A long way to Tipperary is a Das Boot reference, the captain of U96 had a record of it he liked to play on patrol when not in combat (I remember I specifically added it to my SH3 install back in the day for that reason :D). I really liked starting a campaign in the type II in SH3. In that game it was a great crew trainer because short range meant you'd be back in a week, maybe 10 days at most. You usualy got to train a few men in specilist skills after each patrol, so lots of short patrols were great for rapidly skilling up a green crew. Plus sneaking into ports making use of the boat's small size and sinking stationary docked ships was fun. Very dangerous to attempt in a Type VII, in a type II, only somewhat dangerous! :D
In a pinch, when getting the speed of a target you can just measure to half the target and then double the result by manually typing it in. Of course this sacrifices accuracy, but in an emergency where you're looking to just get off a quick shot it can be really handy. You should always aim to get the full measurement, but when this isn't possible due to other pressures, like destroyers heading toward you, or the target trying to be evasive and turning sharply, it can save valuable time.
I bought Uboat when it first launched into Early Access, I wanted to support a new sub sim doing something new with the genre and style of play, and I really only played it a few times since then. Just jumped into this Beta and it is very well done! So many little quality of life things that just make sense and the ability to either go deep into each system and piece of equipment, or sit back and let the crew do it while you manage a more "overview" as captain. Just made it through the tutorial, also quite well done, and looking forward to trying a beta campaign before we get to the launch version.
@@LemSat87 I got out as early as June 1940. Didn't like the type 2a. Too little range, but I liked the type 2d. Switched to the type VIIb when I was sent to the French port for the first happy time quest
This is fantastic! I loved this game and i played the hell out of it when i got it. My only gripe was the lack of other playable subs! I had no idea they were making more. I cannot recommend this game enough if you are into uboats! Especially with the added realism.
Take your time man. I think we ALL are loving this beta right now. I stopped playing the game for almost a year because i was gonna start new when the new subs were released. Its finally here Skippers
Currently playing in first person only with everything on hard except contacts, it is hard completing these early year missions around England as your fuel range isn't great
if you want to save gas keep switching constantly between electric and gasoline, and reduce the speed to half when you are on patrol. Only when you find a convoy hit the gasoline hard so you can catch the convoy. Qtherwise switch constantly between electric and gasoline
Hey Jester, you should ALWAYS keep 2 sailors manning the engine at all times, that further reduces your fuel usage. Good luck on your new campaign, Kapitän!
This is online true when surfaced. IIRC you will get a better bonus with 1 sailor on engines and 1 on navigation when submerged. Also unassign sailors when there's no officer manning the station or you dont need the bonus from the sailor as counts against morale - too much work from officers...
I know I quickly became a big fan of the "auto dive" feature that stops to listen for 5 minutes before returning to the surface and refilling the air automatically. Good luck on your career, Captain!
Hell yeah! Was waiting on this series, great video. Btw they have a bearing tool (relative to your position) on the map now, makes torpedo calcs much easier when rushing.
I feel like they need to flag the Type II campaign starts as being harder than the Type VII starts. I think people see them and are like "it's probably easiest to start with the smaller, simpler boat," but it's actually sort of like playing the game in hard mode. The Type IIA has very limited range and stores, which makes it more of a challenge to manage, and the low periscope height means that you need to get uncomfortably close to targets to get a firing solution on them, which dramatically increases your odds of being spotted. No problem if you miss, though, as the boat carries five whole torpedoes.
Agreed. I used the Type II for the tutorial campaign and the way they set it up it makes it feel like you have unlimited, or a lot, of torps and you really don't in a real campaign. Make the VII as the default and mention it is the best start for a new sub-sim captain. Also the tutorial is pretty damned good. Not perfect but it really get across how to run the sub and campaign in a basic way.
Absolutely solid video my man! Well edited, great audio, great capture!! You did amazing, this is Wolfpack345 level production. Keep it up bro, you'll hit 100k plus in no time!!
I've been playing the U-4 this entire time. I didn't even know there were differences between the U-boats. I just thought being out of fuel all the time was normal.
