Log in

View Full Version : Fatigue Thoughts


tluchem
10-10-05, 07:49 PM
Hey all,

I haven't been able to follow everything about fatigue in here. I haven't found a fatigue system I like, but I do have some thoughts. I'm not a modder by any means so I have no idea how difficult this might be.

First, modern subs run three six hour watches. I'd love to be able to set watches and then recall crew to stations during combat. Some of you history experts might be able to set me straight as to what kinds of watches were stood in WWII U-boats.

Second, time spent in combat should probably effect the crew's efficiency with depth charging sapping a crew much more than say the successful torpedoing of vessels.

Finally, crew not being able to perform at all when stressed or fatigued. This is insane especially when you are talking about running the diesel engines.

I'm interested to hear what you all think.

10-11-05, 12:50 AM
hi

I'd love to be able to set watches and then recall crew to stations during combat.
Imho it isn't possible.

time spent in combat should probably effect the crew's efficiency with depth charging sapping a crew much more than say the successful torpedoing of vessels.
The game does take succesful attacks as well as suffering losses into account but it affects morale not fatigue. Afaik there's no factor which would increase fatigue while in combat.

crew not being able to perform at all when stressed or fatigued. This is insane especially when you are talking about running the diesel engines.
This is how the game handles it and nothing can be done about it except for setting the parameters in a way which will make the described situation a rare occurence (i.e. making the crew tire slow enough to accomplish a typical patrol without much trouble).

I'm working on a fatigue mod myself - it's a totally different approach (http://www.subsim.com/phpBB/viewtopic.php?t=43856) with long-term fatigue and without the annoying micromanagement. :)