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#1 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
in order to create yet another crew model, I have been trying to find out how the compartment efficiency is calculated depending on how many and which sailors are in the compartment. Since the results might be interesting for other modders, I share them. My findings are: Efficiency = (M*(1-c_m)+c_m)*(F*(c_f-1)+1) M: morale of crew member c_m: CoefMorale in basic.cfg F: fatigue of crew member c_f: CoefFatigue in basic.cfg The total efficiency is the sum of all the efficiencies of the crew members in the compartment. For petty officers the efficiency is multiplied with the QualEffect factor from basic.cfg (if they have the qualification corresponding to the compartment). For officers the total efficiency in the compartment is multiplied by QualEffect. Thus, having an officer with the right qualification is most important. As you can see, via choosing c_m=1 you can have a crew model only depending on fatigue and via c_f=1 a model depending only on morale. Unfortunately, there are still two open questions: 1) What influence has the 'specialability' variable in the crew files? 2) What is the exact meaning of the intervalx_y values in basic.cfg beyond what is posted in the thread http://www.subsim.com/radioroom/show....php?p=1391977 If someone has any information about these two issues, I would be happy to know it. One last remark: The equation above is different from earlier findings posted here. I am not sure how the earlier results were obtained, but I could not reproduce them. If someone knows that the result here is wrong, I would be happy to know. Currently, I am trying to get a good long-term fatigue model that does not require the player to micromanage the crew, but also does not completely remove the crew efficiency like the no-fatigue model. Cheers, LGN1 |
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#2 | |
Officer
![]() Join Date: Jul 2009
Posts: 238
Downloads: 119
Uploads: 5
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#3 |
Stowaway
Posts: n/a
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That's not what he's talking about.
After reading his other post and some contact through PM? I'm interested to learn more. |
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#4 |
Officer
![]() Join Date: Jul 2009
Posts: 238
Downloads: 119
Uploads: 5
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My bad. I thought he wanted to help others with that matter.
I understand now what he meant by crew model, like a fatigue model. |
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#5 | |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
@Royale-Adio: Yes, I meant a crew/fatigue model. Sorry for the confusion. Quote:
![]() Cheers, LGN1 |
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#6 |
Captain
![]() Join Date: May 2009
Location: Forever stuck in Data folder...
Posts: 482
Downloads: 259
Uploads: 0
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The OP makes interesting reading, but alas, I have no idea when it comes down to all that E=MC2 stuff so I can be of no help. I did make a post a while back about trying to simulate a fatigue model that whilst under normal transit conditions the crew didn't fatigue as if watch schedules rotated automatically and the crew stayed fresh, but upon coming under attack or commencing an attack the less experienced members would fatigue faster to simulate fear and confusion over their duties.
I personally play with fatigue off, but while I use manual targeting/plotting I still feel it's a bit of a cheat, despite the fact that the chief of the boat would not be responsible for crew management in a real life scenario so it'd be nice to have some kind of fatigue like I described to add an extra element into the hunt. Good luck on your endeavor and I'll follow this thread with interest. Damo.
__________________
The owl and the pussycat went to sea in a beautiful pea-green boat. It only took one T1 eel to convince that boat not to float. |
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#7 |
Admiral
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@LGN1: What is your intention behind your work? Are repair times also affected by that?
@Damo: I also play with Fatigue=Off, because I think in critical situations the people do their job regardless of being tired or not. I installed numerous of mods which make life harder for me, so using Fatigue=Off is only one little step back to make life a bit easier. |
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