I played it like that too also taking a new command of a U-boat you have to do certain campaign missions. Two I have found would be the tonnage war in the beginning and the Atlantic theater. They will give you these upgrade blueprints for U-boats. Also, if you started with the original U-boat That we usually get they still let you go back to the other two. also do not forget about the new computer system for torpedoes. There’s a manual inside the game about it and there’s a updated version of the computer system for torpedoes that’s on on the type vIIc Changes the computer system
I'm loving the beta, only problem so far is the amount of bugs. Ive had multiple games turn into black screens or corrupted saves with no fixes. Only thing I can do is send bug reports. But with the amount of developement, I'm sure these problems will disappear. This beta is very new, and is expected to be buggy. Big potential, great game.
That was the first time I got a black screen in a game, I completely freaked out and thought something broke inside my PC (or that using mods inside the beta was the problem) :/ But yeah, I'm sure they are already working on a fix since there are numerous people having this problem.
The dev is pumping out patches at a great pace of the beta, and seems to engaging with the community about bugs. Make sure to report them to get them fixed!
Honestly i want the type IX. not because the numbers bigger must mean better. but its a bigger ship. More crew more torpedoes. more fuel. Yeah probably louder. (idk if it was) and dive times are longer. i assume much harder to sneak into ports. but i prefer LONG patrols. hence the more fuel and torpedoes. (probably deck gun and aa rounds too) would be immensly preferable.
Can I suggest you make a new playlist for your full release series saves time on scrolling through the whole playlist and better to find the current updated version
@crazedjester no worrys I've been wanting to cover this game myself and there's some great mods for it. But hunting the same as you is way too much for me at the best of times so great work tho loveing it bro
Sorry, I didn't know any other way to contact you. I'm not video-maker type guy, I just love to play the UBoat sim, and I learn an awful lot from folks like you, and Wolfpack345, etc. I don't recall exactly where I got these ideas from, but I constructed a schedule that seems to work very well, at least for me. First, I noticed that when you make a squad, like "Engines" and assign two sailors to it (dressed like the Chief Engineer... optional for the player so he can determine where they are assigned visually when looking for them) assign the task priority 9 and erase all other duties, the two "Engine" guys will usually always tend to the engines. However, I discovered that whenever I sent the Chief Engineer back to bolster up the speed, they'd leave the area. So, I simultaneously assigned the same two "Engines" sailors to the Chief Engineer task as well as to the "Engines" squad, and they'll stay at their post working with the Chief. When you send him back to his bunk, or other duties, the "Engines" guys remain at their post. This also works similarly with a "Watch" crew of two. When the skipper goes topside, they'll go below and "take a break"... and as soon as you send the skipper to his bunk, they'll return to the watch. If you have a sailor assigned to the skipper, you'll always have two people on topside watch. So, I created Task Groups called: Engines, Watch, Helm, Steering, Valves, Switches, Cook and Janitor. I assigned sailors to the groups, and assign 9 for the specific tasks, removing all other duties. I personally modify their clothing so that I can recognize them or associate them with a particular officer for when they've left their post, or they just don't show up for duty. 99 out of hundred times. When that happens, it's buggy, or they're reacting to being overworked (usually buggy). So, I'll go to the task, remove the sailor, and immediately add him back, and that fixes the absence issue. Also, I add the group name before the sailor's name to make the assignment identification easier when the AWOL thing occurs (Engines - Joe Blow). Of the remaining unassigned crewmen, I'll sort the weapon lovers and mechanic types assigning them to the Mechanic Officer as either mechanics or torpedo men. That way, whenever the officer goes to maintain or load torpedoes, or to do maintenance, he has the appropriate crew experience assisting him, they'll follow him and assist. I also figured out that the sailors' story line histories do seem to have some merit. For example, the Brawler-type is the one most likely to run his mouth, insult the other guy's wife or girlfriend, beat the guy senseless, which then causes your Radio Officer to expend a med-kit or two to patch the guy up, all while not listening for threats, and then you, as the skipper get to decide whether to chew his ass, or recommend his courts-martial. Also, guys with engineering experience used in "Engines" tend to accrue experience points more quickly, Weapons lovers make good torpedo men (usually only assigned to the Mechanic Officer). When I get ahead on cash, I'll weed out the crewmen that are deemed troublesome, or inferior and recruit more engineer or mechanic types, if available, to replace them. As far as the shifts go, I don't consider them, or assign bodies. When not at their posts, the crewmen are usually grabbing chow, or at their bunks anyway. So far, it's been working out great. Also, I set a dive schedule for the boat based on how far you can go before the O2 hits yellow. For the Type VIIc, I'll use either 4 to 1 or 5 to 1 hours (accumulator upgrades extend the time). When you engage the button on the telegraph, the boat will dive the schedule for 4 hours, then surface for an hour, and recharge the battery and air pressure, and if left as is, will repeat the procedure for as long as you desire. Make sure to set your Radio Officer's priority so that he's listening to the sonar. Hitting any other button on the telegraph, or disengaging will cancel the dive schedule. I'd venture to guess you probably already knew this, but I haven't really seen it addressed in detail anywhere in UA-cam videos, or tutorials. So, I figured you're one of the go-to guys for disseminating this type of information in a UA-cam tutorial... you do them so well, which by the way, I find them not only informative, but absolutely entertaining. Please continue to make the videos. I hope you'll find all of this to be helpful. Hopefully, I'll see a video soon that incorporates it Thanks for all you do and keep pumping out the vids. I'm a big fan of yours. Barry Haskew Niceville, FL
I love the beta so far, especially with the new boats. The game crashes SO MUCH though. Can't figure that out. Back to the boats though, I'd love to see the type 9s and Caribbean missions in the game.
