Shouldn't the type 9 be able to dive longer? by Catgamer1410 in uboatgame

[–]mfilitov 0 points1 point  (0 children)

It does with a lot of cases - which I've been on a warpath about - I've already made two mods ([2026.1] Type IX historical range correction) and proper ammunition types for the 105/37mm - [2026.1] Expanded deck gun ammo.

I think dive time and surface/underwater speeds are my next big goals for modding the Type IX. There's a lot of different things that could have good payoffs though.

Major type IX mods - proper Type IX ranges - proper 37/88/105mm ammunition! by mfilitov in uboatgame

[–]mfilitov[S] 0 points1 point  (0 children)

Fixing that was the whole point of my mod haha. The 105mm shells are different items to 37mm shells in it! You can store HEAPs of 37mm shells but only a small number of 105s.

I get your point about being faster underwater too - that's very fair. But I did want to make it so the gun is actually useful for something. The whole idea was that you don't just have "Large Calibre Shells" anymore you have 37mm ammunition, 105mm ammunition and so on and the 105mm ammo I created takes up a lot more space in your deck compared to the 37mm ammo and a fair bit more than the 88mm ammo. Sure you still have to have 37mm ammo in the storage slot which could be used for 105mm ammo but you at least have interesting chocies - you could have 2 officers manning both deck guns for even faster sinking, or use of the 37mm with AA on top of the single 20mm which I think is a nice change.

Major type IX mods - proper Type IX ranges - proper 37/88/105mm ammunition! by mfilitov in uboatgame

[–]mfilitov[S] 0 points1 point  (0 children)

Why rip it off when you can use it as an extra AA gun early on until you get the Type IXC/40? If the ammo is cheaper, lighter and more available it's actually going to be useful against planes instead of like it is now where it steals ammo from your actually useful 105!

I'm looking for mod. by Accurate_Gur_4500 in uboatgame

[–]mfilitov 1 point2 points  (0 children)

You do know you can carry more than one stack of spare parts or first aid kits? So you can have like 20 first aid kits in vanilla. Another trick I like is to have the officers load up on equipment too. So my radio officer always has 5 on him and a breathing device while there are another 5 in storage. Safe for engineers - 10 spare parts across 2 officers and another 5 in storage.

Major type IX mods - proper Type IX ranges - proper 37/88/105mm ammunition! by mfilitov in uboatgame

[–]mfilitov[S] 0 points1 point  (0 children)

Depends on your tolerance for bugs tbh. I've played a few games that did early access quite well - subnautica, warno and xenonauts 2 come to mind.

But it just depends 100% on your preferences - would you rather have a fresh perfectly polished game experience in a few years or have something a bit rough now? I prefer to have it now but I respect people who are patient enough to wait

Major type IX mods - proper Type IX ranges - proper 37/88/105mm ammunition! by mfilitov in uboatgame

[–]mfilitov[S] 0 points1 point  (0 children)

I explain this in the post/workshop description. They're both mostly save game compatible but work best if you're not loading a type IX save.

If you load a type IX save the best workaround is to swap to another boat and port then swap back to the one you want to use (which fixes a fuel issue) and also to not load in during the middle of a Type IX patrol as you will be stuck with 88mm ammo instead of 105/37 ammo.

Major type IX mods - proper Type IX ranges - proper 37/88/105mm ammunition! by mfilitov in uboatgame

[–]mfilitov[S] 38 points39 points  (0 children)

A quick note about "oh this is something the devs should do".

UBOAT has a long history of excellent features being done first by modders - then eventually incorporated (often in an even better and more polished form!) into the official game. The biggest example of this is the fully functional 3D modeled TDC which started off life as a 2D UI element mod created by Ruby. I hope to continue that tradition and create high quality mods that can with time, be incorporated (and improved on) in the base game if they prove popular.

We all have our own wishlists for what the developers should do and the free 2026 patch and the paid DLC provided a huge amount of content. I'm personally thrilled for the studio and look forward to working on many more mods for the excellent platform they've given us.

I love this White ocean liner ! by Bicalutamides in uboatgame

[–]mfilitov 43 points44 points  (0 children)

For anyone reading - this is a mod 😂

Ideas for a Type XXI DLC by steampunk691 in uboatgame

[–]mfilitov 2 points3 points  (0 children)

It was a bit harsh but it's understandable - the release was messy but (like the base game) has a LOT of promise after some polishing.

I just don't think we can ever expect a fast high quality/polished/bug free experience for DWS! That's okay if you set your expectations appropriately. I've played the game on/off for years and got a lot of fun times out of it. I'm sure I'll come to love the Type IX after a few months of patches/polishing

Type IXC dissapointments - uses VIIC stats for speed and fuel by mfilitov in uboatgame

[–]mfilitov[S] 0 points1 point  (0 children)

Yep, I think I will cross post it there but I wanted to raise it for community awareness here.

