24:40 Not a bug with the mod. Even the Germans had issues with their Magnetic exploders. Especially up North. They would quite often prematurely detonate.
@@Cg23sailor Yeah, I meant that, I blame fat fingers, old brain and YT auto spell checker. I would have thought, if you engage impact triggers then magnetic triggers would be turned off ?
24:22 No, that was not an impact on the target but a premature explosion due to the magnetic fuse. They were not really tested in all the magnetic environments on Earth, and worse, early WWII was an intense sunspot time, with a lot of fun regarding magnetics … The first U-Boat sunk in the war was sunk due to premature torpedo explosions that were shot at an aircraft carrier.
"The first U-Boat sunk in the war was sunk due to premature torpedo explosions" The first U-boat sunk in the war was detected due to premature torpedo explosions, it wasn't sunk because of them. It was Damaged with depth charges, and then the crew captured as it surfaced while taking on water.
the crew survived though, imagine going out on your first patrol, lasting two weeks, getting no kills, then disabled & captured.. then spending 6 years in a POW camp.
@@alfascav1754 Detected, depth charged over and over, accumulating enough damage to have to surface … and without even bagging an aircraft carrier. I think you will find that staying not detected is the whole stick of a submarine - they could do away with all these batteries and electric engines and stuff, just cram in more fuel and stronger engines, and you have an upsized E-Boat that can cross the Atlantic and has a lot more torpedoes. And a top speed of 35-40 knots … But they would give up stealth. And die like flies.
If you use your reputation points to increase your available missions from 3 to 5 you will get those missions. Its always one of the first things I spend them on in a playthrough
9:58 I can imagine that radio operator climbing up to man the AA after listening to some Big band jazz on the radio letting off one burst taking that plane down then saying "is there anything else captain?" then causally going back to his radio 😂😂
2 "duds" towards a carrier would have certainly impacted morale. It's not every day a sub gets that opportunity. I was worried you were going to have used the last 2 before seeing the carrier, but what actually happened was even worse ;). You really need the bigger sub.
No coffee in the sea = MUTINY! Replace that Cap'n and feed em to the sharks! 🤣 I'm liking the sims aspect of this. No coffee = Tired engineers. Absence of coffeee depresses the office. That's a fact. Thinking about it, if you're underwater most of the time and you run out of caffeine, that'll be HELL for sure.
Just wanted to say that the reason you arent getting the Atlantic theater operation is because you are in la rochele, need to be in mainland germany I think and you'll get them, reason being the next two missions are in the arctic/way up north.
*shell casings 20mm HE shells bouncing on deck is not as fun .... Although, we had a stuck shell 20 mm HEI in our Oerlikon. We stowed the barrel with the shell in it on deck so that EOD could dispose of it in port. While talking to the EOD tech, how to get the shell out and contemplating having to say goodbye to the barrel as well, I lifted up the barrel and the shell fell out onto the deck. The [British] EOD tech said "Job well done", took the small shell and was off.... Chuckles all around.
Tip to sinking ships more efficiently with deck armament: When you try to sink a freighter by a deck or anti-aircraft gun, target the stern toward the propeller, under the waterline as it is exposed by the waves. It will sink faster with less loss of munitions.
U-Boat uses a HP system for enemy vessels, I believe. Fairly unrealistic in that respect. You're likely thinking of Silent Hunter, where much more is simulated.
@@sharkman2857 hitting a ship in more then one location sinks it faster, hitting 2 eels in one place does not increase damage, so while there doesnt seem to be "systems damage", there atleast are sections
Seeing the early detonations was heartbreaking. My immediate thought was the magnetic pistols being too sensitive and being faced with like 10 times the metal? Having one as an impact fuse would have been my go-to
Spit curses and drink coffee, those two magnetic misfires are crushing. How's your homebase research coming along, any chance to get more reliable munitions? Ooo, precious metals. Have you tried taking a divesuit to a wreck like that and getting rich?
perfect timing....stopped doing homework to eat a late lunch...and wow...one of my favorite channels to follow has a new video out...and i am so lucky...its one game I am extremely interested in it...thanks wolfpack345.
