UBOAT
Keep your periscope wet!
35 Comments
Joewlpc 5 Aug @ 5:21pm 
works as intended, however cant agree with the enime seeing me from 2km away at night
Photon 3 Jul @ 3:10pm 
@червь @millnate I figured out how to fix the problem with the game launching as soon as you click the mod. Go into the workshop folder \workshop\content\494840\3304713956 and delete the Preview.jpg file. Somehow the launcher doesn't like the thumbnail for the mod and it just launches the game. If you delete the image then you can click on it and enable it correctly.
tequilatibbs  [author] 7 May @ 12:32am 
@ColdSpaCe7 yes it still works. The sailor task screen is shown in the images above.
MightyThor769 6 May @ 4:07am 
does this mod still work?
MightyThor769 6 May @ 4:06am 
YOU MUST MAKE SURE THE OBSERVATION PERISCOPE PRIORITY IN THE SAILOR TASK IS SET TO ZERO (otherwise they'll constantly use it and get you spotted.)..... how do i do that?
tequilatibbs  [author] 27 Feb @ 4:14am 
This mod is working in 2025 patch 12 and beyond.

It is also working as intended. I tested in storm and you still get intermittent view (often covered by waves which is good for your stealth). In a storm you would not be making an attack though anyway, but it is still possible with this mod.
червь 7 Feb @ 2:33am 
cannot turn on this mod, my game just launches... probably its broken for now
Thinkflight 11 Nov, 2024 @ 7:49pm 
@tequilatibbs Love the mod but I agree with er.tz - "Observation scope at 2.7m become not usable in most situations." This seems to be the case.
Any chance you could update this so the observation scope is back to its default height so its usable but still keeping the ability for it to be spotted better than the attack scope?

Right now in 80% of my play-though the observation scope is not usable unless super close due to wave height which was not an issue vanilla. I also feel the attack scope doesn't have the total height it should get being slightly lower too. I think this is more of a wave height issue for the sim where those default heights were adjusted for the waves instead of total realism via height.
tequilatibbs  [author] 24 Oct, 2024 @ 12:22am 
er.tz well that would have been the case IRL then. It is the accurate height. You manually set your depth higher than the periscope button goes without breaching. If its a storm then you would stay under.
er.tz 23 Oct, 2024 @ 10:17pm 
Observation scope at 2.7m become not usable in most situations.
millnate 16 Oct, 2024 @ 8:23pm 
Unable to enable the mod. As soon as I select it in my mod list, the game just launches.
tequilatibbs  [author] 28 Aug, 2024 @ 10:33am 
@NzO interesting idea, but my guess would be they would only be visible submerged to aircraft or in such calm seas as youre very unlikely to get in the Atlantic. I believe it might be possible to do in the datasheets if it is something you want to pursue though
Nz0 27 Aug, 2024 @ 6:25am 
Great mod, congrats!

And maybe you could also allow enemies to detect us even with no scopes raised.
Because as you can see in these photos, it's possible to spot submarines just below the surface (with or without scopes raised )

https://cdn-i.vtcnews.vn/files/f1/2016/05/10/tau-ngam-kilo-nghe-va-nhin-the-nao-2.jpg?width=498

https://pbs.twimg.com/media/E3bT77iXMAAZoWZ?format=jpg&name=small

https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSLPQgZP88WuinIjy0QZ1xYg2KoOc_NqCXBleD8tuVFM11w_xCU
tequilatibbs  [author] 27 Aug, 2024 @ 4:28am 
@DECAFBAD i keep checking your propulsion mod post for updates! Haha.
When poking around with dotpeek i noticed on the playership there was a bunch of numbers relating to something like “ExpectedEngineGearSpeed” for surfaced and submerged. Just incase that helps! I will check again this eve and pm you
DECAFBAD 27 Aug, 2024 @ 3:28am 
I agree 100% with the droplets just being quicker.

wrt the periscope mod, I just can't justify prioritising it over the Propulsion mod since A) it already works for me, and B) the overcomplication of what is basically putting PNG's into a ZIP file is bashing my head against a brick wall levels of stupid anf not something that I enjoy working on, unlike the thrill of modifying IL code with transpilers. Sorry.
tequilatibbs  [author] 27 Aug, 2024 @ 2:05am 
@DECAFBAD that'd be awesome. I would also be happy for you to just fold this mod into your periscopes mod (but I imagine some would want to have that without this). Either way suits me.

