As a former United States Navy Sonar Technician, I got a lot of chuckles out of your video. AsRoc and SubRoc are the names of US Rocket propelled torps, soviets used Rboc and some others. Also, Harpoon anti ship missiles are the short range, you should have loaded some TASM's which are the long range anti ship killer. Additionally, your torps have an extensive range as well. Finally, in your sonar waterfall display, once you match a harmonic to your ship library, click on it.. The map NTDS icon will then show the contact as the one you clicked. As long as you match the correct harmonic you should be good. Finally, always keep one tube loaded with decoys and masker buoys. And those 'sound listening devices' are called Sonabuoys. There is more but you survived longer than most in that one. I often stream my game play of Cold Waters live as well usually on Twitch for now.
So you want to take down a battleship do you? Well this is something my great grandpa taught me,(He piloted a submarine in WW2) "If you want to disable a vessel that is twenty times bigger than yours, you want to close in on their 6 o'clock and jump out of the water and fire Alpha and Bravo torpedoes at the prop and rudder then sink as fast as you can!" That was some of the exact words my Great Grandpa Marvin told me just a couple of weeks before he sadly passed in his sleep.
Hey there. Nice ASUW battle. (anti-surface warfare). I'm a former US Navy Sonarman, stationed on a Guided Missile Cruiser. You asked for help with the terms: Kyds is kiloyards. 2000 yds = 1 nautical mile. Sovremenny is a Soviet Destroyer (anti-sub ship), and so is a Udaloy. Cruisers are primarily anti-air or anti-ship, but possess anti-sub abilities. I believe a Kresta is a frigate, also ASW ship. When fighting ships, their deaf spot is behind them. Referred to as "the baffles," the ship sonar is in the bow, so getting behind them let's you hide in their propeller and engine noise. Same with submarines. Basically, to detect ships without giving away your position, you deploy your towed array sonar. Drop the sensor below the layer duct, and it should pick up signatures from a long way off without anyone hearing you. Try to stay slow, 10 knots or less. The absolute worst thing to do is surface or show your periscope. You don't need them to attack vessels (unless the game forces you to).
you could have taken manual control by pressing 4 while in weapons view on one of your torpedoes, then guided it back using NUM8, NUM4, NUM2 and NUM6 so it would have tracked the ship, then switched to the other two so you wouldn't have wasted those torpedoes. just a tip :)
Only applies to your wire guided torpedoes, since they are, well ... wire guided ;) the waypoint for the torpedo should be between you and the enemy the waypoint is the location from wich it goes to active search mode, pressing 4 will put the torpedo in this mode as if it had reached it's waypoint when the wire breaks you can not apply this method since it is then disconnected from the sub's computer system...
and the harpoons need to be fired less than 200 ft from the surface and are fire and forget. you aim them into the target area and they use their own seekers to lock on enemy ship
I would say for tips watch your depth and course. Set your torpedo aim to slightly away from the ship so that the sonar homing can turn on, which allows you to leave the fish alone, and it’ll still get the enemy contact. Also, instead of raising your periscope so much, and for such long amounts of time, use the ESM mast to detect ships, and only have it up for about 30 seconds. Also, which you already appear to have noticed, stay close to the bottom, and use explosions and other disturbances in the water to move quickly, so the enemy vessels won’t hear your cavitation. However, these disturbances don’t last very long, so make quick jumps. If you are being closely hunted, pass under a ship and stop your screw, or slow to 3ish knots, while engaging silent running. This will allow you to escape undetected, as they will lose your contact in the ship’s sound signature shadow. This does not work against submarines. I’ve played way too many submarine simulators, can you tell?
I served as a Surface Sonar Technician on two US Navy Knox Class Frigates, USS Brewton FF-1086 and USS Hewes FF-1078 in 1077 - 1981 during the Cold War. Our primary mission was to detect and track Soviet boomers (ASW). We used the AN/SQS-26CX bow mounted sonar and a passive towed array (TASS) deployed from the stern hatch attached to a "Fish". The TASS could pick up contacts from a few thousand miles away if conditions were perfect. The TASS also prevented subs from hiding in the Frigate's wake. As far as rages go, sound travels much further in water than air. We also had a Helo attached to the Frigates on deployments that could "Dip" sonar from a boom and drop battery powered Sonar Buoys to triangulate our targets. Log range targets were dispatched with ASROC (Anti-Sub Rocket launched torpedoes and nuclear depth charges). DISCLAIMER: I can neither confirm nor deny the presence of nuclear weapons onboard my two Frigates while assigned there.Short range torps were launched from port and starboard twin tubes mounted amidships. Knowing what I know now, the advantage usually goes to a stealthy, US sub, as opposed to any surface ship. US sub crews laughingly referred to us as "target ships". This is true. Escorts such as Frigates and Destroyers were considered "expendable" during wartime.
Raptor don't fire right at the ship with the torpedo aim, set it shorter so that the tracking system or sonar can kick in so it saves you luck and time!
