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[2022.1] Device Energy Management
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27 AGO 2021 a las 12:52
18 ENE 2023 a las 8:41
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[2022.1] Device Energy Management

Descripción
Link to the new "Device Energy Management" for 2024.1
https://steamproxy.net/sharedfiles/filedetails/?id=3365408383

Functions:

1. Control motors deep rudders:
The control motors of the deep rudders now also require electricity.

2. Device for preheating Torpedo:
As soon as a torpedo is preheated, the device needs electricity to preheat it.

3. Device distillation plant:
The distillation plant is used to produce distilled water, requires electricity and generates noise.
You will find the switch for the distillation plant by the galley as a symbol.
With a built-in drinking water tank (3875 liters), the crew also needs drinking water.
The water supply is always fully replenished in the port.
This supply runs out after approx. 10 to 14 days at sea (depending on the number of crews).
With the distillation device, this supply can be replenished at sea.
If this is not topped up and the water runs out, the Sailors will get sick.
The discipline also decreases if drinking water is only available for about 1 day.
The display of how much water is in the tank is on the kitchen symbol (tooltip).
V 1.1 Build 1: Automatic detection of drinking water consumption when more than 30 sailors are on board.
This mainly affects when the MOD "more Sailors" is installed.

4. Energy consumption of the electric motors:
The power consumption of the electric motors has been adjusted for each gear.
In the mod this curve is converted to a non-static energy curve.
The maximum range for underwater travel has been adapted to the real values of a Type VII C submarine.

5. Display in watts:
The display on to the battery symbol of the active power consumption is now displayed as watts.

6. Disply battery capacity in Ah:
A separate battery indicator has been implemented which shows the current capacity of batteries 1 and 2 in Ah when power is consumed or the battery is being charged.
You can find this display on the battery symbol. The battery value is displayed in red as soon as a value below 1000Ah per battery is reached.

7. Air consumption of sailors:
The air consumption of the sailors has been adjusted to near real values of a Type VII C submarine.
Now you have to switch on the ventilation system after 6 - 7 hours to clean the boat with more fresh air or with the help of the potassium filter.
V 1.1 Build 1: Automatic detection when more than 30 sailors are on board.
This mainly affects when the MOD "more Sailors" is installed.

8. Persicope, Hydrophone and Main rudder energy consumption:
If a periscope or hydrophone is used by an officer or sailor, this now requires electricity.
Alos when the submarine is moving regarding main rudder system.

9. Device fridge:
A new fridge device has been added to the galley.
This requires electricity and generates noise.
If the refrigerator is switched on, the food consumption as we know it in the vanilla game.
If it is switched off, the food is used up faster because it spoils more quickly.
You can find the switch as a symbol for the refrigerator on the galley.
The device are automatic on if you start a new career.

10. Outside temperature:
An outside temperature was implemented depending on the climate zones.
This temperature depends on the weather conditions, also if day or night.
You can find the current display of the outside temperature in the map view by the wind symbol.
The season has not yet been implemented but is being planned.
Here I would like to wait for the next game update of B129.

11. Internal temperature:
The inside temperature in the submarine depends on the outside temperature.
You can find the current display of the internal temperature in the map view by the wind symbol.
If it is very hot, the temperature inside rises sharply.
If it is very cold and the temperature in the submarine falls below 12 °, the sailors can get sick.
You will be made aware of this with your own text message.
You then have time to switch on the heating (also newly implemented).
This heats the boat to a constant 19 ° C. The heating requires electricity and generates noise.
You will find the switch for the heater as a part of the already existing light switch context use radial menu.

12. Water temperature:
The water temperature from the sea is adapted to the climatic zones and is also dependent on the weather.
The deeper you dive, the colder the water becomes.
Water temperatures in deep layers simulated according near to real values (see the diagram by the mod pictures).

13. Seasickness in a storm:
If the wind speed is over 20, the men can get seasick (without seawolfs). You will be informed about this via your own text message.
You will then have time to dive so the sailors can relax. If they don't dive, the sailors could get sick after a while.
Since the wind in combination with the waves in the game is partly not yet coupled right. I will also wait for the game update B129 here before I refine this implementation.

