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#1 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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This version is based on 24hour running so it gives the player more breathing space for longer trips.
Realtime Fatigue models The 24 Hour system Crew rota changes will need to be made every 24 hours however, it is still possible to travel some distance in 1024 time compression before needing to go to crew screen. IMHO we should all be doing hydro checks every 6hours game time so this is not really a pain as no doubt we would have dropped out of time compression before the 24 hours is up anyway. Real-time fatigue is based on a shift system aimed for players who like more crew management to simulate u-boat missions and career in a more immersive way. It is designed so that good management, qualifications and careful promotions all play a part in your career. What has been changed? When you place the main.cfg file in the SH3 data folder it will give you the ability to have fatigue drain no matter what time compression speed you are in. The crew and fatigue levels have been changed to simulate actual 24hr shifts onboard a u-boat. For every 24hrs game time i.e. the game clock, you will need to change your crew around and dive to do a Hydrophone check for a couple of game hours. I have found it best to only use essential crew needed at the time when early in your career. As you gain ranks and promotions, your men will become more flexible thus representing a seasoned crew. As there is no real true representation to crew numbers I have set the rest periods to last a few hours thus you will always have someone to fill in on a role even if he is fatigued a little. This is a skilful part of your early career as you are all green crew. When submerged your diesel engine will not drain crew energy however it will not give energy either. The same goes vice versa with electric engines when surfaced. It is essential that you only use the weapon stations in times of combat, as they will drain energy within 3-4 hours and in cases of bad weather sooner. Weather will affect your men so when the sea is too rough try to spend as much time below the submerged to gain slight benefits especially if it is having a poor effect on your watch crew and diesel engine crew. I would consider getting qualifications for the engines ASAP so this takes some strain away from your management duties. The nomograph tool is great with this mod and you can plan your whole trips by marking points for Hydrophone checking and changing crew over to new rota. 24 hour system http://rapidshare.de/files/6597240/R...24_v1.rar.html You need to have these settings in sh3commander cfg crew fatigue models as below:- [5] or what ever number after last fatigue model Desc=24hrRotation ;CREW_ block 0_FatigueMax=0.80 0_FatigueStep=0.031 0_CoefFatigue=0.21 1_FatigueMax=0.80 1_FatigueStep=0.032 1_CoefFatigue=0.23 2_FatigueMax=0.80 2_FatigueStep=0.033 2_CoefFatigue=0.24 3_FatigueMax=0.80 3_FatigueStep=0.034 3_CoefFatigue=0.3 4_FatigueMax=0.80 4_FatigueStep=0.035 4_CoefFatigue=0.32 5_FatigueMax=0.80 5_FatigueStep=0.04 5_CoefFatigue=0.34 6_FatigueMax=0.80 6_FatigueStep=0.04 6_CoefFatigue=0.4 7_FatigueMax=0.80 7_FatigueStep=0.041 7_CoefFatigue=0.4 8_FatigueMax=0.6 8_FatigueStep=0.042 8_CoefFatigue=0.42 ;FATIGUE_COEF block RegularFactor00=0.001 SpecificFactor00=0.00333 BadWeather0=0.02 RegularFactor10=0.001 RegularFactor11=0.001 SpecificFactor10=0.00333 SpecificFactor11=0.00333 BadWeather1=0.001 RegularFactor20=0.001 RegularFactor21=0.001 SpecificFactor20=0.00333 SpecificFactor21=0.00333 BadWeather2=0.001 RegularFactor30=0.001 RegularFactor31=0.001 SpecificFactor30=0.00333 SpecificFactor31=0.0 BadWeather3=0.02 RegularFactor40=0.001 RegularFactor41=0.001 SpecificFactor40=0.0 SpecificFactor41=0.00333 BadWeather4=0.001 RegularFactor50=0.001 RegularFactor51=0.001 SpecificFactor50=0.045 SpecificFactor51=0.045 BadWeather5=0.02 SpecificFactor60=-0.000000033 SpecificFactor61=-0.000000033 SpecificFactor70=-0.0000001 SpecificFactor71=-0.0000001 RegularFactor80=0.001 RegularFactor81=0.001 SpecificFactor80=0.045 SpecificFactor81=0.045 BadWeather8=0.02 RegularFactor90=0.001 SpecificFactor90=0.05 BadWeather9=0.02 RegularFactor100=0.001 SpecificFactor100=0.05 BadWeather10=0.02 RegularFactor110=0.001 RegularFactor111=0.001 SpecificFactor110=0.02 SpecificFactor111=0.02 BadWeather11=0
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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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#2 |
GWX Project Director
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Awesome work Mr Gould! I get back from my shift and BANG!!!! Not only is there a realtime fatigue "working day/shift" model available but THREE!!!
