Well things are still being explored as I have hit one snag.
I wanted a (go on light duties) that so that when men are put to the rest compartments, there energy will drop and then rise again.
I sussed this out and managed to do it suscessfully when I select a man and place him there i.e. drag and drop.
It seem that if I use the top lines i.e. double click or use right mouse above the compartments, the men go to the rest area but then are not affected by my modifications.
If I can only just stop this top line mass click on compartment name to swap crew around, I had a very good idea for the fatigue model if this was possible.
As it stands now, I have to look at alternatives to the one I had in mind.
I just hope one of you guys can help me here by getting it so that I cannot use the clicking on compartment names to move crew. I want it so I move crew around one at a time i.e. drag and drop.
Any Ideas????
You can all see the Model though its not fully tweaked and accurate as yet.
I have it set so if I place crew in repair, they get hit to very low levels hence repairs take much longer (I am adjusting repairs to match this and the results are too good for me to ignore). Remember, repairs will still get done with assistance of the men in those compartments as well

.
Now with a combination of Beery's mod and Kaa's new discovery about fatigue in high time compression the following is possible.
I can have it so that all men slowly lose energy over a period of 6 weeks at sea no matter what time compresion I am in.
So for the player, he can just set off and ride into the sun calling this long term fatigue. If he wnated to look after his men and keep them in good shape, he would nip in and make sure things are ok instead of just staring at the map screen. I have taken this into account and feel that the good captain should be rewarded for being more concerened about crew problems
So lets say that I check my men every game week and do some adjustments i.e. put men to training/rest. They will then start from low and build up to high enregy preparedness.
At any time we could get a convoy or attacked along this voyage so I know that I will have to manage my crew to keep them in ship shape and that every action I do with the crew will come into play here i.e. did I get lazy and not bother to train/rest them last week. The crew energy levels would be so random, no voyage will ever be the same and don't forget qualifications etc. Loads of maths and varabilities here when you think about it.
Now, we go to battle stations and after firing my first round of torps, I need men to reload tubes. for gameplay, I have it set so that men tire in the torpedo rooms during this battle time i.e.game time. Thats because I want skills, problems and decisions to effect me when playing (Gameplay).
Now we go to damage,
As I said before, the only way to get a more tense damage system at this moment in time, is to prolong the repairs. And from my test this seems to be working.
1. Look at the basic.cfg Coef as posted here. This is my starting block for fatigue but not yet finnished/perfect. Like I said, the only snag is this clicking above compartments to send crew to rest area. I want to stop that ability before I can continue.
[FATIGUE_COEF]
;comp 0
RegularFactor00=0.001
SpecificFactor00=0.0003
BadWeather0=0.02
;comp1
RegularFactor10=0.1
RegularFactor11=0.1
SpecificFactor10=0.0002
SpecificFactor11=0.0001
BadWeather1=0.01
;comp2
RegularFactor20=0.1
RegularFactor21=0.1
SpecificFactor20=0.0002
SpecificFactor21=0.0001
BadWeather2=0.01
;comp3
RegularFactor30=0.1
RegularFactor31=0.1
SpecificFactor30=0.0002
SpecificFactor31=0.0001
BadWeather3=0.01
;comp4
RegularFactor40=0.1
RegularFactor41=0.1
SpecificFactor40=0.0002
SpecificFactor41=0.0001
BadWeather4=0.01
;comp5
RegularFactor50=0.001
RegularFactor51=0.001
SpecificFactor50=0.06
SpecificFactor51=0.06
BadWeather5=0.2
;comp6
RegularFactor60=0.99
RegularFactor61=0.99
SpecificFactor60=-0.03
SpecificFactor61=-0.04
;comp7
RegularFactor70=0.99
RegularFactor71=0.99
SpecificFactor70=-0.03
SpecificFactor71=-0.04
;comp8
RegularFactor80=0.001
RegularFactor81=0.001
SpecificFactor80=0.06
SpecificFactor81=0.06
BadWeather8=0.2
;comp9
RegularFactor90=0.001
SpecificFactor90=0.3
BadWeather9=0.01
;comp10
RegularFactor100=0.001
SpecificFactor100=0.3
BadWeather10=0.02
;comp 11
RegularFactor110=0.99
RegularFactor111=0.99
SpecificFactor110=0.00
SpecificFactor111=0.00
BadWeather11=0
Here are the changes I have done to the men at the moment.
[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.85
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.1
QualEffect=1.5
Hp=4
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0
[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.85
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.1
QualEffect=1.5
Hp=5
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20
[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.1
QualEffect=1.5
Hp=6
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50
[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.1
QualEffect=1.5
Hp=7
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100
[CREW_4] ;CHIEFPETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.1
QualEffect=1.5
Hp=8
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=150
[CREW_5] ;CHIEFBOATSWAIN
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.80
FatigueStep=0.1
CoefMorale=0.3
CoefFatigue=0.1
QualEffect=1.5
Hp=9
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=200
[CREW_6] ;SUBLIEUTENANT
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.70
FatigueStep=0.1
CoefMorale=0.2
CoefFatigue=0.1
QualEffect=1.5
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=300
[CREW_7] ;LIEUTENANTJR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.65
FatigueStep=0.1
CoefMorale=0.2
CoefFatigue=0.1
QualEffect=1.5
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=400
[CREW_8] ;LIEUTENANTSR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.60
FatigueStep=0.1
CoefMorale=0.2
CoefFatigue=0.1
QualEffect=1.5
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=500