UBOAT
[2025.1] Hardcore noise solution
31 Comments
Xryas  [author] 2 hours ago 
@Mr.Woof yes, you'll need to start a new career
Mr.Woof 27 Oct @ 6:03am 
Thanks for the new update. I guess it's not Savegame compatible?
Xryas  [author] 27 Oct @ 12:51am 
@Mr.Woof not yet. This will be added in a future update
Mr.Woof 24 Oct @ 8:55am 
@Xryas
Thanks!

BTW: does the mod make any changes to how loud different systems (like ventilation) are in the boat?
Xryas  [author] 13 Oct @ 1:23am 
@Mr.Woof I can't tell you about the effective direct distance, but I can say for sure that the game takes the boat's depth into account when calculating visual/sonar/hydrophone detection. Simply put, the deeper the boat, the harder it is to detect.

Regarding torpedo detection by military ships. The military's primary torpedo detection tool is a hydrophone. The G7a torpedo, in addition to leaving a trail, also made a lot of noise. Therefore, in a game with a mod, the military will detect a torpedo even on the darkest night. If stealth is important, you should use the G7e. It has no wake and is quieter. If this isn't possible, there are three options:
1) Use the torpedo's speed as an advantage: less travel time --> less time to detect;
2) Use a salvo fire;
3) Time the attack so that the torpedoes pass astern of the escort. From astern, the escort has difficulty hearing the torpedoes.
Mr.Woof 12 Oct @ 1:10pm 
Hi. Do the detection distances take into account depth? For example if the boat is 150m down and 300m distant, does the game calculate the effective direct distance?

Also why do destroyers detect torpedoes earlier than freighters? Despite the fact that military crew might be better trained and be more vigilant than civilian crews, the higher freebord and crows nest would give freighters a significant height advantage to be able to spot torpedo wakes earlier.
Xryas  [author] 24 Sep @ 5:05am 
@bduduty my technical consultant [1 UF]Kellermann was responsible for the numbers
Xryas  [author] 24 Sep @ 5:03am 
@aquelarrefoxm yes, the weather affects the ability to hear noises
bduduty 18 Sep @ 6:06am 
How do you know these are accurate numbers? What source did you use?
aquelarrefox 3 Sep @ 12:27pm 
weather degrede it? the close 450/1300 seems a bit extreme, its early war value or its fix along the war?
Xryas  [author] 3 Sep @ 1:23am 
@aquelarrefox hydrophone detection distances are given for calm sea (wind - 2kt)
aquelarrefox 28 Aug @ 9:18pm 
These distances for detection by hidrophone are fix values or for flat sea and decreased by wind and rought sea?
GJC 27 Aug @ 4:09pm 
Found it! For players wanting extra capacity for the Type VII, you must edit the Entities file
The three Uboat types's Crew must be changed before a new save
GJC 27 Aug @ 3:30pm 
For some reason this mod seems to interfere with mods that change the crew capacity
Mr.Woof 27 Aug @ 1:12pm 
thanks.
looking forward to your next update 🙂👍🏻
aquelarrefox 26 Aug @ 4:24pm 
if you can split its better, the other things looks right, with periscope wet mod and this i feel something similar to NYGM, get into the convoy duraing day witout alert is very complicate, and asy to get them zigzagging. there some mods that heps with periscope ai, you tested some of them with your mod?
Xryas  [author] 26 Aug @ 1:01am 
@vereschagin246 I played the mod from 1943 to 1945. It gets especially difficult when the enemies get the “Hedgehog.” I'll talk to the technical consultant about how to make ASDIC more realistic for different stages of the war
Xryas  [author] 26 Aug @ 12:52am 
@aquelarrefox I'll think about how to balance this.
Perhaps ASDIC settings will help to evade pursuit much more easily at the beginning of the war.
+ I'll think about how to call in strike groups instead of convoy escorts for further search for uboat
vereschagin246 25 Aug @ 10:22pm 
Yes, the idea to increase challenge is great, but some more testing and tuning needed. At least in early war period a submerged sub should have a decent chance to approach a convoy undetected. It should be not very easy but possible. With vanilla ASDIC sensitivity 0.008 it's too easy, with 0.908 almost impossible (for me). I put 0.1 for early type 112 and 0.7 for late type 147 but sure it is still disputable. Xryas thanks for your efforts.
vitbur070691 25 Aug @ 10:17pm 
I only went through the company in the game until July 1940, and I do not know if escorts are becoming more dangerous every year. I really liked your mod, but I'm afraid that by 1942-1945 it will be impossible to escape from escorts.
aquelarrefox 25 Aug @ 4:46pm 
i undesrtand, but as the game doesnt split scort from killgroup, 40hs for escort is not realistic, 40hs for killergroup is fine, a mid point could be better
Xryas  [author] 25 Aug @ 1:14pm 
@aquelarrefox one of the goals of modification is long hunt
Xryas  [author] 25 Aug @ 12:37pm 
@vereschagin246 In a future update, I will change the detection range for ASDIС and its sensitivity. I will try to make historical values
Xryas  [author] 25 Aug @ 12:33pm 
@Mr.Woof escaping from enemy escort is indeed challenging, but it is possible

I will slightly modify the characteristics of sonars in a future update
aquelarrefox 25 Aug @ 6:34am 
is posible set a shorter search? 18hs its enought
vereschagin246 25 Aug @ 12:18am 
I agree, the early period gameplay is a bit boring, escorts look mostly deaf and helpless which is surely not historical even for early period.
There is game file Entities.xlsx which sets parameter values for equipment.
The mod's author encreased DetectionChanceFactor value for basic Type 121 ASDIC from 0.008 to 0.908 and now the escorts look omnipotent. Probably some compromise value is needed, subject for tests.
Mr.Woof 24 Aug @ 1:58pm 
I also think that getting away from escorts is too easy. But with your new settings, how will it ever be possible to escape if escorts can hear you even at the slowest speed with hydrophones AND have ASDIC to activity ping you.

Also the abilities of the escorts are supposed to improve during the war. ASDIC and hydrophones in 1940 weren't as good as later in the war and opersters weren't as skilled. Also on 1941 no escort would stay and hunt a single uboat for 40 hours leaving the convoy undefended and being unable to catch up with it again.
This relentlessness only came up with dedicated hunter-killer groups after 1942 because those groups weren't directly attached to a convoy because they then had enough escorts to both screen the convoys AND actively hunt the uboats for more than an hour or so.
Xryas  [author] 24 Aug @ 4:21am 
@countre-attacue that's right
Xryas  [author] 24 Aug @ 4:20am 
@ReKoy Ships and convoys change their speed at random intervals. This always works.

A different logic applies to the alarm mode: ships and convoys do not change their speed randomly, but to the maximum possible speed (for a certain period of time).
U-764 24 Aug @ 3:44am 
@ReKoy Convoys and ships change their speed as they travel, regardless of whether they have found a boat or not. You will need to constantly check their course and speed.
ReKoy 24 Aug @ 3:40am 
>8) Added a speed change function for single ships and convoys to make interception more difficult.

Sorry, I don't understand. Will ships and convoys change speed before the alarm?