UBOAT
THESE THINGS STILL MISSING IN UBOAT
I just wanted to make a list to show what is still missing in the game right now in my humble opinion. I want to have your opinion on these topics and maybe somemone knows already if these things will be implemented

1. A MESSAGE WHEN HITTING THE GROUND. For instance when sneaking into a harbor in map mode and the boat starts scratching the bottom i usually only get it when something breaks or when changing into a different view by chance. The crew doesnt inform me about this important situation.

2. HEAVY SEAS. A storm or rough sea so strong that instruments would sometimes take damage randomly and morale decreases when not going below for example 20 meters.

This mod adds this and on top of that the crew gets seasick in heavy seas:
https://steamcommunity.com/sharedfiles/filedetails/?id=3365408383

3. WEATHER REPORT. On the stopwatch that shows time of day and weather, this is still updating in real time even if i'm diving 120 meters for 12 hours. It's weird that i dont have to check the weather by surfacing or periscopes.

This great mod adds alot of weather-related stuff:
https://steamcommunity.com/sharedfiles/filedetails/?id=3371390056

4. WIND AND DRIFT. Navigation was never acurate, always a chance of error, mainly because wind, tides and waterstreams.

Here is a mod for more realistic navigation though:
https://steamcommunity.com/sharedfiles/filedetails/?id=2618451929

5. MORE DIVERSE SHIPS. I want more ships, like pansexual, transgender, queer. Just kidding, you know what I mean.

https://steamcommunity.com/sharedfiles/filedetails/?id=2900026771

https://steamcommunity.com/sharedfiles/filedetails/?id=2894542870

https://steamcommunity.com/sharedfiles/filedetails/?id=2892964674

6. RANDOM EVENTS. Something like 'A sailor has a bruised hand because of rough seas' and has only half manpower. Or 'The captain gets nostalgic and brings out a Schnapps to drink with his officers' and the morale gets boosted for some time. I don't know how to balance this but I think modders could build insanlely great campaigns and stuff with a code for randomness.

7. FOOD GETS SPOILED. Would make a difference between having canned and fresh food, and this was always an important topic in an uboat.

8. THERMAL LAYERS. Water has different temperatures in different depths and therefore changes the abilities of the sensors

Edit: 9. MAINTENANCE. Regular maintenance work of fragile equipment, like clean and grease the diesel engine from time to time, or recalibrate the radio. I know that the skilled crew would take care of things like that but being able to call for a status report of the i.e. the engines or look into the engine yourself in POV would be a great addition.

https://steamcommunity.com/sharedfiles/filedetails/?id=3365407091
Not exactly what I had in mind but this mod does a great job in making the boat feel like a sensitive machine you have to take care of

Edit: 10. HYDRO OPERATOR CALLOUTS. When I am being chased I need the bearing of the attacking ship so I can counter the movement of it. I need a "report bearing of nearest contact" or similar to not always jump between hydro and steering.

Edit 11: ENIGMA. It was a fundmental thing to encrypt messages while at sea. You could let the radioman do the encrypting that could take like 2 hours, or do it yourself by hopping into the role of the radioman and encrypt it in like 5-10 minutes

Edit 12: ANIMALS. And therefore sounds of them in hydro

Edit 13: CHARTS, MAPS AND STUFF TO READ. Uboats were filled with papers, manuals, maps and charts to read, either for identifying things like flags, ships, weather (like the beauford scale for wind and waves) or calculate like speedcharts

Here are some mods that add this and that:

https://steamcommunity.com/sharedfiles/filedetails/?id=3394866297

https://steamcommunity.com/sharedfiles/filedetails/?id=3363327068

https://steamcommunity.com/sharedfiles/filedetails/?id=3312489054

https://steamcommunity.com/sharedfiles/filedetails/?id=3270955106

https://steamcommunity.com/sharedfiles/filedetails/?id=3263956927

https://steamcommunity.com/sharedfiles/filedetails/?id=2891255452

https://steamcommunity.com/sharedfiles/filedetails/?id=2887093898

https://steamcommunity.com/sharedfiles/filedetails/?id=2682323593

https://steamcommunity.com/sharedfiles/filedetails/?id=2397616976

This mod is exactly what I had in mind, a book with different charts and sheets in it: https://steamcommunity.com/sharedfiles/filedetails/?id=3419126557

Edit 14: HISTORIC SEA BATTLES. Would be nice to see the Bismarck getting chased

Edit 15: PERSONAL STORIES. Having a real crew with a backstory I can interact with and learn something about their character, just like point and click adventures with multiple choice dialogues. This was in the game in the very early builds: When walking through the boat you could find a sailor sitting in the corner of the engine room hiding from you, and when you clicked on him you could talk about his fears and then decide if you let it slide, give him a fierce warning or get him to the court-martial (Kriegsgericht). Does someone remember that?

Edit 16: CRABS. Poor Fritz got a std. just kidding, or do I? :D

Edit 17: DRYDOCK. Some heavy damage can't be repaired at sea like non-repairable hull strength/durability. You can patch alot of damage at sea, but not comparable to a drydock. Damage from Depth Charges, Pressure, Hitting the Sea Bed at speed, Escorts Guns, all of this could apply a permanent hull strength penalty until you return to dock.

