UBOAT
240 ratings
Breathe Easier
3
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
346.292 KB
5 Nov, 2023 @ 12:39pm
26 Jun @ 6:25pm
10 Change Notes ( view )

Subscribe to download
Breathe Easier

Description
UPDATE: V 1.4

* Intended ONLY for use with GJC's Bigger Crew Sizes. For a version based on vanilla crew sizes, head over to : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3312625205

* Update to match current Live Patch [2025.1.1 Patch 4]

- USAGE -

The mod requires a new game for the air quality changes to take effect, based on feedback.

-SUMMARY-

Brings more realism for ship submerged operations time and performance of the potassium filters used for atmospheric regeneration.

-THE WHY-

First, it is important to understand that the AIR QUALITY meter is NOT an OXYGEN meter. Think of it more as countdown to unlivable levels of noxious gasses such as - predominantly - carbon dioxide. The crew passing out and, if not dealt with, dying is not due to lack of oxygen, but from hypercapnia (CO2 buildup).

The vanilla game is setup to give the ship roughly six hours of submerged operations time before this happens. Historical records, however, clearly indicate that the expected submerged time was closer to eight to twelve hours.

Since the game has a very simplistic way of modeling this - a single atmosphere meter that encapsulates off these differing factors - there is only a single variable in the game files that controls this. To better reflect the reality, I have basically "extended" the meter itself to a base of approximately 12 hours (depending on exact crew composition and POWs onboard).

Secondly, the game only gives a single way of dealing with the CO2 buildup - potassium absorbers. In reality, there were several other ways to assist in atmospheric regeneration, but this is the one we have to work with (for, likely, the sake of simplicity). The absorbers, however, are far too weak to have any substantive effects on any given dive. The expected submerged time could, in theory, last as long as 45 hours (though there are some stories that say it could be up to 72 hours) before an actual lack of oxygen kills the crew through hypoxia... but since we don't HAVE an oxygen meter, we'll just have to make do.

I've done this by extending the working time of an absorber to 180 seconds, meaning that you can fully "recharge" your atmosphere with about three absorbers, giving you an additional 12 hours (roughly) of submerged time. Depending on how many you bring, that means a substantial extension of submerged operations if you need them.

- THE WHAT -

Two changes were made to the spreadsheets - any mods which make changes to these exact same lines will conflict.

1) Changed the vanilla air consumption rate to allow for the ship to remain submerged for approximately 12 hours. This can be extended if using "Blue Light" conditions.

2) Potassium absorbent values were altered to allow the ship to remain submerged for far longer. This was done by changing the operating time of a single item from 8 seconds to 180 seconds. This gives you the ability to completely recharge the atmosphere of your ship with two or three of them. Though I did not test the full extent of this, you could use this to help you remain submerged for up to 72 hours (possibly longer), though your battery will likely require you to surface far before that.

- THE HOW -

This mod was originally developed with an extensive mod list being used. With the Full Release only just happening, many of those are no longer relevant, but two in particular need discussion.

A) "Bigger Crew Sizes" (Created by GJC) - This mod has been tweaked to use this mod's crew size defaults. Altering this mod to give you larger crew sizes will result in lower submerged air time.

B) Device Energy Management (DEM) - This mod makes use of it's own Air Consumption system. If you intend for this mod to be in use, you will need to disable this portion of DEM. Instructions for this can be found in DEM's Mod Page.

- THE RATIONALE -

First, by way of background, I am a retired US Submariner, though from the modern era. That said, the WWII era is our heritage, and many of us spend a great deal of time studying that era and those boats - it's like looking up and researching your family tree.

The historical record is pretty clear - boats of this era could rarely afford to remain on the surface during daylight hours, especially later in the war. They had to be submerged, or they were essentially sitting ducks for any aviation elements that found them. The ~6 hour submerged operating time in the base game - while sufficient for more immediate tactical situations with regards to air assets - simply isn't enough.

Apart from the issues already mentioned, it also deprives you of other tactics against surface ships, especially the ability to wait out destroyers and other sub-hunting warships.

The absorber changes were made with the same ideas in mind, as many manuals of the time show an ability to remain submerged, using similar equipment, for up to 72 hours before they would be forced to the surface. Though I don't know that this mod will allow that long (depends on how many of them you stuff into your ship), this should now also be possible.

-EXPLOITS-

There are two potential 'exploits' that this mod makes feasible. I make them known so we can avoid futher comments about them, though both are there in the base game... and, really, one of them is, to me, more a 'last ditch damage control' situation. Use them or not at your own discretion - I'm not endorsing their use, just identifying them.

1) Indefinite Submerged Time. If you bring enough potassium absorbers, you can stay submerged for basically as long as those supplies last, no matter how long it is. This is a result of the aforementioned lack of separate O2 and CO2 meters. The reality is likely along the lines of 42 - 48 hours... I suggest disciplining yourself to not exceed that number, and even then only in an emergency of some kind. Your game, your call.

