UBOAT
AV8R G4MER Jun 15, 2023 @ 5:56pm
Additional Action, Upgrade, & Gameplay Suggestions
Hello,

I have seen many things desired from this community in the last month or two of playing and learning the ropes from these various threads, but I thought we could compile a bit of a suggestions list here regarding actions and additional modifications/upgrades to the U-boats. From browsing the last few hours, the following were big ones that I think would add a lot to aesthetics and gameplay alike:

Port Modifications (plus some corresponding gameplay options):
- Net Cutter - This could either be the default starting state of U-96 and other early type VIIC's to be removed if a captain wished or the reverse. This would give U-96 the 1981 movie appearance rather than that of the historical boat circa late 1941/early 1942. This might also be used to keep a heading after running into and be able to back out of anti submarine nets (after coming to a stop) rather than turning along side the net and/or suffering absolutely catastrophic damage from it.

- Lower the Conning tower railing's height - From historical photos it would seem that the railings on early Type VII boats varied even throughout the C subtypes. I'm guessing this is because of different shipyards making small variations. For example, if one searches images of the historical U-96 from real life and the film (And similar boats like U-133), both have the railing around the flak gun reaching to the upper part of sailors' stomachs. Currently in game it is a bit higher than this. A lowering of this railing could be a slight streamlining/weigh saving measure or simply an aesthetic change for all type VII's.

- Make it possible to remove the life ring of left side of the conning tower at port - If left on, it can automatically start the process of saving a sailor blown overboard with (x) amount of minutes to do so before they drown. If removed, it more resembles U boats from films like Raiders of the Lost Ark, Das Boot, U-571, etc.

Gameplay+Aesthetic Suggestions
-Make it possible to retract the radio antenna into the Conning tower - This would be a great help when not in use anyway for achieving some nice screenshots, especially when in port or out on a flat sea. Also, if left extended perhaps it could be damaged or cause additional underwater drag.

Strictly Gameplay
- Add the possibility of random (albeit minor) leaks occurring at depths over 200 meters which can be repaired without snowballing into passing crush depth.
- The longer a boat stays at a depth and fixes various leaks (regardless of depth so long as it is not crush depth), the less likely more leaks are to spring up. This provides a second lease on life if the sea bed is below crush depth and a satisfying way to cheat death if the player desires.
-Diving suits can be used instead of re-breathers in particular cases. If a compartment is completely flooded, and the depth is not insurmountable, a player can sent a diver out and into the flooded compartment(s) to solely plug the leaks in those compartments (no repairs). This would give the opportunity to spend more cash in port on that item and save up storage space for other items. It would also make some critical damage in multiple compartments more survivable.
-Add more shaking from depth charges within 150 yards of the hull, as well as more light flickering.
-Add the possibility of electrical fires breaking out from depth charge damage which must be quickly extinguished.
-Add the ability to shut off steering motors
-Add the ability to jettison items from torpedo tubes above 30 meters as decoys to slow escorts and fake your death.
-Add the ability to equip mines at port instead of torpedoes. These can be installed ahead of shipping routes en masse with other boats to ambush unsuspecting convoys detected in advance via hydrophone.
-Add the ability to get bearing and directional updates from hydrophone operator on up to two detected Warships. This could be enhanced to three with an additional skill, making it possible to out maneuver escorts without consulting their positions on the navigational maps.

These are just some of my ideas and I know that not all are perfect, so please feel free to discuss below. also feel free to propose your own.
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Showing 1-5 of 5 comments
Dewgle Jun 15, 2023 @ 7:17pm 
Net cutter upgrade
There is already evidence of a net cutter hidden within the game's files along a 'piston upgrades' for the engine and the famous alberich anti-sonar coating originally fitted on U-480. Screenshot here[i.imgur.com].

These entries have been in the game a long time. We can only speculate if these are planned features yet to come, or outdated features that were canceled and never fully scrubbed from the game. Only time will tell.

You can view these entries for yourself under:
C:\Steam\steamapps\common\UBOAT\UBOAT_Data\Data Sheets

Retractable conning tower antenna
So a few things, that's not an antenna per-se. That's a "radio direction finder" similar in functionality to the allied HFDF or "huff duff". It be used to find enemy vessels who are sending long transmissions or it can be used for navigation with coastal radio beacons.
https://steamcommunity.com/sharedfiles/filedetails/?id=2792018705
https://steamcommunity.com/sharedfiles/filedetails/?id=2792018375

Also, the ability the antenna is already available through this mod, created by my friend, ii.
https://steamcommunity.com/sharedfiles/filedetails/?id=2583804915

What's interesting is that my friend who made that mod discovered that the ability to raise and lower the RDF antenna was already in the game's code, he just wrote a script that lets the player interact with it using the Custom Actions mod. So it looks like the devs were at one point planning to make the RDF a functional, interactive device before ii beat them to it.

Random leaks past 200 meters that are survivable
You said "add" not "change" so I just wanted to specify that this feature is already built into the game just in case you didn't know. Any depth past 150 meters, which the game notifies you is "dangerous depths", has a random chance to sprout a leak. The deeper you go below 150 meters, the higher the chance of a leak sprouting.

History tells us that type VII u-boats were generally not supposed to go below 150 meters. That was their 'safe depth' and anything below that was rated as 'untested' and seen as unsafe. Only a brazen commander would take his boat that deep. Theoretical crush depth was anything below 250 meters.

