View Full Version : To fatigue or not to fatigue...
r_wagner
05-25-06, 04:56 PM
Given the rather uncomfortable design of the crew management in this game I am leaning towards disabling fatigue before my next patrol. I have tried using RUB which came with NYGM which was about 100 times better than the stock model (love the efficiency and morale idea). However, after trying this model and after reading about some other models I do not think any of them will fix the problem at hand:
I don't want to have to manually move every single crewmember from quarters to station every x hours
I feel this detracts from the enjoyment and the realism of the game as I am sure captains did not run into the quarters every six hours and shout "Gunther, man the radio! Hans, go on watch!" etc.
I'll finish with two questions:
1. What fatigue model have you guys settled on?
2. Are there any mods (or programs) out there that enable the use of a "watch system" which is automatically executed every x hours?
thanks :up:
GreyOctober
05-25-06, 05:24 PM
I am sure captains did not run into the quarters every six hours and shout "Gunther, man the radio! Hans, go on watch!"
:rotfl: :rotfl: Yeah i tend to agree.
1. Fiddling with the NYGM model atm though im equally unhappy anout having to babysit them.
2. Short answer: no. Itd be nice to have it though.
Cheers!
Heibges
05-25-06, 05:54 PM
I use Hollywood Crew Management.
The Crew Management Icons crash the game sometimes, so you pretty much have to move them 1 by 1 no matter which mod you use.
Since they don't tire when the TC is 64 or greater, what I've done is made two teams.
The first team are my favorite / the best crewmen. I use them while at 64 TC+.
When I spot a ship, I change them out and tire out the B crew.
That way, if something juicy comes up, or I'm in trouble, my best crewmen should always be fresh.
Yes, it's a pain to do. But after a year I'm good at it, and it takes like 30 seconds. No big whoop.
Using some mods, and it seems to me that the crew tires, but really I've seen no evidence that they ever recover. So I don't think my men go to many parties their first night back at base.
ZZZzzzzzzzzz
Ducimus
05-25-06, 06:30 PM
Only solution i was ever able to come up with for myself is a patrol based fatigue model. In other words, based on various settings i put in the basic.cfg file, my crew would last 30 days, 50, 60, 70, days etc. The idea was to simulate food provisioins.
Other then that, fatiue is just a PITA no matter how you cut it. I hate playing, "lemmings in das boot". Crew should go on and off watch automatically, micromanaging them irritates me so much.
Seminole
05-25-06, 06:44 PM
Until recently I was adamantly opposed to using crew management. I always played with it turned off.
I finally tried it and found it adds to the game play.
I don't see the big deal about fatigue management, now that I gave it a try, unless you spend a whole lot of time at <64 TC it really isn't much of an issue or a job keeping the crew refreshed.
I find that fatigue management means mostly taking a submerged break every couple of days and letting the most fatigued crew catch a few zzzzzs.
I hate the fatigue issue as the Captain of the boat why the hell do I have to tuck my crew up in bed and read them a story and then in eight hours kick them out of bed for the next lot of crew, come on I got better thing to do. :damn:
r_wagner
05-26-06, 07:32 AM
I don't see the big deal about fatigue management, now that I gave it a try, unless you spend a whole lot of time at <64 TC it really isn't much of an issue or a job keeping the crew refreshed.
Problem is with RUb fatigue model it doesn't matter what TC you're at, the crew will fatigue according to an 18 hour model.
In 1942 you usually have long patrols and unless you have days worth of free time (I don't) you'd like to cruise to your patrol area at high TC. Stopping every 6 hours to change the watch crew and every 12 hours for everyone else gets tedious very fast.
Is there a way to set a max TC for fatigue to be enabled with RUb fatigue model?
kiwi_2005
05-26-06, 07:46 AM
Using SH3Cdr i turn No fatique on.
mikaelanderlund
05-26-06, 08:48 AM
I am thinking of using a combination of NYCM and RUB 1X. Do you think that combination will work?
