View Full Version : 8 Hour Shift Crew Model Version 2 is ready.
gouldjg
10-20-05, 05:40 PM
Version 2.0 at bottom
Real-time fatigue is based on a shift system aimed for players who like crew management to simulate u-boat missions and career in a realistic way.
What has been changed?
1. When you place the main.cfg file in the SH3 data folder located in your documents, it will give you the ability to have fatigue drain no matter what time compression speed you are in.
The crew and fatigue levels have been changed to simulate actual 8hr shifts onboard a u-boat.
For every 8hrs game time i.e. the game clock, you will need to change your crew around and dive to do a Hydrophone check for a couple of game hours. You should be doing this regularly anyway so it is just good timing for both.
I have found it best to only use essential crew needed at the time when early in your career.
As you gain ranks and promotions, your men will become more flexible thus representing a seasoned crew.
As there is no real true representation to crew numbers I have set the rest periods to last a few hours thus you will always
have someone to fill in on a role though you are forced to tactically think this through.
This is a skilful part of your early career as you are all green crew however it will get better with more medals and qualifications.
When submerged your diesel engine will not drain crew energy however it will not give energy either.
The same goes vice versa with electric engines when surfaced.
It is essential that you only use the weapon stations in times of combat, as they will drain energy within 3-4 hours and in cases of bad weather sooner. This feature was added for gameplay only and is not based on any realism as realism cannot be properly represented in any crew model.
The rest areas have been modified to represent a good long rest however it is almost impossible to do a full 8hr rest so I have set a good average i.e. not too long and not too short 2-4 hr approx.
Weather will affect your men so when the sea is too rough try to spend as much time below the submerged to gain slight benefits especially if it is having a poor effect on your watch crew and diesel engine crew.
I would consider getting qualifications for the engines ASAP so this takes some strain away from your management duties early in the war.
The nomograph tool is great with this mod and you can plan your whole trip by marking points for Hydrophone checking and changing crew over to new rota. Again, I feel this is a good side effect of the model and makes me feel more involved. It must be understood that you need patience to play this mod as it will take quite a number of rotations to reach a destination.
You can set a high-speed compression but I strongly recommend you ensure that your u-boat crew is in good order and you plo your next crew change on the nav map. Make sure your stop and rotate after 8hrs game time
I hope you enjoy this early version and please report any faults or ideas that you may have on this matter.
Version 2
http://rapidshare.de/files/6595141/Realtime_fatigue_v2.rar.html
Have tweaked weather effects more.
Longer rest is now required thus good crew managemnt in early career is essential.
Compartment effects are more balanced.
Vesion 1.0
http://rapidshare.de/files/6583413/Realtime_fatigue.rar.html
Marhkimov
10-20-05, 06:12 PM
I've seen and tested your 24 hour fatigue mod, and I have come to enjoy it... Personally though, I dunno if I can sail at 1x, so I can't help you there...
Kpt. Lehmann
10-20-05, 06:14 PM
Okay, I have put off my dinner plans for this one.
Gathering data/thoughts.
This is now job one.
gouldjg
10-20-05, 06:24 PM
I've seen and tested your 24 hour fatigue mod, and I have come to enjoy it... Personally though, I dunno if I can sail at 1x, so I can't help you there...
I understand Mate
All I am doing is playing around with coef settings. As I no longer really need to mess with damage till Jungman releases his version, I want to start building shift systems.
1. A real time system for the ultra sailors.
2. A 24 hour system for us who maybe use time compression but like to dive and lsiten in realtime.
3. A weekly system that needs less attention for longer trips. I.e. just the weekly meeting type.
A combination of all three to suit my mood when playing the game.
I do not think that I need to work on any others as player will usually opt for RUB or other models.
