U-boat Mod v1.3

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iceFlame
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U-boat Mod v1.3

Post by iceFlame » Fri Apr 18, 2014 12:01 am

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U-boat Mod v1.3

The U-boat mod allows five different modes of operation. Now you can dive deep, surface, submerge to periscope depth, escape and evade or run at decks awash. Also, all four weapon systems are fully modeled so you can fire the deck gun, flak gun, front or rear torpedoes. 8)

The mod is fully self-contained (with v1.22 vanilla efx/eqp files). To play, simply copy the 'U-boat Mod v1.3' folder into your '\Panzer Corps\Mods' directory and then enable with JSGME. Once enabled, the new units are purchasable under 'recon.'

Special thanks to: LuftWFJ44, guille1434 and McGuba for their great ideas and playtesting.

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changelog:

v1.1

- added periscope markings (above water)

- added new 'Decks Awash' mode

- added tube doors and enabled rear torpedoes

v1.2

- added new animation (and sound) for single launch rear torpedo

- modified rear tube mode to become emergency 'Escape and Evade'

- adjusted icons and stats accordingly

v1.3

- added new periscope icons (now with surface wake)

- added U-boat pens with coastal battery and flak guns

- made several adjustments based on player feedback

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Edit: Version 1.3 - a.k.a. - The Pens have arrived!

At long last, the U-boats have a place to call home. :wink:

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The Pens feature two switchable modes. The first is anti-aircraft, (indicated by a lit hatch on the upper deck), and the second is coastal battery. In battery mode, the pens can also act as a cross-channel gun to further dissuade the Allies from building-up too close to the coast. The pens should also give the Royal Navy cause for pause as their defensive capability is considerable.

It was a pleasure to develop this unit, as it promises to further enhance the naval aspect of the game by bringing several new elements to PzC for the first time. Have fun and enjoy! :D

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Edit: Version 1.2 has just been launched!

The biggest change is the new 'Escape and Evade' mode to replace the previous rear tubes. To explain how it works, I'll quote from the gentleman who came up with the idea. Big thank you by the way:
guille1434 wrote:The idea of this setup is that the submarine when in this "rear tubes" (or may be called "defensive" switch) is trying to escape from the combat area using all the resources at its disposal (evasive maneuvres, decoys, etc) because of that the higher defense values (but they should be not as high as when in "Deep/silent" mode), and it will only fire back, maybe as a last resource, to any attacking unit if this last one fire on the submarine first.
So basically, attack values have been made passive and lowered to one tube strength instead of two. To facilitate this, I added a new single torpedo animation (and a new launch sound) to differentiate this from the forward tubes/attack periscope mode. Also spotting has been reduced (since the sub is not actively listening, but trying to evade), and defensive values are slightly increased to model the use of counter measures and/or evasive maneuvers.

IMO, the reduction to a single rear tube is a great step forward as this more accurately reflects the real life configuration of the Type VII. Further work is planned, including the addition of late war boats, but I thought I should go ahead and release this update prior to adding new units.

Thanks again for downloading and I hope you enjoy it! :D

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Edit: v1.1 is now ready to set sail. :wink:

Among the additions are two new modes. The first is Decks Awash, (which is basically a dedicated flak mode) and the second is Rear Torpedoes. For those who are just seeing this for the first time the five modes are as follows:

1) Surface: Maximum speed, maximum attack (torpedoes, deck and flak guns), weakest defense.

2) Decks Awash: Reduced speed (but still faster than scope depth), Torpedo and flak gun attack, slightly improved defense.

3) Scope Depth: Reduced speed (electrics engines only), Torpedo attack, improved defense.

4) Rear Tubes: Basically the same as Scope Depth but with rear tubes instead of front.

5) Deep/Silent Running: Slowest speed, No attack, Maximum defense.

With this version, all four weapons systems are now effectively modeled so you can plan your attack based on the tactical situation. For rear tubes, the periscope 'swings' to the stern and slight water marks are now visible to indicate the rear tubes have been flooded.

