Cold Waters: Dot Mod || 1984 NATO Campaign || Ep.3 - Diesel Electric Carnage
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- Опубліковано 29 вер 2024
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Inspired by the 1988 classic “Red Storm Rising”, command a nuclear submarine in a desperate attempt to prevent “mutually assured destruction” when the Cold War gets hot and WWIII begins.
You will be tasked with intercepting convoys, amphibious landings, insertion missions and battling it out with enemy warships, submarines and aircraft. Thankfully, an arsenal of wire-guided torpedoes, anti-ship and cruise missiles and the occasional SEAL team are on board to keep the Iron Curtain at bay.
Narwhals Narwhals swimming in the ocean, causing a commotion, making an explosion.
cause they are so awesome! Are they also the Jedi of the sea?
Love this
@@vincentwahl391 they stop Russians from destroying you, narwhals they are narwhals
Busting balls but “made contact with a submerged contact” at the beginning sounds funny
did you change something about the audio or your voice?
Late post but can someone tell me if this game can be set to a higher level of skill for the russians?
How you not loose your towed array with a speed of 20 kn???And how long your MK 48 following the Tango getting out of fuel????Some starnge things in this Mod!!Should be able to follow the Tango for at least 38 km till getting out of fuel aktivated!
Towed array automatically retracts if the speed excedes a certain point. I think they nerfed max torp range for the sake of gameplay.
Generic coment for the algorithm
Imagine being the CO of Wolfpack. Comes back to port with his mission unfinished but also sunk 11 subs in 3 days; wouldn't know whether to chastise or praise him for his ruthless efficiency. Great video all around though.
He'd wonder why none of the rest of the submarines under his command are racking up similar kill levels.
It'd be a real short war if every NATO skipper was rocking an 11:1(0) Win:Loss statistic.
@@aussiegrif8729 : By January 1984, the Soviet Union had commissioned, in total:
Whiskey class : 215
Romeo class : 20
Foxtrot class : 74
Tango class : 18
Juliet class : 16
November class : 14
Victor class : 33
Alfa class : 7
Hotel class : 8
Yankee class : 34
Delta class : 36
Typhoon class : 2
Echo class : 34
Charlie class : 17
Papa class : 1
Oscar class : 2
531 submarines in total (excluding WW2 type subs only used for training by this point).
Without doing a lot more research, I can't tell you how many attack subs NATO had commissioned by January 1984 - but I'm certain it was nowhere near that many.
You'd need 48 NATO attack subs with 11 kills each to sink them all!
@@timonsolus the Russian navy in 2022 is a shell of what it once was.
@@Turd_Ferguson538 : True, but off topic.
You managed to sink 11 of the 18 Foxtrots the Soviets built. Imagine one guy sinking over HALF an entire class of your operational submarines.
In about 3 days
During the second world war, the German U-Boat U48 managed to down 51 ships which is a record that stands to this day. It was never shot down by the allied forces, but seeing the inevitable defeat of Germany towards the end of the war, the navy decided to sink it themselves.
Yo dude, how's it going? Love your series, I served from 1980-1984 aboard the U.S.S. Atlanta SSN-712, Los Angeles class. I play the game as well. Those were good times back then. Thanks for your videos, means more than you think :)
My Grandpa also used to say "Yo dude" 😂
@@Mike25654 Then I recon you know who your talking too,,,lol.
Obligatory thank you for your service
The Wednesday is saved. Forget current wars and get under water for a cat and mouse game with cold war subs. Excellent!
I dunno, heard some unguided rockets of some kind struck a Russian vessel near Odessa. Not exactly subs though.
Cold waters if fun but the campaign is kinda silly, you can sink half the enemy navy but still lose the war after you die.
It's a typical "game-y" setup of you as an individual being the one and only thing to affect the outcome of the war. It makes sense since we expect to see the war going well if we are continually doing successful missions, or poorly in case we keep failing. But yes, these "dynamic campaigns" that many war games implement - where your actions as a serviceman define the outcome of a whole conflict - are by their very nature completely unrealistic. No victory can really be attributed to a single person, everyone is just a small cog in a big machine.
