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View Full Version : [QUE] Crew Fatigue, a compromise?


Damo
03-22-10, 09:08 AM
Hi all,

I was wondering, but haven't looked into it yet, whether it is possible to reach a compromise between no fatigue and 'stress' fatigue. I play with SH3Commander's No Fatigue option, much like many other people, but have noticed that crew members never get injured, instead they just die or seem superhuman.

I'd like to edit the files so that although the crew will not fatigue due to time on duty with no action, they do begin to tire when you're in an offensive or defensive situation, i.e. 'stress. In my brief look at the files, I see that there are variables for increasing fatigue speed due to these factors and would like to explore it further to see if I can create a model that cuts out the need to rotate crew regularly as they won't tire, but when you are in a hot zone they will begin to tire due to stress.

I know that there has to be some level of normal fatigue for the 'stress' multipliers to work, but maybe there's a way of making the fatigue rate really slow, like over days instead of hours and then increasing the multipliers to suit. Maybe this would cause the chance injury to be increased too, I don't know. I want to look into it further and discover the controllers for both Resilience and Endurance and see if there is a way to edit them to produce a more realistic medium between full on fatigue and no fatigue.

I'm posting this idea as I want to know if anyone has ever tried this, looked at it, or has any comments as to whether it's possible at all. Until I finish my lighting mod I can't really get deep into it but would appreciate any info that may be of help.

One more thing. I run LRT and I know that edits crew efficiency to make them less effective in repairing stuff, but is this linked to fatigue? I know LRT does not effect their performance in other areas so I'm hoping I'd be able to produce this as globally compatible.

Discuss.....

:know:

sharkbit
03-22-10, 10:30 AM
I play with SH3Commander's No Fatigue option, much like many other people, but have noticed that crew members never get injured, instead they just die or seem superhuman.

Are you sure? :hmmm:
That has not been my experience with the No Fatigue option. I have had injured crew men before during depth charge attacks. I really haven't tested it that closely though.

:)

Damo
03-22-10, 11:17 AM
Are you sure? :hmmm:
That has not been my experience with the No Fatigue option. I have had injured crew men before during depth charge attacks. I really haven't tested it that closely though.

:)

Maybe I'm better at evading.... :haha:

Seriously though, I don't seem to experience many injuries at all and I've seen posts here by other people saying the same thing. Besides, my main aim is to have the crew fatigue under pressure while remaining strong during normal operations, or at least have an element of crew management without the constant micro-managing that the standard fatigue option requires. I'd just like a third option after ON and OFF, Fatigue Lite if you like.

sharkbit
03-22-10, 12:21 PM
Maybe I'm better at evading.... :haha:


:O::O::O: :D

I assume you have GWX installed?

:)

badwolf
03-22-10, 12:50 PM
Hi Damo,
I noticed that you have LRT.

The LRT readme.
-------------------------------------------------------------------------
b) Less U-boat crew compartment deaths below deck, and greatly increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.

------------------------------------------------------------------------

There are a few fatigue models about, but reading your request the NYGM model seems to fit your requirements. The crew tire very slowly but don't recover IIRC. You can tweak the settings to give yourself the desired effect. I have all the data on the different variables but unfortunately its on the broken PC drive.

Damo
03-22-10, 02:42 PM
:O::O::O: :D

I assume you have GWX installed?

:)

Oh yeah!! :D

Hi Damo,
I noticed that you have LRT.

There are a few fatigue models about, but reading your request the NYGM model seems to fit your requirements. The crew tire very slowly but don't recover IIRC. You can tweak the settings to give yourself the desired effect. I have all the data on the different variables but unfortunately its on the broken PC drive.

Hmm, never tried NYGM so not familiar with the fatigue settings, might have to take a look, but after I finish the lighting mod, can't let myself get sidetracked... :doh:. Thanks for the info.

Hook
04-02-10, 02:39 AM
Disclaimer: I haven't tested this myself, but it fits with everything I've read and observed in the game.

If you don't want your crew getting fatigued in normal operations, but want them to get fatigued when in combat:

Hard way:

In Basic.cfg look for [FATIGUE_COEF] and change all RegularFactor to zero. Don't change the SpecificFactor.

For example:

RegularFactor00=0.001

becomes

RegularFactor00=0.00

Make sure you back up your Basic.cfg file first.
You may want to change the BadWeather factors as well.

Easier way:

Use SH3 Commander and make a new section in the Crew Fatigue Models.cfg file copied from either the Default SH3 section or the GWX 8 hour section (depending on which version you use, see the instructions at the top of that file) and edit all the lines in the new section that say FATIGUE_COEF|RegularFactor to be zero as above. Select this as your preferred fatigue model in SH3 Commander. Edit the BadWeather lines if you wish.

These should work with no other changes.

Edit: Disregard. This does not work. In general, SpecificFactor is used any time a crew is "on duty" in any compartment, but even this is not an absolute.

Hook

schlechter pfennig
04-02-10, 12:22 PM
What works for me is this:

1) I use the GWX 8 hour fatigue setting, and,
2) set character animations under time compression settings to 128.

This way, any time I'm running at TC of 256 or greater (which is usually going to/from patrol areas) my crew doesn't get tired. However, at any speed under 256X, they will fatigue, which is great for me since that covers any usual offensive/defensive manuevering I'm doing.