It's quite easy, once you get the hang of it. He does quite a good job dodging torpedos. When they have a lock on you, try switching "height layers", since the soviet torpedos have a hard time tracking your vertical movement. Also, try to stay as close to the bottom as you can. Depending on the map/depth, ships and airplanes cant detect you. Identify targets, fire torpedos, try to get away. The wire will break if you are a) to fast or b) navigate to sharp. So, depending on the situation, you have several options. The first one is moving slow and not navigating while you fire your torpedos. This is particularry useful if you target is far away, since you can still adjust the curse of the torpedo. Once it reaches its marked target, it will track automatically. So you could also set the torpedo target right in front of you. Then the torpedo will go in a straight line, but will start to track sooner (which is what he should have done when firing his 3 torpedos). This is useful in close quarters or when you have to move to avoid torpedos, but since the torpedos have a limited tracking range, the torpedos will miss if your target moves out of the torpedos direction/tracking angle. I find it useful to set the target relatively close and stay still as long as i can. I update the course as long as i can, but i always try to set the updated target relatively close to the torpedos location and update the target again, once the torpedo is close to reaching that location. So the torpedo always has the latest direction to make up for the targets movement, but if the wire breaks the torpedo will start to track soon and does not overshoot, as seen in the video. This game is all about experience. Once you have cleared a couple of campaigns, nothing will really be a threat to you. So just keep practicing until you get the hang of it.
it killed me inside to watch hear him say "Oh, these guys are too close for my ASMs" and then follow it up with "well, that ship is way too far out" when it was about... 9KYD away... So he closed to 6.... Gah.
YES. God. I dont think he realized what a KYD is. Hey, I need to be 8 feet away to do this. Better walk up to 4. Oh man, I dont know why I cant do this.
Raptor, Frankly I have to tell you that I LOVED this! Normally, these run-through's are boring. This was engaging beyond reasonable expectations!!! Truly enjoyed this! Thank you! I subscribed.
Ok, so when you're cavitating, it means you're going so fast that you're producing air bubbles off your propeller, making it super easy to detect where you are.
@Gabe Ruesswick TheKoolaidman371 was correct. Cavitation is when something moving through a fluid - in this case water - produces a low pressure zone behind it to the point where it becomes vapor, a cavitation bubble. When the bubble collapses it makes a lot of noise and a lot of heat. Its how a pistol shrimp and mantis shrimp kill their prey so until those creatures were discovered and studied, they were mistaken for subs from the noise
Any vessel is blind, or in this case deaf at her 6 o'clock. The correct term for being there is, "being in the baffles". If you watch, "The Hunt for The Red October", they talk about clearing the baffles. This is the terminology for making an abrupt hard turn to check and see, or rather listen, for anyone coming up behind you. It is usually done when secured for silent running, and usually only using passive sonar.
I literally subbed on your live stream of American Truck Sim. You play slot of games that like, 2-3 years ago I never would've ever picked up. Now, after watching this channel, I picked a few games up and realized how much fun all of these games are.
When the helicopters are hovering and they have a line in the water, they have deployed what's called a dipping sonar. It's like a sonobuoy but it's more powerful and can be retrieved to be used again. They can be used in different ways and operate both in passive and active modes. If you want more just ask.
Keep up the videos! I have a few pointers though if you don't mind. You're firing wire-guided actively homing sonar-enabled torpedoes at cavitating surface ships at their predicted route, as if the torpedoes were unguided dumb-fire weapons. You were setting the activation distance way too far away, so the ships had already passed overhead by the time the torpedo enabled. Try setting the weapon enable distance closer to the target's position. Also, there's really no need to enable active sonar in the weapons when you're targeting cavitating surface vessels. The surface vessels create so much noise the torpedo will have no problem locking on to the target without active sonar. Active sonar just gives away the position of the weapon at that point, so the enemy may try to evade. Additionally, you may choose to actively "steer" the weapon while it is still connected by wire. Do this by using the numpad keys. Lastly, to better control flooding it's important to get to a shallow depth so there's less water pressure flooding your compartment. Select the room that's flooding for repairs, then maintain a shallow depth so your crew can pump out the water faster than it floods in.
@Raptor That blue circle you keep aiming on is for dumbfire torps, not sonar ones. Just fire on its current position, or behind it. Once sonar torps reach their marked target, sonar systems activate and will attain lock.
In case it hasn't been explained, the point you desginate on the map for your torpedoes is the point at which it goes active. The line up to that is the path it takes in transient mode. You need to make the torpedo go active sooner so the seeker has a better chance of finding the ship. Also, the faster and deeper you go, the harder it becomes to detect surface ships. come shallow above the thermal layer and slow down to 5 knots. If still nothing, raise your ESM and perescope. If still nothing, go active search briefly. Even if active doesn't find it, it can help lure them out by coaxing them to go active search which will give you a directional indicator of where they are. (pulsating yellow line) Just be ready to go defensive or ultra quiet. Another tip: WHen you get a contact, try to firm it up by getting closer and getting a higher percentage solution. Anything over 60% should give you target heading and bearing which is enough to give your missiles/torps a good chance to hit. (make sure you're clicking on the contact to display it's solution data)
The Place where you click is where the torpedo will start searching for a target. The little dot you're clicking on is approximately where the ship will be when the torpedo reaches it. Assuming it doesn't change course. If the torpedo starts searching underneath the ship, It has a chance to just miss completely. Even with the active sonar.
I worked in a field where I had to know Russian naval vessels as well as the rest of their military equipment extremely well. I will say that the models of the ships I have seen in this video are extremely accurate depictions of the Kirov-class cruiser and the Sovremenny-class destroyer (pronounced Sov-rem-mini).
