View Full Version : GW 24hr problems How to fix it (look here).
gouldjg
04-20-06, 11:13 AM
I have just looked at it and it has not been set up correctly in GW but is easily fixed.
I am not posting a new mod as this is all getting confusing and people may feel swamped. Please apply it in the next update.
KPT or other players, you will need to open the cfg basic file above and edit the lines as follows.
These the error causing lines
;NumberOfCrew5=10
;Interval1_5=5.1
;Interval2_5=6.5
;Interval3_5=13.7
NumberOfCrew5=10
Interval1_5=30
Interval2_5=30
Interval3_5=30
Should Just be this, nice and simple
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
Hope this helps those whom are having trouble running torp rooms or engine rooms.
gouldjg,
Can you give us some tips on how to manage your crew to get the best performance when using the GW 8 hr mod and whe using the GW 24 hr mod?
Do they fatigue faster in some places? Where? What is the effect of having an officer or a warrant officer in a compartment? and the effect of the qualifications? and of the decorations? and of the morale? and so on.
I have read a very nice document for the NGYM crew manangement mod. To which extent does it apply to the GW 8 hr and 24 hr mod?
Thank you very much for your help !!!!
Txema
gouldjg
04-20-06, 03:07 PM
GW has implemented the crew models for the majority. They have set it so that it freezes after 32 speed. Makes it less boring when wanting to take a long trips.
I originally set the crew models so that fatigue takes place upto 1024 time compression. This is done by changing the 3d render to 1024 in (my documents, sh3 folder, main cfg or by sh3 commander)
I did this as I plot on the nav map each shift change area by placing markers and using the nav officer to calculate where I would be in 24 hours time and then i would fast forward to my checkpoint. If I then got a contact in between, I had a varying crew stamina which meant repairs etc could take longer if they were tired etc.
I like the 24 hour the best because it is flexible and for me, it takes the bordem out of playing the game whilst getting to the patrol grid.
If the crew are promoted then they will last longer than 24 hours (my heroes though I do not promote my crew easily as they have to earn it.)
If crew are left in combat positions, they will tire much quicker so avoid placing men in there till battle time. They also tire in storms at places.
When on the surface, you can leave men in the electric engine and vice versa as they will hardly tire if the room is not in use.
The men do recover but this is after some good few hours sleep in the rest quarters.
Thats it, nothing complicated or spectacular. It takes longer to get to the patrol points but gives something to do on the way as well as getting more immersive if caught by suprise by enemy ships half way through a shift. The whole crew was to compliment the damage model and make things a little more tricky in the repair department.
I have to say that though I have not yet tried the NYGM, I do know they put a hell of a lot of work and thought into it and the morale may apeal to many players. I commend them on their model idea :up:
If I had to choose of all the models,
1. My own biased and tweaked 24 hr
2. NYGM crew
3. GW 8hr
4. No fatigue
5. RUBfatigue
6. would try others
1000. The stock model as it is poor
vodkajello
04-20-06, 04:01 PM
I have just looked at it and it has not been set up correctly in GW but is easily fixed.
I am not posting a new mod as this is all getting confusing and people may feel swamped. Please apply it in the next update.
KPT or other players, you will need to open the cfg basic file above and edit the lines as follows.
These the error causing lines
;NumberOfCrew5=10
;Interval1_5=5.1
;Interval2_5=6.5
;Interval3_5=13.7
NumberOfCrew5=10
Interval1_5=30
Interval2_5=30
Interval3_5=30
Should Just be this, nice and simple
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
Hope this helps those whom are having trouble running torp rooms or engine rooms.
What do you mean it's not right?
You mean the one in the GW 1.0 Optional files? There was no revision to the 24hr model released with the 1.1 update. So I'm a bit confused as to why this is coming up now.
So the 24hr optional model has been broken since release?
I'll have to check out what my copy of that file says because I just did another fresh load of GW1, 1.1, then 24hr.
gouldjg
04-20-06, 04:12 PM
Yes the GW 24 hr has been placed in wrong as shown above. I think this was a simple oversight from whomever bundled the mod for release. This was all sorted on the original 24 crew thread.
I have noted a few complaints regarding torp room and engine rooms so decided to look at the file and if you scroll down to where I have shown, you will see the offending mistake. (I dont know you just cannot trust people to manage your work lol :-j )
Just follow the above steps for immediate fix or wait till next update where kpt will fix it.
I presume most players can manage this but if it is tricky I will re-post the mod for you. The thing is that when too many files are posted, people get confused so it may be best to talk you through it.
vodkajello
04-21-06, 12:36 AM
No problems here with manually editing in the fix. Looks like someone had the right values, commented them out to play with some settings and forgot to put them back. :)
Hopefully my lazy crew won't go to sleep in the engine room from now on! :roll:
My comment before was just because the 1.1 update would have been the perfect time to fix it in a simple large release. Oh well, there is always next time and at least the problem and fix is now in the open.
gouldjg,
Thank you very much for your explanations !!!
Txema
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