![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Pacific Aces Dev Team
|
![]() Quote:
Some time ago Kaa created a fatigue model I liked much, but that was dropped for unknown reasons. By setting 3D render to 1024 (Or whatever maximum TC you had), and giving all crew small fatigue values, they became exhausted over a period of months, hence making a good representation of overall fatigue in patrol. You didn't need to move crewmen around any more, they just tired always the same -and a bit faster during storms if surfaced-. I think this was a very good representation of one aspect involved, i.e. overall fatigue. Other models liek the one you are exploring represent better the normal watch shifts during patrol, but when a crewman is rested, he is as rested as if he had not been already one month in patrol. I prefer the other method, and as with all these simulations goes, it's always a trade-off; rarely will you be able to say "this or that is more realistic" ... it's a matter of choosing what aspect of reality you prefer to simulate in such a limited enviroment.
__________________
One day I will return to sea ... |
|
![]() |
![]() |
![]() |
#2 |
Watch
![]() Join Date: Sep 2010
Location: Toronto, Canada
Posts: 24
Downloads: 44
Uploads: 0
|
![]()
Hmmm... in that case, do you know if it's possible to automatically load a 3d Render setting with a fatigue model in SH3 Commander?
|
![]() |
![]() |
![]() |
#3 |
Pacific Aces Dev Team
|
![]()
I don't know if it is possible to link those two parameters together (One fatigue model and TC), you will need to contact JSCones about that.
__________________
One day I will return to sea ... |
![]() |
![]() |
![]() |
#4 |
Watch
![]() Join Date: Sep 2010
Location: Toronto, Canada
Posts: 24
Downloads: 44
Uploads: 0
|
![]()
I've posted a message to JScones. Let's see if he or she is interested in the idea.
|
![]() |
![]() |
![]() |
#5 | |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
|
![]() Quote:
The NYGM team had the nice idea to use morale to get a long-term effect. IIRC, they did it by giving the morale step a negative sign. Unfortunately, this has two minor problems: 1) If the journey is too long or you choose a too large morale step, the morale can become negative. 2) Morale is only reduced in the rest quarters. So, you need to regularly move your crew around so that anyone gets a morale reduction (and you should set 3d Render to your max. TC rate). As a consequence, the long-term effect only works well with micromanagement. That's at least how I remember it. Stiebler, please correct me if I am wrong. Cheers, LGN1 |
|
![]() |
![]() |
![]() |
|
|