UBOAT
grei209ks 25 Dec, 2024 @ 2:15pm
Where the non-commissioned officers will sleep.
Using various mods that increase the limit of officers, I've run into a sleep problem. Officers (if their number is more than 10) simply do not have the necessary number of free beds, so there is no time for the necessary sleep. Changing shift schedules does not solve the problem. As you know, there were only 4 officers on the submarines, for which there was a special residential officer's compartment. All additional (with the help of mods) officers are not officers. They are basically either senior non-commissioned officers, or non-commissioned officers who have to rest in a different living compartment than the real officers. But the game, unfortunately, provides the function of resting all officers (including additional non-commissioned officers) exactly in the same officers' living compartment. I don't know how to create a mod myself.
Is it possible to fix this problem with a mod, and have the additional non-commissioned officers sleep in their own living compartment, as was historically intended? Thanks to anyone who chooses to answer me.
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Showing 1-5 of 5 comments
Red_Seven_ 25 Dec, 2024 @ 2:47pm 
I get that people want to get a more fitting crew layout for realism™ or whatever other purpose.

Nevertheless you're trying to put on this new layout on an existing, gamified version that is made and tested with what the base game offers. The crew size was limited mostly through performance limitations and pathfinding issues.

Also what the actual F are you doing with all those officers and extra crewmen? There are barely enough tasks to keep your crew busy. With just 5 officers and 2 crewmen you can run the boat fully automated while not on alarm (on alarm everything is to be done manually anyway). You're just missing out on the even more gamified bonuses to fuel consumption and sight range then.

I know this doesn't help with what you want to achieve, but you might want to play the game at some point instead of painting every bolt nut to its original colour.
grei209ks 25 Dec, 2024 @ 4:19pm 
Dear Mr. Red_Seven_.
When I first started playing, I accepted and adhered to certain rules of the game, for the purpose was cognitive - entertaining. Later, trying to increase the complexity of the game, I began to use various mods. Now I started playing without saves (only in the port). If I get drowned, I start over. After making this decision, the game took on a completely different look for me, (but I can't get to 1945 yet). At the moment I am trying to maximize the control of the submarine crew to the historically correct, as far as it is allowed . After spending in the game (believe me) more than a thousand hours, I choose my personal style of play. I know what I will do with 16 officers (and non-commissioned officers) and 34 - 40 sailors. I am sympathetic to misunderstandings of my view and style of play. But I don't impose it on anyone either.
japp_02 25 Dec, 2024 @ 6:10pm 
I suggest that instead of using a mod, you go watch some video about crew management. Understanding the game mechanics is better than using mods.
Here is a good video:

https://www.youtube.com/watch?v=AZee0IohHow
grei209ks 27 Dec, 2024 @ 2:15am 
Re-watched your video, Mr. da_02. The above video is very interesting and informative, and is educational in nature. It is necessary to watch it for players who are just starting to play UBOAT. I did not learn anything new from this video. You probably didn't read my comment in this thread. Or something with the translator, and you did not understand me correctly. I've been playing the game for more than 1700 hours (and that's just on Steam). The game mechanics are clear to me, and it seems pretty simple now (but not when I first started playing). At the moment, however, I (for myself personally) want to move (transform the game) to a completely different level. (Both to raise the difficulty and approach realism).
Some people like to launch a torpedo at a target by simply pressing a button, while others want to use manual control with TDC. Also my choice (at this time) is to use as many crew members in the game as there have actually been historically. Seems obvious to me.
grei209ks 30 Dec, 2024 @ 3:58am 
Originally posted by Red_Seven_:
I get that people want to get a more fitting crew layout for realism™ or whatever other purpose.

Nevertheless you're trying to put on this new layout on an existing, gamified version that is made and tested with what the base game offers. The crew size was limited mostly through performance limitations and pathfinding issues.

Also what the actual F are you doing with all those officers and extra crewmen? There are barely enough tasks to keep your crew busy. With just 5 officers and 2 crewmen you can run the boat fully automated while not on alarm (on alarm everything is to be done manually anyway). You're just missing out on the even more gamified bonuses to fuel consumption and sight range then.

I know this doesn't help with what you want to achieve, but you might want to play the game at some point instead of painting every bolt nut to its original colour.
You're right. Even though I found something to do with 17 officers and 40 sailors, and I will say I found it quite exciting and interesting. Almost all of the sailors were exactly at their posts (I have yet to have the same success with officers and non-commissioned officers). BUT, while I was “painting each bolt nut to its original color” it took a lot of time, which I didn't have enough for exactly the GAME.
I wish you a happy new year and a good game. By the way, the developers promised (in 2025) to release “nine” and finalize the physics of immersion.
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