There was a Kashin torp dropped the other side of the convoy when you attacked, you can see it pop up on the map for a second. No doubt the Dubna ate that spicy dinner. edit: 20:53 sierra 7 launch transient is visible.
@@galliman123 sure they can. I've dodged AI torps and pulled the torps to the surface and they ended up latching onto the firing ship and hitting the enemy with their own torps. One of Magz old vids on this game shows him basically chaffing a torp onto another surface ship on the surface.
If you could get up the sides, your survival chances would improve, especially if you could drag up a raft for shelter. Added benefit is that if you have a means to melt the ice, you've got a source of (relatively) fresh water.
disclaimer: this comment is a bit long. i know some people don't like that, so if you don't feel like reading a lot you might wanna skip. note at around 10:51, i'm pretty sure that the sierra wasn't cavitating. vessels have these strange bugs when they are loaded in for the 3D environment where, when they first pop up, surface vessels look like all their lights are on and subs look like they're cavitating but that only lasts for a very short amount of time. this happened because you lost solution on her so she despawned from the 3D environment, and then reappeared when the weapon locked on. also, vessels at such depths can't cavitate (at least in game), i'm not sure if this mod has made any changes, but the vanilla game calculates it as [speed] * 20 - 100 = [depth], so for her to cavitate at 1000ft, her screw would have to turn fast enough to move her at 55 knots (again, that's if the mod didn't play around with that). also, i'm pretty sure that your sonar operator will always inform you when a contact is cavitating, so you can easily tell whether a target is cavitating or not based on that (although they don't tell you when the target stops cavitating, which is a problem). as for sinking the kazbeks and other really heavy transport ships, if you hit them and they don't sink, you don't need to get a second weapon in. they'll just need some time to flood and sink (and should be fairly immobile while that happens). so it's best to hit them as early as possible and if they don't sink, move on to sinking other targets whilst ignoring them. they should sink on their own. they might sometimes fail to sink on their own, but you lose nothing from waiting as you were engaging other targets anyway (and this might save you some torps in the long run). by the way, is it just me or is it weird how, when the transports turn away from you and run (so they present you with their screw and then go flank) you somehow lose solution on them, even though you had it while they were moving slower and their screw was pointing away from you & was obstructed by the ship itself. also i'd say that when you're left with only the merchants, you can set your weapons to activate fairly soon, as there's no reason for them to run slower/quieter. basically, since they run faster when active, the sooner they go fast the sooner they'll hit (but of course, you don't want to risk hitting the wrong target in case they're close to each other, but in most cases they aren't when they're running away).
As for why you lose the exact solution when transports turn away, it's the same reason you lose it when other vehicles first go evasive (or at least why you should): Math. By knowing the direction of a target, it's angular speed, and your own speed (or its exact speed), you can take measurements over time and figure out how far away it is, giving you its position and heading. But this only works if the vessel takes a predictable path (usually, a strait line). When the vessel starts an unknown turn, you have to start the process again, essentially reducing your solution. (Active sonar gives you the distance to the target, quickly giving you a position but not heading). This is also part of a problem with the way Cold Waters tries to present ships with unknown locations. In game, it's just a random dot that eventually gives speed and heading. In reality, it starts as a bearing (the direction the sound is coming from). This gradually gets refined to a possible area, and once the vessel's heading and speed is determined, you can get a good location. I think it would be a lot cooler if the game used this system, where instead of the position getting less random, you uncover more variables about the object's location. This would have two affects: 1. Partially unknown vessels are represented with an area or direction. 2. Evasive turning immediately turns the pinpoint into an area location, unless you have active sonar OR a wired torpedo to listen with and triangulate it.
@@andrewmandrona7891 still, i'd assume that if you knew it's position already, you'd probably be able to retain it and would regain contact rather soon afterwards (especially if they're louder and just head straight away from you). but yeah, it would be better for the game to give a more logical indication of the target's position other than a random spot. i mean, for example it doesn't exactly make sense that i'd be picking up higher frequency sounds from the target at 30+ KYD (where most targets pop in while at around 20-30%, or at least that's what it feels like).
