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Old 02-06-07, 10:13 PM   #1
Iron Budokan
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Default GWX and No Fatigue

Does GWX work with SH3 Commander's no fatigue? Thanks, guys!
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Old 02-06-07, 11:03 PM   #2
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Yes.
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Old 02-06-07, 11:15 PM   #3
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Default yes

Quote:
Originally Posted by Iron Budokan
Does GWX work with SH3 Commander's no fatigue? Thanks, guys!
It should assuming your commander is up to date.
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Old 02-07-07, 02:37 AM   #4
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Sure does! I'm a big fan of letting my NCO's look after the sleeping arrangements. I drafted the watch bill and let them run it. I don't go running around shaking bunks to get people working with the exception of that lazy good for nothing Watch Officer who dives into his rack as soon as we submerge and won't come out unless I go get him.
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Old 02-07-07, 02:38 AM   #5
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Quote:
Originally Posted by TarJak
Sure does! I'm a big fan of letting my NCO's look after the sleeping arrangements. I drafted the watch bill and let them run it. I don't go running around shaking bunks to get people working with the exception of that lazy good for nothing Watch Officer who dives into his rack as soon as we submerge and won't come out unless I go get him.
Couldnt have said it better myself. Delegation is a wonderful thing.
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Old 02-07-07, 04:10 AM   #6
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I know this is going beyond answering Iron Budokans' question, but I have to give my opinion.

I agree that the whole fatigue model in SH3 is messed up, but I also feel that it's strange to play without it. And I actually enjoy the added issue when things get crazy. But I hate dealing with it when I'm cruising around. My solution; drop the 3D model down to 16x with SH3 commander and play with the stock GWX fatigue.

This solution, I feel, allows fatigue to become an issue (which it should be), but not the overwhelming issue that it was. Plus, you no longer have to manage your crew unless you're at less than 32X in attack or getting attacked.--which makes the experience more fun for me.

Whatever--enjoy the game however you want

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Old 02-07-07, 04:47 AM   #7
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If you could set up acutal crew watchs that auto rotate based on a schedule you set, i'd use fatigue anytime. I don't like not having crew management an issue, but i hate micromanaging them even more. "Lemmings in das boot" is not the game i like to play.
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Old 02-07-07, 05:01 AM   #8
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Quote:
Originally Posted by jasonsagert
I know this is going beyond answering Iron Budokans' question, but I have to give my opinion.

I agree that the whole fatigue model in SH3 is messed up, but I also feel that it's strange to play without it. And I actually enjoy the added issue when things get crazy. But I hate dealing with it when I'm cruising around. My solution; drop the 3D model down to 16x with SH3 commander and play with the stock GWX fatigue.

This solution, I feel, allows fatigue to become an issue (which it should be), but not the overwhelming issue that it was. Plus, you no longer have to manage your crew unless you're at less than 32X in attack or getting attacked.--which makes the experience more fun for me.
That's exactly what I feel about crew fatigue. However it's temptating to switch it off, as it's boring to manage them when just sailing and nothing happens, it would be even more boring to have them all rested and full of energy after a long battle, surface night attack or several ours of heavy depth charging and making tons of repairs. Though my crew performs very well when starting to reload torpedoes, after reloading a few of them they don't perform so well any more - the efficiency bar starts getting lower and lower and nothing could stop it. So before I reload my last external torpedo while at lower than 32xTC, my torpedo men are almost dead. And I must always take it to consideration... especially when close to the enemy. It gives me much joy, as I feel like I coped with that problem in real.

Quote:
Originally Posted by Ducimus
If you could set up acutal crew watchs that auto rotate based on a schedule you set, i'd use fatigue anytime. I don't like not having crew management an issue, but i hate micromanaging them even more. "Lemmings in das boot" is not the game i like to play.
And that's probably how it is to be in SH4. From the short Neal Steven's review of the game I found that it's the crew management that is going to be reworked totally. You've got shift there, men that can take care of themselves, work/sleep/rest when it's time for it and fight when you call them to. Too bad it cannot be modded like that in SH3.
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Old 02-07-07, 07:28 AM   #9
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Quote:
I agree that the whole fatigue model in SH3 is messed up, but I also feel that it's strange to play without it. And I actually enjoy the added issue when things get crazy.
Totally agree ...So I use the 8 hour option cos I find it just about right
Mind you I like what I'm hearing about the crew management in SH4
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Old 02-07-07, 01:24 PM   #10
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I also like what I'm hearing about crew management in SH4.

I agree a non-fatigue model just doesn't work for me, either. I couldn't go to that. There was a vitiman mod out a while back, I had used that a while and liked the results.
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Old 02-07-07, 05:10 PM   #11
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Ive often thought about fatigue in a total different way. One thing that isnt modeled is consumables. You know... food. Boats couldnt stay out there forever. Food, fuel and crew's long term health dictated patrol length. In the past i was fiddeling with a "fatigue as food" concept but shelved it.

Essentually crews slowly drained faigue over a long period of time that couldnt be "rested" back. I had it timed out to where the little red exlcimation point came up at 60, 70, or 90 days depending on variable i used. Basically at that point your crew's all drinking "uboat special cocktails". The hole in the concept was, that crew in the rest compartments didnt lose fatigue. Didnt gain any back, but didnt lose any either. Thats why i shelved it.
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Old 02-07-07, 05:11 PM   #12
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That's exactly the way RUB did it long ago. Everybody complained.
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Old 02-08-07, 05:28 AM   #13
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I didn't... Played RUB a long time and found their fatigue concept was great.
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Old 02-08-07, 02:04 PM   #14
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I downloaded RUB a while back but never tried it and doubt I will now. It would have to be a very good mod to make me turn away from GWX.

I understood what the modder was trying to do with the fatigue in RUB, but it didn't really come off from what I heard. Although there are people out there who still swear by it...
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Old 02-08-07, 06:28 PM   #15
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RUB was the best supermod out there...a year ago. It has been superceded. I never used all of it; I pick and choose bits and pieces I like. My favorite thing about RUB was how easy that was-they listed every single change they made and what files it affected.
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