UBOAT
Breathe Easier - Vanilla
32 Comments
Shadriss  [author] 26 Jul @ 10:09am 
You shouldn't be spending more than a day without using the absorbers. Base submerged time should have gone from about six hours to nine or more (I play with my modded version, so these numbers are approximate - I get about 9 hours modded, so should be higher).

This mod does not touch power consumption at all, so I'm not sure what you think is going on there.

Turning on ventilation WITH ABSORBERS in the ventilation slot should be recharging your atmosphere. This is what will allow you to stay submerged even longer.
Kermit (Eilian) 26 Jul @ 1:53am 
where's the difference? I can't even spend one day under water. Ventilation still consumes 6x more power as propulsion. I'd rather shut off O2 effects completely.
Shadriss  [author] 6 Jun @ 12:17pm 
I can only assume that you've done something wrong or haven't read the comments. Also, with two words, you haven't exactly given me anything to work with. Therefore, I can do no else but ignore the comment.
johntitor88 6 Jun @ 9:19am 
NOT WORKING
Yung Whizkay 27 Jan @ 7:53pm 
yes indeed :shrugged: it was DeepLeaks, my apologies
Shadriss  [author] 27 Jan @ 4:41pm 
Not outdated (except for the manifest file). Still working fine on my end, no other reports indicated anything similar. May be another mod, though. :shrug:
Yung Whizkay 26 Jan @ 2:18pm 
seems outdated to me, i got a weird bug where everybody is suffocating but there is still 99% Air in the boat, after increasing time compression everybody dies through injuries. Reloading doesnt help this occured after starting my second patrol idk what could cause this. Boat makes noises like gas leaks and gets louder with the time. Insane
Shadriss  [author] 20 Jan @ 12:34pm 
Getting ahead of this:

I've looked at the new update, and from what I can tell, the speadsheets have not changed in a way that requires an update to this mod. I'll be taking a look in depth, of course, but for the moment, the "outdated" label can be ignored. I'll do a manifest update once I'm certain.
Adam 19 Jan @ 3:35pm 
Thanks.
Shadriss  [author] 19 Jan @ 9:10am 
Update to the Situation:

The short version is that there might be a way to fix this. It would, however, require some level of coding... which I have zero knowledge of. I'm in talks with a few people on the (unofficial) official discord, but there are no solid plans on this.

It would appear that the internal volume is in the code proper... and those numbers are, from what we can tell, wildly inconsistent and flat wrong. This explains why the VII, which should have roughly twice the time underwater that the II does, still only gets six hours.

For the moment, nothing to be done. If that changes and we find a way to make this better, I'll let you know.
Shadriss  [author] 16 Jan @ 4:35pm 
I'm about 99% certain that it is only a single setting for air consumption... but a thought did occur to me. What if, somewhere else, there is a setting for how much air there is in the ship to start with?

This might not be a number that I can alter, if it exists, however. I took a hour to go through all the spreadsheets, but haven't seen this potential difference mentioned or even implied. I'm genuinely stumped on this one.

I do think, however, that the Absorber changes do somewhat deal with the situation, though it's obviously not the ideal situation. Further, there aren't a lot of modding gurus in the community who might any insight into this either. Only can think of one, offhand, and it's a real stretch even for him. I'll ask around, but I'm honestly not expecting much.
Tyraenez 15 Jan @ 8:17pm 
thats all i can ask for! thanks for the speedy response
Shadriss  [author] 15 Jan @ 6:11pm 
I haven't been playing much of late (too many projects! ACK!), so I've not gotten far enough to pick up a VII to really do any testing either. No promises, but I'll try to make some time to look into this more.
Shadriss  [author] 15 Jan @ 6:11pm 
Type VII has a larger volume in the ship itself, but it also has a much larger crew. I've looked into it a number of times, and I've only found the one setting that affects air consumption. That being the case, it has to be directly related to crew size, including officers and POWs, if you rescued any.

I've heard this before, but I don't know what's going on there. I don't BELIEVE that UBE touches this value, but I haven't been using it since before the Beta started... I love his work, but he'll be the first to tell you that UBE is a pretty broken mess at the moment.

