UBOAT
[2022.1] Device Energy Management
Alligator  [developer] 27 Aug, 2021 @ 1:16pm
Bugs and suggestions
Please write any bugs you find or wishes here.
Last edited by Alligator; 27 Aug, 2021 @ 1:16pm
< >
Showing 1-15 of 107 comments
Gerfaut 2 Sep, 2021 @ 1:44am 
Hello Alligator
My opinion on seasickness in bad weather: I wanted to see how it worked.
It seems to me that seasickness should primarily affect the sailors and not the officers, who have been chosen knowingly. During my tests it always targeted the officers and especially the radio doctor. So it was impossible to treat anyone, and the 5 treatment kits they carried on them disappeared from the submarine. So nothing else to do but to go back to port............
Also making a submarine dive no matter what happens outside because some sailors are sick is not too realistic.........
Maybe a distribution of medicine without diving the Uboat?
Would it be possible to modify this?
Thank you very much!
Alligator  [developer] 2 Sep, 2021 @ 12:23pm 
@Gerfaut
hmmm in MOD this is solved as follows:
After a certain time in a storm, the program picks out a random character who is not a sea wolf. This affects officers as well as sailors. Of course, this shouldn't always be the same. I would take a closer look at that. Can you please send me your .save file where this occurs? Maybe via Discord or Link. Would be very grateful to you.

In terms of seasickness in general, it has historically been solved in such a way that this was a big problem, since mainly young sailors were available. A common method was actually to dive to at least 30m in order to allow the crew the necessary relaxation ;)

Regarding the missing medicinals, that looks more like vanilla BUG. I'll see it right away and let the developers know if I can find anything here.

THX and Greetings,
Alligator
Gerfaut 3 Sep, 2021 @ 7:17am 
Hi Alligator

Unfortunately I didn't have the presence of mind to keep the save........... I looked in my folder but it's not there anymore, because I started another campaign with Uboat and deleted the old saves.
I'm sorry....
I'm still playing with your energy and maintenance mods though. If the problem comes back, I'll put the savegame aside for you.
I play Uboat regularly, always disconnected from the net, but in fact I have many hours on this game. I also use other mods like the TDC or the compass, ect.........
I had also updated the "gerade schusse" with the tabelle fur gerade schusse and the TDC.
Have a look here if you are interested:
https://steamhost.cn/steamcommunity_com/app/494840/discussions/0/2984159549093100777/

On the other hand, I have an idea for a mod but I know nothing about it...........
In fact, the periscope and the schnorkel could only be used at low speeds, otherwise they would be damaged. The speed of the Uboat and the resistance of the water would warp them and they could become unusable.
This type of mod could be in line with your achievements. If you like the idea, then go for it!

Greetings
Gerfaut
Alligator  [developer] 4 Sep, 2021 @ 1:05pm 
@Gerfaut
No problem, it would be really great if you could send me the save should the error occur again.

Yes, that with the periscope and snorkel is a great idea. That reminds me of a MOD from SH5 where this was also solved ;)
I'll add this to my list.
THX and Greetings,

Alligator
luftysoldat 7 Sep, 2021 @ 8:07pm 
Having a hard time keeping my Aux Generator running. Now I am in very rough sea state so it may be kicking off due to that. But my Diesel Compressor and the Diesel Engines are running just fine and not kicking on and off. Just want to make sure its not a bug or something. Thanks!
Alligator  [developer] 8 Sep, 2021 @ 1:01pm 
@luftysoldat
Thank you for your report.
This is not a BUG. I installed the auxiliary generator in such a way that when the submarine is underwater, or even just below it, the auxiliary generator switches off automatically. This is also possible in heavy seas.

Greetings,
Alligator
Gerfaut 9 Sep, 2021 @ 2:08am 
Hello Alligator
Another problem with seasickness: This time almost my crew got sick during a refuelling with a milk cow. By making room, I was able to take some leftover first aid kits (I had planned it since the previous episode) and treat them with.......the only valid one, the mechanic (!) Yes, we have resources in the kriegsmarine!
I have the backup, I would prefer to send it by mail, it's easier for me, there is no problem on my side. To the email address of your choice if you want.
Alligator  [developer] 9 Sep, 2021 @ 5:15am 
@Gerfaut
Hi, thanks for your bug report.
Yes, the save file and the Log File would help me a lot to analyze this behavior.
Can you send me a friend request on Steam, please? Then I'll be happy to send you my e-mail. Otherwise you can also use Discord, if you have an account there. You can also send files in Discord. As you would like :-)
Thanks for your help.

Greeting,
Alligator
Alligator  [developer] 9 Sep, 2021 @ 2:32pm 
Originally posted by Gerfaut:
Hello Alligator
Another problem with seasickness: This time almost my crew got sick during a refuelling with a milk cow. By making room, I was able to take some leftover first aid kits (I had planned it since the previous episode) and treat them with.......the only valid one, the mechanic (!) Yes, we have resources in the kriegsmarine!
I have the backup, I would prefer to send it by mail, it's easier for me, there is no problem on my side. To the email address of your choice if you want.

@Gerfault
Thanks for your cooperation and very good failure description!
I found the bug and fixed it. The BugFix will be included in the next MOD update.

Greetings,
Alligator
Gerfaut 10 Sep, 2021 @ 12:09am 
:-)
Royal Raven 13 Sep, 2021 @ 3:29pm 
Yeah 4 seems to be working good for Expanded Crew mod. For 20 Sailors I am getting +8 pump and -8 consuming, before with the 6 value I was getting +4 pump and -12 consuming. When I get up to 22, that is where it will feel good.

I think that sounds pretty good. Thanks
Alligator  [developer] 13 Sep, 2021 @ 3:32pm 
@Royal Raven
Perfect, thank you very much for the quick test. I will add this value description for the Expanded Crew MOD in the manual and in the mod description. So we can counteract the confusion ;)
Greetings
Royal Raven 13 Sep, 2021 @ 3:38pm 
I think keeping it at 6 could be viable too, since the values of 18 and 20 crew are same result. It only goes up and down by 2, when I add +2 crew to finally max out to my 22.

I honestly could say I feel safe at the 6 value with my 22 max crew. I need to test more.

I feel like if players are going beyond 22 sailors, they might need to use the 4 value.
Royal Raven 13 Sep, 2021 @ 3:39pm 
But -14 l/h for consumption at 22 with value of 6 might be a little rough. I have to test them out.
FlemShady 13 Sep, 2021 @ 4:30pm 
Hello Alligator
I'm loving the mod you made but It appears I'm having a small bug with the distillation plant where it consumes 40 discipline even when its full of fresh water. i cant go anywhere in the game without the crew going insane any help would be most appreciated.

Here's a list of mods i use in load order

Performance Plus+
Map2D
HARDscope
Custom Actions
ID Book Memory
Compass Navigation
Bdu Convoys Reports
Sinking Physics Overhaul
(B128) TDC MOD (TVh-Re/S3)
(B129) Device Energy Management
(B129) Historical Flags and Identification Booklet


Edit-
I have not been able to confirm why it happens but i think it happens randomly when you enter port with low water
Last edited by FlemShady; 13 Sep, 2021 @ 7:24pm
< >
Showing 1-15 of 107 comments
Per page: 1530 50