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Originally Posted by lafeeverted
Just finished a patrol and getting ready to load the NYGCMM. i was looking over the values of Fatigue Coef and noticed that the values for the crew quarters/recovery compartments are positive, rather than a negative number allowing for "rest". Is this addressed in other values that allow for recovery?
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The recovery rate for bow and stern compartments is a positive number. The "recovery" part is hardcoded. Change the sign to negative and crew members will fatigue in rest compartments.
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I have never thought that the handling of the torpedo rooms as stations that inflict a much higher "fatigue" on a player to be accurate. All fatigue model state to keep crew out of these rooms whenever possible due to the hits they will take.Perhaps becuase of game limitations or to make it more challenging they have been modelled this way. it is true that these rooms involved more physical labor, especially in times of engagement.Daily torpedo maintanence was a factor as well. However, the torp room crews(lords/mixers"???) would have been accustomed to the work. The heavy work of reloading tubes would become routine. For example, a long distance runner could do a lap around the track and not be very tired and recover quickly. An untrained person would be quite tired and not recover quickly after that same lap. It makes more sense to me to have the torp stations incur a slightly higher hit than the helm station for instance but not make it a penalty to be in the room for an extended period of time. In times of engagement, the stress level would be high among all stations, not necessarily higher in the torp room.This would also aid a bit in overall crew management in that crew members could be moved to the torp rooms in times of non-combat,simulating routine maintanence allowing for other crew members to be moved into recovery quarters.
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That sounds great. It's not possible with the model used in SH3. You get one fatigue rate per compartment, surfaced or submerged that applies equally to all ranks. This fatigue rate is exactly the same, all of the time, except in storms. That's all. It's a limitation of the system in which we work.
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Remebering the lengthy discussion from SH2 on torpedo reload times :damn: ....I would like mine to fall into a range of 7-15 minutes.If I find that I am not satisfied with the NYGCMM values, which files need to be adjusted? Is it the torpedo file within each "subtype".sim, any other values that would need to be altered?
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Torpedo load times work like this in SH3: (Assume the slowest reload time is 30 min)
Slowest time: 30 min
Middle time: 15 min
Fast time: 10 min
To put this in terms of an equation:
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Middle time = 1/2 slow time
Fast time = 1/2 slow time - 5 min
The only way to achieve the fastest torpedo load time is to have compartment efficiency at max. After compartment efficiency drops below max, you will load torpedoes at the middle time, until you drop below the middle (66%) compartment efficiency, then you will load torpedoes at the slow speed until you go below the low (33%) compartment efficiency.
The minimum compartment efficiency must allow crews at minimum morale the ability to load torpedoes. This set the low compartment efficiency value, and gives crews at min morale 1 hour of torpedo load time.
The NYGM CMM is designed to give full morale, full efficiency crews 1 hour of torpedo load time at the middle speed. The fast speed is not used, and the max compartment efficiency is set high enough to make it impossible to achieve. The crew may then continue to load torpedoes at the slow speed until going below the min compartment efficiency.
The rate of efficiency loss is the same for max morale and min morale crews. The goal was to get an average torpedo load time of about 15 minutes. As you can see, the bow torpedo room already has four cases (1. Max morale, max efficiency, 2. Min morale and max efficiency, 3. Max morale, min compartment efficiency, 4. min morale, min compartment efficiency), and four unknowns (33% compartment efficiency, 66% compartment efficiency, efficiency loss rate and crew configuration - there's actually a near infinite amount of crew configurations).
Oh and these values are also used for external torpedo loads, with the constraint being 10 crew members to load internal weapons and 14 to load external weapons.
As you can see, this is not an easy problem to solve. What you have in the NYGM CMM is the result of compromises with the existing system using the constraints outlined above. It may not be perfect, but it's as close as you are going to get to a reasonable average for a full set of reloads on a Type VII or IX. If you set the slow torpedo load time to 15 minutes, the middle load time will be half of that. I think 7 minutes is too fast to load torpedoes. Our values are based on the average time to load a full set of warshots in the bow tubes. It varies between 44 and 55 minutes depending on crew quality.
Oh and by the way, the stern torpedo room is more difficult because the requirements on this room are set by those of the engine room. This is because SH3 defines rooms based on the number of crew members in the room, therefore the Type VII stern torpedo room is the same as the Type II engine room and the Type IX stern torpedo room is the same as the Type VII/IX engine rooms.
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Thakns for all the works on this mod. I have been following it from the first announcement. looking forward to the final Tonnage Mod :up:
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Hope that helps.