SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-14-19, 02:52 PM   #1
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default Blast from the Past - Rub fatigue model

Been using this (standard, not the 1x model) in my current GWX campaign. I know it wasn't popular at the time, but I really like it.


I like the NYGM model too, but even that gets tedious after a bit. Rub model lets me have best of both worlds; cruising without having to micromanage the crew on the way to the patrol area, as in NYGM, (I use 128 tc max with Rub), and then a little but still far less crew mgmt. when the action heats up/at 32x or below.



Just as it says, gets even better after a patrol or two. First patrol of 35 days every crew member had the "low "fatigue"" marker with barely any of the colored bar showing by the end of the patrol, but the boat was still able to operate including loading torpedos from the deck.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 10-15-19, 12:14 PM   #2
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Been using this on multiple campaigns now. Really, really like it. Current patrol in 1942 with a green crew.


Hit by aircraft few days outside of port. Major damage, managed to save the boat but less than a week into the patrol, and already 90% of the crew has the red exclamation marks.


Not a problem. Three game weeks later, still on patrol. Compartment efficiency is the key, not individual crewman's status.


Once they reach a certain minimum, they never get lower, just less efficient. Still do the job if managed right though.


Can even sail at 1x for any length of time if needed, even in the standard Rub fatigue. Once they get experienced/qualified, it's even easier.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 10-15-19, 01:28 PM   #3
Randomizer
Watch Officer
 
Join Date: Mar 2019
Location: Vancouver Island
Posts: 334
Downloads: 131
Uploads: 0


Default

I disable all forms of crew management in SH Commander. The crew model in SH3 essentially bears zero relation to how a U-Boat crew was actually organized so that all available fatigue models are inaccurate, unrepresentative and gamey.

Rather no model at all than a crap model but your mileage may vary.

-C
Randomizer is offline   Reply With Quote
Old 10-15-19, 01:31 PM   #4
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,183
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by Randomizer View Post
I disable all forms of crew management in SH Commander. The crew model in SH3 essentially bears zero relation to how a U-Boat crew was actually organized so that all available fatigue models are inaccurate, unrepresentative and gamey.

Rather no model at all than a crap model but your mileage may vary.

-C
I agree. I just don't like zero fatigue is all myself, and this model is kind of interesting to me because it has a good blend of less micromanagement yet still allows medals, quals, etc. give one a feel of a crew.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:08 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.