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Old 05-22-06, 10:38 PM   #1
U-Schultz
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Default Fatigue help needed....

After always playing SH3 with "No Fatigue" I am finally getting into it with slightly modded "Living Crew" settings from the .rar file "13_Crew_Management_Models" via SH3 Commander. Basically I just added morale settings from another fatigue model. Anyway...

The berthing model in SH3 always bothered me so I came up with the bright idea of changing the "Repair Station" into a combo repair/berthing area.

I changed the section of the "FATIGUE_COEF block" for the repair station to make it the same as the regular bow and aft berthing areas. However my men placed there, while they do not lose addtional fatigue, do not recover fatigue either.

I presume I need to change another section, in addtion to the change above, of the "Basic.cfg" to make it work properly.

Can some kind soul give me a clue? Thanks.
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Old 05-23-06, 01:41 AM   #2
gouldjg
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Beware that the repair area is already shared with some torpedo rooms and engine rooms. I noticed this when doing a Hollywood crew and it became a problem.

If you change the coef of that room, you are also changing other rooms on other subs.
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Old 05-23-06, 04:45 AM   #3
U-Schultz
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Huh...thats interesting info.

So far the engine room crew are still gaining fatigue like normal. Its been a quiet patrol so far so I will put someone in a torpedo room as a test the next time though I believe its fine there too.

Could I press you for some more info?
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Old 05-23-06, 05:22 AM   #4
gouldjg
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The repair room has 10 people I think. In later larger subs, some engine rooms and torpedo rooms have the same.

I re-read your first post and noticed I am talking about a different setting (doh)

This is the problem setting which is actually under compartments (sorry)

[COMPARTMENTS]
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

Going back to fatigue coefs

You cannot make a berthing model in any other compartment IMO,

Why?

Well even if you do get the resting calculation correct, it just goes on and on and on without a capping ability like the two existing rest compartments. I did this in testing and the fatigue bar went of the screen.

The best I ever managed to get was so that fatigue actually stopped or at a very low level when a compartment such as diesal engines was under water and started again after surface.

I like the idea that you have added morale to the living crew etc. I am pretty sure after some weeks at sea and combined with fatigue in general, should you come under attack, your repairs will get pretty damn interesting.

Seriously though, forget the idea about having other rooms recovering fatigue, It was a long time agao when I played with it but I do rememebr comming to the conclusion that it was immpossible.

The rest areas are controlled somewhere else and I have not found the exact settings to duplicate to other areas. This is probably why you can only repair rest areas with a repair crew and not those in the compartment itself.

Just look for ways to abuse the system.

Me personally want to get rid of all repair crew and move equipment out of rest areas thus just leaving them possible for flooding but at a much harder chance to do so. It is my way of saying enough is enough and I should not be recovering from this damage.

Hope you do find a model that suits you
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Old 05-23-06, 09:51 AM   #5
U-Schultz
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Thank you gouldjg for the informative reply.

The more I get into the fatigue/morale/medals/experience thing as it affects crew performance the more I am finding things to be interesting on those quiet patrols.

Is the "Living Crew" model your baby?

I traditionally use your "Hollywood" fatigue models (when I have experimented with them in the past) but found the name "Living Crew" to be interesting and decided to give it a shot.

Is there a webpage or something that explains the in & outs of the fatigue models?
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Old 05-23-06, 11:19 PM   #6
U-Schultz
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I see what you mean about the repair station having no "cap" on fatigue recovery. As a test I added the following lines:

RegularFactor110=-0.18
RegularFactor111=-0.25
SpecificFactor110=-0.18
SpecificFactor111=-0.25
BadWeather11=0

Just as an experiment to see where to go I put several men at at the repair station. The fatigue bar became totally red in time instead of the red fading to yellow bar as normal.

I put one of the men (a lowly seaman) in the torpedo room by himself and the green compartment bar maxed out with only him in it...and with no torpedo qualification.

To "drain" him I left him in there for several watch changes and he is not fatiguing. I presume he is so "supercharged" with rest (fatigue recovery) that he is now some kind of U-crew superman! I wonder what his numbers look like now in the crew .cfg file in the save game folder.
In time he will fatigue to normal I guess. I suppose I will change the compartment 11 lines back to a no fatgue or minor fatigue drain (like the submerged diesel compartment) and call it a day.
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Old 05-24-06, 07:09 AM   #7
U-Bones
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I think you will be satisfied if you simply make Damage Control a factor of zero across the board. I played for quite some time like this in a config I called "DC is Cake".

I am playing around with long term fatigue atm. Even the reduced micromanagment get tiresome when the model is so poorly implemented.
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