Thanks for all your hard work sir. ![]() ![]() ![]() Please see my other comments here. http://www.subsim.com/phpBB/viewtopic.php?t=44416 |
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#3 |
Stowaway
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Hi gouldjg,
Which files in the Basic.cfg did you modify? The reason I ask is that I'd like to wrap the mod into a JSGME folder so as to give it a test. I have other mods enabled wich use the Basic.cfg and do not wish to overwrite what I am currently using. Thank you in advance waste gate |
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#4 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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24 hour example shown below but remember that you must change the main.cfg in your (my documents folder) Not the game folder. That way you will get fatigue no matter what time compression your in. I recently placed my 8hr into sh3 commander and I switch to this when at patrol points or areas on enemy activity. I used to be aginst micromanagement but it has made the game much better for me. I use the 8hour model rather than the 24 as the shift system seems much more life like.
[CREW_0] ;SEAMAN MoraleMin=0.30 MoraleMax=0.60 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.80 These lines changed on each crew memebr type FatigueStep=0.031 CoefMorale=0.4 CoefFatigue=0.21 QualEffect=1 Hp=10 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=0 [CREW_1] ;ABLESEAMAN MoraleMin=0.30 MoraleMax=0.60 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.80 FatigueStep=0.032 CoefMorale=0.4 CoefFatigue=0.23 QualEffect=1 Hp=11 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=20 [CREW_2] ;LEADINGSEAMAN MoraleMin=0.30 MoraleMax=0.60 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.80 FatigueStep=0.033 CoefMorale=0.4 CoefFatigue=0.24 QualEffect=1 Hp=12 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=50 [CREW_3] ;PETTYOFFICER MoraleMin=0.40 MoraleMax=0.70 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.80 FatigueStep=0.034 CoefMorale=0.3 CoefFatigue=0.3 QualEffect=2 Hp=12 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=100 [CREW_4] ;CHIEFPETTYOFFICER MoraleMin=0.40 MoraleMax=0.70 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.80 FatigueStep=0.035 CoefMorale=0.3 CoefFatigue=0.32 QualEffect=3 Hp=13 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=150 [CREW_5] ;CHIEFBOATSWAIN MoraleMin=0.40 MoraleMax=0.70 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.80 FatigueStep=0.04 CoefMorale=0.3 CoefFatigue=0.34 QualEffect=4 Hp=14 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=200 [CREW_6] ;SUBLIEUTENANT MoraleMin=0.50 MoraleMax=0.80 MoraleStep=0.1 FatigueMin=0 FatigueMax=0.80 FatigueStep=0.04 CoefMorale=0.2 CoefFatigue=0.4 QualEffect=1.5 Hp=14 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=300 [CREW_7] ;LIEUTENANTJR MoraleMin=0.50 MoraleMax=0.80 MoraleStep=0.1 FatigueMin=0 FatigueMax=0.80 FatigueStep=0.041 CoefMorale=0.2 CoefFatigue=0.4 QualEffect=2 Hp=15 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=400 [CREW_8] ;LIEUTENANTSR MoraleMin=0.50 MoraleMax=0.80 MoraleStep=0.1 FatigueMin=0 FatigueMax=0.80 FatigueStep=0.042 CoefMorale=0.2 CoefFatigue=0.42 QualEffect=3 Hp=15 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=500 [FATIGUE_COEF] Best to change all these lines as follows ;comp 0 RegularFactor00=0.001 SpecificFactor00=0.00333 BadWeather0=0.02 ;comp1 RegularFactor10=0.001 RegularFactor11=0.001 SpecificFactor10=0.00333 SpecificFactor11=0.00333 BadWeather1=0.001 ;comp2 RegularFactor20=0.001 RegularFactor21=0.001 SpecificFactor20=0.00333 SpecificFactor21=0.00333 BadWeather2=0.001 ;comp3 RegularFactor30=0.001 RegularFactor31=0.001 SpecificFactor30=0.00333 SpecificFactor31=0.0 BadWeather3=0.02 ;comp4 RegularFactor40=0.001 RegularFactor41=0.001 SpecificFactor40=0.0 SpecificFactor41=0.00333 BadWeather4=0.001 ;comp5 RegularFactor50=0.001 RegularFactor51=0.001 SpecificFactor50=0.045 SpecificFactor51=0.045 BadWeather5=0.02 ;comp6 SpecificFactor60=-0.000000033 SpecificFactor61=-0.000000033 ;comp7 SpecificFactor70=-0.0000001 SpecificFactor71=-0.0000001 ;comp8 RegularFactor80=0.001 RegularFactor81=0.001 SpecificFactor80=0.045 SpecificFactor81=0.045 BadWeather8=0.02 ;comp9 RegularFactor90=0.001 SpecificFactor90=0.05 BadWeather9=0.02 ;comp10 RegularFactor100=0.001 SpecificFactor100=0.05 BadWeather10=0.02 ;comp 11 RegularFactor110=0.001 RegularFactor111=0.001 SpecificFactor110=0.02 SpecificFactor111=0.02 BadWeather11=0
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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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#5 |
Stowaway
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Thank you for your promt relpy gouldjg
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#6 |
Sailor man
![]() Join Date: Jan 2002
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aww, didnt see there was already an 24hrs verion, i go wiht this one instead, great thanks and keep up the good work kaleuns!!
