UBOAT
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[2025.1] DeepLeaks
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13 Dec, 2024 @ 12:48pm
6 Jun @ 9:16am
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[2025.1] DeepLeaks

Description
The mod adds a sensitive dynamic to the hull. Diving in dangerous depths will cause leaks. It starts with bursting bolts, continue with pipes failing, then with hatches leaking and eventually there will be holes in the hull. It also adds sounds for bolts, leaks, repairs and valve noises which are detectable by enemies. The mod is set for arcade game play by default but can be set to realistic or custom via provided dataheets. The mod wants to enhance the game play and removes the vanilla hull crush mechanism. With the mod you will have to fight leaks every now and then but also gives you the chance to fix it. In vanilla you'll just get an instant "Game Over" at a certain depth.

"Die Bolzen, sie... sie platzen weg!!"
While depth increases you suddenly will hear bolts exploding which ultimately leads to failing pipes if you don't stop the dive. Once a leak appears take immediate action against it ("Boot nicht weiter fallen lassen!"). Stop further diving, blow the ballast tanks, the leaks react on even more pressure and only start leaking when depth increases. Adjust balance tanks (pump air in it) to further stop the dive. Activate the trim pump to get the water out of the boat. Activate compressors to have more air available. Leaks under water will need a rebreather to get fixed, so keep that in mind when diving deep. Every repair on leaks will make them stronger and chances to leak again are reduced. If you can't hold the dive ("Boot ist nicht zu halten"), only ground can stop the dive so be careful in the open ocean. With the boat sitting on the ground you have good chances to get back to the surface.

Features
  • No need for a new game: The mod is a pure runtime modification and works with any savegame. The mod does save leak information which might be present after uninstall but will not do any harm.
  • Mod configuration: You can specify own values for any relevant function of the mod in the yaml file provided. By default the mod serves an arcade preset which is less realistic but more action play. If you plan to change it see how to adjust the values here: How to configure
  • Vanilla Hull Crush Defeat Message: This message got removed. You now can fight until you don't see any more chance to get back up.
  • TrimpPump displays its potential performance in m3/min and the estimated time to remove it from the boat. The mod does not change the trim pump performance but its max operational depth and adds the option to be operated manually (not animated but indicated by "Manual" tooltip text) which provides a small performance beyond max operational depth (configurable).
  • Rebreather: Livetime of rebreather about 3x times extended (configurable).
  • Leaks: There are three types of leaks (configurable, numbers displayed are variable depending on your config):
    Pipes (yellow leaks): Do fail more often (from roughly 160m on), leak a bit water and can be fixed without any replacement parts.
    Exterior Hatches (red leaks): Do fail rarely (from roughly 240m on), leak a stronger amount of water and need replacement parts to fix.
    Holes (red leaks): Do fail in very deep water (from roughly 300m on) and are most probably your end. Does need replacement parts for fixing.
  • All subs supported: The mod handles every type of sub individually (configurable).
  • Repairs: Progress won't be lost when sailors leave and it is displayed in the tooltip. The more progress a repair has, the smaller the leak. You'll see an information "DeepLeaks (Being repaired): ..." the leaks tooltip when repairs are carried out.
  • Sounds: Leaks, repairs. blowing balast, bursting bolts, valves generate new sounds. Some sounds also add detectablitly (configurable).
  • Dismantel Equipment: You have now again the possibility to dismantel equipment / hatches for building spare parts (this feature got recovered from Iron Coffins Mod). After dismanteling is done, the associated equipment becomes damaged. Only Engineers can do this kind of work, also one of them will need the skill to transform scrap to spare parts.
  • Translations added: English German Polish French Italian Spanish Russian Chinese Korean Turkish Portuguese Czech Japanese

    Interior Hatches
    The following features can be disabled or enabled by setting the 'featurePressureHatches' config (by default enabled in 'realistic' / disabled in 'arcade' preset).

