UBOAT
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[2025.1] Ship-Bundle (Beta WIP)
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File Size
Posted
Updated
3.922 GB
10 Dec, 2022 @ 9:25am
14 Aug @ 8:36pm
101 Change Notes ( view )

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[2025.1] Ship-Bundle (Beta WIP)

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UBE Required Dependencies
8 items
Description
Summary

This mod adds approximately 70 ships to the asset list within the game
However, this is a partial integration into the vanilla game, so not all nations/navies will spawn all of the vessels.

Note:
  • This mod is compatible and required with UBE
  • This mod does not require UBE itself.
  • This mod is in very early development and is subject to go extensive changes as time goes on.
  • This mod has partial integration into the Vanilla Game and this mod is currently serving as a test for future development.
Follow along with the mods development, talk to me directly, ask questions, provide feedback (not bug reports) here on discord [discord.com]
remember to use the opt-in channel to access UBE Modding Channels

Bug report Form[forms.gle]
Outstanding issues
Some ships buoyancy is not perfect and needs adjustment
Some ships power/steering is too strong or too weak.
Many FX & particle effects are not work fully or are in early stages
Ship Torpedoes & Depth Charges & Rockets don't work
Floating NPC crew members
Performance reduction
Ship Production start dates & numbers are not provided via this mod.

List of Ships

Credits

All credit for original assets: Thomas Beerens. For more of his work check out his sketchfab[sketchfab.com].
I will not accept any form of payment or donation for my efforts in this mod.
This mod is to serve as an asset pack for the game and other mods may reference this mod as a dependency for their own workshop mods - however redistribution of the assets/files/bundles within is not permitted.

If you like the ship models consider donating to the original author: https://www.patreon.com/ThomasBeerens

Additional Credits for Freighter Models:
MrBrightside13[www.turbosquid.com]
Tim Samedov[sketchfab.com]
Popular Discussions View All (3)
13
30 Aug @ 1:02pm
The v4.3 update breaks the game. (Fixed)
marLeo
13
25 Jul @ 11:41am
Known Issues/Tips (Updated)
link
0
2
20 Aug, 2023 @ 9:17pm
List of Ships (updated)
link
479 Comments
marLeo 26 Oct @ 10:41am 
You need at least the [2025.1] Shared Bundles for Entities mod for this one to work, as it depends on the resources added by it. Have it above the Ship Bundle in the loading order.
Wilson 26 Oct @ 7:22am 
I downloaded the mod and it seems to be active since I can see so many more ships in the ship manual. But since I havent ecnountered any new ships yet I wonder how exactly does this work? will the new ships just replace some of the default models of ships in convois for example? that would be really cool since I find the variety of military ships esspecially quite lacking in the base game. Maybe I need to start a new game for the mod to take effect? thx in advance :D
marLeo 24 Oct @ 10:52pm 
"very similar the the "evasive" maneuvers you see freighters performing when they are in an alarmed stated"
Yes, this only happens when they become alarmed. Before that, they're just stationary.
Let's hope the next patch will fix this.
I'm currently on a break from this game, playing Mass Effect extensively, but when the patch comes out, I'll return and check it out.
link  [author] 24 Oct @ 7:01pm 
better yet the rotation is actually very similar the the "evasive" maneuvers you see freighters performing when they are in an alarmed stated, a continuous course change about +/- 40 degrees. but again stuck in position, (from what i had observed / speculated on) the oddity is that this game logic is being done on a warship.

so i assume it is a fault logic gate in the group logic, that then gets applied to many ships within a group - due to a similar unity component - something that is generally needed on most ships
detail entity controller, entity AI controller, ship component, observation component , etc.

regardless it is not something I can directly diagnose or fix , with out maybe sheer blind luck in finding a change in my project that impacts the symptoms.
link  [author] 24 Oct @ 6:55pm 
well when testing the ships via console commands , eg, ships not tied to a "group" or "route" and just controlling them with commands they (most of them) work fine. there is something in the code either in the entity AI or entity group which causes the ships to basically get weird instructions/physics characteristics. eg. their position becomes locked, their propulsion on and the only physics interaction you end up observing is a stuck unit, with rotation applied to it.

sometimes this weird interaction doesn't happen with groups
other times it does, and when it does it often impacts many if not all of the ships.

this could be due to a common unity component, or just some logic surrounding warships/group dynamics etc.

regardless the effect has only appeared in a recent patch , and prior to which all of my ships were fine within groups/routes.

the devs also indicated they believed they understood the problem and fix.
Schlechtwettermonster 24 Oct @ 4:16pm 
I also have found a fleet with HMS Hood into it that just spins around itself without moving :/
Is there a chance to find out the reason, because it would be sad if this bug still appears after the next big game/mod patch?
link  [author] 22 Oct @ 3:26pm 
also note that the mod, when fully loaded (all dependency mods too) will increase the minimum requirements of the game. consider this when comparing to your own system.

but I would suspect a missing mod would cause issues.

without a log or crash dump it is hard to determine what caused it.
link  [author] 22 Oct @ 3:24pm 
well the mod has dependency mods (required mods) this mod alone will not work by itself.
Rolph Bronkhorst 22 Oct @ 11:19am 
i keep getting kicked out uboat even with only the bundle
Rolph Bronkhorst 22 Oct @ 11:16am 
I hope its fixed otherwise my whole uboat career will be ruined.