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Old 07-07-05, 09:16 PM   #1
Silverfox18
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Need to bump this sucker...
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Old 07-08-05, 11:31 AM   #2
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Remember, folks, that fatigue is not meant to disable your crew. I think people should try to get used to running the boat with a fatigued crew rather than trying to avoid or delay fatigue. Basically, fatigue is not the bugbear that many players think it is. The qualifications system is the correct tool to use to combat fatigue - but this tool doesn't get rid of fatigue. What it does is allow the crew to work well while fatigued.

Fatigue is not really what players should be looking at. What's important is compartment efficiency, and you can achieve 100% compartment efficiency even with a fully fatigued crew.
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Old 07-08-05, 11:45 AM   #3
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It would have been nice to see things like crews loading torpedoes being fatigued faster than crews sitting on their butts waiting to load torpedoes. We slept at battle stations all the time between action.
Right on!
Not too sure about subs, as I was a "rider" and worked a different watch shift, but I know on ships the crew worked port and starboard- 12 on/12 off. Unless the ship went to GQ, and then you stayed at your post until secured...it was customary to let some sailors "rack out" whenever possible, so that some stamina could be maintained. Same thing when I was flying- we'd get 14-18 hour missions at times (fuel dependent), but there was a bunk in the galley for the spare pilot to sleep, while the rest of us would take it in turns to snooze at our position- we maybe weren't at maximum efficiency, but neither were we "fatigued" to the point where performance suffered.

There's a difference between "Watchstanding" and actually doing one's assigned duties- watchstanding can be as simple as monitoring equipment, or keeping the spaces manned "just in case", as opposed to performing maintenance, operating systems, reporting contacts, etc.
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Old 07-08-05, 12:26 PM   #4
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Quote:
It would have been nice to see things like crews loading torpedoes being fatigued faster than crews sitting on their butts waiting to load torpedoes. We slept at battle stations all the time between action.
This is already modelled by the sim. The forward rest compartment is actually the torpedo room. If you leave crew in the torpedo room they are at action stations. If you move them to the forward rest compartment they are resting beside the torpedoes.
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Old 07-12-05, 06:08 AM   #5
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Can someone explain me (or point me to the explanation) of the various fatigue factors (RegularFactorXX, SpecificFactorXX,...)?

Started to look into this stuff as well and thought I might make the repair comp. (comp11???) a kind of rest compartment, not for recreation but with little or no fatigue if no repairs are pending. Is this possible with those variables?
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Old 07-13-05, 07:05 AM   #6
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Quote:
Originally Posted by WhoCares
Can someone explain me (or point me to the explanation) of the various fatigue factors (RegularFactorXX, SpecificFactorXX,...)?
As far as I know
  • RegularFactorn0 covers being on the surface but not in combat,
    RegularFactorn1 covers being submerged but not in combat.
    SpecificFactorn0 covers being on the surface in combat
    SpecificFactorn1 covers being submerged in combat
    Badweathern covers being on the surface in bad weather
where n is the submarine compartment ID number ranging from 0 to 11.

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Old 07-14-05, 06:51 AM   #7
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Thx Paplo!

Are there some implicite mechanisms that increase fatigue beyond those factors, e.g. while reloading torps or while repairing when damaged?
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Old 07-15-05, 12:05 PM   #8
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Im trying to figure this outmyself as well, but I am kind of confused...

IF:

Quote:
RegularFactorn0 covers being on the surface but not in combat,
RegularFactorn1 covers being submerged but not in combat.
SpecificFactorn0 covers being on the surface in combat
SpecificFactorn1 covers being submerged in combat
Badweathern covers being on the surface in bad weather
Then Comp6 and 7 only apply those factors while in combat? They only have SpecificFactor, nothing else... I guess what Im asking is perhaps there is more to SpecificFactor then just combat?

What about time compression? is the fatigue rate ALWAYS calculated in real time at the same rate, or does it adjust to take into account the Time Compression?

Does anybody have any idea of how the fatiguew system handles timecomression?

It seems my crew doesnt tire/recover anywhere as quickly at 1024x speed than it does at 1x speed.

If anyone knows of any good resources to help decipher how the crew system works.