I think the officers not providing an echosounder reading is a bug. The workaround that's worked for me is to click in the empty space somewhere to deselect any officer, then click the sidebar commands option for an echosounder reading. One of your noncom sailors will then perform the reading and call it out. My skipper has NEVER called out the reading, nor any officer currently working the hydrophones; it's only ever called out by the non-commissioned sailors in my games.
Too bad about the early detnations. I really like this series, going back to base every other episode is so different from your usual series. Keep it going of you can.
That unusual little Type II sub was more entertaining than it seemed at first glance, and quite a breath of fresh air Hoping the next series will be with another seldom-featured sub!
1. You can sink ships with your deck guns faster if you hit at or below the waterline of the hull. 2. Magnetic pistols are intended to hit ships when striking at non-perpendicular angles, but they are very faulty. Simply get better at taking shots that will hit with impact pistols perpendicular to the target. 3. Be mindful of your crew's shifts if you want them at their best, especially if you want them all on shift to hit at night. Run the gyrocompass during the day, then turn it off while one of your officers does navigation at night. To close the gap of officer fatigue, use coffee. I often keep 12+ coffee on every mission. 4. If it's a big convoy, I try to reserve my torpedoes for the escorts, and once they're dead I use my deck guns on the largely defenseless merchant ships. Be sure to keep extra ammo in your ship storage.
play with periscope sway turned on. its a lot more immersive. but youll have to start a new save unless they changed it, a dev told me they would try to make it save game compatible
I just finished the playlist and it was awesome! I mean, this is the letsplay I was looking for! You strike a great balance between not showing a lot of boring footage where you do basically nothing on time compression, while showing everything interesting it great details. I really hope you will play Uboat more in the future. And also I would like to ask you to make a guide on the game. Because I didn't understand like A LOT!)) I mean like, why here you use 3 meters depth for torpedo while using 6 meters there; where should you use magnetic warhead and so on. I see these things working, but I don't understand why)))
The reason I think those torps fired prematurely is because the earth’s magnetic field is different in different places, and since torps were usually tested with live ammunition in one place (American Marc 14 in zero places), they didn’t really catch that. There is a story from both the second and third battle of Trondheim, where German torps exploded prematurely. In the third battle, if the torps had detonated where they were expected to, HMS Warspite would likely have been sunk.
Every nation had troubles with magnetic triggers for the torpedos Because they calibrated them where they were building them and then using them somewhere else, so the manetic field of the earth was stronger or weaker, resulting in duds or premature explisions because random stuff was enough to simulate a ship for the torpedo to engage the trigger already
9:28 That's Bristol Beaufort - torpedo bomber and the precedessor of Bristol Beaufighter. It was used by Royal Air Force to conduct bomb and torpedo attacks against German merchant and warships and to lay mines.
In situations like with the carrier i tend to go at least 1 impact pistol with every magnetic pistol strike. So for 2 torpedos it will be 1 impact, 1 magnetic. Its just my way of somehow balancing the risk magnetic pistols bring, especially in northern waters.
Cant wait to see a new Uboat! Maybe mention to the devs how grindy it is to acquire one? Im honestly surprised you never obtained one with all your hr's sunk in (pun intended) sad your unable to sink the carrier, definitely would been the cherry on top to end the series.
Did my 1st patrol today sunk a destroyer and dived. When I wasn't paying attention trying to dodge depth charges I hit the destroyer on The sea floor absolutely murdered half my crew and just died from laughter 10/10 game
"Let's roleplay and say they were faulty eels." My thoughts exactly. Still a fresh game (as a full release). The game itself and the mods need some ironing out. That ship at the beginning looked very run down. Almost like a corpse.
I was going to say it was disappointing, but the KM was still experiencing some issues with magnetic pistols even in 1941-1942. Hopefully (assuming it was actually a defect and not simply a statistical result), it gets fixed soon enough.
Crazy that this game lets you get within visual range without your diesels being heard by the escorts. I usually switch to electric once a warship comes within 10-20 km, lol.
I havent even tried this game yet but if it is similar than Silent Hunter 3, my recommendation for a torpedo attack during rough seas and/or fierce storm is to set torpedoes to run shallow and detonate on impact.
