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Old 08-23-05, 12:31 PM   #1
jaxa
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Beery, I read your reply and explanation about crew fatigue system in your RUb (I'm a new user of your mod). I understand your idea, but could you explain me some problems:
1. I'm on my first patrol now (5 days, 2 sinked ships, in half of road to patrol grid) and all my crewmen are fatigued now. My sonarman doesn't hear merchant from 700 m. How can I accomplish my mission with totally fatigued crew?
2. I think that my crew (totally green now on first patrol) will be experienced on next patrol and elite on 10th patrol - is it right? After, for instance, ten patrols my crewmen won't be fatigued at all?
3. When I'll use qualifications for my crew, fatigue have no effect on them. But what about seamen (matrose) - they haven't any qualifications.
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Old 08-23-05, 01:20 PM   #2
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Quote:
Originally Posted by jaxa
Beery, I read your reply and explanation about crew fatigue system in your RUb (I'm a new user of your mod). I understand your idea, but could you explain me some problems:
1. I'm on my first patrol now (5 days, 2 sinked ships, in half of road to patrol grid) and all my crewmen are fatigued now. My sonarman doesn't hear merchant from 700 m. How can I accomplish my mission with totally fatigued crew?
You have to keep your crew (even your best sonarmen) in the rest areas to prevent fatigue, and you need to cruise at 64x time compress until you're in combat. If you do that, you should be able to last a month even with a completely green crew.

Quote:
2. I think that my crew (totally green now on first patrol) will be experienced on next patrol and elite on 10th patrol - is it right? After, for instance, ten patrols my crewmen won't be fatigued at all?
3. When I'll use qualifications for my crew, fatigue have no effect on them. But what about seamen (matrose) - they haven't any qualifications.
The NCOs and officers are the only ones you'll need to get qualifications for, and it will make a big difference. Start with torpedo qualifications so that you don't need to waste crewmen on torpedo duty (which is the most arduous duty on board), and keep your seamen in rest areas as long as possible between attacks. As your career goes on you'll find that you spend less and less time managing the crew.

Also, remember that fatigue itself is relatively meaningless. What's important is compartment efficiency, which is shown by the green bar above each compartment. As your crew gains experience you'll notice that you will easily be able to keep compartments at full efficiency even with a fully fatigued crew, as long as you have enough qualified NCOs in their proper compartments.
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Old 08-23-05, 01:34 PM   #3
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I usually cruise at 128x or 256x time compression beyond combat. Should I use only 64x for minor effect of fatigue?
Is it possible to return to standard fatigue system or not?
Except this (and deck gun reload time ) I like RUb very much.
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Old 08-23-05, 02:03 PM   #4
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Quote:
Originally Posted by jaxa
I usually cruise at 128x or 256x time compression beyond combat. Should I use only 64x for minor effect of fatigue?
Is it possible to return to standard fatigue system or not?
Except this (and deck gun reload time ) I like RUb very much.
Fatigue is either on or off - 32x and below it's on, and 64x and above it's off. There's no minor effect possible.

It's certainly possible to go back to the standard fatigue system (I believe there's a mod out there that does this). But the only reasons I can think of that anyone would want to would be that they haven't been getting qualifications, or they never progress beyond patrol #2, or they're insisting on playing at low time compress even for cruising. Unless players insist on playing the game with one of those three things going on, RUb's (or SH3 Commander's) fatigue system is much less frustrating than the standard system.
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Old 08-23-05, 02:10 PM   #5
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Personally speaking, I prefer the combat fatigue system and do not want to go back to the micro management system of SH3.

Edited as the rest of this was designed for another thread; been up too long.
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Old 08-23-05, 02:19 PM   #6
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Actually, crew rotation was handled by the Exec, NOT the Captain.
Since the player is the Captain, the AI should do the honors with
crew rotation. Lets keep it realistic guys.....


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Old 08-23-05, 02:22 PM   #7
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Beery wrote: "...you need to cruise at 64x time compress until you're in combat" and "Fatigue is either on or off - 32x and below it's on, and 64x and above it's off."

How can I understand it? If I cruise 32x or below fatigue will affect my crew and if I cruise 64x or above it won't?
What time compress should I use for cruising? 128x or 256x isn't good?
Sorry, it maybe stupid for RUb users, but I'd like to know it and enjoy.
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Old 08-23-05, 02:26 PM   #8
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Quote:
Originally Posted by jaxa
Beery wrote: "...you need to cruise at 64x time compress until you're in combat" and "Fatigue is either on or off - 32x and below it's on, and 64x and above it's off."

How can I understand it? If I cruise 32x or below fatigue will affect my crew and if I cruise 64x or above it won't?
Yes.

