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-   -   What does the red exclamation mark on the top right corner of a crewmen icon mean? (https://www.subsim.com/radioroom/showthread.php?t=176737)

Alpha Von Burg 11-03-10 03:51 AM

What does the red exclamation mark on the top right corner of a crewmen icon mean?
 
well as stated, what does the red exclamation on the top right corner of the crewmen icon mean?

VONHARRIS 11-03-10 04:46 AM

This one is easy. If you are using any fatigue model it means that this crew member is tired and he can NOT perform his duties. So you have to replace him with a rested man.

I suggest that it is much better to use the "no fatigue" option of the SH3 commander as it is not a Kaleun's work to babysit his crew.

Alpha Von Burg 11-03-10 06:07 AM

can I do " no fatigue " without SH3 Commander.
And if so, how?

Sailor Steve 11-03-10 10:37 AM

You can, but I don't know how. But the real question is: Why would anyone not use Commander? It's only the best tool ever made for the game.

Jimbuna 11-03-10 12:03 PM

You can easily disable fatigue with a small edit to the basic.cfg (typically found in C:\Program Files\Ubisoft\SilentHunterIII\data\CFG)

This example is edited it so an officer would not get fatigued.

You can apply the same principle to the crew.

Example: Edited Crew
Code:
[CREW_6] ;SUBLIEUTENANT
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=20
FatigueStep=0.05
CoefMorale=0.2
CoefFatigue=0.4
QualEffect=1.5
Hp=14
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=300


Example: Original Crew
Code:
[CREW_6] ;SUBLIEUTENANT
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.6
FatigueStep=0.05
CoefMorale=0.2
CoefFatigue=0.4
QualEffect=1.5
Hp=14
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=300

Gargamel 11-03-10 04:06 PM

Quote:

Originally Posted by VONHARRIS (Post 1527852)

I suggest that it is much better to use the "no fatigue" option of the SH3 commander as it is not a Kaleun's work to babysit his crew.

:up:

I agree. I just leave my crew at their stations. The kaleun would call out battle statiosn before any encounter anyways, the chiefs and the crew should know where they're supposed to be and when.

If there was some sort of roster/schedule usable ingame, then it would be different.

Sailor Steve 11-04-10 12:04 AM

That's why they fixed it for SH4.

Gargamel 11-04-10 01:10 AM

Quote:

Originally Posted by Sailor Steve (Post 1528721)
That's why they fixed it for SH4.

Orly?

Having not played sh4/sh5, what are the differences? In brief...

Hinrich Schwab 11-07-10 10:16 AM

While I do not know about SH5, SH4 emulates the watch system used by the American Navy. Your crew is already organized into three watches (shifts) that automatically rotate out. The only exception to this is when you call general quarters, which activates the whole crew. Standing down from genera quarters automatically returns to crew rotation and if a watch is tired enough, automatically grabs a bunk without the extra micromanagement.

Sailor Steve 11-07-10 01:13 PM

Quote:

Originally Posted by Gargamel (Post 1528740)
Orly?

Having not played sh4/sh5, what are the differences? In brief...

In SH4 the crew are divided into watch bills, and rotate themselves automatically.

http://i14.photobucket.com/albums/a3...105345_515.jpg

There is a separate Damage Panel.

http://i14.photobucket.com/albums/a3...105600_281.jpg

As well as Equipment Panel,

http://i14.photobucket.com/albums/a3...105547_156.jpg

And of course Torpedo Panel.

http://i14.photobucket.com/albums/a3...105608_609.jpg

When you call the crew to Battle Stations (General Quarters) the officer in each position is replaced by the senior man with that skill, and the entire crew goes to work. This of course makes it possible to forget and leave them there, and have the whole crew go to sleep at once, but you learn to remember after it happens once or twice.

http://i14.photobucket.com/albums/a3...105838_453.jpg

http://i14.photobucket.com/albums/a3...105707_109.jpg

http://i14.photobucket.com/albums/a3...105915_812.jpg

Gargamel 11-11-10 11:15 PM

Quote:

Originally Posted by VONHARRIS (Post 1527852)
This one is easy. If you are using any fatigue model it means that this crew member is tired and he can NOT perform his duties. So you have to replace him with a rested man.

I suggest that it is much better to use the "no fatigue" option of the SH3 commander as it is not a Kaleun's work to babysit his crew.

Seeing as I use this model, for reasons posted above, is there any use for medics?

http://www.subsim.com/radioroom/showthread.php?t=140796

and other threads state the only coded use for medics is possibly for increased rest rate. So if i'm not using fatigue, do I need medics, or can that stabsoberbootsman be used in a slot thats more useful for me?

HW3 11-12-10 12:24 AM

The medic will help keep a wounded sailor alive if both are placed in the same quarters.

kk20 11-12-10 06:15 AM

I like the SH4 crew rotation method. But prefer the SH3 campaign and boats. I run with no fatigue.

Jimbuna 11-13-10 05:47 AM

The fatigue topic is one that has been discussed and debated many times over and I suspect will be again many times over.....up to this point in time there are a small number of choices....we can only go with what we've got.

One cap will never fit all but there are those few different sizes out there to choose from.


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