I just sank a kirov on cold waters (campaign). Didn't recognize the name, so didn't realize I was dealing with anything special until a torp failed to kill it. I just sat at 1200 feet in my los angeles and waited for the fleet to come to me, then started loosing torps when they were about 10km out. First torp hit didn't kill it so I sent 3 more at it, think it took a total of 3 hits to go down. It never shot at me, I guess it's pretty dangerous if you get detected though. So I came to youtube to see how other people handled it. Good video btw :)
I like your UA-cam only content more than the stream inputted videos. Makes it more entertaining and interesting when you aren't always plugging and doing shout outs. Either way great content, keep it up.
The same developers did the magnificent "Atlantic Fleet", for PC and phone. This one controls ship groups, including submarines. Wish they create a fleet simulator for the Cold War also.
After seeing several of Jive Turkeys missions. doing it right is more exciting. Nor sure I want to see all of this after the six minute mark.This is definitely not how to play this game.
Raptor, that blue circle is the lead angle for unguided torpedos, the waypoint you set for guided torts is where they start tracing, so you need to have it start tracking a lot earlier, your first 3 toros started tracking well after they passed the kirov
Raptor when you think a torp or asgm (anti ship guided missiles) has been launched at you silently crash dive and turn hard to port or staboard and dive and turn
look at a channel named jive turkey he was on an LA class sub he knows quite a bit. me I was just a sigint support guy on subs. but I've actually seen the real kirov, and all I could think was if we have to fight this thing we're fucked.
Raptor, best way to defeat torpedos is depth. Be higher or lowe than them and you can avoid their sonar. Also, they will circle around a noisemaker and avoid it. Jive Turkey does Cold Waters and he's former Navy and he explains it way better than I can.
Video was a good chuckle, just have to keep in mind he hasn't been playing long. The sub was of course not a Typhoon, it was a Victor II. The game tried so hard to tell him lol. I'm suprised the game didn't warn him about launching his torpedos at that depth too, he would have used up a significant amount of his compressed air reserve to do it. He knew where the enemy was, he should have closed on him and then launched from above and vectored the torp down to the enemy.
If you're trying to pin down a target, the best way to do it (and this also goes for trying to hide from Bear bombers) is to slow dow to 5 knots and go utra quiet, not put the pedal to the metal. It's no wonder that Bear kept dropping sonobuoys on your track, you basically painted and arrow on his scope saying 'He's right there'. At 5 knots you towed array sonar starts to work, so spend a couple of minutes travelling in a straight line then turn port or starboard 90 degrees and repeat. Your best accuraccy will come when the targets bearing is 90 degress off your heading.
little advice, you could fire the torpedo with a super short activation range (basically out of the tube) and itll engage tracking targets that are infront of you
PO 3rd class ex submariner here you need to stay in her baffles right at about 1100 yards and toggle silent running so enemy weapon locks on your sub then shake its lock to shift it to the enemy boat and kill it with its own weapons, just my opinion to save supplies
Ok so if you’re hiding do not under any circumstances cavitate. Cavitating is when bubbles form on the screw and when those bubbles pop they make a ton of noise. Also if you’re trying to hide you should probably not surface, and you should always position yourself abaft of an enemy ship to shoot it. Remember, you don’t have to be in active combat to be able to shoot. So best idea is to stay quiet and slow, and position yourself abaft the ship and shoot a fish. Also have the torpedo come in from the side relative to the ship, so that when they shoot down the fired bearing they’ll miss.
Play the Tutorial. I had absolutely no clue of what i do, but the Tutorial is well made. The blue dot on the map Shows the estimated intersepting point of your weapons to locked target. you fired your Torpedos behind it so they didnt activate until they passed the kirov. You could have activadet them manually with key number 4 before they overshoot.
Use the command of torpedoes to change depth to rise or dive when you fire at a target. For example, the Kirov was at sea-level, so your torpedoes were way too low so they should have gone up. Also in that case target not so far out, so the torp has time to elevate and lock-on
What I always do is fire torpedos in the general direction of the enemy once I have contacts on my scope. Activate the sonar on those torpedoes a little ahead, chances are they will hit something.
At the end when you were causing Cavitation you were creating bubbles in the water that makes you easy to detect ( also means you're losing prop efficiancy ). I don't know if this game lets you do it but you can stop the cavitation by changing that pitch on your propeller ( or increasing engine power slower when going very slow ).
+Raptor they don't need to run over you to launch depth charges, they have developed and used the technologies that came from the british Hedgehog Anti-Submarine Mortar, which launches smaller, but multiple charges at a distance. Apparently some depth charges can be launched by rocket, which is the case for the Kirov-class - it has the RBU-6000, as you showed in the beginning. It's a rocket-propelled depth charge launcher....
I would definitely play it low and slow. This isn't a world war two sub, you don't have to put eyes on the bad guys to ID and target them. When you crank the engines all the way up and start cavitating you let all those torpedoes know where you were.
Yeah, the magnetic detonators have ridiculously short detection range in this game. The torpedo literally has to get within 1 meter of its target for the Magnetic detonator to activate.
From what I know, ASM's have much, much longer range... hundreds of miles and such. You don't need to sneak up to an enemy ship to launch missiles at it. Also, you've been ignoring the thermal layer that obstructs sonar, so it took you way too long to identify that last ship.