Marhkimov
10-20-05, 06:44 PM
I assume that when you come up with 3 or 4 new or different types of fatigue models, most people will NOT use rub fatigue. I know how much time and effort you put into your work, and I'd much rather use yours. Lets see your new stuff! :up:
Marhkimov
10-20-05, 08:59 PM
@ gouldjg
Since the electric and diesels are respectively being used as crew compartments while surfaced and submerged, I propose that the crew should be able to regain cohesion in these compartments. i.e we have another resting quarters. Take a look:
;comp3 diesel
RegularFactor30=0.05
RegularFactor31=0.001
SpecificFactor30=0.004
SpecificFactor31=-0.013 <== (was 0.0) now recouperation takes place while submerged
BadWeather3=0.01
;comp4 electric
RegularFactor40=0.001
RegularFactor41=0.05
SpecificFactor40=-0.009 <== (was 0.0) now recouperation takes place while surfaced
SpecificFactor41=0.004
BadWeather4=0.00000001
Or it could be argued that the engine compartments are nowhere near as good as true sleeping quarters, so we could lower the recouperation values:
diesel
SpecificFactor31=-0.007
electric
SpecificFactor40=-0.004
What do you think?
Kpt. Lehmann
10-20-05, 09:40 PM
Marhkimov...
The second of the two options is better in my opinion.
Let us be careful not to make recuperation too easy though...
more to follow.
Kpt. Lehmann
10-20-05, 11:20 PM
Okay here goes.
First to address your information request:
1) Factual information- directly quoted from "Wolf Pack" by
Gordon Williamson, which draws from information provided by
many visits with Horst Bredow, founder and curator of the
U-Boot Archiv at Cuxhaven Altenbruch Germany. Horst Bredow
served on U-288. (He missed the final sailing of this boat
when he was sent to hospital for treatment of wounds...
U-288 went down with all hands.)
From page 180. (please bear with interspersed errata)
"When at sea, most of the crew operated in a rotation of
eight hours on duty, eight hours sleep, and eight hours
miscellaneous tasks, which might include a spell on lookout
duty, general maintenaince tasks, eating, and some off-duty
relaxation time. Bridge watch duty lasted four hours. On
bridge watch, one of the watch officers would be present
together with four lookouts. In heavy seas, special safety
belts were worn which clipped onto mounts on the bridge, to
prevent the lookouts being swept overboard. Engine-room
personnel worked a different rota, with a simple six hours
on and six hours off duty. This was a more exhausting
schedule, but engine-room crewmen were excused the sometimes
arduous bridge watch.
The cook (known as 'smutje') was the only man aboard not
expected to serve a watch. His task was simply to ensure
the crew was well fed. Because of the frequent changes of
shifts, men needed some hot nourishment almost constantly,
and the cook's task was certainly not a 'cushy' number. Good
cooks were highly valued by their comrades."
Regarding working day rota/ vs shift-work fatigue, I think it could be safely averaged out between 6-8 hours... (Eight ideally) Which means either a 16 or 24 hour fatigue model could be the way to go.
Rough example of 24 hour rotation for crewman "x"= Resilience bar reaches 2/3rds mark... off to bed he goes!
Something similar could be done with a 16 hour model.
...Just brain-storming at this point.
2) Personally my only concern with the "fast change" crew
mode buttons is recent conversation about CTD's caused by
use of same.
Conversely, the removal of these buttons would make changes
to the 1024 menu config ini file that can interfere with
other mods and be difficult to merge.
I think it may be best to leave as is. Clicking and dragging
is perfect for 1x time compression sea-keeping duties, but
not very useful for action orders such as "crash-dive."
(the Captain gives the order and they all rush to diving
stations) Both functions have their place in this mod.
3) I am not at all concerned with nor desire approximating a
representation of "long term psychological/battle fatigue."
On MY boat, the crew's patience with being at sea on patrol
will run out when one of the following has occurred:
A- When considerable/mission-threatening damage or
significant casualties are sustained by the boat.
B- All torpedoes have been expended.
C- There is just enough diesel to get us home.
D- For some reason BdU calls for the boat to return to
base.
E- If my computer blows up.
There are immediate effects on crew morale/fatigue based on
engagement and sea states. IMHO this makes a recuperative
compartment function necessary.
In my opinion, the above stated reasons make a long term
fatigue mod redundant...and "realism" is served by the
yardstick I chose to use.
In my opinion, none of the existing fatigue mods are
designed specifically with the 1x time compression sailor in
mind.
In addition, I happen to LIKE switching around my crewmen as
necessary while cruising... I get to know the crewmen's
names on an individual basis. I mod crews to represent
actual crews...and their boat number is modded to match.
