UBOAT
Engine Control v2
71 Comments
Flat Stanley 30 Jun @ 3:10pm 
Thanks mate!
mariojaniszewski  [author] 30 Jun @ 10:43am 
@Flat Stanley Yep. The mod just gives you a bit more control over the overall speed of your boat. My favorite are the rpm settings to control speed ;)
Flat Stanley 29 Jun @ 4:37pm 
Thanks, will give it a try then. I assume that the use of the games controls are still needed to surface and dive the boat?
mariojaniszewski  [author] 29 Jun @ 1:12pm 
@Flat Stanley Fuel consumption is fixed. Should work as expected.
mariojaniszewski  [author] 29 Jun @ 1:11pm 
@pikkediablo Thanks! Means a lot for us ;)
Flat Stanley 26 Jun @ 4:06pm 
Has the issue of not using diesel fuel been resolved?
pikkediablo 15 Jun @ 2:50am 
Thanks for the mod and for the tutorial video!
Awesome, should be used as a template for any tutorial out there.
Much appreciated!
JazzMano 28 Apr @ 3:54am 
I'm not interested in the mod yet but i had to say bravo for the video because of how well it was made !!! Specially the parts on how one can break the mod if not carefull.
Gnarlycuga 19 Apr @ 11:16am 
I have more info regarding the bug, when going up to 140x time compression in orbit view the speed goes to 4km/h when on the charging batteries setting.
Gnarlycuga 19 Apr @ 10:28am 
I think I spotted a bug with this mod, I used the vanilla engine control wheel to set my sub to diesel engines and to stop and charge batteries. It normally works fine -- with the exception being the engines not visibly running to charge the batteries compared to vanilla, but that's a cosmetic change.

Anyway when I set the time compression to x48 in orbit view (while surfaced, not sure if it appears when decks awash or using a snorkel submerged) the sub speeds up to around 7.5km/h, this is a different speed to vanilla as with speed 1 vanilla it hovers around 9.5km/h surfaced. When using the same time compression setting in section view the bug does not appear.
mariojaniszewski  [author] 7 Apr @ 1:45am 
@Tofof This is what I learned: Engine Control mod uses the in-game curve, technically it's interpolated from the fuel consumption set for the gears
DEM doesn't mess with fuel, only battery, but it's effects should apply to Engine Control.

In a nutshell it should work with DEM.
mariojaniszewski  [author] 6 Apr @ 8:40am 
@Tofof As I am just the artist, I have no idea if there a re potential clashes with other mods. My gut feeling tells me there shouldn't any, but who knows. I'll come back to you as soon as I know more.
mariojaniszewski  [author] 6 Apr @ 12:53am 
@Fanatical Extremist This mod helps to apply historical procedures like the "Ausdampfverfahren" that require a more granual control over the engine's rpm and the general speed of the boat. Imagine players that don't use the recognition manual, don't use map contacts and play mostly from the scope or uzo during an engagement. With those self imposed limitations you have to use other means of figuring out the speed and course of the target. That's where this mod comes in.
Dragon 5 Apr @ 5:46pm 
what are the benefits of using this mod? How can it help me in game?
Tofof 31 Mar @ 7:52pm 
Specifically, ECv2 claims https://www.desmos.com/calculator/komxf4fvzw reflects range efficiencies, with a peak at 120 (n?)mi. While DEM according to https://images.steamusercontent.com/ugc/4035125626278240/255F69AADB7F2E036119A59009D0614231101D16/?imw gives a range of 80 nautical miles (sm = seemeile).
Tofof 31 Mar @ 5:27pm 
This mod lists battery consumption at RPM in the very helpful 3rd image chart. Does this mod adjust whatever in-game curve (function) determines these values, or does it implement its own? I ask trying to determine compatibility with [2025.1] Device Energy Management and which one will end up controlling the range.
Tofof 31 Mar @ 4:56pm 
At least I wasn't the only one, but c'mon, the answer was the top comment when you posted the question.
mariojaniszewski  [author] 27 Mar @ 12:12pm 
HeyHey @ToreDL87, I just checked and the mod works on my end. Are you in port and docked? If so just get your boat going a bit with the regular engine telegraph and try again. The engine controls are deactivated in port.
ToreDL87 26 Mar @ 4:34pm 
When I double click the telegraph, the RPM control only shows up for a split second, then it disappears again. Tried reinstalling the mod, but to no avail.
Tofof 13 Mar @ 5:46pm 
This turned out to be from being docked. The warning that it auto-deactivates is kinda buried.
sq_paradox  [author] 6 Mar @ 1:47pm 
@Tofof
Resolution and game UI scale?
Tofof 6 Mar @ 10:57am 
When I click a second time, the graphic for the second dial appears for 1 frame and immediately disappears. The next click hides the normal engine telegraph as expected. The new dial never appears again until a reload. I have never gotten it to stay on screen, only flash for one frame.
DECAFBAD 1 Mar @ 9:05am 
Submerged range vs speed
https://www.desmos.com/calculator/komxf4fvzw