Cavitating. Cavitation is caused in any fluid by objects moving so rapidly through the fluid medium that it leaves bubbles of void, with neither gas nor fluid occupying the space (more or less; there's always a minor exception). In the case of a submarine, when the screws turn at high power, it causes billions of void-bubbles, and when they collapse they make lots of noise. Screw cavitation is heard as a sort of extended scream. Cavitation is the opposite of quiet. It's also not good for power-to-thrust efficiency, and modern screws are designed to minimize cavitation for both efficiency and silence.
Okay lauch your Mk48 under the thermal layer and steer them about 30 degrees off the target. once the datum point is reached turn the weapon onto the target and bring it above the layer to home in. The ship will fire back down the path of the torp and totally miss you.
So for future reference, at least from a nuclear submariner stand point, come up to PD to look around, but otherwise stay deep and quiet, and use your sonar contact
So I've never played but ive watched a couple of these games. There should be a compass like thing so you can measure the angle of their trajectory combined with their speed so you know exactly where to meet the torpedoe with the ship. That being said, this was more enjoyable to watch lol
If you see an enemy go slower than normal and wait until you think the time is right to fire the first torpedo. After you do that wait until you fire, you'll know when to fire when they start firing at you, but first you have to go deeper. Thank me later
im a veteran of the navy GM2 (SW). cruise missiles would be an inaccurate word used for the weapon system. We just didnt call them cruise missiles but SM2's. The navy retired the MK13 GMLS which could only fire the SM1 missiles and tomahawks but due to cost it doesnt happen. Tomahawks aka TLAM long range all weather subsonic cruise missiles. ea unit cost approx. 1.87M
Grew up playing Silent Service and Red Storm Rising, that was three decades ago, didn't quite know what I was doing but one thing I learned before I grown pubes was to NEVER EVER SURFACE A SUBMARINE!
Just a tip. You want to fire your torpedoes so that when they begin targeting they are facing the enemy. Aim for the torpedo to fall just short of the enemy, not in front.
I don't think the Sov has WWII style depth charges. They have rockets on a launcher on the bow they can shoot at you, but they have to be pointed at you. He certainly was setup for a perfect Silent Hunter style depth charge run though.
You can change the angle of attack for your torpedoes. They can fire so they cruise near the surface, making it much more effective against ships. I believe it's the arrow next to where you activated the sonar on the missiles. That or the second arrow.
when you fired at Kirov, you fired your fish too close to the ship. they take an avg. of 1,000 yards to arm. just a little friendly constructive criticism :)
It would make sense to surface the sub first to clear flooding since the pumps are pumping water out into the ocean and the ocean is flooding back into the compartment
►NEW RAPPACK MERCH teespring.com/stores/raptor
The depth charge point...
Raptor what is the name of the game
I somehow think this game isn't world of warships./..
Dude I am your biggest fan I’ve been watching seance your first video
Raptor hi
As a former United States Navy Sonar Technician, I got a lot of chuckles out of your video. AsRoc and SubRoc are the names of US Rocket propelled torps, soviets used Rboc and some others. Also, Harpoon anti ship missiles are the short range, you should have loaded some TASM's which are the long range anti ship killer. Additionally, your torps have an extensive range as well.
Finally, in your sonar waterfall display, once you match a harmonic to your ship library, click on it.. The map NTDS icon will then show the contact as the one you clicked. As long as you match the correct harmonic you should be good.
Finally, always keep one tube loaded with decoys and masker buoys. And those 'sound listening devices' are called Sonabuoys.
There is more but you survived longer than most in that one.
I often stream my game play of Cold Waters live as well usually on Twitch for now.
marine infantrymen here...is any of that stuff OPSEC? lol
@@praetoriangaming3099 Nope.....
Link to twitch?
A fellow sonarmen hell yeah
So you want to take down a battleship do you? Well this is something my great grandpa taught me,(He piloted a submarine in WW2) "If you want to disable a vessel that is twenty times bigger than yours, you want to close in on their 6 o'clock and jump out of the water and fire Alpha and Bravo torpedoes at the prop and rudder then sink as fast as you can!" That was some of the exact words my Great Grandpa Marvin told me just a couple of weeks before he sadly passed in his sleep.
I'm sorry for your loss
ryota mochizuki it is ok
American
Ry-Guy Personal Channel what théâtre ?
Makes totally sense however I am sure he simplified things a lot for his grandson.
"Wow this is so exciting" he says in a bored tone
Yes
Most of the game doesn't felt like it used to be.
"The Sovremenny is a giant target"
*zooms in on Kirov*
Hey there. Nice ASUW battle. (anti-surface warfare). I'm a former US Navy Sonarman, stationed on a Guided Missile Cruiser. You asked for help with the terms: Kyds is kiloyards. 2000 yds = 1 nautical mile.
Sovremenny is a Soviet Destroyer (anti-sub ship), and so is a Udaloy. Cruisers are primarily anti-air or anti-ship, but possess anti-sub abilities. I believe a Kresta is a frigate, also ASW ship.
When fighting ships, their deaf spot is behind them. Referred to as "the baffles," the ship sonar is in the bow, so getting behind them let's you hide in their propeller and engine noise. Same with submarines.
