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XXi
03-04-06, 06:09 PM
So... I`m using RUb 1.45 plus some other mods. Today I decided to try the XXI out and the results were... uhm...

1. I couldn`t get enough crew for the engines, Diesel or Electric. Even though there were 4 machinists - I got a communicate that there`s not enough crew... :damn:
Finally I was able to MOVE my boat, when I changed the crew via SH 3 and added 7 machinist`s mates AND officer to the compartment - my U 2501 finally began to MOVE. Under water...
2. At GroBe Fahrt I exceeded 25 KNOTS. OK, XXI were fast, but it`s a little bit too much, isn`t it ? :o


I don`t know what is causing the problem - in last few days I finally came back to SH III, insatlled dozen of mods and after all this decided to try XXI campaign. Therefore I`m not sure where`s the point...
any ideas ? Help ?
I`d be grateful for information which files should I inspect and - if needed - what sort of tools do I need.

Thank You in advance !

JonZ
03-04-06, 06:15 PM
That's the Battle Fatigue feature. Your crew will fatigue fast if you don't manage them. They don't recover. IMO, It a good feature but I think it failed because most of the time, even well managed, crew will fatigue before reaching patrol area and force to go home sooner than expected or even not even enough crew efficiency to make the engine spins. Search on the forum for other Fatigue mods. The most common alternatives is the NYGM crew fatigue or Hollywood Adv.

XXi
03-04-06, 06:19 PM
Oh, small update: I had this problem before I even managed to get out of the base. The crewmen were FRESH, and the green line illustrating the effectivness of the crew in compartment was 100%.

So, there were MUCH more crewmen involved than needed, in fact.

I just don`t get it. I was almost unable to move my boat and when I finally did - I could make it only for short time. When they become slightly fatigued, there was not enough crew communicate again....