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Old 02-27-10, 07:08 PM   #1
krashkart
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As mentioned above. I've noticed that the crew takes no damage with "No Fatigue" set, but at least you won't have to rotate them.
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Old 02-28-10, 08:27 PM   #2
Sailor Steve
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SH3 was the first subsim to ever have crew management. They made a couple of mistakes with it, which is part of the reason for SH4.

I still play SH3 with all the mods, but I also play SH4 1.5 with Operation Monsun. Both are satisfying for different reasons.

But SH3's crew management has been unfixable. So far.
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Old 02-28-10, 11:04 PM   #3
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Quote:
Originally Posted by krashkart View Post
As mentioned above. I've noticed that the crew takes no damage with "No Fatigue" set, but at least you won't have to rotate them.
By "takes no damage" do you mean if they are wounded at all they just die, and have no chance to recover?

Last edited by frau kaleun; 03-01-10 at 08:31 AM.
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Old 02-28-10, 11:28 PM   #4
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He may mean that the crew don't get injured at all and therefor can't die. I don't know how this SH3 commander function works as I can't get it to work for me. I just edited the files manulay.
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Old 03-11-10, 07:25 PM   #5
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Quote:
Originally Posted by Dissaray View Post
He may mean that the crew don't get injured at all and therefor can't die. I don't know how this SH3 commander function works as I can't get it to work for me. I just edited the files manulay.
Not true, a few days ago 7 of my crew died because I ran my sub into the ground after plotting a course and not clicking "follow course". :/
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Old 03-12-10, 08:49 AM   #6
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The stock fatigue model is aweful, if there wasnt any others available I would be using a No Fatigue mod for sure. The GWX model is set up nicely and suits my style of play perfect. I tried the NYGM mod a long time ago and found it a little strange but I can understand the theory behind it ( long term battle fatigue I think it was trying to represent, assuming that was also the mod that used it. My memory isnt as good as it used to be lol )
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Old 03-12-10, 09:07 AM   #7
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What I would like as fatigue model is crew starts at 100 %
Then the longer I remain at sea, the more fatigue accumulates
Until it gets so low I have to go back to home port to end
patrol so the crew would rest.

0 % fatigue at beginning
And when it reaches 10 % or so, I got to go back to port
and efficiency remains as low as possible to allow for sub
to work, but no more until patrol is ended.
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Old 03-12-10, 10:27 AM   #8
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I don't mind the management part but what gives me the desire to mod the basic cfg (I will now try that) is the simple fact we continually improve our crew making them almost supermen by patrol 15 and in real life experienced crew would be transferred to new U-boats and replaced by rookies.
We therefore concentrate on (as an example) getting four chiefs with torpedo ratings that between them are all that is needed to load the fish in both rooms as this reduces the number of guys we have to move.
If the no fatigue modding works I can just leave a reaslistic number of ratings where they should be and have a full compliment instead of the 41 guys (Minimum # allowed seamen) that are all special forces guys.
I can then pretend they rotate and that may not be the same thing but it would be closer to real than he current system.

I use to be a Schlachtboot attacking convoys with 20+ escorts (My own modding) sometimes spending many hours real time maneuvering to constant depth charge bombardments always succumbing eventually.
It was Erich Hartmann highest scoring fighter pilot in history who realized luck would run out of the best dog fighter and suggested being a sneaky assassin was safer.
I have adopted a stay away from heavily guarded convoys, shoot from outside, take what I can and be gone and ply the safer less guarded waters.
After Pauchenschlag I head down to the Capetown/Montevideo route and then the Brazil/Freetown route making the North Atlantic a forgotten zone where in the happy times I spent all my time in a type7C

Kind of funny but I really got shell shocked form all the depth charging and just could not take the pressure anymore. I traded in my hand to hand combat attitude for a camouflaged sniper.

But, there is a realistic aspect because we have no Wolf-packs and one U-boat attacking a convoy ringed with 2 layers of escorts just did not happen per say so I have adopted tactics that better suit the game's limitations.
(I switch to a Type9C end of 1941) and transfer to Norway mid 44 all this if I survive and having only completed one total war career in any GW (That one in GWX3.0gold) I give the what I try to do side.

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Old 02-28-10, 11:43 PM   #9
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If you're realy set on it, you can mod out the fatigue totaly.

Go into the Basic Configuration File.
Scroll down, and look for "FATIGUE_COEF".
There are 12 compartments listed there.
AFTER BACKING UP or making a written copy of the original file settings, change all the factors to 0 (That is zero).

Compartments 0 through 11.
Regular Factor. Special Factor. Bad Weather Factor.

It may, or may not matter but, try to maintaine the same number of digits.
F.eks. 0.01 becomes 0.00.

Hope this helps.
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Old 03-12-10, 09:43 PM   #10
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Quote:
Originally Posted by Snestorm View Post
If you're realy set on it, you can mod out the fatigue totaly.
Go into the Basic Configuration File.
Scroll down, and look for "FATIGUE_COEF".
There are 12 compartments listed there.
AFTER BACKING UP or making a written copy of the original file settings, change all the factors to 0 (That is zero).
Compartments 0 through 11.
Regular Factor. Special Factor. Bad Weather Factor.
It may, or may not matter but, try to maintaine the same number of digits.
F.eks. 0.01 becomes 0.00.
Hope this helps.
Thanks, I did this and it works perfectly (although I forgot to zero one line in the stern torpedo room so guys were losing there but fixed it after the patrol)

This takes a couple minutes to do and I, of course, did this with the boat in port but in mid career if that is a concern.