Edit 18: NEWSPAPER: Authentic newspaper to collect at harbour to read when on patrol, so you can immerse in the war and be able to see whats going on while you on sea. Also actually holding them in your hand in POV would be next level

There is a mod that adds newspapers but i can't remember which one does it, if you know please comment

Edit 19: EVACUATE THE BOAT. Being able to leave the boat behind and survive by chance when the the right parameters are met, like close to the shore or a ship thats willing to rescue you. If you get rescued you can go on with your career after some time with some penalties. Would only be interesting if Ironman mode would be active, having hopes to continue by a slim chance of surviving and not getting imprisoned

Edit 20: IRONMAN MODE: No quicksaves at sea, no reloading. If you die your progress is gone. This would make every enemy attack so intense.

Edit 21: RAOBF: Tool to find AOB on the persicope

https://steamcommunity.com/sharedfiles/filedetails/?id=3419111896

Edits after Full Release:

22: ENERGY MANAGEMENT: There is a great mod "called "Device Energy management" https://steamcommunity.com/sharedfiles/filedetails/?id=3365408383&searchtext=energy with already superb improvements, add ons which I believe they should be already in the game.

23: FILMIC ACTION SHOTS: Not nessessary, but could add to the rewarding feeling by implementing an action camera where the scene changes to the torpedo impact or explosions I forgot you can click on the camera icon when locked to a ship so you already had a cam to see the action

24: EXTERNAL TORPEDOS: Extra torpedoes could be carried externally, stowed beneath the superstructure deck outside the pressure hull, at least on the type VII

25: WIND: I was asking in the threads but I didn't get any answer so I will add this. Wind played a big role in uboat warfare, it influenced the sea and waves so the torpedoes had to run at a minimum depth when waves were high, otherwise they were thrown around and could malfunction. Also the funnel smoke could be blown in a different direction so it would be harder to see what direction the ship is going. So a report on windspeeds would be great

26: REALISTIC DIVING: When the engines were off and the boat had no forward movement it was hard to keep depth because the diveplanes were mainly used for diving when the boat had neutral buoyancy

27: REALISTIC PERISCOPES: As far as I know periscopes could take damage when using it while going too fast or when too deep. Also the detectability of the scope at high speeds would be increased significantly because of it leaving a trail and with high winds would spray water

28: REALISTIC DETECTABILITY: Detectability of the scope like mentioned before. Also the boat would be visible when submerged when close to the surface, the silhouette would shine through. Also when there is calm seas and the boat is going fast close to the surface it would make a visible wave over the boat visible for ships close by. Also bubbles and oil leaks.
The detectability in this game has alot of factors involved so I'm not sure whats already in the game and I just don't realize

A mod for Periscope detectability:

https://steamcommunity.com/sharedfiles/filedetails/?id=3304713956

29: REALISTIC HYDROPHONE: Hard to accomplish but from some threads I found out that the sensors are working way different than in the game

This mod changes some parameters but still it would be different in reality:

https://steamcommunity.com/sharedfiles/filedetails/?id=3338939987

30: AIR QUALITY: Having O2 and CO2 values so the quality of air could be simulated realistically. Right now there is only one value for it so the ability to stay submerged is very limited by the fact that the crew would suffocate in 4-6 hours but in reality it could dive for 48 hours easy when it comes to breathability.

This mod tries to make the best out of the situation:

https://steamcommunity.com/sharedfiles/filedetails/?id=3312625205

31: RADIOING: I personally don't like the way this works right now, like having a big fat button on the main screen you have to click every time you've completed a task telling you your earnings. The debriefing should be the moment when you get your points and credits. I would very much prefer if I could talk to the radioman or give him tasks to radio out to the BdU and tell him what to report, like how many torpedoes, how much fuel, ammo or injured crew I have. I also don't like the progression bar for incoming messages, I would prefer if the radioman would report to me like: "Encrypted message received, this will take a while", something like that

32: BDU: The BdU should be the one that gives orders and coordinate the war thats going on. Right now it feels like I am my own boss and it is indifferent for the BdU what my current situation is, feels very dull.

This mod adds more reports from BdU:

https://steamcommunity.com/sharedfiles/filedetails/?id=2405515122

33: OIL PATCHES: Visible oil coming out of my damaged uboat

34: SHIP DAMAGE: I didn't encounter that many ships so correct me if I'm wrong. Tankers would engulf in flames and leaking oil set the sea on fire, ships carrying ammunition would explode in a cinematic fashion, small fisherboats would get blown to pieces, merchants could have many destructable parts and could get shot into a pile of scrap.

35: SINKING SHIPS: There seem to be compartments in ships that could get flooded separately, but still most ships just sink like a stone while in reality it could take some time for a ship to sink, especially for bigger ships Finally in the game with 2025.1

36: TILTING BOAT: It took me a while but I realized that when in first person you don't see the uboat tilting forward when diving, so there are no visual clues if the boat sinks or ascends. Also the boat won't get violently shaken around when hit by depth charges.

37: OFFICER RANKS: Being able to promote or get promoted. Also it would be nice to not just have officers but also have Chief Petty Officers and Petty Officer in the game.

38: from @johnsmithee - MISSION EDITOR: for testing, practise strategies and other things, a mission editor would be great. Doing all the stuff you don't want/can't do ingame. What is the size of certain ships in periscope at different distances for example. Creating charts or testing 4 bearings or practising Ausdampfverfahren...

