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-   -   So what are your settings? (SH3Cmd) (https://www.subsim.com/radioroom/showthread.php?t=187896)

Hanzberger 09-15-11 08:40 PM

So what are your settings? (SH3Cmd)
 
Just curious as to what your other settings are thru Cmdr.
Sounds like most ppl are going with no fatigue model.
Transfers?
Start at sea?
etc.
:hmmm:

Kapt Z 09-15-11 09:26 PM

Off the top of my head....

No fatigue
Realistic career length
Random crew transfers
Random days in port
Random crush depth
Wave height-seasonal
Water clarity-3
Randomized gramaphone tracks
Deck gun reload time-10 seconds
Crew 'realistic'
Random crew experience

That's about it, I think.

Have not messed with tc values yet.

PapaKilo 09-16-11 12:56 AM

Here's mine for comparison..:

Simulate realistic crew transfers
Use Historic U-boat availability (not supported with alternative flotilla - La Rochele)
Randomise number of days spent in base
Use real ship names in patrol logs
Randomise gramaphone tracks
Hull interigity % text: Hide
No fatigue
Water clarity: OLCG2 default
Wave height: seasonal
Deck gun reload time on 88 mm and 105 mm: 4
Model effects: malfunctions
Randomise ship tonnage
Randomise U-boat crush depth
TC max limited to x256

papa_smurf 09-16-11 04:14 AM

Mine are:
Simulate realistic career length
Realistic crew transfers
Historic U-boat availability
Random days in base
Real ship names
No fatigue
Water clarity 4
Random ship tonnage/crush depth

JazzJR 09-16-11 09:39 AM

My Settings:

Use Historical U-Boat aviailability dates
Randomise number of days spent in Base
Use real Ship names in Log
Randomise Gramophone Tracks
Hull Integrity - Hide
No Fatigue
Adjust Water clearity - 10
Set wave height - Seasonal
88mm reloadtime - 3

Uboatman 09-16-11 12:52 PM

Wow, that is interesting on the fatigue side of things, anyone fancy starting a poll, if it can be done? I'd like an idea about the usage of fatigue amongst SH3 players as I'd always assumed everyone used fatigue of some sort?

Had seen this thread, maybe a poll could be added?

http://www.subsim.com/radioroom/showthread.php?t=187831

Herr-Berbunch 09-16-11 01:03 PM

It wasn't the captain's job to micro-manage his crew, and thanks to commander we don't have to go through that unrealistic ball-ache. :yeah:

Uboatman 09-16-11 01:05 PM

Quote:

Originally Posted by Herr-Berbunch (Post 1750973)
It wasn't the captain's job to micro-manage his crew, and thanks to commander we don't have to go through that unrealistic ball-ache. :yeah:

I guess so, I'd never really given it any thought.

JazzJR 09-16-11 01:07 PM

I like the idea of fatigue. But not the way it is in SH3. The crew should change automaticly. I don't think the Captain went to everyones bed and said "Its your turn now!" Also i think the crew gets tired way to fast.

Sailor Steve 09-16-11 01:13 PM

Quote:

Originally Posted by JazzJR (Post 1750979)
I like the idea of fatigue. But not the way it is in SH3. The crew should change automaticly. I don't think the Captain went to everyones bed and said "Its your turn now!" Also i think the crew gets tired way to fast.

Many people made that complaint back when the game was new. That's why it works exactly that way in SH4. :sunny:

JazzJR 09-16-11 01:44 PM

Quote:

Originally Posted by Sailor Steve (Post 1750983)
Many people made that complaint back when the game was new. That's why it works exactly that way in SH4. :sunny:

Yes but i didn't played SH4 as often or as much as SH3. :O:

desirableroasted 09-16-11 04:37 PM

Start patrols at sea
Simulate realistic crew transfers
Use historic U-boat availability dates
Randomise number of days spent in base
Use real ship names in patrol logs
Randomise gramophone tracks

No fatigue
Water clarity 20
Wave height: seasonal
Malfunctions + sabotage (but they seem very very rare)
Randomise ship tonnage
Randomise U-boat crush depth

Hanzberger 09-16-11 05:35 PM

Do you ever get anyone experienced if you do realistic crew transfers. And thanks for your input mates. I am switching off fatigue, what a pain in the :damn:.

desirableroasted 09-16-11 06:16 PM

Quote:

Originally Posted by Hanzberger (Post 1751097)
Do you ever get anyone experienced if you do realistic crew transfers. And thanks for your input mates. I am switching off fatigue, what a pain in the :damn:.

My experience is that you almost always lose. They will be less experienced, and perhaps have a useless skill (helmsman, medic).

I just came off an excellent 6th cruise (13 ships, 60K tons on what was supposed to be a milk run from Cadiz to Willy) and what do I get? I give my 1WO the German Cross, and he doesn't come back from leave. I give my Chief of Boat an Iron Cross 1st and he gets killed in a bar fight. Go figure.

The fatigue model is flawed, obviously. 1) in real life, the captain would not have to micromanage (as others have noted). 2) the models miss the progressive degradation of spirit and efficiency of long patrols/watches.

While I was never at sea, I had several periods of "12 hours on, 12 hours off" watches in the US Navy, lasting 10-14 days a stretch. Even with good food, clean clothes, fresh air, a beer here and there and absolutely no danger, that wore you down -- a lot! Take away all that good stuff, and put you in a WWII U-boat? You'd be stupidly weary after 14 days, almost a zombie.

So if anyone ever does work up a new fatigue model, I'd hope it is one that wears down the whole crew over time, with efficiency and skill dropping across the length of a patrol, and dropping according to a realistic algorithm. It would be nice to have my crew acting like saucer-eyed feral cats after 50-60 days at sea.

Sailor Steve 09-16-11 07:34 PM

NYGM does exactly that, with it taking a very long time for them to fatigue and it doesn't come back. You have to remember to swap them out, though, or you'll have some thoroughly fatiged while others are still okay.


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