recursal/Fanatic-Fandom huggingface dataset:
Submarines

A number of **U-boat models** appear in the game. The most common uboat you will be encountering in the game is the VII(X) range, where X is either A,B,C iteration of the uboat. The Type VIIC is the main uboat you are probably playing with. If you are starting with an earlier date, you may use a VII(B).

## VIIC: the workhorse

Type VIIC Dimensions
 Beam
 Height
 Draft

Draft of 4.74m - When hiding from destroyers or any ASW ship note that the distance you have to play with between the bottom of the sea floor and hitting the seabed is ~5m. So in effect, when the seabed is at e.g; 120m you can safely dive to 115m without actually hitting the seabed and damaging a system or making a giant blip on ASW hydrophones.

* Calculated crush depth: 250–295 m (820–968 ft)

The above means you can safely dive to 230m without any adverse effects happening to your hull, however at this depth you are prone to spring leaks, these usually happen from pipes inside the uboat and/or weak spots in the hull. Weak spot in the hull you can safely assume to be any impact you received on the uboat prior to diving. For example, if you had a surface engagement for what ever reason and you took a hit, after successfully repairing, consider that section as a weak spot until the next time you dock in port.

## VIIB: the precursor

If you are starting from an earlier date (like 1939), you can get the chance to use a VIIB. The two classes are almost identical, save for the following:

* The VIIB accepts fewer upgrades.
	+ The conning tower / AA only goes up to *Turm 1*.
	+ The hydrophone only goes up to "KDB".
* There is no snorkel. There is no radar-detector.
* The draft is the same. VIIB is very slightly shorter. Minimal effect on gameplay.
* In real life, VIIC would have an extra active sonar; this does not seem to be in game.
* In real life, the crush depth is lower at 230–250 m. It probably applies in game.

## List of all U-Boats

These are all the listed types of submarines for Germany in the 2nd world war time period. *Note that not all of these are featured in the game.*
Datasheet Modding/Graphics/Map Decorations

### Prefab Path

This field defines the prefab path to the Image asset used for the material (see Texture Modding for details)

### Localization Key

This field defines the Localization Key within Locals/?

### Latitude

This field defines the Latitude coordinate (decimal degrees) for the Prefab Image

### Longitude

This field defines the Longitude coordinate (decimal degrees) for the Prefab Image

### Size

This field defines the size of the Prefab Image

### Rotation

This field defines the rotation of the Prefab Image

### World State Tag

This field defines the tagname of the Map Decoration. This value is used by the '...' field in  Sandbox/Tasks/
Legendary Anarchist

Legendary Anarchist is Legendary Class Mod in Borderlands 2 Reborn manufactured by Vladof.

 Special Class Mod Effects

Provides a bonus to Gun Damage. Decreases Weapon Accuracy. Also provides a bonus to the following skills:

* Anarchy
* Close Enough
* Smaller Lighter Faster
* Typecast Iconoclast
* Preshrunk Cyberpunk

## Advanced Usage

(this section intentionally left blank - the community can edit this page and add their own tips and tricks on how to use this weapon.)
Radio Room

The Radio Room is located in the Officer's Quarters and contains the radio and radar detector.

Any officer may use this station, but range is vastly increased if Radioman is assigned.

A single crewman may be assigned to assist with tuning and decryption.

Weather and depth affect range.

### Upgrades

 FuMB 1 "Metox"
 FuMB 10 "Borkum"
 FuMB 7 "Naxos I"
 FuMB 26 "Tunis"
Short Sunderland

Short Sunderland. Note the ASV Mk 2 radar on the end of the wings and the rear fuselage

## Equipment

### Guns

4x wing-mounted 7.7mm Browning M1919 Machine Guns, 1x Front Turret (2x 7.7mm Browning M1919 Machine Guns), 1x Dorsal Turret (2x 7.7mm Browning M1919 Machine Guns) 1x Rear Turret (4x 7.7mm Browning M1919 Machine Guns)

### Radar

ASV Mk 2 (Oct 1940 onwards), ASV Mk 3 (Mar 1943 onwards), ASV Mk 4 (Jun 1945 onwards)

The Short Sunderland is an enemy aircraft featured in UBOAT. It is used by the British RAF as a maritime patrol aircraft, searching for and destroying German U-boats using depth charges, bombs and machine guns. It is a high threat to U-boat crews and should be avoided at all costs. Throughout the war, the radar of the Sunderland is upgraded, making the aircraft better at finding U-boats as the war progresses.

#### Relevant Links

Short Sunderland - Wikipedia

ASV Mark II radar - Wikipedia

ASV Mark III radar - Wikipedia
Technologies

Radar Detection:

**Metox**

"After Rommel's troops captured British Wellington aircraft in North Africa, its radar technology was a subject of our ongoiong investigation.

Metox & Grandin company in Paris is working on a device that would be able to detect these radars from large distances and give our u-boats early warning.Our u-boats would be much safer from air patrols with this technology as they would simply submerge long before aircraft would arrive at their location.

Gives you the capability to assign an officer to the listening station while surfaced, checking the area for enemy radar similar to the hydrophone system underwater.
Crew Management

Prioritize tasks, plan shift schedules and compose squads in order to automate routine work on board in an effective way and reduce manual micro management.

ждун has created a crew management guide, available on the Steam Community Guides:
https://steamcommunity.com/sharedfiles/filedetails/?id=2082403141

### Shifts

A shift requires a minimum number of stations to be manned by crew. If officers are not using these stations, crew will be allocated, based on task priority, to man these stations.

