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Old 09-06-08, 08:40 PM   #1
Silver_Silence
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Default What does morale and resilience do in the game?

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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Old 09-06-08, 08:51 PM   #2
Brag
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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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Old 09-06-08, 08:57 PM   #3
nikbear
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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 meI don't think you as the skipper will ever get a wound badge,unless of course you play GWX like me,with a bit to much beer inside me:rotfl:going to get a beer,hearing something going on ingame and making a mad dash back to the puter is not advised:rotfl:
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Old 09-07-08, 03:35 AM   #4
Uncle Goose
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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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Old 09-07-08, 07:47 AM   #5
superfecta
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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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Old 09-07-08, 01:47 PM   #6
Uncle Goose
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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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Old 09-07-08, 03:04 PM   #7
Jimbuna
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They should slow down the fatigue, therefore making them that little bit more efficient.
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Old 09-07-08, 04:15 PM   #8
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Quote:
Originally Posted by jimbuna
They should slow down the fatigue, therefore making them that little bit more efficient.
+1 - they don't tire as quickly.
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Old 09-08-08, 05:19 AM   #9
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Quote:
Originally Posted by predavolk
Quote:
Originally Posted by jimbuna
They should slow down the fatigue, therefore making them that little bit more efficient.
+1 - they don't tire as quickly.

Precisely "slow down the fatigue"
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Old 09-08-08, 09:12 AM   #10
Kielhauler1961
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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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Old 09-08-08, 10:26 AM   #11
Sailor Steve
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Quote:
Originally Posted by Uncle Goose
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.
You should give SH4 a try. They fixed that part.
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Old 09-08-08, 01:46 PM   #12
badwolf
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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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Old 09-09-08, 04:39 AM   #13
msalama
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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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Old 09-09-08, 06:58 AM   #14
irish1958
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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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Old 09-09-08, 08:24 AM   #15
predavolk
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Quote:
Originally Posted by jimbuna
Quote:
Originally Posted by predavolk
Quote:
Originally Posted by jimbuna
They should slow down the fatigue, therefore making them that little bit more efficient.
+1 - they don't tire as quickly.

Precisely "slow down the fatigue"
I was agreeing. +1 = I agree = add one vote to the above statement
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