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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 We can only speculate if these are planned features yet to come, or outdated features that were canceled and never fully scrubbed from the game.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
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.
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.
"He died to MY mine!"
"No, it was MY mine that killed that destroyer!"
Video of minelaying campaign mission
https://youtu.be/pGHv_YrvhwY
https://steamcommunity.com/sharedfiles/filedetails/?id=2618451929
Those are the only critiques I have, great list
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.
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?
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.