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-   -   Question about RUB fatigue model (https://www.subsim.com/radioroom/showthread.php?t=90940)

Sgian Dubh 03-20-06 11:15 PM

Question about RUB fatigue model
 
Hi all,

I'm using RUB 1.45 for the first time with HT and SHIII COmmander. In SHIICOmmander I selected the RUB (not the 1 TC ) fatigue option.

My problem now is that I have just reached my first patrol zone and nearly my entire crew is useless. I can't reload Torpedoes, etc. because the crew is exhausted. I had to give up attacking a convoy because I cannot reload torps and cannot use the deck gun due to high seas.

So what is the trick to deal with crew fatigue in the RUB 1.45?

Thanks.

Maui 03-20-06 11:34 PM

Don't spend a lot of time in 32x or less. With RUB 1.45 your crew can never recharge. Quarters prevents crew from losing energy, the conning tower in bad weather sucks up the energy the quickest , followed by torpedo rooms (if I recall). If not in quarters, the unused engine room is the best place to keep crew to keep them from draining.

The system was supposed to prevent the problem of having to micro-manage your crew. I didn't like the system and rolled back. I posted about this a while ago-- I feel they replaced one micromanagement problem with another. Rather than micromanaging the crew, I found myself micromanaging time compression. I was constantly trying to sneak in little bits of 64x tc.

AlanSmithee 03-20-06 11:42 PM

One thing to remember about RUb fatigue is that fatigue stops when you go above 32x TC. Consequently it's best to do any cruising to and from the patrol area at 32x or higher.

You'll also need to make good use of officers and crew with qualifications, as RUb makes effective use of qualifications much more critical than under the normal SH3 fatigue system. Avoid wearing out crew with qualifications unnecessarily - keep them in the barracks (where they won't tire) until they're needed to supplement sailors who are tiring.

After a patrol or two, your crew should be experienced enough that fatigue doesn't become much of an issue. I soon found myself having to do far less micromanagement than with stock fatigue.

Edit: What a frighteningly similar double post! :doh:

Sgian Dubh 03-20-06 11:50 PM

Thanks.

I spend most of my transit time in 256 and higher. So I will have to look how I can reduce my time in sub 32 even more.

Does anyone know what the difference is between the two RUB options in SHIII Commander?

So, if there is no way to recharge the crew I should just end the patrol and head back in. Well, I sank a few ships anyway...

THanks again.

JScones 03-21-06 03:08 AM

RUb Mod 1x TC is for players that play SH3 totally at 1x TC.

One thing with the model is that after a few patrols it gets easier and the need to micro manage decreases.

Sgian Dubh 03-21-06 08:44 AM

Okay. Thanks.

I'm on second patrol now and will see how it goes.

Sgian Dubh 03-22-06 01:06 AM

Okay,

I'm back with follow up observations.

I am on a new patrol. I have spent virtually no time below 512X, let alone below 64X, yet my watch crews are accumulating fatigue at an alarming rate (in fact. I have been closely monitoring other crew members not in the two quarters areas. At 1024X for an 8-hour shift, all of the crew members I checked, regardless of where they are stationed (except the two 'rest' areas) will have noticable increases in their Fatigue levels. The watch crew is by far the worst, but anyone in the forward torp room is also accumulating fatigue.

But my understanding is that time spent in TC 64 or higher should not see any crewmembers accumulating fatigue.

I am running SHIII 1.4 + RUB 1.45+Harbor Traffic for RUB 1.45 + SHIIICommander.

I have selected that the RUB fatigue model be used in SHIII Commander. I did not select the RUB 1x TC option.


I may as well switch back to stock fatigue unless some kind soul can help me sort this out. Right now I am headed to another mid-patrol abort due to accumulated fatigue.

JScones 03-22-06 02:26 AM

Quote:

Originally Posted by Sgian Dubh
Okay,

I'm back with follow up observations.

I am on a new patrol. I have spent virtually no time below 512X, let alone below 64X, yet my watch crews are accumulating fatigue at an alarming rate (in fact. I have been closely monitoring other crew members not in the two quarters areas. At 1024X for an 8-hour shift, all of the crew members I checked, regardless of where they are stationed (except the two 'rest' areas) will have noticable increases in their Fatigue levels. The watch crew is by far the worst, but anyone in the forward torp room is also accumulating fatigue.

But my understanding is that time spent in TC 64 or higher should not see any crewmembers accumulating fatigue.

I am running SHIII 1.4 + RUB 1.45+Harbor Traffic for RUB 1.45 + SHIIICommander.

I have selected that the RUB fatigue model be used in SHIII Commander. I did not select the RUB 1x TC option.


I may as well switch back to stock fatigue unless some kind soul can help me sort this out. Right now I am headed to another mid-patrol abort due to accumulated fatigue.