Just found the channel. I was curious why you didn't fire a pair of torpoedos? I get they would have both potentially missed, but it seemed like you'd have a better chance to hit if you fire both forward torpedo tubes.
Good question. The ships were so spread apart that one of the torps would have hit at such an extreme angle that it likely would have been a dud. Being that this small boat only carries a whopping 5 torpedo's, I need to make sure every shot county before having to return to base
I have tried the U4 now but im having so much trouble with fuel consumption i almost have to dive every few km to extend the range with the electric motor. What am i doing wrong😂
Do you have men assigned to your engineer on the engine and your first officer for navigation? That will increase the distance you can go with your fuel
I see that they still use Hollywood type fireworks when the torpedo hits unlike in reality where there was just usually a water plume and nothing else unless it was a tanker. Got to keep the children happy I guess. Why can’t they just stick to reality?
@@jameslanz2117 you mean the effects from the torpedo itself? Because freighters don't make these effects: 12:18. They just go down, sometimes burning.
@@dantealighieri5547 My point is that freighters shouldn't be burning at all. It was very rare. Most of the accounts of the time (non tanker hits) there would be a thump and a large water column (game already does this nicely) but after the water column there would usually just be wrecked deck plates. No fire. Flooding.
This game is nearly perfect. The sinking mechanics is just too arcade like though. If they fix the sinking mechanics it would be a perfect game IMO. im sure thats something a mod can fix
@@crazedjester I realized after watching for a few minutes that this is Germany lol yet I don’t have any of those boats I can only start with the type 7c and there’s no others. Do I need an update or something?
@@ssholed yes, right click on UBOAT in steam, go to properties, then betas and click the drop down menu and scroll all the way to the bottom and click on that. There are also instructions on the UBOAT steam page
@@crazedjester I figured that out last night on the steam page. Thanks for being interactive with your fan base. Keep up the content flow, not enough high quality uboat UA-camrs out there like you.
Wish there was better flags. If they're not going to be historically accurate at least put a generalized kriegsmarine design, just the red with the cross is awful.
Sorry for the long delay! Finally getting this new UBOAT series out though. Should be a fun journey!
You had me waiting for a long time.
I hope my super deckgun works in this mod...I take out a whole convoy and my electricboot mod....😅
Are you going to do updated tutorials? 😊
nice!
When will we have episode 2?
A long way to Tipperary is a Das Boot reference, the captain of U96 had a record of it he liked to play on patrol when not in combat (I remember I specifically added it to my SH3 install back in the day for that reason :D).
I really liked starting a campaign in the type II in SH3. In that game it was a great crew trainer because short range meant you'd be back in a week, maybe 10 days at most. You usualy got to train a few men in specilist skills after each patrol, so lots of short patrols were great for rapidly skilling up a green crew.
Plus sneaking into ports making use of the boat's small size and sinking stationary docked ships was fun. Very dangerous to attempt in a Type VII, in a type II, only somewhat dangerous! :D
In a pinch, when getting the speed of a target you can just measure to half the target and then double the result by manually typing it in. Of course this sacrifices accuracy, but in an emergency where you're looking to just get off a quick shot it can be really handy. You should always aim to get the full measurement, but when this isn't possible due to other pressures, like destroyers heading toward you, or the target trying to be evasive and turning sharply, it can save valuable time.
