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#71316 - 04/05/05 06:37 PM Does the 1.2 patch address crew fatigue?
Zero Niner Offline
Member

Registered: 11/25/99
Posts: 1214
Loc: Singapore
Not seen it mentioned anyway, so my guess is "No".
Pity, as the crew management idea is a good concept but poorly executed.
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#71317 - 04/05/05 06:59 PM Re: Does the 1.2 patch address crew fatigue?
Wodin Offline
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Registered: 04/22/04
Posts: 703
Loc: Liverpool
Just download the mod. 8hr fatigue.

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#71318 - 04/05/05 07:36 PM Re: Does the 1.2 patch address crew fatigue?
akdavis Offline
Senior Member

Registered: 12/14/00
Posts: 3153
Loc: Fort Worth, Texas
One thing to keep in mind is that experience, promotions, medals, etc. have a significant effect on fatigue. If the 8-hour fatigue mod has been balanced for a starting crew, you may find yourself with crazy "ubermenschen" once your are well into a campaign. By balancing one thing, you may be unbalancing another.
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#71319 - 04/05/05 10:25 PM Re: Does the 1.2 patch address crew fatigue?
Anonymous
Unregistered


My first patrol was with 1.1, and my crew were practically all chronically fatigued the whole time.

My second patrol was with 1.2 and they seemed significantly better. I was starting to wonder if fatigue hadn't been addressed in this patch after all. I only handed out one promotion, and 3 medals after the first patrol, and they only all got 5 points of experience so I doubt it would have made that big an impact on fatigue.

One thing I have noticed is that if you run at 1024 in map view, fatigue is hardly affected (at least I have noticed for the 1.2 patch). I ran the same guys for over a day in their stations and they hardly got tired at all. If you go to the crew management screen and are still in 32x however, you seem to be constantly swapping them in and out as fast as you can click.

I have started doing my crew swaps at 1x to prevent them getting tired before I have even finished the roster change \:\) . Still not sure why sometimes I can go for 20-30 hours at 1024x with seemingly zero impact on fatigue... is this a bug?

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#71320 - 04/05/05 11:01 PM Re: Does the 1.2 patch address crew fatigue?
Anonymous
Unregistered


Crew fatigue is disabled over x32 - this is in all versions and is mentioned in the readme or manual...

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#71321 - 04/05/05 11:13 PM Re: Does the 1.2 patch address crew fatigue?
Anonymous
Unregistered


Ahhhhhh thank you, that explains a lot.

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#71322 - 04/06/05 06:04 AM Re: Does the 1.2 patch address crew fatigue?
43st Offline
Member

Registered: 10/14/01
Posts: 2269
Loc: Hudson Valley, NY
Quote:
Originally posted by akdavis:
One thing to keep in mind is that experience, promotions, medals, etc. have a significant effect on fatigue. If the 8-hour fatigue mod has been balanced for a starting crew, you may find yourself with crazy "ubermenschen" once your are well into a campaign. By balancing one thing, you may be unbalancing another.
Exactly... If you're hurting as a newbie Captain then you'll probably have the urge to hit the forums and dig up a fatigue hack/cheat. If you stick with it though you'll be richly rewarded for keeping your crew alive and promoting them accordingly.
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