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RuB and IuB fatigue
I have the latest IuB installed and have been fiddling with the fatigue settings in SH3 commander - it seems that using RuB fatigue means they do actually tire at a more reasonable (slower) rate but they will not regain their strength when put into their quarters like they originally were supposed to.
Is this how it is supposed to be? I find that with the standard fatigue settings they tire way too quickly but at least they will recover once put back to bed for a bit. |
Yep, Beery wanted to do it that way. Read the readme file, it's explained there. There is also Basic1x file for those who wants to play the patrol without using any TC. I have tried it with TC and it's OK but your loose the idea of fatique / combat stress.
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The key is to keep unneeded people in their bunks as much as possible. Keep people out of the torp rooms and damage control unless they really are needed there.
The RuB idea was to reward overall long term stratergy, instead of looking after your crew day-to-day. |
Also, don't forget that if you use IUB but override the fatigue model it uses with either an SH3Cmdr one or one of your own, you need to adjust the "When in 3D Views"/3DRender value from IUB's 1024 back to 32 or you will fatigue way too quickly.
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I would've thought the most realistic option would be to have them tire slower than they do on the standard fatigue setting as they get tired way too quick but have them recover (at an albeit slower rate ) once you put them to bed?
Is there any way I can obtain this happy medium? |
----> Moved to the modding forum :D
Drebbel (with my moderator hat on) |
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You have a lot of options. The keys to fatigue are in the basic.cfg file, where the relevant variables are stored. For example, the rate at which fatigue increases or decreases is controlled by the "RegularFactor" (on the surface), "SpecificFactor" (submerged), and "BadWeather." Positive values result in increased fatigue, and bigger numbers mean fatigue increases more quickly; negative numbers mean fatigue decreases (see "forward quarters" and "aft quarters"). There are other variables that control how fatigued your crew can become, and the effect that fatigue has on compartment performance. These are the settings I use to control the rate at which fatigue increases and decreases. They result in fatigue increasing and decreasing at much slower rates than in the default game; also, fatigue increases much more slowly in the engine compartments when the engines in that compartment are turned off. Feel free to use and modify to suit your own preferences. Pablo Quote:
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Pablo! Thanks for information!
My aim is rather same than Viduka has and now I know more what to do, thanks for you. I found those parameters earlier, but wasn't sure how to handle them. I would like to find it out how to keep my crew in work maybe 24 - 48 hours before they'll get too fatiqued (this for combat purposes) and that they can be rested in bunks. Thank you once again! :up: -RC- |
Yes, many thanks also. After some exhaustive searching I found a few threads with similiar questions. It seems there are quite a few different theories on how it should be done but i'm going to paste those values into basic.cfg and give them a try.
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Don't paste them into Basic.cfg! As you use SH3 Commander, paste them as extra models into "Crew fatigue models.cfg" and then select them via SH3 Commander. That way you can test them all much easier and keep the one(s) you want.
Check out SH3Cmdr Help.html and the "Crew fatigue models.cfg" file itself for more instructions. |
Ok, i've located the crew file in SH3 commander but the question is can I paste the above directly into there?
Looking through the data that is already contained in 'crew fatigue models.cfg' it doesn't seem to quite match up. Does the data entered have to match the exact same format in that file? :hmm: Will do some more research reading in the meantime.... |
Essentially, yes. Here's Pablo's model adjusted for use with SH3Cmdr. I've left the commented text in, but it can safely be removed (you'll see it's removed from all other SH3Cmdr models).
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Thanks for that mate. It's a bit clearer now.
This is what i've done (will test later tonite). I've taken some fatigue values from a set originally created by 'church SUBSIM' in this thread on page 3: http://www.subsim.com/phpBB/viewtopi...r=asc&start=50 I cut and pasted his fatigue coef numbers and will cut and paste from the 'crew fatigue models.cfg' a set of 'crew block' numbers but will modify them to use the appropriate values from the above thread while keeping it in the same format as is being used in SH3 commander. In saying that, he has a lot of other values in that thread that don't appear in 'crew fatigue models.cfg' so i'm not sure if i'm missing out on creating a more detailed fatigue model for use. I had originally copied all of those straight into basic.cfg but they didn't seem to be working. I am assuming this is because I had default SH3 fatigue selected in SH3 commander thinking that it would take it's values from the 'basic.cfg' and not the 'crew fatigue models.cfg'. |
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Note that you are not limited just to the keys already in 'Crew fatigue models.cfg' - you can use any valid CREW_ block key. For example, if your fatigue model adjusted the CoefFatigue key, you can add it to your unique model too (ie 0_CoefFatigue=0.9 etc). Basically, any of the 15 CREW_ keys can be added to your model, but when it comes to fatigue, generally only the two above, plus perhaps CoefFatigue, are modified. Quote:
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I have been creating my own fatigue values for use with SH3 Commander and was wondering why there are 2 RegularFactor and SpecificFactor variables for most compartments. Is this just a case of an on/off scenerio? And if so, why are there 2 RegularFactor and SpecificFactor variables for compartments like the sonar/radio room? It's always being used. If someone could shed some light on this it would be most welcome. |
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