UBOAT
Where is the large caliber SS Flare ammo for?
Can u ask for help from other Uboats if you don't have food any more for example, by using a flare shot or what?
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Showing 1-15 of 21 comments
Attack Chicken Aug 1, 2019 @ 8:52am 
I was thinking it was mainly for lighting up nearby targets on cloudy nights.
theaaronone Aug 1, 2019 @ 8:57am 
I'd guess to light up the night to aid in tracking / firing solutions, I've never actually used them or know if they function correctly yet, if that's the case... which it may well not be. Maybe they're supposed to be aimed at the bridge to blind everyone in there, or maybe they're for fireworks shows on those long voyages when the crew gets bored.

And no, at least not right now - the only thing you can currently do about supplies is to plan accordingly. If you're headed waaaaay out there, you need to pack as much food as you can, potentially at the cost of another piece of equipment or stack of replacement parts or whatever.
Thirium 310 Aug 1, 2019 @ 9:06am 
Originally posted by theaaronone:
I'd guess to light up the night to aid in tracking / firing solutions, I've never actually used them or know if they function correctly yet, if that's the case... which it may well not be. Maybe they're supposed to be aimed at the bridge to blind everyone in there, or maybe they're for fireworks shows on those long voyages when the crew gets bored.

And no, at least not right now - the only thing you can currently do about supplies is to plan accordingly. If you're headed waaaaay out there, you need to pack as much food as you can, potentially at the cost of another piece of equipment or stack of replacement parts or whatever.
I want that the devs can make it like that the AI also can fire with your AA guns on small patrol boats. You know these small coast patrol boats. Now you have to do that manually, and the problem is that you can't assign other crew members to fire together on the enemy with additional AA guns if you have upgraded the conning tower. And I also want that if I wanna dive 200 meters, that there is no alarm then. Because everytime I wanna dive there is unnessary alarm and the crew is panicing.
Thirium 310 Aug 1, 2019 @ 9:59am 
Originally posted by mjs186:
I was thinking it was mainly for lighting up nearby targets on cloudy nights.
Can you damage enemy ships with flare ammo?
theaaronone Aug 1, 2019 @ 10:01am 
I have a few criticisms... or nitpicks, really, myself....

-I'd like more crew control, period - I don't think an officer should be absolutely *required* to fire the deck guns, or that only a mechanic or the chief engineer can warm the torpedoes, or that an officer has to go turn the pump on. It's silly, and this can be resolved by adding an 'assign/send crew' type option to the menu wheel when selecting one of the stations or duties via tab. Give a speed and/or accuracy bonus to the officer if you have them complete it directly, but maybe I don't want my first officer worrying about the pump while he and everyone else is working on targeting and/or repairing.

I also agree that the crew panic way too easily/quickly.... This is actually probably my biggest gripe with the game as most everything that bugs me revolves around it in some way:

-The crew discipline/morale system is more hassle than necessary right now - I don't think it's realistic for everyone to immediately start losing their minds because the sub is at a certain depth for what amounts to a few hours. I wouldn't mind if an RNG revealed a coward every now and then on a crew member that hasn't got a defining trait yet, causing a scene and putting others on edge, or for things to get a bit more hectic when the oxygen get's too low, even though they'd presumably have been trained to remain calm to help conserve said oxygen, especially if you're running silent to escape a destroyer or something...whatever the case, that thing drops WAY too fast for what should be, for these guys, a typical Wednesday afternoon.

-The same deal for "too much work from officers" - if the officer has assigned assistants, they should be able to rotate in and out of service. That's what the crew is for, no? I'd give it more of a pass if they handle this later via upgrades, promotions, experience, etc. through both crew and officers alike.

-I'd like to be able to turn the 'Alarm' off. If I pass a couple freighters on the way to my target that I don't want to burn my ammo on, let me turn it off and continue. It just drops the aforementioned meter that much faster, and keeps knocking me out of travel mode.

-Speaking of travel mode, unless I've got a course that is heading straight into a landmass, it's incredibly irritating being constantly knocked out of it because the port I sailed out of is buried behind an island and the geography weaves in and out of the channel I'm traveling through. Just let me go!

Again, maybe a lot of this will be resolved in later updates anyway so it's a non-argument, just seems like practicality was sacrificed to shove in a mechanic that makes the whole crew incredibly fickle and relatively useless.
Thirium 310 Aug 1, 2019 @ 10:16am 
Originally posted by theaaronone:
I have a few criticisms... or nitpicks, really, myself....

-I'd like more crew control, period - I don't think an officer should be absolutely *required* to fire the deck guns, or that only a mechanic or the chief engineer can warm the torpedoes, or that an officer has to go turn the pump on. It's silly, and this can be resolved by adding an 'assign/send crew' type option to the menu wheel when selecting one of the stations or duties via tab. Give a speed and/or accuracy bonus to the officer if you have them complete it directly, but maybe I don't want my first officer worrying about the pump while he and everyone else is working on targeting and/or repairing.

