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Old 10-21-05, 02:56 PM   #16
gouldjg
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Yes it is a standard setting.

I presume it is because the senior officers can have more than 1 qualification
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Old 10-21-05, 03:28 PM   #17
Marhkimov
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Oh ok, thanks for clearing that up.

Do you have any thoughts about alterring them. Perhaps it should be a value that increases with rank, reguardless of how many skills Senior Officers can have?
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Old 10-21-05, 03:50 PM   #18
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Quote:
Originally Posted by marhkimov
Oh ok, thanks for clearing that up.

Do you have any thoughts about alterring them. Perhaps it should be a value that increases with rank, reguardless of how many skills Senior Officers can have?
I think I will leave it alone for this version but remain open minded about qual effects.

I want to set up times for now.

If I keep it simple I should not expect too many faults.

I want this to be more life like i.e. My first couple of campaighn games should be quite frustrating till I get some skilled men.

The only difference is that this will work on 8hr rota in realtime.

I am going to do first campaign mission with this system.

I obviously will be marking my rest points on nav map as I travel so when in time compresion, I have idea when next crew change is due as well as hydro check.

I expect first mission to be very hard on the small sub but as I get more men qualified and a bigger sub then I have more flexability. I wil just presume we all rookies
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Old 10-21-05, 05:27 PM   #19
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Version 1.00 is now available at first post.
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Old 10-22-05, 02:35 AM   #20
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Version 2 is now available at first post
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Old 10-22-05, 11:09 AM   #21
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First I want to say that I like this mod and will try it when in port.
But I have just one thought, why is it so important to have torpedoroom as the area where you get the most fatigued?

Torpedoroom was mainly used for three things,
1. battlestations for torpedofiring
2. maintaince on torpedos
3. as a resting area

Normally you used that room for resting, so why should you bee so tired just to be there?
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Old 10-22-05, 12:36 PM   #22
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Quote:
Originally Posted by rulle34
First I want to say that I like this mod and will try it when in port.
But I have just one thought, why is it so important to have torpedoroom as the area where you get the most fatigued?

Torpedoroom was mainly used for three things,
1. battlestations for torpedofiring
2. maintaince on torpedos
3. as a resting area

Normally you used that room for resting, so why should you bee so tired just to be there?
Good points rulle34

It was hard not to come to the same conclusion but in the end, I personally preferred this style.

As it stands now, when early in your career, you will have to be quite careful as the game does not allow a true realistic crew rota to be set, you have to have a middle ground.

I had two choices

1. I could indeed make the torpedo rooms to have a slower drain thus men will tire in 12-16 hours but for me this kind of makes the combat time a little boring and not worth getting qualifications for.

2. I could restrict the torpedo rooms so that people can have more desire to gain qualification and thus the room becomes more effective as the war moves on and your crew get better. To be quite honest I think it adds more game play whether or not realistic. There is enough room in the non-operation engine rooms to give crew a breather.

Both options are possible but I was doing this for myself and maybe 2-3 other players. I think the majority of players do not want the hassle with this system but I am really beginning to like the idea.

Let me know if you want a lower drain on torpedo room crew. It is easily done.

We all have our ways of play and thus should be able to have options of choice.

As these real-time mods are not for everyone, I feel I can set many different models for many different styles of play.


True realism in the crew area is immpossible but this is much easier for me to digest and when I am on a career, I am sure I will be more involved and have different settings each time I get a contact. I call it a sence of real life an randomness.
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Old 10-22-05, 12:41 PM   #23
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Hello gouldjg.
I agree to your arguments.
I just wanted to neutralize this way of seeing the torpedoroom as a "24 hour a day fatigue room" :P
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Old 10-22-05, 01:02 PM   #24
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No probs

I was only doing this for another player but as I was testing it the model has very much grown on me.

I am in no way a 1x player and will most proberbley use time compression to get to each point unless in contact and on a chase.