If that isn't IMMERSION I don't know what is.
Regarding the approach to realism... sure there aren't many
of us who are willing to sail a patrol in real time, but I
think we all want the freedom to do so.
Theoretically, even when used in higher time compressions,
this fatigue mod will be of more use than the stock fatigue
model.
When I started modding historic U-boat crews, I kept
thinking... What if no-one liked it? What if everyone
crapped all over the idea? Well, my nerve-wracking first
crew mod... my very FIRST mod... has been downloaded more
than 200 times. I'm not bragging at all. I feel honored and
compelled to work even harder on further crews. Undoubtedly,
many don't use it... but there are a few who do... It has
its place, and resides in the realm of an "attempt at
realism."
...and I am just getting started.
Mr. Gould sir... ALL AHEAD FLANK!!!
:arrgh!:
gouldjg
10-21-05, 01:16 AM
@ gouldjg
Since the electric and diesels are respectively being used as crew compartments while surfaced and submerged, I propose that the crew should be able to regain cohesion in these compartments. i.e we have another resting quarters. Take a look:
;comp3 diesel
RegularFactor30=0.05
RegularFactor31=0.001
SpecificFactor30=0.004
SpecificFactor31=-0.013 <== (was 0.0) now recouperation takes place while submerged
BadWeather3=0.01
;comp4 electric
RegularFactor40=0.001
RegularFactor41=0.05
SpecificFactor40=-0.009 <== (was 0.0) now recouperation takes place while surfaced
SpecificFactor41=0.004
BadWeather4=0.00000001
Or it could be argued that the engine compartments are nowhere near as good as true sleeping quarters, so we could lower the recouperation values:
diesel
SpecificFactor31=-0.007
electric
SpecificFactor40=-0.004
What do you think?
When we put a - number for other compartments, the crew will indeed rest however they will not stop resting and end up a super men (side effect). T
he crew compartments seem to have the ability to stop crew from exceding 100% bar where as the other compartments seem to let crew get a 10000% fatigue level that goes off the screen.
Marhkimov
10-21-05, 01:25 AM
Oh crap... thanks for telling me. :yep:
Though I probably would have caught it during testing...
Man, that sucks.
Kpt. Lehmann
10-21-05, 01:33 AM
No worries. It is only one tiny bit of many.
The diesel tank is still full! :yep:
gouldjg
10-21-05, 02:29 AM
Deleted
gouldjg
10-21-05, 01:57 PM
deleted
Marhkimov
10-21-05, 02:07 PM
@ gouldjg
Knowing you, there's a good reason for everything. So, is there a reason why CREW_6, 7, 8 have overall lower Quality Effect values than CREW_3,4,5 ?
[CREW_0] ;SEAMAN
QualEffect=1
[CREW_1] ;ABLESEAMAN
QualEffect=1
[CREW_2] ;LEADINGSEAMAN
QualEffect=1
[CREW_3] ;PETTYOFFICER
QualEffect=2
[CREW_4] ;CHIEFPETTYOFFICER
QualEffect=3
[CREW_5] ;CHIEFBOATSWAIN
QualEffect=4
[CREW_6] ;SUBLIEUTENANT
QualEffect=1.5
[CREW_7] ;LIEUTENANTJR
QualEffect=2
[CREW_8] ;LIEUTENANTSR
QualEffect=3
gouldjg
10-21-05, 02:42 PM
marhkimov
believe it or not but I don't think I touched those numbers with this mod. :rotfl: :rotfl: :rotfl: :rotfl:
I used a clean basif.cfg so am presuming this was already set in the vanilla model????????.
Stand bye as I never made a backup of the original. It does not make sense to me either :rotfl: :rotfl: :rotfl: :rotfl:
Here is me leaving everything alone :-j
gouldjg
10-21-05, 02:56 PM
Yes it is a standard setting.
I presume it is because the senior officers can have more than 1 qualification
Marhkimov
10-21-05, 03:28 PM
Oh ok, thanks for clearing that up.
Do you have any thoughts about alterring them. Perhaps it should be a value that increases with rank, reguardless of how many skills Senior Officers can have?
gouldjg
10-21-05, 03:50 PM
Oh ok, thanks for clearing that up.