39: TORPEDO SETTING FOR ROUGH SEA: As mentioned in WIND the topredos could be affected by waves and therefore had to run deeper. Would be another factor to calculate when setting up the TDC

40: PUNISHMENTS: If I want I can ignore every command and radio transmission and don't have to risk anything at all. This behavior was punishable, sadly there is nothing at all in the game.

41: SURRENDER: Being able to give up the boat in a hopeless situation. This could be surfacing and getting captured by an enemy, getting picked up by allies, or getting close to land and get home somehow or get captured by chance. It could be interesting to have a procedure when abandoning boat, like destroying enigma and documents, or put explosives in the boat to sink it on purpose.

Please feel free to to continue the list with what you think is still missing and should be in it.
Fair seas Kaleuns
Τελευταία επεξεργασία από BobbySopor; 6 Απρ, 6:19
Αναρτήθηκε αρχικά από volster:
Manual engine speed controls (GAMEPLAY)
It would be nice to have option for separating engines and set only starboard engine to full speed. Having option to switch between port, starboard and both engines would give more realism and control to game

Navigation light and flag automatic option (FLAVOUR
You can turn on lights and unfold the flag near a friendly port or for events like a welcoming ceremony. Simple option for Near Friendly Port, Automatic, Off would be nice for both navigation lights and the flag

Periscope (GAMEPLAY)
The option to raise a periscope to full without people occupying periscope. Sometimes I want to extend periscope but have to do it manually. Voice lines for Extend Periscop and Store Periscope would also be quite nice.

Scuttle (STORY)
It would be nice that you can scuttle your submarine in case of very big damage. Option to surrender really would make for a nice story. Scuttle the boat, leave the boat and taken prisoner of war would a good ending compared to sinking.

Save Realism Tool (GAMEPLAY)
I want to change realism of my save but all options are grey and probably is my fault but I don't know how to change settings. And could use a tool to change save properties because I don't know modding

Movable Log Window (UI)
Honestly I am really annoyed with the log window. The option to move it or minimize it would be greatly appriciated.

Torpedo Dry Time (GAMEPLAY)
I flood my tube and with almost no time I can dry tube and flood. More time to dry the tube I think would increase realism.

Damage (GAMEPLAY)
In some cases damage is so big that it is unable to repair everything at sea. Even with spare parts I don't think some large components should be good for repair. So in a single patrol I was bombarded by the depth charges and tower was bent similar to damage of U96. I am basically saying some stuff that is damaged shouldn't be good for use without a dock. State of components should be either damaged or destroyed. Damage report in form of text with button could be generated by chief engineer only after battle is over. The example of damage report is

X Attack Periscope destroyed -> destroyer run over it lel
X Diesel Compressor damaged (repair time 3 hrs)
X Torpedo Tube 3 destroyed -> depth charge damaged it
X Aft Battery damaged (repair time 1 hrs)
X Starboard propeller destroyed -> don't know, shark ate it

Captain Priority (GAMEPLAY)
I want to climb ladders without getting in a line, I AM THE CAPTAIN OF THIS BOAT. Really annoying when you surface and have to get to the top and crewmen line up like it's free icecream.
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Αναρτήθηκε αρχικά από Mentat76:
Well, personally I do think that implementing Enigma would be a waste of resources. There are more pressing matters to be fixed in the game.

* There is no personalization of the characters in the game atm. In other words, you don't go in up personal and close with the characters. Any FRP game would provide this but UB don't because even the background of the characters is just text and has no effect on the game in any way. The first step should be the specialization of the characters. Give characters a starting perk/skill that could never be gained throughout the game, that would be the first step to allow the player to connect with the characters.

* that being said, that would push the player to search for unique officers, and sailors when they are back at the base. In its current form, it is pointless to go and take a look at the roster as it makes no sense. All the characters are the same, even though there are officers, it's just a replenishment of the lost personnel that's all.

* Similarly, survivors picked up during the mission are to be released one by one. Why the fuss? Is it not possible to release them with a single click? and the game would inform you of the total points gained by the action.

* Say why exchanging items from man to man is not possible? Moreover, some items can only placed in particular storage like, why coffee is on the bow side cabinet and you cannot put it in the storage near the galley?

* Characters cannot use most items on them. Say, Having a coffee on the character, why he cannot make use of it unless he places it on the storage cabinet?

Coming to the combat mechanics, I have a couple of complaints:

* First, the use of ASDIC. The use of it by the enemy ships is way too early. It was not that common at that time. That is why All the time between 1939 and 1941 is called the "happy times". I am in my early campaign, it is 1939 and enemy ships are pinging me with ASDIC. That is simply absurd. Even the Americans get their hands on this sonar technology no earlier than 1941.

* There is still unrealistic behaviour with ship physics. The boat hops and jumps way too much and especially speeding up and slowing down is way too quickly. There is no latency whatsoever at all and that kills the realism.

* There are also some fundamental errors, for instance, I can see the smoke over the horizon and detect the enemy in the distance but my crew does not detect them. It's not visible on the map and further closing in reveals them, and only then the crew gives an alarm and hell loose. There is something wrong here.

* AI is definitely cheating. There is no way in a 1 km distance they can spot a periscope, even on a sunny day! yet the hawk-eye sailors of the AI spot me. That is absurd! In my glorious SH3 (Silent Hunter III) days, I remember my sub creeping in between convoy ships as near as 300m !

