Very good tutorial series, thanks. I bought the game 2 days ago because it was on sale, but I was apprehensive, because there are a lot of negative reviews talking about the bugs and the fact that the game doesn't have a viable tutorial and the devs send people to UA-cam to figure out how to play their game. This tutorial will enable me to get into the game.
Glad you're enjoying it! Early access games do have their challenges, but I find it exciting to get in on the ground floor provided the content has merit. Happy hunting!
Just seen upto the EP3, booted up the game drive out and sunk my first ship. Definitely a lot to learn but thanks for the thorough tutorials. I definitely wanna be able to use the tools to calculate torpedo correctness for myself, soon. Seeing you use the rulers and protractors didn't seem nearly as intimidating as I expected. So it I can get away without doing any math(I suck at it) I'll be ecstatic. Keep it up I'm gonna keep watching the rest of your tutorial episodes now!
Got the game yesterday on the last hrs of sale, a big part thanks to this series and the subsim review i read prior to watching. Absolutely loving it! A few things my old SH mind wishes for being added or a little different, but considering its EA this is very good no doubt!
Very nice and useful series. I am on the fence about buying U-Boat yet, although I am very interested in it. So, I'm using these videos to see if I want to get the game. Please, keep up the good work.
In the current state of the game, what is the advantage of mining a ship over sinking it by other methods? Is it in order to save ammunition? On another note, I very much enjoy your videos. They're quite entertaining and, for such an in-depth game, very concise. It makes me wish you had SH3 tutorials back when I was a kid!
Thank you for these very instructional and informative tutorials so far; I really like your way of talking us viewers through the game mechanics and peculiarities of both, ship and personnel - it is this kind of no-nonsense approach which I very much appreciate. On the game itself: It looks brilliant; the graphics are very promising to say the least, however, I wonder what the system-specs required to run it in best quality setting will be. I really like how everything on board of the original has so meticulously been modeled on the pixel brother, even down to the ventilation system or the bucket--supported pumping out of the central control room, but then again, this high level of detail is still missing in terms of navigation. This zooming in and out of the map sure enough looks great, but it would be very nice to have e.g. the odometer available to track the boats distance traveled on any given course when submerged. I wish there was a mixture of concepts; if the game "U-Boat" could be played in multiplayer with say five human co-players just like "Wolfpack" this would be an absolute new gold-standard - not just with regards to sub-sims. But I'll sit back, wait and see how things develop for each of these games. Thanks again for all your work; subscription inbound...
Thanks to this series, I was able to play through my first mission now. I'm generally happy with the game, but I also feel there is a lot of room for improvement. Some of the crew and boat management elements can get tedious and annoying at times. I personally find it a bit weird that I am basically supposed to run the whole boat with 5 men, of whom only 2 can use some very crucial equipment and the whole rest of the crew is basically only scrubbing the floors. That I have to send one of those 5 guys away from his work, or from resting, just to flip a light switch and other basic functions like that, is neither ergonomic, nor immersive to me. One thing I haven't really figured out yet is the "torpedo heating" business. It seems rather erratic and inconsistent how the Mechanic decides when and which torpedoes to keep heated up and I never seem to have heated torpedoes when I need them, unless I constantly tell the guy to do his job, but when they are not needed, in port for example, then he does it on his own. In general I get the feeling that the game gives you only disadvantageous realism, like the constant fatigue and stuff like that, but withholds realism from you when it would be to your advantage, like having crew members do their jobs. Other details need to be hammered out too. For example, I got a random mission to help a friendly u-boat which still had a live crew. I did send my engineer over to them and after all that long winded driving there, inspecting it, talking to the other captain, I was told they need medical supplies, which my engineer of course didn't carry, so I had to call him back and do the whole spiel over with my radio operator, just so I could give them 1 Med Kit. Of course, that dude first needed to inspect the other boat too, before I could hand them the kit. You'd think that they maybe could have told me what they need before I sent the first guy over....
