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Old 12-14-07, 08:49 PM   #1
K-61
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Default Which Fatigue Models Work With GWX2 and SH3 Cmdr?

I read in the GWX2 manual that you should not use the 24 hour GW fatigue model if you are playing with SH3 Commander, but I only see a GW 8 hour model listed in SH3 Cmdr's options. Is the 8 hour model compatible with GWX2 and SH3 Commander? Right now I'm making my first career patrol with fatigue turned off, until I get a definitive answer.
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Old 12-14-07, 10:00 PM   #2
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Quote:
Originally Posted by K-61
I read in the GWX2 manual that you should not use the 24 hour GW fatigue model if you are playing with SH3 Commander, but I only see a GW 8 hour model listed in SH3 Cmdr's options. Is the 8 hour model compatible with GWX2 and SH3 Commander? Right now I'm making my first career patrol with fatigue turned off, until I get a definitive answer.
Use of the 24 hour fatigue model in the Grey Wolves mod was dropped upon the release of GWX version 1.0 last year. The eight hour fatigue model is default for GWX in all versions since.

As a result, with the final release of SH3 Commander, the 24 hour fatigue option was removed from SH3 Commander.

If the eight hour default GWX fatigue model version is what you wish to use, it is not necessary for the player to make any selection in SH3 Commander.

In your case, if you wish, all you need to do to use the eight hour fatigue is to de-select the no-fatigue option in SH3 Commander.
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Old 12-14-07, 10:14 PM   #3
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Great, thank you for the clarification. Will reset when [if?] I get back to port.
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Old 01-29-08, 10:17 AM   #4
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Default Can' turn off fatigue

I'm not a fan of fatigue modelling; there's no version of it that doesn't feel to me like micro-managing; I simply can't see the realism in the notion that a captain would have to constantly tell his crew when to change shifts or that they would completely fail to run from a destroyer because they are "fatigued". I invaritably end up turning it off.

That said, I can't seem to do it anymore. I'm running GWX2 with SH3Commander 2.7 and I have downloaded and repaced the recommended config files to use the two together. I'm running Windows Vista Home Premium. I have SH3Commander set to "no fatigue", yet I still get fatigue.

Any ideas?

Thanks.
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Old 01-29-08, 12:16 PM   #5
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Quote:
Originally Posted by bsalyers
I'm not a fan of fatigue modelling; there's no version of it that doesn't feel to me like micro-managing; I simply can't see the realism in the notion that a captain would have to constantly tell his crew when to change shifts or that they would completely fail to run from a destroyer because they are "fatigued". I invaritably end up turning it off.

That said, I can't seem to do it anymore. I'm running GWX2 with SH3Commander 2.7 and I have downloaded and repaced the recommended config files to use the two together. I'm running Windows Vista Home Premium. I have SH3Commander set to "no fatigue", yet I still get fatigue.

Any ideas?

Thanks.
Really! I thought that SH3 Commander would over-write the option. I am currently on patrol with fatigue on....I agree its not for me either....I appreciate the work involved and how the crew are affected by weather, being submerged, under attack etc....but having to shuffle everyone around is just a "pain".

I know we cannot have it all but if the crew were automated and you could just see that they were resting....then you could just do the appropriate thing and rest them. But the constant shuffling is really tedious. Just my opinion.

Next patrol no crew fatigue. I don't like that either, I will have to have a built in rest period to make it more real.

Thanks for the post. I am working on finishing my first patrol with GWX 2.0.
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Old 01-29-08, 12:30 PM   #6
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I've always thought the 8 hour version was a realistic rendition. Sadly, using a TC of more than x32 always overrode it, which meant that IMO the realism went out of the window.
Striking the perfect balance is purely down to the choice of each individual.

ATM, I'm playing with fatigue disabled, purely because of the far off places I'm travelling to in game, and the practicalities of demands on my RL time.
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Old 01-29-08, 01:54 PM   #7
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If I were to design the game from scratch - which I couldn't, knowing feck-all about programming - and wanted to improve on the original, I'd design crew management so that the player had to assign crews to shifts before leaving port, then have those assignments affected as the mission wore on by things like morale, injuries, cumulative fatigue, etc., so that the player had to make tweaks once in awhile, but normal shift changes would happen seamlessly, in the background. Just MHO.
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Old 01-29-08, 02:12 PM   #8
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Yeah, it always seems like designers miss the balance point on these things. Either the skipper has to do EVERYTHING, which isn't realistic, or he just says the word and things magically happen.

I like the idea of having to deal with crew fatigue, but I shouldn't have to tell each individual sailor when to leave his post. My exec should be handling shift scheduling. I should have to deal with issues of who's available when I need them. So I have fatigue turned off since it detracts too much from the reasons I play submarine games. I can't very well concentrate on sneaking around while I'm yelling "Fritz, get out of bed! Hans, go to bed! Johann, the only flak-qualified sailor on the boat, get out of the engine room and go to the flak gun!"

Same thing with mapping. Constant magical contact updates on the map are too arcadish, but I shouldn't be making all the observations, doing all the calculations, and doing all the plotting. I should be able to punch a button that says "Mark", and get my current readings plotted on the map by my navigator.

Why is the in-between option never available?

Of course, in an ideal game world, I'd say "Navigator, plot an intercept from those last three marks.", and it would happen.
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Old 01-29-08, 03:14 PM   #9
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I turn off fatigue and it works for me.

You could also give everyone the Iron Cross which I understand is a magic shield against fatigue. (You can edit your crew in port via SH3 Cmdr.)
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Old 01-29-08, 03:23 PM   #10
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I don't much see the point in the stock/GWX fatigue models. The effects of both can be eliminated from before the first patrol, without even doing the academy.

Start New Career: 500 renown points to spend
Dismiss your watch officer
Buy a new 500-cost/experience officer with watch, torpedo and repair skills
Buy a new (free) officer with mechanic skills

Put the mechanic in the engine room and leave him there.

Put the new WO on watch, except when you need to repair things or reload torpedos.

Voila! No more endurance problems. The 500xp guy can be used to max out just about any compartment even when he is completely exhausted (and his crewmates too). Then the only thing you need is two PO's with radioman qualifications (takes just two patrols) and you're sorted. Makes the fatigue thing pretty pointless IMO.
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