Personally i would like the droplets to still be there but maybe just wash away very quickly? But See what works/ makes sense for you
DECAFBAD 27 Aug, 2024 @ 1:50am 
When making my periscope mod I saw what appeared to be droplet logic. I might be able to contribute this change to your mod.
tequilatibbs  [author] 27 Aug, 2024 @ 1:32am 
@DECAFBAD hmmm interesting. Sounds like I would have to start grasping proper modding though - I've tried multiple times, but it's quite a lot for a carpenter to get his head around!

Re droplets: I would imagine it would be a "simple" number change to the despawn rate of the droplets? If you get around to modding that I'd be happy to link it in the description.
DECAFBAD 26 Aug, 2024 @ 11:53pm 
Droplets shouldn't really stick to the lens like they do, they were hydrophobic coated. This doesn't matter in the base game, it's just a cool visual effect. But this mod makes it annoying.

Additional long term feature could be when raising the periscope in the immediate wake of a wreck, oild could coat the lens.
tequilatibbs  [author] 20 Aug, 2024 @ 11:12pm 
Re surface detection. That whole thing is a lot of work, even for the devs. The problem is that fog and night vision debuff is related. So if you buff a destroyers day time vision to be logical then their nighttime and fog vision will be superhuman. Same with player crew
tequilatibbs  [author] 20 Aug, 2024 @ 11:10pm 
@danspunkmeyer, thanks. If by "crew" you mean one of the officers then yes, because the binos and periscope priority are the same button, the only way to stop it is to ensure each watch officer has a forced job to do (not one they have chosen themselves). So for example if when readying an attack i have 1 officer on nav and 1 onthe obsevation scope and me (captain) on attack scope. I will put both officers to bed, then i will put 1 back on nav and the other on TDC - then they will not move from these positions until I tell them.

If you mean sailors, then 0 priority and no sailor attached to officer at periscope will guarantee they do not use scope.

Hope that helps
danspunkmeyer 20 Aug, 2024 @ 9:28am 
Great mod, the only issue is even at priority 0 someone on the crew grabs the observation periscope every now and then. The only solution I could see is to go to crew management and assign that sailor to a non-leader officer.

Not directly related, but this got me thinking about surface detection range of the sub. Going by the "don't get closer than seeing the top of the mast" recommendation from the commander's handbook, the boat should probably be easier to detect on the surface. On the surface I'm usually able to get to almost 5K of civilian ships without problem.
tequilatibbs  [author] 15 Aug, 2024 @ 11:29pm 
@er.tz Yes, I will update description, thank you
er.tz 15 Aug, 2024 @ 9:03pm 
hi, is this mod going to be compatible with stabilization disabled in game options?
[XIII]Opsec 8 Aug, 2024 @ 3:58am 
I just updated it last night, not by much but in the data sheet it was listed as 0 so I entered . 01 to see how much of a change that makes
tequilatibbs  [author] 8 Aug, 2024 @ 3:41am 
@CyberTrapper yep, no change from vanilla mechanics in that regard
CyberTrapper 8 Aug, 2024 @ 3:40am 
So in this mod the periscope works stably? I didn’t like it without stabilization.
tequilatibbs  [author] 8 Aug, 2024 @ 2:42am 
This has been integrated into "No stabilisation" mod. DO NOT USE BOTH TOGTHER
tequilatibbs  [author] 8 Aug, 2024 @ 12:15am 
@Opsec cool! did you do that recently or in original mod? I ask because I thoughtlessly fired an Ato during the day yesterday and it was spotted and maybe thats the first time ever
tequilatibbs  [author] 8 Aug, 2024 @ 12:13am 
@TioFreak I just want believably :)
tequilatibbs  [author] 8 Aug, 2024 @ 12:13am 
@Gatttussso, I would like to implement a system where the chance of it breaking is tied to increase in speed. However this is out of my ability as involves scripting. Maybe I will pay someone with the skills someday.
[XIII]Opsec 7 Aug, 2024 @ 4:02pm 
Looks very promising, on my torpedo mod I've adjusted the visibility factor of all the steam torpedoes 👍
TioFreak 7 Aug, 2024 @ 2:52pm 
you like hardcore modes, don't you?
Gatttussso 7 Aug, 2024 @ 1:52pm 
Thank you and excellent work. If it adds realism, I'm in. But I think I'll wait until you've integrated it with "NO STABILISATION".

Increasing the historical rigour do you have any plans to add "blur" to the periscope when moving at high speeds while submerged due to vibration. Is that even possible?