View Full Version : Crew fatigue
cultist
07-12-07, 12:21 AM
I`m playing GWX and SH3 Commander:up:.
The thing is the commander has many models of fatigues for the crew
grey wolves8 hours,rub1xtc,rub,no fatigue,defaul SH3
wich one do you use,and how exactly are you managing your crew
curently playing on no fatigue and i want to change it
By the way i went into scapa flow in th begining of the war,and got my hull break and i died :D
i`ve read about these types of operations,one of these almost got Churchill killed in scapa,thank
god the torpedoes didn`t go off.
Are these kind of strategies viable?(not to really follow the course if you want to,go sink some other ships then return to patrol,and most important to go into ports and scare the nation by sinking its line ships etc etc)
i can`t remember the ship`s name :Dbut if i find it in scapa church is dead i swear it :>
S!
danlisa
07-12-07, 02:40 AM
I usually play with No Fatigue so can't offer any advice about the others.
BTW, the option for GWX 8hr is really null/void in this instance as it's the same as the GWX default installation.
I would stay away from the Basic SH3 Fatigue model as I don't know if it will have adverse effects with GWX.
So, I guess that leaves you with the RUB options. IIRC the RUB x1 option is optimized for 1xTC play.
I'm with Dan. Don't belive it's my job to make sure the crew are getting rack time. I've tried most of the models that are out there and those in SH3C are as good as you are gonna get with SHIII without an SDK.
If you do like dealing with tired whinging Sims like crew members who don't know when to go to bed then I'd stick with the GWX standard as it is as balanced as anything else out there.
As far as strategies go you need to keep your eye on the clock and be careful where you put your excess crew when submerged. Before you go to sea get a spare qualified officer to help out with officer replacement. It helps if they have Repair quals as these will be helpful when you run into trouble.
The best (least stressful) place is the diesel engine room, but even here they will fatigue so it's not a bad idea to get your watch crew into the rack straight away and stick fresh ones on duty in the engine rooms.
At approx. every 7 hours start to look for "slackers" who can't hack the pace and swap em out for a rest. and try to make sure you have cycled everyone through by the 8 hour mark.
Make sure that you reward your crew as well as the more encouragement they get in the form of promotions and medals the less fatigue affects them so find the sleepier members of your crew and give em a boost with a promotion or a medal when in port.
What ever you do if you are running with any fatigue model, make sure that you alway's TC above 64x and that you never enter the crew management screen under TC cos it defaults to 32, (unless you change that with SH3C).
I have always played with no fatigue.....
I have two kids of my own and if I fire up SHIII I don't want to spend half the time babysitting a bunch of grown-up guys...
Captain Nemo
07-12-07, 05:32 AM
Before you go to sea get a spare qualified officer to help out with officer replacement. It helps if they have Repair quals as these will be helpful when you run into trouble.
That sounds interesting, but how does it work exactly?
Nemo
Make sure you have at least 500 renown. Before you set off to go to sea go to the filing cabinet in the office and have a look at the sub image on the screen. You should have an officer in each station of the control room and one in the conning tower. There should also be an officer slot (a grey rectangle), free in both the forward and aft crew accommodation compartments. Check out what quals they have, If you have two guys already with repair then you won't need another one but if you have none or only one you are better off getting an officer with this qual.
Next check officers on hand in the barracks. If no one suits your needs, click on the awards link then back on the barracks link. This will refresh the list of crew in barracks and you can do this as many times as you like without penalty. Find an officer with the quals you need most and drag him into one of the empty slots.
If he is one of the more experienced officers he will cost as much as 500 renown. It's worth it so grab him.
When you've been at sea for a while on a patrol at lower TC's (64x and up no fatigue penalty is counted), you might notice an officer who is getting tired. This will usually be the Wacht Offizer and usually after combat, because that is more stressful than Control Room duty. Stick the tired guy into bed and then put your fresh "spare" officer to work. I also sometimes rested the Weapons Offizer when not near any targets to give me 2 "spares" and a fresh WO when things get cooking.
Even though I play with no fatigue I still get a "spare" with Machinist and Repair quals and stick him to work in the engine room to keep things running smoothly. I don't bother about resting anyone cos they don't get fatigued.
Gute Jagd!
Captain Nemo
07-12-07, 09:15 AM
Thanks for the advice TarJak.
Nemo
Heibges
07-12-07, 09:17 AM
I use Hollywood.
The get tired after 8 hrs on duty, they recover after about 8 hrs of sleep in their bunks.
