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#1 |
Frogman
![]() Join Date: Feb 2005
Location: St louis
Posts: 304
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High all. Back again after a small hiatus. Re-installed tha game with the GW mod and SH3com latest addition. 1st of all I would just like to commend all the modders out there that made these two great mods. Great works mates
![]() Not so quick question... Can anyone explain to me the details of how the fatigue models work. Particularly the GW 24 hour and 8 hour model. Mabey alittle info on the others that come stock in SH3com as well and how they all differ from the stock SH3 model. Im a tad confused. I started out using the GW 24 hour model but the engine room and watch crew would run out of steam every 3 hours. I got a little tedious having to juggle the crew around when trying to get to my patrol grid so I switched to the no fatigue model for the time being. I would like to have some fatigue in there for a bit more emersion but every 3 hours is too much. |
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#2 |
Frogman
![]() Join Date: Feb 2005
Location: St louis
Posts: 304
Downloads: 18
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bumping for answer. If there is info out there already perhaps someone can point me in right direction?
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#3 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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I will dig up the info and post you a pm on this tommorow as i am limited in time lately and not always at home anymore.
First of all The 24 hr model had a small bug which caused the engine room and torp room to be broken in some subs. There is a quick fix which entails manually editing the file in 3 places. No big task and when I get back home, I will post this for you. I will also explain how I use the model for best effect in case your still interested in using it. The main beef is getting your 3d render settings set correctly and this all depends on whether or not you use sh3 commander. If you explain your setup and mods I will have a better expnation for you so you can choose whether or not to keep the models. I will also give you a clue on how to make your own model for longer times if needed. Sry but as i am not at home, I am unable to do this right now. Maybe someone whom is clued up will sort you sooner till i return to my files.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#4 |
Frogman
![]() Join Date: Feb 2005
Location: St louis
Posts: 304
Downloads: 18
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Thx for the reply
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#5 |
Ocean Warrior
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Well part of the problem also you were having with the engine room and watch room is the weather settings for the different compartments, in realy bad weather the watch and engine room guys tire out very quicky (personaly i tweeked this so it wasnt so severe especialy for the engine room). In good weather though your crew should last about 24 hours before being needed to be replaced with the 24 hour mod, and 8 hours with the 8 hour mod.
As for the fixes, i dont have that info on hand atm ![]() Though i myself do run the 24 hour fatigue mod, im seriously considering going back to no fatigue as manualy switching everyone around every 24 hours or less is a pain (and not at all realistic). Last edited by NeonSamurai; 07-29-06 at 10:22 AM. |
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#6 |
Watch
![]() Join Date: Jul 2006
Location: Sunny Venezuela, by now...
Posts: 23
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NeonSamurai said:
"Though i myself do run the 24 hour fatigue mod, im seriously considering going back to no fatigue as manualy switching everyone around every 24 hours or less is a pain (and not at all realistic)." Agree I think more real is to assign guards to crew which change positions at predetermined times and the posibility to incorporated all the people in emergency. Dont know if is posible but here is te idea. Regards |
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#7 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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![]() Quote:
No fatigue model = rapid repairs as men are in tip top shape all of the time. The LRT mod does however offer a very tempting alternative and some experienced players will just re-tweak the sub damage model to be a bit more challenging for a fresh crew. Any fatigue model will slightly affect your repairs as you could get caught out with so many men tired etc. Not perfect and actually quite a old mod but I am too pre-occupied before looking at this again though I will look at it all again as soon as i finnish my current projects. There are lots of alternatives and NYGM have done a detailed model which add morale features if i am not mistaken. Ducimus adds a food consumption alternative and we always have the original Beery mod. I also think some others bashed a couple of versions off. We are not going to get realistic in the game as far as crew models go Im afraid. You either like changing but not as often as stock or you feel strongly that you as captain should not be baby sitting the crew. Tooo many opinions on this subject and to a point many players would probably do better with no fatigue or lrt.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 Last edited by gouldjg; 07-29-06 at 11:30 AM. |
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#8 |
Frogman
![]() Join Date: Feb 2005
Location: St louis
Posts: 304
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Excuse the possible dumb question, but how to I set the 3d render as you said Gould?
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#9 | |
Chief
![]() Join Date: Feb 2001
Posts: 319
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![]() Quote:
[TIME COMPRESSION] TimeStop=0 RealTime=1 LandProximity=4 CriticalDamage=1 CrewEfficiency=1 AirEnemyDetected=1 SoundEffects=2 CharacterAnim=4 EnemyDetected=8 RadioReport=8 Particles=8 PrayState=8 HunterState=32 3DRender=32 <---------------------------- Maximum=1024 zz |
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#10 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Just so you understand, At whatever you set your 3d render, anything above stops the fatigue. As a rule, I will usually set this to 256 though some go 512 and yet others will want fatigue paused after going anything past 128. Damn, what was 3d render called in the sh3 commander settings? Can anyone help here?
__________________
My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#11 | ||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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#12 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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Thanks,
I know some people are unaware that both do the same job depending on users setup.
__________________
My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#13 | |
Chief
![]() Join Date: Feb 2001
Posts: 319
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![]() Quote:
BTW The path I pointed to is My Documents/SH3/data/cfg/main.cfg not the one in Program files. Should've been more precise with my answer, sorry. zz |
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#14 |
Frogman
![]() Join Date: Feb 2005
Location: St louis
Posts: 304
Downloads: 18
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K, thx guys. I will try it out
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#15 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
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Hope the devs read this thread... I've probably spent more time thinking about crew fatigue than anything else... I even once wrote out a crew rotation guide so that I could do it quickly without having to stare at the crew screen trying to figure it out.
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