![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Chief
![]() Join Date: Mar 2005
Posts: 320
Downloads: 0
Uploads: 0
|
![]()
Interesting :hmm:
Forgive my ignorance but who is Timothy Mulligan, and is he a primary, secondary or tertiary source? How many other sources corroborate this detail? Cheers ![]() ![]() |
![]() |
![]() |
![]() |
#2 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]() Quote:
__________________
"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. |
|
![]() |
![]() |
![]() |
#3 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
|
![]()
Beery, I play RUb and think about your idea of fatigue system. It is interesting, but has one fault in my opinion - it doesn't simulate sleeping/relax time. In vanilla SH3 fatigued green crewman must go to bed and rest frequently, experienced crewman rarely, but must too. Player has to think how to manage his crew and replace, for instance, fatigued qualified sonarman with other crewman. It is like in real life - everybody must relax and sleep, nobody works all the time.
In RUb qualified crewman can stay at his station during all patrol and works. In fact, he will be tired, but player hasn't to replace him, because RUb fatigue system doesn't simulate relax time. In vanilla SH3 after rest he is relaxed and can go to his watch again. I hope you understand what I want to say - after rest crewman should be little relaxed. I know that long patrol is very tiring and crew during patrol is more fatigued than at start time of patrol, but fatigue system should simulate rest time. What do you think about it? |
![]() |
![]() |
![]() |
#4 | |||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]() Quote:
Quote:
Quote:
You'll have to excuse me for seeming a bit frustrated at this point. This must be about the hundredth time I've had to explain that RUb's fatigue system is not meant to simulate tiredness. I really just do not know why so many people still cannot understand the very basis of RUb's fatigue system. It's laid out as clearly as I can state it in the readme file: "Patch Notes: Fatigue: the new fatigue is based on a combat stress model. It is no longer fatigue."
__________________
"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. |
|||
![]() |
![]() |
![]() |
#5 |
Engineer
![]() Join Date: Dec 2001
Location: The Motor City
Posts: 209
Downloads: 4
Uploads: 0
|
![]()
I think what is frustrating people is that the level of combat stress seems to have too much of an effect on the crew at times. After a simple case of sneaking up on a merchant, launching two torpedoes, sinking the merchant, and then reloading those two tubes your crew may be at a high level of combat stress already and you might not even be two days out of port.
To me this action may have heightened the level of stress but should not kill the effectivness of the crew. In fact, they have gained valuable experience and such an action would probably have increased their zeal and energy, not damaged them psychologically. Even an inexperienced crew should not have their efficiency for the rest of the cruise cut in half just from loading a couple of torpedoes. I like the idea of combat stress instead of regular fatigue, but maybe it needs to be tweaked a bit more. Thanks for the work you have already done on this system!
__________________
". . . sailors do not fancy living underwater without breathing in sunshine occasionally." Commodore Joseph Smith commenting on the USS Monitor |
![]() |
![]() |
![]() |
#6 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]()
For those who have not seen RUb's readme file, here's the bit about fatigue:
Fatigue: the new fatigue is based on a combat stress model. It is no longer fatigue. The feature is meant to reward careful crew assignments while removing the burden of micromanagement that the original game placed on the player. In this mod the torpedo compartments and the repair area are the most stress-inducing areas of the boat, so try to keep crewmen out of these areas until they are required to work there. Also, try to limit placing watch crews on duty during bad weather. It's best to submerge when the weather is bad. Always make sure not to spend too much time at under 32x time compression. Combat stress and crew management: When crewmen become fully stressed they will work at lower capacity. In the first couple of missions (until you train specialists) this can make it difficult to run the boat. In the short-term, place NCOs and officers in compartments which are having trouble. Between patrols, give the necessary specialist badges to NCOs and officers so that they can work the worst-affected compartments more efficiently. Sleeping areas and fatigue: Fatigue (now combat stress) will no longer heal during time spent in the sleeping areas, but these areas will prevent crewmen from becoming more stressed. Fill these compartments with all non-essential personnel in order to keep them rested for duty. Fatigue Marker: the fatigue marker's shape and colour has been changed. This is to remind players that high fatigue is not a 'red alert' situation. Crewmen can and will do their job even when highly stressed, but their efficiency will drop considerably. A stressed torpedo crew often takes 24 minutes to load a tube, while a fresh crew takes only 12 minutes.
__________________
"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. |
![]() |
![]() |
![]() |
#7 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
|
![]()
OK, thanks for reply. Don't be frustrated that people ask you about your fatigue system. It differs from standard fatigue system and many people don't understand it at first time, after playing stock SH3.
I've another question for you - is it possible to include in RUB install randomizer? It will be fantastic to choose what to install from RUb pack. |
![]() |
![]() |
![]() |
#8 | ||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]() Quote:
Quote:
If you FULLY fatigue every single member of the crew, even on the first patrol, you can still cruise around and launch torpedo attacks. The crew are far from helpless, and while their effectiveness is lessened they are not ineffective. On later patrols, given the right choices made in terms of qualifications, fatigue is a non-issue. A fully fatigued crew on patrol #8 will perform better than a fully rested green crew on patrol #1. That's the way it should be: green crews should be strongly affected by combat, and should be relatively... well 'green'; veteran crews, even battle fatigued ones, should perform better than raw recruits. RUb's combat fatigue system achieves both of these things.
__________________
"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. |
||
![]() |
![]() |
![]() |
#9 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
![]()
Thanks for that explanation on crew qualifications, Beery. I was thinking along the same lines as your response, but it was good to see that I wasn't on the wrong track the whole time.
![]() ![]() |
![]() |
![]() |
![]() |
|
|