14. Thermal layers:
There are now thermal layers built in, which, when they are reached, make the location of the sonar difficult.
The thermal layers differ depending on the climatic zone, weather and low temperatures.
Depending on the conditions, three possible different widths of the thermal layers were also included.
The thicker the layer, the more difficult it is to locate the submarine.
You have to be exactly under the layer to be difficult to locate by the sonar. As soon as you pass a thermal layer, a message appears.

15. Real battery capacity:
Real capacity values were built in. Including the batteries to be upgraded:
- standard battery 27 MAK 740
- first upgrade + 22%, 27 MAK 800
- second upgrade + 32%, 33 MAL 800
- experimental upgrade + 38%, AFA 70 MAL 760

16. Radio energy consumption:
If the radio is used, this now requires electricity.

17. Battery loss of power:
The batteries in the submarines from World War II were very sensitive to cold.
As soon as the outside temperature falls below 10 ° C, the batteries on board have a power loss.
This is shown in % per 24h in the battery symbol. This goes from 1% to a maximum of 30% loss.

18. MOD configuration file:
To be found in the MOD folder of "steam" and entered in the MODConfig.xlsx (take a look at the screenshot above).
C:\Program Files (x86)\Steam\steamapps\workshop\content\xx\Data Sheets\
Here you can switch off/on the functions for: "Cold Sailor Seasickness", "Real Air Consumption Sailor", "Thermal Layer", "Real Battery Capacity", "Drink Water Consumption".
Attention: This is the preliminary stage of the configuration file. You need a program to edit .xlsx files. A change from default settings is overwritten with every MOD update and must be changed again afterwards.

19. Fuel tank display in liters

Compatibility:
1. Uboat version 2022.1
2. MOD "Custom Actions" by @salamander must be activated !!
3. Save game compatible (there is no need to start a new career)
4. Translation in English, German, Polish (by @Kamillo884), Turkish (by @Tokyo), French (by @ii), Russian (by @Hard and @Wilhelm Van Gale) Spanish (by @Macanudo) and Italian (by @Potato)
5. Knowingly compatible mods:
- [2022.1] Skipper Standby
- [2022.1] Device Maintenance
- [2022.1] Real Navigation

If you like my mods and want to support me, I look forward to every small donation to my PayPal account.
This donation is 100% voluntary.
But it makes it easier for me to spend the necessary time ;)
paypal.me/AlligatorUBoat

Good hunting!
Alligator
Discusiones populares Ver todo (3)
107
17 DIC 2023 a las 3:46
Bugs and suggestions
Alligator
2
3 NOV 2022 a las 8:08
LOVE this MOD, hope will be soon inluded in official ;) - just one issue
hellrider
0
1 JUL a las 21:33
Next update
kimdownunder
335 comentarios
Alligator  [autor] 18 NOV a las 11:21 
Link to the new "Device Energy Management" for 2024.1
https://steamproxy.net/sharedfiles/filedetails/?id=3365408383

Greetings,
Alligator
Thinkflight 4 NOV a las 19:13 
@Alligator - Oh sorry missed the update on your other mod covering the question.
Update Question was answered here - https://steamproxy.net/sharedfiles/filedetails/?id=2588546159
Thinkflight 4 NOV a las 19:10 
@Alligator - Any chance we could get a word on this possibly getting updated? And Thank you for the real navigation update.
Myst Leissa 12 OCT a las 10:56 
Ah well...when it's ready I guess...
Trihne 12 OCT a las 10:55 
it ain't done I'm pretty sure
Myst Leissa 12 OCT a las 10:12 
@Alligator can we get a link to the sq_paradox version of this mod?
iochan87 10 OCT a las 10:41 
Update Mod
Alligator  [autor] 4 OCT a las 0:33 
News regarding the MOD "Real Navigation":
https://steamproxy.net/sharedfiles/filedetails/?id=2618451929

Greetings,
Alligator
Bloodclot 3 OCT a las 1:45 
I've tried getting Real Navigation Reloaded to work, I get the script notification after enabling it but still can't get it to work... I'm assuming another mod has it incompatible
Trihne 2 OCT a las 14:28 
This mod is not updated yet... litterally check two comment below...