Fantastic tip! Will use this
I bought Uboat when it first launched into Early Access, I wanted to support a new sub sim doing something new with the genre and style of play, and I really only played it a few times since then. Just jumped into this Beta and it is very well done! So many little quality of life things that just make sense and the ability to either go deep into each system and piece of equipment, or sit back and let the crew do it while you manage a more "overview" as captain. Just made it through the tutorial, also quite well done, and looking forward to trying a beta campaign before we get to the launch version.
Let me know what you think of it! A night and day difference from it's day one release
Gotta say i appreciated the type VIIb so much more after trying out the type 2
i was sunk by aircraft while helping a U Boat in my first patrol Type 2 great stuff
@@DieWitness what happens when your ship sinks? Do you go back to previous save?
@@josephsnyder7212 Nope unless it was caused by time compression or a bug
When did you finally get out of the Type 2 series boats? in early 41 now and recently got into the type 2-D....man i really miss my Type VII lol
@@LemSat87 I got out as early as June 1940. Didn't like the type 2a. Too little range, but I liked the type 2d. Switched to the type VIIb when I was sent to the French port for the first happy time quest
This is fantastic! I loved this game and i played the hell out of it when i got it. My only gripe was the lack of other playable subs! I had no idea they were making more. I cannot recommend this game enough if you are into uboats! Especially with the added realism.
Take your time man. I think we ALL are loving this beta right now. I stopped playing the game for almost a year because i was gonna start new when the new subs were released. Its finally here Skippers
is gonna a word, or are u just a stupid punk kid?
I played U-4 and it taught me a lot about management compared to the U-7. After you run out of gas you learn things pretty quickly haha
Currently playing in first person only with everything on hard except contacts, it is hard completing these early year missions around England as your fuel range isn't great
Hi CrazedJaster! Thanks for doing this again but this time with the full release! I watched all your previous episodes during early access. Love it!
if you want to save gas keep switching constantly between electric and gasoline, and reduce the speed to half when you are on patrol. Only when you find a convoy hit the gasoline hard so you can catch the convoy. Qtherwise switch constantly between electric and gasoline
Hey Jester, you should ALWAYS keep 2 sailors manning the engine at all times, that further reduces your fuel usage. Good luck on your new campaign, Kapitän!
This is online true when surfaced. IIRC you will get a better bonus with 1 sailor on engines and 1 on navigation when submerged.
Also unassign sailors when there's no officer manning the station or you dont need the bonus from the sailor as counts against morale - too much work from officers...
Great tip! Will use it!
Will this tip work for my car? Not sure where I would fit them
@@myopiniongoodyouropinionbad Buy a crown vic, you can fit 2 in the trunk easily with tons of room to spare!
I know I quickly became a big fan of the "auto dive" feature that stops to listen for 5 minutes before returning to the surface and refilling the air automatically. Good luck on your career, Captain!
Just received the game today and am uploading the beta. Excited for a new gaming adventure!
Hell yeah! Was waiting on this series, great video. Btw they have a bearing tool (relative to your position) on the map now, makes torpedo calcs much easier when rushing.
Where is this? Was it right in front of me and I was completely blind seeing it??
@@crazedjester IIRC it was above the ruler tool. You can expand it too when tracking far away ships
So happy to see this! Can't wait for more and the full release! Keep up the great work Jester!
Subscribed just for this update! Love your play style and video style. Glad I found you.
I feel like they need to flag the Type II campaign starts as being harder than the Type VII starts. I think people see them and are like "it's probably easiest to start with the smaller, simpler boat," but it's actually sort of like playing the game in hard mode. The Type IIA has very limited range and stores, which makes it more of a challenge to manage, and the low periscope height means that you need to get uncomfortably close to targets to get a firing solution on them, which dramatically increases your odds of being spotted. No problem if you miss, though, as the boat carries five whole torpedoes.
Agreed. I used the Type II for the tutorial campaign and the way they set it up it makes it feel like you have unlimited, or a lot, of torps and you really don't in a real campaign. Make the VII as the default and mention it is the best start for a new sub-sim captain.
