Turning your rear towards the enemy is usually not the best way to remain stealthy. You are turning a flat surface (your propeller) towards their active sonar, increasing the likelihood of detection and you are putting the ships and any weapon they fire at you in your baffles, making it harder for you to detect them. Turning your front towards them is usually the better option. It also provides some masking for your engine noise.
@@TortugaPower If you can maintain stealth while doing so, remaining perpendicular to the enemy is the best. It builds up your TMA the fastest (represented as % confidence in-game). Building your TMA faster is important because that means you have more time to make tactical decisions, and it gives your enemy less time to find you. If you can't maintain stealth or feel that the enemy is getting too close to you, I suggest turning away at a 45-degree angle instead, it will help you maintain distance while keeping the enemy out of your baffles and still providing some boost to your TMA build-up.
Launching any type of ASM immediately reveals your position and enemy ships will usually have time to react to it, if they have a missile launched torpedo they are going to launch it at the area you fired from or ASW aircraft will come over there and drop their torpedoes. Unless they are out of your torpedo range or you are confident the don't have any aircraft or missile-launched torps, you should stick to launching torpedoes at them.
You will get the order to replenish once you get below a certain number of ammunition. Since you have 17 of 48 (over 25%) of your ammunition capacity, you will not get the replenishment order. This is why you should only carry TLAMs when you have a mission that requires them.
TMA-Target Motion Analysis. TTR - Time to run (displayed on your torpedo and contact info in the bottom right. SOL - Solution (how certain your sonarman is that the contact is where you say. When you turned the torpedo around you had 5 min 40 seconds of fuel remaining and your torpedo was about 4 km from target somewhere around 4:15. Also, if you dog-leg your torpedo in the direction you are traveling, it would make sense that you would run into a torpedo. Try a dog-leg where you sub will not be in the future. Edit: A good hit that they have found you is when all your target landing ships start heading away from you at high speed.
You don't need to sink the escorts to pass the mission unless specified otherwise. Meaning if you have limited weapons available just go for the RoRo's/cargoes, tankers/LST's and the missile boats/carriers to pass the mission. same thing if you're low on ammo and get stopped by a passing group that don't have the mission related information. Just leave the area
The ADcap Torp has a range of over 38 km (24 mi; 21 nmi) at 55 kn (102 km/h; 63 mph) or 50 km (31 mi; 27 nmi) at 40 kn (74 km/h; 46 mph),and if activated you can use it as an extended sensor!!
You should always set the torpedoes to head for the surface BEFORE launching. For the same reason you launch straight at them: in case the wire breaks. If you don't have it set, they'll just go under the target, and your launch is a waste.
This is hilarious. I watch this, get inspired to play again, boot up a campaign and my first mission is intercepting a bunch of escorts in 150-foot water and am reminded why I stopped.
I have both dot and epic mods on separate installations of the game and they are great. What I really like is that I can start with one submarine and then switch them mid campaign at any point by purchasing other models with prestige earned from missions. It allows the game to have a progression system which I do appreciate.
Forgive the constant comments but I want to help you out. There is actually a small reason you may not want to go deeper. At more depth, the engine has to work harder to maintain speed due to the higher density of the water. This means that your boat is slightly louder at more depth. Most of the time this won't make enough of a difference to matter.
Hey dude. Enjoyed your videos for this campaign but I feel compelled to share some tips, so I hope you’ll forgive me for “backseatingL 🤭 First off, you’re keeping your torpedoes blind for a long time, missing targets and having to double back. Unless your fish is set to active search it’s fine to “enable” the torpedo and use it in a passive search mode as an extension of your own sonar suite. It helps to improve situational awareness and also means if you lose the wire it’s not going to pass by a target and become harmless. There’s an argument for keeping them inactive to preserve range but in all the instances you’ve used them in this video the target was already aware of your approximate location and closing. Secondly, when making a AShM attack it’s best to do it en mass because of the risk of interceptions in most cases. Your position will be revealed the second you fire anyway, so it never hurts to do a quick pulse from your radar mast to get accurate positional fixes on surface contacts prior to firing. For harpoons, I like to have two per target if it’s a warship, with one programmed for a pop up attack and the other straight in. Hoping that one will distract defensive systems while the other hits. If you’re facing a possible ASW helo threat when doing a missile attack throw a MOSS out and dive down deep. Those things soak up a ton of attention and have made life easier for me on many occasions. Love to see new Cold Waters content these days, the hype for Sea Power is so real. Can’t wait! I’ll be following your campaign eagerly as I’m playing my own at the moment and it’s been great fun. 😊
Turning your rear towards the enemy is usually not the best way to remain stealthy. You are turning a flat surface (your propeller) towards their active sonar, increasing the likelihood of detection and you are putting the ships and any weapon they fire at you in your baffles, making it harder for you to detect them. Turning your front towards them is usually the better option. It also provides some masking for your engine noise.