When type IXb uboats came into service, they wouldn't dive even for heavy bombers, preferring to use their heavy firepower to fight it out on the surface.
Out of all the other Channels I enjoy your videos the best but I encourage you to do a complete game set up with the current version of the game and list all the Mods your using.....info like game Preferences including easy, intermediate, hard and novance, balanced, and Expert. Also cover you crew schedules, squads, and diving schedule. Seems like your using your TDC more so a brand new start to finish would be good with the most current settings.....thanks
The current balance for a zero to hero run in this game is broken. If I’m going out and sinking 50k tons of merchant shipping in a single patrol in a type II A or D, there’s no way I’m not getting put in a VII. Especially considering the IIA never officially saw combat and sank one ship in a fluke of luck. I did find a workaround, you can edit the game parameter spreadsheets, including the campaign rewards. So I added a blueprint to one of the campaigns. Since there’s no way to achieve alternate promotion, and it takes an unreasonable amount of time to get out of the Type IIs, since you can’t skip the D and go to the VII, I feel like it’s a better workaround. Only other method I saw was to use console commands which disables achievements. My method doesn’t disable them
Yes the early game is harsh for not giving a blueprint so easily. But going to the Mediterranean grants one easily. Black Pit too I believe, not sure Happy Times and Norway escort campaign. but later on you get more than enough blueprints to the point that you have surplus of it (I guess it will make more sense when the Type IX is released).
"Two torpedoes...is that going to be enough?" Yes, it will...the Ark Royal herself was mortally wounded by a single torpedo. But WHY did you not use IMPACT exploders?!?! God, that was a dumb move to go magnetic!
Actually, the result against the historical Ark Royal was a fluke and the result of using magnetic pistols. When taking on large ships, it was always recommended that mags be used so the detonation occurred underneath the ship, vastly increasing the probability of sinking.
also yes some of the ships are still not fleshed out there just in good enough to run as link is still trying to get ube to run as the full release kind of killed the mod
battery Explanation When water comes into contact with the batteries, an electrical current causes electrolysis, a chemical reaction that separates the water's molecules. This process can produce chlorine gas.
Ouch man... magnetic fuse? Only at a flat angle of impact. You were square to the ship. The other one is the LUT or FAT program in which I've had the torpedo get right next to the ship and TURN AROUND. So add 200-300 meters to the distance on any of those.
The benifit of a magnetic is that it explodes under the keel of the ship and causes more damage. Being at a good angle is ideal for magnetic and non magnetic pistols.
Was wondering why you lost the ships engineer to scuttle without charges, but I see in the comments that this might be a new plauthrough after release?
No coffee on board!!! Schedule a court martial immediately!
In the movie Airplane!, no one onboard panics as it is explained how much danger they’re in until they announce they’re out of coffee.
I had a open bread can....I let it slide lol. 😂😂 but cofee the should over stock it lol
24:40 Not a bug with the mod.
Even the Germans had issues with their Magnetic exploders. Especially up North. They would quite often prematurely detonate.
impact pistons would have sunk it probably ? k
@@RemusKingOfRome Pistols, not pistons.
And the impact pistols cannot do anything if the magnetic pistols detonate before impact.
@@Cg23sailor Yeah, I meant that, I blame fat fingers, old brain and YT auto spell checker. I would have thought, if you engage impact triggers then magnetic triggers would be turned off ?
@@RemusKingOfRome Yes.
Senior German officer: “ why didn’t you scuttle the ship?”. Your answer “We were out of coffee “
😂
SGO: "Excellent point"
24:22 No, that was not an impact on the target but a premature explosion due to the magnetic fuse.
They were not really tested in all the magnetic environments on Earth, and worse, early WWII was an intense sunspot time, with a lot of fun regarding magnetics …
The first U-Boat sunk in the war was sunk due to premature torpedo explosions that were shot at an aircraft carrier.
