UBOAT
Realistic T5 Torpedoes
110 Comments
DarkRaven 30 May @ 4:18am 
Seeing as salamander has not been available, a short guide:

In order to make the mod compatible with 2024.1+, 3 edits need to be made in the steamapps\workshop\content\494840\2313423737\Source folder.

1. Open TorpedoPatches.cs in a text editor and the 4th line where it says "using Harmony;" replace with "using HarmonyLib;". Save and close that file.
2. Open RealisticT5Torpedoes.cs in a text editor and the 3rd line where it says "using Harmony;" replace with "using HarmonyLib;"
3. On the 30th line where it says "HarmonyInstance harmony = HarmonyInstance.Create("com.salamander.uboat.acoustic-torpedoes");" replace with "Harmony harmony = new Harmony("com.salamander.uboat.acoustic-torpedoes");". Save and close that file.

That allows the dll to compile without error. Of course, don't include the quotation marks (""). Hope that helps.
dand 29 Mar @ 12:00pm 
damn it 2025 incompatible this one was great
Alf Tupper 4 Mar @ 3:45am 
I'd love to see this mod updated as it's one of the few mods I would consider using. Interesting that the speed of the target not its noise in vanilla seems to be what the T5 heads for.
SlyRedGuy 3 Dec, 2024 @ 2:30am 
I used this mod back at 2022.1 and loved it, just checking in now that Dec 24 is upon us to see if Santa has gifted us an updated "REALISTIC T5 TORPEDOES ' mod....fingers crossed
Joewlpc 24 Nov, 2024 @ 5:26pm 
Need update.
Alex Paen (ljekio) 2 Sep, 2024 @ 10:01pm 
I tried it, unfortunately non compatibile with 2024.1
Eridano2013 9 Aug, 2024 @ 10:28am 
very interesting mod. I'd like to know if It Is compatibile with 2024.1
|Nick 3 Aug, 2024 @ 1:28am 
Compatible with the full realease version?
Battleshipfree99 2 Jul, 2024 @ 1:32am 
This mod should be implemented into vanilla. (Big love XD)
GJC 18 Jun, 2024 @ 11:24am 
Is it still working?
BenRichards843 23 Aug, 2023 @ 10:00pm 
Thankyou!! Aft torp room always has two of these.
salamander  [author] 24 Jul, 2023 @ 12:08pm 
I have tried to play full vanilla over the weekend to see what was actually updated in the game... Well the vanilla T5s are... how to put it mildly... same as 2 yeas ago :) They were hitting everything else other than the escorts i wanted and instead homing on a merchant few km away.
salamander  [author] 16 Jul, 2023 @ 11:16am 
I have played today, the T5s work as intended. At first I though there is a problem as the torpedo was not picking up the destroyer from like 200m, but that was just bacause i forgot how much the terget propeller speed matters :)
salamander  [author] 13 Jan, 2023 @ 2:50pm 
Nick, its how the rather simple control system was done at the time, you can find more info in this Russian article, which describes their torpedo based on the original German one: https://allmines.net/catalog/russia/torps/saet50/ just translate the text. Basically two microphones pointed towards the sides are responsible for the larger sensitivity to the sides and the snaky moving pattern. There were few different models even with more microphones, but in the end they operated similarly.
|Nick 13 Jan, 2023 @ 11:26am 
I dont really understand why the sensitivy is the strongest to the sides and not around 0 degrees.
Does this mean, that the torpedo is more likely to target an adjacend ship instead the one I shot at?
Surf 19 Oct, 2022 @ 4:07am 
based mod author
AlexFoyle 18 Oct, 2022 @ 2:10pm 
The man, the legend
salamander  [author] 18 Oct, 2022 @ 12:56pm 
Yes, i was testing it yesterday together with TDC and all worked fine. I have updated the description. I will update manifests on my mods which does not need any changes after the game updates stop rolling out so often. All my mods are atm working with 2022.1. Only SPO still need fixing.
Surf 18 Oct, 2022 @ 3:43am 
would like to know as well
JM-LeiDao 17 Oct, 2022 @ 10:55pm 
Is this compatible with the 2022.1 update?
salamander  [author] 20 Sep, 2022 @ 1:07pm 
I will hopefully get back to modding in few months :)
salamander  [author] 20 Sep, 2022 @ 1:06pm 