Congrats on putting to sea! Yes, the game at the stage of B126 has issues to be ironed out. I like to think of myself as a bit of a de-bugger, as I have found the dev team to be open to comms on the Steam page. I can tell you that the unstable branch's B127 hosts a slew of new crew management functionality and commands for ordinary crew as well as the usual officer lists. I invite you to take a look (again, UNSTABLE). Heating: your mechanic is programmed to prioritize heating torpedoes over all tasks except making repairs. Unfortunately, this means that he tends to do it on his own schedule. Best practice is have him begin warming your torps during your calculations. When you see him go to bed, tell him to start over. *shrug* NOTE he will stop his warming duties after your first shot and begin loading new torps into the tubes. Something to keep an eye out for. Ally mission: Unfortunately, I have to tell let you know you missed something. The initial transmission from HQ gives you info on what the ally boat requires. You can review this in your logbook tab. Before travelling to the new boat, a dialogue option will open to remind you that you should give item X to your selected officer. Hope that helps! Happy hunting!
@@Lite_lySalted Yeah? I could have sworn the message only said they were damaged and needed help. I finished my second and third mission since I wrote that last comment and boy-oh-boy.... For both I chose the harbor attack option and I was able to finish both successfully, but I have to say, I didn't have much fun with it. There is a lot of weirdness going on with those harbors and I think they should give you a different kind of hard mission option, as long as the issues with harbors are still so huge. Issue No.1: It seems as if the game is just spawning those fast attack boats willy-nilly and throws them at you as if it were nothing. Making it hard to get through the defenses of a high priority target is one thing, but this is something else. And with a starter boat without snorkel and basic batteries and all that, getting through there with such a limited diving time is horrible. For the third mission I didn't even have potassium anymore, because I couldn't buy any yet and had used it all up in the second one. So diving and surfacing like every 2 or 3 minutes is really tedious and annoying. I guess this isn't a technical issue... maybe... but the way those Motor Torpedo Boats just buzz around everywhere is crazy. I could have sworn at least one group just spawned near land, way within my visible range radius. Issue No.2: It takes ridiculously long to calculate a torpedo solution on a stationary ship laying at a harbor pier. It seems to take way longer than when you shoot at moving ships out at sea, even when you put both your "Leaders" on both periscopes simultaneously and have them calculate together. I understand that and why the Hydrophone isn't a good choice for calculating a solution on a stationary target, but even with the periscopes, it takes forever. Issue No.3: The first time I torpedoed a stationary Destroyer, I was in for a baffling shock. I - as I think quite sensibly - thought: "It is a small ship, just laying there, broadside on, not moving. One torpedo should absolutely be enough." Then I shot, I hit and nothing happened. No damage at all, even though I saw the torpedo hit the Destroyer and explode and lift the Destroyer up a little. Obviously assuming this was a annoying but probably rare bug, something with the game getting confused between the hit box of the ship and the pier behind it, or something. So I fired again and hit again, a nice explosion and the result was: "Minimal Damage." Only when firing a full salvo of 4 torpedoes at once, I was able to finally do enough damage to sink the damn thing. This must have been a glitch, but even so, it seems Destroyers are unrealistically tough. I hit one in open water in my very first mission and also only did "Minimal Damage" to it, which is ridiculous. That hit would probably sunk a battleship, let alone a destroyer. Issue No.4: As the previous novella about Issue No.3 suggests, I spent a lot of time hanging around at periscope depth in front of those harbors and there was something strange happening. Even though I was not detected and none of the active patrol boats reacted to my presents, somebody was shooting at me. Shells splashed into the water around my boat. They were luckily poorly aimed, but for some reason they suddenly became very effective and deadly, every time I tried to speed up time. With regular time speed, I could sit there till my oxigen was depleted, which I very nearly had to, as long as calculating those solutions for stationary ships takes and of course, just when I finally had enough of a hit probability to risk it, all the torpedoes were cold and needed reheating. However, as soon as I sped up time, I got pommeled. Honestly, I was near rage quitting pretty much all throughout playing those two missions. I know, it is early access and so on, but I'm getting a bit tired of that excuse. People who are professional enough to take my money, should also be professional enough to deliver something worthy of that money. I have seen too many such early access games with huge potential, having people throw millions at the developers, only to see them slack off and not deliver on their promises. Take "Subnautica" as an example. Looked great in the beginning, but 7 years after they started selling it, it still has the same old, annoying bugs and glitches it had on day 1. They made a lot of money and instead of fixing the game, they cobbled a lazy, half baked sequel together from leftover parts that didn't make it into the original, so they would have something new they could sell, instead of turning the game they had already sold into something good. Examples and experiences like that make me groan when people tell me that I need to be patient with early access games.