#### Surface

* Conning Tower - Observation (watch) - 2 crew (these are in addition to any crew assigned to a leader at the Targeting Sight)
* Helm (Expanded Sailor Management only) - 1 crew (may be replaced by any officer)
* Galley (Expanded Sailor Management only) - 1 crew (may be replaced by any officer with Cook skill)
* Engines - 2 crew (may be replaced by engineer and their assistants)
* Cleaning (Expanded Sailor Management only) - 1 crew
* Ballast Valve (Expanded Sailor Management only) - 1 crew will step away from their task to open the valve

#### Submerged

* Observation Periscope (watch) - 1 crew (may be replaced by leader assigned to either periscope)
* Helm (Expanded Sailor Management only) - 1 crew (may be replaced by any officer)
* Galley (Expanded Sailor Management only) - 1 crew (may be replaced by any officer with Cook skill)
* Engines - 2 crew (may be replaced by engineer and their assistants)
* Cleaning (Expanded Sailor Management only) - 1 crew
* Depth Steering (Expanded Sailor Management only) - 2 crew
* Ballast Valve (Expanded Sailor Management only) - 1 crew will step away from their task to blow the ballast

### Expanded Sailor Management

In settings, an option is available to use "Expanded Sailor Management". This option creates crew tasks for cooking, cleaning, work at depth steers station and work at helmsman station. Each new task is also added to the crew priority list. All these jobs now have an underlying game mechanic.

This option creates a Helm station in the Conning Tower that can be manned by crew or any officer. When an officer is not manning this station, a crewman who is a member of the current shift will sit here. If this option is not enabled, these stations are purely cosmetic, and does not "use up" a crew slot.
Modding/Tutorial/Example Add Port

#### Create Sandbox/Static Group

This is the Static Group which will contain all of the static entities we want in the game

#### Create Sandbox/Static Entity

This is the Static Entity which will be placed into the game

#### Create Locals/Entities

This will contain the description and name of the Port in the game

### Requirements

Optional:

* Ensure Entity/Type for Static Entity exists
	+ (see Adding Custom Entity)
* Ensure Enitity/Slot data exists for Entity/Type
	+ (see Adding Custom Entity)
* Sandbox/Tasks
	+ (see Adding Additional Tasks)
Ol Class

The ***Ol*-class tankers** were Royal Fleet Auxiliary Replenishment oilers built from 1917-1919 tasked with providing fuel and other supplies to Royal Navy vessels around the world. There were six ships in the class. Until 1936 they were managed by Davies and Newman with RFA crews, after which time they were transferred to the Admiralty.

Description from Wikipedia
Datasheet Modding/Sandbox/World Grid

## World Grid

The World Grids sheet is used to define the navigational map grid area coordinates example (AN grid square), but can also define any custom area/ shape on the map.

Grids are defined in levels 0-4

Example:

* Grid Level 0: AN
* Sub Grid Level 1: AN2
* Sub Grid Level 2: AN21
* Sub Grid Level 3: AN219
* Sub Grid Level 4: AN2195

### /

This field defines the World Grid unique record

### Latitude 1

This field defines the upper left hand corner latitude point of the World Grid Square

### Longitude 1

This field defines the upper left hand corner longitude point of the World Grid Square

### Latitude 2

This field defines the lower right hand corner latitude point of the World Grid Square

### Longitude 2

This field defines the lower right hand corner Longitude point of the World Grid Square

### Names

This field defines the displayed name of the World Grid on the map (the name the player sees in the map view). The name for each grid is displayed at the Latitude 1, Longitude 1 point of that specific grid.

This field can contain a single World grid name or comma separated list of Names. In the case of a list of multiple names the first Grid name utilizes the Latitude 1, Longitude 1, Latitude 2, Longitude 2 coordinates, each of the following Grid Names after is transposed to the right (east) from the previous grid coordinates. This allows for one Grid coordinate definition to generated multiple squares

Example:

 PW

PW square is defined as (-38.1,-90.7) by (-46.2,-79.9), the following Grid PX will be generated with the transposed to the right with the coordinates of (-38.1,-79.9) by (-46.2, -69.1). This process is continued for each name value in the list.

This process can also be used at higher grid levels as well but to do so the following criteria must be met:

* Grid record must exist a each level higher than a sub grid record in order for the grid to properly appear.
* The record name of the grid of a higher level must contain the record name of the level above it in order to be handled by the game properly.
	+ Example: BF contains BF1, BF2, BF3, BF4, etc, BF4 contains BF41, BF42, BF43, etc.
* If a Grid is a perfect square, the game will automatically create any sub grids in a standard 3x3 pattern at each grid level.
* Sub Grids only need to be defined if a Grid Squares sub grid is not a 3x3 pattern, example 2x4, 2x5, etc.

example:

### Custom Corners

This field defines the latitude longitude points for custom grid shapes. Custom corners start from the upper left hand corner and follow clock wise around the shape and are provided in a comma separated list.

Note: If Custom Corners are used on a Grid, any subsequent sub grids at higher levels may not match the shape of the parent grid with custom corners, and (if needed) custom corners will need to be defined for the sub grids as well.
Control Room

The Control Room is the central hub of the uboat, located amidship, between the Galley and the Officer's Quarters.

Contains the following stations:

* Depth Steering
* Navigation
* Observation Periscope

Contains the following usable equipment/storage:

* Bilge Pump
* Echosounder
* Gyrocompass
* Light switch
* Snorkel (if installed)
* Valves

A hatch above leads to the Conning Tower. An aft hatch leads to the Galley, and a fore hatch leads to the Officer's Quarters.
Ventilation

Ventilation is the system of air-recirculating fans that help keep breathable air fresh while submerged. It is located in the Diesel Engine Room, fore of the engines, port of the hatch to the galley.

Fans contribute 96dB to noise, and consume 12/min electricity when active. If potassium plates are present, they are consumed at a rate of 1 every 12s, but vastly improve effectiveness. NOTE: crew will NOT automatically shut ventilation off when it reaches 100%.

