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-   -   8 Hour Shift Crew Model Version 2 is ready. (https://www.subsim.com/radioroom/showthread.php?t=85705)

gouldjg 10-23-05 09:20 AM

I hope you enjoy this version as much as i do.

I must admit though, I placed this model into my sh3 commander and then I will use the no fatigue to get out of the German coast, save game, exit and then go 8hr fatigue.

I have done this all weekend and it is great.

You are right about the buzz when I get a contact and plot the interception. I set my men to the best stations and then it is all realtime strategy.

I could have put rest to last 8 hours however it will not work with the type IIA so a comprimise was met that allowed some choice. Even so the models do demand good man management and for me it makes getting qualifications something to look forward to.

Thanks KPT for giving me the idea.

Let me know if you want anything looking at but I think this version is quite playble and very immersive.

I can put up the full model that you place in SH3 commander should you wish to do so. Just give me a shout.

Jason

Kpt. Lehmann 10-23-05 10:15 AM

I think it would be great if the fatigue models were packaged for SH3 Commander... both the 8 hour and 24 hour models.

GREAT IDEA!

Many modifications also influence the basic.cfg file. I believe using them in SH3 Commander may alleviate many potential problems for those who are nervous about using the new fatigue problems.

I also think it would be good to upload them to Terrapin's site in JGSME and SH3 CMDR formats.

This stuff ROCKS!!! :rock: :rock: :rock:

Hopefully Martes will make sure it gets put on the mod list here as well.

Jungman 10-23-05 09:43 PM

Quote:

Originally Posted by marhkimov
@ gouldjg

Knowing you, there's a good reason for everything. So, is there a reason why CREW_6, 7, 8 have overall lower Quality Effect values than CREW_3,4,5 ?


[CREW_0] ;SEAMAN
QualEffect=1
[CREW_1] ;ABLESEAMAN
QualEffect=1
[CREW_2] ;LEADINGSEAMAN
QualEffect=1


[CREW_3] ;PETTYOFFICER
QualEffect=2
[CREW_4] ;CHIEFPETTYOFFICER
QualEffect=3
[CREW_5] ;CHIEFBOATSWAIN
QualEffect=4


[CREW_6] ;SUBLIEUTENANT
QualEffect=1.5
[CREW_7] ;LIEUTENANTJR
QualEffect=2
[CREW_8] ;LIEUTENANTSR
QualEffect=3

I have come across this in developing the 'Die Hard' mod. The regular crew seaman and petty officers qualifications add up linear in a compartment. Then if an Officer is present in that compartment with the correct qualification, that number is MULTIPLIED by the total added crew qualification number.

So if you had three seaman at qual=1 and an LIEUTENANTJR at 2: gives (1 +1 +1) * 2 = 6.

A LIEUTENANTSR will give you 9. Seaman qual is always one since they can not get a 'qualification' badge as the Petty officer do.

Thus qualified petty officers have a larger worth than the standard seaman.

Say if you have a CHIEFPETTYOFFICER at QualEffect=3. He is worth three regular seaman if he is quaified to do the job ( a machinist inside the engine room).

So if you have one qualified Chief Petty Officer on his station, he will do the job of three green seaman.

Above example: So if you had two seaman at qual=1 and an LIEUTENANT_JR Officer = 2, plus one qualified Chief Petty Officer=3: gives (1 +1 +3) * 2 = 10.

I should mention, the 'effeciency score' for a certain compartment is set by intervals. Not a true line progression. To find it, say for the engine room, it holds 8 men. Look for that number in basic.cfg .The intervals determine minimum score to place into compartment to make it work. Fatigue loss is also taken into account. The other interval is to get it too 100%, and the third is the bonus.

I am using this to my advantage to help cause very long repairs if you do not have qualified and ranked: crew, petty officers, and main officers. ;)

gouldjg 10-24-05 08:50 AM

Ahh I get it now

Thats why I was getting good damage results and long times, because I was setting qual effects much lower than they really were in RUB or Stock. That was in the first beta I think but yes I was getting much slower repair times. I lost this when we went for a closer qualification to original file (bad idea, it should have been a smaller effect but still higher for officers i.e. 0.3 for seamen etc)

Everyone did not like the idea of lower qual effects but surely if you set lower compartment intervals and average it all out surely you could get a way to have qualifications still worth maintaining and gaining yet have no uber repair times.

The only thing I am stuck at is the fact that when you add another man the repair times half. It is this doubling of effect that really gets annoying when I play with flooding but I can now compensate with repair crew and rest quarters. Is this still happening with your tests?.


I have played with your DD detection ranges i.e. the 150 arc. I think these are great and should not really need changing.

I am very interested in your sonar depths research and this is the part that makes me want to wait some more before doing my own version.

So here is a quick question

Have we got a solid explanation of what this lines affects as it could be very useful?

