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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Mar 2006
Posts: 52
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Given the rather uncomfortable design of the crew management in this game I am leaning towards disabling fatigue before my next patrol. I have tried using RUB which came with NYGM which was about 100 times better than the stock model (love the efficiency and morale idea). However, after trying this model and after reading about some other models I do not think any of them will fix the problem at hand:
I don't want to have to manually move every single crewmember from quarters to station every x hours I feel this detracts from the enjoyment and the realism of the game as I am sure captains did not run into the quarters every six hours and shout "Gunther, man the radio! Hans, go on watch!" etc. I'll finish with two questions: 1. What fatigue model have you guys settled on? 2. Are there any mods (or programs) out there that enable the use of a "watch system" which is automatically executed every x hours? thanks ![]() |
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#2 | |
Sonar Guy
![]() Join Date: Apr 2006
Location: Bucharest, Romania
Posts: 394
Downloads: 30
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1. Fiddling with the NYGM model atm though im equally unhappy anout having to babysit them. 2. Short answer: no. Itd be nice to have it though. Cheers!
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#3 |
Sea Lord
![]() Join Date: Feb 2004
Location: San Francisco, California
Posts: 1,633
Downloads: 1
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I use Hollywood Crew Management.
The Crew Management Icons crash the game sometimes, so you pretty much have to move them 1 by 1 no matter which mod you use.
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U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface. http://www.hackworth.com/ |
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#4 |
Captain
![]() Join Date: May 2006
Location: USA
Posts: 503
Downloads: 3
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Since they don't tire when the TC is 64 or greater, what I've done is made two teams.
The first team are my favorite / the best crewmen. I use them while at 64 TC+. When I spot a ship, I change them out and tire out the B crew. That way, if something juicy comes up, or I'm in trouble, my best crewmen should always be fresh. Yes, it's a pain to do. But after a year I'm good at it, and it takes like 30 seconds. No big whoop. Using some mods, and it seems to me that the crew tires, but really I've seen no evidence that they ever recover. So I don't think my men go to many parties their first night back at base. ZZZzzzzzzzzz
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Type VIIB = The Truth |
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#5 |
Rear Admiral
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Only solution i was ever able to come up with for myself is a patrol based fatigue model. In other words, based on various settings i put in the basic.cfg file, my crew would last 30 days, 50, 60, 70, days etc. The idea was to simulate food provisioins.
Other then that, fatiue is just a PITA no matter how you cut it. I hate playing, "lemmings in das boot". Crew should go on and off watch automatically, micromanaging them irritates me so much. |
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#6 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
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Until recently I was adamantly opposed to using crew management. I always played with it turned off.
I finally tried it and found it adds to the game play. I don't see the big deal about fatigue management, now that I gave it a try, unless you spend a whole lot of time at <64 TC it really isn't much of an issue or a job keeping the crew refreshed. I find that fatigue management means mostly taking a submerged break every couple of days and letting the most fatigued crew catch a few zzzzzs. |
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#7 |
Lucky Jack
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I hate the fatigue issue as the Captain of the boat why the hell do I have to tuck my crew up in bed and read them a story and then in eight hours kick them out of bed for the next lot of crew, come on I got better thing to do.
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#8 | |
Mate
![]() Join Date: Mar 2006
Posts: 52
Downloads: 0
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In 1942 you usually have long patrols and unless you have days worth of free time (I don't) you'd like to cruise to your patrol area at high TC. Stopping every 6 hours to change the watch crew and every 12 hours for everyone else gets tedious very fast. Is there a way to set a max TC for fatigue to be enabled with RUb fatigue model? |
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#9 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
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Using SH3Cdr i turn No fatique on.
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#10 |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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I am thinking of using a combination of NYCM and RUB 1X. Do you think that combination will work?