I guess by overshoot you mean that the torpedo passes besides the target and while it is under 300-500m from it, the target is not within the 30degree cone from the front. If the torpedo does not pick like 2x stronger signal in the microphone on one side, it will not start turning. This was more or less also the historical implementation of one of the versions. Signal from left and right microphone is compared and unless certain threshold in difference is crossed the torpedo runs straight. But there is not much info about them and different models and improvements for sure existed. Simple improvement will be for example that you set up run distance, after which the torpedo will start turning. Then even if you "overshoot" but set the distance roughly correctly, there is high chance the torpedo will pick the target as it starts turning.
Thahat 12 Sep, 2022 @ 5:07am 
(which is why the british developped the "step aside" tactic eventually to not have escorts blown up by zaunkonings. https://en.m.wikipedia.org/wiki/Western_Approaches_Tactical_Unit )
Thahat 12 Sep, 2022 @ 5:06am 
after more testing with this, and reading more though, i'd say this has turned the actual zaunkoning less good then it was IRL. (there were plenty of reports of escorts being hit from the back while the uboat shot at them, implying t5's could turn around fully and catch up to escort ships. after they overshot, this tends not to happen ingame (though possibly because escorts in game try to charge you at full speed like rhino's, which may not have always been the case IRL)
salamander  [author] 19 Jun, 2022 @ 4:32am 
@Thahat, thank you! <3
Thahat 8 Jun, 2022 @ 3:19am 
Can i just say im a great fan of your mods!
salamander  [author] 10 Jan, 2022 @ 10:39am 
Hello, sorry, as i was working on the Iron Coffins in the past week or two i did not get to update it. Just the manifest was updated there was no issue with B131 otherwise.
salamander  [author] 26 Dec, 2021 @ 4:59pm 
Hello, I have tested in b131, all seems to work, i will update the manifest soon to not show up as outdated
BjN 29 Nov, 2021 @ 8:17am 
does it work in B-130?
Lunaxx 28 Sep, 2021 @ 5:49am 
@salamander solid info, thanks. I will use it for different purposes then and see
salamander  [author] 27 Sep, 2021 @ 11:49pm 
I am investigating how to add new torpedo types into the game, then for example T4 torpedo type can be more useful against merchants.
salamander  [author] 27 Sep, 2021 @ 11:47pm 
Hello, please share me a screenshot of the situation or share a savegame and I can analyze it. Detection range against merchant going at 7kn is rather low, about 200-250m because the T5 was tuned for the cavitation noise of the fast propellers of escorts. So I modelled this sensitivity accordingly. The detection range in the mod really depends on the propeller speed, even when the escort slows down to few knots (which they do sometimes usually to avoid collision), torpedo can lose it. Mod is outputting debug data in the log every 50m of torpedo travel, you can see there how well the torpedo 'hears' with its left and right hydrophones. You can open console in game to see. Also recently dropped depth charges or pill decoys affect the detection range.
Lunaxx 27 Sep, 2021 @ 5:01pm 
so far I shot 3 pieces with 0 picking up merchant trail which Im pretty sure was within 30° angle... gotta test more but its significantly harder to hit anything.
Royal Raven 19 Sep, 2021 @ 4:55pm 
Nice!
salamander  [author] 19 Sep, 2021 @ 4:53pm 
Greetings, update is up, looking forward to you feedback captains!
salamander  [author] 16 Sep, 2021 @ 1:01pm 
Sorry, have been busy through the week so I did not get to it yet, will continue over the weekend.
ExParrot 16 Sep, 2021 @ 1:16am 
Oh, well ... no matter. :-)
salamander  [author] 12 Sep, 2021 @ 10:15pm 
Hello, sure, np, but are you aware that I have not uploaded the update yet? Since I have changed more things, I wanted to test everything properly. If you want to test I can upload now however.
ExParrot 12 Sep, 2021 @ 7:00pm 
Yes, it would be pretty safe to say that all the failures would be after there were already lifeboats in the water. I tend to save the T5s for for high priority targets, i.e. escorts who are now converging on me because I sunk a couple of ships!

