View Full Version : GWX and No Fatigue
Iron Budokan
02-06-07, 10:13 PM
Does GWX work with SH3 Commander's no fatigue? Thanks, guys! :)
JScones
02-06-07, 11:03 PM
Yes. :yep:
Mush Martin
02-06-07, 11:15 PM
Does GWX work with SH3 Commander's no fatigue? Thanks, guys! :)
It should assuming your commander is up to date.
MM
Sure does! I'm a big fan of letting my NCO's look after the sleeping arrangements. I drafted the watch bill and let them run it. I don't go running around shaking bunks to get people working with the exception of that lazy good for nothing Watch Officer who dives into his rack as soon as we submerge and won't come out unless I go get him.:D
Ducimus
02-07-07, 02:38 AM
Sure does! I'm a big fan of letting my NCO's look after the sleeping arrangements. I drafted the watch bill and let them run it. I don't go running around shaking bunks to get people working with the exception of that lazy good for nothing Watch Officer who dives into his rack as soon as we submerge and won't come out unless I go get him.:D
Couldnt have said it better myself. Delegation is a wonderful thing.
jasonsagert
02-07-07, 04:10 AM
I know this is going beyond answering Iron Budokans' question, but I have to give my opinion.
I agree that the whole fatigue model in SH3 is messed up, but I also feel that it's strange to play without it. And I actually enjoy the added issue when things get crazy. But I hate dealing with it when I'm cruising around. My solution; drop the 3D model down to 16x with SH3 commander and play with the stock GWX fatigue.
This solution, I feel, allows fatigue to become an issue (which it should be), but not the overwhelming issue that it was. Plus, you no longer have to manage your crew unless you're at less than 32X in attack or getting attacked.--which makes the experience more fun for me.
Whatever--enjoy the game however you want :up:
J
Ducimus
02-07-07, 04:47 AM
If you could set up acutal crew watchs that auto rotate based on a schedule you set, i'd use fatigue anytime. I don't like not having crew management an issue, but i hate micromanaging them even more. "Lemmings in das boot" is not the game i like to play.
Abd_von_Mumit
02-07-07, 05:01 AM
I know this is going beyond answering Iron Budokans' question, but I have to give my opinion.
I agree that the whole fatigue model in SH3 is messed up, but I also feel that it's strange to play without it. And I actually enjoy the added issue when things get crazy. But I hate dealing with it when I'm cruising around. My solution; drop the 3D model down to 16x with SH3 commander and play with the stock GWX fatigue.
This solution, I feel, allows fatigue to become an issue (which it should be), but not the overwhelming issue that it was. Plus, you no longer have to manage your crew unless you're at less than 32X in attack or getting attacked.--which makes the experience more fun for me.
That's exactly what I feel about crew fatigue. However it's temptating to switch it off, as it's boring to manage them when just sailing and nothing happens, it would be even more boring to have them all rested and full of energy after a long battle, surface night attack or several ours of heavy depth charging and making tons of repairs. Though my crew performs very well when starting to reload torpedoes, after reloading a few of them they don't perform so well any more - the efficiency bar starts getting lower and lower and nothing could stop it. So before I reload my last external torpedo while at lower than 32xTC, my torpedo men are almost dead. And I must always take it to consideration... especially when close to the enemy. It gives me much joy, as I feel like I coped with that problem in real. :)
If you could set up acutal crew watchs that auto rotate based on a schedule you set, i'd use fatigue anytime. I don't like not having crew management an issue, but i hate micromanaging them even more. "Lemmings in das boot" is not the game i like to play.
And that's probably how it is to be in SH4. From the short Neal Steven's review of the game I found that it's the crew management that is going to be reworked totally. You've got shift there, men that can take care of themselves, work/sleep/rest when it's time for it and fight when you call them to. Too bad it cannot be modded like that in SH3. :(
Jimbuna
02-07-07, 07:28 AM
I agree that the whole fatigue model in SH3 is messed up, but I also feel that it's strange to play without it. And I actually enjoy the added issue when things get crazy.
Totally agree :yep: ...So I use the 8 hour option cos I find it just about right :yep:
Mind you I like what I'm hearing about the crew management in SH4 :rock:
Iron Budokan
02-07-07, 01:24 PM
I also like what I'm hearing about crew management in SH4. :yep:
I agree a non-fatigue model just doesn't work for me, either. I couldn't go to that. There was a vitiman mod out a while back, I had used that a while and liked the results.
Ducimus
02-07-07, 05:10 PM
Ive often thought about fatigue in a total different way. One thing that isnt modeled is consumables. You know... food. Boats couldnt stay out there forever. Food, fuel and crew's long term health dictated patrol length. In the past i was fiddeling with a "fatigue as food" concept but shelved it.
Essentually crews slowly drained faigue over a long period of time that couldnt be "rested" back. I had it timed out to where the little red exlcimation point came up at 60, 70, or 90 days depending on variable i used. Basically at that point your crew's all drinking "uboat special cocktails". The hole in the concept was, that crew in the rest compartments didnt lose fatigue. Didnt gain any back, but didnt lose any either. Thats why i shelved it.
Sailor Steve
02-07-07, 05:11 PM
That's exactly the way RUB did it long ago. Everybody complained.
Corsair
02-08-07, 05:28 AM
I didn't...:D Played RUB a long time and found their fatigue concept was great.
Iron Budokan
02-08-07, 02:04 PM
I downloaded RUB a while back but never tried it and doubt I will now. It would have to be a very good mod to make me turn away from GWX.
I understood what the modder was trying to do with the fatigue in RUB, but it didn't really come off from what I heard. Although there are people out there who still swear by it...
Sailor Steve
02-08-07, 06:28 PM
RUB was the best supermod out there...a year ago. It has been superceded. I never used all of it; I pick and choose bits and pieces I like. My favorite thing about RUB was how easy that was-they listed every single change they made and what files it affected.
melnibonian
02-08-07, 06:53 PM
I'm a big fan of the No Fatigue setting. My job as a captain is to command the boat and make sure we sink ships, not to organise the shifts in the conning tower. I think SH3 fatigue system is far too complex and takes away a lot of the fun of the game and the simulation experience.
robbo180265
02-08-07, 07:14 PM
If you could set up acutal crew watchs that auto rotate based on a schedule you set, i'd use fatigue anytime. I don't like not having crew management an issue, but i hate micromanaging them even more. "Lemmings in das boot" is not the game i like to play.
That's exactly how I feel about the whole fatigue thing. If I could assign watches that took care of going to sleep, manning their posts ect, I'd more inclined to use fatigue.
And moving them around one by one really does my nut in.
Iron Budokan
02-08-07, 09:43 PM
I often play at low TC settings. But even I get irritated having to move those little dolls around....:damn:
Which reminds me. I came up here to my office one morning to switch out my engine crew. My wife came up to tell me something, took one look at what I was doing and said, "Playing with your little dolls again?"
Thanks, devs! *sarcasm*
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.