UBOAT
UBOAT SOP: Turn On Pump
24 Comments
andargor  [author] 23 Feb @ 7:53am 
@Royal Raven I had a hard time making it work, since the water level data is not easily accessed, I had to hack into it with Harmony. They would probably need to do some restructuring, which is probably why they put out the other ones since they are simpler.
Royal Raven 23 Feb @ 7:29am 
I am really surprised they did not add this function to the base game. I do like how they added it in the crew menu that can be toggled on and off.
Zero 16 Feb @ 1:34am 
This works on 2025.1
andargor  [author] 24 Jan @ 10:23am 
Verified still working with 2025.1
andargor  [author] 12 Nov, 2024 @ 12:35pm 
@Yodokus Tested, last version still works, please check your other mods. Screenie: https://i.imgur.com/rKFRZEv.png
Yodokus 12 Nov, 2024 @ 7:52am 
Hey, last patch - 20, seems like did some changes to the modding, not sure what it is but your MOD ceased to work since. Regards
Ivellios 23 Sep, 2024 @ 5:26am 
% of buoyancy impact of flooded compartments?
Thinkflight 22 Sep, 2024 @ 10:35pm 
I'm using this again as its working great after the last update.

@andargor - That seemed to do the trick, this is not longer causing a noticeable change in battery as they are not constantly cycling it. Thank you! Any chance you could somehow get it to not turn on if we are running battery on the surface?
Gunslinger_999 21 Sep, 2024 @ 4:20pm 
Thanks for the update, really improved things much smoother operation now!
andargor  [author] 20 Sep, 2024 @ 9:55pm 
@Thinkflight I don't know what unit they are using. In my testing around "1.0" was a wet floor, and "3.0" was ankle deep. In normal operation it doesn't get higher than "0.01" very quickly, you really need a leak. I put the check trigger value at "0.5", figuring it is somewhat sane. It took a lot of testing...
Thinkflight 20 Sep, 2024 @ 9:50pm 
@andargor Awesome I'll have to give this a go again then. Two questions for ya; what level of water needs to be present for them to turn this on now? Any chance you could also check to see if we are running on battery on the surface and not enable it if this is the case? I'd prefer to run the pumps on diesel so it doesn't kill the batteries if I'm running on the surface with batteries.
andargor  [author] 20 Sep, 2024 @ 8:36am 
UPDATE: Ok I think I sussed out Harmony and am able to read the amount of water. The crew will now only check the pump once every hour, and turn on the pump only if there is a certain quantity of water present (other conditions still apply, such as not being in alarm or submerged)
andargor  [author] 18 Sep, 2024 @ 7:28am 
Actually, if anyone can check if this would be a simple solution: checking the pump 10 times less often.

In the file C:\Program Files (x86)\Steam\steamapps\workshop\content\494840\3326567284\Source\Main.cs, around line 32 change:

executionQueue.AddTimedUpdateListener(DoUpdate, 5.0f);

To:

executionQueue.AddTimedUpdateListener(DoUpdate, 50.0f);

And see if that helps, and still functions correctly. Time compression does scale the frequency, so it should have an effect.

If it does I'll do a quick update.
andargor  [author] 18 Sep, 2024 @ 7:18am 
@Thinkflight Thanks for the feedback. When I get some time I will see what I can do, maybe check the water quantity in each compartment from the submarine code, which I need to find first, and then do creative math. No guarantees, but I'll take a look.
Thinkflight 17 Sep, 2024 @ 7:37pm 
Tried this, ended up disabling it.

Without having a limit we can set in the amount of water it takes before the pump is turned on is causing this in normal time, 12x to 48x and 128x to continuously turn on and off so many times so that its killing my battery efficiency (Noticeably) while running the mod. Great idea but until we can get some vars that will give you control of amount of water we would like to have before the pump is toggled on, I find that with this mod I am worse off than manually toggling the pump at this point.

Your other mod for the compressor however should be something the devs of the game should look to incorporate... its just THAT useful especially on long trips.
Gunslinger_999 15 Sep, 2024 @ 1:54pm 
No not using that mod, just most of the SOP mods and the Course-line/Map mods. No crew mods.

Checked again yesterday: an officer (usually off duty engineer) is turning on/off the red lights, pump, compressor, etc. Not the end of the world or anything, but I wasn't sure if that was how the mods were supposed to work.
kretze 15 Sep, 2024 @ 12:23pm 
@Gunslinger_999: Could it be a coincidence that you are using the mod “das crew 2024”?
It may be that these actions are caused by the new crew actions of this mod.
andargor  [author] 14 Sep, 2024 @ 10:40am 
@Gunslinger_999 Not sure why that is happening, it's only supposed to be sailors.
Gunslinger_999 14 Sep, 2024 @ 7:35am 
Not sure how the coding works, is it possible to have an awake crewman start and stop the pump? Because as is, it keeps waking up one of my officers like every 10 minutes to start and stop the pump, leaving him exhausted.
andargor  [author] 8 Sep, 2024 @ 10:41am 
@kretze I'm not adding configurable settings to keep thing simple, and not touching the UI because it is very flaky. Also, if you look at the pump code, it is sealed with no way to look at internal variables, like water flow or tank levels. There is just "is there water", or not.

The source code is available in the description, feel free to give it a shot.
kretze 8 Sep, 2024 @ 8:19am 
An option to set the amount of water would be very good. You should be able to query the value that is output by the bilge pump. Or the value of the control room bilge.
andargor  [author] 8 Sep, 2024 @ 6:51am 
@chksix That's a condition I don't know how to check for. And the pump should be shut off as soon as there is no water. Maybe time compression is the culprit?
chksix 8 Sep, 2024 @ 1:04am 
Cheers for this mod. Can you make a condition for the pump start to be either editable or set to 1 m3 of water? My type 2 won't have the required range if the pump is started as soon as there is 0.1 m3 of water since the pump runs for a long time after starting.
andargor  [author] 7 Sep, 2024 @ 1:32pm 
UPDATE: Removed the condition that Realistic Bilge must be turned on. The pump will activate/deactivate for all realism settings if there is water present and the other conditions are met.