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View Full Version : rub 1.45 and crew management


barney
01-03-06, 10:54 PM
What is the best procedure for crew management if, in this mod, they don't revive in crew rest compartments? It seems if you run at regular time (not 64+) everyone will become exhausted very shortly and useless for the rest of the mission.

Rosencrantz
01-04-06, 04:29 PM
Well... What I did was just dumping hole RUb crew fatique system. Before doing that I tried both Basic. and Basic1x systems, didn't worked for me. So, now I'm using Jasons 24h Holl fatique with just minor changes by me. Then you can keep your crew at least 24 hours manning stations before they will need a rest for 8 - 10 hours to be fit again. Beerys idea for combat stress is great but causes problems too.
One BIG problem is that if you would like to keep your boat manned as realistic as possible, your crew will be exhausted pretty soon.

From RUbs readme you can find Beerys thoughts for crew management. Can't tell you more.