SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-07-10, 08:16 AM   #1
Hitman
Pacific Aces Dev Team
 
Hitman's Avatar
 
Join Date: Sep 2002
Location: Spain
Posts: 6,109
Downloads: 109
Uploads: 2


Default

Quote:
Earlier threads claim that the time compression above which fatigue will not increase (or decrease, depending on your perspective) is set by the "3d Render=" option, which defaults to "3d Render=32".

Does anybody know if this is true?
Yes it is. Fatigue will operate only under the TC set for 3D render.

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 ...
Hitman is offline   Reply With Quote
Old 10-07-10, 09:02 AM   #2
sub_optimal
Watch
 
Join Date: Sep 2010
Location: Toronto, Canada
Posts: 24
Downloads: 44
Uploads: 0
Default

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?
sub_optimal is offline   Reply With Quote
Old 10-07-10, 10:42 AM   #3
Hitman
Pacific Aces Dev Team
 
Hitman's Avatar
 
Join Date: Sep 2002
Location: Spain
Posts: 6,109
Downloads: 109
Uploads: 2


Default

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 ...
Hitman is offline   Reply With Quote
Old 10-07-10, 01:55 PM   #4
sub_optimal
Watch
 
Join Date: Sep 2010
Location: Toronto, Canada
Posts: 24
Downloads: 44
Uploads: 0
Default

I've posted a message to JScones. Let's see if he or she is interested in the idea.
sub_optimal is offline   Reply With Quote
Old 10-07-10, 02:47 PM   #5
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
Default

Quote:
Originally Posted by Hitman View Post
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.
I created a similar model for myself. Your crew starts fresh and is exhausted after 6 weeks (for the VIIB/C) (the efficiency of the exhausted crew stays above interval1). You don't have to move anyone around (except the lazy WO) as in the no-fatigue model, but in contrast you have some fatigue effect.

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
LGN1 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:30 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.