UBOAT
[2025.1] Ship-Bundle (Beta WIP)
link  [developer] 24 Sep, 2023 @ 6:10pm
Known Issues/Tips (Updated)
Useful Tips
Example Console commands to spawn in ships for testing
  • Spawn J-Class
  • Spawn "Type 1936A"
  • Spawn "Admiral Hipper-Class"

Known bugs
  • Torpedo systems on warships point at the player but dont launch torpedos (trying to resolve)
  • Misplaced NPC Characters on ships (placeholders WIP)
  • Flame Decals appear too quickly when damaging a ship Flames/smoke are currently broken working on fix
  • When capsizing some ships behave oddly (Likely related to SPO - avoid for now , investigating)
  • NPC's act like they are ready to use depth charges but never launch/drop them
  • FX on NPC ship guns only appear sometimes or not at all (Fixed mostly in 2024.1)
  • [2024.1] Flag Meshes No longer work (Seeking Dev Support)
  • Cargo Drops are often empty (Resolving)
  • Internal Searching Scenes on Freighters aren't available (Resolving maybe....)

Useful things when testing
  • Report issues on the UBE bug reporting form or on Uboat Discord in the #ube forum
  • Take screenshots & videos
  • Provide an output log
  • help speed things up for me by identifying the class of ship, the location, if you were using console commands or saw the ship in a vanilla spawner.
  • be detailed and have fun

Bug Tracker - Per Ship Class [docs.google.com] Currently only allowing Comments - I will periodically review these and integrate them into my testing. you may also submit more detailed reports via the UBE - Bug Report Form
Last edited by link; 7 May @ 6:21pm
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Showing 1-13 of 13 comments
Freighters 4 through 7 have the same liberty freighter icon why?
marLeo 10 Oct, 2024 @ 10:25am 
This might be a bug with this mod:
So far, I've sunk 2 ships (Freighter 02 & Freighter 07) and there were no survivors or cargo, that could be looted. There were some crates floating around on the surface though, until I loaded the game again. The normal ships, that are in the base game, don't seem to have this issue, even while this mod is active.
I don't have a diving suit in the new campaign yet, so I couldn't check if there was cargo on the ships.
I also noticed, that the ship wasn't flying a flag. Not sure, if this has something to do with the mod or if it's something from the game that sometimes ships strike their flag to not be recognized.

In regard to the reported SPO2 mod problems, I can say that the ship didn't sink like a stone. I hit it with the deck gun several times from astern below the water line and the sinking reflected that very well. The ship took on water in that area and listed heavily in that direction and sank accordingly, as you can see in the screeshot.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3346394143

Edit:
I just found another Freighter 07. This time it stopped when ordered.
It still had no flags, even with your flag mod active, and working, this time.
The crew went into the lifeboats - 29 in total.
I searched the cargo area and found no cargo at all.
After a few shots from the deck gun (5 shots) at the rear end of the ship, it sank relatively quickly but still stern first and the bow last. The sinking took maybe a minute from when it started to, noticeably, take on water.
Last edited by marLeo; 10 Oct, 2024 @ 2:07pm
For some reason I cannot view the cargo holds of some of the ships in this mod, I can search them so that I can look for contraband but I cannot open the cargo hold and check after I order an evacuation, nor can I see what the contraband is.
link  [developer] 2 Nov, 2024 @ 6:56am 
Because the custom freighters do not have slots for these additional cargo types.
This is a resolved potentially in my latest patches but I cannot push these to the workshop because of crashing
Hello, while using this mod, I encountered an issue where I was unable to generate a "troop transport ship" when selecting the "Escort duty" task, resulting in the failure of the task. Only load this mod and its associated mods. The test script is "Operation Mediterranean". Looking forward to your reply. Thank you!
Cpt.Camper 26 Jun @ 12:47pm 
I encountered about six convoys today, and not a single ship in the convoy was moving. They all stood still in one place as if they had no engines. Even when I was spotted, the freighters, destroyers, and cruisers didn't move and just stood there like idiots.
marLeo 10 Jul @ 5:58pm 
I moved my feedback here, because I don't want to spam the comments of the mod.
And besides, I can edit here. In the comment section I would have to create a new post or delete the old one and then create a new one. Both versions are not good.

