lafeeverted
01-24-06, 01:02 AM
My first experience with the default fatigue of SH3 was maddening. I ended up switching it off and didn't even bother with some of the other fatigue models out there and concentrated on learning the game and manual targeting. Now the never tiring crew seems too easy. I wanted some sort of fatigue but without the micro-management. I read thru many of the threads and mods and think I have found a solution that works for me. The 8 hour crew rotation fatigue mod was what I chose but I still did not want the micro-management that it provides. By altering the point at which fatigue is turned on/off (using SH3Commander to select 8 as maximum time compression for 3D views) I have a nice compromise. My crew fatigues at a rate in relation to an 8 hour shift whenever I am in non-TC situations and if i want to speed things up a bit, 8 times is fairly manageable without things occuring too rapidly. If I want to go to high TC to cover lots of ground I do not need to worry about crew management. My officers take over and all is well ;) ;) For me this adds a bit more immersion and adds another level of strategy. Certainly IRL, commanders did not need to babysit the men and tell them when to go to bed etc.... but they did have to be concerned and in touch with everything that was going on in the boat and this hopefully will simulate that a bit.
The other thing I did, again using SH3Commander, was assign each crew member to a specific task/position. The 8 hour crew rotation breaks down to 3 shifts needed for each station other than torpedo rooms as they will be filled when needed. For a VIIb with 44 crew on board it divides ratehr well. 3 watches, 3 sonar/radio , 3 Helm, 3 Engine. I printed out my crew list and put together the shifts. You need to match up a balance of officer to enlisted men for each grouping. remember that the engine rooms only need a minimum crew to function, more thatn that doesn't change the operation of the engines( i think this is correct) You may need to add a machinist qual and an extra sonar qual at the beginning of your career. Now I can easily follow men around the boat as shifts are changed and keep them together as needed. My 1 Watch includes my watch officer and 3-4 enlisted men labled W1. 2nd watch has an officer with watch qual and 3 enlisted same for 3rd watch. 1helm has all enlisted men, 2nd helm has on officer with Helm qual and two enlisted men( assuming that on watch change the LI will take a break ) 3 Helm has the LI back and 3 enlisted men. Engine room the same idea.
I have just started my first patrol with this set up i hope it does the trick. Any suggestions would be welcomed.
The other thing I did, again using SH3Commander, was assign each crew member to a specific task/position. The 8 hour crew rotation breaks down to 3 shifts needed for each station other than torpedo rooms as they will be filled when needed. For a VIIb with 44 crew on board it divides ratehr well. 3 watches, 3 sonar/radio , 3 Helm, 3 Engine. I printed out my crew list and put together the shifts. You need to match up a balance of officer to enlisted men for each grouping. remember that the engine rooms only need a minimum crew to function, more thatn that doesn't change the operation of the engines( i think this is correct) You may need to add a machinist qual and an extra sonar qual at the beginning of your career. Now I can easily follow men around the boat as shifts are changed and keep them together as needed. My 1 Watch includes my watch officer and 3-4 enlisted men labled W1. 2nd watch has an officer with watch qual and 3 enlisted same for 3rd watch. 1helm has all enlisted men, 2nd helm has on officer with Helm qual and two enlisted men( assuming that on watch change the LI will take a break ) 3 Helm has the LI back and 3 enlisted men. Engine room the same idea.
I have just started my first patrol with this set up i hope it does the trick. Any suggestions would be welcomed.