Being on top of the ice should be much better than the water on a thermal level. Having your body immersed in liquid water will take a ton of thermal energy in a big hurry, but on the iceberg you can significantly reduce the surface area exposed and the rate at which the medium is replaced with un-heated stuff. You can even make dwellings out of the stuff. Getting on to the top of an iceberg would likely be a whole nother hell when freshly dunked in north sea water.
Yeah I figured but wasn't 100% on if it would be worth trying though I should have guessed, I mean I know you can build and head dwellings made out of ice. Lol I mean I'm from a place where I have gone all of my life without even seeing snow. My experience with frozen stuff is limited largely to what I put in my drinks mid summer. :P
@@MagzGTV The biggest issue is still the water Magz. The crew are either going to be in some form of life boat, or in the water they will be incapacitated in around 10 minutes (and their bodies are going to shut down before an hour passes). It is unlikely that Michael Phelps could swim the distance from that ship to the iceberg in that time even in warm water. If the crew in their life boats with some gear ended up wrecked on the sheer face of a large ice berg, then the climb would probably be a lot safer than just dying in the water.
4:21 the moment you switched the torpedo from passive to active, it switched targeting the Sierra to targeting the noisemaker. Maybe you can experiment a bit with that since it seems like the noisemaker got filtered out in the passive mode or it didn't detect the noisemaker yet
You didn't set the last three torpedoes launched to hunt down the three remaining transports to run on the surface so they spiraled upwards until they matched the depth of the target
You realize you don't have to retract the towed array every time you turn? Just do a manual turn with 5 or 10 degree rudder instead of setting a bearing and letting the auto-pilot do a 30-degree hard turn. Also, if you want to improve your contacts, change your course! It's not strength of the sonar signal that improves your solution; it's having multiple different TMA legs.
Kinda annoying that the AIs cheat in this game. They can tell a torp is in the water as soon as it goes active no matter where it is and even if they wouldn't be able to see it at all. To get around this if you move the activation point until the torp is about to hit you can manually activate the torp and at that point they can't evade
I hope this will help... Have Vanilla CW 1.15 installed. Unzip the mod in the mainfolder of the vanilla CW. Run the mod exe. Select the mods you wish to install. ( choose then with arrow Left to right for install and viceversa to unninstall) Once the install is done close the exe file and run CW.
I've only been playing CW for about a week now and was wondering, how do you alter the course of the torpedo once it's been launched as you did at 2:42? I must have missed something in the training missions as I don't think it covered that.
You ever notice how vehicles on the sea can carry the most amount of ordnance compared with land or air vehicles? sea: most ordnance (like mega battleships and super carriers) land: moderate ordnance (like tanks, cannons on rails, stationary guns) air: least ordnance (small cannons and machine guns)
"air: least ordnance (small cannons and machine guns)" - and missiles, both those designed to kill planes as well as tanks and ships, MOAB's. . . the only Nuclear weapons ever dropped in anger and most of the worlds current nuclear stockpile is designed for aircraft deployment.
I'd say it's mostly because of sheer size. most warships are far larger than any land or air vehicle, and simply have more space for bigger/more guns, missiles, whatever. Aircraft do not have the least ordinance as Magz pointed out, they're very versatile for being able to deliver bombs and missiles that can weigh thousands of pounds very quickly and accurately. They might not have as much ammo as, say, a tank, but more often than not don't need to. That's why aircraft carriers are top dogs in most navies. It's not the ship, it's the planes it carries that are deadly.
@@vortigauntsteve49 I disagree. I think ships take advantage of buoyancy, the surface tension and density of water vs air to carry the most armament to great effect. These are giant hulks of metal and composite. How do they float? -through jihad- because they are overall less dense than the water around them.
Really hate how the ai is so cheaty and at the same time really bad in this game. They can see you even though you're dead silent, can see torps in their baffles, and yet pull stupid stuff like running into icebergs and killing themselves with their own torps
@@Johan-ez5wo afaik really the only cheating is the seeing torps in the baffles, as AI will instantly see any torp within a certain distance to them (I think it's 1km but I can't remember, doesn't matter much though because the distance they notice at is generally too late for them to do much about it, at least in base game, which makes me question why it was even added) other than that they operate the same as the player tmk idk what OP means by seeing you when dead silent unless they're forgetting how active sonar works... Hell, if anything it's more the player "cheating" when it comes to fairness as the AI cannot repair damage tmk, at the very least if they can it's too slow to mean anything. Subs that start flooding will at best get to emergency blow and then be stuck running flank on the surface until you kill them or risk sinking again and ships with knocked out engines never get propulsion back up any higher.