What I realized on my last patrol was that the ships take very low initial damage, compared to the vanilla ships. I scored hits (with one torpedo) on Empire type and Generic freighters. The most damage I did on an Empire type freighter was 50% of the health bar, whereas the most damage I did on a Generic freighter was at best 15% of the health bar. One Empire freighter (the smallest one) sank after the first hit and 3 of 4 others were immobilized (given up) shortly after the hit.
They (Generic's) also seem to take on little water, which makes them harder to sink on initial torpedo hits. But that's not always the case. On my last patrol I sank a Generic (01), Generic 1099 (01) and a Generic 7 freighter. The first to showed the just described behavior (after one torpedo hit each), but the Generic 7 did list heavily after two simultaneous hits. But it wouldn't stop. I had to sink each one with the help of the deck gun, which was possible due to no escorts being around.

But the sinking difficulty isn't only with this mod. On that last patrol, I had three vanilla ships that simply refused to go down and I had to sink them many hours later, at night, with the deck guns. The only real difference, in that regard, would be that the added freighters have a lower tendency to be immobilized.

I also realized that the 'missing' freighters from the recognition book are most likely 'Laker class' type ships. But I've experienced some discrepancies in the data shown on the book to the actual values.
Take for example Generic (01), which looks extremely like the second Laker class you'll get in the recognition book. In the book it says that it has a draft of 7.8 meters. I shot at it at 7 meters deep and the torpedo just slipped by under it. I then used a magnetic detonator to score a hit.

Edit:
Are there any plans or even the possibility of giving the generic freighters real, or at least made up names. It looks a little bit silly in my war diary to have sunk so many 'generic' freighters. :skyelaugh:

If you need help or a look over the source code of the mod, I could perhaps help you. I'm a trained programmer (mostly PHP) and know some C#, which is basically Java, even though Microsoft hates to admit it.

Just let me know, if you're interested.
Last edited by marLeo; 10 Jul @ 6:24pm
marLeo 11 Jul @ 12:54pm 
I've got some more observations to share.

1. Earlier I stated that the generic freighters didn't have any cargo on board. This is not entirely true. I just stopped a generic freighter north of Ireland, which was headed to Halifax. It had a full contingent of repair tools. I sank it with explosives. And even after I sank it and sent a diver to the wreck it still hat the cargo. And sometimes the sunken freighters have survivors and flotsam.

2. Out of the last 4 or 5 convoys I've encountered, the majority was made out of ships this mod adds. The last convoy consisted of 6 out of 7 generic freighters.
I think they are just too many. Maybe they should about 20% of the freighters in a convoy, especially when they have no normal names. The expected increased variance of freighters works exactly against it this way.

3. Speaking of normal names: The freighter I stopped and sank had an individual name -> "Terry E. Stepehnson" and it showed this in the war diary.
Why haven't the freighters those names, when you encounter and sink them?
At the end, my log book entry stated:
13.6.40 0039: (GB) Terry E. Stephenson (7890 GRT) 55°4'N-9°42'W AM5818.

4. All of the freighters, introduced with this mod, look very similar and are always close to 8000 GRT. Not sure if this is intended, but it really inflates the sunken GRT value. My last two war patrols, with mostly generic freighters sunk, had a total GRT of 53131 and 56078. Before that it took me several patrols, to accumulate this much.
Last edited by marLeo; 11 Jul @ 9:02pm
marLeo 12 Jul @ 11:48pm 
Addition to point 4:
On my last war patrol I came by a convoy, heading towards Liverpool. Out of the 12 freighters, 11 were generic ones. For some reason the convoy stopped completely (most likely not mod related) but two ships plus one escort kept moving.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3524416902
Addition to point 3: That convoy in the picture above consisted almost exclusively of USA ships. And all of them had names. Only the British ships had the "Generic" or "Laker-Class" names.