Also the tutorial is pretty damned good. Not perfect but it really get across how to run the sub and campaign in a basic way.
I think they should keep it easy, just decrease the amount of distance you need to patrol from like 2000km to like 500-1000km
Absolutely solid video my man! Well edited, great audio, great capture!! You did amazing, this is Wolfpack345 level production. Keep it up bro, you'll hit 100k plus in no time!!
Thank you Dakota!
I've been playing the U-4 this entire time. I didn't even know there were differences between the U-boats. I just thought being out of fuel all the time was normal.
I played it like that too also taking a new command of a U-boat you have to do certain campaign missions. Two I have found would be the tonnage war in the beginning and the Atlantic theater. They will give you these upgrade blueprints for U-boats. Also, if you started with the original U-boat That we usually get they still let you go back to the other two. also do not forget about the new computer system for torpedoes. There’s a manual inside the game about it and there’s a updated version of the computer system for torpedoes that’s on on the type vIIc Changes the computer system
Really enjoyed this video! Looking forward to see what comes next!
I'm loving the beta, only problem so far is the amount of bugs. Ive had multiple games turn into black screens or corrupted saves with no fixes. Only thing I can do is send bug reports. But with the amount of developement, I'm sure these problems will disappear. This beta is very new, and is expected to be buggy. Big potential, great game.
That was the first time I got a black screen in a game, I completely freaked out and thought something broke inside my PC (or that using mods inside the beta was the problem) :/ But yeah, I'm sure they are already working on a fix since there are numerous people having this problem.
Had a crash like that last night. Was sad to lose so much progress, but the Type II is a treat of a boat. Loving the new polish and details.
The dev is pumping out patches at a great pace of the beta, and seems to engaging with the community about bugs. Make sure to report them to get them fixed!
@@Swarm509 Yeah every game is turning into more of a no wage playtest 😅 Just earlier shot a ship with a torpedo and it started flying then landed.
Lets go a new series Love you videos CrazedJester !
Thanks so much Iflyplanes! By the way....what planes do you fly????
@@crazedjester In game planes I mainly fly ww2 planes
Honestly i want the type IX. not because the numbers bigger must mean better. but its a bigger ship. More crew more torpedoes. more fuel. Yeah probably louder. (idk if it was) and dive times are longer. i assume much harder to sneak into ports. but i prefer LONG patrols. hence the more fuel and torpedoes. (probably deck gun and aa rounds too) would be immensly preferable.
Just discovered your channel, love submarine warfare and your content.
You have earned my "sub" ;)
Thanks so much for the support William!
OH OH OH OH - Now I CAN'T wait to get back home from work. :D Did not know about this until now...
It a great update!
I’m going to watch all your new videos for this.
Thanks so much Stefan!
I've been waiting for this!!❤❤
I love this game.. good luck jester
The graphics are awesome.
I'm really liking the type IID
I’m loving the beta 👍
Same!
Type 2 is my fave.....so cozy feeling.
I am waiting for the stable version to be released. Knowing my luck, I will be out of town when it goes live
Oh that might be a long time from now
I've been playing U-boat since 2020. I can wait a bit more
@@nooneofconsequence3847 Same here, UBOAT supporter gang
Enjoyed. Ship ep2 already!
Coming out tomorrow!
This is a specialty u-boat. Designed to hunt that elusive catfish in the lake. Doesn’t have the fuel or firepower for anything else.
It poses a new challenge that really makes it quite fun
Can I suggest you make a new playlist for your full release series saves time on scrolling through the whole playlist and better to find the current updated version
I will try to work on that. Thank you Royal!
@crazedjester no worrys I've been wanting to cover this game myself and there's some great mods for it. But hunting the same as you is way too much for me at the best of times so great work tho loveing it bro
Sorry, I didn't know any other way to contact you. I'm not video-maker type guy, I just love to play the UBoat sim, and I learn an awful lot from folks like you, and Wolfpack345, etc. I don't recall exactly where I got these ideas from, but I constructed a schedule that seems to work very well, at least for me.
