Modern DDs often use a tactic called "sprint and drift" with one, then another taking turns to sprint ahead of the convoy/task force then drifting to listen on passive.
And those Sea Lamps with their dipping sonar can pinpoint the exact location of any Soviet submarine and guide any friendly ASW weapons right on top of them. That Oscar would have been dead.
The 65-76 need to actually cross through the wake of the ship to start homing in on it! You need to fire them aft of the lead indicator, so they don't pass by the ship like your first launch did.
Doesnt really need to do that. 65-76 active state is slower than it cruise one. You do can launch it on the lead indicator bearing, with activation point set BEFORE it.
Little note there. "Arrow down" on ASMs isnt "Sea skimming", its "Pop up" mode. I usually set it distract enemy CIWS so sea skimmers can actually hit the target
Another excellent episode!! I've gotten addicted to your videos, even rewatching all your previous post. Gonna put them all in a IV bottle next time I go to the hospital.
UA-cam really hates the dark murky waters. I do like how murky the water is in this mod but I may switch it back so UA-cam doesn't butcher the quality.
With the wake homing torpedoes you need to aim behind the target not at it. The first one missed because the target turned toward you and it ran parallel to the wake. The second because you shot in front of it. The key is to aim off as you did with the last.
Your granits weren’t set to sea skim but pop up. And you can use your shkvals inside I think 12km. They are almost a guaranteed kill because of their speed and warhead
On the flipside, CIWS should be rather effective at stopping them, they give away your position immediately, and they are useless against submarines. Also, they requires specialist SSGNs which are suboptimal in sub to sub combat. I would say the vanilla version is irreapistic in that hunter killers are used in the surface strike role.
@@roryross3878 The only actual usage of CIWS I know of has been in the Falklands war, where massed argentinian volleys saturated the britiah targeting programs, and the cannons had to be aimed manually. More modern compuiters should auffer no such difficulty.
“Oh there she is, and she’s… doing a hand stand?…” *insert maniac laugh.* “deploy our towed array!!” That got me 😂 I really don’t know why that was so funny
The difference between this mod and actual cold waters is the water in the mod is thick and you can’t see far but in cold waters it’s like you have night vision but underwater it’s like it’s glass
I played some Dangerous Waters, is it accurate to be able to tell if you enemy can detect you like this game shows, seems unrealistic? One needs to interpret contact behavior to know not look at a readout.
Yeah, real missiles not only jink, shiwrecks had swarm intelligence, to coordinate between themselves to effectively defeat CIWS. They would independently home in on different headings, and some would pop up high, to distract the PD fire, and maximise its time needed to track.
Man, what do you think if you turn off all engines when an enemy torpedo has been dropped close of your boat? No loud, no torpedo's sonar to catch you. Congrats from Brazil. 🇷🇺🐻😄🇧🇷
They usually drop active homing torpedos, I doubt that would help against them. With a passive homing torpedo that may have potential but nuclear subs still have to run pumps to circulate cooling water for the reactors so they cannot go totally silent 🤷
The towed array works best if you’re perpendicular to your target. If you’re heading towards or away from a target it doesn’t help at all. Think of it this way. If you’re heading towards another ship or submarine. The sound from that ship would have to travel all of the way through your ship to hit the towed array and even then it would only hit the end of the array. If you’re moving perpendicular to a target. Then any sound from the target would hit all along the side of your submarine and all along the full length of the towed array. Giving every sonar sensor down the length of your ship and the towed array a chance to hear it. I just had to mention this because I’ve seen you complaining that you can’t hear another ship even with your towed array. While you’re moving directly towards or away from them. I know that cannot help you with a campaign you played over a year ago but it might help you or others in the future.