;CREW_ block
0_MoraleMin=0.500
0_MoraleMax=1.00
0_MoraleStep=-0.00006
0_FatigueMin=0
0_FatigueMax=0.85
0_FatigueStep=0
0_CoefMorale=0.265480
0_CoefFatigue=0.00
0_QualEffect=1
0_Hp=15
0_Wounded=-0.050
0_Dead=-0.10
0_SunkShips=0.05
0_TorpedoHit=0.05
0_Experience=0
1_MoraleMin=0.500
1_MoraleMax=1.00
1_MoraleStep=-0.00006
1_FatigueMin=0
1_FatigueMax=0.85
1_FatigueStep=0
1_CoefMorale=0.265480
1_CoefFatigue=0.00
1_QualEffect=1
1_Hp=15
1_Wounded=-0.050
1_Dead=-0.10
1_SunkShips=0.05
1_TorpedoHit=0.05
1_Experience=20
2_MoraleMin=0.500
2_MoraleMax=1.00
2_MoraleStep=-0.00006
2_FatigueMin=0
2_FatigueMax=0.85
2_FatigueStep=0
2_CoefMorale=0.265480
2_CoefFatigue=0.00
2_QualEffect=1
2_Hp=15
2_Wounded=-0.050
2_Dead=-0.10
2_SunkShips=0.05
2_TorpedoHit=0.05
2_Experience=50
3_MoraleMin=0.500
3_MoraleMax=1.00
3_MoraleStep=-0.00006
3_FatigueMin=0
3_FatigueMax=0.85
3_FatigueStep=0
3_CoefMorale=0.265480
3_CoefFatigue=0.00
3_QualEffect=1.5
3_Hp=15
3_Wounded=-0.050
3_Dead=-0.10
3_SunkShips=0.05
3_TorpedoHit=0.05
3_Experience=100
4_MoraleMin=0.500
4_MoraleMax=1.00
4_MoraleStep=-0.00006
4_FatigueMin=0
4_FatigueMax=0.85
4_FatigueStep=0
4_CoefMorale=0.265480
4_CoefFatigue=0.00
4_QualEffect=2
4_Hp=15
4_Wounded=-0.050
4_Dead=-0.10
4_SunkShips=0.05
4_TorpedoHit=0.05
4_Experience=150
5_MoraleMin=0.500
5_MoraleMax=1.00
5_MoraleStep=-0.00006
5_FatigueMin=0
5_FatigueMax=0.85
5_FatigueStep=0
5_CoefMorale=0.265480
5_CoefFatigue=0.00
5_QualEffect=3
5_Hp=15
5_Wounded=-0.050
5_Dead=-0.10
5_SunkShips=0.05
5_TorpedoHit=0.05
5_Experience=200
6_MoraleMin=0.500
6_MoraleMax=1.00
6_MoraleStep=-0.00006
6_FatigueMin=0
6_FatigueMax=0.85
6_FatigueStep=0
6_CoefMorale=0.265480
6_CoefFatigue=0.00
6_QualEffect=1.3
6_Hp=15
6_Wounded=-0.050
6_Dead=-0.10
6_SunkShips=0.05
6_TorpedoHit=0.05
6_Experience=250
7_MoraleMin=0.500
7_MoraleMax=1.00
7_MoraleStep=-0.00006
7_FatigueMin=0
7_FatigueMax=0.85
7_FatigueStep=0
7_CoefMorale=0.265480
7_CoefFatigue=0.00
7_QualEffect=1.4
7_Hp=15
7_Wounded=-0.050
7_Dead=-0.10
7_SunkShips=0.05
7_TorpedoHit=0.05
7_Experience=350
8_MoraleMin=0.500
8_MoraleMax=1.00
8_MoraleStep=-0.00006
8_FatigueMin=0
8_FatigueMax=0.85
8_FatigueStep=0
8_CoefMorale=0.265480
8_CoefFatigue=0.00
8_QualEffect=1.5
8_Hp=15
8_Wounded=-0.050
8_Dead=-0.10
8_SunkShips=0.05
8_TorpedoHit=0.05
8_Experience=450
;FATIGUE_COEF block
RegularFactor00=0.0001
SpecificFactor00=0.0004
BadWeather0=0.0003
RegularFactor10=0.0001
RegularFactor11=0.0001
SpecificFactor10=0.0001
SpecificFactor11=0.0002
BadWeather1=0.0002
RegularFactor20=0.0001
RegularFactor21=0.0001
SpecificFactor20=0.0001
SpecificFactor21=0.0002
BadWeather2=0.0002
RegularFactor30=0.0001
RegularFactor31=0.0001
SpecificFactor30=0.0004
SpecificFactor31=0.0001
BadWeather3=0.0002
RegularFactor40=0.0001
RegularFactor41=0.0001
SpecificFactor40=0.0001
SpecificFactor41=0.0004
BadWeather4=0.0002
RegularFactor50=0.0003
RegularFactor51=0.0003
SpecificFactor50=0.001
SpecificFactor51=0.0013
BadWeather5=0.0006
SpecificFactor60=-0.001
SpecificFactor61=-0.001
SpecificFactor70=-0.001
SpecificFactor71=-0.001
RegularFactor80=0.0003
RegularFactor81=0.0003
SpecificFactor80=0.001
SpecificFactor81=0.0013
BadWeather8=0.0006
RegularFactor90=0.0001
SpecificFactor90=0.0005
BadWeather9=0.0006
RegularFactor100=0.0001
SpecificFactor100=0.0004
BadWeather10=0.0006
RegularFactor110=0.0003
RegularFactor111=0.0003
SpecificFactor110=0.0003
SpecificFactor111=0.0003
BadWeather11=0
Mikael
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