@@TrangleC Congrats on a successful attack run! 1. Yes, the game keeps throwing them at you. And once they've found you, they will stay with you (even if submerged) until you make your way out to deep water. 2. No argument here. 3. I've never suck a destroyer in less than 2 hits. I usually throw 3 to be sure. They DO seem to be harder than usual to kill while alongside. 4. I've seen this myself. Remember that the enemy lighthouses and whatnot are very high. I tend to chalk up the weird detection to that when it comes up. As to the rests, I bought the game knowing full well it was early access. I count myself lucky to have paid less than half of what a new title goes for these days. I like watching it grow. No excuses, just my thoughts. I'd invite you to consider finding me on Discord or Twitter (links in my bio). Could make convos easier. Happy hunting!
@@Lite_lySalted Thanks for the reply and for the invite. I'd like to talk some more about the game, but I am a conscious Luddite when it comes to social media. I neither have a Twitter, Discord, or Facebook account. UA-cam comments are basically the only "social media thing" I use.
Awesome! Subbed. Nice to see another Maritimer putting out awesome content. I have a channel as well, but only DCS stuff now (but am about to now launch UBoat and do some recording, thanks to your inspiration!).
Thank you for doing these tutorials. Just bought the game and was bummed out when I went to the tutorial mission, but I am very happy with this alternative. I hope you get credit from the developers as I am sure many people would probably go for a Steam refund without these tutorials. BTW - You're Canadian, right?
@@Lite_lySalted Minor critique, having now played the game - You make it look a lot easier than it is ;) BTW... did you cover the schedule management at any point. I'm not sure if I missed it.
Based on your tutorials, this game is now at the top of my list to purchase. Just a quick question; with so much to learn, is there a manual provided for the game?
Be nice if you could actually Salvage a few minor things off that kind of a ship. I'm primarily thinking ammunition, and supplies. Food seems morbid, but it was war... Torpedoes possibly with the chance of having a torpedo fall out of a dinghy and sink... Such a mission is no doubt rare, so I would NOT make it an interactive ordeal . I'd just have a salvage option that ends up running some simple simulation that gives you a report of what was salvaged and what was not. Maybe even have a percentage chance of injury amongst your salvaging personnel choosing impacted at random.
So at 22:18 was the second target was shoot too early, like 2 seconds to earl y the length was mesured at shortest distance between enemies and the compensation on the firing timing was it for the relative distance or relative speed of the torpedo? badly formulated, but hope you see
Might be a stupid question but at 20:10, how were you able to make your officers find out the information for you? Started playing today and have no idea how to do that. Safe to say I'm struggling so far haha
The ingame mechanics will allow for your officers to make calculations for you automatically. Or you select your target, click the icon that looks like a crosshair, then select the officer you'd like to work on it. The officer(s) working the periscope must have sight on the target to be useful!
@@Lite_lySalted I'm about to give up on this game. I could throw a rock to the u-boat I was so close. I selected multiple officers but the icon never popped up despite the fact that I was on a mission to find the missing uboat. I ended up sinking it with the deck gun after 30 min and got labelled as an enemy. This game runs my patience thin.
@@rj8569 that means the timer ran out on your mission. When you get the missing boat one, you have to get there before the timer runs down, usually 3 days or so. Go over the limit and the mission is void. If you sink a uboat without investigation, it is a traitorous act.
This series has been very helpful. I will revisit them if I decide to get this game. Thank you.
Thanks for the feedback!
Very good tutorial series, thanks.
I bought the game 2 days ago because it was on sale, but I was apprehensive, because there are a lot of negative reviews talking about the bugs and the fact that the game doesn't have a viable tutorial and the devs send people to UA-cam to figure out how to play their game.
This tutorial will enable me to get into the game.