I don't mess with fatigue and play the way GWX has set it up. This simulates well crew improvement as it gains experience. (see the article Strategy for Survival posted on my webbie :D ).
papa_smurf
07-12-07, 11:57 AM
I stick with default SH3 fatigue, so I can concentrate on getting more tonnage.:D
no fatigue here. it is amazing how much more I enjoy the game with fatigue disabled. :sunny:
U-Schultz
07-14-07, 03:52 AM
Interesting.
I found that running "no fatigue" takes quite a bit out of the game for me..
I use a custom fatigue model based on the "Living Crew" model and NYGM plus bits of a third.
I like the crew management system in SH3 but I think I have always been in the minority on that point.
Interesting.
I found that running "no fatigue" takes quite a bit out of the game for me..
I use a custom fatigue model based on the "Living Crew" model and NYGM plus bits of a third.
I like the crew management system in SH3 but I think I have always been in the minority on that point.
Me too. But it could involve some automatisms like a rough duty roster or somethink similiar that you can plan ahead.
So it is a little half baked as the crew will only get tired if in 64x TC or whatever is set as 3D view TC. But if the crew would get fatigued in every TC setting it would be way too much work to manage all this stuff. So it's a bit of a cheap compromise they've chosen here.
But as the crew management is really not a major part of the game it is okay as it is.
All in all it makes you feel not so alone in the boat if you have some people to push around from time to time :|\\
U-Schultz
07-14-07, 04:54 AM
Yes, a little automation might be nice.
My system is I rotate all crewman (for fatigue reasons) every 8 hours. 3d TC is set at 1024 so its a constant thing but I don't mind. Gives me a chance to catch up on radio messages, go to the bridge and check the weather, visibility, etc, etc.
I also found the amount of crew resting areas to be inadequate so I "modded" the Damage Control area to be "fatigue free", i.e., they neither gain nor lose fatigue there. I didn't like the fact that a unassigned (off-duty) crewman would lose fatigue just because I had no where to put him. And modding the engine spaces (i.e., making the Electric Motor room a berth while the sub is on the surface) never worked for me. Some compartment setting I am missing I reckon.
I also found the amount of crew resting areas to be inadequate so I "modded" the Damage Control area to be "fatigue free", i.e., they neither gain nor lose fatigue there.
Hmmm, nice idea :hmm:.
But when being DC'ed this should still be some hard work.
But also a little unrealistic is that crew members sitting in the torpedo rooms doing absolutely nothing drop in fatigue too.
Perhaps I will make the change you did in those two compartements and check if I like it.
U-Schultz
07-14-07, 03:53 PM
I understand the realism concerns of a fatigue free Damage Control area but its the "most real" area I could think to do it. Coundn't see doing any other of the available areas on the sub. And I think (in my sim world) that a crewman doing nothing should not accumlate fatigue. He's eating, sleeping, playing cards, etc. And I like the limited berthing areas because there is always some maintenance to be done. In my sub fantasy thats what these extra bodies not resting are doing.
Try it out.
GoldenRivet
07-14-07, 04:05 PM
here is my personal way of managing my crew:
In real life you would have shifts... unless you micromanage this is not possible that im aware of in SH3. so...
No fatigue - man the boat like this:
Electric Engine Compartment:
2 machinists and the rest sailors
Diesel compartment:
2 machinists and the rest sailors
Stern quarters:
1 Officer qualified as watchman, torpedoes, and repairs the rest torpedo qualified
petty officers
Control Room
3 officers of varying qualifications, everyone else sailors
Bow quarters
1 Officer qualified as a watchman, torpedoes, and repairs
1 deck gun qualified petty officer
1 watch crew petty officer
all others enlisted sailors.
I arrange it so that when surfaced there are 4 spaces for men in the bow quarters so that when we are dive men are not forced to carry over into a torpedo room.
this keeps me from having to micromanage the crew and it helps me to simulate "shifts" because every 6 or 8 hours the crews would be changed out and i dont have to even mess with it.
Your crew can manage fatigue better if you dont carry many of them. I've been on patrols with as few as 39 crewmen. If you find yourself in a hairy position and cannot change them, or forget to do so, having fewer men will make life easier.
I usually start a patrol with:
After Torpedo: full
electric room: empty
Diesels: full + one qualified officer
After quarters: empty
Control room: full +3 officers
Watch: full +1 officer
Radio/sonar: full
Forward quarters: empty
Forward torpedo: full - 2 or 3 crewmen
The trick is to take as many men as there is bunk space when you dive(with both torpedo rooms empty), and are able to place one of the radio/sonar dudes in a bunk.
All in all, I think that means taking about 39-41 peeps on your boat. I forget the real number.
When you dive and are not at battle stations(not manning either torpedo room) and at least one person from the radio/sonar room is in quarters you shouldnt have any spill over into the torpedo room or the diesel room.