  • Interior Hatches: They can't be damaged by water anymore, instead they will start leaking once their pressure limit is reached. Interior hatches can't be opened when pressure reaches (> 500 Newton of force or 0.005 atmospheres), this happens quite fast if water is inside the boat. Therefore you now are able to equalize pressure to be able to open the hatch again and NPC's will not automatically cross locked hatches, you'll need to give order to equalize pressure first (so think twice before you close a hatch). This is feature is an extension of the Iron Coffins Mod.
  • Waterflow: I adapted (from IronCoffins) and extended the waterflow calculation based on Bernoulli's Equation.

The mod interacts with Rebreathers, Trimpump, Hatches, Leaks, Water and Air Flow and Hullcrush behaviour. Any other mod which is interacting with those parts of the game may cause problems. So far no problems were reported, please tell me if you find one.

Version 0.6.10
Latest changes 2025-06-06
Bug Reports
Please report bugs by describe the behaviour as detailed as possible and report / doublecheck the values you see on the DeepLeaks Status (interactionwheel option on the trim pump). It may happen that you are not happy with the default parameters, therefore you can adjust them by yourself and I am happy to assist. You may also have a look at Leak Probability Chart to understand how leaks are calculated.
Popular Discussions View All (5)
55
7 Sep @ 11:35am
Bugs
katamshut
30
25 Feb @ 3:01pm
Everything else
katamshut
9
1
14 Jun @ 1:18pm
(Deprecated) Configure Mod By Excel
katamshut
217 Comments
HistoricRad39A 10 Sep @ 9:17am 
Are holes basically meant to be the equivalent of being crushed? They only seem to occur near crush depth, and usually doom my submarine
HistoricRad39A 4 Sep @ 10:56pm 
Sorry, I'm still a little confused. What exactly does readiness do? Does it make leaks less likely at various depths?
katamshut  [author] 15 Aug @ 12:26pm 
Sure, let me know and don't forget to check the logs. If there is an issue you will likely find lots of infos in it.
Mr.Woof 13 Aug @ 9:20am 
Thanks for your reply. It doesn't flood the boat instantly, but I get large leaks in every compartment pretty fast and being down below 150m means the bilge pumps get overwhelmed pretty quickly.
I am using a bunch of mods but none that I can think of dealing with those mechanics. UBE changes lots of stuff but so far I have seen nothing relating to this. I will try again.
katamshut  [author] 13 Aug @ 6:53am 
This sounds very strange, I just did a smoke test to ensure at least in may safe game everything is still working. I couldn't find any issue. What you describe looks like a total fail of the mod. Either because a other mod is directly conflicting or there is a game event in your safe I've never covered. Therefore ensure that your values are in place (bilgepump deepleaks status window) shoud show you are using "Text" as input (yaml) and ensure it is set to custom and your particular setting are in place. Also check the logs if you find any errors from deepleaks.
As you already reinstalled the mod it should read the yaml and arcade mode by default and this also should not flood the complete boat instantly even if you have 0% readiness.
Mr.Woof 4 Aug @ 2:40pm 
I can't really get it to work. Used to try on "Arcade". Currently I have set it to "Custom" in the "DeepLeaksConfig.yaml" configuration file, and now even use values that partly are even "softer" than arcade, but each time I get below 150m in the Typ VII C, the bolts start flying and I immediately get flooding everywhere and don't even have time to get them fixed despite setting all officers to work immediately with as many attached sailors as possible. Within a minute or so I'm at negative boyoncy and the boat sinks extremely fast past 270m. No enemy envolvement.
Really love the sound effects and the new display around near the bilge pump, but that's a bit to harsh for my taste. Maybe I'm doing something wrong?
Re-downloaded the mod, and according to the settings it should be on "Arcade" by default.
Truepotato 4 Jul @ 3:13am 
Thanks for the mod, keep up the work
ixev 26 Jun @ 8:54pm 
is it possible that i can run this alongside Sounds of War? im going to test it rn
Thirstyverk 8 Jun @ 2:06pm 
thx. great mod
katamshut  [author] 8 Jun @ 9:57am 
@Drex: Just dive until there are some leaks (pipes) and fix them. It will make those leaks stronger.
@BruglarBars: Thx, your description really helped to find the issue.