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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Jun 2007
Location: Australia
Posts: 87
Downloads: 8
Uploads: 0
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hi there
there is a plethora of different options available in SH3Commander. could anybody recommend the best configuration for ultimate realism and immersion levels? thanks again! |
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#2 |
Fleet Admiral
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There are not too many options to choose from and the best is what makes the game work best for you. Tey a few different ways of playing and see what you think. The Manual gives a pretty good rundown of what each of the options do.
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#3 |
Loader
![]() Join Date: Jun 2007
Location: Australia
Posts: 87
Downloads: 8
Uploads: 0
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here is my current config:
simulate a realistic career length - NO simulate realistic crew transfers - YES use historic u-boat availability dates - YES randomise no dates in base between patrols - YES use real ship names in patrol logs - YES randomise gramophone tracks - YES hull integrity % text - HIDE use fatigue model - Grey Wolves 8 hour model Adjust water clarity - OFF Set wave height - Seasonal Min deck gun reload times - OFF i am particularly interested what people use for gun reload times, wave height and fatigue model please. |
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#4 | |
Chief of the Boat
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Wave height = normal or x1 Fatigue model = GW 8 hour |
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#5 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
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I'm using the no fatigue and seasonal wave settings. For gun reloading I'm using the default 4 for the Deck Gun which is very close to the actual value from U-Boat records.
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#6 |
Fleet Admiral
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I use no fatigue cos I'm too lazy to be bothered doing what my NCO's would do on a real boat.
Gun reload times are a constant point of conjecture. An elite gun cre under perfect conditions could handle an 88mm reload in under 5 seconds. How long could they do that without getting tired and dropping a second or two each reload? How often do you have an elite gun crew ready to roll? (SH#Commander lets you start the game with one if you really want). How often are you firing under perfect conditions? (rarely I'd wager). So it all depends on what level of realism you want and how patient you are. I'm not a patient man and I set it for 6 seconds on both gun types. somwhere around 10-12 if probably mopre realistic but some people say 20 seconds is more realistic. I'm not going to enter into that argument as it's been had here more than once before and doesn't need another airing. |
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#7 |
Chief of the Boat
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#8 | |
Sea Lord
![]() Join Date: Feb 2007
Location: UK
Posts: 1,893
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![]() Quote:
![]() Either way assuming you have a skilled gun crew that fills the bar, then if you set reload to 3 or 4 seconds, you are still according to that playing within the bounds of realistic. ![]() |
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#9 |
Ace of the Deep
![]() Join Date: Sep 2006
Location: York. Northern England.
Posts: 1,004
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For realism, the reload time should include the time it might take the gun crew re-aim the gun for each shot not just the time to reload the actual round. I have mine set to 20 sec, but that is just a personal estimate. In actuality it probably took longer.
The rest: Seasonal waves. 8 Hour fatigue. Max TC 256, ship/aircraft sighted X1, Hunting/hunted X32. Near land X128. Water density 20. Malfunctions and sabotage.
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![]() Fate opposes me in vitality and morality, forced ever onward, burdened, always in shackles. So this very moment, without tarrying, pluck the quivering strings. Because fate punishes the one who plays, all lament with me. (http://hosted.filefront.com/KatherineRowan) |
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#10 |
Medic
![]() Join Date: Sep 2007
Location: SC, USA
Posts: 168
Downloads: 2
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I've normally turned fatigue off. Any commander of his command has too much to do and too much to worry about than to make sure who gets sleep and who doesn't. That's what the junior officers and NCO's are for.
The entire time I was in the navy, my commanding officers depended upon the rest of his staff to run the command efficently. There were times when they would get us out of bed with drills (or the real thing), and take a look at different watch bills, but other than that, the captain was not busy running around trying to figure out who needed rest or sleep! ![]() |
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#11 | |
Ensign
![]() Join Date: Sep 2007
Posts: 221
Downloads: 176
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Wave height = default Fatigue model = Grey Wolves 8 hour |
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#12 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
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Unless something drastically changed.
The default fatigue model in GWX is 8hrs. Why do you need to select/enable the same option in SH3Cmdr?
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#13 | |
Ensign
![]() Join Date: Sep 2007
Posts: 221
Downloads: 176
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#14 | |
Canadian Wolf
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#15 |
Grey Wolf
![]() Join Date: Nov 2006
Location: D/Niedersachsen
Posts: 777
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realistic career = off
crew transfer = on historic U-boat availability = on randomise days spent in base = on real ship name = on Grey wolves 8 hour fatigue wave hight seasonal min 88 reload time = 4 min 105 reload time = 5 malfuction & sabotage (a real pain in the ....)
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SH3 battle capability upgrades: GWX2.0, JSGME2.0, SH3Commander 2.7, SH3Gen 0.8.2, TorpDamageMod 2.0, OLC GUI 1.1.5 Awaiting combat readiness for GWX2.0: SH4 effetcs for SH3, SH3Weather 1.5 Following development of: www.subwolves.com Realism: 90% ![]() ![]() |
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