Thanks for any input,
James
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Old 07-15-05, 06:23 PM   #9
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Quote:
Originally Posted by Skweetis
It seems my crew doesnt tire/recover anywhere as quickly at 1024x speed than it does at 1x speed.
In regular SHIII, the fatigue levels of the crew are frozen when at 64x or higher Time Compression (i.e., no getting tired and no getting rested). AFAIK, at 32x down to 1x, the fatigue levels change with the game time (32 times faster tiring and recovery at 32x than at 1x).
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Old 07-16-05, 02:06 PM   #10
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Thanks! that makes sense!
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Old 07-17-05, 07:44 AM   #11
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No luck , i copy,d ans pasted this FATIGUE_COEF]
;comp 0
RegularFactor00=0.0025
SpecificFactor00=0 <-- that's why the watch fatigued slower....need to adjust to 0.005
BadWeather0=0.01
;comp1
RegularFactor10=0.0025
RegularFactor11=0.0025
SpecificFactor10=0.005
SpecificFactor11=0.005
BadWeather1=0.01
;comp2
RegularFactor20=0.0025
RegularFactor21=0.0025
SpecificFactor20=0.005
SpecificFactor21=0.005
BadWeather2=0.01
;comp3
RegularFactor30=0.0025
RegularFactor31=0.0025
SpecificFactor30=0.005
SpecificFactor31=0.005
BadWeather3=0.01
;comp4
RegularFactor40=0.0025
RegularFactor41=0.0025
SpecificFactor40=0.005
SpecificFactor41=0.005
BadWeather4=0.01
;comp5
RegularFactor50=0.0025
RegularFactor51=0.0025
SpecificFactor50=0.005
SpecificFactor51=0.005
BadWeather5=0.01
;comp6
SpecificFactor60=-0
SpecificFactor61=-0
;comp7
SpecificFactor70=-0
SpecificFactor71=-0
;comp8
RegularFactor80=0.0025
RegularFactor81=0.0025
SpecificFactor80=0.005
SpecificFactor81=0.005
BadWeather8=0.01
;comp9
RegularFactor90=0.0025
SpecificFactor90=0.005
BadWeather9=0.01
;comp10
RegularFactor100=0.025
SpecificFactor100=0.005
BadWeather10=0.01
;comp 11
RegularFactor110=0.0025
RegularFactor111=0.0025
SpecificFactor110=0.005
SpecificFactor111=0.005
BadWeather11=0.01

Without the notes offcourse! But now my crew has jumped from amphetamies to cristal meth , They dont fatigued at all now . I hate this , i love managing my crew But now its all ****ed up . i did not do this .SpecificFactor00=0 <-- that's why the watch fatigued slower....need to adjust to 0.005 . Is this why my crew dont fatigue anymore? Pleas someon help me out! Im out of options here.
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Old 07-17-05, 08:36 AM   #12
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Why not try the RUb fatigue? I think it works really well. But then I guess I am biased, hehe.
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Old 07-27-05, 02:04 PM   #13
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Quote:
Originally Posted by Church SUBSIM
Ok, an update....just ran Mission #6 with these settings. Faced good, bad, really bad weather, and engaged in combat 3 times.

It seems with the values set this way, only the tower and the engine (both diesel and electric) seem to endure fatigue. All other compartments failed to produce it and the 2 rest areas did in fact rejuvinate those that came off the engine crew and the tower.

So it seems that with a value set to 0, the compartment needs to actually be doing something in order for fatigue to set in.

In answer to the -0 question....the values previously had - as well - it seems those are the rest areas so a negative increases end? Not sure.

I need to go back and tweak the other compartments a bit in order for fatigue to set in.

Compartents are diffrent by ship it seems as well. For the VIIB, C boats, the layout seems to be the following:

comp0 = Tower
comp1 = Sonar/Radio
comp2 = command room
comp3 = diesel
comp4 = elect
comp5 = bow torp
comp6 = bow rest
comp7 = stern rest
comp8 = stern torp
comp9 = deck cast
comp10 = flak

More tomorrow...it's late and I am tired

What bothers me is the values are already at 0.01 in some cases. Not sure if 0.005 will work.

Hunt well all

Anyone know if the compartment numbers are the same for the Type IX series
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Old 07-27-05, 03:56 PM   #14
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Quote:
Originally Posted by Acme1970
Quote:
Originally Posted by Church SUBSIM
Ok, an update....just ran Mission #6 with these settings. Faced good, bad, really bad weather, and engaged in combat 3 times.

It seems with the values set this way, only the tower and the engine (both diesel and electric) seem to endure fatigue. All other compartments failed to produce it and the 2 rest areas did in fact rejuvinate those that came off the engine crew and the tower.

So it seems that with a value set to 0, the compartment needs to actually be doing something in order for fatigue to set in.

In answer to the -0 question....the values previously had - as well - it seems those are the rest areas so a negative increases end? Not sure.

I need to go back and tweak the other compartments a bit in order for fatigue to set in.

Compartents are diffrent by ship it seems as well. For the VIIB, C boats, the layout seems to be the following:

comp0 = Tower
comp1 = Sonar/Radio
comp2 = command room
comp3 = diesel
comp4 = elect
comp5 = bow torp
comp6 = bow rest
comp7 = stern rest
comp8 = stern torp
comp9 = deck cast
comp10 = flak

More tomorrow...it's late and I am tired

What bothers me is the values are already at 0.01 in some cases. Not sure if 0.005 will work.

Hunt well all

Anyone know if the compartment numbers are the same for the Type IX series
AFAIK these compartments are the same for all submarines, BUT not all submarines have all compartments (e.g., Type II and Type XXI don't have a deck gun compartment).

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Old 07-27-05, 04:14 PM   #15
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I'm using RuB 1.42 & for the most part i like the fatigue system But I'm trying to tweak this myself, I'm looking for specific factors regarding fatigue

1-Crew members in the Bow Torpedo area should not lose fatigue while NOT in combat, The Bow Torpedo gang slept in there so there were bunks (although very crowded & uncomfortable)

2-Bad weather should affect the whole boat with emphasis on the Bow Torpedo, Stern Torpedo & Watch Tower, Crews in these areas should get hit with high fatigue in Bad Weather (Forcing you to ride out the storm submerged)

3-Have the Bow & Stern rest areas once again restore lost fatigue, The one thing i don't like about the RuB 1.42 fatigue system is that the rest areas don't restore fatigue, I would like to have the rest areas restore fatigue at a slightly faster rate than the original game
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