Glad you're enjoying it! Early access games do have their challenges, but I find it exciting to get in on the ground floor provided the content has merit. Happy hunting!
I got the game a while ago and just started trying to learn it. Really enjoying your videos to help get me up to speed.
Glad to hear it, thanks! Happy hunting!
Great series so far, a lot of features I was unaware of that have made my life so much easier lol
Happy to help!
Just bought the game and your tutorials are the best. Clear and very easy to get.
Thanks, glad you are enjoying them! Happy hunting!
Dude I love the structure of the information you give and the clarity of your voice, best tutorials out there
Glad you're enjoying it!
Going through these tutorials for the second time, while playing the game and it starts to finally make sense to me 😁Thanks again!
These tutorials are as entertaining as instructive. Bravo Sir!
Very kind of you to say, thanks!
Just seen upto the EP3, booted up the game drive out and sunk my first ship. Definitely a lot to learn but thanks for the thorough tutorials. I definitely wanna be able to use the tools to calculate torpedo correctness for myself, soon. Seeing you use the rulers and protractors didn't seem nearly as intimidating as I expected. So it I can get away without doing any math(I suck at it) I'll be ecstatic. Keep it up I'm gonna keep watching the rest of your tutorial episodes now!
Thanks very much!
Simply LOVE the depth of information you provide!
It makes the sim come alive!!👍🏻👍🏻👍🏻
Thanks very much!
Best tutorials on this sim! Well done and thank you.
Nice of you to say, thanks
Really enjoying your series. Was thinking of buying game and you helped me decide. Your tutorial and that it is currently discounted on Steam. Thanks
Fantastic! Happy hunting!
These videos are amazing - thanks Lite_ly Salted
Thanks!
Got the game yesterday on the last hrs of sale, a big part thanks to this series and the subsim review i read prior to watching. Absolutely loving it! A few things my old SH mind wishes for being added or a little different, but considering its EA this is very good no doubt!
Thanks for the feedback! Happy hunting!
Thank you for doing this tutorial series, it sure cleared up some questionmark I had why I miss my targets so often... now I don't :D awesome :D
Thanks for the feedback! Great to hear that they are helping!
@@Lite_lySalted You're most welcome.
Very nice and useful series. I am on the fence about buying U-Boat yet, although I am very interested in it. So, I'm using these videos to see if I want to get the game. Please, keep up the good work.
Thanks for the feedback!
I was sleeping with the fishes before I watched these tutorials, now I'm the deadliest lone wolf on the high seas.
Happy to help! Be sure to check out the updated tutorials for the most up-to-date info!
@@Lite_lySalted Will do!
In the current state of the game, what is the advantage of mining a ship over sinking it by other methods? Is it in order to save ammunition?
On another note, I very much enjoy your videos. They're quite entertaining and, for such an in-depth game, very concise. It makes me wish you had SH3 tutorials back when I was a kid!
Yes, saves ammo, and your engineer will get a few extra experience points for having mined it. Thanks very much for the feedback!
you do a great job with your uboat videos
Thanks!
I've found myself play the lessons on my phone while playing. I guess it gets very easy once you play for a couple of hours :)
Takes time
great series. Excellent detail, thank you for doing this
Thanks for the feedback!
Your series is really helpful 👍
Thanks a lot for your time and great job.
Thanks! Be sure to check out the updated tutorials for the most up-to-date info!
@@Lite_lySalted I'm doing that, but not enough time to comment all of the. All videos that I watched are awesome. Again, thanks for your great job.
Very good tutorial series. I will buy this game soon!!!!
Thanks very much!
As always top notch video
Thanks!
Thank you for these very instructional and informative tutorials so far; I really like your way of talking us viewers through the game mechanics and peculiarities of both, ship and personnel - it is this kind of no-nonsense approach which I very much appreciate.
On the game itself: It looks brilliant; the graphics are very promising to say the least, however, I wonder what the system-specs required to run it in best quality setting will be. I really like how everything on board of the original has so meticulously been modeled on the pixel brother, even down to the ventilation system or the bucket--supported pumping out of the central control room, but then again, this high level of detail is still missing in terms of navigation. This zooming in and out of the map sure enough looks great, but it would be very nice to have e.g. the odometer available to track the boats distance traveled on any given course when submerged.
