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Old 01-11-06, 04:26 AM   #1
Ducimus
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Default New Fatigue model - fatigue as food

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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Old 01-11-06, 12:55 PM   #2
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I was experimenting with something very similar sometime ago - here's the topic.
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Old 01-11-06, 01:58 PM   #3
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Quote:
Originally Posted by kaa
I was experimenting with something very similar sometime ago - here's the topic.
Great minds think alike? :rotfl:

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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Old 01-11-06, 03:02 PM   #4
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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:
3DRender=2048
Maximum=2048

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:
[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0 ;rate in which a crewman recovers fatigue
CoefMorale=0.4
CoefFatigue=0.02 ;this was 0.2 before editing.
QualEffect=1
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0


Quote:
[CREW_8] ;LIEUTENANTSR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.6
FatigueStep=0 ; healing rate set to 0
CoefMorale=0.2
CoefFatigue=0.04 ;was 0.4 before editng.
QualEffect=3
Hp=15
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=500

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:
[FATIGUE_COEF]
;comp 0 con bridge
RegularFactor00=0.00004
SpecificFactor00=0.00004
BadWeather0=0
;comp1 radar/sonar
RegularFactor10=0.00004
RegularFactor11=0.00004
SpecificFactor10=0.00004
SpecificFactor11=0.00004
BadWeather1=0
;comp2 control room
RegularFactor20=0.00004
RegularFactor21=0.00004
SpecificFactor20=0.00004
SpecificFactor21=0.00004
BadWeather2=0
;comp3 diesal room
RegularFactor30=0.00004
RegularFactor31=0.00004
SpecificFactor30=0.00004
SpecificFactor31=0.00004
BadWeather3=0
;comp4 E motor
RegularFactor40=0.00004
RegularFactor41=0.00004
SpecificFactor40=0.00004
SpecificFactor41=0.00004
BadWeather4=0
;comp5 bow torpedo room
RegularFactor50=0.00004
RegularFactor51=0.00004
SpecificFactor50=0.00004
SpecificFactor51=0.00004
BadWeather5=0
;comp6 bow quarters
SpecificFactor60=0.00004
SpecificFactor61=0.00004
;comp7 stern quarters
SpecificFactor70=0.00004
SpecificFactor71=0.00004
;comp8 stern torpedo room
RegularFactor80=0.00004
RegularFactor81=0.00004
SpecificFactor80=0.00004
SpecificFactor81=0.00004
BadWeather8=0
;comp9 deck gun
RegularFactor90=0.00004
SpecificFactor90=0.00004
BadWeather9=0
;comp10 flak
RegularFactor100=0.00004
SpecificFactor100=0.00004
BadWeather10=0
;comp 11 damage control
RegularFactor110=0.00004
RegularFactor111=0.00004
SpecificFactor110=0.00004
SpecificFactor111=0.00004
BadWeather11=0
Additional notes: the above numbers were tested in a mission with static weather of 7 wind. Since badweather =0, im going to make the assumption that 7 winds, or 15 winds, "food consumption" (IE fatigue) should decline at the same rate. (or so i hope)

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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Old 01-11-06, 11:16 PM   #5
Marhkimov
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Hey, sorry guys... I should know this, but...

What's the difference between RegularFactor and SpecificFactor?
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Old 01-11-06, 11:25 PM   #6
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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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Old 01-11-06, 11:44 PM   #7
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Quote:
Originally Posted by Marhkimov
Hey, sorry guys... I should know this, but...

What's the difference between RegularFactor and SpecificFactor?
http://www.subsim.com/phpBB/viewtopic.php?t=44364



Quote:
Originally Posted by Letum
so....when you run out of 'food' your men just slow down when loading torps etc?
or do they stop all work alltogether?
Crew efficiency suffers. Even after you get the red explamation point you could stay out longer, but your boat will be at very poor efficiency. Crash dive slower, load torps, slower etc. Not very desiberable. Your crew will only fatigue so far (you can adjust how far they will go down acutally). But in my tests, for example the aft torpedo room which was at about 80% effiency was more like 30% effiency once they were flagged as fatigued. Bow torpedo room went from 100% to lik 40-50 % effiency. Engine room (complete with officer went from 100% effeicney to like 50-60% if i remember right. Watch crew suffers too. Sonar room went from 80% effeciency to like 30%.

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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