UBOAT
[Outdated] Sinking Physics Overhaul 2
248 Comments
panzerhunden 4 Mar @ 3:49pm 
been playing the new release, to me still seems like ships sink way to easily this true for anyone else?
Harag 15 Feb @ 3:11am 
This is great news for the game where they implement mods into base game, Many thanks for this mod and previous ones over the years. Great work
DECAFBAD 3 Feb @ 4:46pm 
SPO2 mod was the GOAT!
Lone Wolf 3 Feb @ 10:57am 
Just wanted to say thanks for the mod while it was needed.
ждун  [author] 29 Jan @ 3:04am 
The new damage system basically does the same thing as this mod, so it is not needed anyway.
ждун  [author] 29 Jan @ 3:03am 
read the description. This mod will not work properly in 2025.1 with the new damage system. Better don't use it anymore!
Mudraxus 29 Jan @ 2:58am 
Sadly the new sinking physics seem to require a new savegame, since the option reverts back to quick sinking and is greyed out.
So does this mod work with "Quick Sinking" enabled?
TheOofertaffy 24 Jan @ 7:38am 
Only thing I don't like about the new sinking is that ships don't seem to list very heavily regardless of how badly damaged they are. If you hit them dead center, high in the water, they seem to list slightly, maybe like a 5-10 degree list at the very most, and sink more or less level. I fear we may need mods to correct this behaviour provided it doesn't get addressed by the development.
ждун  [author] 22 Jan @ 7:48pm 
just tested today. love it.
uvlhp 22 Jan @ 7:24pm 
Thanks to the authors of the mod. The default sinking physics were no good. A game about a UBOAT should be better at this. This mod made the sinkings satisfying.
I hope the new sinking physics are as good.
ждун  [author] 22 Jan @ 4:01pm 
No, this mod is now obsolete and won't work with the new damage system. I have updated the description.
Shadriss 20 Jan @ 12:22pm 
I'd seriously doubt it, Bedo, given all the changes the game made to sinking physics. Not only will this likely no longer work, I'd even say its possible it is no longer needed. Will have to play around in game to see how it goes.
Bedo 20 Jan @ 11:20am 
Is this mod compatible with the latest update?
FIVE-one 12 Jan @ 6:31am 
I've had some case of warship staying near vertical and keeping this way when damaged on the bow.
Had to finish it with 20mm gun but funny to see a destroyer ringing an alarm in this weird state.

Achivement and other mods compatible -as of day of posting
Yuudachi_夕立 8 Dec, 2024 @ 12:49am 
can I get achievements using this mod?
Rabbit 8 Nov, 2024 @ 9:47pm 
Please update
Песец 7 Nov, 2024 @ 11:30pm 
Мод совместим с UBE и ship bundle?
TheOofertaffy 10 Oct, 2024 @ 7:41pm 
I think I was definitely just getting lucky. I've actually had some ships take a good 30 minutes in game to fully sink. Though it does seems that these longer sink times is mostly when the final plunge would happen, it would be nice to see the ship take longer to sink up until water starts to reach the deck, from which the sinking will start to speed up. Also It would be cool to see ships being able to capsize as well, I've had one come close, but it just sank on it's side instead. Overall it seems like a good mod. I'm excited to see what comes in the future. Also I'm excited to see what the devs do with the sinking update.
Cardolam 9 Oct, 2024 @ 3:44pm 
@ждун

Excellent. Both yours as well as @link are great mods.
ждун  [author] 9 Oct, 2024 @ 12:56pm 
I have contacted link, perhaps we can find incompabilities and fix them
ждун  [author] 9 Oct, 2024 @ 12:28pm 
That would be my next guess. I didn't test that mod yet, but there were reports about issues.
But SPO2 is not ship specific, it is designed in a way that it should work with any ship, including third party ones, assuming though they are made properly. The only explanations that come to my mind is that a third party ship added by another mod may not sink properly is when
a) it has only one internal compartment
b) its internal compartements are not properly dimensioned (too small)
c) it implements its own hull class (which I doubt)
But this is guessing, I will have to test it.
Cardolam 9 Oct, 2024 @ 10:54am 
I think a sizeable part of the reports about "ships sinking like stones" are from users of the mod "[2024.1] Ship Bundle (Beta WIP)".
It would be nice if both mods could ber used together just with thier own advantages.
MaGlas 9 Oct, 2024 @ 9:20am 
I also noticed that ships sink like stones lately with this mod installed. All ships I sunk in the last days had that behaviour (without any randomness). I remember when using this mod some time ago it took up to a hour for them to sink or require some deck gun help. But now no more so far.
ждун  [author] 8 Oct, 2024 @ 1:29pm 
note that in SPO2 is much more randomness, it is possible that ships sink faster than in SPO1, so maybe you were just "lucky" :-)
ждун  [author] 8 Oct, 2024 @ 1:27pm 
@TheOofertaffy
check the log file. Its in
%userprofile%\appdata\locallow\Deep Water Studio\UBOAT