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#7 |
Grey Wolf
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I actually prefer the 8 hour version but there is one thing that is great about each of the models and thats the fact I can now get caught when men a closing the end of their shift.
They kind of randomise but also have a set pattern so you can plan on the nav map and set each hydro check area and crew rotate. Not at all as bad as what was feared by micromanagement. The first 2 missions in the type IIA may prove to put some pressure on you but thats because you have a green crew. Enjoy and report back if anything is not to your liking.
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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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#8 |
Sailor man
![]() Join Date: Jan 2002
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as mentioned in 8hr mod thread, this could be exellent to have compatible with the SH Commander.
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#9 |
Grey Wolf
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Vils I have placed the 8hr settings in its thread and will do this one later.
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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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#10 |
Sailor man
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exellent. I have tried the SHCommander version of the 8hr shift fatigue mod, and must say its really nice, giving much more immersion to the game. Yet i think perhaps the 24hr version would be abit more easy to use, allowing the player to concentrate more on other things. I am surprised there's no other comments on this one, since fatigue has been a hot topic since birth of sh3..
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#11 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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I will be doing a 24 hr version later 5pm uk time start.
My next project is based on a theory I have that could make crew management ultra realistic i.e. each man has to sleep for 8hrs yet their should always be enough crew to run any boat. I use 8hr when in patrol area or on a convoy route. I use no fatigue to get out of german waters. Like I said, the door is pretty much open on the fatigue model models now so imagination and realism is the next key stage.
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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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#12 |
Sailor man
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I dont wanna rush you or anything gould just wonder if theres a pos that you could publish the code for the 24hr version for input into the SHCommander .cfg file?
cheers! |
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#13 |
Grey Wolf
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Location: Manchester UK
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Sorry Vills
Will publish tonight asap. Have been waiting to see what Jungmanns damage settings are and if it would be possible to combine the 2. 6pm uk time
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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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#14 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Many thanks ...good job !!
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#15 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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24 hour system
You need to have these settings in sh3commander cfg crew fatigue models as below:- [5] or what ever number after last fatigue model Desc=24hrRotation ;CREW_ block 0_FatigueMax=0.80 0_FatigueStep=0.031 0_CoefFatigue=0.21 1_FatigueMax=0.80 1_FatigueStep=0.032 1_CoefFatigue=0.23 2_FatigueMax=0.80 2_FatigueStep=0.033 2_CoefFatigue=0.24 3_FatigueMax=0.80 3_FatigueStep=0.034 3_CoefFatigue=0.3 4_FatigueMax=0.80 4_FatigueStep=0.035 4_CoefFatigue=0.32 5_FatigueMax=0.80 5_FatigueStep=0.04 5_CoefFatigue=0.34 6_FatigueMax=0.80 6_FatigueStep=0.04 6_CoefFatigue=0.4 7_FatigueMax=0.80 7_FatigueStep=0.041 7_CoefFatigue=0.4 8_FatigueMax=0.6 8_FatigueStep=0.042 8_CoefFatigue=0.42 ;FATIGUE_COEF block RegularFactor00=0.001 SpecificFactor00=0.00333 BadWeather0=0.02 RegularFactor10=0.001 RegularFactor11=0.001 SpecificFactor10=0.00333 SpecificFactor11=0.00333 BadWeather1=0.001 RegularFactor20=0.001 RegularFactor21=0.001 SpecificFactor20=0.00333 SpecificFactor21=0.00333 BadWeather2=0.001 RegularFactor30=0.001 RegularFactor31=0.001 SpecificFactor30=0.00333 SpecificFactor31=0.0 BadWeather3=0.02 RegularFactor40=0.001 RegularFactor41=0.001 SpecificFactor40=0.0 SpecificFactor41=0.00333 BadWeather4=0.001 RegularFactor50=0.001 RegularFactor51=0.001 SpecificFactor50=0.045 SpecificFactor51=0.045 BadWeather5=0.02 SpecificFactor60=-0.000000033 SpecificFactor61=-0.000000033 SpecificFactor70=-0.0000001 SpecificFactor71=-0.0000001 RegularFactor80=0.001 RegularFactor81=0.001 SpecificFactor80=0.045 SpecificFactor81=0.045 BadWeather8=0.02 RegularFactor90=0.001 SpecificFactor90=0.05 BadWeather9=0.02 RegularFactor100=0.001 SpecificFactor100=0.05 BadWeather10=0.02 RegularFactor110=0.001 RegularFactor111=0.001 SpecificFactor110=0.02 SpecificFactor111=0.02 BadWeather11=0 Please report back comments as I mainly play the 8hr and am working on another project. This was set for a start career so I had to be careful with rest periods. Check in game if you are happy with rest times or want higher setting.
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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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