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Old 11-06-06, 09:07 PM   #1
Albrecht Von Hesse
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Default Idea for a NYGM fatigue modeling compromise

I play both GW and NYGM, and enjoy them immensely . . . for the most part. My only gripe is the fatigue system in NYGM. Not that I think it's wrong, because I don't. It's logical and sensible, but it's just too labour-intensive for me.

I gave it a good thinking-over and came up with what I believe is a workable and logical compromise. Instead of setting 3DRender to the same setting as Maximum (NYGM recommnds setting both to 1024) I've set the 3DRender setting to 128. And here's why:

Anything over a speed of 256 seems to make aircraft buggy. In case you've wondered why you can run on the surface during the mid-to-late part of the war and never see a plane, you're probably running at maximum compression. So I set my compression no higher than 256 (unless wa-aaaaaaay out in the Atlantic and heading for the US) when traveling to and from my patrol areas, or when on a target (usually convoy) intercept.

That serves two purposes: one is that aircraft encounters become more frequent (yeah, I know . . . like we want to have 'em dropping in on us for lunch?) and the other is that my crew do not suffer fatigue loss (or gain either; can't have your cake and eat it too yanno). I justify the no fatigue loss as simply being the crew rotating watches like they're supposed to do, all on their own.

However, at anything slower than 256 (i.e 126, 64, etc) fatigue does start coming into effect. So lengthy convoy interceptions --or the lengthier escort escapes-- do require me to pay attention to fatigue: which crew are on duty, who is getting tired, which ones are resting . . . sure doesn't pay to have your repair-qualified POs passed out just when ya need 'em!

So far this seems to work for me. I'd enjoy comments and observations from the rest of y'all fine Kaleuns out there if you'd like to pass 'em along though.

Last edited by Albrecht Von Hesse; 11-06-06 at 10:29 PM.
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