Effectiveness is reduced over time. *"The longer we reuse the same air, the more ventilation effectiveness will decrease."* Effectiveness is reduced at a rate of about 4%/minute while active, until fresh air (via surfacing or snorkel ) is introduced back into the system (which quickly resets effectiveness back to 100%).

Effectiveness can be temporarily improved with potassium plates (adds 100% effectiveness, which can push effectiveness up past 100%).

 50%
 75%
 100%
 125%
 150%
 175%
 200%

In b124, 100% effective ventilation can replenish 100% O2 within 6.5 minutes, reducing effectiveness by approx 25%. With plates, 3.5 min, consuming approx half a stack, reducing effectiveness 14% (not counting plate bonus of +100%).
Friendly Fire

Friendly Fire is a Legendary Shotgun in Borderlands 2 Reborn manufactured by Bandit.

 Special Weapon Effect

**Put that frown six feet down!** Increased projectile count and status effect chance. Increases splash damage to 85%. Spread in the shape of a smiley face.

## Advanced Usage

(this section intentionally left blank - the community can edit this page and add their own tips and tricks on how to use this weapon.)

## Trivia

* This was originally created by Aaron0000.
Daredevil

This skipper has commanded the U-Boat during the early war, operating close to the enemy shores. He is used to taking risks and striking well defend areas.

The command sees this and for this reason may sometimes offer him high risk and high reward assignments that require getting very close to enemy ports, similarly to the strike of Scapa Flow. \*This type of assignment will only appear for ports with performed arial reconnaissance\*.

- Unlocks additional high risk missions.

Passed onto new skippers of this u-boat by the crew.

See other skills here
Modding/Tutorial/Example Adding Ship Entity

1. Follow previous steps to set up Unity Project
2. Create Folders
	* <Project dir>/Assets/Packages/<mod name>/<package name>/Mesh
	* <Project dir>/Assets/Packages/<mod name>/<package name>/Textures/Entities/<ship name>
	* <Project dir>/Assets/Packages/<mod name>/<package name>/Materials/Entities/<ship name>
	* <Project dir>/Assets/Packages/<mod name>/<package name>/Entities/
	* Eg: My Unity Project/Assets/Packages/my-test-entity/my-ship/Entities/
3. Create Manifest
4. Import Model (.fbx - prefered)

1. Unity Templates for creating Entities
2. Extract Materials & Assign Textures

1. Adding Collider Mesh(s)
2. Main Components (Root)
	1. Adding 'Non Playable Ship' Component
	2. Auto - Gen prefab Strucutre - Ship Builder
	3. Adding 'Game Object Prefab ' Component
		1. Assign Entity
		2. Register Children
	4. Adding 'Rigid Body ' Component
	5. Adding 'Hull' Component
	6. Other Components
		1. Non Playable Crew
		2. Center of Mass
		3. Hull Effects Renderer
		4. Highlight Effect
		5. Generic Activator
3. Sub Components (child objects)
	1. Engines
	2. Radar
	3. Propellers
	4. Rudder
	5. Obersvation Spot
	6. Guns/Weapons/Artillery
4. Setting up Neural Network Physics (TBD)
	1. Prerequisites
	2. Water Components
	3. Neural Network
		1. Neural Network Training
5. Datasheets
	1. Entities.xlsx
		1. Type
		2. Equipment
		3. Slots
		4. Unit
	2. Sandbox.xlsx
		1. Tasks
		2. Static Entities (optional)
		3. Spawners
Depth Steering

Depth steering is a crewable station. When the sub is submerged (even to deck awash depth), this station is always manned by two sailors. An officer can be assigned to supervise, which improves their effectiveness, but sailors cannot be removed.

Electric steering engines add 85dB to noise for enemy hydrophone detection of uboat, however electric steering is more precise than manual, resulting in better depth maintaining and faster dive rates.

### UI Notes

Right click on the icon to switch steering modes (manual/electric). In b126 this un-assigns the officer, who will need to be re-assigned to the station after switching modes.
Bilge Pump

The Bilge Pump is located in the Control Room. It can pump water from any compartment, but it is faster to transport water by bucket from other rooms to the Bilge.

When active the pump contributes 95dB to detection noise and uses 12 units of power per minute.

At depth the effectiveness of the pump is reduced. At 200m the pressure is so great the pump is effectively useless and cannot push water out of the sub.
Datasheet Modding/Sandbox/Radio

Note: The assigned static entity must be of the entity type 'Radio'

Format: (Specific String)

The following types are available:

* Message
* Headquarters
* Radio
* ReceivedMessage
* Report

### Message Key

This field defines the Message key referenced from the Locales.xlsx/Messages values.

### Message Type

This field defines the Message Type of the radio message, It is also defines folder where the message will be placed in the Log Book/ Journal.

### Date Start

This field defines the start date of the radio broadcast

### Receive Duration

This field defines the duration it takes to receive the radio message once the player selects it for the radio operator to decode.

Format (Integer): [Seconds]

### Transmission Duration

This field defines how long the transmission will last after the start date

Format (Integer): [Seconds]

### Strength

This field defines the broadcast strength of the transmission.

Format (Integer): [Db?]

### Message parameters

This field defines the parameters to be used in the message key for string substitution ? (not working?)

### Tracks

This field defines the audio tracks to be used with the transmission type: Radio

Format (String): [Directory], [Audio File name1], [Audio Filename2], etc.

Example: /Music/Allied Radio Station/Radio1, Allied\_song1, Allied\_song2

Note: All track files must have the first record be the containing directory. If multiple directories are used list the file names after the directory. Absolute Paths (Dir + file name) can not be used.
Leader

Leader is an officer class.