* Staying on the sea bed should not damage the boat the way it does in the game. When my boat does that it always gets damaged, I don't understand why. In one instance, my boat was leaking, my buoyancy was negative and I was forced to lay on the seabed for repairs. I remember I needed to fix electric motors to get off the sea bed and 3 times in a row, it broke again and again and again.

* Having mentioned Damages, Damages are often so severe that leakages flood the boat lightning-fast usually you cannot react on time. I don't know if that is realistic but it kills the immersion of the game, that's for sure.

* And lastly I want to emphasize how utterly the game needs an action cam. If anyone complains about how it kills the realism and makes the game easier, I don't care. Since I am not there, I can't hear, I can't smell or whatsoever, I need an action cam to help me understand the situation. Depth charges falling on me, or my boat hitting the sea bed, or torpedo launch/detonating all should be displayed in a PIP (picture in Picture) cam. For the complainants, just put an option in the settings so that they can turn it on or off. COLD WATERS series has it, SILENT HUNTER series has it. Why UBOAT does not have it?
very detailed indepth analysis of the state of the game. this comment should be a thread on its own
Αναρτήθηκε αρχικά από BobbySopor:
and to be more specific to Mouse Rats comment, we already have a hydro and i'd very much prefer a BdU interaction revamp instead of finetuning hydro for one persons taste so he can say "its not a disgrace anymore".
i have to say that i read it alot and i'm sick of it: i absolutely dont care


Αναρτήθηκε αρχικά από BobbySopor:
Αναρτήθηκε αρχικά από Mouse Rat:

You don't communicate with anybody.
There is nobody to communicate with.
Only prerecorded events based on the mission.

If you think the peak of gameplay is to set up 3 knobs and type on a keyboard the preset msg.. then i'm sure there is a mod that can do that for you.

I personally think it's absurd time waste, with no impact on the gameplay but being some tedious thing you need to do.

If you want magic and roleplay then DON'T use time compression.
They didn't have time compression on the subs.

u toxic

Right back at you buddy.

From the ppl that play this game about half of them seems to play it for some weird dark fantasy that is no base in the actual gameplay of this GAME atm.
And most of them will scream realism for the most unhinged pointless ♥♥♥♥, like shooting at lifeboats.

You order minions around because there is nothing manually for you to do at their stations. Cooking , radio , engines , salvaging , etc.

Atm there are 8 total stations with direct gameplay impact
Targeting (periscope , UZO, binos) , TDC , deck gun , aa gun, torpedo tubes reload, Hydro.

What you personally are arguing is ..devs introducing a new minigame for a station there is no interface for yet.. which may or may not be in the roadmap.

I feel they should revamp what we have, like the introduction of stabilization which was an interesting touch and a direct modification for the 3 targeting stations.

I feel there is maybe too much canoe over a waterfall feel to it ..but beggers can't be choosers, and we do have the ability to remove some of it.

Tis what tis in the end. Fingers crossed.
I really hope they will revamp what we have before introducing new minigames.
Τελευταία επεξεργασία από Mouse Rat; 1 Δεκ 2024, 8:48
Αναρτήθηκε αρχικά από BobbySopor:
Αναρτήθηκε αρχικά από Mouse Rat:

You don't communicate with anybody.
There is nobody to communicate with.
Only prerecorded events based on the mission.

If you think the peak of gameplay is to set up 3 knobs and type on a keyboard the preset msg.. then i'm sure there is a mod that can do that for you.

I personally think it's absurd time waste, with no impact on the gameplay but being some tedious thing you need to do.

If you want magic and roleplay then DON'T use time compression.
They didn't have time compression on the subs.
u toxic

No, not toxic at all, just objective. Think about it: The Enigma was a fascinating machine, true, and even more fascinating was the work to crack it, that's all nice, but from a SUB PLAYER perspective, it's just a nuisance and complication to use that device in the game, and for what? Just to crypt or make a message in clear text, that was the work of radio men using the machine. It's additional work to do and not enjoyable at all.

A lot could be done in this game but makes it nonsense to play with. Like this one:
There is a guy using a brush to pick-up the water...The devs could make it to play this guy in first person and get you points for the quantity of water you pick-up in a certain time. Does it make sense and is it enjoyable? NO. Should they waste time with such ideas? Yes but they should dismiss them very quickly...please.
Τελευταία επεξεργασία από japp_02; 1 Δεκ 2024, 9:33
like i said, enigma was vital for the success of uboat warfare. and you guys take it the wrong way, this thread is a wishlist and a "what could have been". there is nothing to argue about, its just wishes from the community.
if someone tells you he wants to have a lamborghini one day you dont discuss the ressources that person has and how to afford it, you just kindly ask what color he wants
Αναρτήθηκε αρχικά από BobbySopor:
like i said, enigma was vital for the success of uboat warfare. and you guys take it the wrong way, this thread is a wishlist and a "what could have been". there is nothing to argue about, its just wishes from the community.
if someone tells you he wants to have a lamborghini one day you dont discuss the ressources that person has and how to afford it, you just kindly ask what color he wants

At the end of the day, and if the devs ever read the player feedbacks, they must decide what's nonsense to add and what's not, so it's better to make an effort and present good ideas that could hit their attention. The Enigma idea is not one of them unless you show a good and playable mechanic that would please most of the players.
Τελευταία επεξεργασία από japp_02; 1 Δεκ 2024, 16:41
Αναρτήθηκε αρχικά από BobbySopor:
like i said, enigma was vital for the success of uboat warfare. and you guys take it the wrong way, this thread is a wishlist and a "what could have been". there is nothing to argue about, its just wishes from the community.
if someone tells you he wants to have a lamborghini one day you dont discuss the ressources that person has and how to afford it, you just kindly ask what color he wants

Enigma is obviously a historical fact, and i've heard worse ideas out there.
I've also understand your unflinching position about it .. even if i find it odd that you think would bring the changes that you need.
Currently there is no mandatory place for it in the gameloop.


