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#1 |
Rear Admiral
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I got this idea from several placs.
1.) you can theorically be out on war patrol for as long as you like, since theres no limitation imposed on consumables. 2.) Crew management is a PITA. 3.) No fatigue makes medals, promotions and the like kinda pointless 4.) with the above 3, in mind i started looking more closely at RUB's fatigue model So heres what ive come up with. Changes i made to ranks: FatigueStep=0 (no rest, since were simulating food here) CoefFatigue=0.2, 0.3, 0.4 becomes 0.02, 0.03, 0.04 ( basically inserted a zero after the decimal point.) Changes to compartment fatigue, (aka that section known as fatigue_coef) - BadWeather0=0 (since this is a "food" model, i didnt want weather factoring in) First i have should lay out the tests ive made. Just a quick mission, positioned an IXD2 near new zealand, put the boat in ahead slow, cranked up time compresion to 2048 (yes i edited the main.cfg folder so the TC would use fatigue), and ran 3 tests over the course of the night, its late now but heres my results: with a regular and specic factor of: 0.0001 = a green crew went ! after 31 days. 0.00007 = a green crew went ! after 44 days. 0.00005 = a green crew went ! after 62 days Now are these times realisic? Not really, since its reported that a IXC uboat could carry enough provisions for 14 weeks (98 days), but as SH3 goes unless your in an IXD2 whos really going to be on patrol THAT long? So for our intents and purposes, i like the timeframes provided. Now the kink in all of this is, that although the bow and stern quarters do not regenerate fatigue, nor do they drain it. So whoever you place in there will be in hibernation until you acutally put them in a station. As far as this model goes, its really to put a limit on how long you can go on patrol, as it really works with tiem compression. So if your like me, hate micromanagement, and into type 9 boats and find yourself using TC alot, this seems to be a good model to use. For my IXC boat heres what i think im going to use: [FATIGUE_COEF] ;comp 0 con bridge RegularFactor00=0.00005 SpecificFactor00=0.00005 BadWeather0=0 ;comp1 radar/sonar RegularFactor10=0.00005 RegularFactor11=0.00005 SpecificFactor10=0.00005 SpecificFactor11=0.00005 BadWeather1=0 ;comp2 control room RegularFactor20=0.00005 RegularFactor21=0.00005 SpecificFactor20=0.00005 SpecificFactor21=0.00005 BadWeather2=0 ;comp3 diesal room RegularFactor30=0.00005 RegularFactor31=0.00005 SpecificFactor30=0.00005 SpecificFactor31=0.00005 BadWeather3=0 ;comp4 E motor RegularFactor40=0.00005 RegularFactor41=0.00005 SpecificFactor40=0.00005 SpecificFactor41=0.00005 BadWeather4=0 ;comp5 bow torpedo room RegularFactor50=0.00005 RegularFactor51=0.00005 SpecificFactor50=0.00005 SpecificFactor51=0.00005 BadWeather5=0 ;comp6 bow quarters SpecificFactor60=0.00005 SpecificFactor61=0.00005 ;comp7 stern quarters SpecificFactor70=0.00005 SpecificFactor71=0.00005 ;comp8 stern torpedo room RegularFactor80=0.00005 RegularFactor81=0.00005 SpecificFactor80=0.00005 SpecificFactor81=0.00005 BadWeather8=0 ;comp9 deck gun RegularFactor90=0.00005 SpecificFactor90=0.00005 BadWeather9=0 ;comp10 flak RegularFactor100=0.00005 SpecificFactor100=0.00005 BadWeather10=0 ;comp 11 damage control RegularFactor110=0.00005 RegularFactor111=0.00005 SpecificFactor110=0.00005 SpecificFactor111=0.00005 BadWeather11=0 Remember to make the adjustments i spoke of earlier in this post to the crew ratings, and dont forget to set your 3DRender to equal your max TC rating in your main.cfg in your SH3 documents folder. SOrry if this is abit inchorant, its late and im going to bed ![]() |
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#3 | |
Rear Admiral
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Ive about got this nailed down i think. The only things im thinking about further tinkering with is 1. Morale - increase morale given per ship sunk. So a half starved crew can perform a bit better if their skipper is successful. 2. Increase fatigue rates on the deck gun and flak guns by ALOT, not quite stock, but more in that direction. Reason is, any crewmembers that i personnally leave in the quarters is the deck/flak gunners and any crew needed to suppot them. In the crew quarters there in stasis, so they're always 100%. I dont like that, so i figure maybe if i ramped up the fatigue on the deck/flak guns i could equallize that a bit and make using them a bit more selective. Once done put them away, but using them should cost something. |
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#4 | ||||
Rear Admiral
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Ok i jsut ran another test.
Heres the skinny if you want to do this: 1.) Edit your Main.cfg located: My Documents\SH3\data\cfg Change "3d Render=32" to equal whatever your max Time compression is. In my case: Quote:
2.) Edit your basic.cfg's crew section. Theres two values your concerned with. FatigueStep, and CoefFatigue. Fatigue step your going to zero out. The CoefFatigue yoru going to lower its value by inserting an additional zero behind the decimal point. Your going to edit these values from the lowest ranking crewman, to the highst ranking. So for example: Quote:
Quote:
3.) Edting the FATIGUE_COEF section in basic.cfg. This is compartment fatigue rates. Now theres two things your going to be doing here. A.) setting "BadWeather" to equal zero. Since were simulating Food here and not stessful conditions. b.) setting your "RegularFactor" and "SpecificFactor"'s to equal the number you want. So what number do you want? Here are my findings: 0.0001 = ! in 31 days 0.00007 = ! in 44 days 0.00005 = ! in 62 days 0.00004 = ! in 77 days 0.00003 , untested my im guessing its around 90 days worth of "food". So how much "food" do you want to carry in your boat? 31 days worth, or 77 days worth? Heres the fatigue_coef from my last test as an example, it represents 77 days worth of food. Quote:
Also, crew in quarters do not suffer fatigue. So its not a sure fire system, but its a helluva lot better then playing tetris with the crew manager. |
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#5 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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Hey, sorry guys... I should know this, but...
What's the difference between RegularFactor and SpecificFactor?
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#6 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
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so....when you run out of 'food' your men just slow down when loading torps etc?
or do they stop all work alltogether?
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#7 | ||
Rear Admiral
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So if anyone wants to stay out on patrol with a crew like that.. more power too em :rotfl: EDIT: But of course, like i said, you could make their fatigue lower, infact im pretty sure you could make the whole crew fatigue down to the point of being comatose if you want to. Question is, is that really neccessary? |
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