UBOAT
U-BOOTE HERAUS!
43 Comments
Sir Digby 2 Mar @ 1:52pm 
Nice work. One question, the resupply times, does that affect the transfer of items from boarded freighters too? I want to lower that so I can transfer more stuff before my crew are exhausted. Or at least know how many kilos of stuff I can transfer while still keeping my officers from hitting the sack. I took 60 something pieces of meat from a freighter and it took 7 hours. Want to lower this time.
pl_zbik  [author] 27 Feb @ 11:50pm 
You can find it in catalog, where mod is instaled. In steam workshop catalog. U-hoat game number is 494840, and mod number is 3301580189. Pdf file title is U-BOOTE HERAUS Uboat game mod guide
cato 27 Feb @ 10:46am 
I like this mod as well, where can I find the pdf though?
pl_zbik  [author] 30 Jan @ 11:08am 
I've tried to do this as good as possible. I'm glad you like it.
Alias 30 Jan @ 10:24am 
And making a PDF the resume it. Nice touch !
Alias 30 Jan @ 10:22am 
This mod only change datasheets so it wil be all time compatible. It looks like you really took the time to think about balancing this. I'll try it and give my oppinion but I can already say, I cannot show more respect to your work has I'm curtenly looking at the numbers you choose. Well done sir ! Looks good balance.
pl_zbik  [author] 23 Aug, 2024 @ 5:09am 
No. Times of new shipments to ports are changed, but nothing in milk cows was changed.
mosene281 22 Aug, 2024 @ 5:55pm 
Does the mod affect how many torpedos can be resupplied on milk cows? I was only able to get 4.
pl_zbik  [author] 16 Aug, 2024 @ 2:11pm 
Last update cut bonuses for missions and tasks by half. For example 2000 currency unist for easy patrol instead of 4000, 4000 for hard one instead of 8000 etc.
pl_zbik  [author] 16 Aug, 2024 @ 2:05pm 
All details are in pdf file attached to the mod in tables.
Wilhelm 16 Aug, 2024 @ 11:02am 
which economy diffuclty should i use then? does it change your parameters? if yes how much on which difficulty?
此猪八两重得名朱重八 12 Aug, 2024 @ 7:36am 
你好 我很喜欢你的储存和橱柜更改 有兴趣单独出一个mod吗
pl_zbik  [author] 11 Aug, 2024 @ 10:02am 
No my mod doesn't change anything with fatigue model.
CyberTrapper 11 Aug, 2024 @ 9:54am 
I have something wrong with the fatigue of the officers. She did not fall during the inspection of the vessel. Does your mod change this?
CyberTrapper 10 Aug, 2024 @ 5:32am 
If [XIII]Opsec mod is below all should work fine.
pl_zbik  [author] 9 Aug, 2024 @ 6:20am 
If [XIII]Opsec mod is below all should work fine.
CyberTrapper 9 Aug, 2024 @ 6:07am 
I read that [XIII]Opsec added a visible torpedo trail. This mod doesn't erase that? I have it below.
pl_zbik  [author] 6 Aug, 2024 @ 1:30pm 
[XIII]Opsec this is problematic point in game. Only thing to rebalance it is seconds pre kilogram of load (doesnt matter what, potatoes or torpedoes). It's impossible to made 2 weeks of resupply boat, because you always can load torpedoes one by one, and after one or 2 topredoes have new goods. Maybe bigger prices would be good way to make some items harder to gain. All of you feel free to say what you think.
[XIII]Opsec 6 Aug, 2024 @ 11:57am 
It would also remove the ability to cherry-pick the torpedoes you want, instead of take what they have to offer.
[XIII]Opsec 6 Aug, 2024 @ 11:07am 
I have a suggestion... Modify the time it takes for the supply officer to restock on goods to at least a week if not two weeks. This way people can't abuse the game and keep grabbing more items every 24 hours.
pl_zbik  [author] 5 Aug, 2024 @ 1:31pm 
Reimad it's not very hard to do. You have to change seconds quantity in Data sheets -> file Entities -> Equipment. There is parameter MaintenanceCooldown = (and here are seconds how long it works). Thats all
pl_zbik  [author] 5 Aug, 2024 @ 1:26pm 
Gregorius25 unfortunately it's not possible to change patrol length and tonnage depending on year. We have 3 "levels" of patrol. Each of them have different length and tonnage goal, but all are always the same (year doesn't matter unfortunately). Only difference is u-boat type. Thats why I didn't increased tonnage goals to much.
Gregorius25 5 Aug, 2024 @ 12:11pm 
This rebalance sounds very promising. I'm about to start a new campaign with your mod.
Re: "Patrol changes (distances of patrols are increased and tonnage limits are increased too)."
I like this change very much as I didn't like the fact that most of my patrols would end after just few days after reaching my sector since the patrol goals were too easy to achieve. I didn't find that realistic so I'm excited to see this change in your mod. However, would it be possible to make the patrol length and minimum tonnage change depending on the year in the campaign? My reasoning is that while a patrol resulting in 10k tons sunk would be considered rather modest during "happy times", it would be a very successful patrol in 1944 when the uboats were being hunted and sunk left and right.
Reimad 5 Aug, 2024 @ 9:14am 
How exactly did you increase the torpedo maintenance cooldown?