Great video, wolf.. Unfortunately 1 cargo is running away.. I have some question.. Why dont u just go surface after confirming all escort sunk? U can kill the helo with SAM if u surface, and just dont mind the drop torp from helo if u surface, they will not detect u.. And after that u can get free kill with remain granit if u still reserve them So imo, it better to kill escort first, then surface to SAM helo and plane, for last is free kill cargo lol.. But not really be a great content like this
stay in the duct to hear ships further away, but rig ship to all quiet cause it all so boosts your noise too to a further distance
Modern DDs often use a tactic called "sprint and drift" with one, then another taking turns to sprint ahead of the convoy/task force then drifting to listen on passive.
As do subs.
And those Sea Lamps with their dipping sonar can pinpoint the exact location of any Soviet submarine and guide any friendly ASW weapons right on top of them. That Oscar would have been dead.
The 65-76 need to actually cross through the wake of the ship to start homing in on it! You need to fire them aft of the lead indicator, so they don't pass by the ship like your first launch did.
You are right. I just expected the DD to speed up ect. It is hard to anticipate their moves.
Seems like the AI took the correct decision slowing down and steering to port when they detected your fishes!
Doesnt really need to do that. 65-76 active state is slower than it cruise one. You do can launch it on the lead indicator bearing, with activation point set BEFORE it.
@@stallfighter I didn't realize that, thanks.
Firing wake homing head on is still going to be risky
Little note there. "Arrow down" on ASMs isnt "Sea skimming", its "Pop up" mode. I usually set it distract enemy CIWS so sea skimmers can actually hit the target
It would be better to fire two missles with different configurations, so the CIWS guns will only be able to deal with one.
5:43 As long as the crew aren't singing the Soviet national anthem you should be fine. 🎶
Haha that is right.
Let them sing.... let them sing.
It will be the 2nd red october then
Haha haha haha haha
Why not? It is a cool sounding tune.
This was your chance to use your MANPAD bro! No warships nearby, the helo seems to have dropped 4 torps, she was yours for the swatting!
Another excellent episode!! I've gotten addicted to your videos, even rewatching all your previous post. Gonna put them all in a IV bottle next time I go to the hospital.
Haha thanks Ronald!
Wow, youtube compression really mangled this video...
UA-cam really hates the dark murky waters. I do like how murky the water is in this mod but I may switch it back so UA-cam doesn't butcher the quality.
With the wake homing torpedoes you need to aim behind the target not at it. The first one missed because the target turned toward you and it ran parallel to the wake. The second because you shot in front of it. The key is to aim off as you did with the last.
Your granits weren’t set to sea skim but pop up. And you can use your shkvals inside I think 12km. They are almost a guaranteed kill because of their speed and warhead
When you have some time, watch the RCAF land choppers on pitching decks. They use a system called the bear trap to reel them in... Unreal stuff.
I'll check it out! Thanks for the suggestion.
Didn't the us use something called RAST?
The good thing about wake homers is that you can actually catch the wake far behind the ship and even when crossing it
Another post today! Awesome.
Yup
:D
@@Wolfpack345 you should make some ww2 stuff with US submarine
These cruise missiles feel like breaking the game. The torpedoes look like snails compared to them.
On the flipside, CIWS should be rather effective at stopping them, they give away your position immediately, and they are useless against submarines.
Also, they requires specialist SSGNs which are suboptimal in sub to sub combat.
I would say the vanilla version is irreapistic in that hunter killers are used in the surface strike role.
@@ineednochannelyoutube5384 CWIS have more difficulty with these supersonic maneuvering anti-ship missiles than you may think.
@@roryross3878 The only actual usage of CIWS I know of has been in the Falklands war, where massed argentinian volleys saturated the britiah targeting programs, and the cannons had to be aimed manually.
More modern compuiters should auffer no such difficulty.
“Oh there she is, and she’s… doing a hand stand?…” *insert maniac laugh.* “deploy our towed array!!” That got me 😂 I really don’t know why that was so funny
Have you thought about hitting them with their own torpedos with the help of the noisemaker?
Let them sing, capitan!
Congrats from São Paulo, Brazil!
