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Old 04-08-06, 12:04 PM   #16
bsalyers
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Did some research; I read in the mods forum that the latest version of SH3 Commander is out. It has support for the GW fatigue model, which is based on an 8-hour cycle. I'll give it a try.
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Old 04-08-06, 03:16 PM   #17
Heibges
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You don't want to use that mod, if you don't want your crew to become exhausted and the boat not to move. In that respect, it is like RuB.

For what you are trying to do, not turn Fatigue off, but not have the possibility of the boat not moving, the Hollywood Model is the only choice.

But if you sink at 2 or 3 ships per patrol, or don't spend more than 5 weeks at sea per patrol, you should have not problems with Fatigue with the NYGM Mod. If you sink 6 or 7 ships per patrol, you will have absolute no issues with fatigue during the patrol.

RuB takes the more severe view, that, successful or not, war patrols on a uboat are physically and mentally exhausting.
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Old 04-08-06, 03:25 PM   #18
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Quote:
Originally Posted by bsalyers
Did some research; I read in the mods forum that the latest version of SH3 Commander is out. It has support for the GW fatigue model, which is based on an 8-hour cycle. I'll give it a try.
If you don't want to micromanage the crew, you would probably prefer the 24 hour fatigue model. It's in the Optional mods folder of GW.

I tried the 8 hr model for 6 patrols, 5 in a type II, and couldn't stand it. Installed a different version in Commander and use it instead.

zz
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Old 04-10-06, 04:49 PM   #19
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My biggest irritation/complaint with fatigue in SH3 is the micromangement involved. In real life this sort of management is delegated down through the boats chain of command. The captain wouldnt involve himself with *every* minute detail - this is why he has junior grade officers.

So ive always wanted an auto rotating watch schedule. Where one crew would come off watch, and the next come on watch, automatically, by itself, as the crew should. Unfortunatly this sort of thing isn't possible in SH3. The reasoning however is, that the captain has to sleep sometime, and the boats normal operations do not cease because the captain is sawning logs in his bunk.

The only solution ive ever been able to find that eleminated micromanagment is either to turn fatigue off alltogether, or a "patrol based fatigue" model, or in other words, "fatigue as food". Where the crews fatigue slowly drains over the course of the patrol at the same rate, regardless of station, and cannot be recovered. I worked it out to where my crew would be fatigued (red marked) at varing intervals from 60 to 80 days at sea. Only solution that pleased me.
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Old 04-10-06, 07:32 PM   #20
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I'm using the GW 24 hour model. It works pretty good for me.

I've had very few cases where the crew has pissed me off.



Normally crew rotations would be setup by the respective officer and then administered by the top NCO of that area. I'll have to beat my XO with a stick for not taking care of this.
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Old 08-11-09, 05:54 PM   #21
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i used NYGM fatigue model, i like that fatigue not depends on time boosting, but in some quarters i had change crew every 4 hours, it's too often for me and it's not realistic, when in real life boat had 2 12 hour watches. Can someone tell me pls waht's fatigue model will good for me?
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Old 08-12-09, 04:00 AM   #22
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12 hour shifts? Not sure what Navy you are referring to but it ain't the U-bootwaffe.

Usual rotation was 8 hours duty, 8 hours sleep, 8 hours misco tasks (which may include 4 hours watch).

Bridge watch was 4 hour rotations.

Engine room personnel worked 6 hours on, 6 hours off. Rinse and repeat.

Not surprisingly, both GWX and SH3Cmdr include an 8 hour shift model that is prolly about as close to historic reality as possible within the constraints of SH3.

Of course, what's not realistic is expecting the Kaleun to micro manage his crew. He has commissioned and warrant officers for that task, so you may, as realism seems important to you, simply turn it off altogether.
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Old 08-12-09, 06:05 AM   #23
Sokolov
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well, realism is important for me, but when i had starting play NYGM, every 4-5 hours i got the message that diesel not works, though i had full compartment, if in reality on diesels crew have 6 hour watch, they should be at least work those 6 hours without stopping diesels. Other thing is that the different compartments have different watches like bridge 4 and diesels 6, it's willl tooo often to change crew in compartments, i'm not sure that i'm up for this. The best thing, how i think, it's change crew in compartments every 12 hours, then you have 2 watches in 1 day. It's not so often to change and it's give you some fun with the game. Anyway, the question is for those who used different fatigue models or mods, what's fatigue model most close for it?
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Old 08-12-09, 10:45 AM   #24
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Well, I agree that the traditional SHIII fatigue model doesn't work very well. And I also totally agree that it seems fairly....retarded to have the crew stop operating the engines when they get too tired. This would not happen in real life, for sure.

However, I am now using GWX3 and am currently on my first patrol with it (been away from subsimming for a while). For the past 2,5 days, my boat has been braving gale force winds and Atlantic storms. Slowly I am seeing all of the crew get tired, which I suppose seems quite realistic. Having to stand watch in such conditions must have been terribly exhausting, as would doing all kinds of other work in a rolling and pitching u-boot. If the men start to become too exhausted, I suppose I will take the boat below and rest the crew for a while. I believe this was common practice when the situation allowed for it.

What I would like would be the ability to set up crew rotation schedules, which would then happen automatically, as it would on a real life boat. This would mean that you could for example make a pool of engine room personnel and watch crews and these would be rotated automatically by the game. The only time it would require intervention would be when crew members became injured or got killed.
As commander of the boat, I want a watch crew on the conning tower when running on the surface, but I don't care if it is Johann or Fritz up there. I should not have to worry about such things.
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Old 08-12-09, 11:24 AM   #25
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I think some form of fatigue should be included, but the current model just doesn't work - engines switching off because the crew are too tired is just silly!

Ideally, I think that some compartments should have a minimum number of people to function (a minimum number to reload torpedoes, for example) and the speed or quality of the task should degrade with tired crews. So, a torpedo compartment with a minimum number of exhausted crew would take longer to reload than with a full compliment of fresh crew.

For the engine compartment, tired crew could lead to poorer fuel efficiency, for watchkeepers they might not see an aircraft, for helmsmen they might have poorer depth keeping (perhaps leading to the submarine broaching the surface during an attack if they were exhausted).
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Old 08-12-09, 12:48 PM   #26
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Exactly question is - if i set up time compression in 3d views to max {1024}, in what fatigue model the crew will get tired more slowly?
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Old 08-14-09, 05:22 PM   #27
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Please Heibges, do you have a link for D/L that " Hollywood Model ".
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