UBOAT
[2025.1] Ship-Bundle (Beta WIP)
428 Comments
marLeo 11 Jul @ 1:20pm 
I've redirected my experiences to the "Known Issues/Tips" thread.
Please review it.
link  [author] 9 Jul @ 2:02pm 
I enjoyed reading that, also I would like to state I have a build of the mod that is nearly ready for release. While it's still not complete it will be the next major patch and a major fix to many of the features lost in the recent game updates. I look forward to hearing more
marLeo 9 Jul @ 10:13am 
I wrote an extensive report of that massive batttle.
You can review it here .

Maybe it sheds some light on the buoyancy problems with the freighters.

I also noticed that the "Generic (04)" isn't in the recognition manual.
link  [author] 8 Jul @ 1:23pm 
Yes some ships still have generic filler names

However, in the upcoming patch I believe most of these have been resolved. I can't be sure about 100% of them
marLeo 8 Jul @ 11:07am 
Does this mod add the "Generic (pick a number)" and other freighters to the game?
Just had a massive battle with a convoy consisting almost exclusively of those and the buoyancy made them really hard to sink. Some even surviving four torpedoes or more. But I had massive fun with this one, as there was an entire German battlegroup attacking the convoy at the same time. Sadly I couldn't see the surface battle, as the free cameras range is limited. But I saw countless shots flying over the battlefield.
Bogyrect 6 Jul @ 6:36am 
I really love this mod but it causes convoys to be completely stationary and then the boats will float like 200 feet up in the air or will be underwater (not sunken) they also rotate like crazy in one spot they will just start spinning honestly really funny glitch but unplayable currently.
link  [author] 3 Jul @ 2:34pm 
The issue has thus far not been identified. But hopefully the next update helps
Cpt.Camper 3 Jul @ 12:01pm 
I have to say, I love the mod. Honestly, I don't even care if the ships revolve around my submarine like nothing else. The most important thing for me is that the problem with the convoys has been fixed: they don't stand still and don't move from the spot. As soon as that's fixed, I'll use the mod again immediately, but until that's fixed, it's not really playable.
Cpt.Camper 26 Jun @ 12:47pm 
I encountered about six convoys today, and not a single ship in the convoy was moving. They all stood still in one place as if they had no engines. Even when I was spotted, the freighters, destroyers, and cruisers didn't move and just stood there like idiots.
Mr.Woof 24 Jun @ 3:22pm 
I'm playing in German and since installing this mod with UBE the names for all the Empire classes and several other freighter types have been replaced by some mis-translations like "Kaufmann" (which means merchant but isn't used as a ship class but refers to a person) or "Fortsendung" (which isn't even a German word).
Same with warships like the Flower and River class. Which are now "Blumen" and "Fluß Klasse" which is rather annoying.
Could this be related to your mod directly?
Retr0 24 Jun @ 11:20am 
like its actually unplayable
Retr0 24 Jun @ 11:19am 
yeah for whatever reason theres a destroyer in 1939 which already killed my run, it keeps drifting around andd wont go away no maatter how longg i stay and it seems to always know where my sub is even unalerted
Cpt.Camper 22 Jun @ 4:39pm 
Destroyer Vauqelin-Class, Destroyer Le Fantasque-Class, Cruiser Leander-Class and Cruiser Algerie-Class. Since I started a new game, I haven't encountered any other ships besides the ones mentioned and the battleships, and the battleships behaved completely normally. The destroyers and cruisers drifted around my submarine like in Tokyo Drift.
link  [author] 22 Jun @ 3:48pm 
There are 20 types of destroyers this mod adds. Which one are you talking about?
Cpt.Camper 22 Jun @ 3:41pm 
when the Destroyer Spott you they become fast like a Rocket and drift around you as if you were in Tokyo Drift. TBH the ships reactions are all over the place they crash in each other oder speed away with mach 10
AM285433554 21 Jun @ 5:22am 
@Luzatoff I have the same issue as you;and the save can't disable the mod without starting a new game :(
Moth 21 Jun @ 3:03am 
does this mod work with ship variable speed? it seems convoys just stay stationary no matter what.
Luzatoff 16 Jun @ 12:42pm 
Unfortunately, this mod has an issue with missions that involve escorting your own fleet. Is this mod save game compatible? Can you enable and disable the mod without starting a new game? I'm looking forward to your next update :)
AM285433554 14 Jun @ 1:39am 
Hi link ,have one issues that i can't do the "Escort duty" mission,because the Transport ship can't generate and the mission will fail.Only load this mod and its associated mods. The test script is "Operation Mediterranean".
link  [author] 11 Jun @ 1:26pm 
Also, there might need to be a group effort between the community to use deduction to try and determine if there is a specific model of ship that is common throughout all of the convoys where this issue occurs to deduce which model/ ship class might be causing this if any at all
link  [author] 11 Jun @ 1:22pm 
Because flags for modded ships don't work in this version of the game

Wait for the next game patch

As far as the ship's spinning issue, there's nothing that I've seen in the log that indicates why the issue is happening

