View Full Version : Idea for fatigue managment
Ducimus
12-16-05, 04:36 PM
I've had this idea for the longest on a new fatigue model, and its a bit beyond just a simple basic.cfg edit job. THe motivation behind all of this, is to remove micromanagement completely, while still retaining fatigue's influence on gameplay.
Now its my understanding that submarines operate in three 8 hour shifts. or something like that. Given the bunkspace avialable in most subs in SH3, the game would seem to emulate this to some degree. However for the purpose of crew management i find myself playing "tetris" in the crew management screen, and it aggrivates me to no end.
THe solution to this is to simplify it. Two 12 hour shifts. One on watch, one in bunks. This means that every man on a watch has to have a bunk, two watches, to crewmen per bunk. So ideally, if you had ONE shift, and filled all the ships stations youd have an empty fore and aft quarters and if you sent them all to their bunks, ever crewman would have a bunk. Leaving all stations empty. If you can picture this Now add in a 2nd shift to fill those empty stations.
Now the problem ive found is either:
a.) theres not enough bunk space in quarters
or
b.) there are too many crewslots to fill iin each compartment.
Take your pick. So the solution for a "perfect crew rotation" is to either increase bunks, or reduce compartment manpower needs.
So to that end, how does one edit this?
Another thing, the buttons "submerged cruise mode" for instance, how does one change this features behavior to say, "rotate crew"?
Ducimus
12-16-05, 07:18 PM
So nobody has any idea how to change the number of crewmen that can fit into a comparment?
I always seem to ask the questions that sound simple but really arent. :-?
Marhkimov
12-16-05, 07:20 PM
To be honest, this doesn't seem simple...
Ducimus
12-16-05, 08:01 PM
Another option might be to change the crews eefficiency. (pretty sure this is in the basic.cfg, is it?)
So for example a crew of 18 performs at the same effieciency level of a crew of 24? That would lessen the crew requirements and circumvent any need to alter the number of space in any given compartment, and still meet the criteria of having 1 bunk for every 2 crew members.
I think. :hmm:
drEaPer
12-16-05, 09:59 PM
tbh the whole system is most annoying.... I really wonder what the devs thought when they did that. Also the fact that u can just put 2 officers to rest is plain ridicolous. how realicstic is that? even if he had to sleep in the torpedo room who cares? at least the dead-tired officer doesnt I bet. not after a 48 hours shift after reparing half the sub
such a cool game in many aspects and then they add such a pointless and redundant feature (and dare to call it crew management) like you need 8 ppl just to keep the diesel running, sure...
Ducimus wrote:
a.) theres not enough bunk space in quarters
or
b.) there are too many crewslots to fill iin each compartment.
This is not the case, I had 43 crew members in by Type VII and all had a bunk when they weren't in duty. "Hot bunking" works ok if you use shifts properly. Minor side is that thats pretty much all you do during patrol...moving your crew members from quarters to duty and vice versa.
There was 12 bunks in the forward (rating's) quarters. For torpedo-, Funk- and Technical personnel (they had one bunk for each two men). Matrosen's had two bunks for each three men. The only senior rate's personnel who bunked in the forward quarters was the Torpedomaat.
In a real boat, the forward quarters and the chief rate's mess and quarters were divided to own compartments. THis is not the case in the game. You need to accommodate some of those chief rates in the forward quarters too. And they should be two obermachinists and one obersteuerman.
Then there is the senior rates mess and quarters, behind central. There is eight bunks, one bunk for each two men. Officers naturally had their own bunks. And there should normally be four officers in a type VII, not five (used only for a very long patrols). Commander, chief engineer, first and second watch officers plus obersteuerman (a chief rate).
I stopped using the "real" (as close as I thought it would be)shifting for a different duties in the boat.It became overwhelming and exchausting (that would be like 19 shift changes in 24 hours with 43 men, way tooooo much work). But when I used it, there was no problem for having enough people in right places when needed. And wanted to see it was possible. Only if there would be a program that would do all automatically :-? Oh,I used living crew fatique system...
About those extra crewslots in compartments. I quess it just means the maximum available space in a very cramped boat. You don't need to fill them.
caspofungin
12-23-05, 02:23 AM
"tetris" -- that's a good one.
someone w/ experience in making utilities should consider making a crew management utility-- basically the crew management screen, instead of the buttons on bottom right (submerged cruise, surface air defense, etc) you should have 1st watch, 2nd watch, 3rd watch, battle stations, damage control. in the utility, you plug your men into whatever position you want, then click the button. that saves the current config as 1st watch or whatever. same for 2nd, 3rd, etc. can this be done? i know each position in the boat and each crew member has a unique identifier, so i think the concept is sound.... just need to figure where in game the configuration for eg surface attack is stored.
then, in game, you click whichever button, the crew flips to the saved config, and bingo -- you've flipped a watch, off watch crew to rest, etc.
potential?
I currently us the living crew mod and have a crew set up similar to what Krupp mentioned. I've managed to squeeze twelve hours out of my men per shift 06:00 and 18:00 two crew changes a day. Of course when the "chum hits the screws" :) then nobody is resting.
BTW: GREAT IDEA caspofungin!! It might be something that a program like Sub Commander would have to change or a player can do it himself manually by tweaking whatever files.
"Surface" and "Submerged" attack options IMHO are absolutely usless. Repair is mildly useful. If I had to choose I'd say for Surfaced configurations:
1st watch
2nd watch
Repair
Submerged configurations:
Repair
LOL, I forgot if there are two or three different one for submerged
Like you said all set to the specifications of the player. Damn, here is something else I've got to add to my "Wish list." :roll:
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