UBOAT
[2022.1] Realistic Light Modes
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sq_paradox  [developer] 25 Nov, 2022 @ 1:14pm
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Showing 1-15 of 26 comments
Brian._. 25 Nov, 2022 @ 4:18pm 
i think theres a confilct when using it with auto sub lights mod, when using the emergency mode you cannot change the light setting back to normal, also it doesnt change once youre bellow 9m automatically like with auto sub lights mod
sq_paradox  [developer] 25 Nov, 2022 @ 4:23pm 
Originally posted by Brian._.:
i think theres a confilct when using it with auto sub lights mod, when using the emergency mode you cannot change the light setting back to normal, also it doesnt change once youre bellow 9m automatically like with auto sub lights mod

Yes, they conflict, but Auto Sub Lights isn't needed. This has it's own auto-mode that works with the auto-sub light save mod.

Edit: Added to description.
Last edited by sq_paradox; 25 Nov, 2022 @ 4:30pm
urseus 26 Nov, 2022 @ 1:55pm 
Heres the comparison between normal white light and what happens when i enable the mod:

https://ibb.co/xD9yQCh

https://ibb.co/zFm7pX8
See how its like brightness is ramped up to like 150%
sq_paradox  [developer] 26 Nov, 2022 @ 2:31pm 
Originally posted by urseus:
Heres the comparison between normal white light and what happens when i enable the mod:

https://ibb.co/xD9yQCh

https://ibb.co/zFm7pX8
See how its like brightness is ramped up to like 150%
Yeah, something is definitely bugged with that. Is it like that as soon as you load a game (from a save where the mod was not running)? Or does it only happen after you change the lights?
urseus 26 Nov, 2022 @ 8:02pm 
Ive just played around abit and cleared files etc and i think ive gotten rid of it. Maybe you need to add "clear data sheets" etc if people have previously used Auto Lights.
Kryul 28 Nov, 2022 @ 9:45am 
When submerged the tool tip for discipline shows "Normal Lighting +10" in red although it's a "+" value and should be green.
Last edited by Kryul; 28 Nov, 2022 @ 10:09am
sq_paradox  [developer] 28 Nov, 2022 @ 10:02am 
Originally posted by Kryul:
When submerged the tool tip for discipline shows "Normal Lighting +10" in red although it's a "+" value and should be green.
Yeah, this is a known issue. Not sure what's actually causing the game to display it that way.
Last edited by sq_paradox; 28 Nov, 2022 @ 10:02am
Kryul 28 Nov, 2022 @ 10:20am 
No problem, just thought I would mention it.

Just wondering why its showing "Normal Light +10" when the light switch is showing the "Night light" is selected with the green check mark.

Great mod by the way.
Last edited by Kryul; 28 Nov, 2022 @ 10:21am
sq_paradox  [developer] 28 Nov, 2022 @ 10:30am 
Originally posted by Kryul:
No problem, just thought I would mention it.

Just wondering why its showing "Normal Light +10" when the light switch is showing the "Night light" is selected with the green check mark.

Great mod by the way.
Oh I misread your post. I thought you were talking about the Emergency Lighting energy use reduction, which has the same issue. Sounds like it's a vanilla game bug.

The reason you have the normal lighting discipline bonus on night was that it didn't make sense for lowered normal lighting to result in a discipline loss. Both Silent Running and Emergency lighting will kill that bonus, because it makes sense the crew would be stress there.
Kryul 28 Nov, 2022 @ 11:36pm 
That makes a lot of sense to me.

However in game there is little reason to change from night light to normal now during the day.
It seems you get the same benefits, apart from the purely graphical lighting effect.
The sight range increase is during the dark periods from my reading.

I don't know what could be done to change that.
Maybe, something along the lines of

Night mode:
With a bonus to sight range and a bonus to stealth during the night.

Day mode:
With a bonus to morale during the day and a penalty to stealth during the night.
Last edited by Kryul; 29 Nov, 2022 @ 12:13am
Rob_S_24 30 Nov, 2022 @ 9:46am 
There seems to be a bug for me that is my torpedo mechanic/loader does not return to scheduled duties of maintenance/torpedo loading once I've came out of silent running the first time. They won't return to the schedule and stay in a constant state of idleness
Battleshipfree99 1 Dec, 2022 @ 4:22am 
For me, "silent running" mode does not engage automatically (with auto silent running, of course), does not disengage unless switching to "normal light" (clicking the "silent running" icon again and the -15% oxygen bonus is still there). Weird.
Last edited by Battleshipfree99; 1 Dec, 2022 @ 4:25am
sq_paradox  [developer] 1 Dec, 2022 @ 7:30am 
Originally posted by Battleshipfree99:
For me, "silent running" mode does not engage automatically (with auto silent running, of course), does not disengage unless switching to "normal light" (clicking the "silent running" icon again and the -15% oxygen bonus is still there). Weird.

Is the alarm active?
By default Silent mode is only automatically engaged when the alarm is active. You can change that in the config.
Changing lighting won't disengage silent mode, it's entirely decoupled from lighting.
You disengage it by toggling it back off.
Battleshipfree99 1 Dec, 2022 @ 8:36pm 
Originally posted by sq_paradox:
Is the alarm active?
By default Silent mode is only automatically engaged when the alarm is active. You can change that in the config.
Yes, alarm was active but nothing happened. I had to manually toggle silent running to turn it on.
Originally posted by sq_paradox:
Changing lighting won't disengage silent mode, it's entirely decoupled from lighting.
You disengage it by toggling it back off.
There is probably an issue with the Tab menu? Toggling the silent running icon again won't turn off the mode (-15% bonus is still there), and the Tab menu still indicates "silent running mode", until "normal light" icon is clicked in the control room (clicking "night light" won't turn off silent running either).
Last edited by Battleshipfree99; 2 Dec, 2022 @ 1:26am
sq_paradox  [developer] 3 Dec, 2022 @ 9:26am 
Originally posted by Bertyb:
There seems to be a bug for me that is my torpedo mechanic/loader does not return to scheduled duties of maintenance/torpedo loading once I've came out of silent running the first time. They won't return to the schedule and stay in a constant state of idleness
This was a bug in Quiet mode, it should be fixed now.

Originally posted by Battleshipfree99:
There is probably an issue with the Tab menu? Toggling the silent running icon again won't turn off the mode (-15% bonus is still there), and the Tab menu still indicates "silent running mode", until "normal light" icon is clicked in the control room (clicking "night light" won't turn off silent running either).
Yes that action in the tab menu is likely the issue.
IIRC it's not actually the same action as using the light switch (from the tab menu normal sailors can change the light, but not from the light switch).
I'll work on this today, hopefully a fix isn't too difficult.

Edit: Nope, they are the same action. Not sure what's going on here.
Edit 2: *looks at output log* Oh I'm an idiot... should be fixed now.
Last edited by sq_paradox; 3 Dec, 2022 @ 9:48am
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