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View Full Version : Game-breaking RUB 1.44 change (for me)



tatarjj
10-08-2005, 02:57 PM
I just got to my station off of Halifax, and after I engaged a convoy I found near there, I put my tired crewmen back into their bunks to rest. Anyway, a little bit later I checked up on them, because some of my other crewmen running the engines were getting fatigued. Well, guess what? No rest recovery! WTF! So I put the game on 32X time compression and watched them for five minutes... NO CHANGE in their fatigue status. Meanwhile, my OTHER crewmen had grown fatigued at a seemingly faster-than-normal rate, and my engines stopped. I can keep the boat running using my more decorated petty officers and officers, but I want my seamen back! So, I read the readme for the 1.44 RUB patch, and I found where it described the new fatigue system. I don't like it at all! I feel that not only is no fatigue regeration EXTREMELY unrealistic, but it is also EXTREMELY unrealistic to be constantly worried sick about keeping the game above 32X time compression. Is there anywhere that I can get the old crew fatigue system back from?
Other than that, I like RUB 1.44 so far, but judging from my one convoy encounter so far with this new patch, the escorts are STILL too dumb and easy to evade.

Fish40
10-08-2005, 03:16 PM
I'm also useing RUB1.44. The fatigue with this mod, is moddeled to represent battle fatigue, which is not so easily overcome with simple bed rest. Putting your tired crewmen to their quarters will halt further fatigue, but will not regenerate them. I had to learn to manage my crew, to balance out the fatigue. Also, don't forget that the crew dose not experience fatigue when TC is at 64x or above.

Bubblehead1948
10-08-2005, 03:20 PM
http://forums.ubi.com/images/smilies/16x16_smiley-indifferent.gif Alwright, don't have a stroke; here's the deal: You're not the only one that has some misgivings about Beery's fatigue model, but don't let that hold you back from using Rub 1.44. Its a very good, possibly the best mod available. I do a lot of "blending" of mods. Here's what you can do. You need to make a copy of a raw patched (1.4) version of SHIII. Set it aside and use it for just such situations as this. In the shIII data folder you will find a subfolder called Cfg. In it you will find a file called Basic.cfg.

Copy that one, and paste it into the same folder in your functional shIII game folder.
This will put your fatigue model back as it was when you finished applying patch 1.4b.

I do this myself. Seems to work well if you prefer the original fatigue model.

Now go in peace...

Quixotic_990
10-08-2005, 05:55 PM
There is an easier solution for your problem with Rub's fatigue system. Download and install the SH3 Commander utility (available from Beery's site)..which not only gives you great new features for the game, but also gives you the choice of selecting the original game's fatigue system, Rub's fatigue system, or a system of your own devising. SH3 Commander is a must!

Pr0metheus 1962
10-09-2005, 12:51 AM
Fish40 is right. RUb's 'battle fatigue' system uses crew qualifications rather than rest areas to overcome battle fatigue. This forces the player to act much more like a real commander in terms of crew management.

As others have said, it's difficult to master because it demands realistic management decisions from the player. Those who don't want to deal with it can use SH3 Commander to install another fatigue system.

As for escorts being too easy to evade, you will find them easy in the first couple of years of the war. That's true of the standard game and it's even more true of RUb. RUb is focused on realism, not difficulty, and if anything, RUb reduces the effectiveness of escorts, because they were much more effective in the standard game than were their historical counterparts.

One thing that has been increased in terms of deadliness is air attacks. These were virtually useless in the standard game. In RUb they are turned into the deadly threat that they should be.

But don't expect to get killed in the first two years of the war. It probably won't happen. At that time the U-boats basically had no opposition. But start a career in 1943 or 1944 and then come back here and tell us that escorts are dumb and easy to evade.

tatarjj
10-10-2005, 07:21 AM
Thanks for the replys guys. Sorry if I was a bit harsh earlier... I was kinda frustrated. I guess I will make a parallel install of SH3 (by renaming my current SH3 game folder and reinstalling) and restore the orginal fatigue system. I found an "realistic fatigue mod" on the interent and am using that currently. Sorry, I just don't feel that absolutely no fatigue regeneration over the course of one of my 1 1/2 month type IXC patrols is realistic.