Tasks/Stations that are exclusive to Leader are:

* Attack/Observation Periscope
* UZO/Targeting Sight
* Navigation
* Flak/Deck Gun

####  Skill progression

Other than Level 1, when there is more than one option, player may choose a skill when officer is levelled up.

* Level 1
	+ Leader
	+ Variable (Cook, Connections, Expert) - revealed when officer is populated in game

* Level 2
	+ Focus
	+ Gunner

* Level 3
	+ Variable (Cook, Connections, Expert) - available skill is revealed when officer levels.
* Level 4
	+ Iron Fist
	+ Management
Modding/Tutorial/Example Add Campaign

* Ensure Static Group and Entity exists
	+ (see Adding Port)
* (Soft Requirement) Ensure Tasks set for Static Group (Supplies/ownership/Missions/etc)
	+ (see Adding Missions)
	+ (see Adding Additional Tasks)

### Data

#### Create Sandbox/Campaign

This is where we define the name of the campaign, Uboat, Flottilla, Home Port, Start Date, Equipment and Research

#### Create Locals/UI

After creating a Campaign we will want the UI to contain text information for the campaign title and description in the main menu
Adding Title and Description :

<image>

Note: The Locals UI record must having the following record name in order to be applied to the campaign

* Title: '[campaign name] - Title'
* Description: '[campaign name] - Description'

#### Create Images/Campaigns Assets

It is advised you create a image asset (images/campaigns) for the main menu campaign selection screen.

See Modding

### Additional Modifications

See the following If making additional adjustments to the campaign parameters

#### Changing Equipment:

You may apply custom upgrades and equipment to the uboat at game start.

##### Requirements

* Equipment must exist in Entity/Equipment
* Equipment must exist in Entity/Slots/Type VIIC (Player)

#### Changing Uboat:

You may also have the player start in a specific uboat hull / name

##### Requirements

* Ensure the Unit Name exists in Entity/Units

* Ensure the Campaign Start Date is within the Entity/Unit Start Date and End Date
* The Unit/Type should be a Playable Entity: Type VIIC
Sapper

The engineer is familiar with the use of explosive and can use them to effectively sink enemy units, saving torpedoes and ammunition.

When this officer is assigned to to the command station, he also provides advice to sailors taking care of the torpedo launch procedure along with officers creating torpedo solutions. This increases effective damage done by 6%. The officer has to be present during both the torpedo tube flooding and the launch for this effect to take place.

1. -More likely to heat weak points on enemy freighter, achieving a critical hit.
2. -When present for both circumstances mentioned above this officer increases damage done by torpedoes by 6%
3. - Unlocks the ability to plant dynamite in intercepted freighter.
4. - Unlocks the ability to mine abandoned subs.
Engineer

Engineer is an officer class.

Tasks/stations that are exclusive to Engineers are:

* Manage Diesel Engines (diesel engines must be active)
* Manage Diving Plan (sub must be submerged)
* Manage Electric Motor (electric motors must be active)
* Reload Torpedo
* Repair/Fix (consumes spare parts)
* Warm Up Torpedo

#### Skill progression

Other than Level 1, when there is more than one option, player may choose a skill when officer is levelled up.

* Level 1
	+ Engineer
	+ Variable (Cook, Connections, Expert) - revealed when officer is populated in game

* Level 2
	+ Handyman
	+ Salvager

* Level 3
	+ Variable (Cook, Connections, Expert) - available skill is revealed when officer levels.
* Level 4
	+ Explosive Charge
	+ Torpedo Mechanic
Datasheet Modding/Graphics/Map Labels

### Latitude

This field defines the Latitude (Decimal degrees) for Localization Key Label. This is the placement of the Country Name Text.

### Longitude

This field defines the Longitude (Decimal degrees) for Localization Key Label. This is the placement of the Country Name Text.

### Size

This field defines the size of the Localization Key Label.

### Rotation

This field defines the Rotation value (degrees) of the Localization Key Label.

### World State Tag

This field defines the tag name that is utilized by the '... ' field in Sandbox/Tasks/

### Allegiance

This field defines the Country value for the Map Label.

References the Sandbox/Countries values

### Font

This field defines the Font of the Localization Key Label.

### Font Material

This field defines the Material of the Localization Key Label.

### Color

This field defines the Color of the Localization Key Label.
Echosounder

The Echosounder is used to determine distance to seafloor using a ping. When activated, if the seafloor is within 125m of the bottom of the uboat, it will return a value in meters. If the seafloor is further than that it will indicate "125+". This ping is undetectable to enemy ships.

The Echosounder also comes with a secondary mode that allows it to detect the seafloor at distances of up to 1000m. If the seafloor is further than this, it will also indicate "1000m+". This ping however is detectable to enemy ships.

The echosounder may be used in manual or 3rd person mode.

It is located in the Control Room between the Bilge Pump and Navigation.
Navigation

The navigation station can be assigned an officer to assist with navigation, and up to two sailors may assist.

### Becoming Lost

If an officer is not assigned here often enough, location becomes "unknown" and sub will not show up on the map view until the location is determined again. A powered Gyrocompass will reduce the chances of this occurring by 60%.

It is impossible to become lost in "known waters" such as shorelines.

### Engine Efficiency

Each sailor assisting provides a bonus to engine efficiency. This bonus stacks with the bonus from managing an engine.

This station is unavailable if the main compartment has too much water in it.

 1
 2

While there is a compass at this station, as of B124P4 it currently is non-functional. And as of B124P5, officer may temporarily leave station if ship's location is "good enough".
Datasheet Modding

Datasheet Modding is the primary method of adding additional game content using the existing assets and features of uboat.

Creating your first Datasheet Mod
See Uboat wiki page on Modding on how to create a new mod and getting started.