I'm inclined to believe there must be a second setting somewhere, but the one I have found doesn't indicate it is specific to a single ship type. Doesn't mean it isn't, just means it doesn't appear that way from how it's written in the spreadsheet. I'll do another hunting round, but it may be that the VIIs might be hardcoded in some way as well... wouldn't be the first time.
Tyraenez 15 Jan @ 5:49pm 
the type 2 has the increased oxygen supply
Tyraenez 15 Jan @ 5:07pm 
I'm currently running most of the UBE mods, without UBE itself, the additional ships, aircraft etc,
checking to see if i can get the type IIs to work
Tyraenez 15 Jan @ 5:05pm 
hey i meant to ask but i can't seem to get this working with the type VII subs
Shadriss  [author] 15 Jan @ 3:49pm 
I need more than that to even begin trying to help out. I know this says vanilla, but that's more in reference to crew sizes. Are you running any other mods? Is this on a new game, as recommended? Have you cleared out the Holy Trinity folders? What steps have you tried?
Austenitic 15 Jan @ 11:25am 
I just cannot get this mod to work, always about 6 hours of air available
Shadriss  [author] 3 Nov, 2024 @ 2:59pm 
I've been playing around with this, and I think I know what is going on with the submerged time for the VII boats.

I said back in September that there is only a single air-use modifier. This remains true, as best I can tell. What I think is happening, however, is that the RATIO of available air to people breathing it is far lower. I haven't started looking yet, but I am wondering if there is a parameter somewhere that dictates HOW MUCH air there is in each class - the II and the VII. If there is, then the solution would be to modify that value for the VII so that the ratio is correct for the assumed crew size (39, if using GJC's Bigger Crew Size mod).

I'll be looking into it, but in the meantime, if anyone else sees something, let me know.
Shadriss  [author] 27 Aug, 2024 @ 4:25pm 
If you are on the Unofficial UBoat Discord, you could reach out to GJC directly and inform him of the problem. I'm not really active there anymore, so it might be better coming from you since you have the solution.
TheMechwarrior 27 Aug, 2024 @ 7:19am 
The Bigger Crew mod is looking for a different file name, that's why it's not working. I just went in and modded the original game file to include all the mods I wanted, once I saw the problem.
I've just got to remember to back it all up before it gets replaced by the next update.
Shadriss  [author] 26 Aug, 2024 @ 3:58pm 
If you mean "can't I just clear those folders and be fine", you would have been correct at one time. Not sure why, but since the Full Release came out, this does require a new game... which, I agree, sucks.
Adam 26 Aug, 2024 @ 1:54pm 
It's not something to do with the temp / cache folders? Well, I'll remember the mod if I ever start a new campaign!
Shadriss  [author] 25 Aug, 2024 @ 8:34am 
Ich wünschte, wir müssten kein neues Spiel starten ... Als das Spiel veröffentlicht wurde, änderte sich etwas, da dies früher nicht der Fall war. Danke für die netten Worte.
Shadriss  [author] 25 Aug, 2024 @ 8:33am 
I haven't tested the potassium side of it since the game released. The length of time you can remain submerged, however, appears to require a new game to take effect based on my own testing and the reports of others.
Dufti 24 Aug, 2024 @ 11:33pm 
Sehr schade das man ein neues Spiel anfangen muss. Vielen Dank für die gute Arbeit.
Realismus ist so viel besser umgesetzt.:steamhappy:
Adam 24 Aug, 2024 @ 10:47pm 
When you say "the mod requires a new game for the air quality changes to take effect", what counts as the air quality changes? Air consumption rate? Potassium absorber utility? Both? I'd like to know if the mod is still useful if I can't bring myself to start all over again. Thank you.
Shadriss  [author] 21 Aug, 2024 @ 10:08pm 
Ignore the outdated moniker. I've explained it a lot in the other version of this intended for crew mods, but the short version is that unless the game itself changes how it's handling air - which I *very* much doubt it will do at all - then it will continue to work.

Carry on, sailor.
Charon Rick 21 Aug, 2024 @ 5:23pm 
I enjoyed your mod until the patch 10 came out and ruined it by telling me it's obsolete.
I don’t know what the devs were thinking when they chose this short time limit for submersion. anyway, bravo and thank you for your mod
Shadriss  [author] 20 Aug, 2024 @ 6:52pm 
I can't type in cyrillic but... speciba, moi druug.
LUKNER 20 Aug, 2024 @ 5:52pm 
A very important and extremely necessary mod, for those who want to get a historical match in the game! Thank you for your work!
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Очень важный и крайне необходимый мод, для тех кто хочет получить в игре историческое соответствие! Спасибо за работу!