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-   -   Having to rotate the crew. (https://www.subsim.com/radioroom/showthread.php?t=162568)

Flopper 03-02-10 05:04 PM

Quote:

Originally Posted by Sailor Steve (Post 1286946)
:rock:

On the other hand, awhile back people were joking about reckless behaviour, and I suggested playing as if your life was really on the line. When someone asked if I meant killing yourself when you die, I said "No. Nothing so drastic. Just put the game away and don't play it for a year."

I may take it too seriously, but I've spent many hours at the practice range, as I didn't feel qualified to start a career. So many hours, that I'm glad I don't really know the total. I've only been sunk once, and have spent a lot of time running away from warships. I've never sunk a warship, or shot down a plane.

I'd been playing for a couple of months, and when I finally started up a career, got out in the clear night sky, and noticed, hey, that looks just like Casseopea. Then noticed the Big Dipper, Polaris, etc. Amazing! I've spent a lot of time in flight simulators, but nothing has ever quite grabbed me like sh3, especially with all the fantastic mods.

Jimbuna 03-02-10 05:38 PM

Quote:

Originally Posted by frau kaleun (Post 1288588)
Do you know offhand whether or not using the "No Fatigue" model via SH3 Commanders does anything to the bits of programming that control other aspects of crew health, i.e. them getting wounded in action? As opposed to just killed outright when the kaleun really screws up. Cuz we were kind of wondering about that.

Not that I'm aware of :nope:

Sailor Steve 03-02-10 05:56 PM

Quote:

Originally Posted by Flopper (Post 1288664)
I may take it too seriously, but I've spent many hours at the practice range, as I didn't feel qualified to start a career. So many hours, that I'm glad I don't really know the total. I've only been sunk once, and have spent a lot of time running away from warships. I've never sunk a warship, or shot down a plane.

Same here. I started a career fairly early, but I always go to my assigned patrol area and stay there. My tonnage scores are appropriately low, and I've had more than one patrol that was completely empty. But I don't die much, either.

Quote:

I'd been playing for a couple of months, and when I finally started up a career, got out in the clear night sky, and noticed, hey, that looks just like Casseopea. Then noticed the Big Dipper, Polaris, etc. Amazing! I've spent a lot of time in flight simulators, but nothing has ever quite grabbed me like sh3, especially with all the fantastic mods.
Aren't those stars something. I use a mod that makes the moon much smaller, and I think it looks better than the SH4 one. The feel of just being on deck at night is an awesome experience.

frau kaleun 03-02-10 08:08 PM

Quote:

Originally Posted by jimbuna (Post 1288758)
Not that I'm aware of :nope:

Okay, thanks. I think Krashkart mentioned that no one in his crew ever seems to get wounded even when he takes enough damage that he expects casualties on board. So far everybody always stays perfectly healthy, right up until something bad enough happens that the boat is lost and everybody's dead, including him.

I've never had any wounded either, and I also use the No Fatigue from SH Commander. Didn't think it would make a difference, but wasn't sure if the fatigue/health factors were so closely tied together that it might.

frau kaleun 03-02-10 08:10 PM

Quote:

Originally Posted by Sailor Steve (Post 1288787)
Same here. I started a career fairly early, but I always go to my assigned patrol area and stay there. My tonnage scores are appropriately low, and I've had more than one patrol that was completely empty. But I don't die much, either.


Aren't those stars something. I use a mod that makes the moon much smaller, and I think it looks better than the SH4 one. The feel of just being on deck at night is an awesome experience.

Ohhh cool because I've been wondering but keep forgetting to ask if the night sky in the game is correctly modeled to show real world constellations. (I guess I could just stay on the bridge long enough to look for them, but so far I haven't taken the time.)

Thanks for reminding me about the small moon mod, too, I've been meaning to try that out.

Flopper 03-02-10 08:41 PM

Quote:

Originally Posted by frau kaleun (Post 1289148)
Ohhh cool because I've been wondering but keep forgetting to ask if the night sky in the game is correctly modeled to show real world constellations. (I guess I could just stay on the bridge long enough to look for them, but so far I haven't taken the time.)

Thanks for reminding me about the small moon mod, too, I've been meaning to try that out.

The constellations blew my mind. I'm seeing a small moon (actual rl size, i'd say) which I think is included in the olc mod. I also have looked up the phase of the moon for the actual dates, and although I've read somewhere it was not correct, was indeed spot on the few times I checked. I really can get into that type of detail, and I've never seen it before in a game.

Sailor Steve 03-03-10 05:56 PM

The constellations are awesome. The only thing lacking is the fact that on a clear night at sea there are many times more stars than in the game. It's an unbelievable sight.

frau kaleun 03-03-10 09:04 PM

Quote:

Originally Posted by Sailor Steve (Post 1291115)
The only thing lacking is the fact that on a clear night at sea there are many times more stars than in the game.

This I know from having spent a little bit of time in the Arizona desert. I'm not a desert person by nature and I can tell you I'd never choose to live there, but on a clear night out away from the city - awesome.

I grew up in "the country" and even though we didn't have an unobstructed "horizon to horizon" view of the night sky, I still miss being able to look up and see... well... everything. Too much light on the ground in the evenings where I'm at now.

Flopper 03-03-10 11:53 PM

Quote:

Originally Posted by Sailor Steve (Post 1291115)
The constellations are awesome. The only thing lacking is the fact that on a clear night at sea there are many times more stars than in the game. It's an unbelievable sight.

I can imagine. The closest I've come to something like that was standing on a frozen Flagstaff lake in Maine one moonless January night. It was about 15 below zero, and the lake was creaking, nobody around for many miles.