5. Regarding the sinking: I sank two generic freighters last patrol. The first one (Laker-Class Type A (03)) sank within a few minutes after only one torpedo hit midships (~4m). The second one (Generic 01) required four torpedoes, spread evenly from bow to stern. I tried 1-3 torps first, 1 was midships like the earlier one.
I just sank another one (Generic 06) with two separate torpedoes. The first one did about 70% damage but a second one was required to sink it, as there were two corvettes escorting it and I didn't have time to wait at periscope depth.
Up until yesterday, I still had the "[Outdated] Sinking Physics Overhaul 2" mod activated. That might've caused the sinking problems. I'll keep recording this and report back, if there are any strange behaviors from now on.

I think that there's still a bug.
I sank another Generic 6 without complications.
But the Generic 1099 (01) (same convoy) stubbornly refused to sink after being hit by two torpedoes and later about 29 88mm AP shells and even a third torpedo from the other side. It was just hanging very low in the water but the little part of the stern section just wouldn't sink.
It's GRT got added to my total. It was registered as sunken, at the end of the mission, even without the message in the log book.

I hope my observations are useful and the problems can be addressed in the next version.
Last edited by marLeo; 22 Jul @ 5:49am
marLeo 22 Jul @ 5:45am 
It seems, the culprit with the sinking problems was mostly the realistic sinking mod in combination with the new realistic sinking that was introduced to the game.

Since removing the mod, I rarely had problems with the generics sinking. They sometimes take quite some time to sink though.

But I came across another ship that simply wouldn't sink.
It was a "Generic (01)".
I peppered it with about 50 8.8cm AP shells and it took on water and was being given up at 0029.
I then waited there until about 8 AM and it still was afloat, like it was when it was given up.
I then hit it with several torpedoes, to see if it sinks, without effect.
Then I reloaded to just before I attacked the ship with the deck gun and used some torpedoes at it and waited for several hours. But even that didn't sink it.

For the most part, I can sink them with one or two torpedoes now.

I can confidently say, that the name problem persists just with the British ships.
The ships of all other nations have proper names.
So far, I've seen ships from the USA, Germany and Italy with names.
Last edited by marLeo; 22 Jul @ 5:51am
marLeo 23 Jul @ 9:10am 
It seems to me that the "Generic 1099 (01)" ship is one which often doesn't sink.
I had at least 3 of them now that refused to sink and stuck at about 1 HP.
One of those was shown as sunk, when I returned to the location about 20 hours later.
It still floated at the surface, just now it was upside down.

It also seems that the generic ships have a problem with magnetic detonators.
I've used them to great effect against default ships, but with the generics they either detonate some 30 meters before the ship, go past it and detonate slightly behind or don't detonate at all.
Either way, the most damage they do, if at all, is minimal.


Did you add the "G3" freighters?
If so, I can report that they seem to work perfectly.
Had a convoy with 3 of those.
They all had names, flew flags and sank after one magnetic torpedo below midships.
The first one went up in flames and sank relatively quickly. Slower than default ships on flames but quick enough. Maybe 10 minutes.
The second one sank very slowly. An hour or more.
The third one sank reasonably quickly. Maybe 15-20 minutes. It also fired at my boat, because I went too close to it at periscope depth.
link  [developer] 23 Jul @ 6:14pm 
yes those entities had issues with their hull components, not registering damage from torpedos.
Mr.Woof 25 Jul @ 11:41am 
for those interested:
for my own use I have changed the locales.xlsx files of both the UBE and the Ship Bundle mods. Since I play in German this solves a problem with ship classes and ship types partially displayed in English. It also removes some of the classes like "Destroyer Early" or the destinction between "Light Cruiser" and "Heavy Cruiser" in order to more easily find ships in the ID book.

https://archertours.de/Download/UBE-ShipBundle-German-names.zip
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