UBOAT
[2022.1] Expanded Convoys and Shipping Lanes (End of Support)
266 Comments
Snork Aug 28, 2024 @ 4:27am 
Link if there's any way to save this mod, or at least, at a minimum level of functionality - please consider it.

I'm pretty sure this mod is the thing I loved most of the entire UBE collection.

Being able to google any ship I ran into or sunk, only to learn I was running into it at exactly the spot it should be given the time was amazing and it was perfect as it was
Mars Mullo May 21, 2024 @ 1:47am 
I went through a process of elimination and found this mod was responsible for not allowing
Grey wolves texture pack
to function properly.

Took me ages and it was repeatable.
Fuchura Nov 5, 2023 @ 4:43am 
Die Konvois sind eindeutig teilweise viel zu groß. Es scheinen verschiedene Konvois im Spiel zusammengelegt worden zu sein und die gleiche Route fahren. So kommen dann diese Zahlen von über 100 Schiffen zusammen (known bugs).
MarkShot9 Oct 30, 2023 @ 9:23pm 
Thanks for the "heads up".

I find the concept of more game to hunt interesting, but I believe something in your implementation is resulting in large numbers of merchant traffic unescorted and turning into a turkey shoot. Not exactly sporting. My next campaign will probably drop it. But for now, I am awaiting for the official release, and post release stability.

In any case, thanks for your hard work and sharing!!!
link  [author] Oct 30, 2023 @ 1:03pm 
The mod description here is exceptionally out of date

However, the required items list is more accurate

Please note that this mod will be losing support in the future as it is too difficult to maintain with the changes in the parent mod ube.
AffeohneWaffe Oct 30, 2023 @ 11:17am 
Are only the mods required that are listed under "required content" on Steam or those that are listed in the mod description?
MarkShot9 Aug 25, 2023 @ 11:04am 
I did add it. It looks safe. Just don't try to load anything that says "missing expanded missions" in the PORT field.
MarkShot9 Aug 25, 2023 @ 9:46am 
Thanks. As I am already in campaign can that be safely added?
link  [author] Aug 25, 2023 @ 5:03am 
I believe campaign objective icons are brought on from another mod like expanded missions. Maybe I'm wrong. Regardless, you'll need the asset bundle for UBE
MarkShot9 Aug 25, 2023 @ 12:12am 
So, this results in campaign slots with no photos.

Are these playable campaign slots or just an artifact of more Uboats and bases?

Thanks.
link  [author] Aug 12, 2023 @ 7:11am 
Again, this is the discussion better suited on its own thread. On discord or a discussion thread here.
Crozarius Aug 11, 2023 @ 11:37pm 
Regardless, even with the improved booklet, you have ships with different listed lengths and widths using the same model. Even within the nation > category > class search you have 5-10 boats all using the same model and with drastically different statistics. This is clearly not fit for purpose.
link  [author] Aug 11, 2023 @ 10:34pm 
Also skin/color variants will help differentiate the existing vanilla models further as well as the new models. However this is an immense undertaking, and without and army of volunteers to help. It will likely be a slow iterative process.
link  [author] Aug 11, 2023 @ 10:32pm 
Also sometimes I select the wrong/improper model for a vessel class. Or I literally dont have a model available to me which really satisfies the requirement. eg. C3's/freighers being used for many misc. categories (repair / armed merchant cruiser / etc)

Also I am working on a way to re use the hulls of the new models I am adding and be able to resize them and , swap out guns/ equipment to better reflect the classes the model is going to reflect - aka model variants. while this wont look as clean as the original model. It will allow me to create additional differences between the models going beyond the 70 new models to be added.
link  [author] Aug 11, 2023 @ 10:27pm 
this really is a discussion better suited for the Uboat discord UBE forum as I am limited in my responses here
link  [author] Aug 11, 2023 @ 10:26pm 
in the full UBE mod, I expose the Vessel class name immediately in targeting, due to the fact this information is not truely important - and makes classifying a vessel possible against the numerous duplicate class models.

hence why, you select nation > category > class (which is already exposed in the UI).

the intent is to provide players the ability to encounter any and every historical vessel from WWII and be able to look it up in archives / wiki to find out real information about it ( I was going to do this via the mod)
link  [author] Aug 11, 2023 @ 10:22pm 
for example there is currently only 2 cruiser models in the game
but there is over 60 cruiser classes across 12 or so nations being imported from the historical data

currently the only defining characteristics is nation & category

so German Cruisers (there is about 3 or 4?) of these, but only the kirov & county models
for Britain these numbers a much larger and diverse. so you end up seeing kirov and county used much more.