If you need help with loading torpedoes you can always recruit the weaps officer to help in loading, but you wont hear the "torpedo loaded" message.
so... underwater and not at battlestations should look like this:
aft torpedo: empty
electric room: full +1 officer
diesels: empty
after quarters: full
control: full + 3 officers
watch: empty, of course
radio/sonar: 1 person at sonar
forward quarters: full + the one watch officer
forward torpedo: empty
now you can have everyone resting who is not at an important watch station. When your sonar dude tires, you can change him with the radio dude. If your electric peeps tire, you can interchange them with the aft torpedo crew, keep in mind your engine qual. officer will come in handy when you have torpedo personnel manning engines. You can rest the officers at a different pace than the other members of the crew. While on the surface you can interchange the watch with the forward torp. crew. I usually like to have at least 2 crew that are qualified at watch on watch at any one time, though.
Theyre called mixers for a reason! mix 'em up! Just don carry a lot of them and you'll find crew management much, much easier.
sorry for how long this became, as I think I've gotten crew management down.
oh, I forgot.
When you need to recover fatigue, just sail around a bit at 1x TC and you see them recover faster than at 1024x TC. It may get boring, so listen to some tunes and maybe have a smoke break:|\\
Also, as officers go:
1 qualified in engines and damage
1 qualified in control room and damage
1 qualified in control and watch
1 qual. in control and torpedo
1 qual. in watch and control
You can switch them around easier and not have any nasty surprises by the way of surface threats.
ONe more thing, I like how in sh4 the watches switch automatically, but with my method in sh3, there really isnt a problem arrising, just the changing of the watch manually may become tedious to some, but it does offer a more immersive feel to the submarine simulation.
onelifecrisis
08-05-07, 08:31 PM
My system is I rotate all crewman (for fatigue reasons) every 8 hours. 3d TC is set at 1024 so its a constant thing but I don't mind.
Am I understanding this right? Is the point at which fatigue is "switched off" actually determined by the 3D TC setting? Or is it hardcoded at 64x as ischo said?
If so, and if I up 3D TC to 1024 so that fatigue is "always on", is there a fatigue model that will work well like that? Or would I have to create my own?
NM... I found other threads with the answers :)
Kewl! I just might get a fatigue model I like after all...
A lot of people seem to recommend 5 officers. I have found it easier to use 4 officers. That way I can have 2 officers working and 2 resting most of the time.
I usually divide all my crew into 2 shifts, except for torpedo crew, and then switch everyone around at the same time when needed. Each shift consists of:
2 engine POs
3 engine crew
3 control room crew
1 radio PO
1 radio crew
1 watch PO
3 watch crew
So, I have 2 sets of those, one resting and one at work. When submerged, both watch crews are resting. To have enough room to rest the second watch crew when submerged, this leaves me with 6 more PO/crew slots for other crew on a type VII. On a type IX, I think I'd have room for 4 more. I currently have:
4 torpedo PO
1 repair PO
1 medic PO
I'm probably going to get rid of the medic and take a flak PO instead. This crew is used to load torpedoes. In case I need crew loading both bow and stern torpedoes, I have torpedo qualification on 2 officers, and might occasionally use resting watch (when submerged) or control room (when on surface) crew to help load torpedoes.
As for officers, I have 2 officers with control room qualification, and they take turns at the left most slot in the control room. The navigation and weapons officer slots are empty when cruising, and filled only when needed. The other 2 officers both have watch qualification, and they take turns on the bridge.
When I submerge, the watch officer currently on duty goes to either the navigation or the weapons position, depending on if I'm planning to attack something or not. So normally, during submerged attacks, I can still have 2 officers resting.
As for officer qualifications, I currently use the following combination, and have found it works well:
The officers alternating on control room duty:
repair, helm, engine
helm, torpedo, medic
I never have any real use for the engine qualification, but it just feels logical to me to have.
The watch officers have:
watch, deck gun, flak
watch, torpedo, flak or watch, torpedo, repair
Haven't decided yet which is more useful for the second watch officer, flak or repair.
Iron Budokan
08-06-07, 10:12 AM
I also tried the "no fatigue" and found it hurt the immersive quality. I've stuck with the 8-hour model from then on.
You don't have to sail around at 1x to have your men recover. They'll recover at 32x just fine...but higher than that the fatigue model turns off. Sail around a little at 32x and they recover pretty fast.
papa_smurf
08-06-07, 02:13 PM
Im now using No fatigue in my latest career, and im enjoying the game much more.
No more going onto the crew screen every few minutes to check how worn out my crew are.
The crew management feature is totally lacking. I want to be able to manage supplies--food--and the cleaning of the washrooms.:p
Hakahura
08-07-07, 03:56 PM
I'm fatigued just reading all this.
No fatigue for me.
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