you should see there a log entry suggesting that SPO2 is loaded OK!
If you see that, mod is working.
If you see any errors instead let me know.
TheOofertaffy 8 Oct, 2024 @ 11:47am 
How do I know if this mod is working btw? It feels like the ships are sinking more or less like they do in vanilla. In S.P.O 1, ships often times would take a couple minutes for water to reach the deck unless it was a hit in a critical area, or unless the ship broke in half. Here, no matter where I hit a freighter, it seems to drop like a stone. Sometimes they will bob at a 45 degree angle and stay there unless I shoot the deck gun at them, then it will go down the rest of the way. but given the authors previous response about the ships breaking in two, i'm not so confident that the mod is working for me, or the mod isn't working as intended. Thanks in advance for any help.
Andrask3n 27 Sep, 2024 @ 7:09am 
Awesome! Thanks for answer! I'd be a cool mechanic if the torpedo hits perfectly for the ship to split, but it's up to you, because I still enjoy the mod this way :)
ждун  [author] 25 Sep, 2024 @ 4:06pm 
@Andrask3n
V-Splits happen with the mod under different conditions.
In vanilla when torpedo hits under front mast.
With the mod, torpedo hits will not break ships in two, however when the ship sinks and reaches certain critical ptich angles (random for each ship between 20° and 40°) two of three will break due to mechanical stress (like titanic)
Lord Haart 25 Sep, 2024 @ 1:42pm 
Let's sort/snort this.
Andrask3n 25 Sep, 2024 @ 7:19am 
Are the V-Splits still possible at a perfect hit? I've been trying to do it for some time, but i just can't manage.
NocturnalMoon 24 Sep, 2024 @ 12:30pm 
The force sinking is comical and has made it where i haven't even seen a ship sink slowly one time, they are just instantly making non visible explosion noises as everything inside breaks at the same time and then instantly dropping, i've seen a corvette *bounce* off the sea bed back higher than where it was when it had the force sink, forced on it.
Firefighter03 24 Sep, 2024 @ 7:12am 
hoping to see an update have enjoyed this mod
Wolf 18 Sep, 2024 @ 9:02am 
Thank you! Most probably it is the new hull classes- or only one compartment.
Everything points to that direction.

Sad, as most ships that I encounter ingame are not vanilla anymore with that mod XD and 90% sinks like a rock, and basically instantly.
Have to start another career to get only vanilla ships again-

Had a faint hope that somehow this mod can affect and fix that health/sinking behavior miraculously :D

Still, thank you for your work, all those ships unaffected by the WIP bundle problem feel to sink
very realistically :)
ждун  [author] 17 Sep, 2024 @ 7:02pm 
@Wolf I would guess it is a problem with those ships. SPO2 is not ship specific. All ships in the game should share same hull class where this mod applies changes to the physics. If new ships added by mods are made properly they also should share same hull class. I am not familiar with the mod you are talking about yet, but I would guess either the author has implemented own hull class or there is only one compartement inside their hull. The latter would explain such behaviour. But thanks for reporting I will investigate this.
Wolf 17 Sep, 2024 @ 6:41pm 
(Addition: stock ships sink wonderfully with your mod, only the 90% of the ships in the WIP Bundle are affected, but even there, Freighter 00 for example is not)
Wolf 17 Sep, 2024 @ 4:13pm 
Hi! Let me congratulate on your mod :)
I am facing some issues with WIP SHip bundle mod, unsure if it is connected to this mod
No matter if I put your mod before, or after the mentioned mod, the new ships apart from 2 freighter types (00 is one, forgot the other) are all drop like a stone to the bottom within seconds after the first torpedo hit them anywhere.
Maybe it has something to do with the emergency flooding mechanism?