I've mentioned a mod since this seems like a niche where a capable modder could sink their teeth into and make a great product, that way you don't have to wait for the introduction of a complete new minigame.
Which there are many more issues to be addressed beforehand.

Active lobby in the modding forum might yield better and faster results.
Αναρτήθηκε αρχικά από Mouse Rat:
Αναρτήθηκε αρχικά από BobbySopor:
like i said, enigma was vital for the success of uboat warfare. and you guys take it the wrong way, this thread is a wishlist and a "what could have been". there is nothing to argue about, its just wishes from the community.
if someone tells you he wants to have a lamborghini one day you dont discuss the ressources that person has and how to afford it, you just kindly ask what color he wants

Enigma is obviously a historical fact, and i've heard worse ideas out there.
I've also understand your unflinching position about it .. even if i find it odd that you think would bring the changes that you need.
Currently there is no mandatory place for it in the gameloop.


I've mentioned a mod since this seems like a niche where a capable modder could sink their teeth into and make a great product, that way you don't have to wait for the introduction of a complete new minigame.
Which there are many more issues to be addressed beforehand.

Active lobby in the modding forum might yield better and faster results.
yeah thats my guess too. its like a niche in a niche genre
Αναρτήθηκε αρχικά από BobbySopor:
very detailed indepth analysis of the state of the game. this comment should be a thread on its own

Thanks, Bobby, I've just added a couple of things more.
Its coming and coming and coming to me :)
Τελευταία επεξεργασία από Mentat76; 2 Δεκ 2024, 5:06
You make some interesting points.

Αναρτήθηκε αρχικά από Mentat76:
* that being said, that would push the player to search for unique officers, and sailors when they are back at the base. In its current form, it is pointless to go and take a look at the roster as it makes no sense. All the characters are the same, even though there are officers, it's just a replenishment of the lost personnel that's all.

Each of the sailors has a "special" trait that only gets uncovered in high stress situations.
That's your incentive to get them there.
It's detailed in the tutorial where a sailor freaks out .. and your have to punch him to calm him down, and then his trait is uncovered.
So yes.. you can't see their traits when you recruit them..but the point of this minigame is to get into trouble and high stress so you ..uncover it by gameplay.


Αναρτήθηκε αρχικά από Mentat76:

* Say why exchanging items from man to man is not possible? Moreover, some items can only placed in particular storage like, why coffee is on the bow side cabinet and you cannot put it in the storage near the galley? Also adding food to the galley, why it can't be automatic, and we have to arrange it manually? Just give the order to the cook like: a) basic rations, b) Good rations c) Lavish rations, and the cook would add ingredients himself.

Well they do pick out food from the store when they run out and there is food in store.. i think.
Also the coffee is an "officer" food with the specific energy uptick ..so it put in the "officer" storage, together with all the other officer gear like the scuba suit and the rifle and helmet, and the breathers.

Having them be separate keeps the confusion lower than having the ability to be mixed.
Food and ammo there , officer gear other side.

Αναρτήθηκε αρχικά από Mentat76:
* Characters cannot use most items on them. Say, Having a coffee on the character, why he cannot make use of it unless he places it back on the storage cabinet?
I think that you can use the coffee if you carry it?
I'm confused i though you could.


Αναρτήθηκε αρχικά από Mentat76:
* First, the use of ASDIC. The use of it by the enemy ships is way too early. It was not that common at that time. That is why All the time between 1939 and 1941 is called the "happy times" by the Kriegsmarine. I am in my early campaign, it is 1939 and enemy ships are pinging me with ASDIC. That is simply absurd. Even the Americans get their hands on this sonar technology no earlier than 1941.

That is a balancing adaptation i think .. since you as the player are allowed to research ahead of time T5 sound seekers in 1940
And that decimates convoys form 4km away np.
And they would have absolutely no way to find you otherwise unless you are within 1km away blasting music at max volume on speakers so they can pick you up on passive detection.

Also the sonar is relatively underpowered .. you can get picked up but you can also avoid it.. and even when they pick you up ..they still get blinded by the explosions in the water so you can just lay on the seabed and then sonar can't pick you up no more.. even in 20m of water.

Αναρτήθηκε αρχικά από Mentat76:
* There is still unrealistic behaviour with ship physics. The boat hops and jumps way too much and especially speeding up and slowing down is way too quickly. There is no latency whatsoever at all and that kills the realism. Heck, even diving or surfacing boats do not incline at all in UB. As if there were no dive planes, they just go down like a stone in the water and surface like a balloon coming up. 2005 release (almost 20 y.o) SH3 (Silent Hunter III) mechanics were paragon on this one. Devs have a lot to learn from that game.

It does have that canoe on a bumpy rocky waterfally river feel to it.
This is reflective in the no stabilization feature.
I think it's by design.
They actually do decline .. it's just not visible unless you crash dive which is more ..obvious they do tilt forward when pushed down by the planes.