As we know from playing historical war games from the perspective of a German U-boat commander (Silent Hunter or UBOAT), you can come back from every mission having sunk several merchant ships and being very successful as an individual seaman, but in the end it doesn't really matter.
In the next version, we added a "pseudo" magnetic fuse of 3 meters. Its working quite well with the beta testers, and that torpedo would have likely hit the Tango in 0.3b...
If you’re having issue getting good solutions. You have to turn sideways. When you lost contact on the foxtrot it was because your towed array wasn’t helping. The towed to need a broadside for amazing work.
i can't speak for the mod, but in the base game its possible to launch a torpedo from the opposite side of ownship to which is facing the enemy. A launch from the same side as the enemy can be detected by the enemy sonar, but launching from the opposite side means your own hull is masking the sound of the launch
Yup always fire the lee tubes if possible
I never knew that. I always fired the same side tube that the enemy is on cause I didn’t want the wire to break. Good to know
This is not true. It doesn't make a difference. Launch transients and ship noise are calculated separately, the AI doesn't care
@@Billy-I-Am-Not you comment as though you know this, and all I'll say is that I have observations and experience... But I can't be as sure as you appear to be.
All I know is that if I have my boat at 90degrees to target, firing from the far side (the Lee tubes, as another commentor termed it) will result in a counter-launch noticeably less often than firing from the near tubes.
What I will say is that detecting a launch, and detecting a transiting torpedo are two different things. An enemy can and will launch against the bearing of an incoming torpedo regardless of whether it heard the launch. Wolf's tactic of creating a dogleg approach for his torps has demonstrated that when enemy counter-fires against torpedo bearing, they will miss because the torpedo no longer has same bearing it launched from
@@Wolf-Rayet_Arthur Oh, doglegging works perfectly fine, I use it all the time, it's a great tactic. But I talk to the devs for Dot Mod all the time, and they've all confirmed to me that your submarine cannot mask launch transients
edit: if it works for you, then by all means, but it's just what I've heard
IF they start to ping you and they are just getting a weak return, you might be able to fool them by turning towards them and coming to a near stop and letting the boat sink or rise to their level or if a layer is close, through the layer. This will weaken the return. Often when you were pinged you were nearly broadside giving the biggest possible return signal.
First couple seconds I already recognized the Dangerous Waters music. That drum line is unmistakable. Fits really well, keep up the awesome content!
I cannot believe that Tango managed to dodge the first mk48. They are an extremely capable fish and rarely miss in my experience.
Episode 2? Isn't this 3?
Yeah. Fixed haha
@@Wolfpack345 happy to help 😀
Love your content! I would love to see a 1V1 match between yourself and SchrodingerDeeps. I know its not your usual video but it would be truly epic. Alternatively y'all as a wolfpack?
Adding the Dangerous Waters music in this mod was such a good idea
I love the sleekness of submarines, they're just so pretty
I wouldn't ever want to have to serve in one, but old Soviet boats like the Victors and Alfas look especially good.
This episode had all the good stuff. Cool Diesel boats fighting back and evading (trying) and some of that sweet cat and mouse action.
Wolfpack you've been one of my top contenders for watching on the treadmill and exercise bike. Thank you for the distraction in my life when I need it lmao 🙏
How come every-time I end up diretly underneath escorts or within small arms range of enemy subs. I am travelling at 10kn on the world map happens to me eveytime regardless of closing to or rigging battle-stations ?
Today's my birthday a victory sure would be nice, Wolfpack
The wire feels strong in dotmod when the sub travel at or below 15kn. Though any faster the wire will go "see ya" and snap... Anyway, excellent video. The moss attached counter launch was amazing!
That's pretty much the case in vanilla as well
Comment offering to the algorithm gods. 🙏
Hey Wolfpack! Would love to see a video series on Silent Hunter 5 with the new super mod
Thank you for the great content. Enjoying this subsim campaign!
My day off starts on an awesome note! Good hunting wolfpack!
Good Stuff, Wolfpack! Keep it up.
It's not possible to drive a 48 all the way to a target. First, you can't see it. Secondly, the wire very rarely lasts very long. Wire guidance is for gross course and depth corrections. Just sayin.
