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Old 03-09-10, 05:45 AM   #31
Paul Riley
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While using the 'no fatigue' function of Commander I have had watch crew (a while ago now) injured and even killed from strafing machine gun fire from aircraft.
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Old 03-09-10, 09:16 AM   #32
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Originally Posted by breadcatcher101 View Post
I know how to "quick clic" to move them but is there a simple way to get around having to do this at all?
I always use GWX fatigue model as I consider making sure compartments are operating at optimum efficiency a vital part of the simulation experience. I dont find it tedious because swapping out fatigued crew is as simple as double clicking a compartment title. Takes only seconds to rotate shifts accross the entire boat

Only works when crew are showing the fatigued symbol, but they are automatically sent to an available quarters and fresh crew are put in their place.
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Old 03-10-10, 01:16 PM   #33
frau kaleun
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Originally Posted by Sailor Steve View Post
The constellations are awesome.


Orion's always been my favorite. I think I know what I'm gonna want as a custom emblem if I ever get to the point of playing around with that!
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Old 03-10-10, 05:04 PM   #34
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Originally Posted by Grim Nigel View Post
I always use GWX fatigue model as I consider making sure compartments are operating at optimum efficiency a vital part of the simulation experience. I dont find it tedious because swapping out fatigued crew is as simple as double clicking a compartment title. Takes only seconds to rotate shifts accross the entire boat

Only works when crew are showing the fatigued symbol, but they are automatically sent to an available quarters and fresh crew are put in their place.
To each their own I suppose....some people find the micro management tedious, some enjoy it.

Play the game the way you enjoy it most
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Old 03-10-10, 08:14 PM   #35
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Originally Posted by jimbuna View Post
To each their own I suppose....some people find the micro management tedious, some enjoy it.

Play the game the way you enjoy it most
I work with a couple of younger devs who would find the whole series tedious. I showed one of them some screenshots, and he said, "what is that, some kind of drafting class?"
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Old 03-11-10, 04:35 AM   #36
Grim Nigel
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To each their own I suppose....some people find the micro management tedious, some enjoy it.

Play the game the way you enjoy it most
I've always thrived on complexity anyway . As I understand it, a boat captain wouldnt be managing the task of crew placements, there would be an officer who acts as a crew manager, then if that officer has any concerns he would then inform the captain of any problems. But the way I see it, the crew management screen could be considered that officers general summary of the overall activity and crew morale on the boat.
And since everyones lives depends the alertness and proper performance of tasks by the crew, I think a Captain would take direct measures if there was anything that could be considered a danger to the boat and its crew.

Besides all that, its just something extra to do during the long hours of hunting and stalking the enemy .
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Old 03-11-10, 07:21 PM   #37
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Default Sit down strikes

I used to enjoy using the various fatigue models, but I could not put up with the constant "sit down strikes in the engine room, especially during crisis times. In RL I think the kaluen would have walked into the engine room and ended it with his lugar. If fatigue only resulted in less spped, longer load times or missed visual or sound contacts, I could put up with it.

So I chose to play with fatigue turned off. I am glad to know that it doesn't keep injuries or KIA from occurring.

I know this is a perennal discussion, but I never get tired of reading the various opinions on this and many other matters.

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Old 03-11-10, 07:25 PM   #38
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He may mean that the crew don't get injured at all and therefor can't die. I don't know how this SH3 commander function works as I can't get it to work for me. I just edited the files manulay.
Not true, a few days ago 7 of my crew died because I ran my sub into the ground after plotting a course and not clicking "follow course". :/
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Old 03-12-10, 08:49 AM   #39
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The stock fatigue model is aweful, if there wasnt any others available I would be using a No Fatigue mod for sure. The GWX model is set up nicely and suits my style of play perfect. I tried the NYGM mod a long time ago and found it a little strange but I can understand the theory behind it ( long term battle fatigue I think it was trying to represent, assuming that was also the mod that used it. My memory isnt as good as it used to be lol )
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Old 03-12-10, 09:07 AM   #40
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What I would like as fatigue model is crew starts at 100 %
Then the longer I remain at sea, the more fatigue accumulates
Until it gets so low I have to go back to home port to end
patrol so the crew would rest.

0 % fatigue at beginning
And when it reaches 10 % or so, I got to go back to port
and efficiency remains as low as possible to allow for sub
to work, but no more until patrol is ended.
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Old 03-12-10, 10:27 AM   #41
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I don't mind the management part but what gives me the desire to mod the basic cfg (I will now try that) is the simple fact we continually improve our crew making them almost supermen by patrol 15 and in real life experienced crew would be transferred to new U-boats and replaced by rookies.
We therefore concentrate on (as an example) getting four chiefs with torpedo ratings that between them are all that is needed to load the fish in both rooms as this reduces the number of guys we have to move.
If the no fatigue modding works I can just leave a reaslistic number of ratings where they should be and have a full compliment instead of the 41 guys (Minimum # allowed seamen) that are all special forces guys.
I can then pretend they rotate and that may not be the same thing but it would be closer to real than he current system.

I use to be a Schlachtboot attacking convoys with 20+ escorts (My own modding) sometimes spending many hours real time maneuvering to constant depth charge bombardments always succumbing eventually.
It was Erich Hartmann highest scoring fighter pilot in history who realized luck would run out of the best dog fighter and suggested being a sneaky assassin was safer.
I have adopted a stay away from heavily guarded convoys, shoot from outside, take what I can and be gone and ply the safer less guarded waters.
After Pauchenschlag I head down to the Capetown/Montevideo route and then the Brazil/Freetown route making the North Atlantic a forgotten zone where in the happy times I spent all my time in a type7C

Kind of funny but I really got shell shocked form all the depth charging and just could not take the pressure anymore. I traded in my hand to hand combat attitude for a camouflaged sniper.

But, there is a realistic aspect because we have no Wolf-packs and one U-boat attacking a convoy ringed with 2 layers of escorts just did not happen per say so I have adopted tactics that better suit the game's limitations.
(I switch to a Type9C end of 1941) and transfer to Norway mid 44 all this if I survive and having only completed one total war career in any GW (That one in GWX3.0gold) I give the what I try to do side.

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Old 03-12-10, 03:55 PM   #42
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Does anyone know if its possible to modify the minimum "green bar" level to keep engines running or is that hard coded like a lot of other unmoddable stuff?

After a little study it seems the green bars in both engine rooms need to be maintained at fairly high levels just to keep the engines ticking over. It would be a little more realistic if speed dropped instead of engines being cut completely, but a reduced minimum level would be a compromise if nothing else could be done about it.
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Old 03-12-10, 04:28 PM   #43
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The quickest and simplest way is to play using 'no fatigue'
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Old 03-12-10, 05:04 PM   #44
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Use SH3 Commander. You have various fatigue models available.
Either choose no fatigue or GWX/8h model (I use this one works
very fine)
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Old 03-12-10, 06:29 PM   #45
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Originally Posted by Grim Nigel View Post
Does anyone know if its possible to modify the minimum "green bar" level to keep engines running or is that hard coded like a lot of other unmoddable stuff?

After a little study it seems the green bars in both engine rooms need to be maintained at fairly high levels just to keep the engines ticking over. It would be a little more realistic if speed dropped instead of engines being cut completely, but a reduced minimum level would be a compromise if nothing else could be done about it.
A trick there is to qualify an officer and a petty officer or two as mechanics. With that you probably won't need many more crew members in the engine compartments.

I don't know what to modify, if anything, to tweak the efficiency bar.
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