The following Datasheets are provided by the base game and can be used as templates for creating and injecting new game data into uboat:

* CharacterClasses.xlsx Modding CharacterClasses
* Crew.xlsx Modding Crew.xlsx
* Entities.xlsx Modding Entities.xlsx
* General.xlsxModding General.xlsx
* Graphics.xlsx Modding Graphics.xlsx
* Locals.xlsx Modding Locals.xlsx
* Sandbox.xlsx Modding Sandbox.xlsx
* U-boat.xlsx Modding U-boat.xlsx

These data sheets are located at <steam\_install\_dir>\Steam\steamapps\common\UBOAT\UBOAT\_Data\Data Sheets

When creating a data sheet mod it is best practice to create or copy an empty template of the base game data sheet into your mod. Modified datasheets should only include records from the base game which you intend to change from the original values, and any new data which you are adding. Avoid unnecessary duplication the records in your mod datasheets with the base game data. This helps to avoid conflicts with the base game datasheets other mods datasheets.

Example: Add New Campaign

Example: Add Port
Modding/Tutorial/Example Add Sound Effects

You can add sound effects by introducing Library Audio Assets into the game and referencing them in the General.xlsx/Sound Effects file

Cases:

* Replace the vanilla sound effect
* Add additional variations of a sound effect
* Add new sound effect

Steps:

1. Create folder: Assets/Packages/<my mod>/SoundEffects
2. Import (drag and drop) a .ogg or wav file
3. Set Normal Audio Options unless you require tweaks
	1. Normalize & Load in Background: true
	2. Load Type : Decompress on Load
	3. Preload Audio : true
	4. Compression: Vorbis
4. Add an entry to Assets/Mod/<my mod>/Datasheets/General.xlsx Tab:Sound Effects

Now when you create an game entity, you can have it reference this sound effect for its engines in unity.

[Optional] Adding additional variations of sounds

1. Add multiple files & entries to Assets/Mod/<my mod>/Datasheets/General.xlsx Tab:Sound Effects

These multiple files will be added to the sound tag, you can adjust the weights of each to change how likely each file is to be played when the shell splash effect is used - now the sound can be slightly different/varried.
Adding additional variations of Guns (hard coded Names)

* Guns used predefined sound file names and Datasheet entries
	+ Main Sound file: 'Autocannon Fire'
	+ Far distance File: 'Autocannon Fire Far'
	+ Series (repeating sound loop): 'Autocannon Series'
Engines

## Diesel Engines

Diesel engines are a pair of internal combustion engines burning diesel fuel that drive the screws.

Diesel engines can only be used when it has a ready supply of air and ability to expel exhaust. This requires either surface use, or for the snorkel to be deployed at periscope depth (requires upgrade). While running, diesel automatically recharges the battery, and drains the Fuel tank.

Speed is restricted to 3 gears forward, 2 gears reverse. Assigning an Engineer allows for 4th gear forward and 3rd reverse, and adding a crew to assist unlocks 5th gear forward, 4th reverse, as well as improved fuel efficiency. A second crew further improves fuel efficiency.

Each crew to a max of 2 assigned to assist adds to fuel use efficiency. This stacks with bonus from Navigation.

 1
 2

Notes: Forward 5/Reverse 4 include 10% fuel use efficiency in their fuel used calculations, because you cannot unlock them without adding a crew member.

Fuel is located in Fuel Tank 1 (Crew Quarters) and Fuel Tank 2 (Officer's Room)

Upgrades

## Electric Engine

### Manual Mode

False

Electric Motors is a pair of battery-powered motors that drive the screws. Electric can be used at any time. While running, electric motors drains the Battery resource.

Speed is restricted to 3 gears forward, 2 gears reverse. Assigning an Engineer allows for 4th gear forward, and adding two crew to assist unlocks 5th gear forward, 3rd reverse.

Each crew to a max of 2 assigned to assist adds to battery use efficiency. This stacks with bonus from Navigation.

 1
 2

Upgrades
 Accumulators II | X
 Accumulators III | 18000
Datasheet Modding/Sandbox/Tasks

## Tasks

The Tasks sheet is broken in to individual tables for each country where a task list defined.

The /[Country] field but be labeled with a country listed in the Sandbox/Countries Sheet

### /[Country]

This is the unique task name for the specified country

### Unlock Date

This field defines the date at which the task will begin

### Duration

This field defines the amount of time required to complete a task

### AI Priority

This field defines the priority of the task

Lower values denote higher priority and will be queued first

### Latitude

This field defines the task location Latitude

### Longitude

This field defines the task location Longitude

### Requirements

This field defines a Task name '/' that must be completed in order to run

### Type

This field defines the task type that is being utilized

The following Task Types are available:

* SetEntityTarget
* SetGroupCountry
* BuildStaticEntity
* Research
* Production
* ItemsProduction
* EquipmentProduction
* LocateDefense
* TakeReward
* SetCoutnryEncryptionMethod
* SetPriceMultiplier
* AddWorldStateTag
* JoinAlliance
* OverrideBlueprintSlot
* SetSpawnerActivityMultiplier

### Slots

This field defines the type of NPC officer role that can be utilized for the task

### ...

This field defines the Parameters used by the task
Datasheet Modding/CharacterClasses

## CharacterClasses.xlsx

The Character Classes datasheet defines various skills for each NPC officer role aboard the players uboat. These can be viewed when upgrading the NPC officer skill tree within the Management View.

The Character Classes datasheet contains the following sheets

* Radioman
* Leader
* Engineer
* Shared

The Fields within each of these sheets are:

### /

The '/' Field defines the data record name within the data sheet and is used to define the hierarchy position of the a record.

