UBOAT (steam) 2024.1 Patch 16 | Updated 2024-09-30

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FrechetDerivative
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UBOAT (steam) 2024.1 Patch 16 | Updated 2024-09-30

Post by FrechetDerivative »

Here is my table for the game UBOAT, tested on the steam version as of 2024.1 Patch 16.

The features are:

Code: Select all

- Access to career related pointers, such as budget, reputation point, ship 
  upgrade point, and limits on sailors, officers and survivors onboard.
  You must activate the script, then mouse over the budget icon on top of the 
    screen.
- Buff player’s submarine and fired torpedoes
  - Buff torpedoes fired by the player, including: damage, damage radius,
    range, and speed.
    Changes applies to torpedoes that are in flight.
    Your torpedo launcher has an upper speed limit that is far less than the
      500 m/s default value, so your torpedo solutions will be wrong. With this
      speed, manually set target ship’s speed to 1 km/hr in the launcher worked
      for me.
    Damage includes both damage to hull and to crew and are set to the same
      value.
    Anything caught in the damage radius MAY be damaged. For enemy ships, they
      could catch fire, or taken damage to hull (thus sinking), or not affected
      at all; all by chance. For your UBOAT, your crews will die, and your ship
      will be damaged.
    Anecdotal evidence suggests that damage radius should be set no more than
      2000 m. Ships beyond 2000 m don’t seem to be affected, despite setting
      damage radius to include them.
    Enemy ship’s guns will continue fire despite taking damage, until the ship
      is sinking (buoyance is less than about 25%).
    If you want to simulate nuclear torpedoes, please activate the “weaken
      enemies” script.
  - Buff deck gun (if present), including: ammo, magazine size, reload time,
    and shell speed
  - Buff flak guns (if present), including: ammo, magazine size, reload time,
    and shell speed
    Locking ammo does not work in first person deck gun mode. Please quit and
      re-enter first person mode to re-supply ammo count. Do so before you
      spent all remaining ammo, else the game will think you are out of them
      despite the cheat supplies more and will require you to resupply at port
      or milk cow to re-able the guns.
  - Additional pointers
    - Fuel amount in tank 1. Even if you set above the capacity limit which is
      50000 ton, the extra mass will persist across save, and not affect your
      ship’s buoyance.
    - Stress and discipline.
    - Oxygen and electricity, both their current value and maximum capacity.
      For max capacity, you need to save and reload to have effect.
    - Engine power. Change only after the value has stabilized. Will change
      your boat’s speed accordingly.
    - Damage protection. Value higher than one causes your boat to be harder to
      sink. Does not protect your crew though, so if you are on surface and
      took a direct shell hit, the boat might be unharmed but your deck crews
      might die.
    - Main storage and item counts on all slots.
    - Accessories storage and item counts on all slots. Note if the item does
      not have a count, i.e. only one item allowed per slot, such as diving
      suite, the count is meaningless and shouldn’t be changed.
    - Additional modifiers.
      - Work performance modifier. Need to go into alarm, add or remove sailors
        assigned to an officer on commanding task to take effect. Affects all
        work performed such as detection ranges of your ship (visual, sonar),
        speed of torpedo loading and firing solution etc.
      - Crew noise modifier. Need to save and reload to take effect.
      - Sonar detectability. Need to save and reload to take effect.
      - Crew energy loss. Set to zero. If officier is still losing energy, ask
        him to take a rest and when he is back the effect should be active.
        Does not persist across save, and may be changed by events.
- Access to player’s kitchen to get pointers to item counts for all four slots.
  Only works if you allow food management.
- No bilge water. Any amount already accumulated will be set to zero. If you
  are above surface, activating this script prevents you from diving. If you
  have dived and is resurfacing, quickly expells the water in your diving
  tanks.
- Weaken enemies. All enemy ships will be made of paper. Any damage to their
  hulls will cause it to sink and break into two parts. Required if you want to
  simulate nuclear torpedoes.
- Torpedo never dud. If you set damage radius to be high (e.g. more than 100 m)
  and torpedo impacted a ship, you could still get “minimal damage” message,
  and the ship remains intact. This is not a dud; your damage radius is too
  high.

I was able to earn achievements with those cheats enabled.

Change logs:
  • 2024-09-30: Fixed the modifier for officer energy loss. Updated instructions accordingly.


How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Attachments
UBOAT_v2024.1_P16.CT
v2024.1 Patch 16
(96.99 KiB) Downloaded 768 times
UBOAT_v2024.1_P14.CT
v2024.1 Patch 14
(96.68 KiB) Downloaded 201 times
Last edited by FrechetDerivative on Mon Sep 30, 2024 5:57 pm, edited 1 time in total.

killeraltair
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Re: UBOAT (steam) 2024.1 Patch 14 | Updated 2024-09-25

Post by killeraltair »

Thanks for your table!
I actived crew noise to -2 and sonar detectability to 0 but I still can be detected when enemy gets closed by. How can I never be detected?

