UBOAT
[2025.1] Realistic Ammo Capacity
60 Comments
marLeo 22 Jul @ 6:22am 
Good mod.

The ammo capacity is slightly off, though.
Type VII [www.ubootarchiv.de]:
Deck gun: 1 x 8,8-cm Tk L/45 (250 grenades) 1943 removed
FlaK: 1 x 2-cm (1195 shots) - from 1944 1 x 3,7-cm (1195 shots) - 2 x 2-cm Twin gun (4380 shots)

The Type II's had 1200 shots for their AA guns.

But it's not a problem.
sq_paradox  [author] 3 Jul @ 8:55am 
@Ródenas
I'm not sure the question, but I'm going to assume you are asking what removing those lines does.

IsItemAllowed determines whether an item is allowed in a storage slot or not. IsItemAllowedPatch is what's preventing the ammo being allowed in the main storage.

GetJobsPatch removes ammo transfer from crew job lists, since it's all in the guns now. So if you take out IsItemAllowedPatch you also need to remove GetJobsPatch otherwise crew won't be able to load ammo from storage into the guns.
sq_paradox  [author] 3 Jul @ 8:55am 
@Pycckuu_
The placement of ammo is more realistic in vanilla, but this mod is not about the placement.
This mod is about the amount, which in vanilla is limited only by mass.

It is possible to limit the ammo to historical amounts while still having it in the main cargo hold. And I may do that at some point in the future, but it's significantly more complex and therefore prone to bugs.

But I don't think you guys want that. It seems like you guys want a cheat mod, and that's not what this is. If you want a cheat mod, take the code and make it yourself. You have full permission to reuse and re-upload the code.
Ródenas 3 Jul @ 7:53am 
In addition to the question of Broseph Stalin, it would we possible to do it following this instructions "Just go to Steam\steamapps\workshop\content\494840\3290033613\Source\AmmoRestrictionPatches.cs
and remove or comment out: IsItemAllowedPatch(lines 75-86) and GetJobsPatch(lines 522-541).
"
I understand that removing those lines would make it ?
mauri 8 May @ 9:17pm 
fellas will put realistic as title on anything
Pycckuu_ 17 Apr @ 4:05am 
more precisely, vanilla is more plausible in my opinion.
Pycckuu_ 17 Apr @ 4:02am 
I don't see any historical accuracy, read Wikipedia -_- there were enough shells to engage in the initial battle, and the rest of the shells were supplied from the treasure, i.e. like the developer's, it's more accurate and historical):security:
Lord X 2 Apr @ 10:32am 
I would also like see what broseph stailn said
I just saying this so that you can see that there is demand for a mod like that because I like to bring as much fire power as possible.
Please make a mod like Brosseph Stalin said
sq_paradox  [author] 19 Feb @ 12:26pm 
@Broseph Stalin
No, because that's the whole point of the mod. But you can easily do it.

Just go to Steam\steamapps\workshop\content\494840\3290033613\Source\AmmoRestrictionPatches.cs
and remove or comment out: IsItemAllowedPatch(lines 75-86) and GetJobsPatch(lines 522-541).

I might make it easier to do in an update, but no, it's unlikely to ever be an official option.
Broseph Stalin 19 Feb @ 9:55am 
Hey, Paradox, would you ever consider making a slight variation that doesn't have the limits on main storage? I love the concept of the deck gun's independent ammo storage being so high. In the base game, the small storage on the gun and having to carry more shells over completely kills the fire rate. So this mod is definitely a major improvement already.

However I would like to bring as much firepower as possible and cram some shells in the main storage. I also use the slot machine mod and would like to take advantage of both mods together. Maybe it's not especially realistic, but it definitely would be fun and I know other players seem to be interested as well. Maybe the skipper can sleep with some shells in his bunk, lol.

Hopefully you can take this into consideration, but either way very good mod.
sq_paradox  [author] 25 Jan @ 5:52pm 
@žed
it's the simplest way to limit ammunition to historical amounts.
Anything else would be extremely complicated.