"The first U-Boat sunk in the war was sunk due to premature torpedo explosions"
The first U-boat sunk in the war was detected due to premature torpedo explosions, it wasn't sunk because of them. It was Damaged with depth charges, and then the crew captured as it surfaced while taking on water.
the crew survived though, imagine going out on your first patrol, lasting two weeks, getting no kills, then disabled & captured.. then spending 6 years in a POW camp.
@@bigpoppa1234 Could be worse.
Could be age related
@@alfascav1754 Detected, depth charged over and over, accumulating enough damage to have to surface … and without even bagging an aircraft carrier.
I think you will find that staying not detected is the whole stick of a submarine - they could do away with all these batteries and electric engines and stuff, just cram in more fuel and stronger engines, and you have an upsized E-Boat that can cross the Atlantic and has a lot more torpedoes. And a top speed of 35-40 knots …
But they would give up stealth. And die like flies.
I love how the poor AA gunner was underwater for 1/4 of that fight after shooting down the plane. 😂
and Wolfpacks reply.... "Oh well, that was not as scary as I thought...." lol and I am just thinking that gunner is hanging on for dear life...😂
The man has the strongest grip and balance in the whole kriegsmarine 😂😂
If you use your reputation points to increase your available missions from 3 to 5 you will get those missions. Its always one of the first things I spend them on in a playthrough
Man I sunk one of the ships carrying valuables then sent a diver and looted a ton of gold bars. Felt like a true German pirate.
9:58 I can imagine that radio operator climbing up to man the AA after listening to some Big band jazz on the radio letting off one burst taking that plane down then saying "is there anything else captain?" then causally going back to his radio 😂😂
John Wick as an AA operator
2 "duds" towards a carrier would have certainly impacted morale. It's not every day a sub gets that opportunity. I was worried you were going to have used the last 2 before seeing the carrier, but what actually happened was even worse ;). You really need the bigger sub.
No coffee in the sea = MUTINY! Replace that Cap'n and feed em to the sharks! 🤣
I'm liking the sims aspect of this. No coffee = Tired engineers. Absence of coffeee depresses the office. That's a fact. Thinking about it, if you're underwater most of the time and you run out of caffeine, that'll be HELL for sure.
Coffee is the refuge of the weak, real men drink laudanum
Your gunner is the MAN! Just a short burst and he took out an aeroplane.
Just wanted to say that the reason you arent getting the Atlantic theater operation is because you are in la rochele, need to be in mainland germany I think and you'll get them, reason being the next two missions are in the arctic/way up north.
Good to know
The 20mm shells bouncing on the deck and into the water is a cool little detail
*shell casings
20mm HE shells bouncing on deck is not as fun ....
Although, we had a stuck shell 20 mm HEI in our Oerlikon. We stowed the barrel with the shell in it on deck so that EOD could dispose of it in port. While talking to the EOD tech, how to get the shell out and contemplating having to say goodbye to the barrel as well, I lifted up the barrel and the shell fell out onto the deck. The [British] EOD tech said "Job well done", took the small shell and was off.... Chuckles all around.
Tip to sinking ships more efficiently with deck armament:
When you try to sink a freighter by a deck or anti-aircraft gun, target the stern toward the propeller, under the waterline as it is exposed by the waves.
It will sink faster with less loss of munitions.
U-Boat uses a HP system for enemy vessels, I believe. Fairly unrealistic in that respect. You're likely thinking of Silent Hunter, where much more is simulated.
@@sharkman2857 hitting a ship in more then one location sinks it faster, hitting 2 eels in one place does not increase damage, so while there doesnt seem to be "systems damage", there atleast are sections
What kind of captain are you to forget the coffee?!? It’s amazing your crew can even function!!!
I smell a mutiny
Must be a Pervitin man 🙃
Seeing the early detonations was heartbreaking. My immediate thought was the magnetic pistols being too sensitive and being faced with like 10 times the metal? Having one as an impact fuse would have been my go-to
oh god, you didnt have to immediately spoil the video as i just clicked.
mf the video released 22 minutes ago and youve already spoiled it
@cl13amongus don't go to the comments if you don't want the video to be spoiled?? Pretty straight forward 😂
@@Grayson203 the video had only been out for 20 minutes so the dude had just skipped to the end
@@onlyHum2n💯
That's some hardcore deckgunning in rough seas.. Submerged several times :P :D
Glad to see this put up today while I’m stuck at home sick! Great as always, Wolf
That's Mr Pack I'll have you know
Spit curses and drink coffee, those two magnetic misfires are crushing. How's your homebase research coming along, any chance to get more reliable munitions? Ooo, precious metals. Have you tried taking a divesuit to a wreck like that and getting rich?