;CREW_ block 0_MoraleMin=0.500 0_MoraleMax=1.00 0_MoraleStep=-0.00006 0_FatigueMin=0 0_FatigueMax=0.85 0_FatigueStep=0 0_CoefMorale=0.265480 0_CoefFatigue=0.00 0_QualEffect=1 0_Hp=15 0_Wounded=-0.050 0_Dead=-0.10 0_SunkShips=0.05 0_TorpedoHit=0.05 0_Experience=0 1_MoraleMin=0.500 1_MoraleMax=1.00 1_MoraleStep=-0.00006 1_FatigueMin=0 1_FatigueMax=0.85 1_FatigueStep=0 1_CoefMorale=0.265480 1_CoefFatigue=0.00 1_QualEffect=1 1_Hp=15 1_Wounded=-0.050 1_Dead=-0.10 1_SunkShips=0.05 1_TorpedoHit=0.05 1_Experience=20 2_MoraleMin=0.500 2_MoraleMax=1.00 2_MoraleStep=-0.00006 2_FatigueMin=0 2_FatigueMax=0.85 2_FatigueStep=0 2_CoefMorale=0.265480 2_CoefFatigue=0.00 2_QualEffect=1 2_Hp=15 2_Wounded=-0.050 2_Dead=-0.10 2_SunkShips=0.05 2_TorpedoHit=0.05 2_Experience=50 3_MoraleMin=0.500 3_MoraleMax=1.00 3_MoraleStep=-0.00006 3_FatigueMin=0 3_FatigueMax=0.85 3_FatigueStep=0 3_CoefMorale=0.265480 3_CoefFatigue=0.00 3_QualEffect=1.5 3_Hp=15 3_Wounded=-0.050 3_Dead=-0.10 3_SunkShips=0.05 3_TorpedoHit=0.05 3_Experience=100 4_MoraleMin=0.500 4_MoraleMax=1.00 4_MoraleStep=-0.00006 4_FatigueMin=0 4_FatigueMax=0.85 4_FatigueStep=0 4_CoefMorale=0.265480 4_CoefFatigue=0.00 4_QualEffect=2 4_Hp=15 4_Wounded=-0.050 4_Dead=-0.10 4_SunkShips=0.05 4_TorpedoHit=0.05 4_Experience=150 5_MoraleMin=0.500 5_MoraleMax=1.00 5_MoraleStep=-0.00006 5_FatigueMin=0 5_FatigueMax=0.85 5_FatigueStep=0 5_CoefMorale=0.265480 5_CoefFatigue=0.00 5_QualEffect=3 5_Hp=15 5_Wounded=-0.050 5_Dead=-0.10 5_SunkShips=0.05 5_TorpedoHit=0.05 5_Experience=200 6_MoraleMin=0.500 6_MoraleMax=1.00 6_MoraleStep=-0.00006 6_FatigueMin=0 6_FatigueMax=0.85 6_FatigueStep=0 6_CoefMorale=0.265480 6_CoefFatigue=0.00 6_QualEffect=1.3 6_Hp=15 6_Wounded=-0.050 6_Dead=-0.10 6_SunkShips=0.05 6_TorpedoHit=0.05 6_Experience=250 7_MoraleMin=0.500 7_MoraleMax=1.00 7_MoraleStep=-0.00006 7_FatigueMin=0 7_FatigueMax=0.85 7_FatigueStep=0 7_CoefMorale=0.265480 7_CoefFatigue=0.00 7_QualEffect=1.4 7_Hp=15 7_Wounded=-0.050 7_Dead=-0.10 7_SunkShips=0.05 7_TorpedoHit=0.05 7_Experience=350 8_MoraleMin=0.500 8_MoraleMax=1.00 8_MoraleStep=-0.00006 8_FatigueMin=0 8_FatigueMax=0.85 8_FatigueStep=0 8_CoefMorale=0.265480 8_CoefFatigue=0.00 8_QualEffect=1.5 8_Hp=15 8_Wounded=-0.050 8_Dead=-0.10 8_SunkShips=0.05 8_TorpedoHit=0.05 8_Experience=450 ;FATIGUE_COEF block RegularFactor00=0.0001 SpecificFactor00=0.0004 BadWeather0=0.0003 RegularFactor10=0.0001 RegularFactor11=0.0001 SpecificFactor10=0.0001 SpecificFactor11=0.0002 BadWeather1=0.0002 RegularFactor20=0.0001 RegularFactor21=0.0001 SpecificFactor20=0.0001 SpecificFactor21=0.0002 BadWeather2=0.0002 RegularFactor30=0.0001 RegularFactor31=0.0001 SpecificFactor30=0.0004 SpecificFactor31=0.0001 BadWeather3=0.0002 RegularFactor40=0.0001 RegularFactor41=0.0001 SpecificFactor40=0.0001 SpecificFactor41=0.0004 BadWeather4=0.0002 RegularFactor50=0.0003 RegularFactor51=0.0003 SpecificFactor50=0.001 SpecificFactor51=0.0013 BadWeather5=0.0006 SpecificFactor60=-0.001 SpecificFactor61=-0.001 SpecificFactor70=-0.001 SpecificFactor71=-0.001 RegularFactor80=0.0003 RegularFactor81=0.0003 SpecificFactor80=0.001 SpecificFactor81=0.0013 BadWeather8=0.0006 RegularFactor90=0.0001 SpecificFactor90=0.0005 BadWeather9=0.0006 RegularFactor100=0.0001 SpecificFactor100=0.0004 BadWeather10=0.0006 RegularFactor110=0.0003 RegularFactor111=0.0003 SpecificFactor110=0.0003 SpecificFactor111=0.0003 BadWeather11=0 Mikael |
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