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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Ocean Warrior
![]() Join Date: Aug 2008
Location: Sheffield, England
Posts: 2,679
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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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Best Patrol: 10 merchants + HMS Nelson for 68.056 Tonnes |
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#32 | |
Sailor man
![]() Join Date: Feb 2007
Location: UK
Posts: 46
Downloads: 37
Uploads: 0
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![]() 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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#33 |
Rear Admiral
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#34 | |
Chief of the Boat
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Play the game the way you enjoy it most ![]() |
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#35 | |
Weps
![]() Join Date: Jan 2010
Location: Asheville, NC, USA
Posts: 356
Downloads: 107
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#36 | |
Sailor man
![]() Join Date: Feb 2007
Location: UK
Posts: 46
Downloads: 37
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![]() Quote:
![]() 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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![]() Formerly of U-13, 1st Flot. Back in the days of the WPL and SH2. Current career : OberLeutnant z. S. Werner Faust of U-707 (Type VIIC) 13th Flot. St. Nazaire. U-707 Patrol Logs at http://grimnigel.blogspot.com/ ![]() |
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#37 |
Briar Patch Runner
![]() Join Date: Oct 2007
Location: Tucson, AZ
Posts: 95
Downloads: 89
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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. Brer Rabbit |
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#38 |
Watch
![]() Join Date: Feb 2006
Location: Mexico
Posts: 26
Downloads: 20
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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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#39 |
Sailor man
![]() Join Date: Feb 2007
Location: UK
Posts: 46
Downloads: 37
Uploads: 0
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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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![]() Formerly of U-13, 1st Flot. Back in the days of the WPL and SH2. Current career : OberLeutnant z. S. Werner Faust of U-707 (Type VIIC) 13th Flot. St. Nazaire. U-707 Patrol Logs at http://grimnigel.blogspot.com/ ![]() |
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#40 |
Chief
![]() Join Date: Aug 2009
Location: France
Posts: 313
Downloads: 152
Uploads: 0
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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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#41 |
Ace of the Deep
![]() Join Date: May 2005
Location: Florida
Posts: 1,010
Downloads: 1
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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. Wulfmann
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"The right to keep and bear arms should not be infringed upon, if only to prevent tyranny in government" Thomas Jefferson,; Constitutional debates |
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#42 |
Sailor man
![]() Join Date: Feb 2007
Location: UK
Posts: 46
Downloads: 37
Uploads: 0
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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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![]() Formerly of U-13, 1st Flot. Back in the days of the WPL and SH2. Current career : OberLeutnant z. S. Werner Faust of U-707 (Type VIIC) 13th Flot. St. Nazaire. U-707 Patrol Logs at http://grimnigel.blogspot.com/ ![]() |
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#43 |
Chief of the Boat
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The quickest and simplest way is to play using 'no fatigue'
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#44 |
Chief
![]() Join Date: Aug 2009
Location: France
Posts: 313
Downloads: 152
Uploads: 0
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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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#45 | |
Navy Seal
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I don't know what to modify, if anything, to tweak the efficiency bar.
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