UBOAT
Realistic Crew
76 Comments
Jack Schitt  [author] 1 Aug @ 4:18pm 
Maybe when the IX is released in October we can have more than 30 crew and 9 officers. I will of course be looking at that and have plans to either update this mod or release another mod to address that when the IX class is actually here.
theHappyCroissant 1 Aug @ 4:10pm 
@Jack Schitt thank you, I i didn't plan to do actually do it, it was more of an idea to make the crew a more realistic size. That said, thank you very much, the game files will stay untouched till i will sink off the coast of argentina
Jack Schitt  [author] 1 Aug @ 2:47pm 
@theHappyCroissant:
Yes. It would require a new save. There are not enough beds on any of the ships in the game to have more officers or crew than this mod allows. Increasing the ammounts further than this mod does leads to problems that lead to the game being unplayable. You have been warned .
theHappyCroissant 1 Aug @ 2:29am 
Hello, quick question. If there was ever the possibility to go into the files and modify the max number of sailors to, let's say, 40 or even 50, would that require a new save? thank you
Jack Schitt  [author] 2 Jul @ 11:28pm 
@Rodenas: Run Console Enabled , deploy it by pressing ` (Tilde/backtick) and type "Reputation 20".
Ródenas 2 Jul @ 11:57am 
How can you Cheat the reputation? (i am new to the game)
Amazing mod by the way
Jack Schitt  [author] 29 Jun @ 5:46pm 
@Rezak: Yes. It is not save game compatible. We need to start a new game with this already enabled when the game starts to use it.
Rezak 29 Jun @ 10:26am 
hello. We need starting new game?
Jack Schitt  [author] 28 Jun @ 7:25am 
I don't have a lot of time in playing this game. We might have to earn reputation and upgrade to more officers again when we change boats.
Battlefieldguy7 27 Jun @ 11:35pm 
no no not at all, it was working flawlessly but when i switched it just broke. i had the modded officer count and the modded crew count. so idk why i would not fix it. but who knows. just FYI it broke when i used the option "choose another boat" in the warehouse.
Jack Schitt  [author] 27 Jun @ 12:09am 
I run the 7C and I of course use this mod. It definitely works with that boat. I didn't personally go through the entire game from start to finish testing this mod every step of the way. The officers might have to be upgraded through earning reputation each time we upgrade a boat? There should be 30 crew slots available on both the 7B and C without having to do anything.

Is that what's going on? You have 30 crew slots but the default amount of officers?
Battlefieldguy7 26 Jun @ 7:15pm 
@jackschitt: i do not wierdly enough. i downgraded from the C to the B and the mod works again. i guess ill just live with it
Jack Schitt  [author] 26 Jun @ 4:37pm 
@battlefieldguy7: That's strange. The entries in the xlsx files for both boats are exactly the same. Do you happen to maybe be running another mod that affects crew capacity that might be conflicting? Two mods that do the same thing will do that, conflict, and things won't work right.
Battlefieldguy7 26 Jun @ 12:12am 
Good morning, i have a slight issue. mod was working perfectly but once i switched from the 7B to the 7C the mod stopped working. is this intended or is the mod broken is that regard? :luv:
BlackWolf_tito 3 Jun @ 9:00pm 
The mod is not appearing in my list of mods to activate, what should I do to activate it? Or is it already activated by default?
mason0027 1 Jun @ 10:32am 
mod not working for me, it does not give me the option to add anymore than 7 officers and 20 crew?
Jack Schitt  [author] 27 May @ 12:11pm 
Expecting...what?
Saitama 27 May @ 11:41am 
I'm expecting
Jack Schitt  [author] 21 May @ 3:05am 
Are you expecting or hoping for something specific?
Saitama 21 May @ 3:03am 
Understood, thanks, I'll be waiting.
Jack Schitt  [author] 20 May @ 8:48am 
I update it so it's compatible every time there's a game update.
Saitama 20 May @ 7:21am 
Jack Schitt, may I ask when you will update this mod?
Jack Schitt  [author] 19 May @ 10:16am 
What boat are you running, Hildiboss23?
You should not be allowing ALL of your crew and officers to sleep at the same time.
All stations should be manned at all times. If they're not you'll have more problems than not enough beds. The boat won't run as it should if everyone is sleeping.
Hildiboss23 19 May @ 6:53am 
i have a problem that if i have 9 crew members not all of them can sleep at the same time which can be really annoying
Jack Schitt  [author] 8 May @ 12:02pm 
An issue with food hasn't been brought up and I haven't had any issues with that. I always keep the kitchen stocked full, I've never run out of food. Thanks for the support it is very much appreciated!
MaxtheMushroom 8 May @ 10:25am 
Bigger crew limit by GJC does this but it also takes into account food, great job on this mod so far.
Jack Schitt  [author] 14 Apr @ 6:32pm 
No. We have to start a new save.
tony.coral 13 Apr @ 6:31pm 
Is it savegame compatible?
Pranne 4 Apr @ 11:56am 
Thanks...did not see it
Jack Schitt  [author] 4 Apr @ 9:11am 
That info's in the description.
Pranne 4 Apr @ 9:07am 
Did you adjusted air consumption?
Jack Schitt  [author] 21 Feb @ 1:15am 
More crew = more air consumption. I'm working on adjusting that.
Marmalade 20 Feb @ 8:22pm 
Not sure if its because of this mod but the air consumption is way off. Before I could do 8 hours now its like 4.
Jack Schitt  [author] 18 Feb @ 1:32pm 
:steamthumbsup:
JP_NETO 18 Feb @ 1:30pm 
Ohhh ok, thanks!
Jack Schitt  [author] 18 Feb @ 12:03pm 
You have to either earn or use the console to cheat Reputation to activate/upgrade to more officers. It doesn't just work automatically. Once you have some reputation points ask the officer at the port that gives missions for "favors". The upgrades are in the list that request leads to.
JP_NETO 18 Feb @ 11:57am 
My game is showing space for 30 crew, but only 5/5 officers. The same problem happend with the Expanded Crew mod. Is ther any fix I can do?
Jack Schitt  [author] 18 Feb @ 11:44am 
No. Must start a new game.
Marmalade 18 Feb @ 11:42am 
Is this save game compatible?
Jack Schitt  [author] 17 Feb @ 7:39pm 
Yes, try configuring your schedule meticulously. Make an A and a B shift for engines, helm, dive planes, watchman, mechanics (etc) and give them at least one specific crewman. That fixed the scheduling problem for me.
houghs 17 Feb @ 7:07pm 
I will give expanded crew a try again it is now 3-4 years outdated. there is 2 mods of same one for vanilla and mods extened crews the extended seems work fine. I think it is outdated
Jack Schitt  [author] 17 Feb @ 6:27pm 
houghs: I have had a problem after a while where my schedule stopped working as well as it was. I fixed it by meticulously making crews for each position and giving them specific crewman. If you choose to use Expanded Crew, try that? It worked for me using this mod so far.