Αναρτήθηκε αρχικά από Mentat76:
* There are also some fundamental errors, for instance, sometimes I can see the smoke over the horizon and see the enemy in the distance but my crew does not detect them. It's not visible on the map and further closing in reveals them?, and only then does the crew give an alarm and hell lose. There is something wrong here.

I think this is by design.
Your sub also have a passive ability that gets multiplied by the amount of ppl on watch and the perks available?
And you can see your passive detection range with the green circle on the map
You can visually see stuff your crew can't pick up.. also sometimes they can see stuff you can't see..
I've yet to be able to visually spot a tiny dingy fishing boat unless it's within 3km of me..by the crew can pick it up clearly.

Αναρτήθηκε αρχικά από Mentat76:
* AI is definitely cheating. There is no way in a 1 km distance they can spot a periscope, even on a sunny day! yet the hawk-eye sailors of the AI spot it. That is absurd! In my glorious SH3 days, I remember my sub creeping in between convoy ships as near as 300m !

I'm not sure if its "visually" detecting you or passively.
They do passively detect sounds.. so if you aren't on blue lighting and stopped and no silent running and no manual planes , and gyrocompass on , and without the leader perk that lowers sounds
Then they might detect you.

I had a save some other time i've mentioned this in the channel pointing to edingburg port
with a convoy exiting the port as i was moving in ,
And the enemy was like 3km away moving E i was moving W on forward 1.
And the balance was strange at that specific point since they would sound their alarm if i put my planes on electric.
But couldn't spot me otherwise.
With all the rest of the stealth perks.
Pericope depth , No active attacke or observation periscope manned by either officers or soldiers. And with an engiineer on depth station.

Point is they do have a passive sonar and i think it just a check against your own sound footprint and if your is larger than they can pick up.. then there is a small increasing % chance that they can pick you up.

You can see that without the realism settings when there is a bar appear on top of them as they start spotting you before the alarm goes off.
I think its literally the same mechanic.

Αναρτήθηκε αρχικά από Mentat76:
* Staying on the sea bed should not damage the boat the way it does in the game. When my boat does that it always gets damaged, I don't understand why. In one instance, my boat was leaking, my buoyancy was negative and I was forced to lay on the seabed for repairs. I remember I needed to fix electric motors to get off the sea bed and 3 times in a row, it broke again and again and again.

If you are scraping on the seafloor might get some form of scratching.
I wait till the sub starts lifting up before i put it in gear.
There is a slight delay in between different buoyancy stages.. i think its because you would replace a volume of water with oxigen in the tanks to lift it up.

Αναρτήθηκε αρχικά από Mentat76:
* Having mentioned Damages, Damages are often so severe that leakages flood the boat lightning-fast usually you cannot react on time. I don't know if that is realistic but it kills the immersion of the game, that's for sure.

If you get a hole in your sub at high pressure the water will obviously get in faster.
The only thing you can hope to do is release the water from the tanks so you can float on the top of the sea.. then you can pump the water our and fix it ..hopefully.
Doesn't work always.

Αναρτήθηκε αρχικά από Mentat76:
* Maps. We need Map tools. knots/km conversion rulers, just like SH series. And also Depth charts so that we can know the aprox. max depths that we can go without the use of the echo sounder. Or to know the deeper locations we want to escape to.

We ..do.
On the map , if you move your mouse around it tell you up on the right top , there is a depth indicator for that location.
For example 20-50


Αναρτήθηκε αρχικά από Mentat76:
* When the mission is complete, I understand the convenience of hitting the complete button and instantly teleporting to the base. But I think this should have limits. Like we need to be, say 1500km in the vicinity of the base to be able to use this feature. Otherwise teleporting from the other end of the world would be absurd as there are many question marks, on the way back, is there sufficient fuel? Do you have torpedoes/decoys left? or integrity of the boat is sufficient amount to take a beating if any encounter happens? etc. This is simply cheating.

I'm fairly sure it consumes fuel food and you can't use it unless you have the relevant resources in abundance.
If you are low the thing doesn't appear.
When using the dingy sub you never get it, once you switch to the VII it starts becoming a thing.

Αναρτήθηκε αρχικά από Mentat76:
* And lastly I want to emphasize how utterly the game needs an action cam. If anyone complains about how it kills the realism and makes the game easier, I don't care. Since I am not there, I can't hear, I can't smell or whatsoever, I need an action cam to help me understand the situation. Depth charges falling on me, or my boat hitting the sea bed, or torpedo launch/detonating all should be displayed in a PIP (picture in Picture) cam. For the complainants, just put an option in the settings so that they can turn it on or off. COLD WATERS series has it, SILENT HUNTER series has it. Why UBOAT does not have it?

There is kind of an action cam situation where, after you shoot a torp.. you click on the officer on the periscope .. and there is a list of "objects" on the left top..
Including enemy ships, airplanes liefeboats .. and your own torpedoes.
You can click on them and then use the cam feature.
So you can visually track your torpedoes.

Also there is the "free cam" if you press N


Obviously my answers doesn't hit all the things, but hopefully puts a different light on some of the topic points.
Τελευταία επεξεργασία από Mouse Rat; 2 Δεκ 2024, 8:38
Αναρτήθηκε αρχικά από Mouse Rat:
You make some interesting points.
...
Each of the sailors has a "special" trait that only gets uncovered in high stress situations.
That's your incentive to get them there.
It's detailed in the tutorial where a sailor freaks out .. and your have to punch him to calm him down, and then his trait is uncovered.
So yes.. you can't see their traits when you recruit them..but the point of this minigame is to get into trouble and high stress so you ..uncover it by gameplay.

