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Old 02-27-10, 04:01 PM   #1
breadcatcher101
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Default Having to rotate the crew.

I started out playing SH2 when it came out. Then I got both SH3 and 4 shortly after 4 came out. I play SH4 most of the time as having to rotate the crew in SH3 is a pain. I am surprised they don't have an option to avoid this. Maybe I am over-looking it?

I know how to "quick clic" to move them but is there a simple way to get around having to do this at all?

I play stock, no mods.
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Old 02-27-10, 04:10 PM   #2
GREY WOLF 3
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Use the no fatigue mod or use sh3 commander
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Old 02-27-10, 04:46 PM   #3
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There is a no fatigue option in SH3 Commander, enable it and you're good to go!
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Old 02-27-10, 07:08 PM   #4
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As mentioned above. I've noticed that the crew takes no damage with "No Fatigue" set, but at least you won't have to rotate them.
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Old 02-28-10, 08:27 PM   #5
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SH3 was the first subsim to ever have crew management. They made a couple of mistakes with it, which is part of the reason for SH4.

I still play SH3 with all the mods, but I also play SH4 1.5 with Operation Monsun. Both are satisfying for different reasons.

But SH3's crew management has been unfixable. So far.
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Old 02-28-10, 11:04 PM   #6
frau kaleun
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Quote:
Originally Posted by krashkart View Post
As mentioned above. I've noticed that the crew takes no damage with "No Fatigue" set, but at least you won't have to rotate them.
By "takes no damage" do you mean if they are wounded at all they just die, and have no chance to recover?

Last edited by frau kaleun; 03-01-10 at 08:31 AM.
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Old 02-28-10, 11:28 PM   #7
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He may mean that the crew don't get injured at all and therefor can't die. I don't know how this SH3 commander function works as I can't get it to work for me. I just edited the files manulay.
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Old 02-28-10, 11:43 PM   #8
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If you're realy set on it, you can mod out the fatigue totaly.

Go into the Basic Configuration File.
Scroll down, and look for "FATIGUE_COEF".
There are 12 compartments listed there.
AFTER BACKING UP or making a written copy of the original file settings, change all the factors to 0 (That is zero).

Compartments 0 through 11.
Regular Factor. Special Factor. Bad Weather Factor.

It may, or may not matter but, try to maintaine the same number of digits.
F.eks. 0.01 becomes 0.00.

Hope this helps.
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Old 03-01-10, 12:16 AM   #9
krashkart
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Quote:
Originally Posted by frau kaleun View Post
By "takes no damage" do you mean if they are wounded at all they just die, and have no change to recover?
What I meant is that I have not noticed any change to their health in combat. All of my subs have suffered some serious damage at some point, and when I thought certain members of my crew should have been horribly wounded or even deceased, they weren't. Not even a scratch. The only thing that has ever killed my crew has been the career-ending damage.

I had the No Fatigue option set as soon as I found SH3Commander. Too much micromanagement rotating the crew all the time otherwise.

Quote:
Originally Posted by Snestorm View Post
If you're realy set on it, you can mod out the fatigue totaly.
I had thought about doing that. I'll have to have a look in there to see what all I can change. It's nice to not have to watch my crew during the lower TC moments, but when the heat starts pouring on I really expect to lose some of my crew, and I never do. Thanks for the heads up.
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Old 03-09-10, 09:16 AM   #10
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Quote:
Originally Posted by breadcatcher101 View Post
I know how to "quick clic" to move them but is there a simple way to get around having to do this at all?
I always use GWX fatigue model as I consider making sure compartments are operating at optimum efficiency a vital part of the simulation experience. I dont find it tedious because swapping out fatigued crew is as simple as double clicking a compartment title. Takes only seconds to rotate shifts accross the entire boat

Only works when crew are showing the fatigued symbol, but they are automatically sent to an available quarters and fresh crew are put in their place.
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Old 03-10-10, 05:04 PM   #11
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Quote:
Originally Posted by Grim Nigel View Post
I always use GWX fatigue model as I consider making sure compartments are operating at optimum efficiency a vital part of the simulation experience. I dont find it tedious because swapping out fatigued crew is as simple as double clicking a compartment title. Takes only seconds to rotate shifts accross the entire boat

Only works when crew are showing the fatigued symbol, but they are automatically sent to an available quarters and fresh crew are put in their place.
To each their own I suppose....some people find the micro management tedious, some enjoy it.

Play the game the way you enjoy it most
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Old 03-10-10, 08:14 PM   #12
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Quote:
Originally Posted by jimbuna View Post
To each their own I suppose....some people find the micro management tedious, some enjoy it.

Play the game the way you enjoy it most
I work with a couple of younger devs who would find the whole series tedious. I showed one of them some screenshots, and he said, "what is that, some kind of drafting class?"
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Old 03-11-10, 04:35 AM   #13
Grim Nigel
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Quote:
Originally Posted by jimbuna View Post
To each their own I suppose....some people find the micro management tedious, some enjoy it.

Play the game the way you enjoy it most
I've always thrived on complexity anyway . As I understand it, a boat captain wouldnt be managing the task of crew placements, there would be an officer who acts as a crew manager, then if that officer has any concerns he would then inform the captain of any problems. But the way I see it, the crew management screen could be considered that officers general summary of the overall activity and crew morale on the boat.
And since everyones lives depends the alertness and proper performance of tasks by the crew, I think a Captain would take direct measures if there was anything that could be considered a danger to the boat and its crew.

Besides all that, its just something extra to do during the long hours of hunting and stalking the enemy .
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Old 03-11-10, 07:21 PM   #14
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Default Sit down strikes

I used to enjoy using the various fatigue models, but I could not put up with the constant "sit down strikes in the engine room, especially during crisis times. In RL I think the kaluen would have walked into the engine room and ended it with his lugar. If fatigue only resulted in less spped, longer load times or missed visual or sound contacts, I could put up with it.

So I chose to play with fatigue turned off. I am glad to know that it doesn't keep injuries or KIA from occurring.

I know this is a perennal discussion, but I never get tired of reading the various opinions on this and many other matters.

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Old 03-13-10, 03:22 AM   #15
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I was considering trying the no fatigue mod at one time.
There were certainly times I know I would have brandished the Walther at the engine crew.


But now into my 11th patrol I find myself feeling a bond with the crew as ordinary seamen step up and perform like petty officers and crew stations not needing to be lead by officers. I had a feeling of pride and confidence in the crew as we engaged in a 2 day running scrap with a convoy with little time for rest. I have come to enjoy the nurturing of a crew to until they are a well oiled machine.
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