exit.strategy: I responded to you before asking that. It's not extremely relevant to this mod in my opinion but I'm testing oxygen usage adjustments out to get it balanced. I don't want to make O2 consumption so low we never risk running out.
exit.strategy 17 Feb @ 5:06pm 
WHat about oxygen level ? with ur mod?
houghs 17 Feb @ 8:26am 
PS this may be dev problem than a anything else
houghs 17 Feb @ 8:15am 
as it stands as of now expanded crew works some what less than 40% percent of time, helm,2 plains men,cook and janitor, and engine, bridge watch always come up missing crew during patrols. Schedules of officers & crew plus adding more officer & crew does help with the problem somewhat having said this using using basic crew management there is NO PROBLEMS 99% of the time and yet i want to use expanded crew. I have looked and read as for suggestions. I feel there is schism going on.
Jack Schitt  [author] 17 Feb @ 2:10am 
grei209ks: 10 doesn't work. It gets messy very quickly. Go ahead and try it.
I'm not updating this mod to add more officers. I'm considering more crew but not any more officers. Commanders and senior crew members don't exist.
grei209ks 17 Feb @ 2:09am 
I think that for the game in the test mode of "captain", it will be convenient to have exactly 10 officers:
1 - submarine commander;
3 - watch officers ("1-WO" is the senior assistant to the commander; "2-WO" assistant to the commander; "3-WO" chief boatswain.);
2 - senior mechanics (diesel operators);
2 - mechanics (torpedo operators);
2 - radio operators (radio operator and acoustician.
The commander has his own personal bunk, so for the correct rest schedule, the tenth officer will not hurt. I would be very glad if you "Jack Schitt" could make this correction in your wonderful mod.
Jack Schitt  [author] 17 Feb @ 12:24am 
houghs: I see expanded crew is very similar to this. Is there a problem with Expanded Crew other than it's not up to date?

Daisy Corleone: It's extremely helpful to have 9 officers on a Type VII (7).
3 Skippers (8 hour shifts)
2 Radio Men (two 6 hour shifts)
2 Engineers (two 6 hour shifts)
2 Mechanics (two 6 hour shifts)

This way the ship runs smoothly, we barely need to do anything as far as controlling the crew after setting the schedule up. I was tired of struggling and having to micro-manage each character.
Daisy Corleone 16 Feb @ 11:35pm 
do we need 9 ?? :steambored:
houghs 16 Feb @ 10:16pm 
I find the basic crew management ok it is when using expanded crew idont want to use it tired of fighting it..