From German Panzers to Russian aircraft...its difficult to know who your cheerleading for....glad you're on our side🤣
I wonder, how well Granit can be used with little radar guidance from really long distances?
u make this shit look so easy no matter what i do on any mission i get spotted right away
i think u can shoot skhval to attract the torps skhval makes very loud noise
I see what you mean about the sensors on those torpedoes being f@#$%d!
Kinda off topic but if you die in your current Rise of Flight play through, can you maybe do one with an Albatross?
I do want to do another ROF series one of these days.
@22:15 "OH NO! It looks like the Mk46's made a phallic symbol!" 😭😭😭😭 LOL!
Not again! 😅😂🤣🤣🤣
Nowadays for night landings on DDGs helo pilots and ATC officers will you NVGs idk how it was done bsck in the day
Just started playing Cold Waters and I was wondering how do i get all the extra windows to come up. I depth and speed windows i see in your videos?
Love the series.
The first wake homer didnt go through the wake....
Did You see movie Greyhound it was great
Does he know he can shoot while the enemy torp is cicling. It didn't even see him
The difference between this mod and actual cold waters is the water in the mod is thick and you can’t see far but in cold waters it’s like you have night vision but underwater it’s like it’s glass
I played some Dangerous Waters, is it accurate to be able to tell if you enemy can detect you like this game shows, seems unrealistic? One needs to interpret contact behavior to know not look at a readout.
Granit seeking STRONG
Good one today, nice work.
At around 19:20, I don't think the missile is missing. It's probably a counter maneuver to defeat anti-missile fire
Yeah, real missiles not only jink, shiwrecks had swarm intelligence, to coordinate between themselves to effectively defeat CIWS. They would independently home in on different headings, and some would pop up high, to distract the PD fire, and maximise its time needed to track.
Why do you carry Shkval if you dont use them? Maybe one will do
I'll use them eventually.
@@Wolfpack345 Looking forward to that 🚀
Thank you for slowing down your camera movement. Much better.
Glad it made a difference.
0:59 _I’m also going to deploy the towed array_
How do you do that?
With Epic mod you need to hit 'Backspace'
In the base game it is automatic.
@@Wolfpack345 Thank you.
You need to set your torps to active searching... Thats why they didn't follow the wake...
No. The passive sensor setting is for wake homing. As per the manual.
@@Wolfpack345 actually USETs follow the wake no matter what setting you choose while it set to running shallow
Man, what do you think if you turn off all engines when an enemy torpedo has been dropped close of your boat? No loud, no torpedo's sonar to catch you. Congrats from Brazil. 🇷🇺🐻😄🇧🇷
They usually drop active homing torpedos, I doubt that would help against them. With a passive homing torpedo that may have potential but nuclear subs still have to run pumps to circulate cooling water for the reactors so they cannot go totally silent 🤷
The towed array works best if you’re perpendicular to your target. If you’re heading towards or away from a target it doesn’t help at all.
Think of it this way. If you’re heading towards another ship or submarine. The sound from that ship would have to travel all of the way through your ship to hit the towed array and even then it would only hit the end of the array.
If you’re moving perpendicular to a target. Then any sound from the target would hit all along the side of your submarine and all along the full length of the towed array. Giving every sonar sensor down the length of your ship and the towed array a chance to hear it.
I just had to mention this because I’ve seen you complaining that you can’t hear another ship even with your towed array. While you’re moving directly towards or away from them. I know that cannot help you with a campaign you played over a year ago but it might help you or others in the future.
Fire fire fire lol wow
There will be no survivors
Que juego es ese ?
Is this Epic Mod 2.24 ?
No, I have not updated the mod yet.
Great video, wolf.. Unfortunately 1 cargo is running away..
I have some question.. Why dont u just go surface after confirming all escort sunk? U can kill the helo with SAM if u surface, and just dont mind the drop torp from helo if u surface, they will not detect u.. And after that u can get free kill with remain granit if u still reserve them
So imo, it better to kill escort first, then surface to SAM helo and plane, for last is free kill cargo lol.. But not really be a great content like this
:D
Fuck I'm late