View Full Version : More fatigue whinging

12-29-2006, 10:49 AM
I don't moind the fatigue system, but it irritates me no end that it is disabled it the game time is greater than 32x.
The way I want to paly the game is thus:
1) set my crew to their various compartments
2) turn speed up to x256 for 4 hours
3) turn speed down to x1
4) goto 1

The trouble is that after burning along at x256, none of the crew's fatigue seems to have changed. And yet if I cruise along at x1 for a while the fatigue values will be suddenly updated. It seems to me that the values are only occasionaly updated in realtime (every 5 minutes or so), so regardless of the game speed, the fatigue values will be incorrect until the next update. This blows, I want to my crew to fatigue regardless of the gamespeed, but I want the value on the screen to always be accurate.
Is what I am assuming what is actually going on, or does it work differently? I am unsure what the wording in the readme.txt that crew fatigue is disabled for x32, to avoid gameplay problems actually means. Does it mean that they do not want your engineroom to fall asleep while the game speed is high? Does it mean that any work your crew does at >32x comes for free?
Anyhow - so what I was wanting to ask is - is there a mod to change this? I know that there are mods that change the rates of fatigue etc, but is there one that will ensure that:
1) I will pay for my crew to work when games speed >32x
2) The fatigue value on the crew management screen is accurate.

Cheers all, I hate to sound like one of the many whinners who do not like the crew system. I love the game, and love the having to manage the crew, but just get ticked off when I can't work out who is actually tired, and who is not.


12-29-2006, 03:41 PM
There are many crew mods but non of them do what you want.

The crew fatigue system is disabled at 64X and above. And for good reason. The crew fatigue would stop the boat every few hundred miles. This would get very tedious.

Most crew mods make it so that your crew can last longer or changes the fatigue model so that it requires less maintenance.

I use the default crew system as well as I like it. But I would not change the crew fatigue so that it works above 32X, and I don't recommend you do it either. That said it probably can be done and you can probably make a custom mod for yourself. The best place to go for that is the subsim forum at www.subsim.com (http://www.subsim.com)

The guys who are tired are the guys with the red exclamation mark. If you click on an individual crew man you can see some vital stats. The Endurance rating (I think, I just know where to look I don't even read the labels anymore.) is the important factor for fatigue. When that bar is full the crewman is fully rested. When that bar gets a little under half way, that crewman will be fatigued and a red exclamation mark will show up on his person. Swap him for someone in the crew quarters and you are set.<div class="ev_tpc_signature">

100K Club Member

12-29-2006, 03:47 PM
Do you run SH3 Cmdr ? Look in SH3 Options/Game Settings if you do. You can adjust "TC" settings for Fatigue, also adjust "Fatigue" settings also.

If you don't have SH3 Cmdr, CLICK HERE (http://www.users.on.net/%7Ejscones/software/products.html). Download the Generic Mod Enabler(JSGME) while you are there .<div class="ev_tpc_signature">

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12-29-2006, 05:21 PM
I hate to sound like one of the many whinners who do not like the crew system.

Personally, I don?t think that ?whining? has anything to do with this issue: ??it?s not whining to object to an unrealistic feature.

The ?fatigue system? is a needless and unrealistic impediment.

In ?The Real World?, the Captain and the 1st Officer would have worked out a watch bill prior to sailing, posted it, and then gone on to the other pressing matters they are responsible for; ???secure in the knowledge that in the Kreigsmarine, standing orders tend to be obeyed.

The notion that the Captain would constantly circulate through the boat, making sure that everyone is properly ?tucked in? is absurd.

If the programmers really felt that modeling fatigue was that important, then they should have made the preparation of a watch bill part of the pre-departure routine: ??..as it is, I think it?s a real shame that they put so much programming effort into ?Fatigue Modeling?, and left other, more important issues unaddressed.

12-29-2006, 05:25 PM
I have had the fatigue feature switched off (through the use of SH3 Commander) for a very long time now, and I think it was very impractical in the first place. It was a nice idea/concept by the creators of the game but seriously flawed in action.<div class="ev_tpc_signature">


12-30-2006, 10:43 AM
I've always been of the opinion and experience (having done 8 - 12 hour military shifts) that your crew will always be 'dozy' from the first minute they're on duty, but when an alarm is sounded you are 150% awake and raring to go, no matter how tired you are (your life depends on it ??)...

