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GoldenRivet
02-17-15, 11:31 AM
Im sure there are many who know about this, i have been using this little trick for a long time now and just thought i would share it.

Moving your crewmen to their individual slots in the crew management screen can be a real exhausting pain in the butt sometimes. however...

If you take a sailor or petty officer, and click and draft to move him to the officer slot in any given compartment within the crew management screen, the sailor or petty officer will automatically be dropped in the next available open crewman slot for that compartment :03:

This saves time over trying to fit him into the tiny crewman slot

Sailor Steve
02-17-15, 11:49 AM
Cool. No, I did not know that. :88)

sublynx
02-17-15, 12:19 PM
There always seem to something new. Thanks for the tip!

raymond6751
02-17-15, 12:45 PM
Fellows, this is not new, but I have a fix you can do to remove much of the crew problem. I wrote this long ago, and it works.

To cut your fatigue rates, edit your basic.cfg (BACK IT UP FIRST) and replace the following section with what you see below:

Better yet, divide the FatigueStep by 10 and also the CoefFatigue by 10 to have fatigue work over a patrol rather than a shift.

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=1
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=1
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=1
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.05
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=2
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

[CREW_4] ;CHIEFPETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.05
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=3
Hp=13
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=150

[CREW_5] ;CHIEFBOATSWAIN
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.05
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=4
Hp=14
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=200

[CREW_6] ;SUBLIEUTENANT
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.6
FatigueStep=0.025
CoefMorale=0.2
CoefFatigue=0.4
QualEffect=1.5
Hp=14
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=300

[CREW_7] ;LIEUTENANTJR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.6
FatigueStep=0.025
CoefMorale=0.2
CoefFatigue=0.4
QualEffect=2
Hp=15
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=400

[CREW_8] ;LIEUTENANTSR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.6
FatigueStep=0.025
CoefMorale=0.2
CoefFatigue=0.4
QualEffect=3
Hp=15
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=500

; AND LATER IN FILE ADD

Here are the modified values of the Basic.cfg plus a few notes....
The Compartment’s for the VIIB/VIIC boats are as follows:

Comp1 = Radio/Sonar Room
Comp2 = Command Room
Comp3 = Diesel Engine Room
Comp4 = Electric Engine Room
Comp5 = Bow Torpedo Room
Comp6 = Bow Quarters (Rest Area)
Comp7 = Stern Quarters (Rest Area)
Comp8 = Stern Torpedo Room
Comp9 = Deck Gun
Comp10 = Flak Gun
Comp11/0 = Tower Watch

[FATIGUE_COEF]
;comp 0
RegularFactor00=0.0035
SpecificFactor00=0.005
BadWeather0=0.01
;comp1
RegularFactor10=0.0025
RegularFactor11=0.0025
SpecificFactor10=0.005
SpecificFactor11=0.005
BadWeather1=0.01
;comp2
RegularFactor20=0.0025
RegularFactor21=0.0025
SpecificFactor20=0.005
SpecificFactor21=0.005
BadWeather2=0.01
;comp3
RegularFactor30=0.0025
RegularFactor31=0.0025
SpecificFactor30=0.005
SpecificFactor31=0.005
BadWeather3=0.01
;comp4
RegularFactor40=0.0025
RegularFactor41=0.0025
SpecificFactor40=0.005
SpecificFactor41=0.005
BadWeather4=0.01
;comp5
RegularFactor50=0.0025
RegularFactor51=0.0025
SpecificFactor50=0.005
SpecificFactor51=0.005
BadWeather5=0.01
;comp6
SpecificFactor60=-0.0025
SpecificFactor61=-0.0025
;comp7
SpecificFactor70=-0.0025;slower/faster by resiliance of individuals??
SpecificFactor71=-0.0025
;comp8
RegularFactor80=0.0025
RegularFactor81=0.0025
SpecificFactor80=0.005
SpecificFactor81=0.005
BadWeather8=0.01
;comp9
RegularFactor90=0.0025
SpecificFactor90=0.005
BadWeather9=0.01
;comp10
RegularFactor100=0.025
SpecificFactor100=0.005
BadWeather10=0.01
;comp 11
RegularFactor110=0.0025
RegularFactor111=0.0025
SpecificFactor110=0.005
SpecificFactor111=0.005
BadWeather11=0.01

GoldenRivet
02-17-15, 01:38 PM
Personally i just use the SH3 Commander No fatigue model

the reason for this is that in a real life situation there would be a "shift" or "watch" that a specific crew member would be responsible for various things

while on watch the crewman might be a helmsman, when his watch was over he might be responsible for maintaining some bits of equipment, after that he has personal time to rest, write, play games whatever

SH3 has no way in its current state to simulate this, and the commander of the boat would not be responsible necessarily for setting each man's schedule and seeing to it that he is doing what he is supposed to do when he is supposed to do it.

as a result - as has been pointed out a thousand and one times before here im sure - the crew management in SH3 is very unrealistic. Its much easier from a gameplay standpoint to turn fatigue off completely and then just man the various compartments when required