True true, but what if you don't want to close -- is it better to go perpendicular or away?
@@TortugaPower If you can maintain stealth while doing so, remaining perpendicular to the enemy is the best. It builds up your TMA the fastest (represented as % confidence in-game). Building your TMA faster is important because that means you have more time to make tactical decisions, and it gives your enemy less time to find you. If you can't maintain stealth or feel that the enemy is getting too close to you, I suggest turning away at a 45-degree angle instead, it will help you maintain distance while keeping the enemy out of your baffles and still providing some boost to your TMA build-up.
Launching any type of ASM immediately reveals your position and enemy ships will usually have time to react to it, if they have a missile launched torpedo they are going to launch it at the area you fired from or ASW aircraft will come over there and drop their torpedoes. Unless they are out of your torpedo range or you are confident the don't have any aircraft or missile-launched torps, you should stick to launching torpedoes at them.
You will get the order to replenish once you get below a certain number of ammunition. Since you have 17 of 48 (over 25%) of your ammunition capacity, you will not get the replenishment order. This is why you should only carry TLAMs when you have a mission that requires them.
TMA-Target Motion Analysis. TTR - Time to run (displayed on your torpedo and contact info in the bottom right. SOL - Solution (how certain your sonarman is that the contact is where you say. When you turned the torpedo around you had 5 min 40 seconds of fuel remaining and your torpedo was about 4 km from target somewhere around 4:15. Also, if you dog-leg your torpedo in the direction you are traveling, it would make sense that you would run into a torpedo. Try a dog-leg where you sub will not be in the future. Edit: A good hit that they have found you is when all your target landing ships start heading away from you at high speed.
You don't need to sink the escorts to pass the mission unless specified otherwise. Meaning if you have limited weapons available just go for the RoRo's/cargoes, tankers/LST's and the missile boats/carriers to pass the mission. same thing if you're low on ammo and get stopped by a passing group that don't have the mission related information. Just leave the area
Loved it thanks
The ADcap Torp has a range of over 38 km (24 mi; 21 nmi) at 55 kn (102 km/h; 63 mph) or 50 km (31 mi; 27 nmi) at 40 kn (74 km/h; 46 mph),and if activated you can use it as an extended sensor!!
You can do the same in CW with the towed array and the Duct/layer!
You should always set the torpedoes to head for the surface BEFORE launching. For the same reason you launch straight at them: in case the wire breaks. If you don't have it set, they'll just go under the target, and your launch is a waste.
This is hilarious. I watch this, get inspired to play again, boot up a campaign and my first mission is intercepting a bunch of escorts in 150-foot water and am reminded why I stopped.
I have both dot and epic mods on separate installations of the game and they are great. What I really like is that I can start with one submarine and then switch them mid campaign at any point by purchasing other models with prestige earned from missions. It allows the game to have a progression system which I do appreciate.
Forgive the constant comments but I want to help you out. There is actually a small reason you may not want to go deeper. At more depth, the engine has to work harder to maintain speed due to the higher density of the water. This means that your boat is slightly louder at more depth. Most of the time this won't make enough of a difference to matter.
Weapon data/ TTR is the range time you have left on your torpedo.
Hey dude. Enjoyed your videos for this campaign but I feel compelled to share some tips, so I hope you’ll forgive me for “backseatingL 🤭
First off, you’re keeping your torpedoes blind for a long time, missing targets and having to double back. Unless your fish is set to active search it’s fine to “enable” the torpedo and use it in a passive search mode as an extension of your own sonar suite. It helps to improve situational awareness and also means if you lose the wire it’s not going to pass by a target and become harmless. There’s an argument for keeping them inactive to preserve range but in all the instances you’ve used them in this video the target was already aware of your approximate location and closing.
Secondly, when making a AShM attack it’s best to do it en mass because of the risk of interceptions in most cases. Your position will be revealed the second you fire anyway, so it never hurts to do a quick pulse from your radar mast to get accurate positional fixes on surface contacts prior to firing. For harpoons, I like to have two per target if it’s a warship, with one programmed for a pop up attack and the other straight in. Hoping that one will distract defensive systems while the other hits.
If you’re facing a possible ASW helo threat when doing a missile attack throw a MOSS out and dive down deep. Those things soak up a ton of attention and have made life easier for me on many occasions.
Love to see new Cold Waters content these days, the hype for Sea Power is so real. Can’t wait! I’ll be following your campaign eagerly as I’m playing my own at the moment and it’s been great fun. 😊
Unfortunate we don’t get to see the launch animations
IIRC Epicmod’s creator steals a bunch of his assets from other modders and doesn’t credit them and is a general scumbag.
I didn't know that, but dotmod is the Cold Waters king from I can see anyway.
PLAN: People's Liberation Army/Navy.
You are Tortuga
Heather is back!
He needs to deploy his towed array. And he's worse than a chatty Cathy doll.
PLAN: People’s Liberation Army Navy