I have about 8-11 new cruiser models being added , thus while there will still be duplication globally, I can significantly reduce the likely hood of two classes of the same nation & cat. using the same model - however I choose the model to as close as possible reflect the historical vessel in question. so by choice sometimes the upcoming "Renown model" and others does a good job of filling in for older ww1 classes.
link  [author] Aug 11, 2023 @ 10:17pm 
The reason I include all of the vessel classes is because it makes migrating the historical data much easier. I can just import all the historical ship/convoy/ship category into the game data, and not have to worry about ship conversions. J-Class > (vanilla E-Class Model) or filtering - exclude all data which doesn't have vanilla models (this would truncate 95% of the data).

Further more I am adding over 70 ship models which while it wont remove all model duplication it should greatly reduce it. Currently these mods to not have any new vessel models to be used. so it reuses all vanilla assets

The mods intent is to present historical data. Not create/use the 800 ship class models need to properly represent each class - in my mind this isn't as important.
link  [author] Aug 11, 2023 @ 10:16pm 
In the UBE mod it is recommended / required to use the enhanced identification booklet by @ii which allows you to select classes of vessels based on nation and category , which reduces the class count to a much smaller number, infact the mod was meant to handle the vastly larger dataset.

so you would select nation>category of ship>class (which even with this reduction can still carry duplicates as the base game is very limited in models.

As far as the identification book , I can not use the actual historical class size as it wouldn't line up with the vanilla model being used to represent the vessel class and would throw the targeting off. thus the original model values are retained for all classes.
Crozarius Aug 11, 2023 @ 10:07pm 
An addendum: If the additional ship classes *are* actually added to the game - just with the C3 Freighter Model - how are we supposed to identify which particular model it is in order to start calculating speed, distance, etc?
Crozarius Aug 11, 2023 @ 10:05pm 
I can see what you were trying to do by duplicating existing vanilla ship models in order to add more historically present ships --- however, the addition of these new ships into the identification booklet is confusing: You end up with hundreds of ship entries that all have the same C3 model silhouette, but they all have different listed statistics (draft, length, mast height, etc) -- which is important for calculating distance, speed, etc

The addition of all these ships models has massively cluttered the identification booklet to the point where you have to scroll through dozens of entries before you finally find the ships that are actually in the game.

It's unclear whether these other ships are actually included in this mod - I suspect that they aren't considering that there's a ton of corvettes and destroyers listed which have C3 Freighter Models -- but if they aren't actually added to the mod, then why clutter the identification booklet with them?
FragileWash77 Jul 19, 2023 @ 5:54pm 
ok thank you for the quick response
link  [author] Jul 19, 2023 @ 5:52pm 
this mod is a component of UBE, and is incompatible with UBE itself.
FragileWash77 Jul 19, 2023 @ 5:50pm 
i have ube expanded does that count towards the expanded ports requirement since it data in it or should i uninstall ube
雁矢よしの May 22, 2023 @ 9:29pm 
thank you for the answer, I'm glad to try to correct locales(only Chinese) in June(got some real life works these days). When I finished I'll send it to you, thanks!
Cardolam May 22, 2023 @ 2:27pm 
@link

Thank you very much on your explanation. Continue your great work in improving the UBoat experience!
link  [author] May 22, 2023 @ 12:28pm 
Please note this mod does not add new models to the game and just rereferences and duplicates existing vanilla game ship models

There are over 900 historical ship classes from world war II whereas there are only about 20 models of ships in the game, so many classes reuse the same ship model over and over again

The identification book instead of incorporating a custom image or silhouette of the historical ship model references the original game model that's being relied upon.

This is for ease of target identification which instead of being done by the silhouette is more so conducted by identifying the nation, the category of ship and then the class.