Basically, to detect ships without giving away your position, you deploy your towed array sonar. Drop the sensor below the layer duct, and it should pick up signatures from a long way off without anyone hearing you. Try to stay slow, 10 knots or less. The absolute worst thing to do is surface or show your periscope. You don't need them to attack vessels (unless the game forces you to).
Im pretty sure that sub is full of vomit inside at this point
Lol
you could have taken manual control by pressing 4 while in weapons view on one of your torpedoes, then guided it back using NUM8, NUM4, NUM2 and NUM6 so it would have tracked the ship, then switched to the other two so you wouldn't have wasted those torpedoes.
just a tip :)
+TheDutchGuy110 I didn't know this! Thank you! Applies to ASM too?
Only applies to your wire guided torpedoes, since they are, well ... wire guided ;)
the waypoint for the torpedo should be between you and the enemy the waypoint is the location from wich it goes to active search mode, pressing 4 will put the torpedo in this mode as if it had reached it's waypoint
when the wire breaks you can not apply this method since it is then disconnected from the sub's computer system...
and the harpoons need to be fired less than 200 ft from the surface and are fire and forget. you aim them into the target area and they use their own seekers to lock on enemy ship
20:27 " Were cafeteria right now" 😂 Its actually cavitation
I would say for tips watch your depth and course. Set your torpedo aim to slightly away from the ship so that the sonar homing can turn on, which allows you to leave the fish alone, and it’ll still get the enemy contact. Also, instead of raising your periscope so much, and for such long amounts of time, use the ESM mast to detect ships, and only have it up for about 30 seconds. Also, which you already appear to have noticed, stay close to the bottom, and use explosions and other disturbances in the water to move quickly, so the enemy vessels won’t hear your cavitation. However, these disturbances don’t last very long, so make quick jumps. If you are being closely hunted, pass under a ship and stop your screw, or slow to 3ish knots, while engaging silent running. This will allow you to escape undetected, as they will lose your contact in the ship’s sound signature shadow. This does not work against submarines. I’ve played way too many submarine simulators, can you tell?
Finally people are making modern naval combat games
"modern"
“Cold War" not "Modern”
I don’t think 1984 is “modern.”
I served as a Surface Sonar Technician on two US Navy Knox Class Frigates, USS Brewton FF-1086 and USS Hewes FF-1078 in 1077 - 1981 during the Cold War. Our primary mission was to detect and track Soviet boomers (ASW). We used the AN/SQS-26CX bow mounted sonar and a passive towed array (TASS) deployed from the stern hatch attached to a "Fish". The TASS could pick up contacts from a few thousand miles away if conditions were perfect. The TASS also prevented subs from hiding in the Frigate's wake. As far as rages go, sound travels much further in water than air. We also had a Helo attached to the Frigates on deployments that could "Dip" sonar from a boom and drop battery powered Sonar Buoys to triangulate our targets. Log range targets were dispatched with ASROC (Anti-Sub Rocket launched torpedoes and nuclear depth charges). DISCLAIMER: I can neither confirm nor deny the presence of nuclear weapons onboard my two Frigates while assigned there.Short range torps were launched from port and starboard twin tubes mounted amidships. Knowing what I know now, the advantage usually goes to a stealthy, US sub, as opposed to any surface ship. US sub crews laughingly referred to us as "target ships". This is true. Escorts such as Frigates and Destroyers were considered "expendable" during wartime.
Raptor don't fire right at the ship with the torpedo aim, set it shorter so that the tracking system or sonar can kick in so it saves you luck and time!
TurboGunner21 PS4 you are correct
Luck?
TurboGunner21 PS4 teach me how to play
It's quite easy, once you get the hang of it.
He does quite a good job dodging torpedos. When they have a lock on you, try switching "height layers", since the soviet torpedos have a hard time tracking your vertical movement. Also, try to stay as close to the bottom as you can. Depending on the map/depth, ships and airplanes cant detect you. Identify targets, fire torpedos, try to get away. The wire will break if you are a) to fast or b) navigate to sharp. So, depending on the situation, you have several options. The first one is moving slow and not navigating while you fire your torpedos. This is particularry useful if you target is far away, since you can still adjust the curse of the torpedo. Once it reaches its marked target, it will track automatically. So you could also set the torpedo target right in front of you. Then the torpedo will go in a straight line, but will start to track sooner (which is what he should have done when firing his 3 torpedos). This is useful in close quarters or when you have to move to avoid torpedos, but since the torpedos have a limited tracking range, the torpedos will miss if your target moves out of the torpedos direction/tracking angle.
I find it useful to set the target relatively close and stay still as long as i can. I update the course as long as i can, but i always try to set the updated target relatively close to the torpedos location and update the target again, once the torpedo is close to reaching that location. So the torpedo always has the latest direction to make up for the targets movement, but if the wire breaks the torpedo will start to track soon and does not overshoot, as seen in the video.
This game is all about experience. Once you have cleared a couple of campaigns, nothing will really be a threat to you. So just keep practicing until you get the hang of it.
it killed me inside to watch hear him say "Oh, these guys are too close for my ASMs" and then follow it up with "well, that ship is way too far out" when it was about... 9KYD away... So he closed to 6.... Gah.
YES. God. I dont think he realized what a KYD is.
Hey, I need to be 8 feet away to do this. Better walk up to 4. Oh man, I dont know why I cant do this.
