UBOAT
Kriegsmarine Aces v1.2.2 (Full Release Compatible)
48 Comments
hdsiding 23 Apr @ 2:33pm 
could it be that the amount of spare parts in the store has been reduced. becuase after every patrol im only able to buy one singlew spare part.
Kawira 20 Nov, 2024 @ 1:06am 
Long patrols for VII Type seem too long. Impossible to achieve in 1 go without returning to base in areas where there are no supply ships
goodmorningsunshine 28 Oct, 2024 @ 3:20am 
it seems food items are cheaper now, is that right?
Trihne 5 Sep, 2024 @ 5:34pm 
I think this has to be a mistake on decimals since the vanilla mag fail is 0.1
Trihne 5 Sep, 2024 @ 5:31pm 
I've been looking in the data sheets of both this and your torpedo mod, and there are difference. Is it intended?
I just wanted to mod your torpedo mod to include the prices of this mod
For exemple, for G7a Torpedo T1 - Pi1 in parameters, this mod gives MagneticExplosionFail = 0.03 while your torpedo mod gives MagneticExplosionFail = 0.3
[XIII]Opsec  [author] 19 Aug, 2024 @ 1:28pm 
I made the torpedoes cost based on pistol type, since my torpedo mod that's included is based around the pistol types
Drakken 19 Aug, 2024 @ 11:36am 
Plus, the fact that you have to balance the costs mean that every torpedo counts. Is it really worth going that that lone merchant through foul weather, if if means that you will have to purchase that torpedo again if you fire and miss?
Drakken 19 Aug, 2024 @ 11:14am 
I still think ammo and especially torpedoes should have a cost, because otherwise there's no incentives to pick T2s instead of T1s, who are more reliable despite the bubble trail.

There had no shortage of T1s in 1939, that is true, but it was still part of ordnance to have T2s because of these lack of bubble trail. Having a cost forces the player to choose which he would prefer - cheaper, but less reliable T2s, or more expensive T1s who leave bubbles but are more reliable.
[XIII]Opsec  [author] 17 Aug, 2024 @ 3:49pm 
Yes
Jedi21x 17 Aug, 2024 @ 4:16am 
Hi, does your mod require a new game?
[XIII]Opsec  [author] 16 Aug, 2024 @ 6:31pm 
alright, I've got a Complete Version up now.
[XIII]Opsec  [author] 15 Aug, 2024 @ 12:02pm 
I tried to set fuel price to free, perhaps that's messing up the game's code... I'll have to update it back to 1 when I get home.
PandaGutter 15 Aug, 2024 @ 11:33am 
weird bug when I want to refuel, it says +infini the warehouse and I can't pass 33% fuel load when i refuel. (test on type 2 and 7 in the first patrol)
[XIII]Opsec  [author] 15 Aug, 2024 @ 10:01am 
CyberTrapper 7 hours ago
Can you expand the description of the mod? It is not clear what other mods can be installed and which cannot.

Once I finish balancing everything, I'll post a full list of changes.
[XIII]Opsec  [author] 15 Aug, 2024 @ 4:12am 
I would have to look to see if they are the same, I meant for dried potatoes to be in the same price/weight/stack category as dried fish and cheese.

I haven't messed with emblems yet.
CyberTrapper 15 Aug, 2024 @ 3:16am 
The prices are already better. But there are questions. Do dried potatoes and sausage cost the same? Have the prices for emblems been corrected?
CyberTrapper 15 Aug, 2024 @ 2:09am 
Can you expand the description of the mod? It is not clear what other mods can be installed and which cannot.
[XIII]Opsec  [author] 14 Aug, 2024 @ 7:38pm 
Just posted a new balance update, Balanced XP, Reputation Gain, Renown Gain, Food Item Prices/Mass/Uses, Improved warehouse resupply to 14-15 days, deck and flak gun ammo mass/storage amount adjusted.
[XIII]Opsec  [author] 14 Aug, 2024 @ 9:12am 
I think I might bump the spawn rate up just a little... Maybe have the values at 75% of vanilla as with reduced hydrophone range, it's already more difficult to find targets.
[XIII]Opsec  [author] 14 Aug, 2024 @ 7:09am 
Not counting the tuberculosis event...
[XIII]Opsec  [author] 14 Aug, 2024 @ 7:09am 
I don't think they're implemented... At least I've never had a sailor get sick, and the morale buff doesn't do anything with discipline
CyberTrapper 14 Aug, 2024 @ 6:06am 
Food buffs and debuffs not working?
[XIII]Opsec  [author] 14 Aug, 2024 @ 5:59am 
I do need to adjust the prices a little bit, however exotic fruits really aren't different in game than any other food item. I do have all the canned goods as free... They take up more mass but you get more uses out of them, the meats and cheese, sit in the middle as far as mass goes with average uses, fruits and veggies and fresh bread have the lowest mass and the least amount of uses.