Example:

(Hierarchy level '0' , Hierarchy branch 'A')

An example skill hierarchy structure might look like:

0A - 1A - 3A
0B - 1B - 3B
0C - 1C

### Skill Name

The 'Skill Name' Field defines the name of the skill within the hierarchy

Example:

### Type

The 'Type' Field defines the specific skill class within the game code.

Example:

This field requires a reference to this Skill Class in order to properly assign the NPC behavior / attributes. New Skill classes can be added via code injection.

The 'Requirement' Field defines any previous skills that are required to be active first in order to activate the specific skill. The value references the ' Skill Name' Field of another record within that particular datasheet.

Example Requirement:

(The leader skill must first be attained before this one is available to upgrade)

### Is Free

The 'Is Free' (Boolean) defines if the Skill requires skill points in order to activate, skill points are gained through experience.

Example 'Is Free':

(This would require the officer to have an available skill point in order to upgrade this skill)

### ...

The '...' Field defines additional parameters and their values for the particular skill

Example '...':
Datasheet Modding/General/Music

## Music

The Music Sheet within the General.xlsx is broken up into mutliple tables.

The table defines either the Default Tracks used by the game or a specific Scene within the game.

### /[Scene]

The current list of Scenes that music tracks are defined for are the following:

* Dock
* Headquarters
* Wilhelmshaven
* Decoration Scene
* Mission Briefing
* Scenario Intro
Datasheet Modding/Sandbox/Static Groups

## Static Groups

Static Groups are the backbone of spawners and all entities within uboat. They allow modders to define groups of static entities, and change the parameters of the entities of through the use of a static group.

### /

This field Defines the name of the static group (unique)

### Type

This defines the type of static group

Available types (known):

* Dock
* Air Base
* Location
* Checkpoint
* Special

### Country

This defines the initial Country owner of a static group

References values in Sandbox/Countries Sheet

### Latitude

This defines the Latitude coordinate of the Static Group (Decimal Degrees)

### Longitude

This defines the Longitude coordinate of the Static Group (Decimal Degrees)

### Public

This defines the ? Availability of the Static Group to other areas of the game code

### Spawn Space

This defines the radius in (? Nmi) that entities are allowed to spawn or be placed in reference to the Static Group.

(Tip: Ensure any Static Entities assigned to the Static group are within this area otherwise it will not properly spawn)

### Capacity

This defines the maximum number of Entities that may be assigned to the Static Group.

Usually in reference to "Docked Ships" in a port.
Shinoya Kokei

**Shinoya Kokei was a player from Danganronpa K.7.1.**

Chapter 1 :

Shinoya started the game pretty nice and formed bonds with the other doctor. After Collin was murdered, himself, Roxas, Cole, and Locan found the body. Unknown to them was that Shinoya had been the one to kill him. During the Trial, Cole, Roxas, and Ombrage figured out together that Shinoya was the culprit and convinced the others that he was. He didn't explain why he had murdered but this first kill broke the deadlock and led to the many other deaths in the season.

Execution :

Shinoya was placed on a podium. The remaining players were then given a javelin, once thrown all but one hit him in the arm. This caused Shinoya to fall down to his knees, enabling Monokittie to grab another javelin and throw it at Shinoya. This hit him right in the chest and after grabbing a hold of the javelin, he fell where he stood and died. His body was then burnt in the incinerator.

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Onori (Species)

**Onoris** are a species of dinosaur-like creatures.

## Appearance

Onoris have usually green, scaly skin, with pale green markings on their hands, stomachs and below their tails. They have three spikes on their heads on one on the tip of their tails, which are usually all a pinkish-red. They have a jagged mouth and small nostrils.

## About

Onoris are feisty and intelligent creatures that populate a number of forests. They come together to build villages which are interwoven with the nature around them. Onoris are very fast, especially on all fours, which helps them catch prey. They are most commonly green, with other color variants including blue and white.

Onoris eat smaller mammals as well as plants which are rich in nutrients. They aren't too common, and aren't normally hostile towards those who stumble across their villages. Onoris follow a combination of instinct and intellect, which keeps them from being too vicious.
Mason Michi

**Mason Michi is a player from Danganronpa K.7.1.**

Mason Michi starting the game has a nice and smart person using fingerprints to finger out people deaths he helps in all of the trials and he was a great person to hang around with. He develops feeling for Locan but never got to say anything because of him being murder by Ombrage and June. Mason help Roxas to figure out the mastermind but was inactive at the final trial so he was put forth while cole was put 3rd.

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Yagi

* Current
* First Appearance

**Yagi** is one of the three goddesses of Zystinnia.

## Appearance

Yagi is a purple goat with deep purple horns and a cream-colored stripe on her head. She has a tuft of fur on her chest and faded dark purple hooves.

## Background

Along with Lucius and Loracya, Yagi helped form Zystinnia. She gave the planet much of its shape, creating various mountains and landforms.

## Personality

Yagi is very hardworking and passionate, yet not overly so. She put Amethyst through rigorous training when he was younger, though to improve his abilities, not punish him. Yagi sticks to her own opinions and isn't swayed by popular belief.

## Trivia

* Yagi originally had a very long tongue which wrapped around her neck, inspired by a Goat Simulator plush toy.
Emerald

**Emerald** is a deceased Zystinnian and Amethyst's younger sister.

## Appearance

Emerald has a medium-length grey hair cut, and typically wears skirts along with colors like green and purple.

## Background

Emerald was created by Lucius when Amethyst was 4. The two grew up together, sharing many experiences. At the time of the Zystinnian War, Amethyst and Emerald enlisted to fight. They both have naturally-occurring psychic powers, though Amethyst's are much more powerful. She was killed due to a bullet wound by an enemy soldier. Emerald's spirit then inhabited an emerald necklace which she frequently wore. Amethyst took this necklace with him before escaping to Earth to commemorate her, not realizing that she resides in it.