Raptor, Frankly I have to tell you that I LOVED this! Normally, these run-through's are boring. This was engaging beyond reasonable expectations!!! Truly enjoyed this! Thank you! I subscribed.
Ok, so when you're cavitating, it means you're going so fast that you're producing air bubbles off your propeller, making it super easy to detect where you are.
Yeh the grid point...
not quite cavitating is when your prop isn't deep enough into the water causing it to grab air and create those bubbles
@Gabe Ruesswick TheKoolaidman371 was correct. Cavitation is when something moving through a fluid - in this case water - produces a low pressure zone behind it to the point where it becomes vapor, a cavitation bubble. When the bubble collapses it makes a lot of noise and a lot of heat. Its how a pistol shrimp and mantis shrimp kill their prey so until those creatures were discovered and studied, they were mistaken for subs from the noise
You make a knuckle to try to break an active track... go quiet and change course and or dive or rise... dive works better for me.
Cavitation will also damage the surface metal of the prop.
Any vessel is blind, or in this case deaf at her 6 o'clock. The correct term for being there is, "being in the baffles". If you watch, "The Hunt for The Red October", they talk about clearing the baffles. This is the terminology for making an abrupt hard turn to check and see, or rather listen, for anyone coming up behind you. It is usually done when secured for silent running, and usually only using passive sonar.
I literally subbed on your live stream of American Truck Sim. You play slot of games that like, 2-3 years ago I never would've ever picked up. Now, after watching this channel, I picked a few games up and realized how much fun all of these games are.
When the helicopters are hovering and they have a line in the water, they have deployed what's called a dipping sonar. It's like a sonobuoy but it's more powerful and can be retrieved to be used again. They can be used in different ways and operate both in passive and active modes. If you want more just ask.
Keep up the videos! I have a few pointers though if you don't mind.
You're firing wire-guided actively homing sonar-enabled torpedoes at cavitating surface ships at their predicted route, as if the torpedoes were unguided dumb-fire weapons. You were setting the activation distance way too far away, so the ships had already passed overhead by the time the torpedo enabled. Try setting the weapon enable distance closer to the target's position.
Also, there's really no need to enable active sonar in the weapons when you're targeting cavitating surface vessels. The surface vessels create so much noise the torpedo will have no problem locking on to the target without active sonar. Active sonar just gives away the position of the weapon at that point, so the enemy may try to evade. Additionally, you may choose to actively "steer" the weapon while it is still connected by wire. Do this by using the numpad keys.
Lastly, to better control flooding it's important to get to a shallow depth so there's less water pressure flooding your compartment. Select the room that's flooding for repairs, then maintain a shallow depth so your crew can pump out the water faster than it floods in.
@Raptor That blue circle you keep aiming on is for dumbfire torps, not sonar ones. Just fire on its current position, or behind it. Once sonar torps reach their marked target, sonar systems activate and will attain lock.
In case it hasn't been explained, the point you desginate on the map for your torpedoes is the point at which it goes active. The line up to that is the path it takes in transient mode. You need to make the torpedo go active sooner so the seeker has a better chance of finding the ship.
Also, the faster and deeper you go, the harder it becomes to detect surface ships. come shallow above the thermal layer and slow down to 5 knots. If still nothing, raise your ESM and perescope. If still nothing, go active search briefly. Even if active doesn't find it, it can help lure them out by coaxing them to go active search which will give you a directional indicator of where they are. (pulsating yellow line) Just be ready to go defensive or ultra quiet.
Another tip: WHen you get a contact, try to firm it up by getting closer and getting a higher percentage solution. Anything over 60% should give you target heading and bearing which is enough to give your missiles/torps a good chance to hit. (make sure you're clicking on the contact to display it's solution data)
The Place where you click is where the torpedo will start searching for a target. The little dot you're clicking on is approximately where the ship will be when the torpedo reaches it. Assuming it doesn't change course. If the torpedo starts searching underneath the ship, It has a chance to just miss completely. Even with the active sonar.
I worked in a field where I had to know Russian naval vessels as well as the rest of their military equipment extremely well. I will say that the models of the ships I have seen in this video are extremely accurate depictions of the Kirov-class cruiser and the Sovremenny-class destroyer (pronounced Sov-rem-mini).
I just sank a kirov on cold waters (campaign). Didn't recognize the name, so didn't realize I was dealing with anything special until a torp failed to kill it. I just sat at 1200 feet in my los angeles and waited for the fleet to come to me, then started loosing torps when they were about 10km out. First torp hit didn't kill it so I sent 3 more at it, think it took a total of 3 hits to go down. It never shot at me, I guess it's pretty dangerous if you get detected though.
So I came to youtube to see how other people handled it. Good video btw :)
I like your UA-cam only content more than the stream inputted videos. Makes it more entertaining and interesting when you aren't always plugging and doing shout outs. Either way great content, keep it up.
That was definitely exciting. Good content.
The same developers did the magnificent "Atlantic Fleet", for PC and phone. This one controls ship groups, including submarines. Wish they create a fleet simulator for the Cold War also.
Pro tip: if it is exciting you are doing it wrong
After seeing several of Jive Turkeys missions. doing it right is more exciting. Nor sure I want to see all of this after the six minute mark.This is definitely not how to play this game.
Yeah more exciting would be the right way.
just to make it more fun when the sail pops out of the water its called broaching. The dive would announce "The ship is broached!"
