UBOAT
[2025.1] DeepLeaks
211 Comments
Truepotato 4 Jul @ 3:13am 
Thanks for the mod, keep up the work
ixev 26 Jun @ 8:54pm 
is it possible that i can run this alongside Sounds of War? im going to test it rn
Thirstyverk 8 Jun @ 2:06pm 
thx. great mod
katamshut  [author] 8 Jun @ 9:57am 
@Drex: Just dive until there are some leaks (pipes) and fix them. It will make those leaks stronger.
@BruglarBars: Thx, your description really helped to find the issue.
BurglarBars 7 Jun @ 9:21pm 
@katamshut Awesome man, glad I could help in anyway and we got it ironed out. Awesome mod adds a such needed feature. Love doing test and getting better haha
Drex 6 Jun @ 10:40am 
how to make test dives? thanks
Retardus Maximus 6 Jun @ 9:47am 
@katamshut Awesome, you didn't have to but you did it anyway.

Vielen Dank Herr Kaleun!
katamshut  [author] 6 Jun @ 9:21am 
@BurglarBars: I fixed an issue with air pressure I found which made it impossible to open a hatch. Now the hatches should open (they don't anymore care about air pressure). If you were facing the same issue, this should now work again.
katamshut  [author] 6 Jun @ 9:20am 
@Retardus: I just was fixing a bug with hatches, so I also added the possibility to disable dispanteling parts. You will find it in you config file after updateing the mod.
Retardus Maximus 5 Jun @ 7:29am 
@Katamshut Thanks for your response, I don't want you to bother doing all that if I'm the only one.

I already don't use it, but yes, I wanted the action removed because the action shows up through walls in first person view. It's not that big of a deal, but it's a slight annoyance. That's why I wondered if I could just easily disable the entire feature in my game.
katamshut  [author] 5 Jun @ 6:32am 
@Retardus: It would take me some time to completely make it configurable. I mean, disabling it as feature would be no problem but I guess you want also the dismantling actions being removed from the action wheel? What about just not use it?
katamshut  [author] 5 Jun @ 6:29am 
Yes, line 37 of PressureHatch.ch describes the amount 1 person can bring up to open a hatch. you can try and set it to 100 as well. But my guess is that your hatch has another problem. The development mode can bring some light into the problem. Let me know the numbers from it.
katamshut  [author] 5 Jun @ 6:27am 
@BurglarBars: I quickly checked it and tried to reproduce with no luck. Go ahead and activate "development" mode in the yaml file by setting it to true. When you restart the game you can now hover over the hatch and you will get all details about the two compartments the hatch is dividing. Check the value for "ForceDiff" it tells you what forces are applied on the door. It is a number that results from water and air pressure on both sides of the hatch.
Retardus Maximus 26 May @ 8:22am 
I absolutely love this mod, but I'm looking for a way to remove/disable the ability to dismantle equipment for parts.
Looked in the config file but couldn't find an option to disable it there, is there a way to do this without breaking any other parts of the mod?
BurglarBars 22 May @ 12:55pm 
@katamshut I just tested adjusting auth.Followers.Count also. Other doors work fine, but something bugged out this save with the front torpedo room door after a depth test dive.
BurglarBars 22 May @ 8:40am 
@katamshut I seen that in the code, but I tried different roles also some with two assigned and a officer with three but it just got hung even if I fpv tried it. I compressed time below 100 and was still unable to do it. I disabled hatches in config to open it. saved with it open reloaded again with pressurehatches enabled and it went back to being stuck. It was after a dive test to buff rating. I had a leak there prior but I surfaced and couldn't open it. I also tried scraping and replacing door same thing. it was strange. I was looking in the code line 37, I have MaxForceToOpenHatch * 6. Is this the modifer you were refering to as the 3x force? I see the comment above but was unsure.
Mr.Woof 21 May @ 11:08am 
@katamshut
thanks 👍
katamshut  [author] 20 May @ 8:44am 
@BruglarsBars, it should be possible, I also implemented that if you have sailors with you (add them to the officer) the force to open a hatch goes up as well. Like 2 sailors attached (+ 1 officer) = 3 times the force.
Mr.Woof 15 May @ 3:08pm 
@katamshut
diving times are still very slow. Even with an engineer at the dive planes and several specialised crewmen I'm in the 40s zone or above. Crash dive with a well trained crew should be around 28-30s for the Typ VII and 25s for the Typ II.
I also find small depth changes (1m up or down) around periscope depth impossible to manage. No matter what I do the boat always remains at the preset periscope depth.
