UBOAT
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[2025.1] Device Maintenance
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13 Nov, 2024 @ 6:39pm
24 Feb @ 6:59pm
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[2025.1] Device Maintenance

Description
Overview:
This mod deals with the maintenance of various devices on board.
Since the technical facilities on submarines in WW II were very sensitive, they often had to be serviced.
Also devices were broken again and again, which then had to be repaired on board during the patrols.

Save game compatible

Functions:
1. Sporadic defects:
At random, various devices on board can become defective. As soon as a device is damaged, the time compression automatically switches to x1.
The failing devices range from gyro compass, motors, ventilation, compressor and much more to simple lightbulbs.

2. Equipment maintenance:
Individual devices on board must be regularly serviced according to a maintenance plan.
A random principle is built into this too, so that this does not always work the same way.
This is how it behaves individually on every patrol. Devices to be serviced are e.g. diesel engines, bilge pumps and much more.
A pending maintenance is indicated by a message (see screenshot). No spare part is required for maintenance.
Maintenance can be carried out using an icon (see screenshot) on the respective device.
The mechanics then automatically carry out maintenance on board after pressing the icon.
It should be noted here that the mechanics repair function is programmed in the crew management as in the standard vanilla. If you would do it manually with a mechanic, you can do this (after using the maintenance symbol!), via the wheel menu of the device concerned with the tool symbol (no spare part is required).
If the maintenance is not carried out, the device will become defective after a while (this time happens to be between 5 and 45h).

3. Storm damage:
Equipment installed on the deck can be damaged in a storm.

4. Overload diesel engine:
After a longer AK drive (gear 5) of the diesel engine, it must also be serviced immediately.
This is indicated by a message.
If this maintenance is not carried out, the diesel engine will be damaged.

5. Hard Mode:
Additional functions with HardMode:
- The maintenance must be carried out more often than in standard mode.
- During normal diving processes there is a 30% chance (per dive) that devices can become defective at a random depth (without enemy influence). This also makes it a little more interesting with normal dives ;)
The hard mode is deactivated by default and can be activated via the MODConfig.xlsx file (to be found in the MOD folder "C:\Program Files (x86)\Steam\steamapps\workshop\content\...").

Please note:
Because at the beginning of a campaign the skill for the engineer does not yet exist to produce spare parts from scrap.

Please do not forget to store enough spare parts on board. For a normal patrol, the spare parts already on board in the standard Vanilla Game (first mission) should be sufficient.
However, this does not apply to additional damage caused by e.g. depth charges....;)

Credits:
Translation in English, German, Polish (by @Kamillo884), Russian (by @Hard), Turkish (by @Tokyo) and French (by @ii)
Popular Discussions View All (2)
1
29 Jan @ 10:05am
Visual consumption of engine oil during engine maintenance?
rybkinsg
1
24 Feb @ 2:18pm
PINNED: Bug Reports
sq_paradox
40 Comments
ScrubsuiNoHadou 29 May @ 3:34am 
Storm outside, Dive to not get my Derck gun damaged, surface to replenish oxygen and not have my crew suffocating, Deck Gun gets damaged (again). It would be an awesome mod, but untill it comes with a free badge of spare parts per patrol i can't recommend it for anyone in early war patrols, when you can't just by a bunch of spare parts.
Samwizeganja 4 May @ 1:26am 
I agree with the other commenters its a good mod but the deck guns get damaged too often... also the topside hydrophone and radar assemblies should probably get damaged too
hdsiding 7 Apr @ 12:14pm 
how exactly do i turn on the hard mode? i cant really seem to find the settings
fjl6954 6 Apr @ 2:18pm 
sounds like a good realistic mod, but if the guns break as posted by @Dave below. makes it questionable. not that we use the guns that much
DaveDangerous 28 Mar @ 5:04am 
Imho the deck gun breaks far too often so it actually kills a lot of the fun factor of the mod, unfortunately. Otherwise I see great potential of this mod especially expanding and widening the scope of the mod.
Nebelwerfer 5000 22 Mar @ 9:08am 
yes, the main reason I deactivated the mod are the breaking guns outside
Sir Digby 1 Mar @ 2:31am 
Please lower the chance of the flak gun being damaged in a storm, it's like it's made from cardboard. Had it break 4 times on first patrol but the deck gun just once so give it the same probability as the deck gun. I do try to dive to stop my sailors getting sick but with TC it's hard to catch in time. Otherwise a must-have mod. And thanks for the quick fix after patch 12.
spqrdiocletian 25 Feb @ 9:02pm 
I cannot turn on anymore after last update.
sq_paradox  [author] 25 Feb @ 4:45pm 
If you guys are still having issues, unsubscribe and resubscribe.
Make sure you are using version 1.2.1
Sir Digby 24 Feb @ 8:19pm 
Mod broken due to patch 12, can't maintain or switch devices on/off now. I've posted in the game discussions page asking the devs to include the last 2 or 3 patches in the beta participation tab so we aren't forced to update and have mods break, adding your support with a comment would be appreciated. It's stupid the Betas listed include tons of old b1** patches but they can't be bothered to include the most recent ones. Hope an update is simple and timely, right now I'm dead in the water because I can't turn on the water distiller and my crew are about to mutiny. Just allow me to rollback, such a simple solution ffs...