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Old 07-29-05, 06:14 AM   #16
Pablo
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Originally Posted by WhoCares
Thx Paplo!

Are there some implicite mechanisms that increase fatigue beyond those factors, e.g. while reloading torps or while repairing when damaged?
None that I know of; however, there is no official word from the developers, so there could be something in the code that sets a "SpecificCondition" flag for the torpedo rooms if torpedoes are being reloaded at the moment.

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Old 10-05-05, 02:48 PM   #17
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I dont like crew shifting and putting sailors to bed. I'd like to have my crew get fatigued not in several hours but weeks (!) - what I mean is that fatigue should limit the duration of a patrol i.e. everyone would be heavily fatiugued after 6 or more weeks at sea (depending on experience levels) and NOT after crossing the North Sea as is the case with current Beery's basic.cfg.

That means that the crews capabilities should deteriorate very slowly but constantly by some constant factor for each day spent on patrol. The "slow" part is easy - we already have the Beery's "1x" Basic.cfg. But for the "constant" is a problem since time compression higher that x32 disables fatigue.

Is it possible to have the fatigue system working properly with time compression higher than x32? Is any of the parameters in main.cfg responsible for that? Or where else should I look?
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Old 10-05-05, 05:06 PM   #18
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Allright I think I've got it - 3DRender in Main.cfg. I've increased the value from 32 to 64 and fatigue works up to... x256 TC (a bit weird why 256 and not 64). 3D views are also avaible up to x256. Everything seems to work fine, tomorrow I'm gonna do some more testing - my goal is to be able to use the Beery x1 fatigue model (slightly tuned maybe) at x1024 TC so that I don't have to change watches every few hours but my crew will eventually get very tired after a long patrol (a more experienced crew will be able to stay effiecent for a longer time at sea).
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Old 10-05-05, 05:10 PM   #19
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Originally Posted by Acme1970
I'm using RuB 1.42 & for the most part i like the fatigue system But I'm trying to tweak this myself, I'm looking for specific factors regarding fatigue

1-Crew members in the Bow Torpedo area should not lose fatigue while NOT in combat, The Bow Torpedo gang slept in there so there were bunks (although very crowded & uncomfortable)
The bow rest quarters are in the torpedo room. They just split it into two visually, but they're the same space. If you want crew to be rested, they need to be in bunks, not messing with the torpedoes. Get them into the rest area. If you leave them in the torpedo room they are under orders to perform maintenance duties, which tire them.

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2-Bad weather should affect the whole boat with emphasis on the Bow Torpedo, Stern Torpedo & Watch Tower, Crews in these areas should get hit with high fatigue in Bad Weather (Forcing you to ride out the storm submerged)
That is basically how it's modelled. The two torpedo rooms have a higher bad weather effect.

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3-Have the Bow & Stern rest areas once again restore lost fatigue, The one thing i don't like about the RuB 1.42 fatigue system is that the rest areas don't restore fatigue, I would like to have the rest areas restore fatigue at a slightly faster rate than the original game
If you restore fatigue you automatically break the qualifications system. The two are tied together. Many people coming from the old system to RUb keep trying to control fatigue while in the simulation - you can't do that in RUb - you have to do it while in port by assigning qualifications strategically. If you're using RUb without using the qualifications system to overcome fatigue, it's no wonder you're wanting to return to the old system.
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Old 10-05-05, 05:18 PM   #20
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Originally Posted by kaa
...everyone would be heavily fatiugued after 6 or more weeks at sea (depending on experience levels) and NOT after crossing the North Sea as is the case with current Beery's basic.cfg.
That only happens on the first patrol or so. If you're getting highly fatigued crew that become virtually useless after crossing the North Sea on every patrol, you're doing something very wrong indeed.
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Old 10-05-05, 05:47 PM   #21
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Beery, sometimes I just like to sail with low or no TC at all - that's when my crew gets seriously fatigued.... but nevermind.

I've done it! I can run x1024 TC with working fatigue. The file responsible for that is the Main.cfg but the one in My Documents\SH3\... and NOT the one in game folder (that's why I've had the 64/256 question in my previous post - I've got different values in both files and the game recognized the one from My Docs). Just set 3drender to 1024 and use the 1x basic.cfg (or choose RUB MOD 1x TC fatigue model from SH3 Commander).

I'll need some more testing to tell if the RUB MOD 1x TC fatigue model needs any tweaking... Besides I'm not sure how fast actually should the crew get fatigued (how many weeks at sea?) - help would be appreciated.

But I think this is the right way of approaching fatigue - and not the artificial default model (TC<64=Fatigue ON & TC>64=Fatigue OFF).

:|\
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Old 10-06-05, 05:47 AM   #22
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I also use a similar setup. Altho the crew will last about 8-10 hours they still only need an hour or so rest to be full again. I believe it has to do with the -0.01 setting in the quarters. I am going to tweak it and see where it goes.

I tend to run high TC on long trips in friendly water, but with this setup I still have to go 1x to rotate my crew. It gives me the feeling of der Herr Kaleu and breaks up the manotony.

It seems to me comp11 = Repair stations, so I put extra crew there instead of the bow torp room as there is less fatigue accumulated.
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Old 10-06-05, 05:57 PM   #23
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Quote:
Originally Posted by kaa
I'll need some more testing to tell if the RUB MOD 1x TC fatigue model needs any tweaking... Besides I'm not sure how fast actually should the crew get fatigued (how many weeks at sea?) - help would be appreciated.

But I think this is the right way of approaching fatigue - and not the artificial default model (TC<64=Fatigue ON & TC>64=Fatigue OFF).

:|\
I agree, I like this as a way to model fatigue. This way you would cover both combat fatigue and the daily discomforts of being at sea in a uboat.

Do you think we would need separate fatigue models for different types of boats? In other words, is a Type IX more comfortable day-to-day than a Type IV or II?
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Old 10-06-05, 08:08 PM   #24
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I think it's doesn't pose a problem - we'd just need 3 basic.cfg files each with properly tweaked FATIGUE_COEF section to represent different types of U-boots (II, VII and IX). They could be switched ether manually or via the SH3 Commander interface. We don't change boats too often so that wouldn't be a nuisance to the player.

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