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-   -   RUB fatigue makes SHIII approach unplayable (https://www.subsim.com/radioroom/showthread.php?t=83859)

Beery 09-02-05 01:16 AM

It has always seemed incredible to me that some players would rather spend patrol after patrol micromanaging the sleeping habits of their crews, rather than use RUb's fatigue system and avoid all of that.

I've tried to explain many times that high fatigue states are not something to be feared. But still, some players are so afraid of fatigue that they will do almost anything to avoid having crewmen work while fully fatigued. They will gladly use a system that effectively destroys the one method that they have at their disposal to once and for all counteract fatigue. Players who use any system which allows fatigue reduction are shooting themselves in the foot. They are preventing themselves from getting rid of fatigue, and consigning themselves to endless toil playing an underwater version of musical chairs for only a short-term gain in terms of crew efficiency. True crew efficiency can only result from gaining qualifications. If players use the U-boat bunks to gain crew efficiency, they are fighting a battle they cannot win, and it will reduce their crew's chances of survival.

MonkeyHero 09-02-05 01:17 AM

I think my main problem is that I tend to get myself sunk before my crew has a chance to gain experience.

Beery 09-02-05 01:25 AM

Re: RUB fatigue makes SHIII approach unplayable
 
Quote:

Originally Posted by mystery meat
...eventually I can't reload torpedoes, which cuts my patrol short. Sometimes I can't even run the engines!

This is impossible. You can always, always, run the engines and load torpedoes. You just have to get the right crewmen in there to do the job. Even on your first patrol, before you gain any qualifications, a green crew can do every job on the boat even when every crewman has the little black bar above their head. First place NCOs properly qualified for the compartment you want to run, then place an officer in there (again, preferably with a qualification for that compartment), then fill with other NCOs (starting with the highest ranked NCOs). Finally fill with seamen (starting with the highest ranked men). Your torpedoes will load (probably not at full speed), and your boat will move.

Beery 09-02-05 08:49 AM

In an effort to keep this topic on track, I split off a few posts that were going off on a tangent. The new discussion can be found here:

http://www.subsim.com/phpBB/viewtopic.php?t=42529

dize 09-02-05 10:10 AM

Re: RUB fatigue makes SHIII approach unplayable
 
Quote:

Originally Posted by Beery
Quote:

Originally Posted by mystery meat
...eventually I can't reload torpedoes, which cuts my patrol short. Sometimes I can't even run the engines!

This is impossible. You can always, always, run the engines and load torpedoes. You just have to get the right crewmen in there to do the job. Even on your first patrol, before you gain any qualifications, a green crew can do every job on the boat even when every crewman has the little black bar above their head. First place NCOs properly qualified for the compartment you want to run, then place an officer in there (again, preferably with a qualification for that compartment), then fill with other NCOs (starting with the highest ranked NCOs). Finally fill with seamen (starting with the highest ranked men). Your torpedoes will load (probably not at full speed), and your boat will move.

i find this highly doubtfull too. i have played around 20 patrols with rub, and i have never ever had any problems with a crew not being able to execute basic uboat dutys, even on a long carrebian patrol with a VIIc type, which lasted almost 70 days.
there is just one thing you should keep in mind. the 3d render tc factor, defines when fatigue actualy starts to hit your crew. if you are fatiguing ur crew on a simple 35 days VII mission, even in bad weather, you r doing something completely wrong.

Gairith 09-02-05 10:26 AM

FULLY fatigued crew. FIRST PATROL

Surface cruising
http://img165.imageshack.us/img165/2...uise7pd.th.jpg

Surface loading while cruising
http://img165.imageshack.us/img165/2...load2yq.th.jpg

Submerged cruising
http://img165.imageshack.us/img165/1...uise8mx.th.jpg

Submerged loading while cruising
http://img165.imageshack.us/img165/8...load6cd.th.jpg

Woof1701 09-02-05 10:46 AM

My SH3 version with RUB1.43 still shows the exclamation marks and not the little black war. I may have accidentaly changed that with some other mod. Which file is responsible for that?

Takeda Shingen 09-02-05 11:05 AM

Quote:

Originally Posted by Gairith
FULLY fatigued crew. FIRST PATROL

And after only one day at sea! :o

dize 09-02-05 11:21 AM

lol

Beery 09-02-05 11:23 AM

Quote:

Originally Posted by Takeda Shingen
Quote:

Originally Posted by Gairith
FULLY fatigued crew. FIRST PATROL

And after only one day at sea! :o

All you have to do is run at 32x TC and put as many people in the torpedo compartments as possible. It only takes a few hours to fully fatigue a crew if you really work at it.

joea 09-02-05 12:56 PM

Some of you guys might want to use the alternate file for x1 TC included in RUB. Which file it was can't recall for the moment.

Gairith 09-03-05 07:48 AM

Quote:

Originally Posted by Beery
Quote:

Originally Posted by Takeda Shingen
Quote:

Originally Posted by Gairith
FULLY fatigued crew. FIRST PATROL

And after only one day at sea! :o

All you have to do is run at 32x TC and put as many people in the torpedo compartments as possible. It only takes a few hours to fully fatigue a crew if you really work at it.

:up:

We were doing doughnuts in wilhelmshaven harbor :rock:


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