And I believe this problem has been observed in vanilla gameplay as well
Madigan 11 Jun @ 6:51am 
Hi dude, one question...Why the ships have no country flags..? Greetings.
Monsoon 2 Jun @ 11:49pm 
If someone is able to get an update on the spinning ships I'd greatly appreciate it, it feels like a 50/50 chance on whether or not the ships decide to go spinjitsu mode for large convoys
Thule 27 May @ 9:39am 
same issue here, ran into a huge convoy only for it to never move and only spin in circles
stullenandy 25 May @ 9:22pm 
The same Problems here
pouy 23 May @ 10:25pm 
and just stopping
pouy 23 May @ 9:52pm 
there's a bug that's causes all the ships to stop moving and turning a circle
[IR9] finneeey 22 May @ 2:18pm 
the models are good and all, bringing a bit of fresh stuff into the game but i have some issues.
1. Some of the convoys are extremely mod heavy and are just the vanilla destroyers and all other ships are just the same 3-4 types
2. Many of the ships cause magnetic fuzes to detonate at a set distance in front of the sip (hit box issue)
3. some convoys are just sitting in place without moving and the ships start spinning when detected or hunted and also they seem to cross paths sometimes directly into vanilly convoys
Fisu 21 May @ 9:52am 
Yes @officermuffin, I start a new save without this fantastics mods. I hope @link find the issue in the UBE mod or related. Maybe the ships mod, I dont know, but inmersion killer. Yes. 3 stationary big convoys for me is enough.
link  [author] 21 May @ 4:37am 
Both of these comments would be better recorded in the bug form for ube. The comment section is not a good place to report information as it gets quickly lost and disregarded
stullenandy 20 May @ 9:14pm 
Spotted and sunk the Admiral-class cruiser in the English Channel in 1939. However, there was no report of the sinking or accounting of the sinking within 1 week. I also could not send any radio message regarding the sighting/sinking.

Stullenandy
ardoursin2 19 May @ 11:05pm 
Laker Class can not be killed properly, It can be hit, and abandoned. But remain on water in a sink-or-swim state. It doesn't matter if you use explosives or torpedoes.
link  [author] 19 May @ 8:17pm 
I have seen the stationary spinning bug in my test - so I guess thats a start

I haven't determined the cause, whether it is the custom ships or something from the game.
officermuffin 19 May @ 4:31pm 
@Fisu I have come across two stationary ships today. They had been hydrophone contacts, but upon closing they were completely stationary. I wonder if it is a game beta branch issue instead of Ship Bundle?
Dufti 17 May @ 10:21pm 
Ist der Mod jetzt Fehler frei?
Killer Shadows 17 May @ 1:57pm 
That happened to me too @Fisu, entire convoy, haven't tested today.
Fisu 17 May @ 9:31am 
In one of the convoys I encountered, the ships were stationary and spinning on their axis. 0 knots.
Killer Shadows 17 May @ 9:03am 
Thank you Link! We appreciate you greatly and the quick response :)
link  [author] 17 May @ 5:44am 
Shell and guns come from the shared bundle

And a patch was released which resolved the shell collider being misconfigured and damaging the players ship
Doom Slayer 17 May @ 5:30am 
@Killer Shadows Same here. Any Idea what it is?
Killer Shadows 16 May @ 12:25am 
Nope, not this Mod, I took this out and started a new game - same issue.
Killer Shadows 16 May @ 12:14am 
@wolf-35 do you have any other mods installed? I'm wondering if it's a mod thing or if it's a game thing, glad to know it's not just me. I'm going to try a game without this installed and see if issue persists so link knows if it's his mod or not.
Wolf-35 15 May @ 11:53pm 
"2. whenever I fire my deck gun or my AA gun, it somehow hits MY UBOAT in the conning tower as if there's an invisible box around it."

Same trouble from yesterday 🥲
Killer Shadows 15 May @ 11:16pm 
Link, is there a way I can pull you an output log somehow? It doesnt show me a crashing thing or anything when it happens, just makes the screen flicker each time I try.

Ive suddenly had a lot of issues today with the game, but no clue which mod is causing it, so don't assume these have anything to do with your mod or not but maybe you've heard of them before?

1. An entire convoy of ships, sitting still, but doing circles in place (just spinning in place, like a top)

2. whenever I fire my deck gun or my AA gun, it somehow hits MY UBOAT in the conning tower as if there's an invisible box around it.

Ever heard of either of these?
link  [author] 15 May @ 7:03am 
The reason the ships are sinking is because the shared bundle contains the neural networks for flotation physics
The reason the ships have pink textures is because of you don't have the shared bundle
The reason you don't have identification silhouettes is because of the shared bundle

This is a dependency for the mod
link  [author] 15 May @ 7:02am 
You can't load this mod by itself. It has dependencies which you also have to have loaded before this mod in the load order
PrettyTAF 15 May @ 6:47am 
2025.1
Can load the mod on its own, But it doesn't interact well with other mods, ends up crashing a lot even with the UBE mods, It crashes with the rest loading.

I also found quite a few pink ships sitting at 280+m depth, Just pure pink silhouettes.

It would also be nice to have an update in the Ship identification book, as a lot of the ships don't have a silhouette to reference against.

Looking promising though, Would be a great mod for extra life into the game :)
link  [author] 14 May @ 5:21pm 
the naming convention is mainly used to help identify the model prefab from the project when there are bugs, I will eventually remove this.

I am aware that the cargo system doesn't work with the custom freighters, but I would always love an output log when this occurs so I can look for errors regarding this.

Not sure about the TNT issue. I will look into this
Killer Shadows 13 May @ 9:50pm 
Hey Link,

I've been having a weird bug, I board ships and when I search their cargo nothing happens after the search. I can't look at the cargo or anything of the sort. Ontop of that, when I go to sink them with TNT they blow up but the game seems to think they're still floating?

I don't know if it's from this mod, but a lot of ship names are also coming up as Generic(00X) with X being a number.

Thanks!
Alexsandr7822 12 May @ 2:20am 
link Is the community patch relevant? Should it be left? Is UBE working now? Thanks for the reply