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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Medic
![]() Join Date: Mar 2005
Location: North Atlantic
Posts: 162
Downloads: 73
Uploads: 0
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I understand the realism concerns of a fatigue free Damage Control area but its the "most real" area I could think to do it. Coundn't see doing any other of the available areas on the sub. And I think (in my sim world) that a crewman doing nothing should not accumlate fatigue. He's eating, sleeping, playing cards, etc. And I like the limited berthing areas because there is always some maintenance to be done. In my sub fantasy thats what these extra bodies not resting are doing.
Try it out.
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Theres nothing wrong with a little shooting as long as the right people get shot |
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#17 |
Subsim Aviator
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here is my personal way of managing my crew:
In real life you would have shifts... unless you micromanage this is not possible that im aware of in SH3. so... No fatigue - man the boat like this: Electric Engine Compartment: 2 machinists and the rest sailors Diesel compartment: 2 machinists and the rest sailors Stern quarters: 1 Officer qualified as watchman, torpedoes, and repairs the rest torpedo qualified petty officers Control Room 3 officers of varying qualifications, everyone else sailors Bow quarters 1 Officer qualified as a watchman, torpedoes, and repairs 1 deck gun qualified petty officer 1 watch crew petty officer all others enlisted sailors. I arrange it so that when surfaced there are 4 spaces for men in the bow quarters so that when we are dive men are not forced to carry over into a torpedo room. this keeps me from having to micromanage the crew and it helps me to simulate "shifts" because every 6 or 8 hours the crews would be changed out and i dont have to even mess with it.
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#18 |
Commodore
![]() Join Date: Sep 2002
Location: Way out there
Posts: 603
Downloads: 24
Uploads: 0
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Your crew can manage fatigue better if you dont carry many of them. I've been on patrols with as few as 39 crewmen. If you find yourself in a hairy position and cannot change them, or forget to do so, having fewer men will make life easier.
I usually start a patrol with: After Torpedo: full electric room: empty Diesels: full + one qualified officer After quarters: empty Control room: full +3 officers Watch: full +1 officer Radio/sonar: full Forward quarters: empty Forward torpedo: full - 2 or 3 crewmen The trick is to take as many men as there is bunk space when you dive(with both torpedo rooms empty), and are able to place one of the radio/sonar dudes in a bunk. All in all, I think that means taking about 39-41 peeps on your boat. I forget the real number. When you dive and are not at battle stations(not manning either torpedo room) and at least one person from the radio/sonar room is in quarters you shouldnt have any spill over into the torpedo room or the diesel room. If you need help with loading torpedoes you can always recruit the weaps officer to help in loading, but you wont hear the "torpedo loaded" message. so... underwater and not at battlestations should look like this: aft torpedo: empty electric room: full +1 officer diesels: empty after quarters: full control: full + 3 officers watch: empty, of course radio/sonar: 1 person at sonar forward quarters: full + the one watch officer forward torpedo: empty now you can have everyone resting who is not at an important watch station. When your sonar dude tires, you can change him with the radio dude. If your electric peeps tire, you can interchange them with the aft torpedo crew, keep in mind your engine qual. officer will come in handy when you have torpedo personnel manning engines. You can rest the officers at a different pace than the other members of the crew. While on the surface you can interchange the watch with the forward torp. crew. I usually like to have at least 2 crew that are qualified at watch on watch at any one time, though. Theyre called mixers for a reason! mix 'em up! Just don carry a lot of them and you'll find crew management much, much easier. sorry for how long this became, as I think I've gotten crew management down. |
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#19 |
Commodore
![]() Join Date: Sep 2002
Location: Way out there
Posts: 603
Downloads: 24
Uploads: 0
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oh, I forgot.
When you need to recover fatigue, just sail around a bit at 1x TC and you see them recover faster than at 1024x TC. It may get boring, so listen to some tunes and maybe have a smoke break ![]() Also, as officers go: 1 qualified in engines and damage 1 qualified in control room and damage 1 qualified in control and watch 1 qual. in control and torpedo 1 qual. in watch and control You can switch them around easier and not have any nasty surprises by the way of surface threats. ONe more thing, I like how in sh4 the watches switch automatically, but with my method in sh3, there really isnt a problem arrising, just the changing of the watch manually may become tedious to some, but it does offer a more immersive feel to the submarine simulation. |
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#20 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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![]() Quote:
If so, and if I up 3D TC to 1024 so that fatigue is "always on", is there a fatigue model that will work well like that? Or would I have to create my own? NM... I found other threads with the answers ![]() Kewl! I just might get a fatigue model I like after all... Last edited by onelifecrisis; 08-05-07 at 08:50 PM. |
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#21 |
Gunner
![]() Join Date: Oct 2006
Location: Finland
Posts: 97
Downloads: 10
Uploads: 0
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A lot of people seem to recommend 5 officers. I have found it easier to use 4 officers. That way I can have 2 officers working and 2 resting most of the time.
I usually divide all my crew into 2 shifts, except for torpedo crew, and then switch everyone around at the same time when needed. Each shift consists of: 2 engine POs 3 engine crew 3 control room crew 1 radio PO 1 radio crew 1 watch PO 3 watch crew So, I have 2 sets of those, one resting and one at work. When submerged, both watch crews are resting. To have enough room to rest the second watch crew when submerged, this leaves me with 6 more PO/crew slots for other crew on a type VII. On a type IX, I think I'd have room for 4 more. I currently have: 4 torpedo PO 1 repair PO 1 medic PO I'm probably going to get rid of the medic and take a flak PO instead. This crew is used to load torpedoes. In case I need crew loading both bow and stern torpedoes, I have torpedo qualification on 2 officers, and might occasionally use resting watch (when submerged) or control room (when on surface) crew to help load torpedoes. As for officers, I have 2 officers with control room qualification, and they take turns at the left most slot in the control room. The navigation and weapons officer slots are empty when cruising, and filled only when needed. The other 2 officers both have watch qualification, and they take turns on the bridge. When I submerge, the watch officer currently on duty goes to either the navigation or the weapons position, depending on if I'm planning to attack something or not. So normally, during submerged attacks, I can still have 2 officers resting. As for officer qualifications, I currently use the following combination, and have found it works well: The officers alternating on control room duty: repair, helm, engine helm, torpedo, medic I never have any real use for the engine qualification, but it just feels logical to me to have. The watch officers have: watch, deck gun, flak watch, torpedo, flak or watch, torpedo, repair Haven't decided yet which is more useful for the second watch officer, flak or repair. |
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#22 |
Sea Lord
![]() Join Date: Dec 2006
Location: Texas
Posts: 1,778
Downloads: 32
Uploads: 0
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I also tried the "no fatigue" and found it hurt the immersive quality. I've stuck with the 8-hour model from then on.
You don't have to sail around at 1x to have your men recover. They'll recover at 32x just fine...but higher than that the fatigue model turns off. Sail around a little at 32x and they recover pretty fast.
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"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner http://kennethmarkhoover.com |
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#23 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: High Peak, Derbyshire
Posts: 2,851
Downloads: 33
Uploads: 0
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Im now using No fatigue in my latest career, and im enjoying the game much more.
No more going onto the crew screen every few minutes to check how worn out my crew are. |
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#24 |
Commander
![]() Join Date: Jul 2007
Location: Crush Depth
Posts: 449
Downloads: 50
Uploads: 0
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The crew management feature is totally lacking. I want to be able to manage supplies--food--and the cleaning of the washrooms.:p
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#25 |
Grey Wolf
![]() Join Date: Aug 2006
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 785
Downloads: 0
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I'm fatigued just reading all this.
No fatigue for me.
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