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#1 |
Helmsman
![]() Join Date: Aug 2009
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Just curious as to what your other settings are thru Cmdr.
Sounds like most ppl are going with no fatigue model. Transfers? Start at sea? etc. ![]() |
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#2 |
Grey Wolf
![]() Join Date: Aug 2007
Location: ...somewhere in the swamps of Jersey.
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Off the top of my head....
No fatigue Realistic career length Random crew transfers Random days in port Random crush depth Wave height-seasonal Water clarity-3 Randomized gramaphone tracks Deck gun reload time-10 seconds Crew 'realistic' Random crew experience That's about it, I think. Have not messed with tc values yet.
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...I fought in many guises, many names, but always me. Patton
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#3 |
Stowaway
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Here's mine for comparison..:
Simulate realistic crew transfers Use Historic U-boat availability (not supported with alternative flotilla - La Rochele) Randomise number of days spent in base Use real ship names in patrol logs Randomise gramaphone tracks Hull interigity % text: Hide No fatigue Water clarity: OLCG2 default Wave height: seasonal Deck gun reload time on 88 mm and 105 mm: 4 Model effects: malfunctions Randomise ship tonnage Randomise U-boat crush depth TC max limited to x256 |
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#4 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: High Peak, Derbyshire
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Mine are:
Simulate realistic career length Realistic crew transfers Historic U-boat availability Random days in base Real ship names No fatigue Water clarity 4 Random ship tonnage/crush depth
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#5 |
Lieutenant
![]() Join Date: Jul 2011
Location: Germany - Berlin
Posts: 263
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My Settings:
Use Historical U-Boat aviailability dates Randomise number of days spent in Base Use real Ship names in Log Randomise Gramophone Tracks Hull Integrity - Hide No Fatigue Adjust Water clearity - 10 Set wave height - Seasonal 88mm reloadtime - 3
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#6 |
Medic
![]() Join Date: Mar 2007
Location: UK
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Wow, that is interesting on the fatigue side of things, anyone fancy starting a poll, if it can be done? I'd like an idea about the usage of fatigue amongst SH3 players as I'd always assumed everyone used fatigue of some sort?
Had seen this thread, maybe a poll could be added? http://www.subsim.com/radioroom/showthread.php?t=187831 |
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#7 |
Kaiser Bill's batman
Join Date: May 2010
Location: AN72
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It wasn't the captain's job to micro-manage his crew, and thanks to commander we don't have to go through that unrealistic ball-ache.
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#8 |
Medic
![]() Join Date: Mar 2007
Location: UK
Posts: 169
Downloads: 53
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#9 |
Lieutenant
![]() Join Date: Jul 2011
Location: Germany - Berlin
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I like the idea of fatigue. But not the way it is in SH3. The crew should change automaticly. I don't think the Captain went to everyones bed and said "Its your turn now!" Also i think the crew gets tired way to fast.
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#10 | |
Eternal Patrol
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#11 | |
Lieutenant
![]() Join Date: Jul 2011
Location: Germany - Berlin
Posts: 263
Downloads: 98
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#12 |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
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Start patrols at sea
Simulate realistic crew transfers Use historic U-boat availability dates Randomise number of days spent in base Use real ship names in patrol logs Randomise gramophone tracks No fatigue Water clarity 20 Wave height: seasonal Malfunctions + sabotage (but they seem very very rare) Randomise ship tonnage Randomise U-boat crush depth
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#13 |
Helmsman
![]() Join Date: Aug 2009
Posts: 102
Downloads: 140
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Do you ever get anyone experienced if you do realistic crew transfers. And thanks for your input mates. I am switching off fatigue, what a pain in the
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#14 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
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I just came off an excellent 6th cruise (13 ships, 60K tons on what was supposed to be a milk run from Cadiz to Willy) and what do I get? I give my 1WO the German Cross, and he doesn't come back from leave. I give my Chief of Boat an Iron Cross 1st and he gets killed in a bar fight. Go figure. The fatigue model is flawed, obviously. 1) in real life, the captain would not have to micromanage (as others have noted). 2) the models miss the progressive degradation of spirit and efficiency of long patrols/watches. While I was never at sea, I had several periods of "12 hours on, 12 hours off" watches in the US Navy, lasting 10-14 days a stretch. Even with good food, clean clothes, fresh air, a beer here and there and absolutely no danger, that wore you down -- a lot! Take away all that good stuff, and put you in a WWII U-boat? You'd be stupidly weary after 14 days, almost a zombie. So if anyone ever does work up a new fatigue model, I'd hope it is one that wears down the whole crew over time, with efficiency and skill dropping across the length of a patrol, and dropping according to a realistic algorithm. It would be nice to have my crew acting like saucer-eyed feral cats after 50-60 days at sea.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#15 |
Eternal Patrol
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NYGM does exactly that, with it taking a very long time for them to fatigue and it doesn't come back. You have to remember to swap them out, though, or you'll have some thoroughly fatiged while others are still okay.
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