The water physics in Uboat are surprisingly true to life. There is an increase of 1 atm of pressure for every 10 meters below sea level which makes your bilge pump less effective and your compressed air (for blowing ballasts) less effective. The player is generally not intended to spend long periods of time below 'dangerous depths' hence the stern warning whenever you dip a toe below 150 meters, Germany's officially rated 'safe' depth for the Type VII.

That being said though there is actually a game setting called "damage difficulty" which should reduce the flow-rate of leaks if I'm not mistaken. So you'll still get your random leaks below 150 meters but they should flood a lot slower, giving you a longer time for damage control.

Also, also, not many players are aware of this but there is an "emergency blow" function available if you right-click on the valves. Unlike a standard blow which uses ⅓ of your compressed air, e-blows will dump all of your air into the ballast tanks to help you surface. At 200 meters you should be able to sustain 31 m³ of flooding before an e-blow will not save you.
The ability to disable the steering motors
I assume you mean the steering motors that show up under the detection hint icon? You can in fact turn those off. You should see an option to switch to manual steering in the TAB menu or if you right-click the depth steering station.
Equip mines at ports
There is already an available campaign to equip & plant mines outside of enemy ports. You do not receive tonnage if these go off nor could you, realistically speaking as these mines have time-delayed fuses. They weren't set to activate until 24 hours after being deployed and even if some mad-lad commander decided to wait around an enemy hot spot that long it would be very difficult for him to confirm the kill especially if there were multiple mine laying operations in the area, which there usually were.

"He died to MY mine!"
"No, it was MY mine that killed that destroyer!"

Video of minelaying campaign mission
https://youtu.be/pGHv_YrvhwY

Add the ability to get bearing and directional updates from hydrophone operator
This is currently a feature of the mod "Real Navigation" but it is a mod for advanced users as it removes all icons from the map, forcing you to plot your own position as well as the positions of your enemies. When using this mod, your hydrophone operator will call out the relative bearings of nearby contacts.
https://steamcommunity.com/sharedfiles/filedetails/?id=2618451929

Those are the only critiques I have, great list :steamthumbsup:
AV8R G4MER Jun 16, 2023 @ 11:12am 
Thanks McDewgle!

To elaborate upon my original points let me address some of the points you raised as well as the mods to address these issues.

Regarding the net cutter, I've heard that it was in the files and I think it was first discovered in 2018 or 2019, but I'm not sure. I recall reading it either here in another topic thread or on Reddit. However, regarding both this and the radio direction finder (which thank you, I had always assumed it was an antenna. I supposed the guideline must then function as the primary radio aerial then, much like the long mast lines on steamships (Titanic, various large steamers, etc.). Actually it looks like the diagram you posted shows just that.Regardless, this function would be great to have in game without the need for mods, as well as the ability to equip net cutters, so I hope this still plan on the latter.

Regarding the maximum depth of Type VII's and the leaks in game, I guess I mean to say change this mechanic. In my personal experience, setting the game difficulty to make these leaks spring up means that when they normally do they are irreversible, even with the pump, blowing emergency ballast, and sending mechanics/the chief engineer in to plug them with re-breathers, as the entire sub simply floods too fast, even when pausing the game to take the time to assess and issue appropriate orders. What I do like is the currently inconsistency in the watertightness of compartment bulkheads and hatches. For example, if I evacuate a compartment and that compartment is only rated for 12 atm of pressure, the bulkhead will weaker and require repair before the compartment is easily accessible (I think), but the hatch will not fail and doom the sub unless you go to such a depth that you implode anyway. In my experience I have never had leaks spring on medium or higher difficulty below 200m spontaneously, so maybe I need to verify my game files and see if my version is bugged with the 2 mods I run (darker wood interiods and one of the Das Boot sound mods). The leaks I do get below 200m from charge damage is catastrophic and irreparable unless I am lucky enough to hit bottom before 300m and manage to seal off compartments fast enough.

You are right about mines as well and I've played a few of those missions, I just figured it would be nice to see them more usable in gameplay rather than a background mechanic for missions that you only encounter when needing to avoid on port raids.

I did not know it was possible to turn off the steering motors, so I'll pass that along to my friends who play. I have had many times on max difficulty where I wish I could do away with it because I swear it was what made me the subject of several Corvettes' wrath.
Last edited by AV8R G4MER; Jun 16, 2023 @ 11:47am
WΛRMΩNGΞR Jun 16, 2023 @ 9:11pm 
Please add new researcheable technologies. What he have just isn't enough.
Lucifer Sam Jan 29, 2024 @ 10:12am 
My biggest complaint by far:
Capital ship encounters shouldn't be anywhere near as common as they are. Sometimes I encounter them in like 1/4 of convoy encounters. This is not only unrealistic and OP but most importantly it makes it far less magical and exciting when I do find them. This was a HUGE disappointment because the first time I found one I nearly crapped my pants with exhilaration, but it didn't take long to realize how common they were. It's rare for me to quit out of despair but that was honestly almost enough for me to put the game down lol. There should be less than 1% chance of finding them and then even when you do they should have a good anti-sub escort. At least give the player the option to have rare capital ship encounters.

Is this a known thing or have I just been insanely lucky?
Last edited by Lucifer Sam; Jan 29, 2024 @ 10:15am
Ampyr Mar 1, 2024 @ 8:40pm 
Originally posted by WΛRMΩNGΞR:
Please add new researcheable technologies. What he have just isn't enough.

It would be great if the campaign loop received an overhaul. Maybe eventually rising in rank from commanding one submarine to a squadron? Could be a fun way to introduce an expanded version of the current mechanics.
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Date Posted: Jun 15, 2023 @ 5:56pm
Posts: 5