I have finally had a fun and challenging encounter with an escort. While attacking a convoy off of Spain (May 1942), I was somehow spotted by one of the destroyer escorts as I was setting up my attack on some T2 tankers. Damaged by depth charges, I was forced to go deep and slow to evade the destroyer. After one and a half hours of depth charge runs by the destroyer, I was finally able to slip away with the help of some decoys. Talk about fun! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

TheRealWulfmann
10-10-2005, 08:42 AM
May I suggest you stick with that fatigue mod as it is? The first patrol is very tough but as the experience in the crew improves it gets easier. By the 5th patrol it is actually easier than the stock version.
Think of a new boat and crew and how they would have handled real battle situations, becoming more stressed than vets. Make that first patrol a shake down cruise attacking single ships, doing your patrol area and coming home with a crew better prepared.

While certainly life was much harder with aircraft as the war progressed you should be easy to sink if you are not commanding your boat properly any time. From the war's start to the end of 1941 Germany lost (at least) 54 U-Boats or about 2 per month.
I have made every convoy escorts either 3 or 4 from the beginning and only when I act rash or incompetent am I sunk. As the war progresses and there are more 4s than 3s for rated escorts it gets a lot harder.
I also agree aircraft should be tougher but, I can not agree on hordes of PBYs attacking me out side Brest, someone please show historic reference. Also 90% of air attacks should be by one aircraft, also not the case with most being mass formations.
Not very RUBish, IMO.
Then there is the, "it€s more real" excuse.
While I am sure Berry and all mean that and do there best, making one area more real that offsets something we do not have does not, IMO, make it more real at all. Like making the opposing Football (Soccer) team more real but you are the only guy on your team. So they act more real, you can not!!!!
The problem here is Berry tries to get us the updates in a timely manner and I believe one may fix some things this way, running long careers that reflect reasonable results is what is RUBish, again, IMO

Making it all but a sure thing to be killed in 1943 or 1944 is reality gone beyond reason.
I started a 1943 career and had to go south off Brest for a patrol grid. Yeah, right!!!
If I can get a 1941 career to 1943 (if) I will transfer to Bergen and patrol NW of the air patrols until I can get a Type XXI!!! LOL

Wulfmann

Pr0metheus 1962
10-10-2005, 08:58 AM
Originally posted by TheRealWulfmann:
I also agree aircraft should be tougher but, I can not agree on hordes of PBYs attacking me out side Brest, someone please show historic reference. Also 90% of air attacks should be by one aircraft, also not the case with most being mass formations.
Not very RUBish, IMO.

What other mods are you using? RUb REDUCES the numbers of aircraft in formations. You should be seeing less aircraft, not more. There is a mod out there that, if you load it over RUb it increases aircraft by a lot. I can't remember which mod it is, but I think it's one of the traffic mods.


Making it all but a sure thing to be killed in 1943 or 1944 is reality gone beyond reason.

The reality was that in 1943-45, careers were very dangerous indeed. However, I think the problem may have to do with the other mods you have installed. If there are any mods other than RUb and SH3 Commander on your system you can't automatically assume that RUb causes the problem. RUb doesn't support ANY other mods - if you're running anything but SH3 Commander with it, you may have corrupted some RUb files so that effectively you're not playing with RUb anymore.

TheRealWulfmann
10-10-2005, 09:37 PM
Actually, I have not put the latest air mod in but modded the last one instead.
So I assume that thread at Subsim on this is the guy that made the mod that suggested what to change?
That would mean I have the newer version by the back door and it is a big improvement.But it is still very tough as one **** PBY came down and sank me before I could react. That was mid 1943.

My reference to starting that 1943 career was meant to say from Bergen. Did you mod all the patrol areas in the latest RUB to eliminate cross over patrols? I can remember leaving Brest and having to patrol north of the Orkneys, very doubtful.

Wulfmann

Pr0metheus 1962
10-10-2005, 10:14 PM
The Ops team has assured me that every effort has been made to REDUCE air patrols to 2 planes maximum IF you're using RUb 1.43 or later, but this mod is very touchy - certain third party mods will screw it up and delete the plane numbers restriction. I have heard that if this happens players may experience even more planes than the standard version.

In short, if players have mods other than RUb and SH3 Commander on their computer, I can't vouch for what effect those mods will have on RUb - anything can happen when mods are installed on top of RUb. RUb is tested for compatibility with SH3 version 1.4b and SH3 Commander only.

As for cross-over patrol areas, in the last 6 months I've fixed about 5% of all patrol grids. There are something like 5,000 destination grids. Give me another 5 years and I'll see if I can finish half of 'em. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif