UBOAT
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[2025.1] Device Energy Management
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13 Nov, 2024 @ 6:42pm
24 Feb @ 7:00pm
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[2025.1] Device Energy Management

Description
Overview:
- Power consumption of all devices on board has been adjusted
- New devices have been added,- Added thermal layers
- Added seasickness
- Added outside and inside temperature
- Battery capacity adjusted

Save game compatible

Functions:
1. Control motors deep rudders:
The control motors of the deep rudders now also require electricity.

2. Device for preheating Torpedo:
As soon as a torpedo is preheated, the device needs electricity to preheat it.

3. Device distillation plant:
The distillation plant is used to produce distilled water, requires electricity and generates noise.
You will find the switch for the distillation plant by the galley as a symbol.
With a built-in drinking water tank (3875 liters), the crew also needs drinking water.
The water supply is always fully replenished in the port.
This supply runs out after approx. 10 to 14 days at sea (depending on the number of crews).
With the distillation device, this supply can be replenished at sea.
If this is not topped up and the water runs out, the Sailors will get sick.
The discipline also decreases if drinking water is only available for about 1 day.
The display of how much water is in the tank is on the kitchen symbol (tooltip).
Automatic detection of drinking water consumption when more than 30 sailors are on board.

4. Energy consumption of the electric motors:
The power consumption of the electric motors has been adjusted for each gear.
In the mod this curve is converted to a non-static energy curve.
The maximum range for underwater travel has been adapted to the real values of a Type VII C submarine.

5. Display in watts:
The display on to the battery symbol of the active power consumption is now displayed as watts.

6. Dispaly battery capacity in Ah:
A separate battery indicator has been implemented which shows the current capacity of batteries 1 and 2 in Ah when power is consumed or the battery is being charged.
You can find this display on the battery symbol. The battery value is displayed in red as soon as a value below 1000Ah per battery is reached.

7. Air consumption of sailors:
The air consumption of the sailors has been adjusted to near real values of a Type VII submarine (Type II may still need some updates).
Now you have to switch on the ventilation system after 6 - 7 hours to clean the boat with more fresh air or with the help of the potassium filter.
Automatic detection when more than 30 sailors are on board.

8. Persicope, Hydrophone and Main rudder energy consumption:
If a periscope or hydrophone is used by an officer or sailor, this now requires electricity.
Alos when the submarine is moving regarding main rudder system.

9. Device fridge:
A new fridge device has been added to the galley.
This requires electricity and generates noise.
If the refrigerator is switched on, the food consumption as we know it in the vanilla game.
If it is switched off, the food is used up faster because it spoils more quickly.
You can find the switch as a symbol for the refrigerator on the galley.
The device are automatic on if you start a new career.

10. Outside temperature:
An outside temperature was implemented depending on the climate zones.
This temperature depends on the weather conditions, also if day or night.
You can find the current display of the outside temperature in the map view by the wind symbol.

11. Internal temperature:
The inside temperature in the submarine depends on the outside temperature.
You can find the current display of the internal temperature in the map view by the wind symbol.
If it is very hot, the temperature inside rises sharply.
If it is very cold and the temperature in the submarine falls below 12 °, the sailors can get sick.
You will be made aware of this with your own text message.
You then have time to switch on the heating (also newly implemented).
This heats the boat to a constant 19 ° C. The heating requires electricity and generates noise.
You will find the switch for the heater as a part of the already existing ventilation context use radial menu.

12. Water temperature:
The water temperature from the sea is adapted to the climatic zones and is also dependent on the weather.
The deeper you dive, the colder the water becomes.
Water temperatures in deep layers simulated according near to real values (see the diagram by the mod pictures).

13. Seasickness in a storm:
If the wind speed is over 20, the men can get seasick (without seawolfs). You will be informed about this via your own text message.
You will then have time to dive so the sailors can relax. If they don't dive, the sailors could get sick after a while.
Since the wind in combination with the waves in the game is partly not yet coupled right. I will also wait for the game update B129 here before I refine this implementation.

14. Thermal layers:
There are now thermal layers built in, which, when they are reached, make the location of the sonar difficult.
The thermal layers differ depending on the climatic zone, weather and low temperatures.
Depending on the conditions, three possible different widths of the thermal layers were also included.
The thicker the layer, the more difficult it is to locate the submarine.
You have to be exactly under the layer to be difficult to locate by the sonar. As soon as you pass a thermal layer, a message appears.

15. Real battery capacity:
Real capacity values were built in. Including the batteries to be upgraded.
Type II:
- standard battery, 36 MAK 580
- upgrade + 17%, 44 MAL 570
Type VII:
- standard battery 27 MAK 740
- first upgrade + 22%, 27 MAK 800
- second upgrade + 32%, 33 MAL 800
- experimental upgrade + 38%, AFA 70 MAL 760

16. Radio energy consumption:
If the radio is used, this now requires electricity.

17. Battery loss of power:
The batteries in the submarines from World War II were very sensitive to cold.
As soon as the outside temperature falls below 10 ° C, the batteries on board have a power loss.
This is shown in % per 24h in the battery symbol. This goes from 1% to a maximum of 30% loss.

18. MOD configuration file:
To be found in the MOD folder of "steam" and entered in the MODConfig.xlsx (take a look at the screenshot above).
C:\Program Files (x86)\Steam\steamapps\workshop\content\xx\Data Sheets\
Here you can switch off/on the functions for: "Cold Sailor Seasickness", "Real Air Consumption Sailor", "Thermal Layer", "Real Battery Capacity", "Drink Water Consumption".
Attention: This is the preliminary stage of the configuration file. You need a program to edit .xlsx files. A change from default settings is overwritten with every MOD update and must be changed again afterwards.

19. Fuel tank display in liters
Popular Discussions View All (4)
19
7 Jun @ 6:57am
PINNED: Bug Reports
sq_paradox
11
1 May @ 3:27pm
PINNED: Suggestions
sq_paradox
0
9 Feb @ 8:52am
Subscribed but not installed
Romans
151 Comments
Parrot_Bay180 12 Jul @ 6:31pm 
FINALLY We get thermal layers !!!
Ahriman 5 Jul @ 8:44am 
@Lynch
"messes with the hydrophone"
"ruined my save"

...care to elaborate? How does it mess with the hydrophone? How did it ruin your save?
I installed the mod recently, on an already running save, works perfectly fine. The only hitch was that I had problems turning off the fridge one time.
So, mind sharing the details of what exactly is happening to so that we might actually judge for ourselves or are you just going to keep periodically blowing hot air onto your keyboard?
Joewlpc 9 Jun @ 7:48am 
did you put it in halfway through a save?
Lynch 8 Jun @ 8:41pm 
this mod ruined my save file to now its unplayable. seeing as how it was the only mod i had installed. My fault completely though its been months since it was last updated and the author of the mod stats clearly its not going to be updated any time soon.... so my advice dont install
Lynch 8 Jun @ 8:27pm 
the mod currently messes with the hydrophone and i dont recommend installing it at all at this point. if it was updated it would be another story as it was a very good mod but now..... it just messes up your save file. save yourself the headache
Kowalski 26 May @ 1:38am 
Thanks sq_paradox - we are waiting <3
sq_paradox  [author] 23 May @ 6:13am 
@Lynch
I will update it eventually. It's not abandoned. But I can't make any promises as to when that will happen.
Joewlpc 22 May @ 9:40pm 
however it is reset upon time skipping
Joewlpc 22 May @ 9:39pm 
... the mod fully works with most recent builds
Lynch 17 May @ 6:06pm 
Dont think this guy is ever going to update the mod i would recommend uninstalling at this point