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View Full Version : So what are your settings? (SH3Cmd)


Hanzberger
09-15-11, 08:40 PM
Just curious as to what your other settings are thru Cmdr.
Sounds like most ppl are going with no fatigue model.
Transfers?
Start at sea?
etc.
:hmmm:

Kapt Z
09-15-11, 09:26 PM
Off the top of my head....

No fatigue
Realistic career length
Random crew transfers
Random days in port
Random crush depth
Wave height-seasonal
Water clarity-3
Randomized gramaphone tracks
Deck gun reload time-10 seconds
Crew 'realistic'
Random crew experience

That's about it, I think.

Have not messed with tc values yet.

PapaKilo
09-16-11, 12:56 AM
Here's mine for comparison..:

Simulate realistic crew transfers
Use Historic U-boat availability (not supported with alternative flotilla - La Rochele)
Randomise number of days spent in base
Use real ship names in patrol logs
Randomise gramaphone tracks
Hull interigity % text: Hide
No fatigue
Water clarity: OLCG2 default
Wave height: seasonal
Deck gun reload time on 88 mm and 105 mm: 4
Model effects: malfunctions
Randomise ship tonnage
Randomise U-boat crush depth
TC max limited to x256

papa_smurf
09-16-11, 04:14 AM
Mine are:
Simulate realistic career length
Realistic crew transfers
Historic U-boat availability
Random days in base
Real ship names
No fatigue
Water clarity 4
Random ship tonnage/crush depth

JazzJR
09-16-11, 09:39 AM
My Settings:

Use Historical U-Boat aviailability dates
Randomise number of days spent in Base
Use real Ship names in Log
Randomise Gramophone Tracks
Hull Integrity - Hide
No Fatigue
Adjust Water clearity - 10
Set wave height - Seasonal
88mm reloadtime - 3

Uboatman
09-16-11, 12:52 PM
Wow, that is interesting on the fatigue side of things, anyone fancy starting a poll, if it can be done? I'd like an idea about the usage of fatigue amongst SH3 players as I'd always assumed everyone used fatigue of some sort?

Had seen this thread, maybe a poll could be added?

http://www.subsim.com/radioroom/showthread.php?t=187831

Herr-Berbunch
09-16-11, 01:03 PM
It wasn't the captain's job to micro-manage his crew, and thanks to commander we don't have to go through that unrealistic ball-ache. :yeah:

Uboatman
09-16-11, 01:05 PM
It wasn't the captain's job to micro-manage his crew, and thanks to commander we don't have to go through that unrealistic ball-ache. :yeah:

I guess so, I'd never really given it any thought.

JazzJR
09-16-11, 01:07 PM
I like the idea of fatigue. But not the way it is in SH3. The crew should change automaticly. I don't think the Captain went to everyones bed and said "Its your turn now!" Also i think the crew gets tired way to fast.

Sailor Steve
09-16-11, 01:13 PM
I like the idea of fatigue. But not the way it is in SH3. The crew should change automaticly. I don't think the Captain went to everyones bed and said "Its your turn now!" Also i think the crew gets tired way to fast.
Many people made that complaint back when the game was new. That's why it works exactly that way in SH4. :sunny:

JazzJR
09-16-11, 01:44 PM
Many people made that complaint back when the game was new. That's why it works exactly that way in SH4. :sunny:

Yes but i didn't played SH4 as often or as much as SH3. :O:

desirableroasted
09-16-11, 04:37 PM
Start patrols at sea
Simulate realistic crew transfers
Use historic U-boat availability dates
Randomise number of days spent in base
Use real ship names in patrol logs
Randomise gramophone tracks

No fatigue
Water clarity 20
Wave height: seasonal
Malfunctions + sabotage (but they seem very very rare)
Randomise ship tonnage
Randomise U-boat crush depth

Hanzberger
09-16-11, 05:35 PM
Do you ever get anyone experienced if you do realistic crew transfers. And thanks for your input mates. I am switching off fatigue, what a pain in the :damn:.

desirableroasted
09-16-11, 06:16 PM
Do you ever get anyone experienced if you do realistic crew transfers. And thanks for your input mates. I am switching off fatigue, what a pain in the :damn:.

My experience is that you almost always lose. They will be less experienced, and perhaps have a useless skill (helmsman, medic).

