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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Jun 2006
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Hi all,
Does any one know the differences in crew fatigue models offered in SH3 Commander. There is a bunch of different ones SH3, Rub... and so on does anyone know which does what exactly or is there a manual somewhere with this info? Thanks
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Fotia kai tsekouri |
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#2 |
Sparky
![]() Join Date: Jun 2006
Posts: 150
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Basically the problem I am having using the stock SH3 fatigue model ever since I upgraded form GWX 2.1 to GWX 3.0 my sailors get their endurance back but my officers do not. They take forever to get their endurance back even though they have higher resilience and moral then the regular crew. Before I upgraded they were the first to get their endurance back. Does anyone know what gives?
Thanks
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Fotia kai tsekouri |
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#3 |
Fleet Admiral
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You could play no fatigue. The SH3 fatigue model is completely borked IMHO so I eradicate it from the picture. I assume the NCO's and watch officers are doing their job of getting the men out of the racks and fartsacks and on the job when needed. Putting everyone to bed is too Sims like for me.
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#4 | |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
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#5 | ||
Commander
![]() Join Date: Mar 2010
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I sorta agree with you TarJak, in that I would expect in RL for those matters to be seen to by my subordinate officers. But I feel like I'm sorta cheating if I use no fatigue at all. I've found a reasonable compromise in using the GWX model, because if I'm at TC128 or higher no one fatigues. They only do at lower settings, which is normally tracking, hunting, combat and evasion times for me, and it's reasonably easy for me to just swap a few tired ones out now and then. |
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#6 | |
Ocean Warrior
![]() Join Date: Nov 2008
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I think Irish or someone was looking at doing something like that - I think the exact idea was actually to just give the crew only about half endurance/morale for the entire patorl - with SH3 commander, but ran into some hiccups. (Forgot exactly what)
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#7 |
Bosun
![]() Join Date: Apr 2002
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If you have used SH3Commander to set the fatigue model to stock, then it will take seamen 30 minutes to regain fatigue, petty officers 50 minutes, and officers about 2 hours. This is the fatigue model from the stock game.
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#8 | |
Chief of the Boat
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Fatigue stops at anything above x32 |
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#9 |
Grey Wolf
![]() Join Date: Aug 2005
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I'm using GWX 3.0 and almost all my crew on my current patrol have those annoying big red exclamation marks next to them. There's no 'space' to rest the crew at all.
I guess I'll have to look at the SH3 Comd fatigue settings as this is just a annoying. ![]() |
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#10 |
Sea Lord
![]() Join Date: Apr 2007
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I agree the fatigue model is kinda weird because there are shifts to take care of rest.
But the crew getting worn out is part of the challenge as far as I'm concerned. The game would become a lot easier if I didn't have to manage crew fatigue. Steve |
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#11 | ||
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#12 |
Chief of the Boat
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Remind me never to sign as one of your crew....us mere mortals require even a small element of respite
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#13 |
Eternal Patrol
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Hey, my guys get swapped out every four hours - two if it's storming out. This also forces me to come out of TC and look around, something I probably wouldn't do otherwise.
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“Never do anything you can't take back.” —Rocky Russo |
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#14 |
Chief of the Boat
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Pictures or it didn't happen
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#15 |
Watch
![]() Join Date: May 2010
Location: Vancouver Island, BC, Canada
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Wouldn't it be easier if there was simply a way to set your own rotations automatically. Have it set up so you can assign different rotation times to each compartment based on 2, 4, 6 and 8 hours. Then have an "action stations" assignment.
That way you can have your crew automatically rotate themselves out based on where they are working. They would be replaced based on priority, rank and remaining endurance. This way you would be less likely to get a petty officer who is machinist qualified working the sonar while the engine room is full of regular sailors. Action stations would simply put everyone in their preferred or idea position. IE, all the machinists in the engine room, torpedomen in the torpedo room, sonar operators at their posts, etc, etc. Then fill in the remaining spots based in fatigue/remaining energy. The left overs get assigned to quarters but are on stand-by to become damage control if damage is taken. When not in combat you set the different compartments to automatically rotate and replenish themselves. When in combat, you call for action stations. Extended combat (evading) you might have to swap out one or two crew members individually, or make the decision to pull the petty officer who is both a machinist and repair qualified out of the engine room and put them on damage control because you've taken damage. Make it less about micro managing and more about the command decision to reassign someone based on their qualifications and fatigue during combat. |
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