UBOAT
More Realistic Torpedoes [B128]
48 Comments
Royal Raven 10 Oct, 2021 @ 12:51pm 
Yeah too bad your not around to update this. This looks like a good mod.

Looks like Torpedo Los! took a lot of your ideas but never gave you credit for it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2618681811
starkiller149 7 Oct, 2021 @ 12:45am 
update please..
-=PR=-weeble200 21 Sep, 2021 @ 3:58am 
I love this mod, I really hope that it can be updated to 129.
Chordline 26 Jul, 2021 @ 6:20pm 
I highly doubt this mod is compatible with B129.
Captain_H 18 Jul, 2021 @ 2:01pm 
Having some missing graphic issues when buying Torpedos in port B129
AP514 14 Jun, 2021 @ 5:12pm 
is this mod working ? does it work with 129 ??
Hunterkiller11 4 Jun, 2021 @ 4:00pm 
Is there any way that this mod could be made save compatible.
Karza 4 Jun, 2021 @ 12:20pm 
I like this mod but not the torpedo prices. How can i edit them?
Wrath of the North 3 Jun, 2021 @ 9:57am 
To me this mod is absolutely essential to the gameplay experience. Hope it's planned to be updated.
Vermithraxe 28 May, 2021 @ 8:42pm 
Is this mod compatible with Realistic T5 Torpedoes and Magnetic Detonators???? Also is this mod updated to latest patch because for some reason every torpedo I fire is a dud with your mod installed? Hoping for a possible answer soon.
Vermithraxe 28 May, 2021 @ 8:35pm 
Tried a third time new game with all files cleaned and yet again every torpedo is a dud. Im guessing this mod is broken with the last available update and is no longer being supported since owner does not seem to be active lately. To bad since the mechanic for no preheating was working which I hate the games mechanic as is. Dud rate is broken for me and I do not have another mod that changes dud rates installed. Hope you will fix issue or at least take mod of the available list so others will not run into this issue as well.
Vermithraxe 26 May, 2021 @ 8:00pm 
On second attempt again I had only one torpedo in eight actually explode with perfect center hits so beyond a doubt it is your mod causing extremely high chances of duds which was not accurate except with American torpedoes in the Pacific. This is badly inaccurate for German torpedoes and not acceptable for me. Love your other mods but this one will not be in my load order anymore. Now I will have to start another clean game just to enjoy the game again, if you correct your percentages in this mod I may give it a try again at a later point just because your other mods are well done and I enjoy them.
Vermithraxe 24 May, 2021 @ 10:05pm 
Well I shot eight torpedoes today: every torpedo hit and was a freaking dud, so 35% failure
probability was in fact 100% for every single T2 torpedo that I fired. I am pretty sure that never happened for a realistic UBoat patrol. As it stands loading in port was extremely fast for a full compliment load which took one hour while at sea the time seemed realistic. I can not figure out why eight torpedoes in a row were duds, they were fired in excess of 800m and all were dead center of my target. That is a totally unacceptable failure rate for torpedoes of the German variety, I might have believed that of American torpedoes early in the Pacific war. New game. Cleared out the cache, data sheets and temp files. So that can not be the issue. Seems that the rate for duds is broken. I hate having to start a new game when a mod is broken but will have to do so to check if it is indeed your mod that is the culprit. Will post update if I have same issue again.
Major.Kompot 21 May, 2021 @ 7:38am 
One issue that is it takes a long time to load torpedeos while docked and its a bit annoying :)
bartbandy 13 Apr, 2021 @ 1:56pm 
Was having issues with Torps taking extremely long periods of time to load into the tubes (well over 6 hours each). Seems to be related to Dynamic Travel mode. Cleared all the caches, started a new game with Realistic time (which I dislike but what can you do) and everything working properly now. @Mackingcheese88, I am using magnetic detonators with it and do not appear to be having any issues.
Mackingcheese 3 Mar, 2021 @ 8:13pm 
is this compatible with the magnetic detonators mod?
Ketsa 22 Feb, 2021 @ 12:36pm 
Thanks for the answer Masterblaster. I didn't know that setting did that so it's working as intended then.
Masterblaster 22 Feb, 2021 @ 2:45am 
@Ketsa That is all normal. If you play on supply difficulty hard all warehouse prices from entities.xlsx will be doubled.
Ketsa 7 Feb, 2021 @ 12:29pm 
Hi there, I started having a problem with your mod and I'm not sure why it's happening. With your mod activated it makes the cost of T1 torpedoes 3600 and T2 torpedoes 1800. It's super weird because I looked into the entities excel file and it's exactly how it should be based on the mod description. But for some reason those values get doubled when I start a new game. I've tried clearing my cache and verifying as well so I'm at a loss for what's happening.
Gerfaut 6 Feb, 2021 @ 2:26am 
Is your mod compatible with this one ?
Realistic T5 Torpedoes
Nimrod 4 Feb, 2021 @ 4:40pm 
k thx
Ancient Dresden  [author] 4 Feb, 2021 @ 11:56am 
@*nimrod - I've tried that, but it appears to be hard-coded.
Gerfaut 4 Feb, 2021 @ 2:09am 
Thank you for the update !!!! i can't play the game without your mod.
Ancient Dresden  [author] 2 Feb, 2021 @ 8:09pm 
Mod is updated for B128.

Seeing some comments that on-shore loading times for new torpedoes are too long (4 days for one torpedo) or too short (4 torpedoes in one hour). With the mod activated, it should take just over one hour (76-80 mins) to load a single torpedo from the warehouse onto the boat.

Extremely long loading times are probably caused by activating the mod in an existing game. The mod is not save-game compatible, so starting a new game should fix that.

