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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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![]() Quote:
Steve |
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#2 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
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IIRC fatigue's not flat-out disabled above 32x TC, but it might as well be. But this also means that they recover just as slowly at higher TC.
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#3 |
Seaman
![]() Join Date: Apr 2010
Location: Sens, France
Posts: 31
Downloads: 11
Uploads: 0
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I guess I'll just ignore fatigue too. The crew management in SH4 is way better on that specific point, but I don't think any game's perfect
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#4 |
Bosun
![]() Join Date: Apr 2002
Posts: 63
Downloads: 10
Uploads: 0
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I think the way you are playing, you'll be better off turning off fatigue. Some people like to manage crew fatigue, others don't, and it's not an automatic process.
You didn't mention which fatigue model you were using. The standard GWX 8 hour fatigue model takes over 12 hours to get the red exclamation mark for some compartments, with crews recovering in 3 to 4 hours. Stock game takes about 2 hours but the crews recover very quickly, under an hour. Combat stations like the torpedo rooms tend to have higher fatigue rates, and bad weather is a real killer. The stock game model appears to be intended that you are only in low time compression during combat. There are two fatigue models in SH3Commander where you do not recover fatigue at all. The two RUB (Real U-Boat) models assume fatigue is combat stress, which only accumulates, and cannot be recovered by resting. If you were watching the crew screen and no one was recovering fatigue, you may have been using one of these. Fatigue only accumulates or is recovered if the time compression is at or below the setting for 3DRender, which defaults to 32x. If you're watching the crew screen, you won't be able to go above this time compression setting there. Hook |
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