Also, for those who may not be familiar with the concept of Decks Awash, this was a special tactic employed by the U-boat arm primarily for night surface attacks. The idea was to lower the boat by approximately 7 to 8 meters so that only the conning tower remained visible above water. Once in this position the boat's silhouette was reduced considerably making them harder to spot and allowing them to skirt around convoys near maximum visual range while still running on diesels.

While this did cause considerably more drag, (while also rendering the deck gun inoperable), it was still faster than running on electrics while fully submerged and gave the added advantage of partial camo during the approach.

Last but not least, I've tried to stay close to vanilla stats wherever possible so as not to disrupt game balance. (Except in cases where testing required adjustments to make the various modes playable). The idea was to make U-boat operations more fun without creating uber units. So hopefully, I've succeeded in that regard.

The mod is fully self contained, so simply copy the 'U-boat Mod v1.1' folder into your '\Panzer Corps\Mods' directory and then enable with JSGME. (In order to utilize phased movement, the surface boat has been classified as recon and is currently purchasable there).

Special thanks to: LuftWFJ44, guille1434 and McGuba for their great ideas and playtesting. 8)

As always, feedback and suggestions for improvements are always welcome. Thanks for trying the mod and I hope you enjoy it! :)
As promised, here's the first working version of the multi-purpose U-boat. The mod includes three different modes, surfaced, periscope depth and deep water. I've also added deck and flak guns to try and emulate U-boat operations to a greater degree than the stock game.

I realize not everyone will like this, but to get the necessary detail, I had to go with upscaled icons. IMO it's a trade-off that had to be made, otherwise the deck gun animations are not workable. If it's too much of an issue, then perhaps other upscale naval units could also be deployed?

Here's a look at the surfaced and periscope icons:

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The mod is fully self contained, so simply copy the 'U-boat Mod v1.1' folder into your '\Panzer Corps\Mods' directory and then enable with JSGME. (In order to utilize phased movement, the surface boat has been classified as recon and is currently purchasable there).

Special thanks to: LuftWFJ44, guille1434 and McGuba for their great ideas and playtesting. 8)

Please note this mod is still a work in progress, so feedback and/or ideas for improvement are most welcome. Thanks and have fun! :)
https://www.mediafire.com/?x0njs5l6mcbcphd
Last edited by iceFlame on Thu May 22, 2014 3:03 am, edited 3 times in total.
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guille1434
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Re: U-boat Mod v1.0

Post by guille1434 » Fri Apr 18, 2014 11:42 am

A very welcome mod! Thanks Ice! Good job! :-)

Stormbringer
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Re: U-boat Mod v1.0

Post by Stormbringer » Fri Apr 18, 2014 12:47 pm

thanks iceFlame :)
"Seul celui qui sait comment mourir sait comment vivre"

iceFlame
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Re: U-boat Mod v1.0

Post by iceFlame » Sat Apr 19, 2014 8:10 am

guille1434 wrote:A very welcome mod! Thanks Ice! Good job! :-)
Stormbringer wrote:thanks iceFlame :)
You're both very welcome. Hope you enjoy it! :)

I'm also working on a few additions for an updated version. Currently planning to add periscope markings (for the part above water), a new 'Decks Awash' mode and rear torpedo capability.

Thanks again for the positive feedback. Just knowing that someone enjoys it makes it all worthwhile! :D
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guille1434
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Re: U-boat Mod v1.0

Post by guille1434 » Sat Apr 19, 2014 1:17 pm

Yes, the periscope head above the water level would be a nice addition to the submerged at periscope depth sub icon, that I was also thinking! About the other two new ideas, I am looking forward to see how you implement them, they sound goood! :-)

Magic1111
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Re: U-boat Mod v1.0

Post by Magic1111 » Sat Apr 19, 2014 4:35 pm

Many thx for the very interesting MOD! I´ll try it! :D

iceFlame
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Re: U-boat Mod v1.0