Do you have any thoughts about alterring them. Perhaps it should be a value that increases with rank, reguardless of how many skills Senior Officers can have?
I think I will leave it alone for this version but remain open minded about qual effects.
I want to set up times for now.
If I keep it simple I should not expect too many faults.
I want this to be more life like i.e. My first couple of campaighn games should be quite frustrating till I get some skilled men.
The only difference is that this will work on 8hr rota in realtime.
I am going to do first campaign mission with this system.
I obviously will be marking my rest points on nav map as I travel so when in time compresion, I have idea when next crew change is due as well as hydro check.
I expect first mission to be very hard on the small sub but as I get more men qualified and a bigger sub then I have more flexability. I wil just presume we all rookies :cool:
gouldjg
10-21-05, 05:27 PM
Version 1.00 is now available at first post.
gouldjg
10-22-05, 02:35 AM
Version 2 is now available at first post
rulle34
10-22-05, 11:09 AM
First I want to say that I like this mod and will try it when in port.
But I have just one thought, why is it so important to have torpedoroom as the area where you get the most fatigued?
Torpedoroom was mainly used for three things,
1. battlestations for torpedofiring
2. maintaince on torpedos
3. as a resting area
Normally you used that room for resting, so why should you bee so tired just to be there?
gouldjg
10-22-05, 12:36 PM
First I want to say that I like this mod and will try it when in port.
But I have just one thought, why is it so important to have torpedoroom as the area where you get the most fatigued?
Torpedoroom was mainly used for three things,
1. battlestations for torpedofiring
2. maintaince on torpedos
3. as a resting area
Normally you used that room for resting, so why should you bee so tired just to be there?
Good points rulle34
It was hard not to come to the same conclusion but in the end, I personally preferred this style.
As it stands now, when early in your career, you will have to be quite careful as the game does not allow a true realistic crew rota to be set, you have to have a middle ground.
I had two choices
1. I could indeed make the torpedo rooms to have a slower drain thus men will tire in 12-16 hours but for me this kind of makes the combat time a little boring and not worth getting qualifications for.
2. I could restrict the torpedo rooms so that people can have more desire to gain qualification and thus the room becomes more effective as the war moves on and your crew get better. To be quite honest I think it adds more game play whether or not realistic. There is enough room in the non-operation engine rooms to give crew a breather.
Both options are possible but I was doing this for myself and maybe 2-3 other players. I think the majority of players do not want the hassle with this system but I am really beginning to like the idea.
Let me know if you want a lower drain on torpedo room crew. It is easily done.
We all have our ways of play and thus should be able to have options of choice.
As these real-time mods are not for everyone, I feel I can set many different models for many different styles of play.
True realism in the crew area is immpossible but this is much easier for me to digest and when I am on a career, I am sure I will be more involved and have different settings each time I get a contact. I call it a sence of real life an randomness.
rulle34
10-22-05, 12:41 PM
Hello gouldjg.
I agree to your arguments. :yep:
I just wanted to neutralize this way of seeing the torpedoroom as a "24 hour a day fatigue room" :P
gouldjg
10-22-05, 01:02 PM
No probs :up:
I was only doing this for another player but as I was testing it the model has very much grown on me.
I am in no way a 1x player and will most proberbley use time compression to get to each point unless in contact and on a chase.
It may be a slight drag getting to the area of operations but there is so much to learn and practice on route and when you play 100% you will find things like tracking a nuteral ship quite good fun.
I have never finnished a full campaighn because I have never been completely satisfied with certain aspects of the game.
1. Crew (can never be perfect)
2. Damage (will be much better soon)
3. Random tonnage (done but I have not seen results)
3. Difficulty (yep, I can say RUB has put much in that area)
RUB has indeed solved so much when it comes to part 3
Jungmann will solve the damage issues
I will have to set my own crew to what suits me best.
Everything else is a added bonus for me i.e. HT is great, the xtra ships is fantastic etc.
I am just now waiting on the Die Hard damage to be released and thats it, 2 days later I am starting a campaign with system and it should last till sh4 comes out.
rulle34
10-22-05, 02:44 PM
I agree with you fully.