I understand your point but still, those perks are uninteresting as well as the skills you get when your officers level up. What I mean is the choices you have are usually obvious. You are not caught in between the choices of equal standing. Say in the FTL game, you have the feeling that all the upgrade choices are required immediately., and you want them all at the same time.


Αναρτήθηκε αρχικά από Mouse Rat:
Well they do pick out food from the store when they run out and there is food in store.. i think.

It is not about they get the food from the storage. It is about the dish variation. The more food variety you have on the galley the better for the morale. When you dont check them out and the food is out, they take a random one from the storage of course but it kills the variety. What I am saying is just have a selector there to serve the kind of variety you want without the fuss of selecting food and transferring on the galley one by one.

Αναρτήθηκε αρχικά από Mouse Rat:
Having them be separate keeps the confusion lower than having the ability to be mixed.
Food and ammo there , officer gear other side.

Dont worry no one is going to get confused with such a low variety of items. What Players ask for is the freedom to do / store whatever they want at the place they want.

Αναρτήθηκε αρχικά από Mouse Rat:
I think that you can use the coffee if you carry it?
I'm confused i though you could.
No you cant.

Αναρτήθηκε αρχικά από Mouse Rat:
That is a balancing adaptation i think .. since you as the player are allowed to research ahead of time T5 sound seekers in 1940
And that decimates convoys form 4km away np.
And they would have absolutely no way to find you otherwise unless you are within 1km away blasting music at max volume on speakers so they can pick you up on passive detection.

Well sorry but that's another bad design. Research should not be at the hands of the player in the first place. I was always against it and it kills the realism, it kills the game balance and all. That is best if he technology is available whenever its time comes as in the SH3. This would fix a lot of inconsistencies as well as game balance.

Αναρτήθηκε αρχικά από Mouse Rat:
Also the sonar is relatively underpowered .. you can get picked up but you can also avoid it.. and even when they pick you up ..they still get blinded by the explosions in the water so you can just lay on the seabed and then sonar can't pick you up no more.. even in 20m of water.
That is neither unrealistic nor under powered. First generation sonars were not so capable and their angular limitations hampered their effectiveness significantly. And yes depth charge explosions blinded both hydrophones and sonars briefly which allowed uboat captains to make their runs.

Αναρτήθηκε αρχικά από Mouse Rat:
It does have that canoe on a bumpy rocky waterfally river feel to it.
This is reflective in the no stabilization feature.
I think it's by design.
I am sorry if that's by design, it is a bad design per say.

Αναρτήθηκε αρχικά από Mouse Rat:
They actually do decline .. it's just not visible unless you crash dive which is more ..obvious they do tilt forward when pushed down by the planes.
Nope. I don't refer them a "decline" if its not visible. A typical dive would reach up to 15 degrees and a crash dive can reach almost 30 degrees. That is quite visible to me.

You havent played silent hunter series I presume?

Αναρτήθηκε αρχικά από Mouse Rat:
I think this is by design.
Your sub also have a passive ability that gets multiplied by the amount of ppl on watch and the perks available?
Yep. but that is not what I am saying. I see the ships in distance but not my crew. If I can see it, so should the crew.

Αναρτήθηκε αρχικά από Mouse Rat:
And you can see your passive detection range with the green circle on the map
You can visually see stuff your crew can't pick up.. also sometimes they can see stuff you can't see..
Yep. Thats what I am saying. Why the variety? if something can be seen, they should see it

Αναρτήθηκε αρχικά από Mouse Rat:
I'm not sure if its "visually" detecting you or passively.
They do passively detect sounds.. so if you aren't on blue lighting and stopped and no silent running and no manual planes , and gyrocompass on , and without the leader perk that lowers sounds
Then they might detect you.
Thats what I am saying. Be it visual or passively, it is pretty powerful to detect a submerged uboat from 1km. Dont you think? In the end their sensors were not that advanced at that time.

Besides, gyrocompass, electric dive planes, these devices are not that noise emitting factors in RL. Another unrealistic deign choices. There are only 2 major sounds that can be detected 1) Electric motor noise 2) propellers / cavitation

Αναρτήθηκε αρχικά από Mouse Rat:
If you are scraping on the seafloor might get some form of scratching.
I wait till the sub starts lifting up before i put it in gear.
There is a slight delay in between different buoyancy stages.. i think its because you would replace a volume of water with oxigen in the tanks to lift it up.
Yep. but my boat was not drifted over the sea floor. Yet damages were raining down like crazy. Anyway there is definitely something wrong in this setup.

Αναρτήθηκε αρχικά από Mouse Rat:
If you get a hole in your sub at high pressure the water will obviously get in faster.
The only thing you can hope to do is release the water from the tanks so you can float on the top of the sea.. then you can pump the water our and fix it ..hopefully.
Doesn't work always.
ok. But we are talking about death in seconds here. We can increase it to minutes at least.

Αναρτήθηκε αρχικά από Mouse Rat:
We ..do.
On the map , if you move your mouse around it tell you up on the right top , there is a depth indicator for that location.
For example 20-50
What I mean by map tools, is not only the depth carts but also Knots / km charts so that we can do the math to determine the speed necessary to intercept contacts.