I wish there was a mixture of concepts; if the game "U-Boat" could be played in multiplayer with say five human co-players just like "Wolfpack" this would be an absolute new gold-standard - not just with regards to sub-sims.
But I'll sit back, wait and see how things develop for each of these games.
Thanks again for all your work; subscription inbound...
Really appreciate the feedback, thanks!
Great tutorials I think I will get this game for my channel keep up the good work fellow gamer
Glad you enjoyed them
Thanks to this series, I was able to play through my first mission now. I'm generally happy with the game, but I also feel there is a lot of room for improvement.
Some of the crew and boat management elements can get tedious and annoying at times. I personally find it a bit weird that I am basically supposed to run the whole boat with 5 men, of whom only 2 can use some very crucial equipment and the whole rest of the crew is basically only scrubbing the floors. That I have to send one of those 5 guys away from his work, or from resting, just to flip a light switch and other basic functions like that, is neither ergonomic, nor immersive to me.
One thing I haven't really figured out yet is the "torpedo heating" business.
It seems rather erratic and inconsistent how the Mechanic decides when and which torpedoes to keep heated up and I never seem to have heated torpedoes when I need them, unless I constantly tell the guy to do his job, but when they are not needed, in port for example, then he does it on his own.
In general I get the feeling that the game gives you only disadvantageous realism, like the constant fatigue and stuff like that, but withholds realism from you when it would be to your advantage, like having crew members do their jobs.
Other details need to be hammered out too.
For example, I got a random mission to help a friendly u-boat which still had a live crew. I did send my engineer over to them and after all that long winded driving there, inspecting it, talking to the other captain, I was told they need medical supplies, which my engineer of course didn't carry, so I had to call him back and do the whole spiel over with my radio operator, just so I could give them 1 Med Kit. Of course, that dude first needed to inspect the other boat too, before I could hand them the kit.
You'd think that they maybe could have told me what they need before I sent the first guy over....
Congrats on putting to sea!
Yes, the game at the stage of B126 has issues to be ironed out. I like to think of myself as a bit of a de-bugger, as I have found the dev team to be open to comms on the Steam page.
I can tell you that the unstable branch's B127 hosts a slew of new crew management functionality and commands for ordinary crew as well as the usual officer lists. I invite you to take a look (again, UNSTABLE).
Heating: your mechanic is programmed to prioritize heating torpedoes over all tasks except making repairs. Unfortunately, this means that he tends to do it on his own schedule. Best practice is have him begin warming your torps during your calculations. When you see him go to bed, tell him to start over. *shrug* NOTE he will stop his warming duties after your first shot and begin loading new torps into the tubes. Something to keep an eye out for.
Ally mission: Unfortunately, I have to tell let you know you missed something. The initial transmission from HQ gives you info on what the ally boat requires. You can review this in your logbook tab. Before travelling to the new boat, a dialogue option will open to remind you that you should give item X to your selected officer.
Hope that helps! Happy hunting!
@@Lite_lySalted Yeah? I could have sworn the message only said they were damaged and needed help.
I finished my second and third mission since I wrote that last comment and boy-oh-boy.... For both I chose the harbor attack option and I was able to finish both successfully, but I have to say, I didn't have much fun with it.
There is a lot of weirdness going on with those harbors and I think they should give you a different kind of hard mission option, as long as the issues with harbors are still so huge.
Issue No.1: It seems as if the game is just spawning those fast attack boats willy-nilly and throws them at you as if it were nothing. Making it hard to get through the defenses of a high priority target is one thing, but this is something else. And with a starter boat without snorkel and basic batteries and all that, getting through there with such a limited diving time is horrible. For the third mission I didn't even have potassium anymore, because I couldn't buy any yet and had used it all up in the second one.
So diving and surfacing like every 2 or 3 minutes is really tedious and annoying.
I guess this isn't a technical issue... maybe... but the way those Motor Torpedo Boats just buzz around everywhere is crazy. I could have sworn at least one group just spawned near land, way within my visible range radius.