Raptor, that blue circle is the lead angle for unguided torpedos, the waypoint you set for guided torts is where they start tracing, so you need to have it start tracking a lot earlier, your first 3 toros started tracking well after they passed the kirov
I lost my patience with that angry bear. If only I could fire a SAM torpedo. GIMME SOME POINTERS! LOVE THIS GAME!!
Raptor when you think a torp or asgm (anti ship guided missiles) has been launched at you silently crash dive and turn hard to port or staboard and dive and turn
look at a channel named jive turkey he was on an LA class sub he knows quite a bit. me I was just a sigint support guy on subs. but I've actually seen the real kirov, and all I could think was if we have to fight this thing we're fucked.
a girl?
I saw a few videos of his, seems like a good guy so thank you. :)
Raptor SAFETY DANCE!!!! Yay.
the game just looks and sounds gorgeous...the greatest example of what a small and low budget team can do
I love modern naval vessels and warfare. this game is truly for me
If I get to see ships sink, buildings blow up, and cars crash on this channel. IMA stay subbed.
Killerfish games are really evolving man I watched them grow game by game
so..... this is the most viewed cold waters video. it's a good video and deserves to be the most viewed.
I love this guy's radio personality voice.
you go into great detail when commentating , you deserve more subs!
Raptor, best way to defeat torpedos is depth. Be higher or lowe than them and you can avoid their sonar. Also, they will circle around a noisemaker and avoid it. Jive Turkey does Cold Waters and he's former Navy and he explains it way better than I can.
LMFAO dude you crack me up with your off-the-cuff hilarious commentary and you are actually really good at this game haha
Wow...after seeing this, I'm even more stoked to play this game...rather interesting that the sound profile matching is a thing.
Video was a good chuckle, just have to keep in mind he hasn't been playing long. The sub was of course not a Typhoon, it was a Victor II. The game tried so hard to tell him lol. I'm suprised the game didn't warn him about launching his torpedos at that depth too, he would have used up a significant amount of his compressed air reserve to do it. He knew where the enemy was, he should have closed on him and then launched from above and vectored the torp down to the enemy.
If you're trying to pin down a target, the best way to do it (and this also goes for trying to hide from Bear bombers) is to slow dow to 5 knots and go utra quiet, not put the pedal to the metal. It's no wonder that Bear kept dropping sonobuoys on your track, you basically painted and arrow on his scope saying 'He's right there'. At 5 knots you towed array sonar starts to work, so spend a couple of minutes travelling in a straight line then turn port or starboard 90 degrees and repeat. Your best accuraccy will come when the targets bearing is 90 degress off your heading.
If you're in a ship, use a tactic called crossing the T. This way, you can fire all your guns while enemy's can only fire forward guns
I love it! "The hunt for Kirov like October"
little advice, you could fire the torpedo with a super short activation range (basically out of the tube) and itll engage tracking targets that are infront of you
One of the best Commentators I have seen in a while +1 Subscriber :)
PO 3rd class ex submariner here you need to stay in her baffles right at about 1100 yards and toggle silent running so enemy weapon locks on your sub then shake its lock to shift it to the enemy boat and kill it with its own weapons, just my opinion to save supplies
45 mins of thrilling entertainment. Sad ending though lol.
That last torpedo tracked right on to you when you activated your propeller.
Ok so if you’re hiding do not under any circumstances cavitate. Cavitating is when bubbles form on the screw and when those bubbles pop they make a ton of noise. Also if you’re trying to hide you should probably not surface, and you should always position yourself abaft of an enemy ship to shoot it. Remember, you don’t have to be in active combat to be able to shoot. So best idea is to stay quiet and slow, and position yourself abaft the ship and shoot a fish. Also have the torpedo come in from the side relative to the ship, so that when they shoot down the fired bearing they’ll miss.
Fun watching that battle against the Kirov!
Play the Tutorial. I had absolutely no clue of what i do, but the Tutorial is well made. The blue dot on the map Shows the estimated intersepting point of your weapons to locked target. you fired your Torpedos behind it so they didnt activate until they passed the kirov. You could have activadet them manually with key number 4 before they overshoot.
Use the command of torpedoes to change depth to rise or dive when you fire at a target. For example, the Kirov was at sea-level, so your torpedoes were way too low so they should have gone up. Also in that case target not so far out, so the torp has time to elevate and lock-on
particularly amusing while being chased by no less than 3 torpedoes you are casually chatting like you were out at the shops picking up some bananas
What I always do is fire torpedos in the general direction of the enemy once I have contacts on my scope. Activate the sonar on those torpedoes a little ahead, chances are they will hit something.
At the end when you were causing Cavitation you were creating bubbles in the water that makes you easy to detect ( also means you're losing prop efficiancy ). I don't know if this game lets you do it but you can stop the cavitation by changing that pitch on your propeller ( or increasing engine power slower when going very slow ).
Wow, gotta say I love your comments and analysis of the situation. Please keep it up all the work!
by the way, you really need to keep from cavitating, because sonar can easily pick you up when you are. kinda like a sitting duck
that kirov is such a beautiful beast...
+Raptor they don't need to run over you to launch depth charges, they have developed and used the technologies that came from the british Hedgehog Anti-Submarine Mortar, which launches smaller, but multiple charges at a distance. Apparently some depth charges can be launched by rocket, which is the case for the Kirov-class - it has the RBU-6000, as you showed in the beginning. It's a rocket-propelled depth charge launcher....
