UBOAT
HARDER AND LONGER PATROLS!
23 Comments
pl_zbik  [author] 20 Apr @ 4:19am 
Yes Michael. I think that making any changes during patrol, when distance is counting is not good idea. Any changes schould be implemented when new mission is not assigned yet.
Michael J. Caboose 19 Apr @ 6:22pm 
Yeah the distance might be a bit much, I saw in comments its save safe bit how about removing to feel the difference? Just do it before accepting another mission? Thanks
pl_zbik  [author] 22 Apr, 2023 @ 1:32am 
Thx for information mike_lucraft. It's fixed now ;)
mike_lucraft 21 Apr, 2023 @ 2:07pm 
it's "too short" not "to short" :o)
pl_zbik  [author] 21 Apr, 2023 @ 11:54am 
Hey jmonk. Answearing on your question about patrol duration in days unfortunately it's not possible. You can change patrol distance (as primary objective), and GRT (as secondary objective). So, you need to balance between this two measurements. I know, that is not perfect solution, but it makes game at least little harder.
jmonk 21 Apr, 2023 @ 12:44am 
First, thanks for the mod. I understand both sides of the longer campaign issue. Is it possible with the structure of the game, to measure the length of a patrol in actual time instead of distance? Say the requirement would be to spend a certain number of days within the patrol area rather then travel a certain distance? That might just be the best of both worlds. I wish I had the time to research how patrol goals, if they even had such things, were done in real life.

Once again, thanks for the work, I'll be using this mod.
Shadriss 4 Apr, 2023 @ 1:52pm 
With that in mind, a higher GRT requirement will - if set correctly - create the lengthier at-sea times you are aiming for without requiring any changes to the actual distance requirements. Food, fuel, and other such items will still be expended more than they would normally, you are still spending more time at sea, and you will still have overall fewer patrols across a successful career.

All of that in mind, I would still like to see a version of this mod where you could - via a modconfig file - edit the two requirement separately so that players can further customize their own experience to their liking.

This is not a demand - the fact that you've done this at all is - to me - amazing and well beyond my own abilities to do. I thank you and appreciate the work that goes into this kind of thing. Taking this suggestion and running with it would, I think, turn this into more of a "must have" mod instead of merely a very good one.
Shadriss 4 Apr, 2023 @ 1:52pm 
All of which is well enough - it still means, however, a lot of additional time sailing to and from the patrol areas. With only 14 weapons on board - all of which could be expended in a single engagement - you are going to end up taking a significant amount of time in areas that do not count towards the patrol distance length just to get weapons to meet the new tonnage requirements.

Depending on where you are home ported, where your patrol area is, and where the nearest allied port is for resupply, you can spend upwards of 5 or 6 days one-way... 10-12 days or more round trip... getting more weapons and back on station. All of those miles at sea do not count towards the patrol length.
pl_zbik  [author] 4 Apr, 2023 @ 12:06pm 
Shadriss, yes, it could be done. It is possible to increase GRT goal without increasing patrol distance. But main goal of this mod is to made career little harder and little more realistic. Longer time at sea force you to plan patrol more carefully. You need to clculate fuel usage, food resources and crew fatigue. Moreover almost after every patrol you need to send crew on vacation. This cause, that during your career you will make 15 - 20 patrols instead of 50-60 which will take 6 - 8 days at sea. Forced vacation "simulates" time spend in base for repairing and refiting boat after patrol (not perfect solution, but simulates operations which was done after patrol).
Shadriss 1 Apr, 2023 @ 5:00pm 
The objective increase, I approve. No so much the distance part - the vanilla distances are long enough, especially accounting for all the sailing distance to get there and back. My biggest problem, as Tarnowinski's, is that I usually empty my torpedo room long before even the vanilla distances are done, forcing me to either RTP to reload or stay on station ineffectively.

I wonder if it is possible to set up this mod - as others have - to be able to handle each of these two items independantly? IE - have the GRT increase without the distance increase?
Nikowaty1 1 Apr, 2023 @ 4:45pm 
Yes... I will try :wowspurr:
pl_zbik  [author] 17 Mar, 2023 @ 9:24am 
I'm glad that you like the idea. Genesis of this mod was to make patrol in many aspects (food, fuel, fatigue etc.) more damanding.
Tarnowinski 15 Mar, 2023 @ 8:10pm 
Thought I could edit the comments, I meant to include its a great Idea.
Tarnowinski 15 Mar, 2023 @ 8:07pm 
Considering I tend to not miss very often (I usually get closer than 10 cables before attacking) and usually feed the Tommies almost every thing I have before I even get 25% into the patrol distance.. Not so sure I'd try this. Realism, sure. Only Unrealistic thing I've got going is I am not locked on First Person view. (I'd have that ticked, but found it too annoying to manage supplies while at port.)
Voskhod 18 Feb, 2023 @ 5:48pm 
Realism! :steamthumbsup:
pl_zbik  [author] 15 Jan, 2023 @ 3:07am 
there is no chance to play this game online (one player only)
charley.lroq 14 Jan, 2023 @ 7:58am 
how can i play online
Tryryke 7 Jan, 2023 @ 7:28am 
I don't think that I've ever heard anyone say the patrols are too short... But otherwise, this is a nice idea.
pl_zbik  [author] 20 Nov, 2022 @ 9:14am 
Thank you schnupfi for confirmation.
schnupfi 20 Nov, 2022 @ 8:28am 
It is savegame compatible
pl_zbik  [author] 20 Nov, 2022 @ 6:09am 
Should be, but I've started new career.
hhung 20 Nov, 2022 @ 5:53am 
savegame compatible?
schnupfi 17 Nov, 2022 @ 3:07pm 
nice