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Old 10-20-05, 05:40 PM   #1
gouldjg
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Default 8 Hour Shift Crew Model Version 2 is ready.

Version 2.0 at bottom


Real-time fatigue is based on a shift system aimed for players who like crew management to simulate u-boat missions and career in a realistic way.

What has been changed?

1. When you place the main.cfg file in the SH3 data folder located in your documents, 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 8hr shifts onboard a u-boat.

For every 8hrs 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. You should be doing this regularly anyway so it is just good timing for both.

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 though you are forced to tactically think this through.

This is a skilful part of your early career as you are all green crew however it will get better with more medals and qualifications.

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. This feature was added for gameplay only and is not based on any realism as realism cannot be properly represented in any crew model.

The rest areas have been modified to represent a good long rest however it is almost impossible to do a full 8hr rest so I have set a good average i.e. not too long and not too short 2-4 hr approx.

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 early in the war.

The nomograph tool is great with this mod and you can plan your whole trip by marking points for Hydrophone checking and changing crew over to new rota. Again, I feel this is a good side effect of the model and makes me feel more involved. It must be understood that you need patience to play this mod as it will take quite a number of rotations to reach a destination.

You can set a high-speed compression but I strongly recommend you ensure that your u-boat crew is in good order and you plo your next crew change on the nav map. Make sure your stop and rotate after 8hrs game time

I hope you enjoy this early version and please report any faults or ideas that you may have on this matter.

Version 2

http://rapidshare.de/files/6595141/R...ue_v2.rar.html

Have tweaked weather effects more.

Longer rest is now required thus good crew managemnt in early career is essential.

Compartment effects are more balanced.



Vesion 1.0

http://rapidshare.de/files/6583413/R...tigue.rar.html
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Old 10-20-05, 06:12 PM   #2
Marhkimov
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I've seen and tested your 24 hour fatigue mod, and I have come to enjoy it... Personally though, I dunno if I can sail at 1x, so I can't help you there...
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Old 10-20-05, 06:14 PM   #3
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Okay, I have put off my dinner plans for this one.

Gathering data/thoughts.

This is now job one.
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Old 10-20-05, 06:24 PM   #4
gouldjg
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Quote:
Originally Posted by marhkimov
I've seen and tested your 24 hour fatigue mod, and I have come to enjoy it... Personally though, I dunno if I can sail at 1x, so I can't help you there...
I understand Mate

All I am doing is playing around with coef settings. As I no longer really need to mess with damage till Jungman releases his version, I want to start building shift systems.

1. A real time system for the ultra sailors.

2. A 24 hour system for us who maybe use time compression but like to dive and lsiten in realtime.

3. A weekly system that needs less attention for longer trips. I.e. just the weekly meeting type.

A combination of all three to suit my mood when playing the game.

I do not think that I need to work on any others as player will usually opt for RUB or other models.
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Old 10-20-05, 06:44 PM   #5
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I assume that when you come up with 3 or 4 new or different types of fatigue models, most people will NOT use rub fatigue. I know how much time and effort you put into your work, and I'd much rather use yours. Lets see your new stuff!
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Old 10-20-05, 08:59 PM   #6
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@ gouldjg

Since the electric and diesels are respectively being used as crew compartments while surfaced and submerged, I propose that the crew should be able to regain cohesion in these compartments. i.e we have another resting quarters. Take a look:


;comp3 diesel
RegularFactor30=0.05
RegularFactor31=0.001
SpecificFactor30=0.004
SpecificFactor31=-0.013 <== (was 0.0) now recouperation takes place while submerged
BadWeather3=0.01

;comp4 electric
RegularFactor40=0.001
RegularFactor41=0.05
SpecificFactor40=-0.009 <== (was 0.0) now recouperation takes place while surfaced
SpecificFactor41=0.004
BadWeather4=0.00000001


Or it could be argued that the engine compartments are nowhere near as good as true sleeping quarters, so we could lower the recouperation values:

diesel
SpecificFactor31=-0.007

electric
SpecificFactor40=-0.004



What do you think?
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Old 10-20-05, 09:40 PM   #7
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Marhkimov...

The second of the two options is better in my opinion.

Let us be careful not to make recuperation too easy though...

more to follow.
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Old 10-20-05, 11:20 PM   #8
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Okay here goes.

First to address your information request:

1) Factual information- directly quoted from "Wolf Pack" by
Gordon Williamson, which draws from information provided by
many visits with Horst Bredow, founder and curator of the
U-Boot Archiv at Cuxhaven Altenbruch Germany. Horst Bredow
served on U-288. (He missed the final sailing of this boat
when he was sent to hospital for treatment of wounds...
U-288 went down with all hands.)

From page 180. (please bear with interspersed errata)

"When at sea, most of the crew operated in a rotation of
eight hours on duty, eight hours sleep, and eight hours
miscellaneous tasks, which might include a spell on lookout
duty, general maintenaince tasks, eating, and some off-duty
relaxation time. Bridge watch duty lasted four hours. On
bridge watch, one of the watch officers would be present
together with four lookouts. In heavy seas, special safety
belts were worn which clipped onto mounts on the bridge, to
prevent the lookouts being swept overboard. Engine-room
personnel worked a different rota, with a simple six hours
on and six hours off duty. This was a more exhausting
schedule, but engine-room crewmen were excused the sometimes
arduous bridge watch.
The cook (known as 'smutje') was the only man aboard not
expected to serve a watch. His task was simply to ensure
the crew was well fed. Because of the frequent changes of
shifts, men needed some hot nourishment almost constantly,
and the cook's task was certainly not a 'cushy' number. Good
cooks were highly valued by their comrades."