Notes:
1) I had to make some compromises by substituting polynoms instead of complex models in the case of battery capacity and motor efficiency. These regressions provide an adequate fit for speeds between 1.5kn - 7.5kn
2) It was not possible to drive at less than 60RPM. To drive slower would require a stronger magnetic field in the stator, and the additional current would cause the field coils to overheat.
DECAFBAD 1 Mar @ 8:38am 
Available power reserve for charging on a Type VIIC U-boat, naturally aspirated or supercharged (with switchable Roots blowers)
Note: strictly forbidden to switch on Roots blower under 300RPM due to vibration damping springs bottoming out in the gearing of the blower.

https://www.desmos.com/calculator/nmkjeykos6
LIttleKitten 27 Feb @ 10:05am 
mariojaniszewski@ go for it
mariojaniszewski  [author] 27 Feb @ 1:08am 
@LittleKitten Awesome table! Mind if I screenshot it and put it into the image gallery of the mod?
UnseenShadow770 26 Feb @ 4:34pm 
@LIttleKitten
Such tests I never did. I was playing Uboat from my beginning in this simulation in early access with 95-100 % realism. So I never watched the indicator for noise signature of my sub and decibels did not matter for me.
UnseenShadow770 26 Feb @ 4:23pm 
@LIttleKitten
:steamthumbsup:
LIttleKitten 26 Feb @ 9:50am 
@mariojaniszewski: thx, for that info, but I think I will stick to the old methods of getting the velocity of a target. Altho it's nice to have as an option sometimes.
LIttleKitten 26 Feb @ 9:48am 
@UnseenShadow770: Thx for that info, but that's not what I was asking. I know how it works for regular subs, what I wanted to know is how mod affects noise generated by sub in game engine.

Any way, I've concluded some tests and here are my results:
1. "ahead slow" on telegraph coresponds to 55RPM
2. sub @60RPM generated 87,4 dB of noise, while engines alone generated 88dB
3. sub @10RPM generated 83,4 dB of noise, while engines generated 80dB
4. sub @60RPM could theoretically stay submerged for about 32hrs (1d8hrs)
5. sub @10RPM could theoretically stay submerged for about 196hrs (8d4hrs!!!!)

Above tests where concluded on type VIIB @50m depth. Silent running ON, Gyro OFF, Dive planes manual and blue light.


Conclusions:
1. Engines generate up to 8dB less noise at VERY low rpm (10)
2. Low RPM might be usefull if forced to dive while on low battery power, especially that reduction in power consumption isn't exactly linear

Here are results of my tests:

https://ybt.ink/777QS7
mariojaniszewski  [author] 26 Feb @ 9:36am 
@Little Kitten: Yes. You put yourself sideways and on a parallel course to the target. You focus on a mast or other part of the superstructure and fiddle with the rpm untill the target keeps a constant bearing.

This mod makes far more sense if you play without map contacts and if most of the target's superstructure is still behind the horizon.