I assume the 3DRender value in your \My Documents\ copy of Main.cfg is set to 32 (this is mapped to "When in 3D Views" in SH3Cmdr)?

Whatever value you set here is the value that fatigue will work up to. So, if you've changed it to x1024 so you can see the animations at greater TC, then your crew will be fatiguing up to x1024 too. It means that with some fatigue models your crew are literally stuffed before you get out of port!

Sgian Dubh 03-22-06 07:47 AM

Hmmmm.

I did change the maximum TC value via SHIII Commmander to 2048. I also increased a few others (like hunting and being hunted. I don't recall changing the 3D view. I will check the file and change the value as appropriate.

Thanks for the help!

mike_espo 03-22-06 09:33 AM

I never did understand the reasoning behind RuB fatigue model...crew should be able to regain efficiency. :huh:

NYGM crew management mod is great! By far superior to RuB... :up:

AlanSmithee 03-22-06 12:46 PM

Quote:

Originally Posted by mike_espo
I never did understand the reasoning behind RuB fatigue model...crew should be able to regain efficiency. :huh:

This thread is starting to make me nostolgic for the good old days of RUb when every other post in the Mods forum was an attempt by Beery to explain his nefarious fatigue-modifying motives. ;)

In any case, the whole point is that being on a U-boat is miserable (no bath, no fresh food, no ice cream like the Americans have) and so is combat in a U-boat. Over time it wears you down, and you don't recover without some R&R and good French wine and food. So what's being modeled is not "fatigue" in the "I need a nap" sense, but instead fatigue in the "I need a vacation" sense. The concepts are completely different.

That said, RUb fatigue does have its problems. As everyone's noted, you stop micromanaging individual sailors and start micromanaging time compression. That's why I finally switched over to the RUb 1x mod, and later Kaa's fatigue mod. It's also based on the RUb concept, but gets around the TC micromanagement by having fatigue constantly increase at all levels of TC, but at a very, very slow rate. That sets upper limits on how long you can keep a crew at sea. (Note that everyone on the boat gets worn down, even those in the barracks, which simulates crew rotation. In other words, no micromanagement at all.) I've also subsequently added the NYGM morale elements to Kaa, as I'm not a big fan of the micormanagement of NYGM but love the addition of morale.

JonZac 03-22-06 05:54 PM

Sorry, I've been looking for these additional fatigue mods and I can't find them. Can anyone help?

Sgian Dubh 03-22-06 07:32 PM

I second the request above.

Is it fairly straight forward to merge a different fatigue routine into RUB?

I was wondering if the RUB 1x would resolve the problem even if I use TC.

I am going to look for other mods and do the RUB 1x.

Sgian Dubh 03-22-06 07:54 PM

@JScones:

So I looked in the main.cfg in the place you suggested. It was set to 64 (so I had changed it) BUT that still doesn't explain why I saw crew members fatigue increase during an 8-hour period where the entire 8 hours was spent at 1024 TC.

So some thing is not adding up.

Here is all of the settings from that section of the main.cfg:

[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=64
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=64
RadioReport=8
Particles=8
PrayState=512
HunterState=512
3DRender=64
Maximum=2048

THis is the file that produced the behaviour I described above.

Any help on sorting this out would be most appreciated.

Thanks.

Edited:

I just had to quit the second patrol in the middle due to crew fatigue. I spent nearly the entire time in at least 512x TC.

I also re-confirmed that the crew is accumulating fatigue at 512X TC and higher with the settings as reported above.

AlanSmithee 03-23-06 12:20 PM

Sgian - very strange. Everything in main.cfg looks okay. Are you noticing the fatigue actually increase while you're at 512x? If you're just gaining small amounts of fatigue over time, it could be because RadioReport=8, meaning you'll be picking up fatigue every time you get a message. Of course, that still doesn't seem like it'd be enough to force you to return home.

RUb 1x would "resolve" the problem, sort of. As you've probably figured out, the 1x mod can be used at higher TC's as long as you up the 3DRender= value to something higher than you'd actually use in-game (e.g., I set mine to 2048). However, with RUb 1x your crew does become fatigued excessively quickly - I wouldn't try any Drumbeat patrols with it. Kaa's works on the same principle, but allows for longer patrols.

Sgian and JonZac - If you're looking for Kaa's fatigue, I'm not sure you'll be able to find it in an immediately usable format. IIRC, it was originally released for an older version of SH3 Commander, which used a different format for fatigue mods. One I get home tonight I can post a version that works correctly with the newest edition of SH3 Commander.

As to combining NYGM and other fatigue mods, I simply pasted the morale sections of NYGM into the Kaa mod in the SH3 Commander fatigue file. AFAIK the NYGM/Kaa hybid works, but it needs some more testing to confirm that there aren't any strange side-effects.


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