UBOAT
No Spoilers
283 Comments
Vedde 24 Jul @ 7:13am 
same for me
ixev 29 Jun @ 12:23am 
i have the same issue as JazzMano, i want to use the 3d rendering but ships are invisible
LESHIY 27 Apr @ 12:45am 
Опробовал. В моем случае мод работает как прогретая торпеда.Те опции в игре которые мне надо что бы отключил - мод благополучно отключил. Спасибо,жму руку.
JazzMano 26 Apr @ 3:32pm 
Hi,
in modconfig, "Disable3DRenderingOnMap" on "False" is not working, there is no rendering of ships or of my sub when zooming on the map like if it was on True.
Thank you.
LESHIY 26 Apr @ 5:09am 
Как раз искал такой мод. Скрестил пальцы, плюнул через плечо, постучал по торпеде. Буду надеется что мод работает. Заранее благодарен Ждун(создатель) 🙂
ждун  [author] 17 Apr @ 12:29pm 
It was reported that the mod aint working properly after latest update. I will fix when I find time for it.
Michael J. Caboose 17 Apr @ 6:10am 
One question, does this disable the radio signal other uboats send out? I got one and can't see it but could manually mark the rough bearing. Problem is the signal went away shortly after. Was bummed out as the other boat was tracking a convoy.
dignan432 31 Mar @ 5:28pm 
Thanks!
ждун  [author] 28 Mar @ 8:06pm 
it will be downloaded automatically. You have to enable the mod in the launcher.
dignan432 28 Mar @ 7:32pm 
How do I find the download link? what am I missing? I've subscribed.
ждун  [author] 26 Mar @ 1:27pm 
usually mods don't need to be updated with every game update. But the more complex a mod is, the higher the chance that it may break after a game update. The complexity of this one is above avarage. Just try, chances are high that it doesn't need an update.
pandorum 26 Mar @ 9:52am 
Do we need an update for this ? A patch has just been released.
matrixmod 26 Mar @ 8:11am 
OMG this is the best one. :steamthumbsup:
ждун  [author] 11 Mar @ 10:28am 
you can disable them. First option.
TayMaravy 11 Mar @ 6:21am 
Please add the option to disable dynamic arcs.
DarthXavius 28 Feb @ 7:03pm 
3d Map Render is beroken by this mod, even when configuration file is set to false for remove 3d map render.
ждун  [author] 26 Feb @ 3:16am 
note that contact arcs will not render for contacts that are not moving. The transparency of an arc depends on contact speed. If they are moving and you have no arcs try restarting the game. There is a known issue that can cause problems when loading game state. This will be fixed next update but so far as a work around, try avoiding loading game states while already in game. Restart it, and load from main menu.
MysticDaedra 25 Feb @ 4:21pm 
Well, the mod has bugged out for me and I don't have contact arcs anymore, so I guess the skill won't be useful xD
ждун  [author] 25 Feb @ 9:29am 
@MysticDaedra no this mod does not compromise the prop recognition skill. It is still useful. If you have a sonar man with that skill, he will 1. find targets at longer distance and 2. he can distinguish between warship and freighters. When you have the mod installed and click on an acoustic contact arc, there is a selection box in the left bottom corner. With the skill there will be explicitly noted that it is a warship or a freighter, while without the skill there will be just "screw noise".
ждун  [author] 25 Feb @ 9:25am 
I don't know the disable lock on mod. But this one only hides the lock box visually, so I assume it shouldn't clash.
Rime Pendragon 25 Feb @ 2:14am 
Does this mod clash with DarkRaven's Disable Lock On mod ? Can i use them together without problems ?
MysticDaedra 24 Feb @ 8:25pm 
Does this mod reduce/eliminate the usefulness of the Propeller Recognition skill at all? It says that the skill allows the radioman to get a crude approximation of the speed and type of target, but I don't know if I've seen that anywhere in the UI yet.
Bloodclot 23 Feb @ 5:21am 
Cheers dude, appreciate it
ждун  [author] 23 Feb @ 4:54am 
but keep in mind that when the mod gets an update it will reset the config file to default. You may have to edit the config file again after mod updates. But those are not often.
ждун  [author] 23 Feb @ 4:53am 
yes, edit config file and set UseDynamicContactArcs = False.
Bloodclot 23 Feb @ 4:49am 
Is it possible to have all contact indicator arcs removed, I play with real navigation and I got a submarine sighting yesterday and it gave a spoiler arc to my location.

In the settings I have no contact map indicators selected but it appears now no matter what, I'm pretty certain I didn't have this issue before.

Its really killing my attempts to play at full sim.
ждун  [author] 21 Feb @ 11:53pm 
I think I should filter lifeboats and wrecks so that they are not managed and don't have arcs. Makes no sense for them to have arcs anyway. Thanks, for ideas for improvements.
Dust 21 Feb @ 11:38pm 
An additional report - I've found that the visual contact arcs like to get stuck after interacting with lifeboats and sunken wreckage.

This, unlike the visual contact arcs disappearing entirely problem, appears to happen regardless of how the save is loaded.
Dust 21 Feb @ 11:33pm 
Thank you, by the way - This mod is a must-have for me, I never play without it on anymore. It's such an incredibly nice middle ground between full contacts and literally nothing! Every time I go back to SH3, this is one of the main mods I find myself missing.
Dust 21 Feb @ 11:31pm 
Yes, exiting and reloading the game wholesale resolves the issue! Still, if it's possible to do as you say and potentially resolve the issue with a, 'clear on load' - As a resident savescummer, I would appreciate that very much!
ждун  [author] 21 Feb @ 11:23pm 
thanks for reporting. It makes sense what you say. For drawing arcs for direct observed contacts the mod is managing an own list of such contacts separate from games own tracking mechanism. That list is static and global. When you start the game it would be empty. When you load a game state it will synchronize with it loading visual contacts into the list. This mechanism works in this scenario. But if you are reloading a save game, the list would be already populated from previous game and the synchronization mechanism may produce unexpected results. I will see if I can somehow improve the synchronization and purge the contacts list on loading. So far I would recommend to restart the game before loading a state. This should work for a workaround. Try, let me know.
Dust 21 Feb @ 11:11pm 
I find that reloading save games often causes the visual contact arcs to misbehave, with some of them being stuck on my screen and others not appearing. What's funny is that smoke on the horizon works, but as soon as the actual ship comes into view, the arc disappears.