This gives you variety as far as how long items will last once moved to your kitchen, and if you're going to be out on a long Patrol with high fatigue you need to be careful not to go through all your food items so that you still have variety to keep morale up.
CyberTrapper 14 Aug, 2024 @ 5:15am 
But exotic and ordinary fruits cannot cost the same. Prices must vary.
[XIII]Opsec  [author] 14 Aug, 2024 @ 5:05am 
I think I got the food item's mass where I want it, leaving port it shows 40-50ish days worth of food if you cram 6 slots full and have items in the Kitchen.
However, having to use food variety to combat discipline loss if you want to keep discipline at 100% you will go through food alot faster.
If you allow discipline to go down, you could have those long patrols.
[XIII]Opsec  [author] 14 Aug, 2024 @ 5:00am 
I did that on purpose... I cut the spawn rate in half, the hydrophone range in half, I also reduced the reputation gain for individual ships. I did my first Patrol last night on a test run, and 14 days at sea found one neutral freighter headed to Bergen that I stopped and inspected. By having basically free fuel, free ammo, and free torpedoes, it ensures you can keep going on patrols no matter how successful you are.
CyberTrapper 14 Aug, 2024 @ 4:36am 
I installed the mod and took a look. Something is wrong with the prices, everything is cheap, torpedoes and cartridges are free.
[XIII]Opsec  [author] 14 Aug, 2024 @ 4:25am 
I don't believe so as I didn't modify the player uboat in the datasheets
CyberTrapper 14 Aug, 2024 @ 2:55am 
Will there be conflicts with mods for expanding the team and increasing slots?
[XIII]Opsec  [author] 14 Aug, 2024 @ 2:49am 
They are in it
CyberTrapper 14 Aug, 2024 @ 1:32am 
Historical Torpedo Failures and Real Discipline/Stress no need to install with it?
[XIII]Opsec  [author] 13 Aug, 2024 @ 3:47pm 
Just uploaded a new Update that will be a lot smoother and a little more ironed out than the previous one.
[XIII]Opsec  [author] 13 Aug, 2024 @ 3:18pm 
It's far from finished yet... Just a rough idea in the works right now, but I'm going to update it everyday
Hexagoros 13 Aug, 2024 @ 2:54pm 
Nice. Will give it a go.
Kerberos 13 Aug, 2024 @ 11:45am 
Kriegsmarine, not Kreigsmarine😉
[XIII]Opsec  [author] 13 Aug, 2024 @ 9:53am 
I'll take a look at it when I get home
CyberTrapper 13 Aug, 2024 @ 9:48am 
This hydroacoustic doesn’t hear anything at first. And then he begins to report who is sailing more than 80 miles away.
[XIII]Opsec  [author] 13 Aug, 2024 @ 9:37am 
Not from just the datasheets
CyberTrapper 13 Aug, 2024 @ 9:29am 
I'm not talking about this mod. Is it possible to make sure that only the closest contact is traced? On request.
[XIII]Opsec  [author] 13 Aug, 2024 @ 8:16am 
For play testing, I cut the hydrophone range in half... So about 60km
CyberTrapper 13 Aug, 2024 @ 7:54am 
What about the hydrophone? I just got the impression that hydroacoustics can’t hear in fog. It would be nice to twist his ears.
cato 13 Aug, 2024 @ 7:27am 
Separate mods would be my preference I reckon.
tequilatibbs 13 Aug, 2024 @ 6:46am 
My opinion (for what its worth) is to make these facets separate mods. Otherwise your chance of conflicting with other mods are much greater. I also think a full list of changes would make sense.

This is just my opinion though! Maybe some would prefer one mod that covers everything
[XIII]Opsec  [author] 13 Aug, 2024 @ 5:17am 
I didn't adjust crew compliment... I could though.
CyberTrapper 13 Aug, 2024 @ 4:52am 
Has the team size increased?
[XIII]Opsec  [author] 13 Aug, 2024 @ 4:06am 
It combines my mods, but I logged into the game last night and noticed some of the price changes I had in the datasheet weren't showing... Specifically the torpedoes. Gonna have to make some more adjustments
CyberTrapper 13 Aug, 2024 @ 3:49am 
Is this mod separate? Or combines your mods?
Druce Kyle 12 Aug, 2024 @ 10:03pm 
Need a full changelock.