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Fatigue Model Rub vs. Rub 1xTc vs. GWX 8 hours
Hello, what is the difference between Rub and Rub 1xTc and GWX 8 hours fatigue model (in SH3 Commander)?
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RUB (Real U-Boat) was the first SH3 supermod. It had an unusual fatigue system, in which fatigue went down very, very slowly. Putting men in the crew quarters would stop it going down, but could not be recovered; it never went back up. The idea was to represent overall fatigue, not just getting tired through an eight-hour shift. You had to be very careful to swap your men out on a regular basis or they would become useless. RUB 1x was an even more special Fatigue model, made exclusively for campaigning with no time compression ever. I'm not sure how it worked.
GWX 8-Hour is just that - the crew will last about eight hours before having to be put into quarters for a rest. The problem is that when you hit a storm everything is dramatically accelerated and they have to be swapped out every two hours, and that's impossible with a Type II and difficult with other boats. The best selection with SH3C is No Fatigue. While not realistic in a literal sense, it's also not realistic that you would have to take each and every man by the hand and guide him to his bunk. SH4 fixed all that with automated watch bills and the crew taking care of themselves. |
Thanks Sailor Steve. I know this RuB supermod, but I canīt remember the fatigue system (and Rub 1x) in RuB. I use for long time GWX fatigue model.
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I play with the GWX-8hr, and as the crew gains experience they last longer it seems to me. I run a 12hr watch in normal conditions and crusing. By the third patrol, they show little to no fatigue after 8hrs to 12hrs.
Storms and battles wear them quicker and they are changed much more frequently still. Just my observation.:) |
Great question. I was wondering this exact thing but it didn't occur to me to ask about it.
I personally enjoy this bit of micro managing. I like having to choose when to use my best people and when to hold them in reserve, balancing between max compartment efficiency and the need to avoid being caught with an exhausted crew because I pushed them too hard too long. A note on crew swapping though, as I've seen it repeated multiple times that you have to swap each guy out separately. You can swap out all tired crew at once in a compartment by, if I'm recalling the method properly, double clicking the compartment name. I do it manually because I like the compartment organized a certain way and because each crew member has a specific job and position. Also a TC of around 128 or more I've noticed, at least in stock, turns off or at a minimum greatly slows down the fatigue system making long trips trough "empty" areas a non issue. |
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Josef:
One thing that any of the fatigue models never take into account.. is the human ability to get very wired up in critical situations, no matter how tired you were, and can operate at maximum efficiency for many hours. Setting No-Fatigue essentially models this type of behaviour. Not a true realism, but you can adjust the fatigue levels to your liking. :) |
Or you can simply edit this file and put an end to fatique for all time:
C:/SilentHunterIII/Data/Cfg/Basic.cfg [FATIGUE_COEF] replace all positive values with zero. Leave all negative values (found only in comp 6 and comp 7) untouched. This removes fatigue from the game so you don't have to spend a lot of time on crew management. Example: ;comp5 RegularFactor50=0.01 <= change to 0.00 RegularFactor51=0.01 <= change to 0.00 SpecificFactor50=0.03 <= change to 0.00 SpecificFactor51=0.04 <= change to 0.00 BadWeather5=0.02 <= change to 0.00 ;comp6 SpecificFactor60=-0.1 <= do not change SpecificFactor61=-0.1 <= do not change |
Simply? With Commander you can click one button and be done with it.
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But not everyone runs Commander.
For those of us who don't, this is the easy way out. |
Anyone who doesn't is missing out on the best part of the game.
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