I could see Andromeda with the naked eye! We had a little 5 inch reflector and the main event was Saturn, of course. I'll never forget that night. I've always at least needed binoculars to make out Andromeda. It must be unbelieveable with no moon on the open sea.

krashkart 03-09-10 05:30 AM

Quote:

Originally Posted by frau kaleun (Post 1289146)
Okay, thanks. I think Krashkart mentioned that no one in his crew ever seems to get wounded even when he takes enough damage that he expects casualties on board. So far everybody always stays perfectly healthy, right up until something bad enough happens that the boat is lost and everybody's dead, including him.

I've never had any wounded either, and I also use the No Fatigue from SH Commander. Didn't think it would make a difference, but wasn't sure if the fatigue/health factors were so closely tied together that it might.

I just found out that my crew will indeed take damage with No Fatigue selected in SH3 Commander. Ran into a convoy on a previous patrol and got shot to pieces by several armed freighters. Lost 11 crew total, including the WO. 1 wounded.

Imagine my shock. :rotfl2:

Paul Riley 03-09-10 05:45 AM

While using the 'no fatigue' function of Commander I have had watch crew (a while ago now) injured and even killed from strafing machine gun fire from aircraft.

Grim Nigel 03-09-10 09:16 AM

Quote:

Originally Posted by breadcatcher101 (Post 1283039)
I know how to "quick clic" to move them but is there a simple way to get around having to do this at all?

I always use GWX fatigue model as I consider making sure compartments are operating at optimum efficiency a vital part of the simulation experience. I dont find it tedious because swapping out fatigued crew is as simple as double clicking a compartment title. Takes only seconds to rotate shifts accross the entire boat :DL

Only works when crew are showing the fatigued symbol, but they are automatically sent to an available quarters and fresh crew are put in their place.

frau kaleun 03-10-10 01:16 PM

Quote:

Originally Posted by Sailor Steve (Post 1291115)
The constellations are awesome.

http://www.subsim.com/radioroom/pict...pictureid=1399

Orion's always been my favorite. I think I know what I'm gonna want as a custom emblem if I ever get to the point of playing around with that!

Jimbuna 03-10-10 05:04 PM

Quote:

Originally Posted by Grim Nigel (Post 1304280)
I always use GWX fatigue model as I consider making sure compartments are operating at optimum efficiency a vital part of the simulation experience. I dont find it tedious because swapping out fatigued crew is as simple as double clicking a compartment title. Takes only seconds to rotate shifts accross the entire boat :DL

Only works when crew are showing the fatigued symbol, but they are automatically sent to an available quarters and fresh crew are put in their place.

To each their own I suppose....some people find the micro management tedious, some enjoy it.

Play the game the way you enjoy it most http://www.psionguild.org/forums/ima...s/thumbsup.gif

Flopper 03-10-10 08:14 PM

Quote:

Originally Posted by jimbuna (Post 1307023)
To each their own I suppose....some people find the micro management tedious, some enjoy it.

Play the game the way you enjoy it most http://www.psionguild.org/forums/ima...s/thumbsup.gif

I work with a couple of younger devs who would find the whole series tedious. I showed one of them some screenshots, and he said, "what is that, some kind of drafting class?" :haha:

Grim Nigel 03-11-10 04:35 AM

Quote:

Originally Posted by jimbuna (Post 1307023)
To each their own I suppose....some people find the micro management tedious, some enjoy it.

Play the game the way you enjoy it most http://www.psionguild.org/forums/ima...s/thumbsup.gif

I've always thrived on complexity anyway :DL. As I understand it, a boat captain wouldnt be managing the task of crew placements, there would be an officer who acts as a crew manager, then if that officer has any concerns he would then inform the captain of any problems. But the way I see it, the crew management screen could be considered that officers general summary of the overall activity and crew morale on the boat.
And since everyones lives depends the alertness and proper performance of tasks by the crew, I think a Captain would take direct measures if there was anything that could be considered a danger to the boat and its crew.

Besides all that, its just something extra to do during the long hours of hunting and stalking the enemy :D.

Brer Rabbit 03-11-10 07:21 PM

Sit down strikes
 
I used to enjoy using the various fatigue models, but I could not put up with the constant "sit down strikes in the engine room, especially during crisis times. In RL I think the kaluen would have walked into the engine room and ended it with his lugar. If fatigue only resulted in less spped, longer load times or missed visual or sound contacts, I could put up with it.

So I chose to play with fatigue turned off. I am glad to know that it doesn't keep injuries or KIA from occurring.

I know this is a perennal discussion, but I never get tired of reading the various opinions on this and many other matters.

Brer Rabbit

kabex 03-11-10 07:25 PM

Quote:

Originally Posted by Dissaray (Post 1285093)
He may mean that the crew don't get injured at all and therefor can't die. I don't know how this SH3 commander function works as I can't get it to work for me. I just edited the files manulay.

Not true, a few days ago 7 of my crew died because I ran my sub into the ground after plotting a course and not clicking "follow course". :/

Grim Nigel 03-12-10 08:49 AM

The stock fatigue model is aweful, if there wasnt any others available I would be using a No Fatigue mod for sure. The GWX model is set up nicely and suits my style of play perfect. I tried the NYGM mod a long time ago and found it a little strange but I can understand the theory behind it ( long term battle fatigue I think it was trying to represent, assuming that was also the mod that used it. My memory isnt as good as it used to be lol )

Gilbou 03-12-10 09:07 AM

What I would like as fatigue model is crew starts at 100 %
Then the longer I remain at sea, the more fatigue accumulates
Until it gets so low I have to go back to home port to end
patrol so the crew would rest.

0 % fatigue at beginning
And when it reaches 10 % or so, I got to go back to port
and efficiency remains as low as possible to allow for sub
to work, but no more until patrol is ended.


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