Sorry about any inconvenience,
with best regards,
Dan
DECAFBAD 12 Sep, 2024 @ 2:57pm 
Fact: number of UBOAT players == number of SPO2 subscribers
ждун  [author] 10 Sep, 2024 @ 2:46am 
yea I made force sinking mechanism a bit differently to counter issues with ships getting stuck when they strike the ground in shallow waters. I will see if I can find a better ballance.
Castle Bravo 10 Sep, 2024 @ 2:30am 
For me the most noticeable difference between SPO 1 and SPO 2 is that the "force sinking"/ drop like a stone straight down effect is perfectly correlated in time with the game announcing "Ship Sunk" and awarding the kill/radio report function.

I remember back in SPO I there were lots of times when I'd have a foundering ship sinking very slowly even after the "[vessel name] sunk!" effect triggered.

Is it possible there's some code somewhere that's overriding the changes you made to remove or dampen that "auto flood all compartments and force sink immediately" effect?
ждун  [author] 9 Sep, 2024 @ 11:20am 
There is a fix for that, but sometimes in rare cases some other issues may occur with ships hitting the ground.
TheOofertaffy 9 Sep, 2024 @ 10:38am 
Did you manage to fix the problem with ships going vertical in shallow water? I'd imagine they would behave similar to britannic where once it hits the floor, instead of increasing in angle, it just gets shallower in angle. Thanks in advance.
ждун  [author] 9 Sep, 2024 @ 6:02am 
yes
IrishHitman 9 Sep, 2024 @ 5:59am 
Is this save game compatible?
ждун  [author] 7 Sep, 2024 @ 12:58am 
Same here. There were reports ships are sticking out vertically and stay like this. I could never reproduce it, during my own tests force sinking mechanism was always reliably triggering. When a ship reaches almost vertical position it collapses all internal compartements (slowly) to a point where sinking is unavoidable. They do sink for certain in this position, but it may take some time. However not longer then 20 minutes normally.
Helshad 6 Sep, 2024 @ 9:43pm 
I havnt seen any unsinkable ships so far. Some do bob around a long time on the surface both vertically and horizontally but they do sink eventually. If I get bored I get up on the surface (if there is no destroyer around) and use that lovely 88 and just enjoy the sounds of exploding HE ammo... ^^
ждун  [author] 6 Sep, 2024 @ 5:42pm 
ships can pile up verticallly like the titanic when sinking, but this shouldn't happen too often. Two from three will also break like the titanic when critical pitch angle is reached. For the remaining 1/3 there is a force sinking mechanism implemented that is supposed to prevent a situation where a ship sticks out of the water vertically without sinking. It is a known issue that this mechanism seems not to be properly working for some. I could not reproduce this myself, but there were plenty of reports regarding this issue. Its difficult to defeat for me, I have no clue yet why force sinking triggers for some and for some not. Could be related to time compression, but cannot say for sure yet.
The Truest Repairman 6 Sep, 2024 @ 3:08pm 
I'm getting C3 merchants and E/F Destroyers down by the head 90˚ and not sinking the latter of which was still able to shoot at me. I'v also had plane skip off the water like a stone and then flop around like a fish out of water when shot down. I'm not sure if the planes are related but I thought I should mention it.
Castle Bravo 4 Sep, 2024 @ 1:38am 
Hmm. I'm seeing force-sink behavior occurring despite use of the mod - is anyone else? I havent used SPO 2 hardly at all, but was intimately familiar with the first version about 12 months ago which was working very very well in almost all circumstances. Anyways - i'm not sure what to expect from the new version but I'm guessing that the force sinkings should not be triggering in this way. Any idea what might be goofed? Currently SPO 2 is the only mod i have enabled.

Thanks!
MikeFoxy 2 Sep, 2024 @ 9:11am 
I'd recommend testing it for yourself. After playing for a few hours the other day, the new ship models seem to sink faster and with less variation than vanilla ships. The new physics might work before the ship's HP bar reaches zero, but then they seem to drop like a rock.
ждун  [author] 1 Sep, 2024 @ 12:46am 
@MikeFoxy I haven't tested it yet, but SPO2 should work with all ships, not only vanilla ships, but new ships added with mods as well. It applies changes not to specific ships but to the physics model in general.