UBOAT
[2025.1] Shared [BETA] U-Boat Expanded
185 Comments
link  [author] 28 May @ 8:31pm 
pushing out a patch to fix the emblems causing games to not save - pls test
PlaguePhreak 26 Apr @ 7:09am 
think i gotta say it 4 everyone but thank you for trying to keep updating the mod even w all the struggles. we love u link and UBE team <3
link  [author] 22 Jan @ 9:24pm 
you would have to track game date vs simulation speed - the reason this was reduced was due to the fact there are two primary components of the game running on slightly difference update cycles, and they can get out of sync. especially in periods of the war with significant activity.

basically the calendar and simulation speed stop lining up. more days pass , than you have effectively simulated in TC. this can be tested by setting a waypoint , traveling at a certain speed, and calculating how long it should take to travel. by the end of the trip , a different number of days will have passed than should have.

there were instances back in the B131 days where this could get as low as 0.3 simulation rate. but it often would hover at 0.5 during max Time compression. hence the reduced values. while optimizations have been done , It would be a process to figure out if this is needed.

Otherwise a patch mod (anyone can make this) to revert the values to vanilla
똑똑한 22 Jan @ 8:30am 
Tried out the higher time compression, seemed to work absolutely fine. Saved a ton of time on long transits and no weirdness or performance issues whatsoever.
M4CB 22 Jan @ 7:22am 
Mod author said this is not compatible with 2025.1
Revert game back to 2024.1
BobbySopor 22 Jan @ 6:50am 
since update 2025.1 dropped my officers cant be on watch anymore on the tower. i tested with all other mods disabled and new career on a Type IIA. as soon as i remove this mod it works again. just to let you know
link  [author] 18 Jan @ 8:41am 
Convoy Size Settings should affect all spawners regardless if modded or not

This mod doesn't change logic of how the game works neutrality rules are the same as vanilla

Time compression values could be returned to vanilla with a datasheet patch, applied after UBE in mod load order, I have doubts that the game can still handle the increased volume of data at the original TC values. but some machines may fare better than others. I believe this is written in General.xlsx/Settings
똑똑한 17 Jan @ 10:00pm 
Has there been further consideration of increasing time compression speeds back to vanilla values either natively or via dependency? I know this was discussed on reddit about a year ago.

If not, is this something that could be handled by a manual edit of the files on the user side?
Rex Vulpes 15 Jan @ 12:53pm 
Haven't run into the situation yet myself, but as far as I know the base game itself allows you to attack neutrals, since they're fair game alongside enemies.
THE RIDE NEVER ENDS 15 Jan @ 4:27am 
Oh and another thing, i know in vanilla you can sink neutral ships when protected by anglo warships but with all those added ships traveling, say i find some odd formation of some neutrals and 1 warship, does the mod make it fair game to attack neutrals too?
THE RIDE NEVER ENDS 15 Jan @ 4:18am 
Hi, just one question in passing before i hope your release, do the "convoy size" option when starting a game affect UBE convoys? How does it work? Also i think i remember UBE convoys being more compact than vanilla convoys, there is variation in size, density in formations?
link  [author] 12 Jan @ 6:35pm 
campaigns are the biggest issue, custom campaigns have their own unique issues vs. vanilla ones, and sometimes the date & location of the campaign is pretty important.

honestly, the best thing is UBE bug reports with images and details describing the issue and steps to reproduce usually help the most.
Rockstar 12 Jan @ 2:02pm 
Thanks for the update. Any particular areas we should check for bugs with this version?
link  [author] 11 Jan @ 9:10pm 
this mod is unlisted - mainly because its a beta

well , the save issue mr blade12, reminds me of a much older issue when the game was in EA, that required data that could only be loaded when starting a new game but didn't load when starting from the save directly,
- it was like two bugs in one, 1. The mod save , was missing some data (unknown bug) that caused the loop, startng a fresh game created the data, going back and loading the save , now works because for some reason the data was never cleaned up when returning to the menu (another bug)
THE RIDE NEVER ENDS 11 Jan @ 6:01pm 
just realized something, when you filter mods on the workshop by last updated this doesn't show up at all despite just updated, is it a beta tag in the mod settings? Didn"t knew it was a thing
mr blade12 10 Jan @ 10:38pm 
So I found out two load existing save. You need to start a new game first and then load it or else it will do an infinite load.
link  [author] 10 Jan @ 7:18pm 
excel doesn't have any source control, nor does git have the ability to track diffs within excel files as they are a proprietary format.

google sheets technically does, via the web UI. its clunky but works I guess. I never successfully migrated to sheets with the needed functionality
Obi 10 Jan @ 7:14am 
For bug/issue tracking, does the mod/beta have a Git or similar? Cheers and thanks for all the work :-)
mr blade12 9 Jan @ 10:46pm 
I cannot load any saves.
THE RIDE NEVER ENDS 8 Jan @ 9:33pm 
aaand leveling up officer 1 level do not reveal the second tiers of skills, still "?"


i feel like i gave you quite enough work ^^'
THE RIDE NEVER ENDS 8 Jan @ 9:32pm 
ok one last, the headquarter project for north sea mines do not reveal anything, at all.
And when you change flotilla (went to wilhemshaven) you do not get the promised new tower emblem
THE RIDE NEVER ENDS 8 Jan @ 9:01pm 
+ of the kills (fishing ship too for testing) only one (freighter) showed up in the map animation when you're in port, i guess no way around it?