OKAWARI 9 May @ 10:56am 
@katamshut Just the rebreather for crew is infinite. They always keep 100 and never goes down.
grei209ks 9 May @ 5:28am 
Please help me. I only know how to use a keyboard and a mouse. (I'm a noob in technical matters. I'm not a native speaker. What is "Data Sheet"? Where can I find it and how do I change the presets to realistic? Thank you.
grei209ks 8 May @ 12:18pm 
I was at a depth of 595 meters for an hour. And yet I managed to rise to the surface. (This is just fantastic).
Tell me, is it possible to change the presets to a more realistic position?
katamshut  [author] 7 May @ 6:34am 
@grei209ks: it is always a chance that any update mess up something. so let me know if it happens again and again. There may be edge cases like loading while a leak is in repair state or loading another save with a diffrent sub. Let me know if it happens again. thx
katamshut  [author] 7 May @ 6:32am 
@Woof: Yes some parts I have refactored from Salamander (Dismantel Equipment and Hatches), I also read the code about ballast control as this was mentioned here many times. Then there was a "fix" the devs announced to exact this feature with last major update (2025.1). Is it still in a bad shape? I also know that it takes some time to dive but this I guess is realistic? I may can add a customization for how much water / min flood the tanks, that for example will make the boat dive more quickly. Let me know, feel free to use the "Everything else" topic for in depth discussions about that.
Mr.Woof 5 May @ 11:33pm 
Hi @katamshut
Thanks for this great mod.
Since I read you based this on Salamanders work, do you by any chance also plan to adapt something from his Ballast Control mod? Would love to see more realistic diving times and finally a working decks awash mode and the ability to better adjust depth while using the periscope during heavy seas. Best wishes
grei209ks 5 May @ 1:21pm 
Thanks for the great mod!
I have "gotten out" from a depth of 280-290 meters several times after leaks formed due to pressure (with about 100 m3 of water in the submarine).
However, after I rose to the surface and performed the necessary repairs, I constantly continue to hear the sound of repairs (although visually the repairs are no longer happening). The only way to get rid of this sound is to reload the saved game.
Could there be a problem with your mod?
Because I also use other mods: crew increaser; more radio; menacing planes and "Device Energy Management".
Broseph Stalin 3 May @ 10:32am 
Not much of a problem, as they are still available in the "popular discussions" section here above the comments, but I figured I would mention as I went to change the config to realistic and saw that. Lovely mod by the way, thanks for your work.
katamshut  [author] 3 May @ 9:28am 
@Angry: What is the question? The rebreather operate longer. Is that the answer you looking for?
@Broseph: Looks like a Steam bug. None of the links work anymore.
Broseph Stalin 1 May @ 11:56am 
The "How to configure" links are dead, and just go to the normal Uboat discussion page.
Angry_Penguin 1 May @ 6:30am 
I love this mod and the popping bolts actually made me jump the first time xD. I do wonder how the rebreather stuff works, do you have to test them somehow?
katamshut  [author] 25 Apr @ 9:55am 
@OKAWARI: You might were on 500m but the boat was lost I assume. At that depth all leaks will leak and fill the boat instantly with water. Well I can enable the old style of crush like a window saying game over but this I think is even more unrealistic. So I don't see a need to do so. When you tell me what wireless oxygen means I'll have a look.
@Crigger: From the decription: "Since the mod stores how many times you fixed certain leaks, it will use this value to bend the curves further, resulting in leaks appearing in deeper waters. This calculation is done for each leak individually and has limits (you can't fix a leak 100 times and get a 100x bonus). However, the bonus will be stronger on the first few fixes and will lose its effect with repetitive fixes." See: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3383792611/604148808450904859/
Crigger 18 Apr @ 1:34pm 
How does boats readiness work?
OKAWARI 15 Apr @ 10:53am 
I'm running this mod on 24.1 and 25.1, I didn't change the config. But my rebreather has wireless oxygen, which makes it less realistic. I tried changing the config and still can't change it. Also is it possible to set the crush depth? Sometimes I reach 500m and still survive which is very unrealistic.
katamshut  [author] 10 Apr @ 7:51am 
Thx @Drexack to point this out.
Drexack 10 Apr @ 1:13am 
@Bane882266
Iron Coffins is deprecated and also uses a different version of Harmony, that means it will just throw an "could not load" error into the log and that's that.
None of its features will even enter into the game, that's why it can not interfere with anything.
