will increase their abilities within the game and I am not wanting to cheat the system like that. Therefore, I only assign Qualification designations to Officers and Petty Officers from within the game.

Just an idea. Let me know if I am cheating the system in any way and don't know it. Thanks for your answers in this thread.

supposedtobeworking
12-20-06, 05:14 PM
How about no fatigue. I have never thought that micromanaging and baby-sitting the cew and their schedules was adding an immersive element to the game, but just a nuisance. I currently have no fatigue checked in sh3cmdr 2.7, but is this breaking anything in the game? I have currently had no major problems except two minor bugs (CTD in Navmap and DD blowing itself up i think.)

Kpt. Lehmann
12-20-06, 06:23 PM
How about no fatigue. I have never thought that micromanaging and baby-sitting the cew and their schedules was adding an immersive element to the game, but just a nuisance. I currently have no fatigue checked in sh3cmdr 2.7, but is this breaking anything in the game? I have currently had no major problems except two minor bugs (CTD in Navmap and DD blowing itself up i think.)

The no fatigue option shouldn't break anything but the progression of fatigue... and any added fatigue advantage to crewmen given medals.

GT182
12-20-06, 06:50 PM
STBW, I'm also using no fatigue.. for now at least. I'm seen no problems at all using it in GWX. No CTD in Nav map or any CTDs at all, knock on wood. The biggest issue was being unable to use my keyboard in GWX. But on saving, quitting out of SHIII and then restarting, keyboard is back working in game. I'm about to encounter a large Convoy so I'll check on DDs blowing themselves up. ;) This is my first convoy contact, actually first enemy contact seeing I'm on my first patrol out of Wilhelmshaven with 2nd Flotilla.

Now this career start date is 08/03/40. This has given me the chance to see the Tirpitz and a different port. In Sept I'll be transferred to Lorient from what I read in the setup. Best benefit was getting a IXB right from the start. :D My patrol grid is BF68 so I'll be out all month I hope.

Laffertytig
12-21-06, 07:58 AM
im having issues with crew fatigue. would i be correct in saying that fatigue shouldnt happen over 64x time compression? im having to change all the crew every few hours when using time compression which is really tedious. any ideas

i have crew fatique unchecked in SH3 commander

fredbass
12-21-06, 08:10 AM
im having issues with crew fatigue. would i be correct in saying that fatigue shouldnt happen over 64x time compression? im having to change all the crew every few hours when using time compression which is really tedious. any ideas

i have crew fatique unchecked in SH3 commander

Look at your other post, we just responded to them. :up:

fredbass
12-21-06, 08:19 AM
To everyone, please read the Commander documentation and the GWX manual. They will answer most of your questions already.

Laffertytig
12-21-06, 09:51 AM
ok ive read SH3 commander and gwx manual and there's nothin on this problem. what i would like is to use gwx's fatigue model but the problem is that the crew fatigue at all time compression levels, not just below 64x. not much fun having to change all crew around every 2 or 3 minutes!

the only other mod i have is longer repair times so dont see how that would affect this.

danlisa
12-21-06, 09:55 AM
the only other mod i have is longer repair times so dont see how that would affect this.

You might have to ask the author of LRT as it is well known that using it will 'break' things in GWX.

Take the LRT out and see if the problem persists.

Laffertytig
12-21-06, 04:45 PM
ok ive done a complete reinstall of SH3 and GWX with no other mods and am having the same thing happen:damn: im leaving the fatigue box unchecked in SH3 commander.

why is fatigue increasing on time settings above 32x?
is this happening to anyone else?

hocking
12-21-06, 05:40 PM
Here is your answer:

Your crew fatigue will continue to happen as long as you are running TC at a level equal to, or smaller than, whatever you have your maximum TC level set to in the "When in 3D views" option within SH3 Commander. For example, if you select within the SH3 Commander TC Options that you want to limit "When in 3D views" TC to 512, then whenever you are in your game and you are running TC at 512 or less, your crew will experience fatigue. If you run TC above 512 in this same scenario, your crew will not experience fatigue and you can run all over the place above this TC level and not have to worry about them.

So, in actuality, your "When in 3D views" option within SH3 Commander sets your crew fatigue limitations as far as TC is concerned.