I have another mod that I'm working to add more models to the game but even still with the 50 or so that I am adding, this will not be enough to deconflict every ship class and they will still quite often reuse models across various classes
Cardolam May 22, 2023 @ 6:57am 
@link

Congrats on a very good mod!
However, I notice when I instal this mod together with Expanded Ports and Expanded Ship Names, many silhouettes in the identification book present the same profile or be blank. Do you know what I am missing?

Thank you for your work and support!
link  [author] May 21, 2023 @ 8:28pm 
the translations were done through google api's and thus not very good. you are welcome to provide correct translations for the mod locales datasheets to which I can incorporate into the mod.
雁矢よしの May 21, 2023 @ 12:29am 
Hello, I found that when using Chinese language both this mod and expand ports gets a lot of half-translated names like only name or "class/ports" words be translated , is that a bug caused by the base game or something else? Is there a way to make it full English or Chinese instead of the half-translated one,thanks!
oelfilter123 Feb 19, 2023 @ 8:19am 
thank you for the answer
link  [author] Feb 19, 2023 @ 8:12am 
I think this is a simple issue of the game not having ship icons for the custom ship classes
link  [author] Feb 19, 2023 @ 8:11am 
link  [author] Feb 19, 2023 @ 8:11am 
try installing community patches & UBE Asset Bundle pack if that resolves it I will update the mod with the necessary changes
link  [author] Feb 19, 2023 @ 8:09am 
shoot, I think you need the icon assets. let me check
oelfilter123 Feb 18, 2023 @ 2:40am 
Hello, I don't know if it's this MOD or Expanded Ports, but for me ALL warships disappear from the map. My sonar can no longer locate them, they are no longer displayed on the global map and I only see the warships when they pass over my boat.
Saintanik Dec 7, 2022 @ 3:02pm 
@link, thanks for putting the work in mate, much appreciated
link  [author] Dec 7, 2022 @ 2:48pm 
It's still expected to be a few weeks before I get a chance to go through the components of UBE and update them. I need to finalize the current UBE build into a stable state to which I will. Then once I get the chance, update the components
Monsieur Potam Dec 7, 2022 @ 8:41am 
hi, update ?
King Trokolo Oct 28, 2022 @ 9:02am 
2022.1?
krechmer73 Aug 23, 2022 @ 3:11am 
For some reason, my saves are not loaded with this mod ((. Endless loading.
Zyhgar The Phoenix Apr 24, 2022 @ 2:13am 
Hexagon ships seem to mostly be mock ships and they act weirdly from experience. I do hope this is updated I like the more vanilla style gameplay more.
OGC_Omegas Apr 23, 2022 @ 9:06pm 
loving the mod so far but their is one issue i keep running into and can't seem to find any information on. When this mod is in use any ship that shows as the hexagon piece on the map i cannot hit with a torpedo. The torpedo will either bounce off of the boat causing the boat to come out of the water or drastically change course without raising alarm, or the torpedo will detonate and do 0 damage. all other ships that would show the same on map in the base game still act normally. Anyone else experiencing anything similar?
link  [author] Apr 20, 2022 @ 1:04pm 
Ahh, likely a big I fixed in Ube proper but hopefully I will be able to update all the component mods of Ube.. things are feeling much more stable and could use the update
Zyhgar The Phoenix Apr 20, 2022 @ 6:13am 
It was the British civilian whaler mocked as a flower class
link  [author] Apr 20, 2022 @ 5:52am 
This mod hasn't been synced in some time. And contains many bugs from Ube 0.7.9. it may be a bit before I do this again.

However the likely source will be UBE 0.8.2 when I build this again.

Please provide the class name that was miss represented there are numerous whaler vessels this could have been
Zyhgar The Phoenix Apr 20, 2022 @ 3:50am 
I really wasn't expecting an civilian whaler to attack me with depth charges.
Panz_Chocolate Apr 3, 2022 @ 2:00am 
I notice that any modded ship I find is a hexagon on map, and it is impossible to torpedo these modded ships as usually the ships used as place makers have much bigger sizes than the hitbox of the modded ship. Is this a common thing?
link  [author] Jan 31, 2022 @ 5:57am 
I am hoping there is a ton of messages about port entities missing or association broken. We will see