2) Infinite EMBT Air. Because you can completely recharge your atmosphere, it means you can pack more air into your HP Air flasks while still submerged... meaning you can use your Emergency Main Ballast Tank (EMBT) blow system multiple times if you end up stuck on the bottom deep. Not realistic, but a novel approach using the game's systems that - again - is there in vanilla, just not realistically usable. Again, your game, your call.

-COMPATIBILITY-

There should not be any compatibility issues outside the one noted above. Should one be discovered, drop a comment and I'll look into it and update as needed.

Special thanks to the people on the Unofficial Uboat Discord for their assistance in this mod's creation and testing.
178 Comments
BEAR 30 Sep @ 10:47am 
Also, it would be nice if the Dev implemented a more realistic air management system. U-boats had bottles of compressed air and filtering systems. I know there were reports of pre-snorkel Type VII u-boats being submerged for up to 3 days.
BEAR 30 Sep @ 10:27am 
And while they are at it, give us NCOs. Realistically a uboat had about 4 officers, 10 or so NCOs, and 24 to 28 enlisted sailors.
BEAR 30 Sep @ 10:23am 
What the Dev really needs to do is get past the initial small crew concept for pathing purposes. It is obvious the pathing issues can be addressed and larger crews are possible. Dev just implement a realistic crew size option or make it the standard.
Shadriss  [author] 30 Sep @ 9:06am 
So call it 8 hours. That's more or less what I've been seeing as well.

I don't think fatigue plays into it, but Silent Running does, so "activity" plays a role.

So here's what I know - there is only one value that alters air consumption on a per-sailor basis. That is the one I have modified. From previous conversations (here and in the Official Unofficial Discord), it seems that there are two hard-coded values (or ones that maybe can only be accessed by scripting, which I have zero idea how to do) for air volume - one for the II and one for the VII.

What I'm hoping is that, when the IX DLC releases, some of those values might be more accessible. If not, then I may have to shutter this mod and hope someone else has a better way of doing it, as I don't see this working consistantly as it is.
BEAR 30 Sep @ 8:46am 
I figured out the vent battery usage. I am running [2025.1] More accurate U-Boats characteristics: Speed & Charge Overhaul which reduces vent power consumption.
BEAR 30 Sep @ 8:43am 
I am using a Type VIIB. Now have 9 Officers and 30 sailors, no survivors. Just started another patrol and did a dive to 30 meters, running ahead slow, no alarm. Without any ventilation, I have 7 hours, and 40 minutes of air quality. I'm wondering if crew fatigue or stress plays into air consumption.
Shadriss  [author] 29 Sep @ 9:56am 
I didn't alter any power requirements.

Since you mention 30 sailors, I'm guessing a Type VII? You don't specify... but that does seem to be the ship that has this happen the most often. I'm truly at a loss to explain this, short of the things I've mentioned before.

All I can recommend is trying to move this to the end of the Load Order (furthest down on the list), clear out the Holy Trinity in the UBOAT folder (Temp / Cache / Data Sheet), then reload the game and let it rebuild the mod setup.

Note that these are all in the AppData/LocalLow/DeepWaterStudio/Uboat directory, not the Steam data directory.
BEAR 29 Sep @ 9:31am 
I'm also getting just over 6 hours with a full crew of 9/30 but when I use the vent system without absorbers it adds about 2 to 3 hours to my air quality time. Is the vent system not suppose to consume battery power now?
Shadriss  [author] 9 Sep @ 5:52pm 
I honestly wish I knew why there are so many variations on the resultant times. I'm at the point where it almost has to be load order, but since I can't really do anything about that short of the traditional and highly unhelpful "put this at the end of your Load Order" instructions, there's not much more I can do. There is part of me that hopes that, when the new DLC crops eventually, the numbers for the various subs will all be broken apart so they can be dealt with as seperate entities. I'm also thinking that likely won't happen. There will be three ships at that point, all with internal air volumes that are inconsistent with the original ships... which is going to make this mod even more inaccurate, which is frustrating. We'll see when we get there.
GrauerWolf19 8 Sep @ 10:11pm 
I'd like to thank the mod's author not only for the mod itself, but also for sharing his invaluable submarine knowledge with us. Let's get to the point: I'm stubbornly testing this mod along with Bigger Crew Limit. With 30 sailors and 9 officers on a Type VII, I'm getting just 6 hours of "air quality." For some reason (without potassium absorbers), we're not close to the 8-12 hours you described. I don't have any other mods that adjust the air quality. In the description, you state that, obviously, increasing the crew size will decrease the time. However, I expect the 8-12 hours to be possible with a modded crew of 39... I've achieved 10 hours with 28 total crew. That's already an okay average. I'm just saying this for information, not criticism. In fact, I thank you again for the work and commitment you freely share with us.