That's all for today...
THE RIDE NEVER ENDS 8 Jan @ 9:00pm 
Freighter kill gives more (like 6 times more) points towards medals than passenger ships, but tonnage of the passenger ship is 4 times superior, i know "human cargo" isn't the main mission of uboats but it's funny
THE RIDE NEVER ENDS 8 Jan @ 8:43pm 
i deleted the cache tmp and that other folder before starting the game and i got pink textures ONLY with deck gun shells when i fire them
THE RIDE NEVER ENDS 8 Jan @ 8:39pm 
no flag on passenger ship
THE RIDE NEVER ENDS 8 Jan @ 8:24pm 
besides ports, emblems and maybe VIIC41 and other submarine switching is there anything else to worry about in the current beta? Maybe i shouldn't had deleted my vanilla saves...
THE RIDE NEVER ENDS 8 Jan @ 8:09pm 
I'm trying the u47 right now but overall the issues i seen seemed to be everywhere on early campaigns (like boat selection)
THE RIDE NEVER ENDS 8 Jan @ 8:08pm 
more port info, idk if that's a bug but edinburgh is full of destroyers but not a single merchant, the total opposite of vanilla, the description of the port sqys that it's a hub for maritime goods, but... no merchant
link  [author] 8 Jan @ 8:06pm 
Bug hunt*"
link  [author] 8 Jan @ 8:05pm 
Ports are utterly broken and the primary reason I haven't released this officially

Not sure if Aberdeen is ube or vanilla.

I'll look into the other issues, can you recall which campaign you saw this with so I can focus my hunt more
THE RIDE NEVER ENDS 8 Jan @ 8:01pm 
somehow i got 3 sailors per skipper and leader despite no authority, others 1
THE RIDE NEVER ENDS 8 Jan @ 7:47pm 
tried going into aberdeen, there is no port to attack
THE RIDE NEVER ENDS 8 Jan @ 7:20pm 
Cannot manually assign to UZO an officer, but somehow he does it on himself when i qssign on periscope and then dismiss
THE RIDE NEVER ENDS 8 Jan @ 6:04pm 
yep U31 and U32 cannot upgrade to VIIC at the start at all they don't show up, game says they are VIIB boats but start game menu says VIIA
THE RIDE NEVER ENDS 8 Jan @ 5:41pm 
Example: the famous "vache qui rit" uboat emblem, yes it's real
THE RIDE NEVER ENDS 8 Jan @ 5:41pm 
oh wait, i get widly different results by campaigns but the constant is no VIIC41 anywhere, you guys locked the uboats by dates?

Also i see on some campaigns you can revert to the original emblem you started with, on some there is none at all, and overall that "painter npc" isn't superfluous now that a flotilla change give access to the associated emblem? They should give access to "niche" emblems i think
THE RIDE NEVER ENDS 8 Jan @ 5:10pm 
No VIIC/41 and apparently on U-4 campaign you cannot upgrade to VIIC or even IID
Jagick 3 Jan @ 7:05am 
Not sure if it's happening to anyone else, but since the December 5th update, I cannot load any saves after shutting the game for the night and starting it up the next day. All saves can be loaded fine if part of that play session, but the moment the game closes entirely they all cease to function when starting up again. They just load infinitely. Already tried clearing cache, datasheets, and temp folders as well as verifying file integrity through steam. These are saves from after said update, not before it.

Output log is absolutely flooded with errors pertaining to (what I believe) is this mod, various exceptions, missing icons, X Y Z "doesn't exist!", and X Y Z "was not found."
Lionhardt 23 Dec, 2024 @ 4:13pm 
Only have U-995 w/ no description of start as an option. Also, unable to load past the initial settings of the campaign.
link  [author] 8 Dec, 2024 @ 1:04pm 
No it is not intentional
nxvclz 8 Dec, 2024 @ 5:11am 
Is it intentional that the Type VIIC/41 model isnt accessible? If so, why?
link  [author] 15 Nov, 2024 @ 5:36pm 
it may not be required anymore, i thought at one time it was tied to Historical Flags & identification book or the Enhanced BdU Convoys UI buttons
DrumDrum100 14 Nov, 2024 @ 8:09am 
I chcked the output log. I think it might have something to do with custom actions mod, is that still a requirement for this mod to work?
Major.Kompot 12 Nov, 2024 @ 8:00am 
is it just me or now the captain cannot by in the regular deck watch station ( without using the UZO). I am pretty sure it was one of the changes in the 2024 version
PlaguePhreak 12 Nov, 2024 @ 4:56am 
Oh yeah. time to do some hardcore testing and bug reporting
link  [author] 11 Nov, 2024 @ 2:53pm 
Quite possibly I haven't made any changes. Please refer to the change notes.

Also, you could inspect the output log and see if there is a message related to why you can't load the save
DrumDrum100 11 Nov, 2024 @ 1:05pm 
I can't load my savegames anymore, is it because of the game update?
Jyson 10 Nov, 2024 @ 5:14am 
Can you list what still needs to be completed, so we have a rough idea on how much longer this awesome mod will take to be completed?
link  [author] 9 Nov, 2024 @ 4:00pm 
I mean it's a beta so determine from that what you will
DrumDrum100 9 Nov, 2024 @ 3:42pm 
oh my, is it playable now?:steamhappy: