UBOAT
Historical Torpedo Failures v1.2 (Full Release Compatible)
63 Comments
Joewlpc 11 Jun @ 9:49pm 
does this work with 2025.1?
Trihne 5 Oct, 2024 @ 7:55am 
Hello, just to help if you ever get back to uboat, I asked a lot of questions about what maintenance actually does, https://discord.com/channels/326159516595126274/1291914481575657514/1291977187301261413
This leads to a discord conversation where darkraven read the properties of the maintenance buff effect. I use a scuffed merge of mods but if you get back to modding maybe this can help further adjust the torpedo failure rate? Hope it's useful
[XIII]Opsec  [author] 30 Sep, 2024 @ 1:20pm 
Magnetic pistols was last thing I tried to update with this mod and may need more fine-tuning... I've taken a couple months of break from this game as I got burned out, so when I get back to playing it I'll take a look at the magnetic pistols some more.
er.tz 29 Sep, 2024 @ 10:54pm 
I have been using magnetic pistols most of the time due to the high number of duds with the impact system. It seems to me that magnetic torpedoes fail much less often and that the impact mode has to be always very close to 90 for them to detonate.(i am with VIIB ,my best torpedo pi+, october 1940)
Trihne 6 Sep, 2024 @ 2:56pm 
I don't know if this would be historical, but could you possibly tweak the dud chance between a t1 p1 and t2 p1, since as it stands; aside from speed option, they both share the same dud and mag failure rate, meaning there is no reason to ever take the t1 p1 AND the t1 p1.1, since the t2 p1 and p1.1 are free.
Unless I'm missing something.
Also could you put the torpedo prices fror your other mod to this one?
[XIII]Opsec  [author] 1 Sep, 2024 @ 7:40am 
The perks will all work to reduce dud chances as long as the torpedo still hits within the max impact angle for that pistol type.
er.tz 1 Sep, 2024 @ 5:37am 
Thanks. "Torpedo crisis veteran" adds -20% duds. Any effect with the mod?
[XIII]Opsec  [author] 19 Aug, 2024 @ 2:54am 
It will still work, however only if you still make a hit inside the maximum impact angle for it not to be a dud
er.tz 18 Aug, 2024 @ 10:04pm 
The engineers have the Thorough skill available, eliminating the risk of detonator failure and extending the torpedo maintained time, what happens if i chose that skill ? has any effect while this mod is installed?
Cladecq 17 Aug, 2024 @ 5:51am 
This is a game changer.
TY very much for this excellent MOD.

Skipper mod + no map contact + this mod, give you a real taste of the real expericence of Uboat commanders.
Now you REALLY want improved fuses ^^
On main target, when HQ designate one, you better use a full salvo of 4 to ensure the destruction in one shot.
And then, you have 1 full hour of reload.
This change lot of things in strategy and tactics.
You need even more anticipation in your attack.
Great job, a must have, thank you very much.
This game is really much more advanced than any historical WWII subsim now.
er.tz 13 Aug, 2024 @ 11:51am 
It is a minor thing but the tittle name that appears on the launcher is "torpedo overhual" instead of overhaul
[XIII]Opsec  [author] 7 Aug, 2024 @ 3:25pm 
Dud Chances and Perfect Hit Angles have been slightly decreased to factor in a good percentage of human error in the historical Failure to Hit percentage.
cato 7 Aug, 2024 @ 8:46am 
Nah cool man no sweat was just wondering why the fella below was asking for an update.
[XIII]Opsec  [author] 7 Aug, 2024 @ 8:44am 
Shouldn't have, but I'll reupdate it just in case.
cato 7 Aug, 2024 @ 8:15am 
Have the last updates broke the mod?
[XIII]Opsec  [author] 7 Aug, 2024 @ 8:09am 
I'll put out an update this week.
Gabbone 7 Aug, 2024 @ 5:27am 
Pls update with new patch
[XIII]Opsec  [author] 6 Aug, 2024 @ 3:53pm 
And I understand that, the biggest challenge is that I know what the successful hit rate was for the first 16 months of the war 46.7%... and I have rough percentages broken down into categories as to what the remaining percentages of the torpedoes were that did not hit.
While I want the base dud chance to cover circle runners, failure to maintain depth, failure to maintain course, actual duds... I have to leave a margin in there for calculation error misses. I have a number 17% that are documented as misses, and 13% where the results were not noticed... We know that they weren't a hit, but we don't know the exact reason why. I would like to think that at least half of that could be because of human error...
cato 6 Aug, 2024 @ 10:40am 
Proper subsim realness is what I'm after lol
[XIII]Opsec  [author] 6 Aug, 2024 @ 9:51am 
I might try to balance the model a little bit more, depending on the feedback I get.
Early War with Pi1 pistols really looking for 5-6 duds per 14, 4-5 Duds once Pi1.1 comes out, 3-4 Duds with Pi2, and 2-3 duds with Pi3 or better.
cato 6 Aug, 2024 @ 8:22am 
That does sound pretty awesome man.
[XIII]Opsec  [author] 6 Aug, 2024 @ 8:18am 
If I figure out how to create custom events, I would love to create a torpedo loading event.
If you are above Periscope depth and the Sea state is 8 knot winds or higher and you attempt to load a torpedo, your torpedo mechanic would initiate dialogue that the conditions are dangerous to attempt loading torpedoes at this time and recommend you dive the boat before loading. If you choose to load torpedoes anyways there would be a 50% chance of crew member is injured in the process, if you choose to listen to his advice he would begin loading once you have dived below periscope depth. We're also need a check on the loading torpedoes action for if you came back above Periscope depth while the torpedoes were being loaded.

Could also have another dialogue event for the deck gun in unsafe weather, with chances of a sailor being washed overboard.
Fyredrake 6 Aug, 2024 @ 8:10am 
Understood, just wasnt sure what all was required for it was all. Thanks for the quick reply, your mod has been great thus far, more frustrating obviously with the failure rates being actually realistic of course since im starting in 39 xD.
[XIII]Opsec  [author] 6 Aug, 2024 @ 8:06am 
It would require scripting or coding, and couldn't be done with just the data sheets. You would have to create two new storage spaces or modify two of the existing storage spaces. Those spaces would have to be able to only move torpedoes into your interior storage, and they would require a timer similar to the loading timer, and check parameters would have to be made for whether you are surfaced, how fast you are traveling, and what the sea state is. It could be done, but it's above my skill level.
[XIII]Opsec  [author] 6 Aug, 2024 @ 8:00am 
Hopefully all the bugs can get worked out of the SPO2 mod and sinking times will be even better.
Fyredrake 6 Aug, 2024 @ 7:58am 
Question, how hard would it be to update this mod to require the external reloading from the 2 external reserves that the Type VII had historically? Where you have to surface for several hours at slow speed to pull them out of their storage spaces and load them into the uboat.
cato 6 Aug, 2024 @ 7:11am 
T1 Pi1's. Contact detonators, pretty sure it was due to the angle.

Anyway that was the first ship that's ever taken two eels to finish which is good.
[XIII]Opsec  [author] 6 Aug, 2024 @ 7:06am 
I'm curious what torpedoes were you firing?
cato 6 Aug, 2024 @ 6:26am 
So I've had a go with the mod, only attacked a couple of ships. First one sank with one hit, it was one of the smaller ships.

2nd one was a C3, Fired five eels in total, 3 duds and it took 2 to sink here, she took a while to go down as well which was cool.

I'l know more after sinking a few more but first impressions are promising. Like the longer reload times as well.
[XIII]Opsec  [author] 4 Aug, 2024 @ 5:02pm 
Yes
alfox 4 Aug, 2024 @ 2:19pm 
oh that is why torpedo as a few meter before it start guiding ?
[XIII]Opsec  [author] 4 Aug, 2024 @ 10:43am 
When fired a torpedo will travel straight out of the tube until it gains enough speed to activate the gyro, then the gyro will course correct the torpedo to the angle set for the gyro.
[XIII]Opsec  [author] 4 Aug, 2024 @ 10:32am 
The gyro will spin as long as there is enough momentum to make it spin... Once the torpedoes fuel source runs out and the torpedo slows down the gyro would stop.
alfox 4 Aug, 2024 @ 10:30am 
now the quesiton is how much time the gyro can spin ?
alfox 4 Aug, 2024 @ 10:30am 
so that mean before firing the torpedo you need to make the gyro spin
[XIII]Opsec  [author] 4 Aug, 2024 @ 9:57am 
The gyro works automatically and mechanically, it would be set with the desired angle and when fired would course correct the torpedo to the angle set for the gyro... It was a standard part of the firing procedure.
alfox 4 Aug, 2024 @ 9:52am 
so there is a "warming" procedure to turn on the gyro or it won't work
[XIII]Opsec  [author] 3 Aug, 2024 @ 5:16pm 
I do believe the actual gyro itself is completely mechanical
alfox 3 Aug, 2024 @ 10:39am 
i was talking about irl i founc a video where they show a torpedo gyro and they have to manually turn it on and it doesn't seem to have any electrical device in it
https://www.youtube.com/shorts/JX1ymfFbHVs
[XIII]Opsec  [author] 3 Aug, 2024 @ 10:07am 
The torpedo gyro is automatically on. The game doesn't have the ability to turn off or on individual torpedo gyros.
alfox 3 Aug, 2024 @ 10:02am 
question since you did research ? does the elecric system start the gyro and keep it running ? or doesn it need to be amnually turn on
[XIII]Opsec  [author] 3 Aug, 2024 @ 9:57am 
Lanzfeld 10 minutes ago
Awesome that you! Maybe put that in the description?

Will do, I should have thought of that, thank you.
alfox 3 Aug, 2024 @ 9:54am 
the only thing to do before launching a torpedo that i know is starting the gyroscope and that's it
Lanzfeld 3 Aug, 2024 @ 9:46am 
Awesome that you! Maybe put that in the description?
[XIII]Opsec  [author] 3 Aug, 2024 @ 9:33am 
It does need a new campaign start.
Lanzfeld 3 Aug, 2024 @ 9:13am 
And is this save compatible?
[XIII]Opsec  [author] 3 Aug, 2024 @ 7:39am 
Thank you, I I tried to make changes in the manifest file last night and I guess that messed it up.
kretze 3 Aug, 2024 @ 5:43am 
Mod is not loaded, data sheets are not processed.

The manifest file is the problem. This means the mod will not load and the data sheets will not be converted.
If you remove the description from the file, the mod will be loaded.
[XIII]Opsec  [author] 2 Aug, 2024 @ 7:48pm 
Alright, it's been corrected.
Fyredrake 2 Aug, 2024 @ 6:49pm 
Thank you so much, will try it here in a bit!