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#1 |
The Old Man
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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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#2 | ||
Admiral
![]() Join Date: Nov 2004
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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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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#3 |
The Old Man
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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 ![]() |
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#4 | |
Admiral
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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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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#5 |
Chief
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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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#6 |
Pacific Aces Dev Team
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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..... JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#7 |
The Old Man
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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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#8 | ||
Admiral
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#9 |
The Old Man
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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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#10 | |
Admiral
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#11 |
The Old Man
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#12 | |
Silent Hunter
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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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#13 | ||
Admiral
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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:
You can find this info in the book "Neither Sharks Nor Wolves" by Timothy Mulligan.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#14 | |
Chief
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Beery Wrote:
Quote:
![]() I purchase an additional officer with just that qualification (sorry cannot remember the german name ![]() Also to be fair, he enables the engine room to function without problems on the initial patrols. |
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#15 | ||
Admiral
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Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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Quote:
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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