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Thread: Endurance | Forums

  1. #1
    Its starting to annoy me. The fact my crew is exhausted after 2 hours in a fight with or without orders and can stay alert for at least 2 days just cruising. Leaving my crew in their quarters for 8 hours to boost their endurance and NO CHANGE!!!. It honestly seems as if it has something to do with proximity to enemy ships, it increses the rate wich endurance is used the closer you get!.

    I thnk it would be a better idea for the crew mangement interface to have shifts. Have two slots for each compartment shift 1 and 2, set a time and they'll swap atuomaticaly. This way you could have a more realistic endurance for each crewman without worying about endurance running out every couple of minutes on *1024 time compression.

    I dont know what it is about this game, but with it being realistic the less realistic parts really stand out.
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  2. #2
    I have noticed as your crew grows in renown points as you go, the better off they are. I have noticed they change from engine room to electric without being asked, etc. Work with them for awhile and see what you get.
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  3. #3
    Originally posted by PsychoSY:
    Its starting to annoy me. The fact my crew is exhausted after 2 hours in a fight with or without orders and can stay alert for at least 2 days just cruising. Leaving my crew in their quarters for 8 hours to boost their endurance and NO CHANGE!!!. It honestly seems as if it has something to do with proximity to enemy ships, it increses the rate wich endurance is used the closer you get!.

    I thnk it would be a better idea for the crew mangement interface to have shifts. Have two slots for each compartment shift 1 and 2, set a time and they'll swap atuomaticaly. This way you could have a more realistic endurance for each crewman without worying about endurance running out every couple of minutes on *1024 time compression.

    I dont know what it is about this game, but with it being realistic the less realistic parts really stand out.
    Well, what do you expect ? Being at 200 meters, with DDs dropping charges on you, is of course going to fatigue the crew 10 x's more quickly then a simple cruise on the surface. If you rest the crew, with silent run off, they'll get their wind back. Even under those circumstances. However if it's an absolute game killer for you, beery's real uboot mod removes crew fatigue, ad has a few other nice changes included.
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  4. #4
    Actually, crew members do not fatigue when running at 64x or faster on time compression. On the other hand, they don't lose fatigue either when playing at 64x or faster.

    I should also mention that different stations create fatigue at different rates. Crewmembers become exhausted in the Engine Room much more quickly than when they are stationed in the Control Room, etc...
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  5. #5
    i think the devs would have put a box in the realism settings to turn off fatigue all together.a uboat commander shouldnt have to be babysitting men telling them when to rest.they should be working in shifts automaticly.this has been my only complaint about this sim.other than this small annoyance this is the greatest game ive ever owned!!! ps. since on the subject of realism shouldnt the devs have modeled in food supplies and fresh water for that matter? seein as this babysitting of your crew was supposed to be for realisms sake how is it i can sail to the middle of the atlantic kill my engines and just time compress for months or perhaps a year and still remain alive?my men have fishin poles? anyways just my opinion and ya know what they says about that.
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  6. #6
    Tips for Crew management.

    First off, fatigue is not a big deal I've had entire crews with exclamation points beside their head and I could still run a fine ship.

    The biggest places for crew fatigue or torpedo rooms, and the watch tower. As long as you have enough efficiency for the engine room (easily taken care of by given an officer the machinist ability), your engines will run fine. Max efficiency in watch tower lets you spot ships before they are on top of you, and max efficiency in torpedo rooms lets you reload faster (only really important if you just HAVE to have that torpedo).


    Next up, fatigue never changes if you are above 32x time compression (that is, 64x or above). That is why after days and days of patrolling, your fatigue never moves, and you won't regain either. The dev team mentioned they did this so that the computer wouldn't have to do an insane amount of calculations for it and to simplify things.

    Next up, the most efficient way I have found for swapping fatigued guys out is to double click on the name of the compartment. It'll take fresh crew from quarters and replace them in the appropriate room. Sometimes some minor tweaking may be necessary for additional efficiency or maybe you want more Warrant Officers in there, but it makes things really fast. Just double-click...no thinking really required. And it tries to put qualified individuals in the room (torpedomen in torp rooms, etc.). Makes things virtually mindless.


