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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Aug 2008
Posts: 38
Downloads: 6
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We know the fatigue attribute well enough, but what about morale and resilience?
Do they do anything important? Medic is known to rise morale. How many of that do I need in a u-boat? Is it worth it? What does all those different medals do to the crew? Is it ever possible for me the captain to receive a wound badge even tho I am immortal? thx |
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#2 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
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From what I've seen, it doesn't seem to do much. Maybe it does affect the overall efficiency of the crew.
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#3 |
Sea Lord
![]() Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
Downloads: 86
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Usually during real patrols,medics were rare and only carried on typeIX boots going on long journeys,in the game I never bother with them,I'd rather give the P.O a repair ability,much better use to me
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#4 |
Torpedoman
![]() Join Date: Dec 2007
Location: Belgium
Posts: 113
Downloads: 1
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Real doctors were indeed rare on U-boats, if a serious problem arose the captain had to radio for help and hope there was a boat with a doctor aboard in the reasonable vicinity. However, every U-boat had a "Sanitäter" which you could translate as a male nurse, these guys knew some things about medical treatement, could stitch one together but they could not operate like a doctor could. Although I suspect they did things beyond their work if the situtation demanded it (like closing a bleeding vain and stuff like that).
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#5 |
Watch
![]() Join Date: Jul 2008
Posts: 27
Downloads: 0
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Once you can start passing out German Crosses in Gold, those crew members become "invincible" or they will never need rest. Each medal passed out will raise the effectiveness of that compartment the crew member is in.
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#6 |
Torpedoman
![]() Join Date: Dec 2007
Location: Belgium
Posts: 113
Downloads: 1
Uploads: 0
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I always found the fatigue thing a little ridicules as in a real submarine they are working in shifts rather then being all on the job at the same time.
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#7 |
Chief of the Boat
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They should slow down the fatigue, therefore making them that little bit more efficient.
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#8 | |
Weps
![]() Join Date: Feb 2008
Posts: 369
Downloads: 0
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#9 | ||
Chief of the Boat
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Precisely "slow down the fatigue" ![]() |
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#10 |
中国水兵
![]() Join Date: Jul 2008
Location: East of the Firth of Forth
Posts: 273
Downloads: 1
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I got pretty tee'd off with the fatigue models to begin with and turned it off for a while when I got SH3 Commander. That didn't work for me either, so I put the '8-hour' model back in to give me something to do on those looooongg boring bits. Now I have a partially-knackered crew from which I need to select and rest key indivuduals prior to combat. Works a treat!
Note: Don't overfill your boat. A type VII will be perfectly happy with two less crew members and a type IX with six less. A Type II actually needs more than you're allowed without tweaking the files but it can be done. |
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#11 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#12 |
XO
![]() Join Date: Jun 2008
Posts: 427
Downloads: 59
Uploads: 0
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Haven't found a fatigue model that suits me either.
Been reading the old threads and found some good ideas and quirks with the fatigue program. I have been building my own version using combinations of above ideas, testing each adjustment and even now prefer it to other models. This is the rough guideline I'm working too. 1. No constant changing of crew. (hate this in high TC, big slow down of fatigue rate) 2. Fatigue due to Battle/Elements/Food etc. (Weather,conditions etc and detoriation of food. A gradual drain on the crew) 3. Recovery. (slow compared to fatigue, but allows resting key crewmen and gives a reasonable crew management) 4. Steady detoriation of crew. (Due to above effects. Taking damage/risks becomes more hazardous as crew tire. Have to sometimes way-up whether to return to base. Crew are usually completely knackered on return) 5. Fatigue at all TC levels. (No cheating by doing repairs/torpedo-loads in high TC with no fatigue 6. Others. (look into compartment,weather,etc fatigue rate and medic, etc recovery rate) 7. Skills. (how much they effect compartment efficiency, may adjust) 8. Balance. (different mods require it, i.e. Longer repair times increases fatigue) I like having the fatigue, but the above is my own preferences of how it works. |
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#13 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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I made my own simple fatigue model that I think works a treat. I run everything in 8-hour shifts b/c it simplifies managing the boat, and my engine crew can now keep the diesels running all through their shift even when the weather's bad and they're knackered. Well not that them being too tired should mechanically stop the buggers in the first place of course... but hey, you know
![]() Yeah, this micro-mod at least lets me play without losing my nerve all the time ![]() |
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#14 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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This is an unfinished portion of the game. http://www.subsim.com/radioroom/show...ight=irish1958
I have been trying to implement this and am currently testing a model on the SH3CMDR program but it is very slow going.
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#15 | |||
Weps
![]() Join Date: Feb 2008
Posts: 369
Downloads: 0
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