UBOAT
[2025.1] Ship-Bundle (Beta WIP)
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.
marLeo 15 Oct @ 9:51am 
From what I've gathered, the mod will only be updated after the next big patch. which will come with the DLC.
Sturmi 15 Oct @ 7:46am 
Is this currently usable, or is it still bugged? Kinda wanna get myself into Uboat Mood again for the (hopefully soon releasing) DLC, but without this, you honestly can´t play. Question is: Does it work with the current Game ver. or not? and if not, will it soon be updated, or only post-DLC-release?
CartoonHead24 9 Oct @ 2:33pm 
Right yeah this is pretty unplayable atm, since downloading i'm getting invisible ships, ships not moving or reacting and weird glitches when ships are destroyed.
CartoonHead24 9 Oct @ 11:44am 
Glads it's not just me with the spinning ships, had a massive stationary convoy with a escort carrier centerpiece, the carrier was halfway out the water with it's nose down and the others were just turning left to right. All not moving fowards.
ADarkTeddyBear 26 Sep @ 9:27am 
Thanks for the response, I figured as much. Just wanted to make sure it was known.
marLeo 26 Sep @ 7:52am 
Is it normal for every one of the new freighters to be called Generic
No. It's a bug that will hopefully be fixed with the next version, after the next big update for the game comes out. It only seems to affect ships from Britain. American or Swiss ships have normal names.
ADarkTeddyBear 26 Sep @ 7:45am 
Is it normal for every one of the new freighters to be called Generic, etc. I'm still fresh in this campaign and have only really attacked British shipping so far, so not sure if its all countries or just Britain.
Anexi Evol 22 Sep @ 3:36pm 
I'm not sure if it's this mod thats the cause, but i've just run into a 3 ship convoy. The liberty is normal, but the passenger ship is underwater from the stern to the funnels and moving at full speed, and the 3rd ship is invisible
link  [author] 30 Aug @ 2:24pm 
this bug has been reproduced in vanilla, and a fix is in the works/planned by the devs. Hopefully said fix , fixes the bug.
Shaboi 30 Aug @ 12:36pm 
HistoricRad39A 29 Aug @ 9:26pm 
I'm running a variety of mods, so it may be a compatibility issue, but the Benson class don't seem to be able to move. I encountered a convoy that wasn't moving, and the ships would rotate in place whenever alarmed, and I encountered a warship group that displayed some of the same behavior - in both cases a Benson class was present. I recorded a video and can uploaded it later, and I will provide a full mod list if needed along with anything else that may be useful
link  [author] 18 Aug @ 7:17pm 
the same damage model available to vanilla ships is implemented into these ships

Hulls, Compartments Composition, Hull Armor / thickens, Equipment & Compartment association, Flooding , Damage Control , Quality Build values, Water Flow Rate/Ingress, and some other stuff I probably forgot.l
HistoricRad39A 18 Aug @ 4:49pm 
Does this work with the new damage model? Or does it have to use some simplified version?
link  [author] 15 Aug @ 7:48pm 
Sparky , if you would like to submit a UBE bug report and attach this save, I would be happy to look at it. (two reasons)

A. possibly identify why its not loading
B. possibly fix the issue or at worst keep the issue from happening in a future change.

note, the potential (local scene - a ship changed) is one of the reasons I have thought about actually removing the "compatibility flag" in certain scenarios. however, because mods dont have the ability to use version control in the same manner that you can select a branch of the game. I would have to look into hosting a "previous versions" for users like yourself ,to revert to if this occurs ( i am okay with supporting this if needed)
WhiteBeard 15 Aug @ 6:07pm 
just double checked.. this was the only mod I use that has changed in the last few weeks.. and I play every day. So.. whatever happened, its the changes in this mod. Thanks anyway, champ. I'll just start a new game.
link  [author] 15 Aug @ 1:35pm 
If the game is stuck loading, that is a different issue entirely

Either a mod got removed that needs to be present again

Or on a rarer circumstance. A vessel which is changed was literally loaded in to the local scene when you saved the game.

You would have to look at the output log and see what message was occurring when loading the save.

Or attempt loading a different save file

The fix specifically targeted the incompatibility message
WhiteBeard 15 Aug @ 1:23pm 
Yes.. and temp.
marLeo 15 Aug @ 1:04pm 
Did you delete the cache files?
WhiteBeard 15 Aug @ 12:46pm 
hey.. followed the steps provided, game still stuck on loading.. will not load up.
marLeo 15 Aug @ 7:47am 
Thanks link for the link. ^^
I finally got it working again through the described steps.
Funnily, all of the generic ships vanished, once I loaded the save.
Murdinand 15 Aug @ 6:31am 
First try now, re-subbed to the mod, cleared cache etc. No more error on the saves in the list. Saves load fine! Thanks for fixing this!
link  [author] 15 Aug @ 4:44am 
Can you please share your save file
WhiteBeard 15 Aug @ 2:41am 
saved game busted. thanks!
marLeo 15 Aug @ 2:22am 
I still can't load new saves, even after starting a new campaign. :crying_yeti:
link  [author] 14 Aug @ 8:37pm 
alright I think I fixed it, I tested creating/opening save files (which work now)

all because of a TRUE vs True
link  [author] 14 Aug @ 4:59pm 
and i might have found the issue while reverting.... so roll back forward soon
link  [author] 14 Aug @ 4:56pm 
Reverted wrong the first time, try now?
Murdinand 14 Aug @ 11:22am 
So none of my saves from today work now. Deleted and reinstalled the mod, no luck. 0.43 ship bundle incompatible !!
Murdinand 14 Aug @ 11:18am 
0.43 ship bundle on saves is still an issue, cleared cache, disabled/re-enabled mod. Can't load my saves now...
link  [author] 14 Aug @ 8:14am 
Rollback complete. Please clear cache, and try and load a save that you originally were
link  [author] 14 Aug @ 8:10am 
That's wild okay I'll roll back
bemage 14 Aug @ 5:46am 
upd. after new save "not compatible" reappears
bemage 14 Aug @ 5:26am 
"continue" button was not active, red statement - 0.43 ship bundle not compatible.
solved. turned off the mod, complete patrol, re-enable mod
link  [author] 14 Aug @ 4:10am 
I would hate to have to start using the save incompatibility flag that might be the case
link  [author] 14 Aug @ 4:09am 
Are you able to start new games but not low to save? What message do you get when loading a save?
bemage 14 Aug @ 3:38am 
mod has updated while patrol, cant load game save. any suggestion?
Sladkaya Popka 7 Aug @ 2:27pm 
I agree with @It's Brian. I don't have any third-party mods, but the ships don't sink. They take damage, but they stay afloat, and there are no rewards for sinking
link  [author] 23 Jul @ 6:17pm 
ships do not catch fire due to an issue with the vanilla code, same with ships not having flags. all of this worked in previous versions. I am working on getting them working again, with the upcoming vanilla game patch/dlc.

some ships have hull component issues in game, and dont register damage. but I barely understand the problem, and even less the solution when this occurs.
marLeo 22 Jul @ 5:55am 
@It's Brian
Do you use the realistic sinking mod from last year?
When I still had that active, in combination with the realistic sinking physics that got added to the game, I had quite a lot of problems with sinking the added ships.
Now that I've removed it, the problems are mostly gone.
On some rare occasions you might come across a ship that doesn't sink.
But if you get the confirmation, that it's been given up, you should still get credit for it, at the end of the mission.