UBOAT
[2025.1] Device Energy Management
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
sq_paradox  [ontwikkelaar] 30 nov 2024 om 18:50
Bug Reports
Please post any bugs here.
If you can, include a log file (pastebin is fine).
Save games exhibiting the issue would be very helpful.

Known Issues:
Battery Issues - Investigating
Oxygen Consumption Too High - Investigating
Laatst bewerkt door sq_paradox; 17 dec 2024 om 16:16
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Either this is not working for me or I don't know where to look to see this happening:

2. Device for preheating Torpedo:
As soon as a torpedo is preheated, the device needs electricity to preheat it.

Nothing is showing up as taking extra battery when i mouse over the tool-tip for the batteries.
Note - I am also running the Torpedo...Los! mod and maybe there is a conflict?
link to that mod; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2618681811

If I understand how the load order works, the lower mod overrides/takes priority yes? My load order has Torpedo...Los! higher than Device Energy Management
Love your mod so far!
I discovered a minor bug:
The aux-generator can be run while submerged. Quite handy, but unfortunately unrealistic.
Keep up the great work! Cheers.
oxygen consumption is too high. We(I ) have only 4 hours 20 min for diving time. Maximum value that i reached by editing was 5 hours 10 min. Please resolve that problem if possible in this mod or make additional version that solves high level of consumption. sincerely // dv
Looking further into the preheating - while the action is being performed by the crew the power usage is showing up under the tool tip. However once complete and the torp is maintained and the crew is "done" the power drain is no longer applied. Is this how its intended or should the power drain remain applied until the torp is either fired or timer for a serviced torp expires? If its suppose to last longer than perhaps I've got a conflict otherwise it might be working as it should?
First upgrade of VII battery is TOO MUCH .... a least the game say that it need 90 days to fully recharge them, so charging is continues after reaching "historical" 9000 level... and goes up to 200000
Origineel geplaatst door Dan Snow:
Cannot get the mod to show in game

Latest patch 12 broke it...
Origineel geplaatst door Sir Digby:
Origineel geplaatst door Dan Snow:
Cannot get the mod to show in game

Latest patch 12 broke it...
Ahh, sorry thank you lol
Cannot turn on any device managements . Send an officer to turn on aux or fridge. Not working
sq_paradox  [ontwikkelaar] 26 feb om 8:10 
Origineel geplaatst door spqrdiocletian:
Cannot turn on any device managements . Send an officer to turn on aux or fridge. Not working
That tells me next to nothing.
Output logs? Version?
Origineel geplaatst door sq_paradox:
Origineel geplaatst door spqrdiocletian:
Cannot turn on any device managements . Send an officer to turn on aux or fridge. Not working
That tells me next to nothing.
Output logs? Version?

Latest version. Patch 12. Started in patch 11. If you tell me how to share output log, I will share.

Thanks for responding.
Laatst bewerkt door spqrdiocletian; 26 feb om 19:59
sq_paradox  [ontwikkelaar] 26 feb om 20:22 
AppData\LocalLow\Deep Water Studio\UBOAT\output_log.txt

Post that. Specifically the lines where DEM loads and any errors.
There seems to be a bug on the latest patch where having the heater on, specifically in the type 7b seems to disable time compression above x48. Any known workarounds for now?
Origineel geplaatst door Grand Dad:
There seems to be a bug on the latest patch where having the heater on, specifically in the type 7b seems to disable time compression above x48. Any known workarounds for now?

I am having the same issue in the Type IIB as well.
Laatst bewerkt door Captain George; 1 mrt om 2:05
The issue with the time compression only lasts until the heating air debuff under discipline goes away. this happens after the internal temp reaches 19. for me the issue is the game/mod doesnt remember the internal temp of the uboat from the previous save, causing this problem every time you load a game and its cold outside. its not a big deal, unless your save was in the middle of battle, with very low discipline and high stress. in that situation, DEFINITELY this bug would suck.

*Edit* This only happens the first time you load into a save after opening the game for the first time. every other time you load there is no issue
Laatst bewerkt door cr8z_cuban; 2 mrt om 18:04
The fuel display in liters is completely wrong. The actual consumption rate is about 600% of what is claimed. The numbers presented don't even agree with each other. For example, it claims -4.3 L/km, tank 123535 L, remaining 5000 km at current use. The listed range corresponds to 123535/5000 = 24.7 L/km, not 4.3. Travelling a 20 km test at that speed consumed 502 liters, which is 25.1 L/km, not 4.3, but at least agrees with the range estimate. The error percentages aren't even off by the same exact factor from gear to gear nor from l/km to l/hr even at the same instant in the same gear.

See this album https://imgur.com/a/86ApZw0 for test data - all in decent weather, with no officers doing navigation or engines on the first three tests, and then a single test at half speed using -30% engines and -20% navigation.

My IIA should have a fuel capacity of 12 m^3, which is 10 tons of diesel. It should have a range of 1600 nmi (3000 km) at 10 kts, using 4 L/km. In game with this mod it has ~125,000 L which is 125 m^3, 10x what it should be (!). In game at 10 kts the tooltip claims 6 L/km and 3600 km range, which are close enough to correct. At 12 kts it should historically be 1050 nmi (2000 km) using 6 L/km, in game it's about 11 L/km and 2000 km range, which is high.
Laatst bewerkt door Tofof; 24 apr om 10:23
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