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-   -   Crew fatigue (https://www.subsim.com/radioroom/showthread.php?t=169006)

Immelman 05-05-10 01:49 PM

Crew fatigue
 
Hi all,

Does any one know the differences in crew fatigue models offered in SH3 Commander. There is a bunch of different ones SH3, Rub... and so on does anyone know which does what exactly or is there a manual somewhere with this info?

Thanks

Immelman 05-05-10 01:54 PM

Basically the problem I am having using the stock SH3 fatigue model ever since I upgraded form GWX 2.1 to GWX 3.0 my sailors get their endurance back but my officers do not. They take forever to get their endurance back even though they have higher resilience and moral then the regular crew. Before I upgraded they were the first to get their endurance back. Does anyone know what gives?

Thanks

TarJak 05-05-10 09:51 PM

You could play no fatigue. The SH3 fatigue model is completely borked IMHO so I eradicate it from the picture. I assume the NCO's and watch officers are doing their job of getting the men out of the racks and fartsacks and on the job when needed. Putting everyone to bed is too Sims like for me.

Weiss Pinguin 05-05-10 10:00 PM

Quote:

Originally Posted by TarJak (Post 1383423)
You could play no fatigue. The SH3 fatigue model is completely borked IMHO so I eradicate it from the picture. I assume the NCO's and watch officers are doing their job of getting the men out of the racks and fartsacks and on the job when needed. Putting everyone to bed is too Sims like for me.

Yep. I thought it'd be weird, but it felt so much better not having to stop every so often to put the crew to bed. Now if that watch officer would just get off his rear and into the conning tower on his own...

schlechter pfennig 05-05-10 10:08 PM

Quote:

Originally Posted by Immelman (Post 1383107)
Basically the problem I am having using the stock SH3 fatigue model ever since I upgraded form GWX 2.1 to GWX 3.0 my sailors get their endurance back but my officers do not. They take forever to get their endurance back even though they have higher resilience and moral then the regular crew. Before I upgraded they were the first to get their endurance back. Does anyone know what gives?

Thanks

Quote:

Originally Posted by TarJak (Post 1383423)
You could play no fatigue. The SH3 fatigue model is completely borked IMHO so I eradicate it from the picture. I assume the NCO's and watch officers are doing their job of getting the men out of the racks and fartsacks and on the job when needed. Putting everyone to bed is too Sims like for me.

Sorry Immelman, I'm not sure what the problem is, unless it's the fatigue model you're using. I use the GWX 8 hour model myself.

I sorta agree with you TarJak, in that I would expect in RL for those matters to be seen to by my subordinate officers. But I feel like I'm sorta cheating if I use no fatigue at all. I've found a reasonable compromise in using the GWX model, because if I'm at TC128 or higher no one fatigues. They only do at lower settings, which is normally tracking, hunting, combat and evasion times for me, and it's reasonably easy for me to just swap a few tired ones out now and then.

Weiss Pinguin 05-05-10 10:16 PM

Quote:

Originally Posted by schlechter pfennig (Post 1383434)
I sorta agree with you TarJak, in that I would expect in RL for those matters to be seen to by my subordinate officers. But I feel like I'm sorta cheating if I use no fatigue at all. I've found a reasonable compromise in using the GWX model, because if I'm at TC128 or higher no one fatigues. They only do at lower settings, which is normally tracking, hunting, combat and evasion times for me, and it's reasonably easy for me to just swap a few tired ones out now and then.

For me the ideal fatigue model would be one that only really kicked in during combat/maybe rough weather, and slowly overtime as the patrol went on.

I think Irish or someone was looking at doing something like that - I think the exact idea was actually to just give the crew only about half endurance/morale for the entire patorl - with SH3 commander, but ran into some hiccups. (Forgot exactly what)

Hook 05-06-10 03:57 AM

If you have used SH3Commander to set the fatigue model to stock, then it will take seamen 30 minutes to regain fatigue, petty officers 50 minutes, and officers about 2 hours. This is the fatigue model from the stock game.

