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Old 10-05-06, 11:14 AM   #1
Quinn
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Default Issues w/ NYGM Crew Management & Rotation

Okay, I got the latest version of NYGM Tonnage Mod 2.2 and am really looking forward to what it has to offer. But one feature I'd like to deactivate or tweak is the crew management feature. With this mod activated, I lost the functionality of the "Surface attack/Surface Cruise/Surface AA" & "Submereged Attack/Submerged Cruise" crew rotation buttons.
I don't believe the manual makes any mention of losing these crew rotation buttons, but I guess it would make sense in order for the NYGM fatigue mod to work.
Bottom Line is, this makes crew management waaaay too tedious as I have to check back ever couple minutes while on High Time Compression and rotate individual fatigued crew to rest since the rotation buttons are deactivated and this is annoying when on long patrol transits.
Is there any way to regain Default SH3 Fatigue model through SH3 Commander?
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Old 10-05-06, 01:19 PM   #2
kylania
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There's a few ways to change Crew Mangement in NYGM 2.2. You can use SH3 Commander to replace with some of the other options out there or even remove fatigue completely.

You can also reduce your 3D View Max TC so that when you go over it your crew suffers no fatigue. The only problem with this, is you'll quickly find yourself in a situation where you have a tired crew you need to change out, but your previously tired crew is still exhausted since while at high TC your crew not only doesn't get more tired, it also doesn't rest.

To get the most out of the NYGM 2.2 Crew Management system you'll need to micromange your crew. The default crew for the VIIC boat for instance includes enough sailors and petty officers for 2 "crew watches". Personally I like to use three actual watch crews by adding a Petty Officer and three sailors.

At 0800, 1600 and 0000 I'll switch out my entire crew. So every 8 hours I have the rested crew from the quarters moving into my Engine, Helm, Radioroom spaces while the tired ones take their places in the quarters to rest. One of the three watch crews (the most rested) one will switch out with the current 4 man watch crew as well. I generally leave my three torpedo petty officers in the unused engine compartment along with one "emergency" officer. I'll have a machinest officer on duty and one resting. A watchman officer on duty and one resting. The resting machinist officer often stays on the CE position sometimes too. Unfortunately I have to leave my Navigator position empty most of the time and weapons officer empty nearly always since there's not enough officers nor officer resting spots. (A problem with the game itself, not NYGM.)

Swapping out every 8 hours (every 4 minutes or so real time?) can get annoying, but it works.
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Old 10-06-06, 09:50 AM   #3
Uber Gruber
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Quote:
Swapping out every 8 hours (every 4 minutes or so real time?) can get annoying, but it works.
It can actually get really really annoying - in fact you'll spend more time dragging and dropping crew than doing anything else in the game which, in my view, really detracts from the experience and immersion.

It should be noted though that this is the fault of the stock game, and NYGM actually goes a long way in improving the logic behind crew management.

I now switch it off entirely and I have to say, I enjoy the game much much more now.

Tuppence anyone ?
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Old 10-06-06, 12:23 PM   #4
Stiebler
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Yes, you never read anyone saying that they want *more* crew management, do you? And every fatigue mod since has tried to make things simpler.

It's a pain in the neck, and the devs made a big mistake with this 'facility'.
Strangely, enough, it was one of their highly-publicised 'big new ideas' originally.

I gather that it will all be automatic in SH4 by default.

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