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#16 | |
Commodore
![]() Join Date: Apr 2005
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Pablo |
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#17 |
Stowaway
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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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#18 |
Stowaway
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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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#19 | |||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#20 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#21 |
Stowaway
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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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#22 |
Loader
![]() Join Date: Sep 2005
Location: Toronto, Canada
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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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#23 | |
Torpedoman
![]() Join Date: Apr 2005
Location: Chicago Expatriate
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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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#24 |
Stowaway
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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.
EDIT I've started a new topic. |
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