Post by iceFlame » Sun Apr 20, 2014 11:04 pm

guille1434 wrote:Yes, the periscope head above the water level would be a nice addition to the submerged at periscope depth sub icon, that I was also thinking! About the other two new ideas, I am looking forward to see how you implement them, they sound goood! :-)
Nothing is ever perfect, but I did try to do the best I could. Hopefully the implementation will prove to be fun rather than just annoying. :wink:

And I wanted to thank you again for getting me interested in the possibilities of multi-purpose units. It was largely your work on the Condor that set me on this path, so thanks for being such a good influence. :D
Magic1111 wrote:Many thx for the very interesting MOD! I´ll try it! :D
You're more than welcome. Truth be told, you helped me quite a bit in the past with SH3, (on another forum that shall go unnamed :wink: ), so if I can repay that debt a little with this mod then I'm very happy to do so! Here's hoping you enjoy it! :D
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iceFlame
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Re: U-boat Mod v1.1

Post by iceFlame » Mon Apr 21, 2014 1:49 am

Updated the first post with the latest version. Now featuring five modes with all four weapon systems fully operational. Have fun and good hunting! 8)

changelog:

v1.1

- added periscope markings (above water)

- added new 'Decks Awash' mode

- added tube doors and enabled rear torpedoes

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guille1434
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Re: U-boat Mod v1.1

Post by guille1434 » Mon Apr 21, 2014 3:16 am

This mod is looking better and better! Very well thought and very good work!
Also, thanks for your nice words. I am very glad you liked the Fw-200 and its multi-switch capabilities!

BiteNibbleChomp
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Re: U-boat Mod v1.1

Post by BiteNibbleChomp » Mon Apr 21, 2014 11:12 am

Wait, you release a v1.1 just days after 1.0?! My gap is usually 2 months, so I'm quite surprised (think of GC 14 as the v1.1 for Kaiserschlacht)

Great work!

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

guille1434
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Re: U-boat Mod v1.1

Post by guille1434 » Mon Apr 21, 2014 12:05 pm

Hello IceFlame!
I am following this mod development with a lot of interest, because it gives a very good use of the "switch" button, which is in my opinion, one of the best features of this game...

I was looking at the files included in the v1.1 of this mod and in the eqp file I noticed that the submarine in "periscope depth" and in "rear torpedo tubes" modes has exactly the same values for all of its stats... May be you are planning to differentiate those two modes in some way in a future, because if not, there is no purpose in making a fifth "switch" when you obtain the same results with four.

So, in case you find it useful, I have the following idea for the "rear tubes" switch: we can implement it as a "defensive" measure better to be adopted when the submarine is located and attacked by enemy ASW escorts, or when also is attacked after the submarine opened fire. Compared with the "periscope depth" switch mode, in the "rear tubes" mode, the sub would have a little higher defense values, and a little lower Naval attack values (after all, the Type VII had two rear firing torpedo tubes compared to the four or six, I don't remeber exactly, which were firing to the front). Also, the NA value in the "rear tubes" mode should be made negative (that is, the sub will fire the rear torpedo tubes only if attacked by an enemy unit). The idea of this setup is that the submarine when in this "rear tubes" (or may be called "defensive" switch) is trying to escape from the combat area using all the resources at its disposal (evasive maneuvres, decoys, etc) because of that the higher defense values (but they should be not as high as when in "Deep/silent" mode), and it will only fire back, maybe as a last resource, to any attacking unit if this last one fire on the submarine first.

I think this would be a good way to "squeeze" the fifth, and making it a distinct mode to a sub unit, giving the ASW warfare aspect of the game a little more fun and variety. Also, the idea is in my opinion, well balanced, because you give the sub a little more defense, but also lower its attack value somewhat).

Just an idea...