Im also eager to try both this mod and Jungmans damage model. Just need to play so I can get into port sometime :rotfl:
Marhkimov
10-22-05, 05:10 PM
Seems like all of us mod more than we play!
As it is, I'm only "playing" whenever I need to test a mod... :rotfl:
gouldjg
10-22-05, 05:39 PM
Same, testing mods has been most of my pleasure from this sim.
I have just started my first campaign ever and am looking forward to it.
I have my rough neck crew who seem to slightly give me all the grief of a new crew on a IIA.
It is ok but this boat is just not good with any of the crew mods. We always have to think harder on first & maybe second mission. I just keep thinking “what a bunch of disorganised w****rs I have on board and that I will soon whip them into shape with discipline”.
I just have to continue until I get my bigger boat and then crew rota will work much better.
Kpt. Lehmann
10-23-05, 05:48 AM
Mahrkimov and Gouldjg
LOL it is funny how modding can "take over" your experience and make things "never complete" it can burn you out. I think the main thing to do is make a list of the things you feel most strongly about/ most desparately need fixing... see them through and PLAY the game. I'm certainly in the same boat.
Mr Gould, I am entirely grateful to you for fixing one of the "TOP 5 THINGS WRONG WITH SH3" on my little list.
It isn't generally practical for most of us to camp-out playing SH3 in real time. Myself included... but it is my preferred way of doing things.
Not doing so (IMHO) is the number one reason we fail "realism."
For those that haven't tried it... I hope you someday find time to do it. If you think your hands get shaky during engagements... just think what it would be like to finally hear propellor noises after days of sailing instead of minutes. This is only one example of MANY.
You can also do housework and read up on U-boats while you sail lol.
It adds an ENTIRELY new demension to your view on War Patrols.
Mr Gould... BLESS YOU! :rock: :rock: :rock:
Kpt. Lehmann
10-23-05, 05:48 AM
Mahrkimov and Gouldjg
LOL it is funny how modding can "take over" your experience and make things "never complete" it can burn you out. I think the main thing to do is make a list of the things you feel most strongly about/ most desparately need fixing... see them through and PLAY the game. I'm certainly in the same boat.
Mr Gould, I am entirely grateful to you for fixing one of the "TOP 5 THINGS WRONG WITH SH3" on my little list.
It isn't generally practical for most of us to camp-out playing SH3 in real time. Myself included... but it is my preferred way of doing things.
Not doing so (IMHO) is the number one reason we fail "realism."
For those that haven't tried it... I hope you someday find time to do it. If you think your hands get shaky during engagements... just think what it would be like to finally hear propellor noises after days of sailing instead of minutes. This is only one example of MANY.
You can also do housework and read up on U-boats while you sail lol.
It adds an ENTIRELY new demension to your view on War Patrols.
Mr Gould... BLESS YOU! :rock: :rock: :rock:
I just play and never mods, leaving that to you experts, but from what ive read above, this sounds great. Will play it for the rest of the day and will ofcourse drop a note if i see anything wrong.
Hopefully this mod solves the fatigue issue once and for all, have been waited for a mod like this for a very long time.
Thanks, really!!
gouldjg
10-23-05, 09:20 AM
I hope you enjoy this version as much as i do.
I must admit though, I placed this model into my sh3 commander and then I will use the no fatigue to get out of the German coast, save game, exit and then go 8hr fatigue.
I have done this all weekend and it is great.
You are right about the buzz when I get a contact and plot the interception. I set my men to the best stations and then it is all realtime strategy.
I could have put rest to last 8 hours however it will not work with the type IIA so a comprimise was met that allowed some choice. Even so the models do demand good man management and for me it makes getting qualifications something to look forward to.
Thanks KPT for giving me the idea.
Let me know if you want anything looking at but I think this version is quite playble and very immersive.
I can put up the full model that you place in SH3 commander should you wish to do so. Just give me a shout.
Jason
Kpt. Lehmann
10-23-05, 10:15 AM
I think it would be great if the fatigue models were packaged for SH3 Commander... both the 8 hour and 24 hour models.
GREAT IDEA!
Many modifications also influence the basic.cfg file. I believe using them in SH3 Commander may alleviate many potential problems for those who are nervous about using the new fatigue problems.