He is on automatic HQ research so he has to wait for the realistic historical dates for research to be available.
perfect timing....stopped doing homework to eat a late lunch...and wow...one of my favorite channels to follow has a new video out...and i am so lucky...its one game I am extremely interested in it...thanks wolfpack345.
Lol actually doing homework
@@XH1927 yep...taking prereqs for nursing school.
I think the officers not providing an echosounder reading is a bug. The workaround that's worked for me is to click in the empty space somewhere to deselect any officer, then click the sidebar commands option for an echosounder reading. One of your noncom sailors will then perform the reading and call it out. My skipper has NEVER called out the reading, nor any officer currently working the hydrophones; it's only ever called out by the non-commissioned sailors in my games.
Too bad about the early detnations. I really like this series, going back to base every other episode is so different from your usual series. Keep it going of you can.
That unusual little Type II sub was more entertaining than it seemed at first glance, and quite a breath of fresh air Hoping the next series will be with another seldom-featured sub!
I was so crest-fallen when the torps failed! I was looking forward to seeing that carrier go down like a stone!
1. You can sink ships with your deck guns faster if you hit at or below the waterline of the hull.
2. Magnetic pistols are intended to hit ships when striking at non-perpendicular angles, but they are very faulty. Simply get better at taking shots that will hit with impact pistols perpendicular to the target.
3. Be mindful of your crew's shifts if you want them at their best, especially if you want them all on shift to hit at night. Run the gyrocompass during the day, then turn it off while one of your officers does navigation at night. To close the gap of officer fatigue, use coffee. I often keep 12+ coffee on every mission.
4. If it's a big convoy, I try to reserve my torpedoes for the escorts, and once they're dead I use my deck guns on the largely defenseless merchant ships. Be sure to keep extra ammo in your ship storage.
What a shame with the last torpedoes. Really wanted to see a flattop go down... Maybe next time. It was great episode as always
play with periscope sway turned on. its a lot more immersive. but youll have to start a new save unless they changed it, a dev told me they would try to make it save game compatible
I just finished the playlist and it was awesome! I mean, this is the letsplay I was looking for! You strike a great balance between not showing a lot of boring footage where you do basically nothing on time compression, while showing everything interesting it great details. I really hope you will play Uboat more in the future.
And also I would like to ask you to make a guide on the game. Because I didn't understand like A LOT!)) I mean like, why here you use 3 meters depth for torpedo while using 6 meters there; where should you use magnetic warhead and so on. I see these things working, but I don't understand why)))
Damned lucky!! One short burst and down goes a Blenheim 4.
I'd enjoy seeing some mods with new Uboats and other ships
Wolfpack, your videos are always pure excellence. Thanks bro!
Bummer on the sinking of carrier
Im not shocked about the torpedos. Even with being warmed up, the P1s are susceptible to premature detonation.
I recall once in a game of Uboat a couple years ago, I sank like 3 of the 4 of those carriers the UK built in two patrols.
The reason I think those torps fired prematurely is because the earth’s magnetic field is different in different places, and since torps were usually tested with live ammunition in one place (American Marc 14 in zero places), they didn’t really catch that.
There is a story from both the second and third battle of Trondheim, where German torps exploded prematurely. In the third battle, if the torps had detonated where they were expected to, HMS Warspite would likely have been sunk.
Best part of the week. Wolfpack video and uboat at that.....greatful for small mercies
Every nation had troubles with magnetic triggers for the torpedos
Because they calibrated them where they were building them and then using them somewhere else, so the manetic field of the earth was stronger or weaker, resulting in duds or premature explisions because random stuff was enough to simulate a ship for the torpedo to engage the trigger already
You should've got closer! Thanks for posting this! Please do an hour gameplay each time!