First, I noticed that when you make a squad, like "Engines" and assign two sailors to it (dressed like the Chief Engineer... optional for the player so he can determine where they are assigned visually when looking for them) assign the task priority 9 and erase all other duties, the two "Engine" guys will usually always tend to the engines. However, I discovered that whenever I sent the Chief Engineer back to bolster up the speed, they'd leave the area. So, I simultaneously assigned the same two "Engines" sailors to the Chief Engineer task as well as to the "Engines" squad, and they'll stay at their post working with the Chief. When you send him back to his bunk, or other duties, the "Engines" guys remain at their post.
This also works similarly with a "Watch" crew of two. When the skipper goes topside, they'll go below and "take a break"... and as soon as you send the skipper to his bunk, they'll return to the watch. If you have a sailor assigned to the skipper, you'll always have two people on topside watch.
So, I created Task Groups called: Engines, Watch, Helm, Steering, Valves, Switches, Cook and Janitor. I assigned sailors to the groups, and assign 9 for the specific tasks, removing all other duties. I personally modify their clothing so that I can recognize them or associate them with a particular officer for when they've left their post, or they just don't show up for duty. 99 out of hundred times. When that happens, it's buggy, or they're reacting to being overworked (usually buggy). So, I'll go to the task, remove the sailor, and immediately add him back, and that fixes the absence issue. Also, I add the group name before the sailor's name to make the assignment identification easier when the AWOL thing occurs (Engines - Joe Blow). Of the remaining unassigned crewmen, I'll sort the weapon lovers and mechanic types assigning them to the Mechanic Officer as either mechanics or torpedo men. That way, whenever the officer goes to maintain or load torpedoes, or to do maintenance, he has the appropriate crew experience assisting him, they'll follow him and assist.
I also figured out that the sailors' story line histories do seem to have some merit. For example, the Brawler-type is the one most likely to run his mouth, insult the other guy's wife or girlfriend, beat the guy senseless, which then causes your Radio Officer to expend a med-kit or two to patch the guy up, all while not listening for threats, and then you, as the skipper get to decide whether to chew his ass, or recommend his courts-martial. Also, guys with engineering experience used in "Engines" tend to accrue experience points more quickly, Weapons lovers make good torpedo men (usually only assigned to the Mechanic Officer). When I get ahead on cash, I'll weed out the crewmen that are deemed troublesome, or inferior and recruit more engineer or mechanic types, if available, to replace them.
As far as the shifts go, I don't consider them, or assign bodies. When not at their posts, the crewmen are usually grabbing chow, or at their bunks anyway. So far, it's been working out great.
Also, I set a dive schedule for the boat based on how far you can go before the O2 hits yellow. For the Type VIIc, I'll use either 4 to 1 or 5 to 1 hours (accumulator upgrades extend the time). When you engage the button on the telegraph, the boat will dive the schedule for 4 hours, then surface for an hour, and recharge the battery and air pressure, and if left as is, will repeat the procedure for as long as you desire. Make sure to set your Radio Officer's priority so that he's listening to the sonar. Hitting any other button on the telegraph, or disengaging will cancel the dive schedule.
I'd venture to guess you probably already knew this, but I haven't really seen it addressed in detail anywhere in UA-cam videos, or tutorials. So, I figured you're one of the go-to guys for disseminating this type of information in a UA-cam tutorial... you do them so well, which by the way, I find them not only informative, but absolutely entertaining. Please continue to make the videos. I hope you'll find all of this to be helpful. Hopefully, I'll see a video soon that incorporates it
Thanks for all you do and keep pumping out the vids.
I'm a big fan of yours.
Barry Haskew
Niceville, FL
This is awesome information and thank you for leaving such a detailed message. Really awesome what you have done! Keep getting at it!
British radio because you have to get into the way of thinking of the enemy to know their next move
More please! 😊
didnt look at the crew management system, I was hoping it got a overhaul and actually have to manage them in the game
I will be sure to do that in the next episode for you
@@crazedjester oh thanks...
Just stick to ahead Half and you will never have a fuel issue...
I love the beta so far, especially with the new boats. The game crashes SO MUCH though. Can't figure that out.
Back to the boats though, I'd love to see the type 9s and Caribbean missions in the game.
I haven't had any crash issues, but I have certainly run into a few bugs here and there
YAY MORE CONTENT
Just found the channel. I was curious why you didn't fire a pair of torpoedos? I get they would have both potentially missed, but it seemed like you'd have a better chance to hit if you fire both forward torpedo tubes.