Back in the days they were tracking the ships by keeping only the tip of the masts visible. If the the edge of the funnel appeared they either increased distance or gave the order to dive.
UnseenShadow770 26 Feb @ 8:22am 
@sq_paradox
Okay, accepted.
sq_paradox  [author] 25 Feb @ 5:35pm 
You aren't turning off an engine, you are disconnecting the propeller.
The game doesn't simulate two engines, there's just one diesel and one electric.
And I'm not telling you how it should work, I'm telling you how it does work.
UnseenShadow770 25 Feb @ 5:31pm 
@sq_paradox
Okay, so you mean that turning off an engine would have no effect on the noise signature?? ;-)
I don't think so. To go only with one propeller and one working engine, of course it would be less loud than to go with both. Usually four propellers are louder too than two or one. ;-)

And to get an hydrophone mod is not my target. I just want to get this mod good working and be as realistic as possible.
Unfortunately I'm not a programmer or anything like that, so I can only suggest some things.
sq_paradox  [author] 25 Feb @ 5:03pm 
The mod includes hyrdophone detectability based on engine output.
Which is how the game does it. The game just uses the current gear base power.

This isn't a realistic hyrdrophone detectability mod. It's just using the game's values.
Disabling a shaft has no effect on noise because it doesn't change the engine output.
UnseenShadow770 25 Feb @ 4:54pm 
And of course, differences in speed should also affect electricity and fuel consumption. :-/

Sorry, but that are my opinions. And I don't want to moan only - I was really happy about your work and to give us this mod back! :steamhappy::steamthumbsup:
UnseenShadow770 25 Feb @ 4:49pm 
And yeah, I also think that a mod that regulates the speed or the engine revolutions should also affect the audibility of the boat. It is simply unrealistic and therefore very unpleasant if a boat at 30 rpm is just as loud as one at 80 or 100, for example. I think that really disrupts the immersion.
UnseenShadow770 25 Feb @ 4:49pm 
I hope, this may help you. :-) ;-)

@mariojaniszewski
When I tested your mod, I found that the propellers continued to turn and the boat continued to move without slowing down when a) I had manually set knots or rpm and then went to engine command "stop" and b) when I had set an engine speed on the telegraph and then went to 0 rpm.
This actually bothers me a lot personally. I think the commands from the engine telegraph, revolutions and knots should work together.

Do you think you could fix that? Maybe to try this? PLEASE.
That would be really nice! :-)
Apart from that, I think this mod is very, very good and important!
In my tests of Uboat I had not survived in the mission to rescue an officer, without this mod and to go with 30 or 20 rpm, I guess.
UnseenShadow770 25 Feb @ 4:27pm 
Boat at periscope depth and within a radius of 500 meters:
- 1 engine at low speed = 50 rpm = not heard
- both engines at low speed = 50 rpm = not heard
- both engines slow speed = 80 rpm = moderate volume

from wikipedia:
- until 1943, crawling speed around 3 knots (individual for each boat)
- propeller noises at crawling speed at less than 120 rpm should no longer be audible, but often were
- Type VIIc at 60 rpm at a distance of 500 m still clearly audible electric motor noise (reduced from 1943)
- at 90–120 rpm and 150–210 rpm in types VII B and VII C in the range 400–1200 Hz propeller siren detected
- 80 rpm = 2,5 knots = propeller siren could be heard at 4,5 kilometers (could later be largely eliminated by more precise manufacture of the propeller blades)
UnseenShadow770 25 Feb @ 4:27pm 
- submerged, electric motor, dead slow speed back, 55 rpm
- submerged, electric motor, slow speed back, 110 rpm
- submerged, electric motor, half speed back, 160 rpm
- submerged, electric motor, half speed back twice, 215 rpm
- submerged, electric motor, maximum power (AK) back, 250 rpm
UnseenShadow770 25 Feb @ 4:26pm 
- surfaced, electric motor, dead slow speed ahead, 55 rpm
2,3 knots
- surfaced, electric motor, slow speed ahead, 110 rpm
4,5 knots
- surfaced, electric motor, half speed ahead, 160 rpm
6,3 knots
- surfaced, electric motor, 2x half speed ahead, 215 rpm
8,2 knots
- surfaced, electric motor, high speed ahead, 250 rpm
9,3 knots
- surfaced, electric motor, maximum power (AK) ahead, 285 rpm
10,5 knots
- surfaced, electric motor, 3x maximum power (3x AK) ahead, 300 rpm
11,0 knots

