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Thoughts on RUB 1.45 crew fatigue
I recently moded for the first time: RUB + NYGM Damage
While I think the fatigue system of RUB 1.45 was a good idea on the surface, in practice I am finding that I just traded one micromanagement task for another. With RUB1.45, since there is no way to "recharge" my crew, I find I am constantly trying to sneak in little jaunts of 64x compression to limit the amount of time my crew is "draining". Rather than take my time to enjoy charting a contact and moving in for the kill, I find myself doing a quick spurt of 64x inbetween periscope peeks or I find myself letting my uboat sail all the way through the night rather than stopping for a periodic check for hydrophone contacts. Also, I like the idea of combat fatigue-- I just wish there was a way to do it based on only the amont of days at sea, and not the amount of time below 64x. For instance, I think it would be neat if crew members could only recharge to 100 - 3*[days at sea] percent of their original capacity, or something like that. I've decided I am going to go back to the default fatigue model for now. Although I do find the crew micromanagement a bit tedious, I have a bigger distaste for the feeling of being rushed that I get with the rub 1.45 model. (NYGM sounds a bit better since it woud be possible to "recharge" with some good kills, but I still see the potential of feeling rushed there as well. ) Other than than, both RUB and NYGM Damage are great! Thanks to everyone who has contributed. |
There are several different Fatigue mods now: 12-hour rotation, 24-hour rotation, 8-hour rotation, No Fatigue and more.
Just have a look around the mods threads; you'll see them. |
I agree with steve,
It was not that difficult to set whatever rotation you wanted once you study the system. You can set faster slower drains and faster slower recovery. In some circumstances you can set instant fatigue penalties when shifting crew but I advice caution as the experiments were never really finnished. It took me one week to learn the conceppt and produce the early versions 24/8 hr. I wanted a bit of crew management and after I tried it, it was better and more immersive as I had to look and plot on map where I would be in 24 hours time so I rotated crew which took seconds and then I was off again. Just dl the crew models or get the sh3commander file for it and look at the maths (simple maths at that) and study the logic behind the creators. Then do as you will and get the game thats right for you :up: |
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I have sent you a PM regarding the Hollywood Advanced Damage. Thanks! JonZ |
Hi Jonz
I have no backups on pc as I had a forced format problem some time ago. I think others may help though I am guessing you are on about the problem when some rooms did not operate due to my changes in the compartment values on basic.cfg. I dont fullt understand torpedo fix you describe???? I am guessing it is what I have just mentioned though. Anyway, I think I just reset the compartment value in basic.cfg Hope this helps |
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It was on the Sticky mods thread, but the fix has disapeared on rapidshare. I don't really know which values I have to tweaks to correct the bug of the Torpedo room TypII submarine class. I took the cfg file from the 8hours shift version also available on the sticky and it seems to have fixed the problem, but I feared that it could create more problems. Any suggestions? PS. I'm talking about that thread, the quote on first post. http://www.subsim.com/phpBB/viewtopic.php?t=45076 JonZ |
The fix will be the compartment values being identical to the crew model compartment values.
I think you may find it is only one line that controls 10 crew stations. If you proof read the compartment values compared with the crew model compartment values you should spot it. I dont have any files on hand at all to check this. I will do in a few weeks but that will be too slow for what you want. Jungman knows about this If this fails post a pm thread to me with a paste of compatment values from the original broken Hollywood and one from the later crew models I did. I will highligh what caused the problem. Either that or wait for the GreyWolves updated version done by CCIP etc |
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Thanks! |
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NumberOfCrew5=10 Interval1_5=35 Interval2_5=35 Interval3_5=35 Yeah, those values seems to be eronnous, they are higher than everyone else and theres no decimals :D Which values are those supposed to be is still confusing to me :hmm: I took the same values of the 8h HOL standalone version |
Yep that looks to be the culprit
If I remember correctly, I reversed to basic stock values and never really played with that line again because the methodology was flawed. I see absolutely no probs taking the 8hr figures and suspect that was the same as the fix anayway. Lets call it an abondoned plan. |
:up:
thanks for your precious advice. |
Hi guys,
Thanks for the tips, but I'm not actually actively seeking a better crew management system. I find the default one a bit annoying, but not enough so to spend a lot of time researching other options. Rather, my point was that having ended up with the RUB crew system because it was part of the package (not because I was looking for a better crew system) I decided that the RUB system may have caused a bigger problem than it was intending to fix. I wanted to pass on my thoughts about the system for consideration in future versions of RUB. |
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