## Personality

Emerald is a dreamer, not letting things get in the way of her goals. She acts very bubbly and happy most of the time, though in a controlled way, not immature.

## Trivia

* Emerald's spirit form originally was meant to make appearances, though this was scrapped.
Modding/Tutorial/Example Adding Aircraft Entity

1. Follow previous steps to set up Unity Project
2. Download the Template from Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=2854531725
3. Create Folders
	* <Project dir>/Assets/Packages/<mod name>/<package name>/Mesh
	* <Project dir>/Assets/Packages/<mod name>/<package name>/Textures/Entities/<aircraft name>
	* <Project dir>/Assets/Packages/<mod name>/<package name>/Materials/Entities/<aircraft name>
	* <Project dir>/Assets/Packages/<mod name>/<package name>/Entities/
		+ Example mod name : my awesome mod
		+ Example package name: aircraft.B-123
4. Create Manifest
5. Import Model (.fbx - prefered)
	1. Import Settings
6. Extract Materials & Assign Textures
7. Adding Collider Mesh(s)
8. Main Components (Root)
	1. Adding 'Aircraft' Component
	2. Adding 'Game Object Prefab ' Component
		1. Assign Entity
		2. Register Children
	3. Adding 'Rigid Body ' Component
	4. Adding 'Hull' Component ??
	5. Other Components
		1. Non Playable Crew
		2. Highlight Effect
		3. Generic Activator
9. Sub Components (child objects)
	1. Engines
	2. Propellers
	3. Obersvation Spot
	4. Guns/Weapons
10. Datasheets
	1. Entities.xlsx
		1. Type
		2. Equipment
		3. Slots
		4. Unit
	2. Sandbox.xlsx
		1. Tasks
		2. Static Entities (optional)
		3. Spawners
11. Deployment & AssetBundles
Delicia "Dee" Evans

**Delicia "Dee" Evans is a player from Danganronpa K.7.1**

Delicia "Dee" Evans or Dee which she was called the whole series was a very quiet player not wanting to talk to a lot of people. After Trial 2 Dee started to talk to Roxas and they form a strong bond with each other. Still being nervous around people. After Trial 3 she started talking to people more and started making friends. Dee and Roxas got together and had sex. She still did nothing afterward and died from Monokittie after not doing the final trial.

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Lucius

* Current
* First Appearance

**Lucius** is one of the three goddesses of Zystinnia.

## Appearance

Lucius is a light green cat with black lines of fur around her eyes. She has 6 tails with white ends.

## Background

Along with Loracya and Yagi, Lucius helped form Zystinnia. She created Amethyst and Emerald, whom she raised herself. Lucius was devastated when neither returned from the war, under the impression that they had both been killed. Without Amethyst and Emerald around, she's learned to appreciate who she still has by becoming closer with the other two goddesses.

## Trivia

* Lucius was a male originally, hence the typically male name.
Stromboli

* Chef Outfit
* Regular
* First Design

**Stromboli** is a cowdog who runs a small restaurant. His dream is to become a famous chef.

## Appearance

Stromboli has white fur and multiple black spots. He has yellow horns (which he stretches to extend out of his hat when wearing it) and a triangular black nose. His outfit while cooking consists of plain brown shoes, an orange apron, and a large red chef's hat which is tied together at the bottom.

## Personality

Stromboli is very carefree and bubbly. He's known to be very kind to the people around him, often trying to put them before himself. Stromboli lets his dreams guide him, and while they aren't always grounded in reality, he manages to maintain himself.

## Trivia

* Stromboli's father is a dalmatian and his mother a cow, making him the uncommon breed he is.
* Stromboli is often seen with a wooden ladle, a gift from his professor at culinary school.
* Stromboli has a currently-running webcomic based around him, which follows his journey as a chef as well as his daily life.
Cole Enoshima

**Cole Enoshima is a player from Danganronpa K.7.1.**

Cole Enoshima was the mastermind of the season he started the game with amnesia. He was known for being kind and helping with all the trials with Ombrage like a duo. Cole fell in love with Lloyd while not remember he was the mastermind and when he got hit in the head by a book at the library he gains his memories back but still hid he got them back. At the finally trial Roxas and Lloyd figure out that he was the mastermind and made him get execute letting them escape.

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SW Ryder Cup Wiki

QUICK LINKS: ***RESULTS*** ***/ HALL OF FAME / OVERALL LEADING SCORERS / SINGLES LEADING SCORERS***

**Welcome** **to the SW Ryder Cup Wiki!!!!**

Thank you for spending even a few moments of your valuable time stopping by.

The aim of this Wiki is to be a repository of information covering the history, heritage, hacks, hooks and slices that have made up the past 17 SW Ryder Cup events.

We’re a collaborative community website that anyone, including you, can edit. Just register then click the edit button at the top of any page to get started!

It is in its infancy so any feedback, comments or edits are welcomed. We hope to build upon the core content on a regular basis.

Last year was a **famous victory for the Slicers, captained by Mike Moore, in Lincolnshire**. What will be in store for us in 2019 and who will win the famous trophy...?

We are delighted to have you with us and look forward to seeing many of you at THE OXFORDSHIRE in June!