Αναρτήθηκε αρχικά από Mouse Rat:
I'm fairly sure it consumes fuel food and you can't use it unless you have the relevant resources in abundance.
If you are low the thing doesn't appear.
...
Yet again I am not talking about the resources to reach back to base. I am also pointing out the dangers and risks on the way back. In one of my games I was to spot AA batteries on the shore of Edinborough port and I sink two tankers at the port after spotting the batteries. Turned to rush out of the port, the Mission end thingy appeared on the top right away. I was not even half way out of the gulf and my sonar operator detected incoming contacts from the outer perimeter of the gulf. You know where it is going right? hit the mission end button and beam us up scotty!

Αναρτήθηκε αρχικά από Mouse Rat:
There is kind of an action cam situation where, after you shoot a torp.. you click on the officer on the periscope .. and there is a list of "objects" on the left top..
Including enemy ships, airplanes liefeboats .. and your own torpedoes.
You can click on them and then use the cam feature.
So you can visually track your torpedoes.

Also there is the "free cam" if you press N
Yet again that's not I am talking about. What I am talking about is a PIP cam , automatically appearing when there is something the payer needs to witness. I, of course know how to switch to object cams and Free cam (N) but as I said, they are player directed cameras.

Having said that, do we have the hotkey option to cycle contacts? or do we need to select them one by one on the map? Another thing to consider.
Τελευταία επεξεργασία από Mentat76; 2 Δεκ 2024, 12:04
Αναρτήθηκε αρχικά από Mentat76:
tl:dr What I think the game should be

Firstly i'm not a dev, so take this advice for what is worth.
You seem to want a different game all together and that .. isn't going to happen.
If you are looking for realistic changes..i'd keep them within the current game loop.

Also some of the changes you want are just obvious misunderstandings of the game mechanics.
Anywho, since you seem to wanna dig your heels in .. gl with your quest.
Αναρτήθηκε αρχικά από Mouse Rat:
Αναρτήθηκε αρχικά από Mentat76:
tl:dr What I think the game should be

Firstly i'm not a dev, so take this advice for what is worth.
You seem to want a different game all together and that .. isn't going to happen.
If you are looking for realistic changes..i'd keep them within the current game loop.

Also some of the changes you want are just obvious misunderstandings of the game mechanics.
Anywho, since you seem to wanna dig your heels in .. gl with your quest.

No, to your statement, if I wanted a different game, I wouldn't even bother to write my opinion here in the first place.

You are quick to take offence, but why? In the end, we are all here to share our opinions, desires for a better game and feedback. I personally think that this feedback is invaluable to the devs. And if they are smart, they would take into account what players want.

There are 2 kinds of games:
1- Okay games,
2- Legendary games.

I'd just love to see the UBOAT move from number 1 to number 2 because it has great potential.

Never forget the words from the old God of Games:
"Games are never finished, games are abandoned."

If your game is in the number 1 area, it will eventually be abandoned.
Αναρτήθηκε αρχικά από Mentat76:
You are quick to take offence, but why?

I'd just love to see the UBOAT move from number 1 to number 2 because it has great potential.

Never forget the words from the old God of Games:
"Games are never finished, games are abandoned."

If your game is in the number 1 area, it will eventually be abandoned.

I'm not a native speaker so my discourse could have some unintended skips.. but i can assure you i have no reason as you said to take offence.
You said your thing i said mine, we good.

I was pointing out being somewhat defiant in the way that you ask for change isn't helping.
Plus some of the things asked are misunderstandings of the mechanics present ingame atm that we have full access to use.

Game development is hard , and the game is already out , fully coded.
So whatever changes you want to ask should take that into account.
Nobody going to rewrite the game in the specific way that you think it should be done.

BUT they might be opened to suggestions to improve on the gameplay loop that we have atm.

Like the change to the stabilization. Good or bad, it was a change that directly modified the game for the 3 targeting stations.


Things like I WANT MY CREW TO SEE TO THE HORIZONT isn't going to work since we already have a mechanic that does that for ingame.. using the base passive sensor that gets increased by the perks and the watch officer plus each sailor assigned to him.
This is literally how the passive plus multiplier works ingame. clear as day.
This also makes sense from your player pov since it's clear the obvious detection range by the green circle.
That gets also modified by other factors like weather + sea tempests.

The fact that you as player can be present on the station and manually increase the performance of the passive capabilities of the crew is a huge bonus for gameplay.

This is very clear mechanic, easy to understand and use.
The fact that you don't wanna interact with it in the way that is clear and easy is why i think it will amount to nothing.
Τελευταία επεξεργασία από Mouse Rat; 3 Δεκ 2024, 1:52
Αναρτήθηκε αρχικά από Mouse Rat:
...
I was pointing out being somewhat defiant in the way that you ask for change isn't helping...
Isn't helping? How do you know? You've just stated that you are not a Dev yourself.
I strongly suggest that we let the Devs decide this.

Αναρτήθηκε αρχικά από Mouse Rat:
...
BUT they might be opened to suggestions to improve on the gameplay loop that we have atm.
That is all I ask for.

it is quite difficult for me to understand your resistance to change. Being open to change, is the only way to move forward. And let the Devs synthesize the ideas and decide which one is applicable and which one is not.
I just edited #9 and #15. The last one is particularly interesting for those saying there is already a backstory for every sailor, but its just a bio that doesnt mean anything
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