- submerged, electric motor, slow speed ahead, 55 rpm
1,5 knots
- submerged, electric motor, slow speed ahead, 110 rpm
3,0 knots
- submerged, electric motor, half speed ahead, 160 rpm
4,5 knots
- submerged, electric motor, 2x half speed ahead, 215 rpm
6,0 knots
- submerged, electric motor, high speed ahead, 250 rpm
7,0 knots
- submerged, electric motor, maximum power (AK) ahead, 285 rpm
8,0 knots
UnseenShadow770 25 Feb @ 4:25pm 
- surfaced, diesel, dead slow speed ahead, 180 rpm
7,0-7,2 knots
- surfaced, diesel, slow speed ahead, 275 rpm
10,0-10,2 knots
- surfaced, diesel, half speed ahead, 340 rpm
12,0-12,4 knots
- surfaced, diesel, 2x half speed ahead, 396 rpm
14,0-14,6 knots
- surfaced, diesel, full speed ahead, 435 rpm
16,0-16,3 knots
- surfaced, diesel, maximum power (AK) ahead, 471 rpm
17,5-17,7 knots
- surfaced, diesel, 3x maximum power (3x AK) ahead, 480 rpm
17,9-18,1 knots

- surfaced, diesel, dead slow speed back, 180 rpm
- surfaced, diesel, slow speed back, 210 rpm
- surfaced, diesel, half speed back, 250 rpm
- surfaced, diesel, 2x half speed back, 310 rpm
- surfaced, diesel, maximum power (AK) back, 400 rpm
UnseenShadow770 25 Feb @ 4:25pm 
Hey, guys. ;-)
I have been interested in submarines since I was a child, I am a Silent Hunter 3 veteran and I have known Uboat since the beginning of 2022.
That's a quick note from me. ;-)

@LIttleKitten
"Can you tell how big was the difference between normal telegraph "ahead slow" and 90rpm on two shafts [...]?"

I found the full investigation report written by the British on the Internet after they had extensively researched and tested the Type VIIc submarine HMS Graph (ex U-570).

This report is about 187 pages long and contains all sorts of technical information and details.
LIttleKitten 25 Feb @ 12:22pm 
@mariojaniszewsk: Hmmm, and how you do it? You pull up sideways and see if you lagging behind/overtaking?
mariojaniszewski  [author] 25 Feb @ 8:11am 
@LittleKitten The engine noise was practically the same using only one shaft in my tests.

The mod itself is more useful in figuring out the speed of a target. That's how I use it 100% of the time ;)
LIttleKitten 25 Feb @ 6:49am 
@mariojaniszewsk: thanks for the info... Can you tell how big was difference between normal telegraph "ahead slow" and 90rpm on two shafts and 90rpm on one shaft? Is it even worth it, or the mod is just usefull for cruise control while stalking a convoy?
mariojaniszewski  [author] 25 Feb @ 3:04am 
@LittleKitten @DenO

For the electric engines you can go as low as 10 rpm with this mod. The cap for 100rpm is only for the diesel engines.

I did some tests on low difficulties with the tab about your boat's visibility active. The engine's noise is affected only a small bit whether you use the vanilla engine telegraph or the mod.

The greatest impact is on cavitation. Decoupling a shaft has great impact on the cavitation noise level. But also running on very low rpm gets the cavitation down.
LIttleKitten 24 Feb @ 3:09pm 
@mariojaniszewski: Ok, but how about noise reduction in low RPM, like 90 on elecric engines? As far as I remember this was RPM that uboats operated at to achive no cavitation. Did you test at what RPM basic "slow" speed is? I feel like it should be this "silent speed" but I am not sure at this point.
mariojaniszewski  [author] 23 Feb @ 1:35am 
@DenO I am not so sure but I believe noise reduction is not taken into consideration in this mod. You can only set a certain speed.
What you are doing is decoupling one of the engines from the shaft. That doesn't necessarily mean that the decoupled engine is stopped. Idk if the game is even designed with two engines in mind but I think it is not.
Den0 22 Feb @ 1:39pm 
Question for you all that have tested the mod. Does this mod help with sound detection? Example going slow under some warships shut down one screw an adjust rudder to maintain course, Hence reduces noise. Or is this mainly a mod to conserve fuel an for pacing ships? Thanks!!