The only time I've gotten this to reliably happen is to load into a game, then load a save game afterwards
ждун  [author] 8 Feb @ 2:27pm 
If they are moving and you have no visual arcs for them anyway. Try OverrideContactsMode=True and leave ContactsMode on Imprecise contacts. If that doesn't help share your save file. Upload it to some file hoster and give me the link. I can turn debug mode on and investigate the issue closer.
ждун  [author] 8 Feb @ 2:25pm 
perhaps they are not moving? Arcs are faded with speed. They are completely transparent for contacts that don't move. The faster the contact the less transparent the arc. Maybe I should mention that in the description.
pandorum 8 Feb @ 8:37am 
Ok this is driving me crazy. I am on a save game. Deleted caches. The mod config is that override contact mode=false and the one below = imprecise contacts

In my game, sonar contacts are as they should be with scaling but I have no black smoke marker for ships at all, it is just nothing. I encountered Nelson and a few destroyers in the Med and I am within 3km range and I still dont have anything on map.

Please tell me what I am doing wrong.
ждун  [author] 6 Feb @ 7:48am 
libre office should not break it
millnate 6 Feb @ 6:15am 
@ ждун ah that explains it thank you. I haven’t been able to play with the config file as my only devices are my steam deck and an iPad. We have no PC. I’m trying to figure out how to modify that file without breaking it so I haven’t been in there recently.

Thank you!
ждун  [author] 6 Feb @ 4:43am 
this option is now disabled by default configuration.
Because the main reason for hiding this box was that it was spoiling flag and name of the ship. There is now new an additional feature, that globally preventing revealing of name and flag, hence the lock box is no longer considered a spoiler. However, if you wish you can disable it by configuration anyway. There is an option for it in the configuration file which is now set to False. You must set it to True and the lock info box will be disabled like before.
millnate 6 Feb @ 3:48am 
Suddenly I’m seeing the “unknown target press E to lock” message when I focus on a ship. I thought this mod got rid of that I hadn’t seen it in a while and I love this mod… did something change?
ждун  [author] 3 Feb @ 6:58am 
unlikely, these are steam game and workshop item IDs, they will be same for everyone on steam. But maybe your steam is installed in a custom location? Find the steam folder, then follow the structure.
Gylippos 3 Feb @ 6:33am 
The centering on optics is due to vanilla game, after implementing realistic periscope :) Btw cant locate the file 494840\3274920623
could it have been in a different one?
ждун  [author] 3 Feb @ 5:41am 
thank you for the warm words. I checked the issue with centering again as I was suspecting it coming from my mod, but it is actually not. It is a bug in vanilla game. It is just sometimes there sometimes not. This is why I was irritated thinking it may be my mod. But I have also reproduced it with vanilla and it is also working sometimes with the mod. It seems to depend on distance. The further the target the more likely centering is not working.
sleels 3 Feb @ 4:38am 
Fantastic update ждун! I didn't think the mod could get much better, but you've blown this one out of the water.

Thank you so much for the torpedo addition, I'm blown away you went the extra mile for that. All of the features I use seem to be working wonderfully.

I did notice the centering on optics was still going to random places, but that could be another one of my mods.

Can't thank you enough
Subcomfreak 2 Feb @ 6:28pm 
FORGOT TO MENTION: I LOVE THE NEW DYNAMIC CONTACTS. Very, very nice. Gives general idea, but no spoilers. Feels better and not cheaty.
Subcomfreak 2 Feb @ 6:22pm 
you know... I was wondering why the heck me config changed....
ждун  [author] 2 Feb @ 5:42pm 
1.7.0 is up!

@All, remember that an update will eventually overwrite your previous configuration. You will have to reconfigure the mod for your needs. DON'T USE A COPY OF A CONFIG FILE FROM OLDER VERSION, this will not work. Instead edit the file from latest version, it has more options.

For those who was not happy with contacts mode change by the previous version, you can now optionally reset it to what you like using the config file.

Please refer to the README file for instructions that is now delivered with the mod.
You find it in

C:\Program Files (x86)\Steam\steamapps\workshop\content\494840\3274920623

Enjoy
Gylippos 2 Feb @ 5:13pm 
and I was waiting for it to start my campaign. Couldnt deal with those arches! Happy to test it!
ждун  [author] 2 Feb @ 6:52am 
my tests shows outstanding good results. The new tracking system is amazing. Did not see any issues with it. The update will come later today or at latest tomorrow.
ждун  [author] 2 Feb @ 4:47am 
там как раз нету этой опции. Мод переписывает настройки контактов в актуальной версии. Это уже будет не нужно делать в новой версии. Я нашел способ позволять включать и выключать отдельные функции без манипуляций настроек сложности. Однако так как актуальная версия у вас уже переписала настройки и выключила контакты, в конфигурации будет возможность переписать настройки. Ну то есть если желате принудительно выключить режим контактов.
ReKoy 2 Feb @ 12:56am 
@ждун а можно что-то прописать в конфигурационном файле, чтобы он настройки реализма не трогал? Потому что сейчас он визуальные контакты принудительно ставит в обычный режим