Quote:
Originally Posted by sub_optimal
That's fantastic, LGN1. That saves a ton of work.
Do you mind if I ask a few questions?
Firstly, are you sure that "Efficiency = (M*(1-c_m)+c_m)*(F*(c_f-1)+1)" shouldn't read "Efficiency = ((M*1-c_m)+c_m)*((F*c_f-1)+1)"?
Second, what leads you to the conclusion that SpecificFactor is envoked when crews are moved from compartment to compartment? I've been sitting here moving my crews around, their fatigue doesn't seem to go up. Furthermore, in the default settings, the SpecificFactor for compartments 3 and 4 (diesel and electric engines respectively) are mirrored for the x0 and x1 conditions (ie 30 is 0.4, 31 0.1; 40 is 0.1, 41 0.4). This would seem to fit the model that these factors should reflect the submerged and surfaced postures of the submarine, as the electrics are only used submerged and the diesels surfaced. Thus:
30 - diesel surfaced - in use = 0.4 (high)
31 - diesel submerged - not in use = 0.1 (low)
40 - electric sufaced - not in use = 0.1 (low)
41 - electric submerged - in use = 0.4 (high)
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Hi,
I am pretty sure about the formula. Your version can be simplified to
Efficiency = (M-c_m+c_m)*(F*c_f-1+1) = M*F*c_f
which means for c_f=0 you have no efficiency. Also c_m has no influence. But in-game you can choose a purely morale-dependent model by choosing c_f=1. By choosing c_m=1 you get a pure fatigue model.
Sorry, about the regular and specific factors. I confused the two. It's the other way round (corrected it above). Look in this old thread:
http://www.subsim.com/radioroom//showthread.php?t=85656
Be careful, the formula given there for the efficiency is wrong, IMHO.
Quote:
Originally Posted by divingbluefrog
LGN1, I see you have fine tuned your model since your discovery of the formula that changes my life... Thank you again for this fantastic breakthrough.
I can give you my two cents :
Regular - noncombat situation
Specific – Combat situation
This is not my own conclusion, I found this somewhere in the inmost depths of this forum, and copied it to my own Tips 'd Tricks file.
For the Tfix in the repair time formula, I incline toward a relation with the Hit Point of the equipment/compartment, even with the amount of hp lost or remaining...
Could you confirm the formula is T = Tfix/(Eff*Interval3) ?
By the way, do you have any idea about the Resilience factor? All I know is that it is influenced by crewman HP, the more HP, the less resilience. Should have an influence on Fatigue or Efficiency...
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About the specific and regular factors, see the thread I linked above. It's quite old, but I don't know any definite conclusion about the regular factor.
You are right about the repair times. I am pretty sure that the status of the damaged item (via hitpoints) plays a role. However, how hitpoints exactly enter is not known to me. The formula is just about how the efficiency enters (what happens if you send more men to repair). A more correct version would be
T = Tfix(damage/hitpoints)*Interval3/Eff
,i.e., Tfix is an unknown function of the damage/hitpoints. If you increase the Interval3 value, the time will also increase.
Which Resilience factor do you mean? The colored bar for each crew member? I think it's just 1-fatigue. I don't think that hitpoints influence the efficiency. At least I can predict the efficiency (green bar above the compartment) without using any hitpoint information.
Cheers, LGN1