Accessing ammo from ship cargo holds is fixed.
I haven't been able to test milk cows yet, so they might still be broken.

There are some issues with stack limits when moving ammo within the storage but not when moving it from a shop. Those issues are fixed in the Beta version in the pinned discussion post.
žed 25 Jan @ 5:05pm 
What is the point is not allowing ammo in the main storage? That is causing more issues and fixing nothing.
Joewlpc 23 Dec, 2024 @ 7:49pm 
Could we get version that allows us to put ammo in storage, that would be better for when on long range hunts
negato9 24 Nov, 2024 @ 12:10am 
May I ask if it is possible to improve this MOD? As ammunition is only stored in the ammunition depot, it cannot be obtained from enemy warships and cows. The depot should be restored and the function of storing ammunition should be added instead of deleting it.
sq_paradox  [author] 24 Oct, 2024 @ 3:45pm 
You should be able to access ammo storage when loading cargo from ships. But that may be broken currently.
Gotta get around to testing and fixing that.
John Helldiver 24 Oct, 2024 @ 11:20am 
@JSwartz0181 you're not the only one, there's no way to store 88mm/Flak ammunition other than on the guns themselves. You're out of luck if you wish to refill your stocks while at sea.
JSwartz0181 21 Oct, 2024 @ 1:21pm 
Unless I'm missing something, the only time that I can access the ammo storage of the guns is in base. That or maybe it's a mod conflict?
sq_paradox  [author] 17 Oct, 2024 @ 2:43pm 
@JSwartz0181
That's supposed to already work. Is it broken?
JSwartz0181 17 Oct, 2024 @ 2:36pm 
With the removal of access to the storage room, would it be possible to add direct access to the guns when boarding ships and looting them? I hate not being able to replenish my supply of ammo when I come across a ship with rounds in their cargo hold.
NoobigBoom© 17 Oct, 2024 @ 12:51am 
The Flak gun ammo says 270/135kg the limit is still vanilla
Canadaboy250 14 Oct, 2024 @ 7:18pm 
Could we get a version that accounts for conning tower upgrades?
Seems odd that my single flak gun has the same amount of ammo as a quad barreled anti air gun along side 2 flak guns,
Maleficus 20 Sep, 2024 @ 12:55pm 
Hello
Found sg on capacity for Flakrounds on Uboats
http://www.navweaps.com/Weapons/WNGER_20mm-65_c30.php
2000 rounds per gun on 20mm flak
thx
natoll.71 12 Sep, 2024 @ 6:53am 
hallo, mich hat es interessiert, und laut https://u-boot-lexikon.com/deckgeschutze/ konnte man bis 250 8.8cm Projektilen mitführen.
KingBloodShot 5 Sep, 2024 @ 3:59pm 
Love you're work SQ keep it up man!
hays 30 Aug, 2024 @ 7:57am 
Перевод
Обзор:
Предотвращает хранение боеприпасов в любом месте, кроме хранилища для каждого оружия, и изменяет емкость хранилища для палубного и зенитного оружия в соответствии с историческими значениями:
- 205 патронов 88 мм и 1500 патронов 20 мм для Type VII
- 850 патронов 20 мм для Type IIA
- 1000 патронов 20 мм для Type IID

Совместимо с сохраненными играми.
Nexis 28 Aug, 2024 @ 9:51pm 
Very nice Mod, i ahve tested it now for many days. Thumb up :)
But now a little "Think about": Now i am completely unable to loot deckgun-ammunition from a captured freighter. Because i cannot move the ammo from the captured freighter directly to the storage of the deckgun. Only to the main-storage.

