View Full Version : Black minus sign above head in crewmanagement?
Hi all,
I cannot find the documentation in the manual regarding the black minussign appearing above the heads of the crew and their meaning. Now I can see that there "Ausdauer" (yes I prefer playing the game authentically) is darkred and they won't move unless moved by me, but is that all? They don't seem to rest or regain their strengths. Any ideas?
Thnx
Dont people read the readme of mods they download and install :roll: :nope:
For the millionth time posting this.....this is not part of the stock game...this is part of Beerys Real Uboat Mod(RUB) you must have installed or the SH3 Commander program that you installed.
From the RUB readme file
Fatigue: the new fatigue is based on a combat stress model. It is no longer fatigue. The feature is meant to reward careful crew assignments while removing the burden of micromanagement that the original game placed on the player. In this mod the torpedo compartments and the repair area are the most stress-inducing areas of the boat, so try to keep crewmen out of these areas until they are required to work there. Also, try to limit placing watch crews on duty during bad weather. It's best to submerge when the weather is bad. Always make sure not to spend too much time at under 32x time compression.
Combat stress and crew management: When crewmen become fully stressed they will work at lower capacity. In the first couple of missions (until you train specialists) this can make it difficult to run the boat. In the short-term, place NCOs and officers in compartments which are having trouble. Between patrols, give the necessary specialist badges to NCOs and officers so that they can work the worst-affected compartments more efficiently.
Sleeping areas and fatigue: Fatigue (now combat stress) will no longer heal during time spent in the sleeping areas, but these areas will prevent crewmen from becoming more stressed. Fill these compartments with all non-essential personnel in order to keep them rested for duty.
Fatigue Marker: the fatigue marker's shape and colour has been changed. This is to remind players that high fatigue is not a 'red alert' situation. Crewmen can and will do their job even when highly stressed, but their efficiency will drop considerably. A stressed torpedo crew often takes 24 minutes to load a tube, while a fresh crew takes only 12 minutes.
I stand corrected for never reading manuals and readme's........
meanwhile thx a lot for answering me despite.
Kpt. Lehmann
09-20-05, 10:36 AM
No worries Marcus. We all have to be new at something sometime. :huh:
Be nice to the noobs CWorth... you never know... what they may know later. :yep:
No worries Marcus. We all have to be new at something sometime. :huh:
Be nice to the noobs CWorth... you never know... what they may know later. :yep:
Aaaawwww..do I have to...LOL :D
I know...I was new to this myself at one time.
No problems Marcus...sorry if I sounded rude.
Just gets a little old seeing the same question pop up time and time again when the answer is in a file that came with the mod.Hope you understand.
one quick question :oops: , when some crewmembers have That "minus" can they regain from their fatigue so they can "get back to work "?
Kpt. Lehmann
09-20-05, 02:12 PM
one quick question :oops: , when some crewmembers have That "minus" can they regain from their fatigue so they can "get back to work "?
The "minus" sign is a graphic change Beery made to make it look less alarming.
When you are using the RUb mod, "fatigue" is not recovered. It is Beery's version of what he feels combat stress should be modelled as.
OneTinSoldier
09-20-05, 02:33 PM
one quick question :oops: , when some crewmembers have That "minus" can they regain from their fatigue so they can "get back to work "?
Berry made the mod so that it's now 'Battle' fatigue. Your crew members are supposed to remain fatigued from the stress of battle. Later, as they gain experience, they will be able to work even when fatigued.
If you want them to be able to recuperate/recover from the fatigue, the only way I know would be to mod the mod.
1) Go to the file data/Cfg/Basic.cfg and open it up with Notepad.
2) Go down a little, not too far from the top you will see sections for... SEAMAN, ABLESEAMAN, LEADINGSEAMAN, PETTYOFFICER, and so forth on down to LIEUTENANTSR.
3) Each one of these sections has a parameter named 'FatigueStep'.
With RuB installed they will currently be set at FatigueStep=0
That keeps them from recovering from fatigue. But later on in your career it doesn't matter very much because they can work even while fatigued. To get them to recover you need to set it back to something like the game's original values or lower. In case you are really wanting to mod the Battle fatigue I'll give you some values that are lower than the original game's. Of course you can play with these values and perhaps make them even lower. I think they only work to the 100th's place. I don't think you can enter values in say, the thousandths and expect a value in the thousandths place to do anything. Or you could open the game's original Basic.cfg and put those values in, but suggest lower values than the game's original and that's why I'm putting them below, probably even lower then what I am putting below would be better, but they are at least a starting point for you.
SEAMAN
FatigueStep=0.05
ABLESEAMAN
FatigueStep=0.05
LEADINGSEAMAN
FatigueStep=0.05
PETTYOFFICER
FatigueStep=0.03
CHIEFPETTYOFFICER
FatigueStep=0.03
CHIEFBOATSWAIN
FatigueStep=0.03
SUBLIEUTENANT
FatigueStep=0.02
LIEUTENANTJR
FatigueStep=0.02
LIEUTENANTSR
FatigueStep=0.02
Keep in mind that doing the above will cause the fatigue mod(Battle stress fatigue) to no longer work as originally intended by Beery.
Hope that helps,
OneTinSoldier
So to summarize your post .
If i change FatigueStep=0.05 to FatigueStep=0.06 , their recovering rate is 0.06 instead for 0.05, Right ?
OneTinSoldier
09-20-05, 05:27 PM
As far as I understand it, yes. Supposedly they would recover a hair faster at 0.06 than at 0.05... as far as I understand.
...Keep in mind that doing the above will cause the fatigue mod(Battle stress fatigue) to no longer work as originally intended by Beery.
Also, note that putting fatigue recovery back into the game effectively disables the crew qualifications system, which is how the game overcomes fatigue over the long term. If you enable fatigue recovery you will probably find yourself micromanaging fatigue in every patrol, rather than just at the beginning of a career. When fatigue recovery is enabled, it makes the player work harder for less reward. This is a fundamental flaw in the standard game.
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