I've started a new game with only Realistic T5s so will see how it goes. Thank you sir!
salamander  [author] 12 Sep, 2021 @ 5:08pm 
Hello, the issue is fixed. Additionally the guidance algorithm is refined and hydrophones are sampled much more frequently, resulting in less wobbly trajectory as the torpedo comes closer and closer to the propeller. This is now closer to the analog control of the real T5. Sensitivity of the hydrophones is considered in 3D (as opposed to 2D sensing along horizontal plane in current version). Of course the T5 is not steering in depth, but rather keeping the preset depth, but with this change the torpedo does no pick up target which is much deeper than its depth for example submarine 100m below. Well it depends on the angle from the hydrophone to the target.
I would also like to remove the missed target torpedo reporting for the T5 because this is only practical for the regular torpedoes. Inee to add this last thing and test some more, but so far they work nice.
salamander  [author] 11 Sep, 2021 @ 4:33pm 
@ExParrot, thank you, the problem is already solved, it looks like the small lifeboats with sailors were causing the problem, torpedo guidance code was crashing because it considered them as target but they do not have propeller. They seem to be some new addition to the game. The older liferafts had propeller. Non existing propeller caused the null reference exception :)
Can you confirm that the past failures were under similar circumstances that there were already some wrecks and lifeboats around. Thank you for that save, it really nailed down the problem in minutes :)

Also i had locally slightly newer version of the mod which contained some safeguards, for example was automatically disregarding targets with speed less than 1m/s, which for example helped in this case. I will test some more and add more protections in case there are some other new addition in B129.
ExParrot 11 Sep, 2021 @ 4:20pm 
I forgot to add - Sinking Physics Overhaul too.
salamander  [author] 11 Sep, 2021 @ 3:49pm 
@ExParrot, that is very good debug material you sent to me, it might be that the nearby wreck or the small boats with survivors are causing this problem I am seeing error in the log file so i will have look in detail.
salamander  [author] 11 Sep, 2021 @ 3:15pm 
@ExParrot, thank you very much for your support :). Iam now testing the Iron Coffins before I upload it, but I will check your save right after.
ExParrot 11 Sep, 2021 @ 3:01pm 
No, mods I use are: Compass navigation (plus Custom Actions), BdU Reports, Realistic T5, and I will try UBE Expanded on my next new game.
salamander  [author] 11 Sep, 2021 @ 12:15am 
Hello mate, thank you, I will check and try to reproduce. Do you use TDC or any other torpedo related mod?

Regarding some troubleshooting check my guide here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2313423737&tscn=1631335979
ExParrot 10 Sep, 2021 @ 9:53pm 
OK. Here is a save game where I think the T5 should have homed, but didn't:

Save Game [www.dropbox.com]

It is approaching the freighter to my east south east.

I had another completely fail this afternoon too - I think I will delete all the mods and reinstall them to see if that makes a difference.
salamander  [author] 9 Sep, 2021 @ 9:49pm 
Thank you :) and I fully agree. That is was the primary reason I started with this mod.
ExParrot 9 Sep, 2021 @ 7:25pm 
Also, just wanted to say: I love this mod, thank you! The base T5 is both unrealistically OP and also completely unpredictable and basically useless to fire against a preferred target.
ExParrot 9 Sep, 2021 @ 7:22pm 
OK, will do.