Good question. The ships were so spread apart that one of the torps would have hit at such an extreme angle that it likely would have been a dud. Being that this small boat only carries a whopping 5 torpedo's, I need to make sure every shot county before having to return to base
Thanks for subtittle
have they added the late-war uboats yet? or is the type VII the furthest you can go still
Late war subs are on the way
Hey man, nice video. I just started with the game. Is there a good guide on it?
I have a captains guide video that might help a little bit. Type in UBOAT tutorial and it should pop up
let's go!
Finally right?!
I have tried the U4 now but im having so much trouble with fuel consumption i almost have to dive every few km to extend the range with the electric motor. What am i doing wrong😂
Do you have men assigned to your engineer on the engine and your first officer for navigation? That will increase the distance you can go with your fuel
Hi, how did you open this 8:18 ?
press Tab
i can seem to find how to get beta
right click UBOAT on steam, go to properties, go to betas, drop down menu top right and click on beta at the bottom
so how do i get these new uboats? is this part of a new update ?
Yes. Go to the UBAOT steam page and it will walk you through how to get into the beta test
Hi, nice to u. My friend
Welcome, Recon!
Good video
Thank you!
What PC do you suggest to run uboat?
It's not super intensive. I run with max everything and have no issues with framerate (Ryzen 9-6900HS, nvidia 3060, 16gb DDR5).
when type 9 and type 21?)
hopefully soon!
Why do you use the map for distance?
I have always just done that. Using the distance tool is never really all that accurate for me
Shame there is no XXI
... yet.
Honestly I'd pay for a good expansion, or DLC, with a high quality XXI some time after full release.
I see that they still use Hollywood type fireworks when the torpedo hits unlike in reality where there was just usually a water plume and nothing else unless it was a tanker. Got to keep the children happy I guess. Why can’t they just stick to reality?
Yeah I agree with you. Really hoping for different visuals when it comes to torpedo strikes
It was in fact a tanker.
@@dantealighieri5547 Fair point. However.....it is the same pyros even if you hit a cargo ship.
@@jameslanz2117 you mean the effects from the torpedo itself?
Because freighters don't make these effects: 12:18. They just go down, sometimes burning.
@@dantealighieri5547 My point is that freighters shouldn't be burning at all. It was very rare. Most of the accounts of the time (non tanker hits) there would be a thump and a large water column (game already does this nicely) but after the water column there would usually just be wrecked deck plates. No fire. Flooding.
This game is nearly perfect. The sinking mechanics is just too arcade like though. If they fix the sinking mechanics it would be a perfect game IMO. im sure thats something a mod can fix
Yeah sinking mechanics could definitely be improved.
Is this beta b131 or 2021.1
Happy you found it!
is it beta 131 or something else
Are you asking how to get into the beta? Or are you saying its been in "beta" for so long haha
It's unstable-unstable
What is this? Why can’t I play the uk on uboat? Is this a mod?
A mod would be needed to play UK on uboat, if one even exists. Germans only on this game as of now
@@crazedjester I realized after watching for a few minutes that this is Germany lol yet I don’t have any of those boats I can only start with the type 7c and there’s no others. Do I need an update or something?
@@ssholed yes, right click on UBOAT in steam, go to properties, then betas and click the drop down menu and scroll all the way to the bottom and click on that. There are also instructions on the UBOAT steam page
@@crazedjester I figured that out last night on the steam page. Thanks for being interactive with your fan base. Keep up the content flow, not enough high quality uboat UA-camrs out there like you.
Found it
24 minutes and you haven't shown us the new interior....
you're right....i have failed =(
@@crazedjester no worries. Next time.
Wish there was better flags. If they're not going to be historically accurate at least put a generalized kriegsmarine design, just the red with the cross is awful.
There's mods that add that in if you desire full accuracy Kriegsmarine. ;)
@@Ereshkigal616 i know, i used them. But my flag keeps going back to default after submerging. And i have to restart to get them back
feels like a linear static campaign...
Yeah it's going to be basically the same thing right? Take missions and see them out. I suppose you could go rogue and do your own thing.
Shame the graphics and UI are so cartoonish
Gameplay is good though
Would be cooler if it was Max Difficulty but whatever I guess
Appreciate you watching
i think u are boring
your comment helps the channel though, so thank you!