View Full Version : 8 hrs ro 24 hrs crew fatigue?
What are you guys playing?
Is 8 hrs kind of representing a watch?
As well after reading couple of reloading stuff on the type IIA, it seems that we have to change something in the CFG file so that they actually can reload.
If I understood well it is not a problem for the 8 hours crew fatigue option (have to find where it is..).
Kind of confused here. Any help will be greatly appreciated.
Thank you!
So what is the Default SH3. This is the one I have selected. Is it the 8 hours or the 24hrs?
thank you
more like 2 hrs :roll:
I use SH3cmdr 2.6 and have fatigue set to off cause I am not nursemaiding a bunch of idiots that can't go rest by themselves, another way to look at it is that I have told my XO to set the watch rotations and to make sure they are kept, so now that is happening and I don't have to worry about fatigue at all :yep:
I also set my fatigue option to off. Come on...the captain isn't supposed to send the men to sleep :(...
Maybe in SH4 you'll have to also make their menu in order to keep them healthy and happy, and remind them to buy condoms on shore leaves.....:-?
irish1958
07-15-06, 09:58 PM
i agree. The XO sets the watches and that is that. The crew moral problems and fatigue occurred, and the captain was responsible, but he didn't micromanage the crew (except in the Caine Mutiny).
The idea is good but it is not implemented in the game correctly.
And I don't have the foggiest idea on how to do it either.
irish1958
So basically we should put the fatigue to off. I agree with this.
Is it in the realism or in the actual option of the game.
Can I have access to this by SH Commander as well?
If i want to put it to off now, can I do this when I am in port in between 2 patrols?
Thanks
irish1958
07-15-06, 10:21 PM
Mau
It is an option in SH3CMDR. There are other ways to do it, but they are very complicated.
irish1958
Seminole
07-16-06, 01:21 AM
I tried all the variations available through SH3 Commander and I settled on the GW 8 hour as being the most compatible with gameplay .... for me ....other's mileage may vary of course....:yep:
I tried all the variations available through SH3 Commander and I settled on the GW 8 hour as being the most compatible with gameplay .... for me ....other's mileage may vary of course....:yep:
Could you describe how you manage your shifts then? I'm gonna try out the 8 hours and was hoping to get some info on it.
gouldjg
07-16-06, 03:56 AM
Basically with the 8 hr, I determine where I will be in 8hrs time and plot the area on the map using the nav officers tools as they determine your range and time to get there.
When you reach this area, you just change the shift around.
Now I always try to do a hydrophone sweep every 8 hours anyway so it was no hassle for me and just added that little bit more to think about and take the edge of the boredom.
Obviously I would not want to do this method if I was to travel accros the atlantic so I set 3DRender=256 in my sh3 documents folder and I think it is called something else in sh3 commander yet it does the same job. This means that after 256 time compression, my 8hr is switched off and nullified.
Now when I get to enemy waters, I never usually go faster than 256 so the crew is always in effect.
The 24 hour is almost the same but a 24 hr version. AT the moment there is a small oversight on the released version which players need to manually fix a small typo problem but this is simple.
If you open the basic cfg for the 24 crew and scroll down, you will find this section,
[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=7.1
Interval2_0=9.6
Interval3_0=19.7
NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=8.5
NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=6
Interval3_2=12.1
NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=16
NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=11
;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
NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=9.7
NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=7.3
NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=4.65
NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=6.1
NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=8.2
Interval3_10=14.3
NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=4.1
NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=1.1
This needs to be like this really
[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=7.1
Interval2_0=9.6
Interval3_0=19.7
NumberOfCrew1=6
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=8.5
NumberOfCrew2=9
Interval1_2=4.6
Interval2_2=6
Interval3_2=12.1
NumberOfCrew3=12
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=16
NumberOfCrew4=8
Interval1_4=4.1
Interval2_4=5.3
Interval3_4=11
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
NumberOfCrew6=7
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=9.7
NumberOfCrew7=5
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=7.3
NumberOfCrew8=3
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=4.65
NumberOfCrew9=4
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=6.1
NumberOfCrew10=14
Interval1_10=6.5
Interval2_10=8.2
Interval3_10=14.3
NumberOfCrew11=2
Interval1_11=1.1
Interval2_11=1.7
Interval3_11=4.1
NumberOfCrew12=1
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=1.1
Problem solved. Hope this helps explain the crews. There is no historical accuracy etc etc its just for immersion and it works for me and others. There are a few crew models floating around now and the NYGM one models decreasing morale over the voyage etc. There all good for players including the ones that knock fatigue off all together. Its really down to your preference. Some love em some hate em.