I just came off an excellent 6th cruise (13 ships, 60K tons on what was supposed to be a milk run from Cadiz to Willy) and what do I get? I give my 1WO the German Cross, and he doesn't come back from leave. I give my Chief of Boat an Iron Cross 1st and he gets killed in a bar fight. Go figure.

The fatigue model is flawed, obviously. 1) in real life, the captain would not have to micromanage (as others have noted). 2) the models miss the progressive degradation of spirit and efficiency of long patrols/watches.

While I was never at sea, I had several periods of "12 hours on, 12 hours off" watches in the US Navy, lasting 10-14 days a stretch. Even with good food, clean clothes, fresh air, a beer here and there and absolutely no danger, that wore you down -- a lot! Take away all that good stuff, and put you in a WWII U-boat? You'd be stupidly weary after 14 days, almost a zombie.

So if anyone ever does work up a new fatigue model, I'd hope it is one that wears down the whole crew over time, with efficiency and skill dropping across the length of a patrol, and dropping according to a realistic algorithm. It would be nice to have my crew acting like saucer-eyed feral cats after 50-60 days at sea.

Sailor Steve
09-16-11, 07:34 PM
NYGM does exactly that, with it taking a very long time for them to fatigue and it doesn't come back. You have to remember to swap them out, though, or you'll have some thoroughly fatiged while others are still okay.

VONHARRIS
09-17-11, 09:50 AM
Mine are as follows:
Simulate realistic crew transfers
Set number of days in base to 30
Use real ship names in patrol logs
Randomise gramophone tracks
No fatigue
Set wave height : seasonal
Model effects : Mulfunction and saboatage
Randomise ship tonnage

Hanzberger
09-17-11, 10:41 AM
After a night of thinking I may switch back to the GWX 8hr fatigue model. Let's be honest, guys get tired and it adds a little to the game. Also as they gain experience they seem to get less fatigued as easy. If you have no fatigue then you have men just going along for the ride. I am not as experienced as you men but I think that is just silly. I think it adds to the drama a bit when out on patrol that the fatigue may play a part in your decision making. Now I am only riding around in a Type II so my patrols only last a week and this may be a factor for those of you out for longer periods of time. Maybe because my other favorite game is AE I don't mind the micro managing. But what good is your stern and bow quarters? What good is your extra men? Also, they there is no need for a medic on board. am up to two now, one officer and one petty. That and the experience they are gaining seems to really help.
Now for something slightly different. Realistically, what are the load times for flak and deck guns? This may vary due to type but I am sure one of you knowledgable mates knows the answer. :salute:

Sailor Steve
09-17-11, 11:25 AM
Yeah, I waver back and forth. On the one hand I get really annoyed when a storm hits and they have to be replaced every two hours. That's twelve times per game day. On the other hand it just feels wrong to me ignoring them all the time.

Realistically, what are the load times for flak and deck guns? This may vary due to type but I am sure one of you knowledgable mates knows the answer. :salute:
I use Commander to set my guns for 10 seconds for the 8.8cm and 12 seconds for the 10.5cm gun. They could be reloaded a lot faster, but aiming even in a calm sea takes time. I also use the 'Seasonal' setting for the wave height, and if I see the water wash over the deck then I stop shooting altogether. It's too bad the game doesn't account for that, but it doesn't.

Hanzberger
09-17-11, 05:18 PM
I like your thinking there Steve. We have to remember that this is just a game and fatigue should play a part in that. After all, what else is there to do in a storm. Thanks for your gun input. I have a Type II so no deck gun.

How realistic are the crew transfers? I normally have them on but so far for this campaign I have them off. It seems I was losing 2 guys every turn. Again, type II already has a small crew so the % is higher if you think about it as far as turnover.

I too, set my wave height to seasonal.

What about time in port? Again I have changed this to 7 days. My type II is only out for about a week at a time. Does anyone know how this went in real life. I can't see giving my crew a month off in a time of war.
:Kaleun_Cheers:

Sailor Steve
09-17-11, 11:12 PM
How realistic are the crew transfers? I normally have them on but so far for this campaign I have them off. It seems I was losing 2 guys every turn. Again, type II already has a small crew so the % is higher if you think about it as far as turnover.
Actually the transfers are a little on the light side. The US navy transferred roughly 1/3 of the crew after every patrol, so experienced men could take their experience to the newer boats and greenies could come aboard to learn from the old salts. I don't know how the Kriegsmarine handled it, but I'll bet it was similar.