Raphx 7 Apr @ 12:18pm 
wow this is a super mod thanks for this
Bane882266 5 Apr @ 7:54am 
Just checked my mod list looks like I left iron coffin enabled by accident above deep leaks (if the order in the mod menu has load order priority.) nothing appears to be breaking and or broken the game seems to be behaving as normal. One thing that used to annoy me was when enabling silent running auxillaries like gyro compass fridge heating will be disabled to reduce noise and conserve power but they wouldn't be turned back on. I assume it's deep leaks that's turning them back on as a polishing of the system. i remember that i am coughing used to have a options menu by interacting at the toolbox but i think that was part of custom actions. I still have custom actions enabled just to be safe just but a number of mods say it isn't needed anymore.
katamshut  [author] 4 Apr @ 12:49pm 
@async: I see there is now a rework released with latest patch. Does this now do what you miss?
@Kraft: Thanks enjoy.
@Bane: That's a good question, not sure if IronCoffins still works. I assume not since the latest update of the mod is years ago. For sure it will conflict in one or the other way since this mod does similar things (I reworked some stuff from Iron Coffins. Can you me which features of Iron Coffins you use and if it still works at all?
Bane882266 4 Apr @ 7:54am 
Is this mod design to work with iron coffin or as a replacement?
Should I have both enabled or just one?
Kraft ☢ Squad 3 Apr @ 2:36pm 
Fantastic mod! I appreciate the work this mod is great, the sounds are incredible and I love the enhanced flow/repair dynamics
async 16 Mar @ 9:02pm 
I know it's already been said but it would be great if you could bring some aspects of improved ballast control into this mod. Performing test dives and dealing with leaks in general is really difficult with how useless and broken the ballast controls are. I just sank while doing a test dive because the game decided I didn't need to adjust ballast while at -10% buoyancy. Ballast tanks 95% full, compressed air tanks full, ballast controls say "ballast tanks are empty" and only give an option to flood them.
DaveDangerous 15 Mar @ 7:22am 
@katamshut Oops nvm! :P I must have forgot I enabled the yaml file and I must've gotten the two config files mixed up somehow. So I was editing in the xlsx file and the active yaml file was in "Arcade" mode. So that pretty much explains my problem I think lol. Note to self: Double check before posting!
katamshut  [author] 14 Mar @ 10:54am 
@FatCatDan: Nope, no influence.
FatCatDan 13 Mar @ 1:23pm 
Does this mod effect ventilation?
katamshut  [author] 11 Mar @ 2:15pm 
@DaveDangerous: You can verfiy the values on the trimpump -> select "DeepLeaks Status..." can you confirm / upload a pic of the values? 120 is normally used for bolts, bolts noise won't show up in the noise signature view since it last only a split second. However, repairs should reflect the values you see on the status view.
DaveDangerous 11 Mar @ 8:59am 
When a bolt shoots off or the crew starts repairing stuff. The dB scale seems to not work properly? I mean, it seems to display only half the value in the config file. So 120 becomes 60 dB in-game etc. Am I doing anything wrong or is this a bug?
katamshut  [author] 10 Mar @ 2:12pm 
@cr8z_cuban: There was indeed a bug when reloading a save game with Interior Hatches Feature enabled (featurePressureHatches: true). But I guess this is not releated to your question.

The status on the pump ("Boat readiness ...%") is a total of all fixed leaks in you career / active boat. The status on the leaks do show the active repair status (it has to leak to show the value and will disappear when fixed, there are maybe some gaps with leaks that weren't actively repaired by someone during save / load).
Austenitic 7 Mar @ 2:13am 
Feels like even on 10 durability, the CO2 scrubbers get used up so fast that you barely regain any more air?
cr8z_cuban 4 Mar @ 2:21pm 
@karamshut I will dive - leak on hatch (not pipe) happens - fix it - hover over hatch that i just fixed and it says deepleaks hatch status 100% (after fixing it once, and before it leaked it said 0%) - save the game - Reload. The status at the pump is saved correctly (whatever the last dive yielded in improvements by both percentage and amount of leaks), but any hatches themselves that read 100% after being repaired now read zero. my question was: is this just a representation of the active repair status that just always shows? or is it an actual bug that is refreshing the hatch status? (my money is on the first one). As to the the other issue: I havent come across any situation yet that ive had to equalize presure between both compartments when theres actually a diff in pressure, so i dont actualy know if it works as intended. love the mod bro, Grateful for what it is, and that you keep up with it.
katamshut  [author] 4 Mar @ 10:45am 
@LAntorcha, everthing well explained by cr8z_cuban.