CoefFatigue=0.2

vils 10-24-05 10:42 AM

hm
 
Unfortunantley i cannot get this mod to work in conjunction with SH Commander.

Is there any way to get it to work? By manually add the mod and start with SHCom i get very wierd behaivor, i e i end up movin around crew all the time just to get ship going. They obviously fatigue far to fast, i think its the original game model that drain fatigue but now regardless of timecompression.

Or i am just stupid.

Any suggestions? Fear i have to use the RUB fatigue from now on, since SHCommander is to great to not be used :P

gouldjg 10-24-05 11:12 AM

First things first

SH3 commander settings

You need to have these settings in sh3commander cfg crew fatigue models as below:-

[4]
Desc=8HR Rotation
;CREW_ block
0_FatigueMax=0.80
0_FatigueStep=0.031
0_CoefFatigue=0.21
1_FatigueMax=0.80
1_FatigueStep=0.032
1_CoefFatigue=0.23
2_FatigueMax=0.80
2_FatigueStep=0.33
2_CoefFatigue=0.24
3_FatigueMax=0.80
3_FatigueStep=0.034
3_CoefFatigue=0.3
4_FatigueMax=0.80
4_FatigueStep=0.035
4_CoefFatigue=0.32
5_FatigueMax=0.80
5_FatigueStep=0.04
5_CoefFatigue=0.34
6_FatigueMax=0.80
6_FatigueStep=0.04
6_CoefFatigue=0.4
7_FatigueMax=0.80
7_FatigueStep=0.041
7_CoefFatigue=0.4
8_FatigueMax=0.6
8_FatigueStep=0.042
8_CoefFatigue=0.42

;FATIGUE_COEF block
RegularFactor00=0.001
SpecificFactor00=0.01
BadWeather0=0.02
RegularFactor10=0.001
RegularFactor11=0.001
SpecificFactor10=0.01
SpecificFactor11=0.01
BadWeather1=0.001
RegularFactor20=0.001
RegularFactor21=0.001
SpecificFactor20=0.01
SpecificFactor21=0.01
BadWeather2=0.001
RegularFactor30=0.001
RegularFactor31=0.001
SpecificFactor30=0.01
SpecificFactor31=0.0
BadWeather3=0.02
RegularFactor40=0.001
RegularFactor41=0.001
SpecificFactor40=0.0
SpecificFactor41=0.01
BadWeather4=0.001
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.045
SpecificFactor51=0.045
BadWeather5=0.02
SpecificFactor60=-0.0000001
SpecificFactor61=-0.0000001
SpecificFactor70=-0.0000001
SpecificFactor71=-0.0000001
RegularFactor80=0.001
RegularFactor81=0.001
SpecificFactor80=0.045
SpecificFactor81=0.045
BadWeather8=0.02
RegularFactor90=0.001
SpecificFactor90=0.05
BadWeather9=0.02
RegularFactor100=0.001
SpecificFactor100=0.05
BadWeather10=0.02
RegularFactor110=0.001
RegularFactor111=0.001
SpecificFactor110=0.02
SpecificFactor111=0.02
BadWeather11=0


Second thing is to replace the main cfg as explained in readme (allows fatigue in time compression)

Third thing is to only put men in weapons stations at a battle time.

Fourth thing is that men will tire at average 8hr so yes this is quite demanding and micromanagement and not for the people who want to get accross to UK waters asap.

Rememebr that it still fatigues when you are in high time compression and that each time you surface or dive, you should place the excess men in the unused engine room.

Never run with men on weapon station unless your in realtime combat.


Fith thing is you get a break when underwater i.e. men will tire slightly slower and rest is slightly quicker. It is best to do a couple of hours submerged every 8 hours as this also simulates Hydro checks etc.

sixth thing is to always plot a 8hr point on nav map to indicate Hydro check point and shift rotation.

I have placed this in my sh3 commander but I use no fatigue to get to operations area and then swap to realtime when in the area.

I do time compress from point to point but it all gets very interesting when I chase a contact in real time.

Finally your first career mission will be tricky till you get some qualified men.

All in all I love it and it is much more immersive than other models to date though I suspect we will be seeing some fine models in the near future from other modders.

Hope this helped clear things up.

vils 10-25-05 02:52 AM

hoho
 
wow, brilliant, thanks for this effort!

My crew has 3 successful missions behind, so i think they can handle the pressure now, will try this immediately.

:up:

gouldjg 10-27-05 12:59 PM

I realised that I made a typo error in the above settings so if you use this in sh3 commander you may need to re-check with this again to be on the safe side.

Sorry for trouble.

I have fixed the typo error now.

JScones 10-28-05 06:07 AM

Not wanting to hijack this thread, but the next release of SH3Cmdr will allow you to adjust time compression settings via the options screen...

http://members.iinet.net.au/~jscones/temp/options.jpg

This change will alleviate the need to package main.cfg with the SH3Cmdr version.

BTW, great stuff Jason :up:


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