Also, I think the Air Attack values should be negative in all the sub switches, making its AA fire strictly defensive, and making impossible for a sub to go running below aircraft to fire at them! :-)
By the way, the "Deck awash" mode is an excellent idea, for adding a new, and distinct swicth to the sub unit! I did not know about this tactic used by U-boat captains. Very well thought! :-)
Last edited by guille1434 on Mon Apr 21, 2014 4:58 pm, edited 1 time in total.

McGuba
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Re: U-boat Mod v1.1

Post by McGuba » Mon Apr 21, 2014 1:10 pm

Sure, thanks, and congrats for the release of your first mod for PzC :wink: Hopefully there will be more to come later. :)
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iceFlame
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Re: U-boat Mod v1.1

Post by iceFlame » Wed Apr 23, 2014 12:03 am

guille1434 wrote:So, in case you find it useful, I have the following idea for the "rear tubes" switch: we can implement it as a "defensive" measure better to be adopted when the submarine is located and attacked by enemy ASW escorts, or when also is attacked after the submarine opened fire. Compared with the "periscope depth" switch mode, in the "rear tubes" mode, the sub would have a little higher defense values, and a little lower Naval attack values (after all, the Type VII had two rear firing torpedo tubes compared to the four or six, I don't remeber exactly, which were firing to the front). Also, the NA value in the "rear tubes" mode should be made negative (that is, the sub will fire the rear torpedo tubes only if attacked by an enemy unit). The idea of this setup is that the submarine when in this "rear tubes" (or may be called "defensive" switch) is trying to escape from the combat area using all the resources at its disposal (evasive maneuvres, decoys, etc) because of that the higher defense values (but they should be not as high as when in "Deep/silent" mode), and it will only fire back, maybe as a last resource, to any attacking unit if this last one fire on the submarine first.
That's a fantastic idea! Way to go guille! The 'defensive switch' for passive rear tube escape sounds perfect. I'll definitely implement this for v1.2. Two heads really are better than one. Thanks for the great feedback! :D
I think this would be a good way to "squeeze" the fifth, and making it a distinct mode to a sub unit, giving the ASW warfare aspect of the game a little more fun and variety. Also, the idea is in my opinion, well balanced, because you give the sub a little more defense, but also lower its attack value somewhat).
Yes absolutely. Thanks for helping take the U-boat mod to the next level! :D
Also, I think the Air Attack values should be negative in all the sub switches, making its AA fire strictly defensive, and making impossible for a sub to go running below aircraft to fire at them! :-)
Agreed. And I did make them negative/passive for both the surfaced and decks awash modes. The other (three submerged) modes all have AA values of zero. So the only time the active flak gun animation is used is during Decks Awash and only as extra firepower against naval targets rather than air. (This was the best way I could find to implement specific flak offsets into the game, aside from surfaced defensive fire).
By the way, the "Deck awash" mode is an excellent idea, for adding a new, and distinct swicth to the sub unit! I did not know about this tactic used by U-boat captains. Very well thought! :-)
Thanks for the kind words! Your feedback and support really means a lot. :)
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guille1434
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Re: U-boat Mod v1.1

Post by guille1434 » Wed Apr 23, 2014 2:09 am

Ice! I am immensely happy to be able to collaborate with this great modding concept! Thanks also to you for considering my comments as good enough to be implemented...

AA fire: I suppose I looked at the eqp file very quicly and I did not see that the AA values were already in negative numbers. That is very logical... Again, very well thought by you!

Please, keep up the good work! If some other valuable idea comes to me, I will comment it here for you to consider.

Another thing about this work: I was thinking about making an icon group (in the five configurations) for the Type XXI late war U-boat... I think it would be nice to be able to add this advanced unit in any late war battle scenario... May be after we have the icons you can add this new sub to the mod :-)

Best regards to you and a million thanks for sharing this mod with us all! :-)

Magic1111
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Re: U-boat Mod v1.0

Post by Magic1111 » Wed Apr 23, 2014 2:47 pm

iceFlame wrote: You're more than welcome. Truth be told, you helped me quite a bit in the past with SH3, (on another forum that shall go unnamed
Aha, okay...I can´t remember.... :oops:

Do you have the same nickname in the other forum? Or what is your nickname in this other forum?