The usual great video. Kind of takes my mind off of Ukraine and those poor people. God help them.
That starting music had me thinking of Aliens combat drops. Is that something Wolf picked out or is that part of the in-game soundtrack? If so, anyone know the track?
This game looks great and all, I installed it and am in the middle of the training missions, but are US subs and MK48's just insanely OP? or is the game just pretty easy?
Ha, you answer this in episode 4. lol
how do so many torpedoes barely miss the target? Is it a problem with the torpedoes in the mod itself? This is happening so consistently to this point it makes me wonder since the target is RIGHT THERE.
i love your series. I have binged watch all of them ...
I love that you are the narrator and the commander at the same time. Great video!
This game reminds me playing Red Storm Rising on my C64 over 35 years back.
Still think you should be intercepting enemy merchant ships.
hey worlfpack could u make and post a video for installing Dot Mod ?? the other videos are outdated please help
Damn, i wish i could be as smart as you to learn simulators.. i cant, i just cant, not flight sims, not tank sims, not sub sims, not even race sims
Key with sims is play them wrong long enough and you'll figure it out. At least that's been my methodology. At least, that's worked, since I was a kid playing sims from 5.25 floppies.
Excellent narration ! That Narwhal sub is deadly.
My father was stationed in holy loch Scotland on the Simon lake
So...the Narwhal was basically a one-off testbed for technologies that were meant for the next generation of mass-produced submarines.
In other words, you're driving a Gundam.
Yes. Both successful, and not so successful, technologies.
Natural Circulation reactor plant.
Small coolant pumps with two settings. On/Off.
Scoop seawater condensing. (Quiet, but violated SUBSAFE.)
Able to cross connect main/auxiliary seawater systems.
Large, multi-stage direct drive steam turbine. (Eliminating reduction gears.)
Deletion of waist ballast tanks. Eliminated vibration noise from thin outer hull.
Reposition sail slightly aft to reduce flow noise.
Narwhals. The Gundams of the sea
I wish my towed array deployed as quickly as yours.
8:33
Magnetic pistols would make torpedoes many times deadlier.
I think the Mark 48 actually does have it, it's just super secret.
@@NephilBlade
Magnetic pistols in game.
@@_R-R Since it's super secret, it isn't modeled. It's why modern wargames that try to be realistic are so wonky, the real capabilities of weapons are not known by the developers.
@Erik Alt Unless someone leaks the classified info, say on a Britsh main battle tank, hypothetically 😉
Be curious to see how you'd get on in an ohio class!
Awesome! I love these sub videos you make.
Hello Wolfpack345 love your videos
Time to get my sonar and TMA fix in for the day!
Did you switch from the Whiskey campaign for obvious reasons?
So, is Soviet campaign coming back, or is it dead?
It will come back
As it's Soviet designation indicate, Tango-class (Проект 641Б) was a Foxtrot-class (Проект 641) evolution.
Still lagging behind contemporary diesel-electric designs of the western origin.
A very generic comment. Care to actually back up in what way it actually lagged behind contemporary diesel-electric designs ?
@@darkon112 Very generic reply, why would they not be behind the technology curve?
@@SlavicCelery Because they were one of the quietest diesel boats until the kilo´s. Which set the standard.
Something that I thought would be really interesting is a multiplayer mode for Coldwaters. I’ve completed all of the campaigns on every difficulty (except the china one still need to finish that) and having a multiplayer would be a lot of fun.
comment just for statistics
Does this mean no more whiskey campaign? Because I literally subbed for the whiskey campaign lol
What happened to the K class run, I can only find the 4 videos? Did the save get corrupted? Can we see a typhoon class run?
3:45 Ugh, you're driving right into the path of the Tango's torp, should really change direction to the southeast.
What happened to the ussr campaign? Looking forward to you playing whiskey or upgrade to an Alfa :)
What sub are you in?
27:37 Bye Bye Norway :)
Awesome Game
Great video!
What mod adds the towed array? Dot mod, at least the version I just installed, does not.
Dot mod does have it. You have to press backspace to deploy it.
@@Wolfpack345 Ah, found it. And immediately forgot about it and ripped the array off my boat during torpedo evasion, lol.
