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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.
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.
I'm not sure what to suggest, but I would suspect a mod load order situation if they touched the same records, which they do not. Sorry for your difficulty, but I don't see any indications that there are any problems between the mods you list... it is unique to your setup, it seems.
I'll check a few things, but neither of those mods touch the same things this one does.
Keep in mind that POWs also affect this number. I checked the II-D last night (that's where I am in the game ATM), and I'm only getting 9 hours or so currently. I'm not sure I want to start playing with the spreadsheet numbers, though, since I would have to start a new game for each test, and that means several minutes of waiting each time, plus grabbing a mission and getting out of the lock area so I can submerged. Not a simple or quick thing to test.
On my list to look at closer, but not a priority, just so we are all clear on that. I'm a RL Teacher, and the students are back on Friday. Guess what just happened to all my free time?
I play rarely enough at this point that I haven't had a Type VII to check on in game in a while. I'll look at it again when I get that far.
In short, how you chose to use the system here is up to you.
I also use the "Realistic Crew" mod with UBE.
I don't believe that UBE changes crew sizes at the moment. That being the case, the Vanilla version would be the closer match.
I am not starting to think there might be a mod conflict and that mod ordering would be important. If you have input as to which mods you run and in which order, I can then compare your list to mine and see if there are any that stick out as a possible reason the VIIs aren't getting the air they should be.
As best I can tell - at least from my load order - it DOES work with the VII after all. Note that this is after starting in a IIA, shifting to a IID, and now into a VIIB, so the air values do NOT get messed up with a change of command.
The comments back a bit explain it as best I can - there seems to be an internal inconsistency with how the ship's internal air capacity is calculated. The numbers they are using are not consistent, so we get results that aren't what we want. So while it works as intended with the IIA and IID, the VIIs all get a much shorter time than intended.
As best I can tell, this isn't something I can do anything about without scripting or coding, neither of which I have any skill in at all. So, unfortunately, this is what I have.
i'm using a VIIC and when I submerge, no vents just air, i'm coming up with an 8 hour value for air quality. The only mods that I have below this mod in the load order are the mods from Links UBE set. Is this something where I might need to put this mod below UBE? I'm using this with the more crew mod listed.
Thanks
It's not so much that I can't change it, just that if I do, I create new worlds of problems trying to keep up with it all.
Have a good night. I'm not really worried if you decline this, just throwing it out there.
I've looked at the new update, and from what I can tell, the speadsheets have not changed in a way that requires an update to this mod. I'll be taking a look in depth, of course, but for the moment, the "outdated" label can be ignored. I'll do a manifest update once I'm certain.
The short version is that there might be a way to fix this. It would, however, require some level of coding... which I have zero knowledge of. I'm in talks with a few people on the (unofficial) official discord, but there are no solid plans on this.
It would appear that the internal volume is in the code proper... and those numbers are, from what we can tell, wildly inconsistent and flat wrong. This explains why the VII, which should have roughly twice the time underwater that the II does, still only gets six hours.
For the moment, nothing to be done. If that changes and we find a way to make this better, I'll let you know.
Where that becomes a problem is exactly as you've mentioned - it's allowing an exploit. Technically, this exploit has always existed, it was just far harder to make use of. The absorbers always "created" air, just not nearly as much.
It might be possible to fix this with a mod... but doing so would be WELL beyond my own ability. My only suggestion is to resist the impulse to exploit this game loophole and use as intended. Wish it were otherwise, but this is kinda what we're stuck with... with how it's set up, I see no other ways of extending submerged operations times.
That said, I won't fight you on this, your opinion is respected. Do you know if it is fixable? Or is it an engine limitation?
I just thought I'd share that peculiar behaviour with the consumption values in the native General.xlsx. in case you could shed any light on it. It confused the heck out of me! :)
Re numbers posted, it's primarily the IIA that I'm testing, but did test the VIIB with similar results.
-0.000009 is the value I find in General.xlsx in the regular, native directory; and -0.00000115 is the value I find in your mod.
The ~15%-20% is a generalisation from in game testing with a new game with your mod for vanilla.
For the IIA, the crew use (as shown by the tooltip) goes from -5 to -4 and when submerged hours remaining increases from 10h58m to 12h40m.
For the VIIB, crew use goes from -6 to -5 and hours remaing goes from 9h2m to 10h30m.
Which doesn't mean you aren't right... I just have no idea where to look, or why what you are reporting would be the case. Not questioning it - no reason to - but very curious indeed.
Also, for those numbers you post at the bottom - is that for the IIA or the VIIC? I'm betting VIIC.
If I edit General.xlsx/Settings in the MAIN DIRECTORY and change "Oxygen Consumption Per Character", it doesn't make any difference no matter what value. This isn't the case if I change other values in General.xlsx, such as "Buy Price Multiplier", which does have the expected effect.
HOWEVER, when I apply a mod that overwrites General.xlsx/Settings/"Oxygen Consumption Per Character" it DOES work as expected!
Maybe somewhere in the base files, outside of General.xlsx, there is an overwriting of that value, which then gets overwritten again if a mod is applied. Do you think this could be the case?
I got curious when I noticed Breathe Easier changes "Oxygen Consumption Per Character" value significantly from what's in General.xlsx: -0.000009 changes to -0.00000115 which is like 87% reduction but in actual gameplay usage only goes down maybe 15%-20%.
Strange
I said back in September that there is only a single air-use modifier. This remains true, as best I can tell. What I think is happening, however, is that the RATIO of available air to people breathing it is far lower. I haven't started looking yet, but I am wondering if there is a parameter somewhere that dictates HOW MUCH air there is in each class - the II and the VII. If there is, then the solution would be to modify that value for the VII so that the ratio is correct for the assumed crew size (39, if using GJC's Bigger Crew Size mod).
I'll be looking into it, but in the meantime, if anyone else sees something, let me know.