Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Your statement is true if you're deeper than 100 meters with nobody blocking the leak while repairs are made. Stay within the green depth when taking damage and you can manage. Anybody going deeper than 100 meters is asking to die. There's a time to go deep and other times not.
@ McDegie ... Did you guys set your target depth before using the ballast adjustment?
I actually took the time to measure it because I'm crazy like that. With ballast tanks empty, you can carry up to, but not exceeding 110m³ of water (110,000 liters) in your bilge before you lose negative buoyancy. Which means your ballast tanks in Uboat hold about 110m³ of air/water.
That's a lot of flooding, let me tell you. Use your console and enter "Leak" to test it out for yourself and you'll see. And CellNav is correct as well. The deeper you are the faster water will pour in because of the pressure difference (10 atmospheres at 100 meters, 20 at 200m)
And because of that pressure difference it's also much, much slower when you attempt to perform a standard blow or emergency blow, which is quite realistic.
That's an excellent question.. I'll get back to you on that.
Sorry not to get back to this right away. I ran a test myself, indeed there are actually three problems :
1. After adjusting ballast, officer wants to flood the tanks again. Unlike blowing tanks, the AI won't touch the valves again unless the player commands them. The game needs code to tell the AI to not touch the valves again (for the adjustment to work!).
2. The icon to adjust ballast needs fine tuning in the form of an extra icon to adjust buoyancy that is EQUAL to the negative buoyancy (dynamic value for the adjustment). This will allow the player to adjust the buoyancy to match the negative buoyancy. Also, two icons are needed because if we want the boat to have positive buoyancy, we need a valve icon to adjust it to +10 above neutral buoyancy. In other words :
a) Neutral Buoyancy Valve Icon
b) Positive Buoyancy Valve Icon (neutral + 10)
3. The last problem is that we can only adjust balance if there is a LEAK. Absurd logic because after repairing a hole (stopping the leak), we cannot adjust balance. Instead, if there is any NEGATIVE buoyancy applied to the boat (i.e. water in compartments), then we should still have the option to adjust balance. (even if there is water in the bilge, we can avoid the noise of running the pump by adjusting buoyancy in case the bilge is really full).
That should solve are problems ...
I guess it should also need assigning of the officer to maintain the neutral buoyancy dynamically.
That being said I have not tied if assigning officer to the depth steers will do any change.
Nope, if the bow or aft compartment was fully flooded, the boat was unable to surface and lost.
And even with the ballast tank, the boat was unable to trim a fully flooded bow or aft torpedo room and the boat was lost too, because if one end of the boat is significant deeper than the other, the ballast tank couldnt fully blown out.
At 100m the boat had only enought air to blow 75m³ out
Also room =/= compartment, the boat has only 3 compartments
I have reported it.
Contrary to what CellNav wrote, the option to adjust was available for me with no leak on board. I had one leak, fixed it, kept 27m3 of water and set the pump off. I was able to to adjust the ballast repeatedly (after officers kept messing with the valves and flooding it right away because of the bug). You can keep them away from valves quite effectively by right clicking on the flooding action in the action queue in the bottom left corner of the screen. Make sure no officers is selected as then you will only see his action queue. They are quite persistent in trying to get to the valves however :D
When I kept officers away the ballast was set to 86% and I was able to go straight and level at the set depth of 50m with this setting. At least some "workaround" till it gets fixed.
Out of curiosity, I tried to to dive to 100m with the ballast setting as above, and the physics of this is actually already nicely implemented. That 14% of air volume in the tanks got compressed to about 7%, so there was now 93% of water in the ballast tanks.I have got -10% buoyancy and the sub went down to 130m before I adjusted the ballast. It is very hard to keep constant depth with this if you are standing still. It looks like the depth steers when the sub is going at at least ay 5kt can compensate for some 10-20% off from neutral buoyancy.
Also other way around when you change for more shallow depth, it might happen that you overshoot it up to the surface with ballast adjusted for deeper depth.
Another problem is that after you adjust the ballast once, you will first have to to flood the tanks and only then you can adjust again, this might be lethal as you will for sure plunge down some tens of meters before this is done and it also wastes the compressed air.
Hmm, I'm playing vanilla. The option to adjust ballast is always grey'd out (not available) unless there is an active leak. Not available before the leak, and grey's out after leak is repaired.
I am running quite some mods, but only one doing something with damage is Wangtze's New damage system. As far as I have looked what it modifies, its just about durabilities of different uboat parts. My playtrough is quite old tho, started on some early B128 preview version, maybe that can be related also, don't know
There seems to be some threshold when the adjust ballast becomes available, for example just few m3 of water in the bilge will not make it, for me worked with 27m3, which was making about -10% negative buoyancy. You can test easily, opening console with ~key, and typing Leak to make one hole if you want to test it quickly.
https://steamcommunity.com/sharedfiles/filedetails/?id=2295581542
Edit: I have done some testing and its possible to run at stable depth with bow compartment fully flooded after the ballast is adjusted. You better have some speed tho and officer at depth steers, because when you deviate from the depth, where the ballast adjustment was done, your depth steering can not compensate for it, you will start drifting away even more and you can easily plunge to the surface.The luck is that this system is only unstable in the surfacing direction, so as long you have no additional flooding, the sub should not sink deeper than the depth where ballast adjustment was done.
The problem is the option to readjust ballast will only become available after you first flood it, which meant in my case with flooded bow torpedo room drop from 100m to 200m and I was not able to save the sub anymore, the flooding of the tank is much faster than blowing. I even tried that I ordered to flood, paused immediately after action was done and ordered to adjust ballast, but it was still flooded quite a bit and things went downhill from that point..
It would be good to get some feedback from the Devs if it is planned to be fixed in some upcomming hotfix, otherwise I can try to look if I can alter the interaction with the valves.
Thank you sir. I'll try it out and run a test when I can get a moment. BTW, I'm still unsure why the adjustment wasn't showing in my last test (from the other post) after the leak was fixed but it seems your information and description of how it's been working for you might lead to operator error on my end when determining the cause, so I just need to pay attention to the conditions better before opening my mouth, haha.
Sorry for second post, but it's regarding the operation of the Uboat when deeper than 100 meters ...
IMO, damage control didn't seem too successful IRL deeper than 100 meters. The equipment that the Type VII had didn't seem adequate enough to handle the pressures involved. When I look at the Uboat manual for the Type VII, even the damage control section didn't cover depths below 100 meters ... :(.
It was like we really had no business being deeper, and perhaps that was the outcome of U-boats lost during the war from depth charging ... They simply couldn't recover properly with all the means available to the crew (including ballast tricks).
IMO, if adjusting ballast works well up to 100 meters (i.e. we stay in the green), then any procedures we (as players) come up with to combat buoyancy deeper than 100 meters is something that could be called "new territory" to explore and maybe there's not much documentation to reference for RL.
I do remember a few boats that survived at deeper depths, but unfortunately they could only guess what their depth was because the depth gauge wasn't operational for them to get an exact measurement, but no doubt they were deeper than 100 meters and it was a roller coast ride for them.
It does not appear to be tri-colored.
But indeed with the adjust ballast option and some water in the sub, the safe operation under 100m is for sure tricky now also in the game. Let me know your feedback when you try it. I am going to try to extend the mod to enable further options.