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View Full Version : Fatigue: NYGM & GWX


theluckyone17
01-05-07, 12:04 PM
When I got back into SH3 a several months ago, I went right for NYGM. A few months later, I got distracted by some other software, and took a bit of a hiatus away from SH3. Sure enough, that got old, and my attention was pulled back into SH3.

This time around, I slapped in GWX, just to see it. Overall, I was very impressed with what I saw. So much that I wouldn't mind sticking with it, assuming I can ignore/overcome a few minor irritations. These irritations come from things in NYGM that I miss... and they added up. So I went back to NYGM, and discovered that I missed the extra content in GWX. This causes an issue (Oh, if I'd have just stuck with NYGM and not opened that other beautiful box of GWX).

What are these irritations? Well, the biggest (if I can fix this, I can deal with everything else) is the fatigue model. I've tried just cancelling the fatigue all together, but I don't like it. Makes the boat feel like a block of steel... I don't have to deal with the crew. They're just there. With fatigue, I care if a crewmember has a specialization. I care if I throw him up on deck to fight off an aircraft, 'cause he's been with the boat for a few patrols, spent quite a bit of time investing in his experience, and I don't want some Hurri's cannons reducing him to shark fodder.

NYGM's fatigue model: I divy up the crew (reduced amount of crew, btw, too) into three shifts for the engine room and the watch crew. Everyone else gets two shifts, alternating. I switch the shifts every 8 hours. Using SH3Commander, I turn the fatigue off at TC's over 256, making long distance treks outside air cover reasonable.

With GWX... I needed to swap out my engine crew every four hours, otherwise I'm dead in the water. This irritates me greatly. I tried dealing with it, and eventually ended up just turning it off.

Now, after having gone back to NYGM and missing all the other stuff in GWX, I'm wanting to go back to NYGM. I don't want to deal with the fatigue, though... in fact, I'm wanting NYGM's fatigue model.

Now, I fully understand that I'm going to have to edit/mod this myself. But is it as easy as editing the basic.cfg file, and changing all the fatigue related lines to the ones in the NYGM basic.cfg? Or do I also need to change the fatigue lines in all the ship cfg's, too? And is this gonna break anything else?

I'll ignore the rest of my irritations, 'cause they aren't deal-breakers.

Jimbuna
01-05-07, 12:09 PM
Unless I'm totally misunderstanding your post I would suggest you just cancel fatigue altogether using SH3Commander :arrgh!:

theluckyone17
01-05-07, 12:53 PM
Yeah... you kinda misunderstood me. That's certainly an option, and probably the one I'll take if I can't get this fatigue model worked out to my satisfaction, but it's not optimal.

Basically, if I remove fatigue all-together, I feel like I'm missing out on crew interaction. I like having a reason to promote my crew. I like knowing that if I happen to run across a target while Hans (uber-gunner that he is) is taking a nap, I either wake him up and exhaust him further, or deal with a not-so-uber-gunner.

If I just nix the fatigue all-together, that's gone. I don't like that.

I do like the NYGM fatigue... the reduced crew, and the eight hour shift concept. I'd love to be able to have those features in GWX, and I'm willing to do the leg work myself (especially if I can just copy the relevant details/lines from the NYGM configuration files to the GWX without screwing something else up). If it's not feasible, that's alright... I'll deal with having no fatigue at all. But I'd prefer the reduced crew and eight hour shift.

Jimbuna
01-05-07, 01:42 PM
Have you tried the GWX 8 hour fatigue selection using SH3Commander 2.7 ? :hmm:

fredbass
01-05-07, 02:44 PM
Yes, Commander is a popular addition to the game, plus it has various fatigue options you can try.

theluckyone17
01-05-07, 03:42 PM
Problem resolved, methinks. I read through the GWX manual (versus skimming when I first installed it), and read the fatigue section in detail. Then I tried to do some research on the SH3 Commander Fatigue options...

... and realized that I *may* have manually configured the "TC Limit when in 3D view" via SH3 Commander when I tried GWX out. Previously, with NYGM, I'd end up setting it to 256 or higher, so I could cruise around at 128 and still feel the effects of the fatigue.

With GWX's default fatigue, if I understood the manual correctly, they plan on needing to swap out the engine crew every 4 hours. 4 hours game time in 128 TC goes by really fast in real time.

After knowing this, I left this at the default (32?). Now I cruise around at 128 TC, ignoring fatigue, and get to deal with it when I'm attacking/fleeing/hiding. This is proabably a better situation, for the last couple hours that I've been playing.

I like the reduced crew in NYGM, but it's not a big of a deal as the fatigue was. I'll play around/research it later if it bugs me enough.

Problem solved ;o) Thanks for the discussion.

Jimbuna
01-05-07, 03:57 PM
Very pleased to hear it mate :up:

Corsair
01-05-07, 06:03 PM
I had exactly the same feeling ...

On my NYGM install I left the 256 TC / 256 3D so I always have fatigue on - usually never play above 128 though. I like to make my crew shifts every 6 hours so that nobody is really exhausted and can be used in case of an urgency.

On the GWX install, I ended disabling the fatigue totally through SH3 Cdr. This gives me another more "relax" type of gameplay.
To compensate, I am starting "hardcore navigation" with GWX (no sub icon on the map and no use of plotting tool - sun fixes (Ctrl-click) at sunrise, 12h00 and sunset if any sun - estimation from heading/speed by covered skies) This should be quite interesting...