9:28 That's Bristol Beaufort - torpedo bomber and the precedessor of Bristol Beaufighter. It was used by Royal Air Force to conduct bomb and torpedo attacks against German merchant and warships and to lay mines.
Could you please post the realism settings ingame you use. thanks
There's a reason they never used magnetic triggers during WWII : because they were incredibly unreliable.
In situations like with the carrier i tend to go at least 1 impact pistol with every magnetic pistol strike. So for 2 torpedos it will be 1 impact, 1 magnetic. Its just my way of somehow balancing the risk magnetic pistols bring, especially in northern waters.
Thanks for an excellent episode.
Cant wait to see a new Uboat! Maybe mention to the devs how grindy it is to acquire one? Im honestly surprised you never obtained one with all your hr's sunk in (pun intended) sad your unable to sink the carrier, definitely would been the cherry on top to end the series.
There is a blueprint available fairly quickly after sailing through Gibraltar, in the Battle of the Mediterranean mission set.
That AA gunner... I never had this happen even with the VIIC/41's Turm IV.
do u use tasks ... there is a maint for torps for officers
Another good show ! Thanks Wolf !
Did my 1st patrol today sunk a destroyer and dived. When I wasn't paying attention trying to dodge depth charges I hit the destroyer on The sea floor absolutely murdered half my crew and just died from laughter 10/10 game
I think sinking a perfectly good U-boat is absolutely stupid….put a line on her and tow her back to port so that she can be used again !!!!
For Real!!
"Let's roleplay and say they were faulty eels."
My thoughts exactly. Still a fresh game (as a full release). The game itself and the mods need some ironing out.
That ship at the beginning looked very run down. Almost like a corpse.
I was going to say it was disappointing, but the KM was still experiencing some issues with magnetic pistols even in 1941-1942. Hopefully (assuming it was actually a defect and not simply a statistical result), it gets fixed soon enough.
More more more - love this series !
yeah the grind to advance beyond type 2 seems to take forever,im very close to restart my save just in a type 7
This is the first video I have seen from Wolf where he did not sink his target
Crazy that this game lets you get within visual range without your diesels being heard by the escorts. I usually switch to electric once a warship comes within 10-20 km, lol.
Where these u boat vids I love naval power, but something about uboat
I havent even tried this game yet but if it is similar than Silent Hunter 3, my recommendation for a torpedo attack during rough seas and/or fierce storm is to set torpedoes to run shallow and detonate on impact.
If you use the H.sie fixes in Sh3, you don't want to set torpedoes at shallow depths in rough seas.
@@Wolfpack345 Ok. Then this game is a bit different than SH3. Not even sure what is H.sie
When type IXb uboats came into service, they wouldn't dive even for heavy bombers, preferring to use their heavy firepower to fight it out on the surface.
We need more uboat!
What he's tired haha that's crazy but also very realistic.
@Wolfpack345 which is better UBoat or SH 3? I see you play both! Also sinking a ship with AA gun, is that even possible irl?
If you want some good targets, stay around Plymouth and st. Evans airbase.
How do i download this?
It might not be a bug, early magnetic pistols could explode before hitting the target, the game tells you as much on the torpedo description
It's a bug with the mod, happens with quite a few ships and is known.
Hey Wolf, which graphic settings are you using? Your water and your game in general looks better than mine, even though I am playing in ultra settings
Notice to junior skippers; that freighter 00's guns do work. Approach hostile ones with caution.
and yes early mag torps where never good so yeah having the detonation premucure like that is very common until you upgrade them
Hey wolfpack can you please post your realism and game settings?
Out of all the other Channels I enjoy your videos the best but I encourage you to do a complete game set up with the current version of the game and list all the Mods your using.....info like game Preferences including easy, intermediate, hard and novance, balanced, and Expert. Also cover you crew schedules, squads, and diving schedule. Seems like your using your TDC more so a brand new start to finish would be good with the most current settings.....thanks
Hans over there on the 20mm flak like that one meme of Bugs Bunny
You can control allied subs or is that part of a mod?
I know this not a u-boat video but what mods do you use for the game.
