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Old 03-26-06, 11:49 AM   #1
Kamikaze
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Default FW Fatigue Question

I'm just looking at the GW mod. I saw in the Optional MODS a 24HR Fatigue modification, but there was not a readme in the folder.

What does this do? How will this effect the game as compared to the Standard (is it an 8hr?) Fatigue model?

Now for something completely different . . .

SH3 Commander allows for the RUB Fatigue model to be used. Is there a way to easily/quickly compare the two?



I've already played one mission with the Standard GW, so I can see how it's initial fatigue model requires a fair amount of "mothering" to keep the ship sailing. I'm hoping this lessens as the crew gains experience.

Thanks in advance.
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Old 03-27-06, 05:15 AM   #2
JCWolf
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Default Re: FW Fatigue Question

Quote:
Originally Posted by Kamikaze
I'm just looking at the GW mod. I saw in the Optional MODS a 24HR Fatigue modification, but there was not a readme in the folder.

What does this do? How will this effect the game as compared to the Standard (is it an 8hr?) Fatigue model?

Now for something completely different . . .

SH3 Commander allows for the RUB Fatigue model to be used. Is there a way to easily/quickly compare the two?



I've already played one mission with the Standard GW, so I can see how it's initial fatigue model requires a fair amount of "mothering" to keep the ship sailing. I'm hoping this lessens as the crew gains experience.

Thanks in advance.


Well bro, for what i've seen in the 8 hours fatigue model, they get less fatigued when they are specialised on something , like mecanic.
or torpedos, radio, what ever specialty the man haves, at least i believe so, cause i'm using the same model and yes, it's hard to keep them sharp, but that was the reality in a Sub, what you've got to do for examp. is when you are doing long distances, if you pass x 38 time compretion they don't get fatidued and also don't recover, so most of the times what i do is, recover mi all crew as possible and than increase time compr. to reache mi long distance destination!

Also try to live the torpedo compartement empty until you really need the men in there, cause they get a lot more fatigued on that compart.


Hope this helps you some how!
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Old 03-27-06, 01:14 PM   #3
Kamikaze
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Thanks for replying Jcwolf!

The specialization also works like that with the regular game. The specialist is better than a regular crew member. Your absolutely right about that. Unfortunately it doesnt help with my confusion about the 8hr versus 24hr schedules.

What I'm wondering . . . is how the 24 hour optional MOD will change things. I've not stumbled onto anything that has told me what to expect or what it tries to do. So my attempt with this thread was to get some sort of comparative answer.

The default Grey Wolves IS based on an 8hour schedule? Right?
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Old 03-27-06, 01:22 PM   #4
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Quote:
Originally Posted by Kamikaze
Thanks for replying Jcwolf!

The specialization also works like that with the regular game. The specialist is better than a regular crew member. Your absolutely right about that. Unfortunately it doesnt help with my confusion about the 8hr versus 24hr schedules.

What I'm wondering . . . is how the 24 hour optional MOD will change things. I've not stumbled onto anything that has told me what to expect or what it tries to do. So my attempt with this thread was to get some sort of comparative answer.

The default Grey Wolves IS based on an 8hour schedule? Right?
Quote:
Type VIIb

1st Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
1 CPO, 1 PO, 6 Ratings in the Engine Room
1 Engineer Officer, 1 CPO ("Chief of the Boat"), 2 Ratings in Command Room
2 PO in Radio Room

6 PO, 11 Ratings, 1 Watch Officer, 1 Navigation Officer, 1 Weapons Officer on "Rest"

2nd Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
2 PO, 6 Ratings in the Engine Room
1 Navigation Officer, 1 Weapons Officer, 1 PO, 2 Ratings in Command Room
2 PO in Radio Room

2 CPO, 5 PO, 11 Ratings, 1 Engineer Officer on "Rest"

1 CPO, 2 PO - Torpedomen always on "Rest" until needed.

TOTAL: 5 Officers, 3 CPOs, 12 POs, 22 Ratings
(a "typical" Type VII historical U-boat crew had 4 Officers, 3 CPOs, 10 POs, and 27 Ratings)

This setup allows me to keep the "watches" rested, have personnel with the proper "profession" rating utilized proficiently, and have 4 empty "berths" in-quarters for the on-duty "watch" crew, when we submerge. No wasted space or personnel. I also like to use the ability in SH3 Commander to assign "profession ratings" to the Ratings as "tags" to keep the "watches" that I've created straight.

What this setup doesn't show is, that, I rotate the 3 Command Room Officers every 6 hours - 2 on, 1 off; 1 on, 2 off, to maintain a level of effectiveness for combat. In order to do this, I let the "off-duty" Watch Officer "rest" for 6 hours, then move him to the "neutral zone" (generally the Electric Motor Room), to make room for the "off-duty" Command Room Officer. When I do this with the GW 24-hour Fatigue Mod, he incurs fatigue. That is my problem. I suspect an installation issue on my part. For the 24-hour MOD, I chose "Realistic Crew" but DID check the "Use Standard SH3" Fatigue model box, after implementing the alternate MOD with JSGME, because when it was unchecked, I was obviously stuck with the 8-hour model - my crew being wasted after about 5 hours.
I've had problems with the GW 24-hour Fatigue MOD, but for the Hollywood 24-hour Fatigue MOD, and the NYGM 24-hour Fatigue MOD, I use the above configuration (with some adjustments with the NYGM 24-hour Fatigue MOD, ie, 6-hour rotations for the bridge watch, and fewer crew members). With this setup, there are 4 empty "Quarters" spaces, for when you submerge the boat. Basically, with these MODs, the crew will be totally fatigued in 24 hours, as poposed to 8 hours. This allows more flexibility - and my 12-hour "Watches."