I can not believe how easy this fix was and how much time it saves because i can place the guys where they need to be and leave them there for good (except the torpedo room officer and watch officer both need to be moved)


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Old 03-01-10, 12:16 AM   #11
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Quote:
Originally Posted by frau kaleun View Post
By "takes no damage" do you mean if they are wounded at all they just die, and have no change to recover?
What I meant is that I have not noticed any change to their health in combat. All of my subs have suffered some serious damage at some point, and when I thought certain members of my crew should have been horribly wounded or even deceased, they weren't. Not even a scratch. The only thing that has ever killed my crew has been the career-ending damage.

I had the No Fatigue option set as soon as I found SH3Commander. Too much micromanagement rotating the crew all the time otherwise.

Quote:
Originally Posted by Snestorm View Post
If you're realy set on it, you can mod out the fatigue totaly.
I had thought about doing that. I'll have to have a look in there to see what all I can change. It's nice to not have to watch my crew during the lower TC moments, but when the heat starts pouring on I really expect to lose some of my crew, and I never do. Thanks for the heads up.
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Old 03-01-10, 12:32 AM   #12
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Thanks for the replies, I might wind up getting Commander one day.

I play SH 4 mostly but I do like 3 as well. Have yet to "go to war", I just do some of the quick missions, especially "Happy Times".

The worst was U-505, did it once way back. Bad day to try to quit smoking on that one. You would think there would be some sort of approach but no, all of a sudden there you are under attack by the whole US navy. So much for alert lookouts. Upon crash diving the last thing I saw was a DE firing a salvo of hedgehogs at me.

I still use auto targeting on SH3, just a game to relax with. I know that once I go to manual as I do in SH4 I'll never go back.


As for crew deaths, I found out first thing about them, in training of all places. I had lookouts and I was below checking out everything. I thought the lookouts would alert me as to this island that came up but no they didn't. We slam into it at good speed with damage. I backed off the boat and I think it sank, can't recall it's been so long ago. Very impressive performance on my part.
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Old 03-01-10, 08:40 AM   #13
frau kaleun
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Quote:
Originally Posted by krashkart View Post
What I meant is that I have not noticed any change to their health in combat. All of my subs have suffered some serious damage at some point, and when I thought certain members of my crew should have been horribly wounded or even deceased, they weren't. Not even a scratch. The only thing that has ever killed my crew has been the career-ending damage.
Interesting. I've taken some damage but nothing that I thought at the time would've wounded any crew. Altho we did get strafed by those two planes on the last patrol, but damage to the boat was so minimal before we shot them down that I didn't really think about it. I'll have to see what happens in future.

Quote:
I had the No Fatigue option set as soon as I found SH3Commander. Too much micromanagement rotating the crew all the time otherwise.
Same here - it's not something the commander should have to deal with, making sure the watches rotate properly and everyone gets to bed on time, unless special circumstances dictate making changes to the normal routine. To tell you the truth, though, sometimes I actually start to feel sorry for the poor guys who've been up on the bridge for several days straight and manually replace them. And then there's the times I go up there and find that a storm has blown up and the same five guys are standing there with no foul-weather gear on, and I haz a sad.

Quote:
I had thought about doing that. I'll have to have a look in there to see what all I can change. It's nice to not have to watch my crew during the lower TC moments, but when the heat starts pouring on I really expect to lose some of my crew, and I never do. Thanks for the heads up.
Same here, thanks.
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Old 03-01-10, 09:57 AM   #14
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I play without fatigue simply because you only have to get distracted whilst on TC and it's 'Low crew efficiency!' or whatever, gets real tiresome. I'm actually thinking about doing a real time patrol in the summer when my work dies down and I can afford to give myself some time off, for that I will re-enable fatigue, the GWX 8 hour option, it'll help keep me to a schedule. I just hope I find a convoy early on as after 2 weeks with only a handful of contacts on TC I get restless, in real time I might just crash dive into the Rockall bank for the hell of it.

My brother's coming to stay with me for a couple of months and he's interested in the sim so I'm gonna show him the ropes and we're gonna take it in shifts at the helm, probably in time with the watch changes.

I'd like to think I could become one of the few people to complete a 1xTC patrol, although my brother may screw it up for me if he runs into bother on his shift and I'm not around. I've already said that he shall be named Bernard for the duration, although he has no idea what that means, no doubt he will by the end, as long as he doesn't earn the name...

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Old 03-01-10, 08:25 PM   #15
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Funny. At first I thought it was a pain, but after a while I found I rather enjoy moving the crew around, especially when they get fatigued and it becomes a challenge to get things done, like reload the torps. It can get to be frustrating, but it's part of the challenge. When I played sh4, I became detached from the whole element of crew fatigue.

Also, I've had wounded crew... they get a red cross icon in the panel where the medals are to indicate this. I dunno. SH3 rules.
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