Thank you!
Good games.
Tbh, in a way i wish that this game had it too where once a sub passed its crush depth while sinking you could see its plating buckling abit and what not
At around 2:00 that sped up background music from SH3 really suits this game
Since we see Soviet Submarine Tenders I think it would be a cool feature to or maybe even someone could make a mod for you to be to call a tender to do an underway resupply.
How do you deploy the towed array in the dot mod? Just installed it bit cant fine the hotkey for it
Pretty sure they will only detect you above +10 on any sensor below that your still undetected
Great battle - great video! Thank you very much for this!!!
2:35 - That moment of Hesitation as you can sense the soul leaving the body lmao.
Have you noticed if the towed array droops or not depending on your speed?
Is it just me, or are the Mk 48's SUPER easy for old Russian subs to dodge in DOT mod? They basically can't hurt Russian submarines without wire guidance, which seems a little silly.
I think it's a quirk of how the torpedoes are programmed in the game. They are sort of following the target instead of trying to predict where the target will be.
When are you going to continue for the USSR series
it uses the same music as fleetcommand and sub command!
Ja vol. we need more U-Boat.LOZ
8:45 I guess you could say…. *it takes 2 to tango*
always glad when you post i look forward to it so much
Dangerous waters soundtrack !
Are you playing this on easy?
Nope
@@Wolfpack345 enemy subs seem to fire all their torps once I'm detected. Also 15knots is generally the limit on wire before it snaps.
Great addition with the Dangerous Waters soundtrack. Hard to believe anyone knows about that game nowadays
I was an avid player of SubCommand and later Dangerous Waters back in the day, along with Silent Hunter III GWX 3.0 which I'm still playing now. I went through the original CW, the Capt. X3 playable subs mod, the Epic mod 2.34 and now I play the dot mod 0.3a. I think that there are still a lot of us out there who are really yearning for an updated version of Dangerous Waters(the ultimate modern sub sim) but it is unlikely to happen with the developer(Sonalysts) refusing to expend the resources to update the sim.
What mod are you playing?
How do you deploy the towed array
5:10 Does the towed array automatically get retracted when you exceed a certain speed?
It does not. You have to manually retract it or it snaps, and can only be repaired in port.
Looked like you were carrying TLAMs - can't help but wonder why? You only ever need them on a land attack mission and you can always rtb to load them - the extra space would enable you to carry more Mk 48s so you don't have to miss mission targets due to weapon shortage.
Think they were Harpoons.
@@Coddykin The harpoons were the smaller ones at the top just below the Mk48s. Next down are the TASMs, also for anti-ship, and below them the TLAMs taking up space in the weapons bay when they're not needed. My eyesight these days isn't good enough to see how many were carried though, on my small laptop screen.
How do you deploy the towed array? I have dot mod but can’t seem to figure it out
I haven’t used Dot mod but on Epic mod it’s backspace
I honestly don't understand the mechanics of this game it seems. I've been trying to play it but die to like 90% of the torps that do get fired that find me. The noisemakers seem to only work 20% of the time for me.
Dive to avoid cavitation, speed up to flank speed and run. Once you're fast enough you can make sharp turns to create knuckles and force tracking torpedoes into a search pattern. Repeat until all torpedoes are out of fuel and go back to silent running.
@@fonesrphunny7242 the problem I have is trying to use actual real evasion tactics.. the game will kill you for using proper evasion tactics. This game has a just run directly away from the torp dropping countermeasures to get away mechanic it seems.
Love your videos
Thank you
Watched and 👍 Liked
This game seems a lot easier that the U Boat series. 11 subs sunk like it was nothing.
Watch the earlier series where Wolfpack is driving a old diesel-electric Whiskey class sub. That will give you a new perspective.
Sweet 28 minute relief from life.
Excellent video as usual
Whew! That was great.
Loved the video
So every time you return, something negative is going to happen, or will it clearly say "mission failed"?
The news reports on the state of the war based on your mission success or failure happens directly after the end of the encounter, the player will receive a message from command saying you failed
@@risingsun9595 so this message is still just part of the script and not possible to prevent? Interesting. Thank you.
Great as always
Good video!