Hope this helps,

Montbrun
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Old 03-27-06, 01:32 PM   #5
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The 8hr will mean men can stay in a compartment for upto 8hrs before getting tired. Basically a 8hr shift per compartment

The 24 hr just mean men can last upt 24 hours before becomming useless depending on quals. Quals affect stamina

Both have similar rules = you tire quicker in torpedo rooms or damage control and guns.

Basically 24 hr lets you travel further changing cew around.

It also lets you set your own shift within the 24 hors should you be one whom likes some to do 12 hours and some to de 6 etc.

I remebr someone saying a problem concerning the GW version. Check with mod team and they will check for you if there is a problem.

It is nice to see others whom apply their imagination and make the models work for them. It was a imagination intened mod.
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Old 03-27-06, 01:47 PM   #6
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I started using the 8-hour version with my latest patrol. Things seemed to be fine, but all of a sudden guys were getting fatigued after 2 or 3 hours on station. I switched to the 24-hour model (stupidly switching in mid-patrol via SHIII Commander; the good news was it worked). I still had the same problem, so I went back to the default SHIII model. I found I didn't like it anymore, so back to 24-hour.

The bottom line is, the problem was the weather-in bad weather they fatigue a LOT faster. In good weather everything was fine, and when I submerged to 30 meters or so they lasted a lot longer...just like real life!

I'm running a type II for this one, so there was no overflow of crew to put in the unused engine compartment. I find myself having to substitue different petty officers for sailors in different stations, and always juggling everyone around. With only 27 men on board, this seems more than reasonable. I can't wait to try it with one of my type VII careers.

I won't be going back to stock.
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Old 03-27-06, 02:24 PM   #7
gouldjg
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Steve

Did the weather play fair?

I set it so bad weather affected at different rate dependant on what department they were in.

In my testing, it was always possible to run a sub in storm, as most subs should just go below the water.

If this is grossly disproportional, I can further tweak weather effect to not hit so hard. If you think, it is fair and like RL I will leave it.
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Old 03-27-06, 06:11 PM   #8
Kamikaze
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THANK YOU to everyone that has replied!

Sounds like I need to try the 24hr Modification. With the standard 8hr configuration I too have found that half way into the patrol I'm having a hard time keeping the crew on station for more than 3 hours. That seems WAY too extreme . . . . . they cant be that tired!

Also . . . several of you mentioned using SH3 commander to change to a different 24hr MOD. Is this the RUB Fatigue model that is listed in SH3 Commander? There is also an RUB 1X (or something like that)?

As I recall, SH3 gives you options of STANDARD, RUB, and something like RUB 1X?

I'm a bit confused . . . . <grin> . . .
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Old 03-28-06, 07:37 AM   #9
Montbrun
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Quote:
Originally Posted by Kamikaze
THANK YOU to everyone that has replied!

Sounds like I need to try the 24hr Modification. With the standard 8hr configuration I too have found that half way into the patrol I'm having a hard time keeping the crew on station for more than 3 hours. That seems WAY too extreme . . . . . they cant be that tired!

Also . . . several of you mentioned using SH3 commander to change to a different 24hr MOD. Is this the RUB Fatigue model that is listed in SH3 Commander? There is also an RUB 1X (or something like that)?

As I recall, SH3 gives you options of STANDARD, RUB, and something like RUB 1X?

I'm a bit confused . . . . <grin> . . .
You can't "recover" fatigue with the RUB model. Personally, I like the NYGM model (18 hours, I think), and the Hollywood 24-hour
model. These allow enough flexibility with your crew "Watches."
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Old 03-28-06, 12:52 PM   #10
Sailor Steve
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Quote:
Originally Posted by gouldjg
Steve

Did the weather play fair?

I set it so bad weather affected at different rate dependant on what department they were in.

In my testing, it was always possible to run a sub in storm, as most subs should just go below the water.

If this is grossly disproportional, I can further tweak weather effect to not hit so hard. If you think, it is fair and like RL I will leave it.
The engine room was hardest hit in bad weather, followed by the bridge. Or so it seems at this point. The constant juggling doesn't bother me. Right now the wind is about 8 m/s, game scale. The weather just moderated from a raging storm, during which I only spent 6 hours per day surfaced, to charge batteries. Today or tomorroy I will find out how they do in the medium weather, for I plan to stay surfaced just to test.

I'm hoping I can keep them to 8-hour shifts in this weather. We'll see.
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Old 03-28-06, 12:56 PM   #11
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Quote:
Originally Posted by Kamikaze
Also . . . several of you mentioned using SH3 commander to change to a different 24hr MOD. Is this the RUB Fatigue model that is listed in SH3 Commander? There is also an RUB 1X (or something like that)?

As I recall, SH3 gives you options of STANDARD, RUB, and something like RUB 1X?

I'm a bit confused . . . . <grin> . . .
No, RUB is a patrol-long model which has crew slowly deteriorate and not recover. Keeping men in the quarters will not recover them, but will keep them from getting worse. You have to be diligent to rotate them regularly or you will find yourself with a permanently tired crew. RUB 1x has the effects lessened for those who play in real time.
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Old 03-28-06, 02:08 PM   #12
Kamikaze
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Quote:
No, RUB is a patrol-long model which has crew slowly deteriorate and not recover.
YIKES! Dont like the sound of that at all. All righty then . . . I'll be applying the GW 24hr optional modification and see how the next mission feels.

Thanks to everyone that has taken time to reply.
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