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![]() Join Date: Mar 2005
Location: Killingly, CT
Posts: 22
Downloads: 0
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Well I don't always play at 1x either. I usually have it on 1024, or 512 for long traveling.. and 1x for pretty much everything else (tracking, plotting, my routine hydrophone checks)... only sometimes will I use like 4x or something when I've done all proper calculations and I'm just waiting for a ship to cross my 000 gyro angle so I can let loose for my "fast 90" approach - which by the way is the only targeting method I use at the moment. I just find that the crew doesn't fatigue NEARLY as fast (since it's combat stress, instead of fatigue in RUB). Since the resting areas don't benefit combat stress renewal - there's no point in resting say.. an engine crew to get endurance back, it just prevents it. So I could see a slight benefit from rotating crews back and forth to the resting area of for my engine crew ****fting like I used to. Like I said, being able to put more crew in the stern resting compartment for various other tasks would be a HUGE benefit.
Also, I think I might have noticed that the combat stress engine-room wise only increases when the actual engine room compartment is in use. For example, during this patrol I forgot about switching the 1 Petty Officer that doesn't have a machinist qual. So all the sailors and officer and the PO with the qual were switching back and forth but he was not. He remained in the diesel engine room. Now, during all this time of going back and forth and especially during the convoy attack since I was submerged - I noticed he attained combat stress a lot less than did the guys in the electric engine room. I'm wondering if this is actually implemented in RUB.
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RUB 1.43 installed & tons of various other mods that bring this sim to life. ![]() |
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