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I just tested it, and I still can't load new saves with this update.
The working save I use was made on 13 August.
Try those steps. It worked for me.
So it's fixed in my bundles. You just need the game to be updated.
There may be other remarks to changes and fixes that also require the game update
As far as that Laker class, I will look into that the sounds as well as the ID book
As far as the white boxes, I will look into removing that or getting that feature to work that is supposed to be the Hull text for the ship name. But I haven't gotten it to render properly
Thanks for the heads up........all working well for me as well.
Really appreciate these modders of Uboat for sorting out issues,,,,,,,,,takes me back to playing modded SH3 so many years ago......a great community
Keep up the good work.
That is in vanishing ships.
When I loaded the save where I was in the middle of a convoy, after I got it working again, all the generic ships vanished into thin air. I thought, that might have to do with the deleted cache files and gave it no further thought.
Later I got a group of warships on the sonar and went there to investigate.
Once I got close, the ships simply vanished from the detection of the sonar.
I thought, strange, but ok.
Later in the mission, I got two contacts on the sonar again.
I went to the closer one to intercept it.
I saw the smoke through the periscope.
Once I got close, it vanished.
I then set course for the other contact and on my way there, a short time later, I got a visual contact on the horizon where the 'vanished' ship would have been.
I went there again, on the surface, and kept the smoke firmly in my view through the UZO.
Once I got close, the smoke vanished, again.
The second contact was a Liberty ship and didn't vanish as I got close, which brings me to believe that the vanishing ship was a generic one.
Later, I got a convoy on the sonar. The estimate stated 20-42 ships.
It was bugged and stopped dead in the ocean. Not a problem with the mod.
Once I got there, the convoy was halved in size and only consisted of default ships, except for the escorts. Eight freighters in total and about six escorts.
There was also a Benson-Class destroyer that had a graphical glitch, which I haven't seen before on any ship. It also went down instantly, and I mean instantly instant, after it got hit by a torpedo.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3549711616
I think this is a mostly minor issue.
I've seen many Benson-Class destroyers and this one was the first one with the glitch.
But I've also noticed that those destroyers are way above their depth (3.6m), which is stated in the recognition book. I've previously tried magnetic fuses on them and they all went past the ship. Only when I set it to impact fuses with a depth of 1 to 1.5 meters was I able to hit those ships.
I will keep an eye on those vanishing ships and report back, if I find out anything new.
PS: I still have those save games, if you want to have a look for yourself.
A) the shared (not ship) bundle is missing or in the wrong order (needs to be just above ship bundle)
B) Cache has references to shared assets which are from the previous patch < clear cache & temp
C) if happening to one ship in particular always show purple < mod/bundle issue.
regardless, I might have you write up some of your findings with the ships in a UBE bug report so i can better track your report. or head over to the UBE channels in Discord and share directly with me there.
PS. I am already looking into the Benson per your report.
PPS. The Benson does sink a bit too quick. (the dev is going to add some tools to help me address things like this soon)
I also found a great example of the spinning ship issues and am going to pass along to the dev for feedback, If I can fix it I will, if he can, no doubt he will.
PPS.x2
during my testing (using a local instance of the mod - not a perfect recreation of your report) I did NOT have the purple texture issue when loading any of the custom ships in the game.
during testing I was able to successfully hit a Benson using AZ impact on a Benson at 3.0 meters (draught is 3.5m) - it sank to quickly and had an odd spin occur
A very detailed report, about the spinning ship issue (which i located occuring with a freighter) was submitted to the devs, I will try to determine if my mod has any cause with this, and address. but I think it is something to do with NPC logic and or a physics / loading issue.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3525432709
Aside from the debug console and the savegame repair tool, all of them are active.
In terms of loading order.
The last mods are (in that order):
- Shared Bundles for Entities
- Allied Aircraft Bundle
- German Aircraft Bundle
- Ship Bundle
- Warship Horizon mod
Maybe I should load the Warship Horizon mod before the Ship Bundle?
I'll check out the discord.
I'm currently in a convoy with generic as well as default ships and it's like before. Even the 'Laker Class Type A'* having a propeller sound. No Benson-Class destroyer though. But I'm sure I'll run into one in the near future.
'I just double checked. It was a 'Generic 5' and it has sounds right now.
So you don't have to put anymore work into this, except maybe add an info in the description to delete both the cache and temp files first, if something feels off about the mod. I will do that from now on, before I report 'problems'. :)
I've also checked out the discord server. It seems nice. I'll be there from time to time.
Yesterday I inspected a Generic 1 from Britain and it had cargo loaded.
It also dispatched life boats upon being signaled.
So that problem seems to be finally fixed.
But it still wouldn't sink.
Not really a problem, as it got counted anyway.
Maybe the problem will be fixed then.