Extremely short loading times are probably caused by conflicting mods that modify torpedo specs or pricing. Try disabling other mods to find the culprit.
Nimrod 28 Jan, 2021 @ 2:16am 
uhmm, would it be possible to still have to warm up the torps to actually be able to use them at their max range and speed? basically making the warming system close to reality
SID 6.7 31 Dec, 2020 @ 4:45am 
Author of the mod You need to add (noise effects) - when torpedoes are loaded, it would be interesting, and plausible. Thanks.
SackAbreisser69 28 Nov, 2020 @ 11:32am 
Deleting the files in "\steamapps\common\UBOAT\UBOAT_Data\Cache" and starting a new game does the trick
Thanks @flyandive !
salamander 22 Nov, 2020 @ 7:13am 
@Plague, M.D. you can fix that problem by editing Entities.xlxs /Equipment tab withing the mod files, look for the Mass field and adjust it according to original Entities.xlxs within the game files. Maybe changes to General.xlxs are also necessary. You can definitelly remove the Transfer Duration Factor (s/kg) line if it is ignored s it was reported before. But thinking about it, the General.xlxs file for realistic travel mode is missing and that might be the true culprit here. I will have look in the evening.
Gerfaut 19 Nov, 2020 @ 12:56pm 
Hello ! Great mod, any chance to update for B128 ?
Plague, M.D. 15 Nov, 2020 @ 8:57pm 
mod is broken on b128. one torpedo takes over four days to load on uboat. trying to load an empty uboat with torpedoes takes over 45 days. shame because i hate the unrealistic warming mechanic in the base game.
flyandive 15 Nov, 2020 @ 12:54pm 
I had the same problem with loading times on B128. Clearing the cache and/or starting a new game may work. I did both and it worked for me.

The issue is indeed the "Transfer Duration Factor" as well as the torpedo weight. The default transfer time is 240 seconds per kg and the default torpedo weight is 120kg.
This mod increases the torpedo weights significantly to between 1495kg and 1620kg but it also decreases the loading time to 3 seconds per kg to compensate. If the game doesn't read the "Transfer Duration Factor" correctly then the loading time will increase dramatically.
ch'ti poucet 30 Oct, 2020 @ 5:58am 
@worstl: Yes, it use a parameter "Transfer Duration Factor" that is now ignored by b128. So all mod using it for realistic items mass are broken !!! I hope it's a dev mistake that will be quickly corrected.
SackAbreisser69 29 Oct, 2020 @ 1:56pm 
In B128 loading times per torpedoes from Port warehouse are > 4 days with this mod. Any Idea why?
mateobl24 24 Oct, 2020 @ 2:51pm 
Is it compatible with "o1's Economy Rebalance" mod ?
Drakken 18 Oct, 2020 @ 10:09pm 
U-boat crews wouldn't reload during silent running; doing so would ensure they would be heard by passive surface sonar like a concert inside a stadium. Besides, reloading torpedoes was very muscle-intensive.

In fact, in rough seas you would need to go deeper to reload because of the wave motions.
Lebowski 4 Oct, 2020 @ 3:16am 
Great mod, and great sound efects. Do the torpedos loading duty emits sound heard by the enemy?
jmonk 26 Sep, 2020 @ 6:04pm 
Oops. Dresden, it appears that we owe you an apology. I just did a test with only this mod active, and it took a little over an hour to bring each torpedo aboard (6:33 for four.)

I'm not sure what was causing the fast resupply, but it seems that with only this mod touching the torpedos, it really is "More Realistic." Thanks for all of your hard work.
jmonk 26 Sep, 2020 @ 4:54pm 
Yep, the in-port resupply of torpedoes and other supplies should take a lot longer. When starting a new game, loading all the supplies for a full patrol, including off-loading four torpedoes and replacing them, took only a single hour. If you look up even how torpedoes are taken aboard a modern boat, and the disruption it causes, the resupply times here are insane.

Considering it took the mechanic and two able-bodied seaman 19 game-minutes to load a single tube, a complex, but streamlined activity, resupplying the boat's full complement of armament should take just a wee bit longer than it is currently. Other than that, I love everything else about the mod. Thanks.
Tomatow 24 Sep, 2020 @ 6:36pm 
yeah I'm kinda on board here with DC-3 I like the changes to the torpedos but I liked my port the way it was. The port changes almost fell like a different mod.
dc-3 22 Sep, 2020 @ 1:06pm 
I would like to say that it's not bad, but... why did you change the loading time at the port?! do you seriously think that loading and placing 500 kilograms of food and a dozen torpedoes weighing 1500 kg in a cramped boat is easy and easy?! it ruined everything for me personally
Ancient Dresden  [author] 1 Sep, 2020 @ 2:37pm 
@mateobl24 - you can load and play an old save, but the mod won't take effect unless you start a new campaign.
mateobl24 31 Aug, 2020 @ 3:57pm 
What does it mean "Not save-compatible" ?
We can't load an old save which hadn't received the mod yet. Or even by starting a new game with the mod, the save of that game doesn't load ?
Dufti 25 Aug, 2020 @ 10:59am 
Sehr Gut :-) Danke
ComЯade⛧ 21 Aug, 2020 @ 12:25pm 
NIce
SID 6.7 19 Aug, 2020 @ 6:42pm 
It is bad that it is incompatible with save game, I wanted to try it, but I don't want to start again.
danbey 19 Aug, 2020 @ 1:16am 
Well, I think that 3 torps to sink a single destroyer is not fine same as 2 for a corvette are just too much.
Ancient Dresden  [author] 18 Aug, 2020 @ 5:53pm 
@danbey - the damage seems fine but I'm open to suggestions.
danbey 17 Aug, 2020 @ 2:21am 
I wonder why you have modified everything except torpedo damage. Do you find it realistic enough to be modofied?