I also agree that the crew panic way too easily/quickly.... This is actually probably my biggest gripe with the game as most everything that bugs me revolves around it in some way:

-The crew discipline/morale system is more hassle than necessary right now - I don't think it's realistic for everyone to immediately start losing their minds because the sub is at a certain depth for what amounts to a few hours. I wouldn't mind if an RNG revealed a coward every now and then on a crew member that hasn't got a defining trait yet, causing a scene and putting others on edge, or for things to get a bit more hectic when the oxygen get's too low, even though they'd presumably have been trained to remain calm to help conserve said oxygen, especially if you're running silent to escape a destroyer or something...whatever the case, that thing drops WAY too fast for what should be, for these guys, a typical Wednesday afternoon.

-The same deal for "too much work from officers" - if the officer has assigned assistants, they should be able to rotate in and out of service. That's what the crew is for, no? I'd give it more of a pass if they handle this later via upgrades, promotions, experience, etc. through both crew and officers alike.

-I'd like to be able to turn the 'Alarm' off. If I pass a couple freighters on the way to my target that I don't want to burn my ammo on, let me turn it off and continue. It just drops the aforementioned meter that much faster, and keeps knocking me out of travel mode.

-Speaking of travel mode, unless I've got a course that is heading straight into a landmass, it's incredibly irritating being constantly knocked out of it because the port I sailed out of is buried behind an island and the geography weaves in and out of the channel I'm traveling through. Just let me go!

Again, maybe a lot of this will be resolved in later updates anyway so it's a non-argument, just seems like practicality was sacrificed to shove in a mechanic that makes the whole crew incredibly fickle and relatively useless.
Yeah‚ indeed‚ the sailors don't do much. And the alarm is so silly just because a FREIGHTER. A harmless enemy ship. But what annoys me the most is that fast travel is bugged when I am deep underwater. When I enable fast travel when I am deep underwater‚ so deeper than periscope depth‚ my boat glitches and doesn't move any more. The time continue ticking‚ but the boat doesn't go any further.
Last edited by Thirium 310; Aug 1, 2019 @ 10:16am
theaaronone Aug 1, 2019 @ 11:21am 
haven't hit that bug fortunately, though I have run my batteries out while in 2x travel and submerged to 'max safe depth' trying to sneak out from under depth charges - just *barely* made it to the surface to switch on the diesels and book it.
Thirium 310 Aug 1, 2019 @ 11:24am 
Originally posted by theaaronone:
haven't hit that bug fortunately, though I have run my batteries out while in 2x travel and submerged to 'max safe depth' trying to sneak out from under depth charges - just *barely* made it to the surface to switch on the diesels and book it.
yeah, I know, make sure you have your skipper navigating with 2 sailors on the map and upgrade your accu in the HQ
theaaronone Aug 1, 2019 @ 11:39am 
Originally posted by Frozen Weed Marshmallow:
Originally posted by theaaronone:
haven't hit that bug fortunately, though I have run my batteries out while in 2x travel and submerged to 'max safe depth' trying to sneak out from under depth charges - just *barely* made it to the surface to switch on the diesels and book it.
yeah, I know, make sure you have your skipper navigating with 2 sailors on the map and upgrade your accu in the HQ

Yep, lots lessons learned through my really dumb mistakes in this game.
Qatsi Aug 1, 2019 @ 1:02pm 
Originally posted by Frozen Weed Marshmallow:
But what annoys me the most is that fast travel is bugged when I am deep underwater. When I enable fast travel when I am deep underwater‚ so deeper than periscope depth‚ my boat glitches and doesn't move any more. The time continue ticking‚ but the boat doesn't go any further.

I guess not, but will mention it anyway, you didn't run out of battery power, fast travelling and submerged?
Thirium 310 Aug 1, 2019 @ 1:08pm 
Originally posted by Qatsi:
Originally posted by Frozen Weed Marshmallow:
But what annoys me the most is that fast travel is bugged when I am deep underwater. When I enable fast travel when I am deep underwater‚ so deeper than periscope depth‚ my boat glitches and doesn't move any more. The time continue ticking‚ but the boat doesn't go any further.

I guess not, but will mention it anyway, you didn't run out of battery power, fast travelling and submerged?
No‚ I didn't run out of power. When I enabled fast travel‚ the time was ticking faster‚ my boat was moving faster‚ but my boat doesn't move at the map at all.
theaaronone Aug 1, 2019 @ 2:44pm 
It was magnets. It's always magnets.
Ronin Nov 7, 2020 @ 3:39pm 
I always sold them - I haven't found a use for them, yet
Lakel Nov 7, 2020 @ 7:00pm 
Since its been necroed.

It's supposed to be a parachute flare, fire it up, slowly descends, aimed right, backlighting your target.

Obviously, not working at all yet.
Last edited by Lakel; Nov 7, 2020 @ 7:00pm
garytwinem Nov 7, 2020 @ 11:41pm 
I just dump 'em. No way I'm firing off "Here I am!" shells at night 🙂
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Date Posted: Aug 1, 2019 @ 8:12am
Posts: 21