I will admit that this is one of the cases that I will sacrifice realism for gameplay.
I get so tired of micromanaging the crew that it becomes such a nuisance to do.So I also use SH3Cmdr to turn off the crew fatigue.If they ever find a way to have you set a schedule and the crew will rotate themselves based on that schedule then I will turn it back on.Otherwise it is just to much of a hassle to mess with.
so If I want to put my crew fatigue on the SH Commander to ''off'' (now it is not selected and SH3 is in greyish)
So if I put no fatigue do I have to ''rolllback'' (I want to be sure dso I don't do anything bad to my career i.e deleting it)
Thank you
What is the trend with this?
However I can understand that in a high intensity combat (torps firing) the normal watch would not be the same and imagine fatigue to be more control since a lot of work is being done at that time?
So how can we model this in a way?
Thanks
so If I want to put my crew fatigue on the SH Commander to ''off'' (now it is not selected and SH3 is in greyish)
So if I put no fatigue do I have to ''rolllback'' (I want to be sure dso I don't do anything bad to my career i.e deleting it)
Thanks
You do not have to rollback.Just go into the SH3Cmdr options and choose the no fatigue setting and when you load your game it will be in effect.
Now I am not sure about doing it in the middle of a patrol though so just to be safe make sure you are in port when you do it.
zzsteven
07-16-06, 08:46 AM
Changing fatigue in the middle of a patrol does work, done several times when trying out a new fatigue model and not liking it. Probably best to wait until in base though. :D
zz
Seminole
07-16-06, 09:06 AM
I tried all the variations available through SH3 Commander and I settled on the GW 8 hour as being the most compatible with gameplay .... for me ....other's mileage may vary of course....:yep:
Could you describe how you manage your shifts then? I'm gonna try out the 8 hours and was hoping to get some info on it.
I change the watch at 06:00, 14:00, and 22:00 routinely.
Heavy weather and combat stress often demand that some or all of the watches be changed more often. I try to manage the crew so that none are ever "exhausted" completely. Sometimes it becomes necessary to dive for R & R to allow the entire crew to recuperate after extended operations.
I played with fatigue turned off for a very long time. After I decided to give fatigue a go I found that I had been missing out on a key element of gameplay. At first it was a real pain in the you know where. Then after a few days managing the crew started to became second nature. Now I do it without evening thinking or focusing on doing it very much.
gouldjg
07-16-06, 09:43 AM
Well the one thing with fatigue is when you are doing repairs.
With all fatigue off the crew will always repair much faster unless of course players use the LRT mod.
With other fatigue models, you can get caught short and then have to worry if you can actually manage the flooding etc. This all depends on what damage model you use for the sub.
Thats probably what I was trying to do when I kicked it up. I wanted a state that I could get caught of guard and then have to deal with the circumstances. Thats how It works in my head anyway.
Thanks for the tips fella's. Wow. Okay well after all of the threads regarding fatigue models and whether it's worth the hassel and how to manage your crew blah blah BLAH! it would seem impossible for the next Silent Hunter to not have an automated crew manager. Cause I mean if they don't solve this problem I would say that they aren't paying any attention to the boards.:roll:
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