Wolfpack! Please can you do at least one video on the Guppy 2 in Cold Waters with Dotmod?
The current balance for a zero to hero run in this game is broken. If I’m going out and sinking 50k tons of merchant shipping in a single patrol in a type II A or D, there’s no way I’m not getting put in a VII. Especially considering the IIA never officially saw combat and sank one ship in a fluke of luck.
I did find a workaround, you can edit the game parameter spreadsheets, including the campaign rewards. So I added a blueprint to one of the campaigns. Since there’s no way to achieve alternate promotion, and it takes an unreasonable amount of time to get out of the Type IIs, since you can’t skip the D and go to the VII, I feel like it’s a better workaround. Only other method I saw was to use console commands which disables achievements. My method doesn’t disable them
Yes the early game is harsh for not giving a blueprint so easily. But going to the Mediterranean grants one easily. Black Pit too I believe, not sure Happy Times and Norway escort campaign. but later on you get more than enough blueprints to the point that you have surplus of it (I guess it will make more sense when the Type IX is released).
i love listening to squidward playing uboat..
Shame you didn't have enough torps. Great action.
Good stuff here! Fun to watch
What mod changes the tracer effects??? I have all the same mods but I don't get those tracers ?
If im not mistaken those arent tracers but the explosions on impact of the HE rounds.
Yes yes yes! Thank you U137!!!
"Two torpedoes...is that going to be enough?" Yes, it will...the Ark Royal herself was mortally wounded by a single torpedo. But WHY did you not use IMPACT exploders?!?! God, that was a dumb move to go magnetic!
if only you were onboard so you could give your excellent guidance
Actually, the result against the historical Ark Royal was a fluke and the result of using magnetic pistols. When taking on large ships, it was always recommended that mags be used so the detonation occurred underneath the ship, vastly increasing the probability of sinking.
I was only firing two torpedoes at a large target, I wanted the torpedos to explode under the keel of the target, causing more damage.
@@Wolfpack345 You still had rounds for the 20mm :)
@@Wolfpack345i would do the same. The sides of the carriers are supposed to be heavily armored.
also yes some of the ships are still not fleshed out there just in good enough to run as link is still trying to get ube to run as the full release kind of killed the mod
You are using the Sounds Of War sound mod, not the HWA 👍 Love the content ❤
Could it be that the game is throwing a few Type VIIs at you so that you can commandeer it?
Sadly you can't steal the boat, repair it and make it your own.
Where'd the chlorine gas come from in that first UBoat?
battery
Explanation
When water comes into contact with the batteries, an electrical current causes electrolysis, a chemical reaction that separates the water's molecules. This process can produce chlorine gas.
@jmaniere thank you very much 🫡
Somehow it never happens if you get water in your own battery compartments.
Ouch man... magnetic fuse? Only at a flat angle of impact. You were square to the ship. The other one is the LUT or FAT program in which I've had the torpedo get right next to the ship and TURN AROUND. So add 200-300 meters to the distance on any of those.
The benifit of a magnetic is that it explodes under the keel of the ship and causes more damage. Being at a good angle is ideal for magnetic and non magnetic pistols.
Where do we get the mod for the extra ship types?
Good luck comrade!
Damn this game is incredibly good-thx for posting im gonna eventually have this $ht
Great Work
"Schhhhheisss Aale!" - Thomsen
Got my second blue print mission in the Mediterranean.
Was wondering why you lost the ships engineer to scuttle without charges, but I see in the comments that this might be a new plauthrough after release?
I think the engineer was exhausted. That's why Wolf was checking to see if he had any coffee.
10:36 A lot less scary... than a game of Candy Crush
What no kaffee! Sacrilegious skipper! Any way nice series.
Well, that was bad luck. Hope, that wasn´t the only carrier in this game.
Oh man, I'm super early. Love your videos bro I've been watching for years :)
i recommend Sinking Physics Overhaul 2
Lol shooting down an aircraft with that boat gun should be damn near impossible. Certainly the best course of action would be to immediately dive.
You need to be using the coffee items my man
Do realistic night on the next playthrough -- it is more fun when the ships aren't so easy to see.
You like looking at a black screen on UA-cam?