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#1 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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I was having a conversation with some one who will call Bob :rotfl: ... Seriously, it was mentioned that most peaople seem to be un-aware thet the NYGM Crew Management Mod uses the previously un-used Morale feature.
Morale effects your crew performance in a simular way to Fatigue. That is, the lower the Morale the less time your men can keep the compartment running. Because Morale was not actually 'used' in SHIII you may be surprised to know that these things have an effect on Morale... 1. Crew being injured 2. Crew deaths 3. Ships being sunk 4. This is broken - Ships being hit The NYGM Crew Management Mod has now implemented a Morale based Crew Management System. That is, over time, about 5+ weeks, Morale will be reduced. This reduction in Morale is to simulate Fatigue and/or Combat Stress. What effect does this have? Basically we have an 18 hour system, when Morale is at it lowest level then the system max is 12 hours. A reasonable compromise of effect and game play. If you are sinking ships, then your Morale will stay high. If it is low either through time, injuries or death, then sinking ships will improve it. It does take 2-3 ships to get from the lowest point to the highest. This we feel will abstractly simulate the hardships experienced in a patrol and put an emphisise back into you being part of the team/crew, as your success, or lack of it, effect the entire crew. |
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#2 |
Navy Seal
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I'm sure Bob will agree when I mention a simple incident I had while playing with the NYGM air mod. I had a long fight against aircraft, where my U-boat had not been seriously damaged. I lost several of my crew, and though I probably could have continued my patrol, but... I was forced to turn back because the morale was dented and I knew the crew wasn't going to perform in their top shape. But they still didn't mind getting me back to base, where I docked a few hours later.
I thought it was a pretty nice experience. Something that ought to be highlighted. |
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#3 |
Let's Sink Sumptin' !
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I really have to snag this mod sometime in the future. Sounds far superior to the stock system. Was curious...is it possible to make prolonged storms have an adverse effect on crew morale?
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#4 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
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I started using NYGM fatigue mod but have removed it and gone back to my own custom basic.cfg file. It has the fatigue rate reduced to 10% of sh3 value and the recovery rate to 1% of the norm.
My crew will gradually reduce over a long patrol, more so if an action filled one, but will never be such wimps that they won't work. To cut your fatigue rates, edit your basic.cfg (BACK IT UP FIRST) and replace the following section with what you see below: Better yet, divide the FatigueStep by 10 and also the CoefFatigue by 10 to have fatigue work over a patrol rather than a shift. [CREW_0] ;SEAMAN MoraleMin=0.30 MoraleMax=0.60 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.5 FatigueStep=0.1 CoefMorale=0.4 CoefFatigue=0.2 QualEffect=1 Hp=10 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=0 [CREW_1] ;ABLESEAMAN MoraleMin=0.30 MoraleMax=0.60 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.5 FatigueStep=0.1 CoefMorale=0.4 CoefFatigue=0.2 QualEffect=1 Hp=11 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=20 [CREW_2] ;LEADINGSEAMAN MoraleMin=0.30 MoraleMax=0.60 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.5 FatigueStep=0.1 CoefMorale=0.4 CoefFatigue=0.2 QualEffect=1 Hp=12 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=50 [CREW_3] ;PETTYOFFICER MoraleMin=0.40 MoraleMax=0.70 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.5 FatigueStep=0.05 CoefMorale=0.3 CoefFatigue=0.3 QualEffect=2 Hp=12 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=100 [CREW_4] ;CHIEFPETTYOFFICER MoraleMin=0.40 MoraleMax=0.70 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.5 FatigueStep=0.05 CoefMorale=0.3 CoefFatigue=0.3 QualEffect=3 Hp=13 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=150 [CREW_5] ;CHIEFBOATSWAIN MoraleMin=0.40 MoraleMax=0.70 MoraleStep=0.05 FatigueMin=0 FatigueMax=0.5 FatigueStep=0.05 CoefMorale=0.3 CoefFatigue=0.3 QualEffect=4 Hp=14 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=200 [CREW_6] ;SUBLIEUTENANT MoraleMin=0.50 MoraleMax=0.80 MoraleStep=0.1 FatigueMin=0 FatigueMax=0.6 FatigueStep=0.025 CoefMorale=0.2 CoefFatigue=0.4 QualEffect=1.5 Hp=14 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=300 [CREW_7] ;LIEUTENANTJR MoraleMin=0.50 MoraleMax=0.80 MoraleStep=0.1 FatigueMin=0 FatigueMax=0.6 FatigueStep=0.025 CoefMorale=0.2 CoefFatigue=0.4 QualEffect=2 Hp=15 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=400 [CREW_8] ;LIEUTENANTSR MoraleMin=0.50 MoraleMax=0.80 MoraleStep=0.1 FatigueMin=0 FatigueMax=0.6 FatigueStep=0.025 CoefMorale=0.2 CoefFatigue=0.4 QualEffect=3 Hp=15 Wounded=-0.02 Dead=-0.05 SunkShips=0.1 TorpedoHit=0.05 Experience=500 ; AND LATER IN FILE ADD Here are the modified values of the Basic.cfg plus a few notes.... The Compartment’s for the