Is this something easy to make?
pl_zbik  [author] 5 Aug, 2024 @ 2:26am 
Probably yes, but some parameters would be implemented from my mod, and some from TORPEDO...LOS! question is which mod will be first. If mine, reload times and maintenance coldown schould be implemented from my mod, rest (dud ratio etc.) from TORPEDO... LOS!
SRALKER 5 Aug, 2024 @ 2:14am 
This mod is compatible with "Torpedo...Los!"?
Drakken 4 Aug, 2024 @ 5:55pm 
Also, would you consider increasing costs for equipment, food, and even torpedoes to counter the Money inflation when racking up successful missions?
Drakken 4 Aug, 2024 @ 5:51pm 
Small suggestion: Bonuses you get when rescuing captains and engineers, and the 5% Reputation bonus when you give food still makes it easy to rack up Reputation points.

I would propose the following changes:

- Limit the max number of rescue to 2 in Type IIs, and 4 in Types VIIs. It gets crowded, real fast.
- No money nor Reputation points for rescuing mere sailors, and +100 and +2% for Captains and Engineers
- Giving food to lifeboats should give only 2-3% Reputation points.
Actionjackson 3 Aug, 2024 @ 2:29pm 
True, thanks, will do so!
pl_zbik  [author] 3 Aug, 2024 @ 12:03pm 
Actionjackson, you don't need to use this option. Just hire 14 crew members on all type II boats, and 20 on all type VII boats. Also you don't need to unlock 8th and 9th officer. In this case everything with crew will be like in vanilla version.
Actionjackson 3 Aug, 2024 @ 8:46am 
It is sad this there is manipulation of max crew amount included. Can this be disabled somehow on my side, i want harder economy, not more crew :KSad:
[XIII]Opsec 3 Aug, 2024 @ 6:14am 
Thank you, I'll be starting a new career with your mod today. 👍
pl_zbik  [author] 3 Aug, 2024 @ 5:21am 
@[XIII]Opsec I'll tell you how to do it. You have to change it in two places in Data Sheets. 1st place is in Realistic travel - file general. You have Load Torpedo - Mounting Phase Duration in seconds and Load Torpedo - Greasing Phase Duration in seconds too. 2nd place is in main Data sheets catalog - file General (you have to change Load Torpedo - Mounting Phase Duration and Load Torpedo - Greasing Phase Duration). But it works only partly (longer times when torpedo is loaded). When torpedo is just maintained times are shorter than set in those two places and now it's unable to change it.

I really like your torpedo mod which I mentioned earlier. Part of good work and research.
Ax4711 3 Aug, 2024 @ 1:47am 
So this mod mixes more grinding with some cheats to make it easier? Sorry not for me, I don't like the direction this is going.
[XIII]Opsec 2 Aug, 2024 @ 6:39pm 
If you don't mind my asking, how did you increase the maintenance times for the torpedoes? I never could find it in the datasheets...
[XIII]Opsec 2 Aug, 2024 @ 6:27pm 
@pl_zbik If you don't mind, I'm the creator of the mod he's asking about.

Drakken 7 hours ago
Also, can it be used with Historical Torpedo failures so that, even maintained, the chances of failures and duds are still taken in account?

Yes, they can be used together. If this mod is in the load order before mine, then my torpedo load times and cooldown times will overwrite his. If the load order is my mod and then his mod, his values would overwrite mine. As he didn't adjust any of the torpedo dud percentages or impact angles. Those would all still work from my mod regardless of load order.
Sir Cory 2 Aug, 2024 @ 4:54pm 
Great mod. Definitely enjoying this.
Actionjackson 2 Aug, 2024 @ 3:50pm 
cool mod... i think i like this one. Mainly economy and time management focused, i like it, hope you dont make it an all in one mode over time. Id like to keep useing that one, i like hard economy and slow leveling.:steamthumbsup:
pl_zbik  [author] 2 Aug, 2024 @ 12:16pm 
I've started new carrer and works fine. So mod is still playable (not outdated)
Drakken 2 Aug, 2024 @ 12:02pm 
Thanks!

Also, it seems the latest officiak hotfix has messed with the mod, especially the stockpiles and storage?
pl_zbik  [author] 2 Aug, 2024 @ 11:48am 
About patrol sectors probably no possible, but I'll try to check. About torpedoes I'll try to make more historical accurancy in future. TORPEDO... LOS! and last Torpedo historical failure proves, that is possible to make torpedoes more historical accurate. Probably in future versions of mod some changes will be included.
Drakken 2 Aug, 2024 @ 10:31am 
Also, can it be used with Historical Torpedo failures so that, even maintained, the chances of failures and duds are still taken in account?
Drakken 2 Aug, 2024 @ 10:29am 
My pet peeve is that the assigned patrol sectors remain much too wide, giving skippers way too much operational autonomy.

My suggestion would be to significantly decrease the area, to force you to stay there and move back and forth as in real life. And if there is no shipping, so be it.

Would that be feasible?