Issue No.2: It takes ridiculously long to calculate a torpedo solution on a stationary ship laying at a harbor pier. It seems to take way longer than when you shoot at moving ships out at sea, even when you put both your "Leaders" on both periscopes simultaneously and have them calculate together.
I understand that and why the Hydrophone isn't a good choice for calculating a solution on a stationary target, but even with the periscopes, it takes forever.
Issue No.3: The first time I torpedoed a stationary Destroyer, I was in for a baffling shock. I - as I think quite sensibly - thought: "It is a small ship, just laying there, broadside on, not moving. One torpedo should absolutely be enough."
Then I shot, I hit and nothing happened. No damage at all, even though I saw the torpedo hit the Destroyer and explode and lift the Destroyer up a little.
Obviously assuming this was a annoying but probably rare bug, something with the game getting confused between the hit box of the ship and the pier behind it, or something.
So I fired again and hit again, a nice explosion and the result was: "Minimal Damage."
Only when firing a full salvo of 4 torpedoes at once, I was able to finally do enough damage to sink the damn thing.
This must have been a glitch, but even so, it seems Destroyers are unrealistically tough. I hit one in open water in my very first mission and also only did "Minimal Damage" to it, which is ridiculous. That hit would probably sunk a battleship, let alone a destroyer.
Issue No.4: As the previous novella about Issue No.3 suggests, I spent a lot of time hanging around at periscope depth in front of those harbors and there was something strange happening. Even though I was not detected and none of the active patrol boats reacted to my presents, somebody was shooting at me. Shells splashed into the water around my boat. They were luckily poorly aimed, but for some reason they suddenly became very effective and deadly, every time I tried to speed up time.
With regular time speed, I could sit there till my oxigen was depleted, which I very nearly had to, as long as calculating those solutions for stationary ships takes and of course, just when I finally had enough of a hit probability to risk it, all the torpedoes were cold and needed reheating.
However, as soon as I sped up time, I got pommeled.
Honestly, I was near rage quitting pretty much all throughout playing those two missions.
I know, it is early access and so on, but I'm getting a bit tired of that excuse.
People who are professional enough to take my money, should also be professional enough to deliver something worthy of that money.
I have seen too many such early access games with huge potential, having people throw millions at the developers, only to see them slack off and not deliver on their promises.
Take "Subnautica" as an example. Looked great in the beginning, but 7 years after they started selling it, it still has the same old, annoying bugs and glitches it had on day 1. They made a lot of money and instead of fixing the game, they cobbled a lazy, half baked sequel together from leftover parts that didn't make it into the original, so they would have something new they could sell, instead of turning the game they had already sold into something good.
Examples and experiences like that make me groan when people tell me that I need to be patient with early access games.
@@TrangleC Congrats on a successful attack run!
1. Yes, the game keeps throwing them at you. And once they've found you, they will stay with you (even if submerged) until you make your way out to deep water.
2. No argument here.
3. I've never suck a destroyer in less than 2 hits. I usually throw 3 to be sure. They DO seem to be harder than usual to kill while alongside.
4. I've seen this myself. Remember that the enemy lighthouses and whatnot are very high. I tend to chalk up the weird detection to that when it comes up.
As to the rests, I bought the game knowing full well it was early access. I count myself lucky to have paid less than half of what a new title goes for these days. I like watching it grow. No excuses, just my thoughts.
I'd invite you to consider finding me on Discord or Twitter (links in my bio). Could make convos easier.
Happy hunting!
@@Lite_lySalted Thanks for the reply and for the invite. I'd like to talk some more about the game, but I am a conscious Luddite when it comes to social media. I neither have a Twitter, Discord, or Facebook account.
UA-cam comments are basically the only "social media thing" I use.
@@TrangleC no worries!
Awesome! Subbed. Nice to see another Maritimer putting out awesome content. I have a channel as well, but only DCS stuff now (but am about to now launch UBoat and do some recording, thanks to your inspiration!).
Thanks for the feedback! Very glad to hear you're finding the content useful! Happy hunting!
I just got the game these are really helpful
I'm glad!
