![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
A-ganger
![]() Join Date: May 2001
Location: Lancaster, CA
Posts: 71
Downloads: 13
Uploads: 0
|
![]()
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. |
![]() |
![]() |
![]() |
#2 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
|
![]() Quote:
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! ![]() |
|
![]() |
![]() |
![]() |
#3 |
A-ganger
![]() Join Date: May 2001
Location: Lancaster, CA
Posts: 71
Downloads: 13
Uploads: 0
|
![]()
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? |
![]() |
![]() |
![]() |
#4 | ||
Torpedoman
![]() Join Date: Feb 2006
Location: Raleigh, NC
Posts: 115
Downloads: 52
Uploads: 0
|
![]() Quote:
Quote:
Hope this helps, Montbrun
__________________
\"Ein U-boot ohne Sehrohr ist heute angekomman - A U-Boat without a periscope arrived today.\" - Message sent to Gunther Prien in U-47 during the Norwegian Campaign by Karl Doenitz to tell Prien about the birth of his second daughter... |
||
![]() |
![]() |
![]() |
#5 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
|
![]()
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.
__________________
My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
![]() |
![]() |
![]() |
#6 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
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. |
![]() |
![]() |
#7 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
|
![]()
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.
__________________
My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
![]() |
![]() |
![]() |
#8 |
A-ganger
![]() Join Date: May 2001
Location: Lancaster, CA
Posts: 71
Downloads: 13
Uploads: 0
|
![]()
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> . . . |
![]() |
![]() |
![]() |
#9 | |
Torpedoman
![]() Join Date: Feb 2006
Location: Raleigh, NC
Posts: 115
Downloads: 52
Uploads: 0
|
![]() Quote:
model. These allow enough flexibility with your crew "Watches."
__________________
\"Ein U-boot ohne Sehrohr ist heute angekomman - A U-Boat without a periscope arrived today.\" - Message sent to Gunther Prien in U-47 during the Norwegian Campaign by Karl Doenitz to tell Prien about the birth of his second daughter... |
|
![]() |
![]() |
![]() |
#10 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
I'm hoping I can keep them to 8-hour shifts in this weather. We'll see. |
|
![]() |
![]() |
#11 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
|
|
![]() |
![]() |
#12 | |
A-ganger
![]() Join Date: May 2001
Location: Lancaster, CA
Posts: 71
Downloads: 13
Uploads: 0
|
![]() Quote:
Thanks to everyone that has taken time to reply. |
|
![]() |
![]() |
![]() |
|
|