It may be a slight drag getting to the area of operations but there is so much to learn and practice on route and when you play 100% you will find things like tracking a nuteral ship quite good fun.

I have never finnished a full campaighn because I have never been completely satisfied with certain aspects of the game.

1. Crew (can never be perfect)

2. Damage (will be much better soon)

3. Random tonnage (done but I have not seen results)

3. Difficulty (yep, I can say RUB has put much in that area)

RUB has indeed solved so much when it comes to part 3

Jungmann will solve the damage issues

I will have to set my own crew to what suits me best.

Everything else is a added bonus for me i.e. HT is great, the xtra ships is fantastic etc.

I am just now waiting on the Die Hard damage to be released and thats it, 2 days later I am starting a campaign with system and it should last till sh4 comes out.
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Old 10-22-05, 02:44 PM   #25
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I agree with you fully.
Im also eager to try both this mod and Jungmans damage model. Just need to play so I can get into port sometime :rotfl:
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Old 10-22-05, 05:10 PM   #26
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Seems like all of us mod more than we play!

As it is, I'm only "playing" whenever I need to test a mod... :rotfl:
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Old 10-22-05, 05:39 PM   #27
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Same, testing mods has been most of my pleasure from this sim.

I have just started my first campaign ever and am looking forward to it.

I have my rough neck crew who seem to slightly give me all the grief of a new crew on a IIA.

It is ok but this boat is just not good with any of the crew mods. We always have to think harder on first & maybe second mission. I just keep thinking “what a bunch of disorganised w****rs I have on board and that I will soon whip them into shape with discipline”.

I just have to continue until I get my bigger boat and then crew rota will work much better.
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Old 10-23-05, 05:48 AM   #28
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Mahrkimov and Gouldjg

LOL it is funny how modding can "take over" your experience and make things "never complete" it can burn you out. I think the main thing to do is make a list of the things you feel most strongly about/ most desparately need fixing... see them through and PLAY the game. I'm certainly in the same boat.

Mr Gould, I am entirely grateful to you for fixing one of the "TOP 5 THINGS WRONG WITH SH3" on my little list.

It isn't generally practical for most of us to camp-out playing SH3 in real time. Myself included... but it is my preferred way of doing things.

Not doing so (IMHO) is the number one reason we fail "realism."

For those that haven't tried it... I hope you someday find time to do it. If you think your hands get shaky during engagements... just think what it would be like to finally hear propellor noises after days of sailing instead of minutes. This is only one example of MANY.

You can also do housework and read up on U-boats while you sail lol.

It adds an ENTIRELY new demension to your view on War Patrols.

Mr Gould... BLESS YOU!
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Old 10-23-05, 05:48 AM   #29
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Mahrkimov and Gouldjg

LOL it is funny how modding can "take over" your experience and make things "never complete" it can burn you out. I think the main thing to do is make a list of the things you feel most strongly about/ most desparately need fixing... see them through and PLAY the game. I'm certainly in the same boat.

Mr Gould, I am entirely grateful to you for fixing one of the "TOP 5 THINGS WRONG WITH SH3" on my little list.

It isn't generally practical for most of us to camp-out playing SH3 in real time. Myself included... but it is my preferred way of doing things.

Not doing so (IMHO) is the number one reason we fail "realism."

For those that haven't tried it... I hope you someday find time to do it. If you think your hands get shaky during engagements... just think what it would be like to finally hear propellor noises after days of sailing instead of minutes. This is only one example of MANY.

You can also do housework and read up on U-boats while you sail lol.

It adds an ENTIRELY new demension to your view on War Patrols.

Mr Gould... BLESS YOU!
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Old 10-23-05, 09:15 AM   #30
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I just play and never mods, leaving that to you experts, but from what ive read above, this sounds great. Will play it for the rest of the day and will ofcourse drop a note if i see anything wrong.

Hopefully this mod solves the fatigue issue once and for all, have been waited for a mod like this for a very long time.

Thanks, really!!
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