View Single Post
Old 10-23-05, 11:56 AM   #5
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

The RUB model is based on long term fatigue.

I am really not in the expert position to give you a full description but it goes something like this (my interpretation only).

Your crew will slowly lose Cohesion as the time at sea takes its effects on their performance i.e. stress etc (Beery is usually clearer at explaining his mod).

The RUB model represents something similar to this and threfore your crew will not recover in the quarters but still be effective if managed correctly and made better with qualifications.

When playing RUB the goal is to get qualified crew thus making some men more resilient to stress etc and also keeping boat in better order than those without.

It is a completely valid and good model and works quite well for many players. Obviously you will not think so immedietly as your crew are green rookies and need some babysitting but every modded model has this problem except the no fatigue models.

Some people think that a crew will fight just as hard on week 5 as they would on week one so there has been some debate.

I have used and enjoyed it however I wanted a little more man management and then Kaa (modder) discovered that you can have fatigue drain even when in time compression (fantastic and much more realistic).

I have now created the first 2 realtime models one 8hr and one 24hr (see modding section).

As usual the first 2 missions are always a little tricky till you get some qualified crew but then it all works in a organised way (the type IIA has way too little men but I managed to find a good balance).

Basically the realtime models work like this.

You plot a course on nav map and at every 8hr/24 (depends which model used) travel time you mark with compass or just keep an eye on your watch/clock. I mark the map and update when I change direction or speed.

Your crew will tire after 8 hour shift and it is this time that it is best to rotate them.

Your rotate crew and do a hydro check at the same time (standard Hydro check was supposed to be every 6 hours anyway). There are some benifits added when sailing underwater i.e. slightly slower drain and faster recharge rates.

Some Key Points

Your engine rooms do not drain energy when not in action i.e. Electric room will not drain when surfaced and vice versa.

Crew quarters rest men at a slower but not immpossible rate i.e. every 4-6 hours average.

Men should avoid all battle stations till battle time. I.e. the torpedo room is very demanding during reloading. I gave 4 hours average in this room which is enough for a attack run and reload though a qualified crew will perform much better.

Weather effects certain compartments at different rates i.e. the watch crew will feel more than the command room.

All quite complicated and in some ways a great but organised randomiser. This however gives such a better gaming experience.

I am setting this up to run with RUB and SH3 commander as I personally use a no fatigue model to get out of german coast and then I swap to a 8hr model during tour of duty.

I still use time compresion to go to each plotted point and the fun really starts when you plot a interception course and go on the hunt.

Not everyones cup of tea but as close to crew realism as your gonna get with this game now and in the near future. I like the fact that at any point you can get a contact and this may even be when your men are close to the end of their shifts.

Hope this helped.
__________________
My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
gouldjg is offline   Reply With Quote