Thank you for doing these tutorials. Just bought the game and was bummed out when I went to the tutorial mission, but I am very happy with this alternative. I hope you get credit from the developers as I am sure many people would probably go for a Steam refund without these tutorials. BTW - You're Canadian, right?
That's very kind of you to say, thank you! I am indeed Canadian
@@Lite_lySalted Minor critique, having now played the game - You make it look a lot easier than it is ;) BTW... did you cover the schedule management at any point. I'm not sure if I missed it.
@@danielross7983 lol thanks! I do have some info on it in my videos, after the tutorial basics.
A quick tip on naval gunnery: Fire when your boat is at the peak of the boat rocking.
Water effects best I've seen in a game.
Yes indeed.
Based on your tutorials, this game is now at the top of my list to purchase. Just a quick question; with so much to learn, is there a manual provided for the game?
Not to my knowledge
Very helpful, I wasn't aware of the pump system thanks a lot ! Another question, What are the downside of turning off your gyrocompass ?
Glad to hear it! Turning off your gyrocompass will have your navigation correctness fall much faster compared to having it operating.
@@Lite_lySalted ah ok thanks again !
Be nice if you could actually Salvage a few minor things off that kind of a ship. I'm primarily thinking ammunition, and supplies. Food seems morbid, but it was war... Torpedoes possibly with the chance of having a torpedo fall out of a dinghy and sink... Such a mission is no doubt rare, so I would NOT make it an interactive ordeal . I'd just have a salvage option that ends up running some simple simulation that gives you a report of what was salvaged and what was not. Maybe even have a percentage chance of injury amongst your salvaging personnel choosing impacted at random.
So at 22:18 was the second target was shoot too early, like 2 seconds to earl y the length was mesured at shortest distance between enemies and the compensation on the firing timing was it for the relative distance or relative speed of the torpedo? badly formulated, but hope you see
Distance.
You didn't collect the fruit and bread off the transport?
Might be a stupid question but at 20:10, how were you able to make your officers find out the information for you? Started playing today and
have no idea how to do that. Safe to say I'm struggling so far haha
The ingame mechanics will allow for your officers to make calculations for you automatically. Or you select your target, click the icon that looks like a crosshair, then select the officer you'd like to work on it. The officer(s) working the periscope must have sight on the target to be useful!
Next time hopefully we will see how to avoid depth charges/planes/etc.
Fingers crossed!
6:26 is that knocking in the background from sunken ship?
Yes it was
why does the speed control glow a red? is it because you're in the vicinity of the enemy or youre being attacked?
It means you are at alarm status, you are likely in the vicinity of an enemy
I usually lose the game when I run out of fuel like 200 meters away from port
how do you turn on blue lighting?
Hold TAB, option is there, or the cog at the aft of command compartment
+1
I can assign a crew member to do the calculations for me?!?
Yes indeed
apreciate this series, these are very helpful.
but o god; can't learn anything because these videos are slower than plate tectonics
ok im trying to investigate but the menu doesnt pop up when i right click on the uboat
Did you get the icon that says a mission is near by? If not, get closer, say 300m. Do you have an officer selected in before right clicking the boat?
@@Lite_lySalted I'm about to give up on this game. I could throw a rock to the u-boat I was so close. I selected multiple officers but the icon never popped up despite the fact that I was on a mission to find the missing uboat. I ended up sinking it with the deck gun after 30 min and got labelled as an enemy. This game runs my patience thin.
@@rj8569 that means the timer ran out on your mission. When you get the missing boat one, you have to get there before the timer runs down, usually 3 days or so. Go over the limit and the mission is void. If you sink a uboat without investigation, it is a traitorous act.
@@Lite_lySalted it never gives me enough time to get there when im going full throttle at it
@@rj8569 put a guy on radio round the clock
It's pronounced Wok-ter. Not watcher
Potato potato
@@Lite_lySaltedin all seriousness, GREAT tutorial videos, thanks a ton. I'm about to download as I really loved the old SH 1-5 series of games
@@raiseyourvibrationalstate appreciate you saying so!
Don't use twitter...only facebook....
I can relate! My channel's Twitter has been my first try at it. 24 days in and I still dont really get it lol