Hook

Jimbuna 05-06-10 04:48 AM

Quote:

Originally Posted by schlechter pfennig (Post 1383434)
Sorry Immelman, I'm not sure what the problem is, unless it's the fatigue model you're using. I use the GWX 8 hour model myself.

I sorta agree with you TarJak, in that I would expect in RL for those matters to be seen to by my subordinate officers. But I feel like I'm sorta cheating if I use no fatigue at all. I've found a reasonable compromise in using the GWX model, because if I'm at TC128 or higher no one fatigues. They only do at lower settings, which is normally tracking, hunting, combat and evasion times for me, and it's reasonably easy for me to just swap a few tired ones out now and then.

It's better/worse than that....depending on your viewpoint.

Fatigue stops at anything above x32

tomoose 06-03-10 09:17 AM

Fatigue is weird
 
I'm using GWX 3.0 and almost all my crew on my current patrol have those annoying big red exclamation marks next to them. There's no 'space' to rest the crew at all.

I guess I'll have to look at the SH3 Comd fatigue settings as this is just a annoying.

:hmmm:

maillemaker 06-03-10 10:00 AM

I agree the fatigue model is kinda weird because there are shifts to take care of rest.

But the crew getting worn out is part of the challenge as far as I'm concerned. The game would become a lot easier if I didn't have to manage crew fatigue.

Steve

Sailor Steve 06-03-10 11:06 AM

Quote:

Originally Posted by Weiss Pinguin (Post 1383437)
For me the ideal fatigue model would be one that only really kicked in during combat/maybe rough weather, and slowly overtime as the patrol went on.

I think Irish or someone was looking at doing something like that - I think the exact idea was actually to just give the crew only about half endurance/morale for the entire patorl - with SH3 commander, but ran into some hiccups. (Forgot exactly what)

Real U-Boat used that model, I think. They fatigued very slowly, but they also didn't recover. You still had to switch them out so you wouldn't have some fresh and some who could barely work at all. Some folks really liked it, others could never quite get the hang of it.

Quote:

Originally Posted by jimbuna
It's better/worse than that....depending on your viewpoint.

Fatigue stops at anything above x32

For you, maybe. I have mine set so they fatigue at any speed. I'm thinking about changing it, though.

Jimbuna 06-03-10 11:22 AM

Remind me never to sign as one of your crew....us mere mortals require even a small element of respite :DL

Sailor Steve 06-03-10 11:43 AM

Hey, my guys get swapped out every four hours - two if it's storming out. This also forces me to come out of TC and look around, something I probably wouldn't do otherwise. :sunny:

Jimbuna 06-03-10 01:18 PM

Pictures or it didn't happen :smug:

firefighter26 06-03-10 02:19 PM

Wouldn't it be easier if there was simply a way to set your own rotations automatically. Have it set up so you can assign different rotation times to each compartment based on 2, 4, 6 and 8 hours. Then have an "action stations" assignment.

That way you can have your crew automatically rotate themselves out based on where they are working. They would be replaced based on priority, rank and remaining endurance. This way you would be less likely to get a petty officer who is machinist qualified working the sonar while the engine room is full of regular sailors.

Action stations would simply put everyone in their preferred or idea position. IE, all the machinists in the engine room, torpedomen in the torpedo room, sonar operators at their posts, etc, etc. Then fill in the remaining spots based in fatigue/remaining energy. The left overs get assigned to quarters but are on stand-by to become damage control if damage is taken.

When not in combat you set the different compartments to automatically rotate and replenish themselves. When in combat, you call for action stations. Extended combat (evading) you might have to swap out one or two crew members individually, or make the decision to pull the petty officer who is both a machinist and repair qualified out of the engine room and put them on damage control because you've taken damage.

Make it less about micro managing and more about the command decision to reassign someone based on their qualifications and fatigue during combat.


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