FrechetDerivative
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Re: UBOAT (steam) 2024.1 Patch 14 | Updated 2024-09-25

Post by FrechetDerivative »

killeraltair wrote:
Fri Sep 27, 2024 3:38 pm
I actived crew noise to -2 and sonar detectability to 0 but I still can be detected when enemy gets closed by.
My apologies for neglecting mentioning this in the notes: for crew noise and sonar detectability, you need to save and reload to take effect.
killeraltair wrote:
Fri Sep 27, 2024 3:38 pm
How can I never be detected?
Your UBOAT is still visible if your periscope is raised to the surface albeit very difficult to be spotted. When allied technology catches up, even the periscope can be detected by radar.
Your UBOAT can still generate noise, which can be from engine, gyrocompass, compressors if those are turned on, or from crew loading or maintaining torpedoes.
Turn on detection hints in the game settings and the game will tell you how you can be spotted and by how much.

I looked into modifiers for visibility. Unfortunately there is not a simple hack like crew noise or sonar detectability that turns your boat invisible. Nor was there a simple hack for radar detectability. I am afraid in the future you still need to be mindful of those sources.

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Darkedone02
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Re: UBOAT (steam) 2024.1 Patch 14 | Updated 2024-09-25

Post by Darkedone02 »

I set the crew energy gain and loss to 0 and it still losing and gaining instead of being frozen, I even did as instructed and it's not being frozen.

shearerc
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Re: UBOAT (steam) 2024.1 Patch 14 | Updated 2024-09-25

Post by shearerc »

Thanks OP, I used the no torpedo dud feature. 'Nuclear torpedoes' sounds interesting, trying it out :D

Sharing here my own table which I made for myself 2 weeks ago. Works with 2024.1 patch 14,15,16,18. (Steam/GoG)
It was built upon this table viewtopic.php?p=369571#p369571 (Thanks & credit to fenuzulage)
Features:
PlayerCareer (only activate when docked)
  • Free Supplies (Port Warehouse)
  • Pointers for Reputation, Ship Upgrade Pts, etc..
PlayerShip
  • Player Sub Invulnerable to Damage*
    * Protects from all except:
    - friendly fire from Axis units(Ger,JP)
    - damage/leaks/implosion from diving too deep (use 'Increase Crush Depth' script for that)
    - collisions with ships at weird and rare angles
    - you firing at another ship that is TOO close, like literally next to your ship
  • Max battery, discipline, oxygen, zero water, stress
    If you upgraded accumulators on electric engines, max battery will show less than 100% but no worries, it won't drop.
  • Officers No Fatigue / Full Energy
  • Unlimited Ammo (except torpedoes)
  • Unlimited Cargo Consumables
  • [Pointer] Current Engine Power (will reset upon changing gear)
  • Fuel remaining (this is actual amount, not percentage)
  • No Diesel Fuel Consumption
  • [Pointer] Hydrophone Range Multiplier
    * after editing, unassign hydrophone/radar operator and reassign again to take effect. Or add/remove sailors to the officer.
    Direct Detection Range Multiplier (single contact)
    Group Detection Range Multiplier (convoy contact)
  • Target Depth (can be set below max depth of your depth gauge)
  • Increase Crush Depth to 11000m
    NOTE: You still wouldn't be able to visit the Titanic wreck or Challenger Deep@Mariana Trench lol. There is an invisible seabed at 2000m, so game prevents you from diving below that.
    But up to 2000m, will prevent sub being crushed. Leaks can still happen, just use "Unlimited Cargo Consumables" to have infinite repair parts. But if u wanna totally prevent it, use 'No leaks/damages' option below
  • No leaks/damages when diving deep
  • Fast Torpedo Loading Times
  • Fast Targeting Torpedo Solution Quality
  • Compressed Air Reserves Won't Decrease (may not work all the times)
  • Quickly Pump Flood Water out of Sub [turn on your Pump]
    won't pump out all compartments, there will be negligible amount left
  • Officers XP Gain Multiplier
  • [Campaign Objectives] Tonnage Sunk GRT 2x Multiplier (chg multiplier in script if u want)
  • Crew Expedition Task Progress Pointer (searching Cargo, weather station, etc..)
    Value is between 0 and 1. Eg.
    0 is 0% , 0.5 is 50% , 1 is 100%
Attachments
uboat-2024.1patch14.CT
Works with 2024.1 patch 14,15,16,18. (Steam/GoG)
(93.4 KiB) Downloaded 207 times
Last edited by shearerc on Sat Oct 05, 2024 11:47 am, edited 2 times in total.

FrechetDerivative
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Re: UBOAT (steam) 2024.1 Patch 14 | Updated 2024-09-25

Post by FrechetDerivative »

Darkedone02 wrote:
Mon Sep 30, 2024 1:53 am
I set the crew energy gain and loss to 0 and it still losing and gaining instead of being frozen, I even did as instructed and it's not being frozen.
Can reproduce this problem on my end. A new table has been uploaded to the original post with this issue fixed. Note the new instruction on how to use this modifier.
Have fun!

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