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Don't speed everywhere at full throttle, you'll just burn up fuel faster. Use forward speed 3 or lower to conserve fuel (I use forward 2 almost exclusively unless chasing down a contact)
Also make sure you have 2 sailors assisting your engineer for another 30% fuel conservation bonus, and an officer on the nav table with 2 additional sailors helping him gives another %20 bonus as well.
Hover your mouse over the fuel icon at the top for more info on the bonuses.
And if you really want to get out of your situation, just use the Teleport console command..
Watch your fuel and don't cruise around at gear 5/4 all the time, it burns fuel fast. Use gear 2 for patrolling and for intercepting gear 5.
The Jäger
The supply subs (coming in next update) will NOT go to your location if you ran out of fuel.
Yes, you can change their spawn location but you can't make them spawn right next to you. So even with the next update if you ran out of fuel and battery then its game over.
I have 5 officers so I can't have an engineer on at all times to help with fuel conservation. I've created a 6 on 6 off schedule for him so some fuel gets saved, but it's still comically bad.
I just don't understand what two more guys are doing realistically to help conserve 30% of fuel? And why can't I have them cover the times he's -not- on?
Perhaps I just don't understand the mechanics yet, but I have spent a good deal of time reading manuals and watching YouTube videos on the subject. Any advice would be appreciated.
There's no reason you should be running out of fuel or having fuel troubles. Take a look at this.
9,500 kilometers
12,000 kilometers
7,769 kilometers (one way)
15,538 kilometers (round trip)
Even without the fuel bonus from the navigator, JUST the fuel bonus you get from the engineer and two assistants at 17,000 kilometers is incredible. That's enough for a round trip to America and back..
I don't know if you're playing with mods like Living Uboat (god no) or Uboat Expanded but there's jut no reason you should be running out of fuel if done right.
If you're having trouble setting up an automated crew schedule, I made this video to help new players.
https://youtu.be/AZee0IohHow
If you want the extra 20% bonus -all the time- you'll have to do something I didn't show in the video. Set navigation to 30, observation to 1 and sleep to 31 on your leader and he should man the nav table indefinitely whenever he's on duty.
An officer on watch I believe only provides a boost to detection range so to and from a patrol area you can leave it to crew and have the officer stay on nav. As long as you have two engineers and two leaders you should be set for round the clock bonuses at both stations.
Wouldn't it be simpler just to set them to Quartermaster since Nav, Ammo, and Sleep are literally the only three tasks, meaning the QM will just sit on nav the entire shift?
Given, I'm running some mods, to expand the core gameplay of this game so that it doesn't run so stale too quickly.
I've had missions out to South Africa and even when refueling at Dakar, it still became impossible to chase down targets and get back to Dakar to refuel.
One big problem is related to how horribly un-optimized the game is. It feels like it is constantly loading all sorts of data of things not even visible to the player, or something to that effect.
One mod adds extra, dynamic convoys, so that it doesn't become near impossible to miss convoys during a mission. It does put a strain on performance and the game bogs down to 1FPS when compressing time by 1800x or 6500x.
And it seems that when you play at those two compression settings with low performance, your fuel economy gets ♥♥♥♥♥♥. Officers don't instantly change positions, but with that high compression it means you have traveled a large distance without the bonuses you get from them being at station with sailors. Since, you know, the poor performance makes the game freeze every second. And then it goes "well you still did travel all this distance, without any officers with sailors to give you a bonus, so here goes your fuel! Poof!".
IMHO they need to rework it so the game enters an entirely different state when you go into the high compression methods. The convoy lines are known, you don't need to render anything, you don't need to constantly check their position. Simply calculate if the player comes across a convoy in range or not.
Edited this comment - I had not yet seen the mega-threads about performance, etc. Ignore my statement above...