Best regards,
Magic

P.S. New Version downloadet! :D

iceFlame
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Re: U-boat Mod v1.1

Post by iceFlame » Thu Apr 24, 2014 12:52 am

BiteNibbleChomp wrote:Wait, you release a v1.1 just days after 1.0?! My gap is usually 2 months, so I'm quite surprised (think of GC 14 as the v1.1 for Kaiserschlacht)

Great work!

- BNC
Thank you. :)

It's just a mini-mod so updates are pretty quick... It's mostly the thinking that's the hard part. :wink:
McGuba wrote:Sure, thanks, and congrats for the release of your first mod for PzC :wink: Hopefully there will be more to come later. :)
Thanks Mac. And I also want to express my gratitude for your interest in the switchable U-boat. It really helped encourage me early on, plus your ideas for ratings and play-testing proved invaluable. Thanks again! :D
guille1434 wrote:Please, keep up the good work! If some other valuable idea comes to me, I will comment it here for you to consider.
Please do. I'm always open to new ideas for improvement. If it makes the mod better, I'm happy to hear it! :)
Another thing about this work: I was thinking about making an icon group (in the five configurations) for the Type XXI late war U-boat... I think it would be nice to be able to add this advanced unit in any late war battle scenario... May be after we have the icons you can add this new sub to the mod :-)
That sounds great guille. The Type XXI would add a whole new dimension to the late war. It'd be awesome to have the world's first true submarine in PzC, plus it'd be a lot of fun! If you can make the icons, that'd be great! And thanks for the kind offer. :D
Magic1111 wrote:Aha, okay...I can´t remember.... :oops:

Do you have the same nickname in the other forum? Or what is your nickname in this other forum?

Best regards,
Magic

P.S. New Version downloadet! :D
No worries. It was a different name at a very popular sub forum. But I remember talking to you quite a few times. You were always helpful and I used your uploaded mods from time to time. So thanks for everything! :D
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Magic1111
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Re: U-boat Mod v1.1

Post by Magic1111 » Thu Apr 24, 2014 1:53 pm

iceFlame wrote: ...
You were always helpful and I used your uploaded mods from time to time. So thanks for everything!
You´re welcome mate! :D

asuser
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Re: U-boat Mod v1.1

Post by asuser » Thu Apr 24, 2014 4:30 pm

Very nice idea Iceflame!

Much more fun with the submarines now! Now we can also indentify different submarine types... :)

Especially let's think about the late war types (Guille said), then you have to add the "snorkel" (oxygen support from the air with a tube) on the turret for a bigger range or so...

iceFlame
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Re: U-boat Mod v1.1

Post by iceFlame » Fri Apr 25, 2014 6:11 am

asuser wrote:Very nice idea Iceflame!

Much more fun with the submarines now! Now we can also indentify different submarine types... :)

Especially let's think about the late war types (Guille said), then you have to add the "snorkel" (oxygen support from the air with a tube) on the turret for a bigger range or so...
Yes, lots of good possibilities. It give the player more choices on how to deploy his U-boats and what risks he is willing to take based on the situation. :)

I also really like the idea of adding late war types, as I think this would be an excellent addition. Hope springs eternal, so even if the situation is somewhat out-of-hand by then, the player can always cling to the hope that the enhanced abilities may somehow save the day. Wunderwaffe in the Atlantic! :wink:
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peterw
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Re: U-boat Mod v1.1

Post by peterw » Fri Apr 25, 2014 7:28 am

@iceFlame
Really nice mod! :D

Am I allowed to use your U-boot model in my mods?
I'll name you in the credits then.

Actually my German and Italian submarines have two modes (up and down water).

You find my mod "Italia Victor!" at the streitmacht forum.
(This forum doesn't allow me to post a link.)

Peter

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