Regarding working day rota/ vs shift-work fatigue, I think it could be safely averaged out between 6-8 hours... (Eight ideally) Which means either a 16 or 24 hour fatigue model could be the way to go.

Rough example of 24 hour rotation for crewman "x"= Resilience bar reaches 2/3rds mark... off to bed he goes!
Something similar could be done with a 16 hour model.

...Just brain-storming at this point.

2) Personally my only concern with the "fast change" crew
mode buttons is recent conversation about CTD's caused by
use of same.
Conversely, the removal of these buttons would make changes
to the 1024 menu config ini file that can interfere with
other mods and be difficult to merge.
I think it may be best to leave as is. Clicking and dragging
is perfect for 1x time compression sea-keeping duties, but
not very useful for action orders such as "crash-dive."
(the Captain gives the order and they all rush to diving
stations) Both functions have their place in this mod.

3) I am not at all concerned with nor desire approximating a
representation of "long term psychological/battle fatigue."

On MY boat, the crew's patience with being at sea on patrol
will run out when one of the following has occurred:

A- When considerable/mission-threatening damage or
significant casualties are sustained by the boat.
B- All torpedoes have been expended.
C- There is just enough diesel to get us home.
D- For some reason BdU calls for the boat to return to
base.
E- If my computer blows up.

There are immediate effects on crew morale/fatigue based on
engagement and sea states. IMHO this makes a recuperative
compartment function necessary.

In my opinion, the above stated reasons make a long term
fatigue mod redundant...and "realism" is served by the
yardstick I chose to use.

In my opinion, none of the existing fatigue mods are
designed specifically with the 1x time compression sailor in
mind.

In addition, I happen to LIKE switching around my crewmen as
necessary while cruising... I get to know the crewmen's
names on an individual basis. I mod crews to represent
actual crews...and their boat number is modded to match.

If that isn't IMMERSION I don't know what is.

Regarding the approach to realism... sure there aren't many
of us who are willing to sail a patrol in real time, but I
think we all want the freedom to do so.

Theoretically, even when used in higher time compressions,
this fatigue mod will be of more use than the stock fatigue
model.

When I started modding historic U-boat crews, I kept
thinking... What if no-one liked it? What if everyone
crapped all over the idea? Well, my nerve-wracking first
crew mod... my very FIRST mod... has been downloaded more
than 200 times. I'm not bragging at all. I feel honored and
compelled to work even harder on further crews. Undoubtedly,
many don't use it... but there are a few who do... It has
its place, and resides in the realm of an "attempt at
realism."

...and I am just getting started.

Mr. Gould sir... ALL AHEAD FLANK!!!

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Old 10-21-05, 01:16 AM   #9
gouldjg
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Quote:
Originally Posted by marhkimov
@ gouldjg

Since the electric and diesels are respectively being used as crew compartments while surfaced and submerged, I propose that the crew should be able to regain cohesion in these compartments. i.e we have another resting quarters. Take a look:


;comp3 diesel
RegularFactor30=0.05
RegularFactor31=0.001
SpecificFactor30=0.004
SpecificFactor31=-0.013 <== (was 0.0) now recouperation takes place while submerged
BadWeather3=0.01

;comp4 electric
RegularFactor40=0.001
RegularFactor41=0.05
SpecificFactor40=-0.009 <== (was 0.0) now recouperation takes place while surfaced
SpecificFactor41=0.004
BadWeather4=0.00000001


Or it could be argued that the engine compartments are nowhere near as good as true sleeping quarters, so we could lower the recouperation values:

diesel
SpecificFactor31=-0.007

electric
SpecificFactor40=-0.004



What do you think?
When we put a - number for other compartments, the crew will indeed rest however they will not stop resting and end up a super men (side effect). T

he crew compartments seem to have the ability to stop crew from exceding 100% bar where as the other compartments seem to let crew get a 10000% fatigue level that goes off the screen.
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Old 10-21-05, 01:25 AM   #10
Marhkimov
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Oh crap... thanks for telling me.


Though I probably would have caught it during testing...

Man, that sucks.
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Old 10-21-05, 01:33 AM   #11
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No worries. It is only one tiny bit of many.

The diesel tank is still full!
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Old 10-21-05, 02:29 AM   #12
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Old 10-21-05, 01:57 PM   #13
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Old 10-21-05, 02:07 PM   #14
Marhkimov
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@ gouldjg

Knowing you, there's a good reason for everything. So, is there a reason why CREW_6, 7, 8 have overall lower Quality Effect values than CREW_3,4,5 ?


[CREW_0] ;SEAMAN
QualEffect=1
[CREW_1] ;ABLESEAMAN
QualEffect=1
[CREW_2] ;LEADINGSEAMAN
QualEffect=1


[CREW_3] ;PETTYOFFICER
QualEffect=2
[CREW_4] ;CHIEFPETTYOFFICER
QualEffect=3
[CREW_5] ;CHIEFBOATSWAIN
QualEffect=4


[CREW_6] ;SUBLIEUTENANT
QualEffect=1.5
[CREW_7] ;LIEUTENANTJR
QualEffect=2
[CREW_8] ;LIEUTENANTSR
QualEffect=3
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Old 10-21-05, 02:42 PM   #15
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marhkimov

believe it or not but I don't think I touched those numbers with this mod. :rotfl: :rotfl: :rotfl: :rotfl:

I used a clean basif.cfg so am presuming this was already set in the vanilla model????????.

Stand bye as I never made a backup of the original. It does not make sense to me either :rotfl: :rotfl: :rotfl: :rotfl:

Here is me leaving everything alone
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