    On a final note, there is another way to do some moving, but it's a little trickier, but can quickly fill up a compartment. First, click once on the compartment that you wish to fill up, and then right click on the compartment you wish to take men from.
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  7. #7
    goto
    \Ubisoft\SilentHunterIII\data\Cfg

    open
    Basic.cfg

    scroll down to

    [FATIGUE_COEF]
    ;comp 0
    RegularFactor00=0.01
    SpecificFactor00=0.04
    BadWeather0=0.02
    ;comp1
    RegularFactor10=0.01
    RegularFactor11=0.01
    SpecificFactor10=0.01
    SpecificFactor11=0.02
    BadWeather1=0.02
    ;comp2
    RegularFactor20=0.01
    RegularFactor21=0.01
    SpecificFactor20=0.01
    SpecificFactor21=0.02
    BadWeather2=0.02
    ;comp3
    RegularFactor30=0.01
    RegularFactor31=0.01
    SpecificFactor30=0.04
    SpecificFactor31=0.01
    BadWeather3=0.02
    ;comp4
    RegularFactor40=0.01
    RegularFactor41=0.01
    SpecificFactor40=0.01
    SpecificFactor41=0.04
    BadWeather4=0.02
    ;comp5
    RegularFactor50=0.01
    RegularFactor51=0.01
    SpecificFactor50=0.03
    SpecificFactor51=0.04
    BadWeather5=0.02
    ;comp6
    SpecificFactor60=-0.1
    SpecificFactor61=-0.1
    ;comp7
    SpecificFactor70=-0.1
    SpecificFactor71=-0.1
    ;comp8
    RegularFactor80=0.01
    RegularFactor81=0.01
    SpecificFactor80=0.03
    SpecificFactor81=0.04
    BadWeather8=0.02
    ;comp9
    RegularFactor90=0.01
    SpecificFactor90=0.05
    BadWeather9=0.02
    ;comp10
    RegularFactor100=0.01
    SpecificFactor100=0.04
    BadWeather10=0.02
    ;comp 11
    RegularFactor110=0.01
    RegularFactor111=0.01
    SpecificFactor110=0.01
    SpecificFactor111=0.01
    BadWeather11=0.02


    change it to


    [FATIGUE_COEF]
    ;comp 0
    RegularFactor00=0.0035
    SpecificFactor00=0.005
    BadWeather0=0.01
    ;comp1
    RegularFactor10=0.0025
    RegularFactor11=0.0025
    SpecificFactor10=0.005
    SpecificFactor11=0.005
    BadWeather1=0.01
    ;comp2
    RegularFactor20=0.0025
    RegularFactor21=0.0025
    SpecificFactor20=0.005
    SpecificFactor21=0.005
    BadWeather2=0.01
    ;comp3
    RegularFactor30=0.0025
    RegularFactor31=0.0025
    SpecificFactor30=0.005
    SpecificFactor31=0.005
    BadWeather3=0.01
    ;comp4
    RegularFactor40=0.0025
    RegularFactor41=0.0025
    SpecificFactor40=0.005
    SpecificFactor41=0.005
    BadWeather4=0.01
    ;comp5
    RegularFactor50=0.0025
    RegularFactor51=0.0025
    SpecificFactor50=0.005
    SpecificFactor51=0.005
    BadWeather5=0.01
    ;comp6
    SpecificFactor60=-0
    SpecificFactor61=-0
    ;comp7
    SpecificFactor70=-0
    SpecificFactor71=-0
    ;comp8
    RegularFactor80=0.0025
    RegularFactor81=0.0025
    SpecificFactor80=0.005
    SpecificFactor81=0.005
    BadWeather8=0.01
    ;comp9
    RegularFactor90=0.0025
    SpecificFactor90=0.005
    BadWeather9=0.01
    ;comp10
    RegularFactor100=0.025
    SpecificFactor100=0.005
    BadWeather10=0.01
    ;comp 11
    RegularFactor110=0.0025
    RegularFactor111=0.0025
    SpecificFactor110=0.005
    SpecificFactor111=0.005
    BadWeather11=0.01
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  8. #8
    At first your warrant officers will move from diesel to electic engine compartments, this is because you need to make some of your WO machinist, when you do they will automatically go to the next engine room with the others, the sailors do it no matter what so dont worry about them.
    As for the tweak on getting no fatigue at all, I assume babysit like UBI intended, gives you something to do while out on patrols that are rather long in getting there, basically keeps you awake. But if you have most of your crew set up with iron crosses of both grades then all you need to do is get 50k per patrol and youll come back with a german cross in gold, and pass those out to the important people like your watch officer, navigator etc first, that medal makes that person never fatigue ever again. Then work your way down the list of important crew members like your engine machinists and your sonar man is a huge plus to have this medal, with the combo of one of your helm officers being listed as a radio man makes your sonar run at its full potential 24 hours a day, plus you never have to swap out the sonar man again ever. Get the german cross in gold and pass them out like I said, in no time youll find the swapping out getting less and less. Shoot for 100k per patrol like I do and you get 2 of those medals, and it dont hurt your renown for upgrades either, the missions may take longer but if you want an efficient and less babysitting of the crew to transpire, then I highly recommend it.
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