Can you please tell me how i can remove the restriction of storing deckgun-ammo inside the main-storage?
sq_paradox  [author] 26 Aug, 2024 @ 3:27pm 
Should be fixed now.
sq_paradox  [author] 26 Aug, 2024 @ 2:57pm 
@Theo, @TIGER ACE
Okay, I know what broke. Might take a bit to fix.
Theo 26 Aug, 2024 @ 1:48pm 
Same as @TIGER ACE, I can only get 160 rounds of 88mm on the Type VII. 4 stacks of 40. The tooltip says the stack limit is 205 but it seems to ignore that.
PanzerElite 26 Aug, 2024 @ 2:52am 
I can only resupply to 160 rounds 88mm on Type VII
sq_paradox  [author] 25 Aug, 2024 @ 12:31pm 
@Eridano2013
Fixed
sq_paradox  [author] 25 Aug, 2024 @ 9:16am 
@Eridano2013
Will investigate
Eridano2013 25 Aug, 2024 @ 7:53am 
@sq_paradox
you can buy more gun shells than the money you have in pocket: the cash balance will become negative. Please check.
Thanks for your patience.
CyberTrapper 22 Aug, 2024 @ 3:13am 
@sq_paradox
Now works - 850 ammo on Type II A
CyberTrapper 21 Aug, 2024 @ 3:13am 
@sq_paradox
The mod worked before, I tried it. But the ammunition included a little more than 600
sq_paradox  [author] 20 Aug, 2024 @ 4:11pm 
@CyberTrapper
Updated to use AP ammo weight from the data sheets, all ammo weighs the same, but if it wasn't AP would likely be the heaviest. So yes, will now work with Hard's mods.
@Battleshipfree99
Fixed
Battleshipfree99 20 Aug, 2024 @ 9:40am 
Guess there's still some slight issue with 1499 ammo on VII C. Sometimes we can load 1500, but sometimes 1499.
CyberTrapper 20 Aug, 2024 @ 3:58am 
Is it possible to adapt the mod to a mod from Hard?
His cartridge weight is different.
sq_paradox  [author] 19 Aug, 2024 @ 7:51pm 
@BEAR
If I get historical information that shows the Type VIIC and/or VIIC/41 carried more ammo, yes. Right now, no.
BEAR 19 Aug, 2024 @ 7:28pm 
20mm ammo should be able to be store in the 88mm ammo storage. Also does 13.2mm/20mm/37mm ammo storage increase on the Type 7C and C/41?
sq_paradox  [author] 19 Aug, 2024 @ 5:58pm 
@Whitzwolf
Fixed
sq_paradox  [author] 16 Aug, 2024 @ 9:27am 
@Whitzwolf
Will investigate
Whitzwolf 15 Aug, 2024 @ 10:29pm 
Type IID max resupply is 999
CyberTrapper 14 Aug, 2024 @ 8:21am 
This is the essence of this mod. You cannot store ammunition in shared storage
黑雨滂沱 11 Aug, 2024 @ 5:43am 
Thanks for the mod, but a problem is when the ammo of 88mm gun is full, I can not buy extra ammo to store in the arsenal.
madknut 9 Aug, 2024 @ 12:57pm 
Anything but realistic.
Hardcasekara 9 Aug, 2024 @ 9:40am 
Okay thanks for clearing that up, just unlocked the Type VII and I'm enjoying it with the Flak 88 since I have more rounds to shoot at enemy ships with which saves on torps, if I can my over it so surface next to a ship order it'd evacuation followed by shooting it and then lastly torping it.
sq_paradox  [author] 9 Aug, 2024 @ 9:15am 
The mod version checking is broken in the launcher, has been since the preview. I reported it back at the end of May (with exactly how to fix it) but it's still there. I've inquired about it again and got nothing.

The way it should work is: any mod labeled as being compatible with 2024.1 shouldn't read as outdated. But because it's broken the specific patch number has to be included for it to not read as outdated.

I'm not going to put out updates that change nothing but add a version. At least until the pace of patches slows down, it's just a waste.

Or they could just fix the launcher.
[DSB] Artiglio Oscuro 9 Aug, 2024 @ 6:29am 
Hi Hardcasekara, yes even to me it says it is obsolete and not only this one, but also the flags mod which have been updated a some day ago, however they work correctly, at least for now. Bye
Hardcasekara 8 Aug, 2024 @ 3:17pm 
Okay thanks for the reply Oscuro, just wanted to know cause it seems like a fun mod but didn't know if it blocked or not so again thanks a lot, btw mod says its outdated now, does it still work or did it break with an update?