Quote:
What time compress should I use for cruising? 128x or 256x isn't good?
It really doesn't matter. I use 2048x because I don't have much time for playing. For the crew it's all the same - they experience everything at 1x, so the simulation aspect isn't changed whether you cruise at 1x or 64x or 2048x. It's just a matter of what feels best for you. The only factor that does affect the crew is the fatigue system, and that is supposed to simulate the effect of combat on the crew, so technically the game system is meant to be played at 64x or more when cruising, just so that fatigue works properly.
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Old 08-23-05, 02:51 PM   #9
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Beery, thanks for reply!
What about medals and ranks of crewmen? Does medal or new rank affect on fatigue of crewman in your fatigue system?
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Old 08-23-05, 03:38 PM   #10
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Quote:
Originally Posted by jaxa
Beery, thanks for reply!
What about medals and ranks of crewmen? Does medal or new rank affect on fatigue of crewman in your fatigue system?
Medals and ranks affect fatigue in the same way as in the standard game.
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Old 08-23-05, 03:42 PM   #11
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Old 08-23-05, 06:01 PM   #12
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Quote:
Originally Posted by Beery
The NCOs and officers are the only ones you'll need to get qualifications for, and it will make a big difference. Start with torpedo qualifications so that you don't need to waste crewmen on torpedo duty (which is the most arduous duty on board), and keep your seamen in rest areas as long as possible between attacks. As your career goes on you'll find that you spend less and less time managing the crew.
Speaking of torpedo qualifications... I typically always have a torpedo-qualified Officer as part of my crew. However, uboat.net mentions nothing about U-boats having a specially qualifed torpedo officer on board. So, with that said:

1. Is it right to have such a specially qualified officer as part of the crew? Would it be more appropriate to have this as a skill assigned to the weapons officer?

2. With a full complement of officers, this makes for 5 officers on board the boat! (I don't count the Navigator, since his positon was an NCO one). So, shouldn't the maximum number of officers for the Type VII and IX be 4, not 5?

If anyone has some sources that could resolve the above questions, I would be very interested to see what they say.
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Old 08-23-05, 06:32 PM   #13
Beery
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Quote:
Originally Posted by LukeFF
1. Is it right to have such a specially qualified officer as part of the crew? Would it be more appropriate to have this as a skill assigned to the weapons officer?
The IWO is technically the torpedo qualified officer on board. In RUb he doesn't come to the boat pre-qualified for the torpedoes. Basically that's a play balance issue. Players who value realism should probably add the following qualifications when they get the chance:

The IWO should have a torpedo qualification as well as his standard issue watch qualification.
The IIWO (the guy who starts the game on the bridge) should add two gunnery qualifications to his pre-existing watch qualification.
The LI comes with a repair qualification, but since he's very knowledgeable about all aspects of engineering it wouldn't be unusual to see him qualified on guns or torpedoes.
The extra officer starts out the game completely unqualified, but he could perhaps be given a navigation qualification or a medical qualification.
If players purchase another officer, they should try to buy a completely unqualified guy, just for the sake of realism. Avoiding the best-qualified personnel goes against the grain somewhat, but if realism is your thing, this is the way to do it.

Quote:
2. With a full complement of officers, this makes for 5 officers on board the boat! (I don't count the Navigator, since his positon was an NCO one). So, shouldn't the maximum number of officers for the Type VII and IX be 4, not 5?
As the war developed, it was usual to find one or even two midshipmen on board who would help the navigator or assist the other officers. Plus, commanders-in-training would often go on a final war patrol before taking over command of their own boat. Also, propaganda officers, photographers and other PR guys would often be assigned to a boat, and sometimes meteorologists. So a standard officer complement would be 4 (including the commander!), but often in practice it was 5 or 6.

You can find this info in the book "Neither Sharks Nor Wolves" by Timothy Mulligan.
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Old 08-23-05, 07:44 PM   #14
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Beery Wrote:
Quote:
If players purchase another officer, they should try to buy a completely unqualified guy, just for the sake of realism.
I find the absence of a qualified engineer or machinist as the Engineering officer curious. Given that in reality the officer would apparently be a leutnant or oberleutnant (spelling ).

I purchase an additional officer with just that qualification (sorry cannot remember the german name ). That officer spends all his time in the engine rooms and normally gains the greatest experience.

Also to be fair, he enables the engine room to function without problems on the initial patrols.
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Old 08-23-05, 07:59 PM   #15
Beery
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Quote:
Originally Posted by BladeHeart
I find the absence of a qualified engineer or machinist as the Engineering officer curious. Given that in reality the officer would apparently be a leutnant or oberleutnant (spelling )...
The LI was the engineering officer, but he would not usually be found in the engine rooms, which is why he has no engine room qualification in RUb. In "Neither Sharks nor Wolves", Timothy Mulligan writes:

Quote:
"Entrusting the routine operation of the engine spaces to his subordinates, the LI spent most of his time in and around the control room."
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