Thus for me Fatigue is switched off (sort of auto shift change) as it's unrealistic - Boat comes to a grinding halt because poor little Heinz is sooooo tired.. tut tut. http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif<div class="ev_tpc_signature">


12-30-2006, 04:49 PM
well i dont see this as needless. cruising along at X256 for any amount of time is unrealistic to begin with. but if you want to do that, and most of us do, then you have to do something to control the fatigue. after all if you didnt then you would never hit x256 to begin with. do the math here. running 256 for 4 hours real time is 1000 hours in the sim. thats more than 41 days in the sim. you really want the crew members to show 41 days worth of fatigue?? they would be dead. the fatigue shuts down exactly so you can move across the atlantic in the sim in about an hour real time. to keep the game moving along. other wise a 12 hour sim crew shift would end in 15 minutes. if you want the sim to update the fatigue every 5 min then at 256X it would update at the rate of 5 minutes divided by 256. in other words every couple of seconds. your crew would need rest every few seconds.
so it seems odd to me that you want the realism of a tired crew mixed with the unrealism of massive time compression.

12-30-2006, 05:02 PM

I'm not sure I understand the point you're trying to make.

12-30-2006, 06:07 PM
ok so im not the only one who thinks the fatigue situation is a bit drab and lacking.<div class="ev_tpc_signature">

VFA-25 C/O

12-30-2006, 07:13 PM
yea and the pain of dragging every single guy babysitting them to the rest area and then bak to the work area it is a pain in the neck

12-30-2006, 07:43 PM
Originally posted by klcarroll:

I'm not sure I understand the point you're trying to make.

don't worry too much about it.
after re-reading the whole post i'm not sure what point I was making either.
Basically just saying we need the compression so we dont need to sit for a week waiting to get to the patrol area. And also that we shouldn't need to micro manage nap time for the crew, but after taking another look thats pretty much what everyone else said too, so my point was some what misplaced i guess.

12-30-2006, 08:54 PM
Originally posted by bf2player2006:
yea and the pain of dragging every single guy babysitting them to the rest area and then bak to the work area it is a pain in the neck

You don't need to do that.

You can click on the title of the destination room (Right or left whichever keeps the title highlighted.) and then other button click on the crewman and move them really quickly. You can even move whole rooms this way.

I swap out the engine room with a fresh crew in about 3 seconds or less.<div class="ev_tpc_signature">

100K Club Member

01-01-2007, 08:34 AM

I know that different folks prefer it different ways, but here is how I would like to play the game:
I would like the fatigue system to be such that after a 12 hour shift, my little guys in my submarine are tired and ready for a kip (more or less depending on the weather, the work they are doing, whether or not they are enganged in combat. I want them to tire, regardless of the game speed.
So I set out to head across the atlantic. Nothing is happening, so I bump the game speed. I go grab a cup of tea, come back to the computer to see that about 12 hours have elapsed, nothing has happened, but all my guys are tired, so I drop the game speed, change shifts, and then off we go again, for another 12 hours of game time.
When I finally do run into a destroyer, I want my crew to be in tip top condidtion - so I am glad that I have got them well organised and all taking regular naps, so that all the guys doing the important jobs are well rested and performing near their peak. The uboat commander that does not ensure his crew take regular naps will find that they are all whacked out, and perform badly when called upon, causing that torpedo not to get loaded in time http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif And of course you get rewarded for having a skilled crew too, as then you need less of them to keep the boat cruising, aloowing more of them to catch up on their sleep - meaning you are better able to man the boat in combat.

So I imagine to implement this, I would need the rate at which the guys fatigue to be reduced a lot, but also for that fatigue to occur even at high game speeds. So my question is - how do you mod the game to implement fatigue at high game speeds?

01-01-2007, 08:37 AM
klcarroll said:
Personally, I don?t think that ?whining? has anything to do with this issue: ??it?s not whining to object to an unrealistic feature.

I understand that the fatigue system is much debated, and there are different points of view on the matter. My comment about whining was to acknowledge this, rather than to express an opinion on it. I appologise - I did not mean to troll.

01-01-2007, 11:26 AM
Originally posted by codepoet:
I appologise - I did not mean to troll. You must be kidding.
This has been one of the best threads.

Too much useful information.

Thanks for posting it.<div class="ev_tpc_signature">

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