View Full Version : Why play with crew fatigue?
MarkShot
10-28-22, 02:33 AM
To me this would see to make time compression impractical?
Thanks.
PS: I believe in UBoat you can create a work schedule.
Hooston
10-28-22, 03:22 AM
The crew management in SH3 is very broken. It "sort of" works in combat when the crew can be expected to be at action stations, and I think that's all the game designers were originally interested in. When the boat is cruising there is too much to do and there are not enough places for the crew to rest. Does it really take 8 men to watch a pair of diesels chugging at slow ahead? Are men in the forward torpedo room really going to tire out when there are no torpedoes loading?
Fortunately with time compression of 64 and over the crew management is turned off and if you run a small crew fatigue becomes a minor irritation. i guess the game designers realised the limitations of the system.
From what i see (having never played it) SH4 seems to be a better compromise in that folks are assigned to watches as in real life plus there is an action stations/general quarters setting for when there is work to be done.
i think the SH3 fatigue system does add a little depth to the game in combat, particularly when following a convoy. I'm not aware of any mods that implement the SH4 system in SH3.
MarkShot
10-28-22, 04:23 AM
For SH3, this would mean you would need to after picking up a convoy (save at no fatigue) and then pick a model in SH3 CMDR for your convoy engagement. I think too much trouble.
I am just going with no fatigue and assume grown men know how to take care themselves.
I heard this implementation of Uboat provides them with a toilet. What I want to know is if the cook feeds them cabbage is there a chance that the methane and smoking might produce and underwater explosion?
Sunk by cabbage. It probably really happened, but did not look good in the log books kept by Bdu. :)
Hooston
10-28-22, 05:04 AM
You miss the point - there is no fatigue with time compression 64 and above in the base game, so all the searching for targets automatically has fatigue off. Sometimes you have to switch the crew around and cruise at TC32 for a bit after an attack to get enough people rested up. There are other models in SH3 Commander but they don't really solve the issues except for the "turned off" case.
I hear that uboat is a bit like "Sims underwater" and many people think it goes too far. However that does make me think about a "U-boat" mod for the Sims. That might be a better way... nothing to do most of the time, not enough beds, huge queue for the toilet, "complicated" love life...
Randomizer
10-28-22, 02:21 PM
I would argue that crew fatigue in SH3 is so completely broken that it detracts from the game quality of life and should be disabled entirely. As noted, work schedules would be essentially transparent a the Player level where he is the captain. The watch system had been enshrined in all navies and implemented seamlessly in pretty much every warship.
However, the big problem with SH3 is that the crew organization bares zero resemblance to the crew organization on a real U-Boat. The compartmentalized accommodations are all incorrect and prevent any reasonable manning scheme to be implemented. So there is good reason to ignore the whole screwed-up mess.
SH4 is much better in this regard, with a real three-watch system but in U-Boats the technical troops actually stood two 6-hour watches rather than 4-hours on and 8-off for the deck and torpedo gang os even with the U-Boat add-ons and mods, the crew is non-representitive.
To each his own, of course but I often struggle to understand why shuffling the troops around willy-nilly to fend of the effects of doing their jobs should ever be the captain's job. Just $0.02 CAD.
-C
FUBAR295
10-28-22, 11:27 PM
Never really bothered with it. Once the No Fatigue was available, I never looked back.
As Randomizer pointed out it does not work well and I could not see the point in micromanaging crew, dragging them here and there, imho.
:Kaleun_Salute:
MarkShot
10-29-22, 05:15 AM
I am okay with an abstraction of crew experience, crew fatigue, crew health, etc...
But I don't want to have to play mommy to each crew member. Such is the case in corporate management, rifle squads, tank crews ... There is nothing unique about it. I play subsims for the unique aspects of the Atlantic convoy war or the more modern capability of nuke boats which have yet to be validated in real combat.
When I say "mommy", I do not mean to degrade the female members of our community, and there definitely are some. It is a valid and important role, but within in the family; not the military unit. Soldiers who cannot manage their own personal needs should not have been inducted in the first place.
I am okay with an abstraction of crew experience, crew fatigue, crew health, etc...
But I don't want to have to play mommy to each crew member. Such is the case in corporate management, rifle squads, tank crews ... There is nothing unique about it. I play subsims for the unique aspects of the Atlantic convoy war or the more modern capability of nuke boats which have yet to be validated in real combat.
When I say "mommy", I do not mean to degrade the female members of our community, and there definitely are some. It is a valid and important role, but within in the family; not the military unit. Soldiers who cannot manage their own personal needs should not have been inducted in the first place.
Well, There are mods for Silent Hunter 3 where you don't have to be a "mommy" in your own words.And i think i saw your "mommy" waving goodbye to my boat and crew after our last leave. Oh by the way welcome back.
Shadowblade
10-31-22, 12:12 PM
I dont like playing with fatigue, because captain has more important job than babysitting his crew. Officers should take care of this ;)
Hooston
11-01-22, 03:26 PM
in a previous job of mine the management used to hero worship a US navy sub commander who wrote a management book. Apparently he had worked out that he could delegate and thought that was new/clever. i guess it is in some parts...
To my mind a submarine should be really easy - a small crew, clear responsibilities, military discipline, no outside distractions. So my ideal would be a boat and crew that ran itself automatically without having to do anything, even to the point I could just sit back with a mug of tea and let the XO control an attack. However I would want to have the ability to meddle at any one station at a time (flipping between the UZO/periscope and the plot would be enough). i would also like the crew to be less than perfect, and the probability of making mistakes to go down with experience at doing the tasks and up with stress/fatigue.I would like to be able to reassign people from an initial auto setup.
I don't really like manning the periscope AND operating the TDC AND updating the plot AND steering the boat as in SH3 manual targeting. It's too much to do during an attack, although this is my best option at the moment.
I don't want the superhuman abilities of the officers in SH3 with auto targeting, it turns the game into an arcade shoot em up IMHO.
I definitely don't want to constantly remind everyone what their job is, tell the Dog Watch it's past their bedtime, get Seaman Staines to empty the bilge, write Cook's shopping list and have inane conversations about Mr Bates' love life as seems to happen in Uboat.
Is it so hard? It would seem it is. Which subsim should I go for?
Captain Drastic
11-05-22, 05:11 AM
I really love the fatigue files because I took a selection of them and altered them so that each u-boat type has a different rate of fatigue which is not regained over time. Smaller boats run out faster than big boats. What this does is simulate the loss of supplies the boat needs in order for the crew to function, such as food and lube oil, spare parts, etc. For instance, a lot of boats reported running out of lube oil as a reason to return to base. In playtesting I find that the historical limits correspond to my method very satisfactorily.
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