VIIB/VIIC boats are as follows: Comp1 = Radio/Sonar Room Comp2 = Command Room Comp3 = Diesel Engine Room Comp4 = Electric Engine Room Comp5 = Bow Torpedo Room Comp6 = Bow Quarters (Rest Area) Comp7 = Stern Quarters (Rest Area) Comp8 = Stern Torpedo Room Comp9 = Deck Gun Comp10 = Flak Gun Comp11/0 = Tower Watch [FATIGUE_COEF] ;comp 0 RegularFactor00=0.0035 SpecificFactor00=0.005 BadWeather0=0.01 ;comp1 RegularFactor10=0.0025 RegularFactor11=0.0025 SpecificFactor10=0.005 SpecificFactor11=0.005 BadWeather1=0.01 ;comp2 RegularFactor20=0.0025 RegularFactor21=0.0025 SpecificFactor20=0.005 SpecificFactor21=0.005 BadWeather2=0.01 ;comp3 RegularFactor30=0.0025 RegularFactor31=0.0025 SpecificFactor30=0.005 SpecificFactor31=0.005 BadWeather3=0.01 ;comp4 RegularFactor40=0.0025 RegularFactor41=0.0025 SpecificFactor40=0.005 SpecificFactor41=0.005 BadWeather4=0.01 ;comp5 RegularFactor50=0.0025 RegularFactor51=0.0025 SpecificFactor50=0.005 SpecificFactor51=0.005 BadWeather5=0.01 ;comp6 SpecificFactor60=-0.0025 SpecificFactor61=-0.0025 ;comp7 SpecificFactor70=-0.0025;slower/faster by resiliance of individuals?? SpecificFactor71=-0.0025 ;comp8 RegularFactor80=0.0025 RegularFactor81=0.0025 SpecificFactor80=0.005 SpecificFactor81=0.005 BadWeather8=0.01 ;comp9 RegularFactor90=0.0025 SpecificFactor90=0.005 BadWeather9=0.01 ;comp10 RegularFactor100=0.025 SpecificFactor100=0.005 BadWeather10=0.01 ;comp 11 RegularFactor110=0.0025 RegularFactor111=0.0025 SpecificFactor110=0.005 SpecificFactor111=0.005 BadWeather11=0.01 |
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#5 |
Ace of the deep .
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Dear DER TEDDY BAR ,
YOUR THE MAN . |
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#6 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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My only wish is that you would tweak morale a bit so it plays even more of a part when it comes to sinking ships. I never (at leasts yet) have had it be an issue as I always manage to sink something within the first 2 weeks.
Make it 1 week with out a ship and you have to man the helm with a pistol at your side to keep the natives at bay ;) |
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#7 |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
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Why does the crew system stop working at TCs above 1024?
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#8 |
Weps
![]() Join Date: Jan 2006
Location: Seattle, WA
Posts: 358
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Prolonged weather reducing morale sounds like a great idea, I second that- any way to incorporate that into NYGM? jog course, it seems like there is no such thing as short bad weather in this game, if you get bad weather it seems to last until your next patrol, so maybe this idea won't work after all?
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"My, God! Those bulkheads! Did you hear them burst!" System: 40gb 5400rpm HD | Generic MB from around '02 | P4 2.6 400GHz | 1 GB PC2100 DDR (2 mismatched 512's) 16x CD-ROM | GeForce 7800 AGP | broken Radio Shack case fan | Ergonomic keyboard (missing a shift key) PS2 ball mouse | surge protector | USB 1.1 expansion card | Really cool surround-sound headphones |
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#9 | |||||
Blade Master
![]() Join Date: Jan 2002
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#10 | |
Blade Master
![]() Join Date: Jan 2002
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Some good points were raised at the WaW forum...
Quote:
With the The NYGM Crew Management Mod you can go a full year and not sink a ship and still easily be able to sail around at your leasure :thumbs up: The only difference will be that instead of an 18 hour shift it will be a 12 hour shift. The NYGM Crew Management Mod was designed to ensure that you will be able to continue even after the morale reaches the lowest value from loosing men or having gone a 6 month patrol where you sank nothing. TC is not an issue, set the 3Drender to equal your maximum compression and thats it, done. As you can see, NYGM Crew Management Mod does not punish you for not sinking ships. It does simulate what effect the lower Morale would have. Another feature is keeping your crew safe. The NYGM Crew Management Mod is the first to have you incur a penalty for having crew injured and/or killed. So going toe to toe with that merchant is, as in reality, no longer a smart thing to do. Again, your actions as a Captain effect your crew. |
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#11 |
Weps
![]() Join Date: Jan 2006
Location: Seattle, WA
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I'm still new to some things. What do you mean referring to an "18 hour shift" or a "12 hour shift"?
And How do you set your "3Drender to equal your maximum compression" and I don't understand what the problem is if you don't do that, what happens if you don't?
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"My, God! Those bulkheads! Did you hear them burst!" System: 40gb 5400rpm HD | Generic MB from around '02 | P4 2.6 400GHz | 1 GB PC2100 DDR (2 mismatched 512's) 16x CD-ROM | GeForce 7800 AGP | broken Radio Shack case fan | Ergonomic keyboard (missing a shift key) PS2 ball mouse | surge protector | USB 1.1 expansion card | Really cool surround-sound headphones |
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