I also think it would be good to upload them to Terrapin's site in JGSME and SH3 CMDR formats.
This stuff ROCKS!!! :rock: :rock: :rock:
Hopefully Martes will make sure it gets put on the mod list here as well.
Jungman
10-23-05, 09:43 PM
@ gouldjg
Knowing you, there's a good reason for everything. So, is there a reason why CREW_6, 7, 8 have overall lower Quality Effect values than CREW_3,4,5 ?
[CREW_0] ;SEAMAN
QualEffect=1
[CREW_1] ;ABLESEAMAN
QualEffect=1
[CREW_2] ;LEADINGSEAMAN
QualEffect=1
[CREW_3] ;PETTYOFFICER
QualEffect=2
[CREW_4] ;CHIEFPETTYOFFICER
QualEffect=3
[CREW_5] ;CHIEFBOATSWAIN
QualEffect=4
[CREW_6] ;SUBLIEUTENANT
QualEffect=1.5
[CREW_7] ;LIEUTENANTJR
QualEffect=2
[CREW_8] ;LIEUTENANTSR
QualEffect=3
I have come across this in developing the 'Die Hard' mod. The regular crew seaman and petty officers qualifications add up linear in a compartment. Then if an Officer is present in that compartment with the correct qualification, that number is MULTIPLIED by the total added crew qualification number.
So if you had three seaman at qual=1 and an LIEUTENANTJR at 2: gives (1 +1 +1) * 2 = 6.
A LIEUTENANTSR will give you 9. Seaman qual is always one since they can not get a 'qualification' badge as the Petty officer do.
Thus qualified petty officers have a larger worth than the standard seaman.
Say if you have a CHIEFPETTYOFFICER at QualEffect=3. He is worth three regular seaman if he is quaified to do the job ( a machinist inside the engine room).
So if you have one qualified Chief Petty Officer on his station, he will do the job of three green seaman.
Above example: So if you had two seaman at qual=1 and an LIEUTENANT_JR Officer = 2, plus one qualified Chief Petty Officer=3: gives (1 +1 +3) * 2 = 10.
I should mention, the 'effeciency score' for a certain compartment is set by intervals. Not a true line progression. To find it, say for the engine room, it holds 8 men. Look for that number in basic.cfg .The intervals determine minimum score to place into compartment to make it work. Fatigue loss is also taken into account. The other interval is to get it too 100%, and the third is the bonus.
I am using this to my advantage to help cause very long repairs if you do not have qualified and ranked: crew, petty officers, and main officers. ;)
gouldjg
10-24-05, 08:50 AM
Ahh I get it now
Thats why I was getting good damage results and long times, because I was setting qual effects much lower than they really were in RUB or Stock. That was in the first beta I think but yes I was getting much slower repair times. I lost this when we went for a closer qualification to original file (bad idea, it should have been a smaller effect but still higher for officers i.e. 0.3 for seamen etc)
Everyone did not like the idea of lower qual effects but surely if you set lower compartment intervals and average it all out surely you could get a way to have qualifications still worth maintaining and gaining yet have no uber repair times.
The only thing I am stuck at is the fact that when you add another man the repair times half. It is this doubling of effect that really gets annoying when I play with flooding but I can now compensate with repair crew and rest quarters. Is this still happening with your tests?.
I have played with your DD detection ranges i.e. the 150 arc. I think these are great and should not really need changing.
I am very interested in your sonar depths research and this is the part that makes me want to wait some more before doing my own version.
So here is a quick question
Have we got a solid explanation of what this lines affects as it could be very useful?
CoefFatigue=0.2
Unfortunantley i cannot get this mod to work in conjunction with SH Commander.
Is there any way to get it to work? By manually add the mod and start with SHCom i get very wierd behaivor, i e i end up movin around crew all the time just to get ship going. They obviously fatigue far to fast, i think its the original game model that drain fatigue but now regardless of timecompression.
Or i am just stupid.