**The SW Ryder Cup Wiki Admins.**

## SW Ryder Cup 18 - The Oxfordshire

See You There! - (N.B.Not in Leicestershire)

### Location

The Oxfordshire Golf Club, Rycote Lane, Oxford, Oxfordshire, United Kingdom, OX9 2PU
2004 - Selsdon Park, Croydon

HOOKERS vs SLICERS

DAY 1:

Dan Grave {capt} (8) & Duncan Battishill (18) LOST 5&4 to Shourjo Sarkar (26) & Mike Turner (9) sub for the injured Av Acquilla who fell off nightclub balcony just before the event

Andy James (12) & Stuart Mann (36) LOST 5&4 to Jonny Hauxwell (12) & John Davidson (27)

Cheryl Harding (32) & Sefton Perry (16) BEAT Tom Fletcher (22) & Mark Foley (28)

Jim Hurrell (18) & Phil Steiger (20) LOST to Chris Wyper (18) & Alex Moyle (16)

Alan Morton (28) & Graham Williamson (22) LOST to Phil Martin {capt} (10) & Tom McCarthy (20)

Score after Day 1: Hookers 1 - Slicers 4

DAY 2:

Jim Hurrell & Alan Morton LOST to Tom McCarthy & Shourjo Sarkar

Duncan Battishill & Sefton Perry BEAT Chris Wyper (played single-handed)

Andy James & Phil Steiger LOST 5&4 Jonny Hauxwell & Alex Moyle

Cheryl Harding & Graham Williamson BEAT Tom Fletcher & John Davidson

Dan Grave {capt} & Stuart Mann (66 approx) BEAT Phil Martin {capt} & Mark Foley

Score after Day 2: Hookers 4 - Slicers 6

Day 3:

Duncan Battishill <scratch> BEAT 4&2 Shourjo Sarkar (Duncan breaks 6 iron on a tree on 2nd hole)

Graham Williamson <scratch> HALVED with Mark Foley

Stuart Mann <24 shots> LOST to John Davidson

Sefton Perry <scratch> LOST to Jonny Hauxwell

Dan Grave {capt} <scratch> LOST to Phil Martin {capt}

Andy James <scratch> BEAT 2&1 Alex Moyle

Phil Steiger <scratch> BEAT 5&3 Tom McCarthy

Alan Morton <scratch> BEAT Tom Fletcher

Cheryl Harding AWARDED MATCH (no opponent - Acquilla absent after accident)

Jim Hurrell <scratch> HALVED with Chris Wyper

\*\*\*\* Wyper holes 3 foot putt on the 18th in the final singles match to halve the hole, level up the overall scores, and retain the Ryder Cup for the Slicers

FINAL SCORE: Hookers 10 - Slicers 10
Pkmn! Wiki

Congratulations! You made it to **PKMNranger Wikiapage.** Here is a guide to the various characters and stories I've made... Things included date back to pre-Scratch times so please do not vomit if you come across something dumb. I set it so no one else can edit pages since it's supposed to be a resource for my stuff. You are so cool! Wow! You are the coolest. Have fun snooping around! Bye bye.
2016 - Macdonald Portal, Cheshire

HOOKERS vs SLICERS

DAY 1: Premier course – par 71 – 4 Ball Better Ball (3/4 handicap diff.)

Paul Ibbotson (39) +47 LOST Shourjo Sarkar (24) +22

& James Stok (43) +35 2 & 1 & Mike Moore (17) +13

Sefton Perry (15) +14 WON Jonny Hauxwell (16) +19

& Matthew White (35) +31 2 & 1 & Neil Thompson (32) +44

Phil Steiger (17) +13 WON Tom McCarthy (31) +30

& Cheryl Harding (48) +37 2 & 1 & Nath Evans (33) +19

Charlie Talbot (26) +47 LOST to Mark Foley (34) +39

& Simon Cockayne (29) +24 5 & 4 & Chris Wyper (38) +31

James Steiger (35) +23 LOST to Jim Sawle (60) +50

& John Harrison (54) +49 3 & 1 & Rich Williams (20) +15

Andrew Berrisford (28) +24 LOST to Alex Moyle (21) +13

& Andy James (19) +18 2 down & Mike Turner (16) +10

SCORE AFTER DAY 1: HOOKERS 2 - SLICERS 4

DAY 2: Championship course – par 73 – Greensomes (45% of combined handicaps)

Andy James & WON Jonny Hauxwell &

John Harrison (34) +13 6 & 4 Chris Wyper (23) +21

Cheryl Harding & WON Mike Moore &

Paul Ibbotson (39) +37 1 up Nath Evans (20) +21

Sefton Perry & WON Tom McCarthy &

Charlie Talbot (29) +25 2 & 1 Mark Foley (33) +37

Andrew Berrisford & LOST to Rich Williams &

James Steiger (27) +19 2 & 1 Alex Moyle (16) +11

Matthew White & LOST to Shourjo Sarkar &

Phil Steiger (23) +18 4 & 2 Neil Thompson (33) +23

Simon Cockayne & LOST to Mike Turner &

James Stok (31) +27 6 & 4 Jim Sawle (32) +18

SCORE AFTER DAY 2: HOOKERS 5 - SLICERS 7

DAY 3: Championship course – par 73 – Singles (full handicap diff.)

Phil Steiger (15) +22 HALVED with Mike Moore (15) +20

James Stok (37) +30 WON 2&1 Tom McCarthy (30) +30

James Steiger (28) +30 LOST 1 down to Shourjo Sarkar (23) +21

Cheryl Harding (37) +41 LOST 2 down to Chris Wyper (31) +33

Andy James (19) +13 HALVED with Alex Moyle (15) +11

Paul Ibbotson (41) +42 LOST 1 downto Nath Evans (27) +19

Andrew Berrisford (25) +20 WON 1 up Jonny Hauxwell (17) +18

Charlie Talbot (47) +50 LOST 3 & 1 to Jim Sawle (56) +52

Simon Cockayne (26) +33 LOST 5 & 3 to Rich Williams (17) +9

Matthew White (32) +29 WON 5 & 3 Mark Foley (35) +35

Sefton Perry (15) +18 LOST 7 & 5 to Mike Turner (13) +4

John Harrison (52) +39 LOST 3 & 2 to Neil Thompson (44) +36

FINAL SCORE: HOOKERS 9 – SLICERS 15