New member of the Rappack😋😋😋😋😋😋😁😁😁😁😁😁😁
just a little tip: if you set the engine to stealth mode torpedoes will detect you harder, you're pretty much a ghost for them
I would definitely play it low and slow. This isn't a world war two sub, you don't have to put eyes on the bad guys to ID and target them. When you crank the engines all the way up and start cavitating you let all those torpedoes know where you were.
10:20 BS!!! in real life that torp had detected your hull magnestism and detonated.
It seems it is impossible to lose in this game
Yeah, the magnetic detonators have ridiculously short detection range in this game. The torpedo literally has to get within 1 meter of its target for the Magnetic detonator to activate.
From what I know, ASM's have much, much longer range... hundreds of miles and such. You don't need to sneak up to an enemy ship to launch missiles at it. Also, you've been ignoring the thermal layer that obstructs sonar, so it took you way too long to identify that last ship.
The range detect...
Cavitating. Cavitation is caused in any fluid by objects moving so rapidly through the fluid medium that it leaves bubbles of void, with neither gas nor fluid occupying the space (more or less; there's always a minor exception). In the case of a submarine, when the screws turn at high power, it causes billions of void-bubbles, and when they collapse they make lots of noise. Screw cavitation is heard as a sort of extended scream. Cavitation is the opposite of quiet. It's also not good for power-to-thrust efficiency, and modern screws are designed to minimize cavitation for both efficiency and silence.
Yeh the cavitate pressure...
Wow. A game hasn't been played this badly since 2003, when Sunderland conceded three own goals in seven minutes.
+TomNorman777 Yet with both references, no one sees you playing. Poof.
love your vids man, keep up the great work!
'...little gatling guns...'
This looks pretty damn good. I haven't played a sub game since Aces of the deep. Time to look into this one. Awesome vid.
Okay lauch your Mk48 under the thermal layer and steer them about 30 degrees off the target. once the datum point is reached turn the weapon onto the target and bring it above the layer to home in. The ship will fire back down the path of the torp and totally miss you.
So for future reference, at least from a nuclear submariner stand point, come up to PD to look around, but otherwise stay deep and quiet, and use your sonar contact
So I've never played but ive watched a couple of these games. There should be a compass like thing so you can measure the angle of their trajectory combined with their speed so you know exactly where to meet the torpedoe with the ship. That being said, this was more enjoyable to watch lol
Wire break, because you can manually control this kind of torp. So if you launch them at an angle the wire break and you can"t control them anymore.
you should set the activating point ahead of the blue dot. the blue dot show the estimated position of the ship when the target ship will reach there
I love you, Kirov! Slava and Kirov for life!
I like you. You have a style of presentation that I enjoy.
If you see an enemy go slower than normal and wait until you think the time is right to fire the first torpedo. After you do that wait until you fire, you'll know when to fire when they start firing at you, but first you have to go deeper.
Thank me later
Haha thats funny a bear running out of fuel:D
When the sub says it's cavitating, that means you're making excessive noise- from speeding up the engines
you can normally tell that you're cavitating when you see the line of bubbles behind you- it is boiling water
im a veteran of the navy GM2 (SW). cruise missiles would be an inaccurate word used for the weapon system. We just didnt call them cruise missiles but SM2's. The navy retired the MK13 GMLS which could only fire the SM1 missiles and tomahawks but due to cost it doesnt happen. Tomahawks aka TLAM long range all weather subsonic cruise missiles. ea unit cost approx. 1.87M
Grew up playing Silent Service and Red Storm Rising, that was three decades ago, didn't quite know what I was doing but one thing I learned before I grown pubes was to NEVER EVER SURFACE A SUBMARINE!
Aim for the reactors because the Kirov is a nuke ship, the thing will blow sky high if you hit its reactor
Just a tip. You want to fire your torpedoes so that when they begin targeting they are facing the enemy. Aim for the torpedo to fall just short of the enemy, not in front.
Wow I'm new to the channel but I'm loving the content please do more!
I don't think the Sov has WWII style depth charges. They have rockets on a launcher on the bow they can shoot at you, but they have to be pointed at you. He certainly was setup for a perfect Silent Hunter style depth charge run though.
You can change the angle of attack for your torpedoes. They can fire so they cruise near the surface, making it much more effective against ships. I believe it's the arrow next to where you activated the sonar on the missiles. That or the second arrow.
Great video Raptor!
I like your sense of humor in that it reminds me a bit of the British as it's a bit dry.
First Tip: Stay underwater.... :)
when you fired at Kirov, you fired your fish too close to the ship. they take an avg. of 1,000 yards to arm. just a little friendly constructive criticism :)
It would make sense to surface the sub first to clear flooding since the pumps are pumping water out into the ocean and the ocean is flooding back into the compartment
the tu95 bear MPA has a loiter time of nearly 18 hours and carries 300 sonobouys and 14 torps and depth charges
"We got the sovermenny over here, it'll be a soverfew in a minute" oh. my. god.
cool video, great looking naval simulation, liked and subbed :)
that was great. I sat and watched the whole thing.
looks like a fun game. realy want to try this. thx for the video.
first vid ive seen by you, very solid content my mane