Any suggestions? Fear i have to use the RUB fatigue from now on, since SHCommander is to great to not be used :P
gouldjg
10-24-05, 11:12 AM
First things first
SH3 commander settings
You need to have these settings in sh3commander cfg crew fatigue models as below:-
[4]
Desc=8HR Rotation
;CREW_ block
0_FatigueMax=0.80
0_FatigueStep=0.031
0_CoefFatigue=0.21
1_FatigueMax=0.80
1_FatigueStep=0.032
1_CoefFatigue=0.23
2_FatigueMax=0.80
2_FatigueStep=0.33
2_CoefFatigue=0.24
3_FatigueMax=0.80
3_FatigueStep=0.034
3_CoefFatigue=0.3
4_FatigueMax=0.80
4_FatigueStep=0.035
4_CoefFatigue=0.32
5_FatigueMax=0.80
5_FatigueStep=0.04
5_CoefFatigue=0.34
6_FatigueMax=0.80
6_FatigueStep=0.04
6_CoefFatigue=0.4
7_FatigueMax=0.80
7_FatigueStep=0.041
7_CoefFatigue=0.4
8_FatigueMax=0.6
8_FatigueStep=0.042
8_CoefFatigue=0.42
;FATIGUE_COEF block
RegularFactor00=0.001
SpecificFactor00=0.01
BadWeather0=0.02
RegularFactor10=0.001
RegularFactor11=0.001
SpecificFactor10=0.01
SpecificFactor11=0.01
BadWeather1=0.001
RegularFactor20=0.001
RegularFactor21=0.001
SpecificFactor20=0.01
SpecificFactor21=0.01
BadWeather2=0.001
RegularFactor30=0.001
RegularFactor31=0.001
SpecificFactor30=0.01
SpecificFactor31=0.0
BadWeather3=0.02
RegularFactor40=0.001
RegularFactor41=0.001
SpecificFactor40=0.0
SpecificFactor41=0.01
BadWeather4=0.001
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.045
SpecificFactor51=0.045
BadWeather5=0.02
SpecificFactor60=-0.0000001
SpecificFactor61=-0.0000001
SpecificFactor70=-0.0000001
SpecificFactor71=-0.0000001
RegularFactor80=0.001
RegularFactor81=0.001
SpecificFactor80=0.045
SpecificFactor81=0.045
BadWeather8=0.02
RegularFactor90=0.001
SpecificFactor90=0.05
BadWeather9=0.02
RegularFactor100=0.001
SpecificFactor100=0.05
BadWeather10=0.02
RegularFactor110=0.001
RegularFactor111=0.001
SpecificFactor110=0.02
SpecificFactor111=0.02
BadWeather11=0
Second thing is to replace the main cfg as explained in readme (allows fatigue in time compression)
Third thing is to only put men in weapons stations at a battle time.
Fourth thing is that men will tire at average 8hr so yes this is quite demanding and micromanagement and not for the people who want to get accross to UK waters asap.
Rememebr that it still fatigues when you are in high time compression and that each time you surface or dive, you should place the excess men in the unused engine room.
Never run with men on weapon station unless your in realtime combat.
Fith thing is you get a break when underwater i.e. men will tire slightly slower and rest is slightly quicker. It is best to do a couple of hours submerged every 8 hours as this also simulates Hydro checks etc.
sixth thing is to always plot a 8hr point on nav map to indicate Hydro check point and shift rotation.
I have placed this in my sh3 commander but I use no fatigue to get to operations area and then swap to realtime when in the area.
I do time compress from point to point but it all gets very interesting when I chase a contact in real time.
Finally your first career mission will be tricky till you get some qualified men.
All in all I love it and it is much more immersive than other models to date though I suspect we will be seeing some fine models in the near future from other modders.
Hope this helped clear things up.
wow, brilliant, thanks for this effort!
My crew has 3 successful missions behind, so i think they can handle the pressure now, will try this immediately.
:up:
gouldjg
10-27-05, 12:59 PM
I realised that I made a typo error in the above settings so if you use this in sh3 commander you may need to re-check with this again to be on the safe side.
Sorry for trouble.
I have fixed the typo error now.
JScones
10-28-05, 06:07 AM
Not wanting to hijack this thread, but the next release of SH3Cmdr will allow you to adjust time compression settings via the options screen...
http://members.iinet.net.au/~jscones/temp/options.jpg
This change will alleviate the need to package main.cfg with the SH3Cmdr version.
BTW, great stuff Jason :up:
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