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#16 | |
Samurai Navy
![]() Join Date: Apr 2005
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Sounds like a complete overall with a new concept. I guess when its released we can understand it better. You seem to like it so I realy hope it works better and it gets rid of that TC problem.
Quote:
Is the game's stock concept for Electric and diesel Engine rooms being reversed when surfaced or underwater being tossed out? |
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#17 |
Grey Wolf
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Jungman
I stand to be corrected but I do not think fatigue is triggered by combat state. Regular = the instant organisation loss you get when placed in that compartment. Specific = the ammount of Organisation loss you recieve every 10 minutes whilst in that compartment. I could be very wrong and Hope I am as people wanted combat to affect fatigue but I do not think it does. I will test this more tommorow. Egg on the face if I am wrong :hmm: I have been testing in battles all day :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: Just too tired right now |
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#18 |
Samurai Navy
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OK I understand then. For a compartment X.
RegularX0: One off hit being placed into compartment. Surface. SpecificX0: Continuous lost while within compartment. Surface. RegularX1: One off hit being placed into compartment. Submerged. SpecificX1: Continuous lost while within compartment. Submerged. So there is no battle mode fatigue. So why the Electric and Diesel room are made the same? I would think being underwater and running the electic motors would create more fatigue than sitting in the Diesel Engine room doing nothing. Thanks, gouldjd. keep up your hard effort. This is really another way of looking at it. But I do not understand the changes to Diesel and Electric for being Surfaced or Underwater. Should it not be reversed to each other as it is in the stock Basic.cfg? |
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#19 |
Grey Wolf
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I did a small test last night.
When I was in a combat zone, my fatigue did infact go down faster than when not. I still need to test this more because it does not make sense that the compartment coef fatigue should be doing this. Something else may be kicking in when in a combat Zone or it may be working in another way. Either way, the changes I made still seem to work for this sytem I am doing. Very strange indeed. Maybe Intervals as shown further up in basic have something to do with all this or it could be something on individual crew settings. Here are my more recent changes? [FATIGUE_COEF] ;comp 0 RegularFactor00=0.1 SpecificFactor00=0.0001 BadWeather0=0.05 ;comp1 RegularFactor10=0.1 RegularFactor11=0.1 SpecificFactor10=0.0002 SpecificFactor11=0.0001 BadWeather1=0.02 ;comp2 RegularFactor20=0.1 RegularFactor21=0.1 SpecificFactor20=0.0002 SpecificFactor21=0.0001 BadWeather2=0.03 ;comp3 RegularFactor30=0.1 RegularFactor31=0.1 SpecificFactor30=0.0002 SpecificFactor31=0.0001 BadWeather3=0.04 ;comp4 RegularFactor40=0.1 RegularFactor41=0.1 SpecificFactor40=0.0002 SpecificFactor41=0.0001 BadWeather4=0.02 ;comp5 RegularFactor50=0.1 RegularFactor51=0.1 SpecificFactor50=0.01 SpecificFactor51=0.01 BadWeather5=0.2 ;comp6 RegularFactor60=-0.05 RegularFactor61=-0.05 SpecificFactor60=-0.0003 SpecificFactor61=-0.0005 ;comp7 RegularFactor70=0.30 RegularFactor71=0.30 SpecificFactor70=-0.001 SpecificFactor71=-0.003 ;comp8 RegularFactor80=0.11 RegularFactor81=0.11 SpecificFactor80=0.01 SpecificFactor81=0.01 BadWeather8=0.2 ;comp9 RegularFactor90=0.25 SpecificFactor90=0.007 BadWeather9=0.2 ;comp10 RegularFactor100=0.25 SpecificFactor100=0.007 BadWeather10=0.3 ;comp 11 RegularFactor110=0.99 RegularFactor111=0.99 SpecificFactor110=0.99 SpecificFactor111=0.99 BadWeather11=0 |
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#20 |
Samurai Navy
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Can I ask this again, since I am very confused on this one point
![]() " So why the Electric and Diesel room are made the same? I would think being underwater and running the electic motors would create more fatigue than sitting in the Diesel Engine room doing nothing. " :hmm: The original game has these changed around for their respective compartments. On the surface your deisel engines are running and those values would be correct for station 3. But compartment 4 the Electric engine should be reversed for specific continuous fatigue. ;comp3 Diesel Engine RegularFactor30=0.1 RegularFactor31=0.1 SpecificFactor30=0.0002 SpecificFactor31=0.0001 BadWeather3=0.04 ;comp4 Electric Engine RegularFactor40=0.1 RegularFactor41=0.1 SpecificFactor40=0.0002 ---> .0001 you are on surface. OFF doing nothing, but play hide the salami. ![]() SpecificFactor41=0.0001 ---> .0002 you are underwater. ON Working the electric motors more fatigue. BadWeather4=0.02 |
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#21 |
Grey Wolf
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sorry Jungman
I am not avoiding the question, its just that I am at work so cannot test as you say. However you are in fact very right about the engines, when I get home this shall be looked into and I will report back. |
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#22 |
Grey Wolf
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Actually I am thinking that this could indeed be a good thing for me as we can have it so men do not fatigue under certain circumstances.
I don't say fatigue anymore, its organisation to me unless these test have a major flaw that I am missing. We need to find out if your are right about the coef being the effective factor in combat or is it something else. I almost took another day of work to test thuis but the boss called me in. |
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#23 |
Crusty
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Sounds interesting gouldjg. Is it possible to use the extended repair times with a "No Fatigue" model, though? As I'd use the extended repair times in IuB but probably not a new fatigue/organisation model. Simply because I don't want to change some things too much.
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#24 |
Grey Wolf
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Orgy
Unfortuantly I cannot see any way to get longer repairs without either limiting the repair station to only hold 1 man or by having a penalty on the men put into there. This is how repair works in my eyes. All compartments except the rest areas will be automatically repaired by the crew in there. The rest areas will not recover at all unless you place men in the repair station. So when I get flooding or major damage i.e. battery damage, I must put men in the repair station. When the men go to this station, they are just too efficient. So lets talk gameplay for a minute A am trying to simulate a longer damage system. We have all had a go at tweaking the zones cfg but no matter what we do, the repair team seem to fix this too quick. Now the system I am trying to get should be so that you can sail at high time comression but still get some organisation issues after a period of time depending on weather etc. I have not yet decided on what I should base this on. 3 possibilities A system that requires the player to reorganise every game day i.e. 24 hours at sea. A system that forces him to reorganise every game week at sea. A system that forces him to reorganise every game month at sea. Each system has its problems at which I am trying to approach but this takes time. I have it set at the moment that the golden room of play should be to keep men out of combat areas till a combat situation arises because other factors come into play. And again I am just trying to please my game play lust and try and get a bit of decent man management onboard. Organisation covers all the issues with being a captain, its just getting the game to represent this as best as I can. I am doing ok but still have many test to do. At the moment I am a bit puzzled by little snags. |
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#25 |
Crusty
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Well, keep investigating anyway gouldjg - I'll be keeping an eye on your work.
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#26 |
Sailor man
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gouldjg:
I vote for a every 24hrs fatigue system, to simulate off and on duty. But i suggest this is heavily modified by the type of weather there is. A storm should fatigue the entire crew much faster than anything else. Moreover, if you were running submerged during the same storm i would suggest fatigue should override weather parameters, as things will be calmer. Ofcourse this is based on that crew is able to recover by resting, yet during surface and storm there should be same impact to the entire crew regardless resting or not, ofcourse, those bastards on the bridge should suffer even worse.. Salty heavy sea, a joy but surely not in the long run! :P |
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