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Beery, I read your reply and explanation about crew fatigue system in your RUb (I'm a new user of your mod). I understand your idea, but could you explain me some problems:
1. I'm on my first patrol now (5 days, 2 sinked ships, in half of road to patrol grid) and all my crewmen are fatigued now. My sonarman doesn't hear merchant from 700 m. How can I accomplish my mission with totally fatigued crew? 2. I think that my crew (totally green now on first patrol) will be experienced on next patrol and elite on 10th patrol - is it right? After, for instance, ten patrols my crewmen won't be fatigued at all? 3. When I'll use qualifications for my crew, fatigue have no effect on them. But what about seamen (matrose) - they haven't any qualifications. |
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Also, remember that fatigue itself is relatively meaningless. What's important is compartment efficiency, which is shown by the green bar above each compartment. As your crew gains experience you'll notice that you will easily be able to keep compartments at full efficiency even with a fully fatigued crew, as long as you have enough qualified NCOs in their proper compartments. |
I usually cruise at 128x or 256x time compression beyond combat. Should I use only 64x for minor effect of fatigue?
Is it possible to return to standard fatigue system or not? Except this (and deck gun reload time :D ) I like RUb very much. |
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It's certainly possible to go back to the standard fatigue system (I believe there's a mod out there that does this). But the only reasons I can think of that anyone would want to would be that they haven't been getting qualifications, or they never progress beyond patrol #2, or they're insisting on playing at low time compress even for cruising. Unless players insist on playing the game with one of those three things going on, RUb's (or SH3 Commander's) fatigue system is much less frustrating than the standard system. |
Personally speaking, I prefer the combat fatigue system and do not want to go back to the micro management system of SH3. :up:
Edited as the rest of this was designed for another thread; been up too long. :roll: |
Actually, crew rotation was handled by the Exec, NOT the Captain.
Since the player is the Captain, the AI should do the honors with crew rotation. Lets keep it realistic guys..... JIM |
Beery wrote: "...you need to cruise at 64x time compress until you're in combat" and "Fatigue is either on or off - 32x and below it's on, and 64x and above it's off."
How can I understand it? If I cruise 32x or below fatigue will affect my crew and if I cruise 64x or above it won't? What time compress should I use for cruising? 128x or 256x isn't good? Sorry, it maybe stupid for RUb users, but I'd like to know it and enjoy. |
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Beery, thanks for reply!
What about medals and ranks of crewmen? Does medal or new rank affect on fatigue of crewman in your fatigue system? |
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1. Is it right to have such a specially qualified officer as part of the crew? Would it be more appropriate to have this as a skill assigned to the weapons officer? 2. With a full complement of officers, this makes for 5 officers on board the boat! (I don't count the Navigator, since his positon was an NCO one). So, shouldn't the maximum number of officers for the Type VII and IX be 4, not 5? If anyone has some sources that could resolve the above questions, I would be very interested to see what they say. |
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The IWO should have a torpedo qualification as well as his standard issue watch qualification. The IIWO (the guy who starts the game on the bridge) should add two gunnery qualifications to his pre-existing watch qualification. The LI comes with a repair qualification, but since he's very knowledgeable about all aspects of engineering it wouldn't be unusual to see him qualified on guns or torpedoes. The extra officer starts out the game completely unqualified, but he could perhaps be given a navigation qualification or a medical qualification. If players purchase another officer, they should try to buy a completely unqualified guy, just for the sake of realism. Avoiding the best-qualified personnel goes against the grain somewhat, but if realism is your thing, this is the way to do it. Quote:
You can find this info in the book "Neither Sharks Nor Wolves" by Timothy Mulligan. |
Beery Wrote:
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I purchase an additional officer with just that qualification (sorry cannot remember the german name :oops: ). That officer spends all his time in the engine rooms and normally gains the greatest experience. Also to be fair, he enables the engine room to function without problems on the initial patrols. |
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Interesting :hmm:
Forgive my ignorance but who is Timothy Mulligan, and is he a primary, secondary or tertiary source? How many other sources corroborate this detail? Cheers :up: :lurk: |
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Beery, I play RUb and think about your idea of fatigue system. It is interesting, but has one fault in my opinion - it doesn't simulate sleeping/relax time. In vanilla SH3 fatigued green crewman must go to bed and rest frequently, experienced crewman rarely, but must too. Player has to think how to manage his crew and replace, for instance, fatigued qualified sonarman with other crewman. It is like in real life - everybody must relax and sleep, nobody works all the time.
In RUb qualified crewman can stay at his station during all patrol and works. In fact, he will be tired, but player hasn't to replace him, because RUb fatigue system doesn't simulate relax time. In vanilla SH3 after rest he is relaxed and can go to his watch again. I hope you understand what I want to say - after rest crewman should be little relaxed. I know that long patrol is very tiring and crew during patrol is more fatigued than at start time of patrol, but fatigue system should simulate rest time. What do you think about it? |
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You'll have to excuse me for seeming a bit frustrated at this point. This must be about the hundredth time I've had to explain that RUb's fatigue system is not meant to simulate tiredness. I really just do not know why so many people still cannot understand the very basis of RUb's fatigue system. It's laid out as clearly as I can state it in the readme file: "Patch Notes: Fatigue: the new fatigue is based on a combat stress model. It is no longer fatigue." |
I think what is frustrating people is that the level of combat stress seems to have too much of an effect on the crew at times. After a simple case of sneaking up on a merchant, launching two torpedoes, sinking the merchant, and then reloading those two tubes your crew may be at a high level of combat stress already and you might not even be two days out of port.
To me this action may have heightened the level of stress but should not kill the effectivness of the crew. In fact, they have gained valuable experience and such an action would probably have increased their zeal and energy, not damaged them psychologically. Even an inexperienced crew should not have their efficiency for the rest of the cruise cut in half just from loading a couple of torpedoes. I like the idea of combat stress instead of regular fatigue, but maybe it needs to be tweaked a bit more. Thanks for the work you have already done on this system! |
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