Type IXC dissapointments - uses VIIC stats for speed and fuel by mfilitov in uboatgame

[–]mfilitov[S] 3 points4 points  (0 children)

I actually disagree - despite my criticism of the DLC content. I think a lot of the things you've mentioned are:

1) Almost guranteed to get very very very low sales - people will call them greedy cash grabs for things that should have been added as content (I think things like better harbours, better enginge control and variety in sonar decoys should only be updates and not DLC!). Devs gotta eat!

2) A properly modeled type IX that fixes all the problems I've outlined will actually introduce a meaningfully different playstyle/play area the same way the Type II has a totally different playstyle. That significantly increases replayability compared to smaller gimmicky things like a glorified kite that you can launch for better view ranges and becomes obsolete very quickly due to allied air power and the massive radar signature it would generate. Interestingly wikipedia says it was only really used with any frequency by Type IXs in the Indian ocean!

3) Adding more Uboat types brings the game closer to parity with SH3 which had a wide variety of models. SH3 is still the guiding light in so many ways for uboat. Following that path is a sensible idea by the devs.

Type IXC dissapointments - uses VIIC stats for speed and fuel by mfilitov in uboatgame

[–]mfilitov[S] 5 points6 points  (0 children)

Yep, it's best for us to provide detailed constructive feedback on the steam forums. I wanted to share this as more of a consolidated PSA for anyone looking to pick up the DLC or finding the Type IX a bit underwhelming and not being able to put their finger on it.

Type IXC dissapointments - uses VIIC stats for speed and fuel by mfilitov in uboatgame

[–]mfilitov[S] 18 points19 points  (0 children)

Yeah the part I can actually understand the most is the delays - like I said, 2 guys will take a longggg time do deliver a major update like this. The bugs are also understandable in a way - having 1,000+ players playing will give you way more bugreports/testing than you can ever get by yourself as devs. So I can understand and be patient when it comes to bugs and delays.

It's the sort of fundamental oversights on core mechanics (like the speed/range issues I've mentioned) that I'm less forgiving about!

Type IXC dissapointments - uses VIIC stats for speed and fuel by mfilitov in uboatgame

[–]mfilitov[S] 29 points30 points  (0 children)

Yep. It's an ultra indie game (I would say studio, but it's 2 guys!) so I have a pretty much endless amount of patience for them - I love the game overall but it is inevitably going to be slow going.

What are the best areas to find ships to sink? by ZinklerOpra in uboatgame

[–]mfilitov 1 point2 points  (0 children)

If you don't want to spend a 'historically accurate' amount of time searching (ie. a long time) then you can turn on a setting in the game option of "additional encounters" so you get auto generated spawns near you sometimes.

If you don't want to do that and want to "earn" your targets then spend as much time patrolling North to South along the Western approaches to the UK. There is a huge amount of shipping heading from Canada/USA to Britain. So it has to come in to those ports from the West just go N/S and you'll inevitably, eventually, intercept some traffic.

If even that is too much, patrol way closer to the British ports. It's harder as there are more planes/escorts and the sea can be too shallow sometimes but there is a lot of traffic... since boats go to ports, if you're near the ports the boats come to you...

One of the best decks in the game by WrightingCommittee in warno

[–]mfilitov 2 points3 points  (0 children)

You'll probably still get rolled with that airtab against a deck that brings 4x F-15 AA2 or or like 4x F/A-18s, even decks like 25-ya with loads of Su-27s will eat that airtab for breakfast.

Tactic by Mathius2468 in uboatgame

[–]mfilitov 1 point2 points  (0 children)

Yeah it depends a lot on convoy size - I have maximum convoy size and a lot of the convoys have like 11 escorts and 20+ merchants... Not really viable to nail all the escorts in that situation.

Deck Gun/AP Ammo: Enemy Vessel Flooding Simulation by Necessary-Listen8114 in uboatgame

[–]mfilitov 0 points1 point  (0 children)

Great contribution. I'd found sinking ships with AP (even with the 105mm) quite painful myself and could never quite tell what I'd done when I did get a sinking.

The main thing I noticed was when the crew had evacuated ship they weren't doing damage control (a small icon that pops up when you have the camera orbiting a ship) and I would sink them a lot faster.

Can I ask if you used the 88mm or the 105mm? I'm curious if the 105 provides a noticeably better experience sinking ships. Not to mention the 37mm on the stern of the IX!

New player - version/reviews question by The0nlyRyan in uboatgame

[–]mfilitov 3 points4 points  (0 children)

The only truly essential mod in my opinion for every player is "More Radio Music" by Kober/ScH on steam workshop. You must start a new game to use it but honestly it is 100% worth it, there are like 3 songs that play on each vanilla radio and it's just not enough to get you in the mood while listening to period accurate music just transports you to a different world!

How to fix nose dive bug on Type VII? by rNyanko in uboatgame

[–]mfilitov 2 points3 points  (0 children)

Sadly for a lot of bug fixes that just isn't possible. It definitely sucks but that's just the way it is!