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Old 06-03-10, 09:28 PM   #14
Hook
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Join Date: Apr 2002
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It's possible to use a good fatigue model and some organization so that fatigue is almost never a problem, but still reasonably realistic.

I have a custom fatigue model that has crew getting the "!" fatigue indicator at 8 hours for most compartments in good weather. The torpedo rooms, flak deck guns fatigue faster, 2 hours or less. In bad weather the diesel engines and watch crew fatigue in 4 hours, and the torp, flak and deck guns more quickly as well. Fatigue is recovered in 4 hours for all crew. The "!" indicator happens at 45% fatigue so the engines do not quit running at full fatigue of 50% unless you're running a short crew. Max fatigue point is set at .5 for sailors and petty officers, and .6 for officers as in the stock game.

I have two complete crews for the engines, command room, sonar/radio and watch, and I swap them out on a schedule. Engines and command room at 8 hours, watch and sonar/radio at 4 hours (to keep them fresh) and one command room officer rotates out every 2 hours. In bad weather, the watch and diesels have to rotate at 4 hours, and given that they take 4 hours to recover, sometimes someone doesn't get completely rested.

I have the command room, electric engines and sonar/radio not affected by weather. In fact, the sonar/radio has a bug that if it has a bad weather effect set in the config file, it's in effect all the time, even in good weather. Damage control has no weather effect so I can put extra crew there without too much worry.

No one mans the weapons officer station or the torpedo rooms unless they're going to be used.

I've used SH3Commander to assign icons to each of the sailors so I know where they're supposed to be. This has no effect whatsoever in the game.

I've played several hundred hours with this fatigue model, mostly at 1x time compression, without problems.

Hook
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