Its not cheating. It also happened to me. I was a los Angeles and the enemy was a improved kilo. Accidentally pushed q and I start to cavitate for a few seconds and after a few minutes before I knew I had 2 torpedoes bearing at my ass. My sub only noticed it once the enemy tops becomes active. This mod provides a much more level playing field. In vanilla, Russian subs sink with just one torpedo while you can take 2-3 before sinking. Now Russian sub's specially boomers could take more. I've seen 4 direct hits before it sank. Guess that's what triple pressure hull for you
This was the last one anyway. Cold Waters has had a good run but it's just about done it's time. This campaign is just to bring a full 1984 campaign play-through to the channel with the most advanced mod currently available for CW as a curtain call. After this I'll be starting a Silent Hunter modded campaign (Probably SH4 for a start, the pacific is so often overlooked) while also revisiting Uboat (Fingers crossed it's no longer breaking save games every patch)
There was a Kashin torp dropped the other side of the convoy when you attacked, you can see it pop up on the map for a second. No doubt the Dubna ate that spicy dinner. edit: 20:53 sierra 7 launch transient is visible.
*IVAN YOU TEAMKILLING FUCKTARD!*
Captain of the Dubna, 1984, probably*
that shouldn't be possible, surface launched AI torps can't target surface vessels....something going wrong with AI code here
@@galliman123 sure they can. I've dodged AI torps and pulled the torps to the surface and they ended up latching onto the firing ship and hitting the enemy with their own torps. One of Magz old vids on this game shows him basically chaffing a torp onto another surface ship on the surface.
It was a mercy killing.
If you could get up the sides, your survival chances would improve, especially if you could drag up a raft for shelter. Added benefit is that if you have a means to melt the ice, you've got a source of (relatively) fresh water.
probably not in this case though as those icebergs were sheer cliffs taller than the ship masts so they were probably 3 stories tall at least.
Nothing better than some good old fashion WWII convoy action during WWIII.
The title of the next video where you ambush an unsuspecting convoy in the night should be called "A Roo'd Awakening".
disclaimer: this comment is a bit long. i know some people don't like that, so if you don't feel like reading a lot you might wanna skip.
note at around 10:51, i'm pretty sure that the sierra wasn't cavitating. vessels have these strange bugs when they are loaded in for the 3D environment where, when they first pop up, surface vessels look like all their lights are on and subs look like they're cavitating but that only lasts for a very short amount of time. this happened because you lost solution on her so she despawned from the 3D environment, and then reappeared when the weapon locked on. also, vessels at such depths can't cavitate (at least in game), i'm not sure if this mod has made any changes, but the vanilla game calculates it as [speed] * 20 - 100 = [depth], so for her to cavitate at 1000ft, her screw would have to turn fast enough to move her at 55 knots (again, that's if the mod didn't play around with that). also, i'm pretty sure that your sonar operator will always inform you when a contact is cavitating, so you can easily tell whether a target is cavitating or not based on that (although they don't tell you when the target stops cavitating, which is a problem).
as for sinking the kazbeks and other really heavy transport ships, if you hit them and they don't sink, you don't need to get a second weapon in. they'll just need some time to flood and sink (and should be fairly immobile while that happens). so it's best to hit them as early as possible and if they don't sink, move on to sinking other targets whilst ignoring them. they should sink on their own. they might sometimes fail to sink on their own, but you lose nothing from waiting as you were engaging other targets anyway (and this might save you some torps in the long run).
by the way, is it just me or is it weird how, when the transports turn away from you and run (so they present you with their screw and then go flank) you somehow lose solution on them, even though you had it while they were moving slower and their screw was pointing away from you & was obstructed by the ship itself.
also i'd say that when you're left with only the merchants, you can set your weapons to activate fairly soon, as there's no reason for them to run slower/quieter. basically, since they run faster when active, the sooner they go fast the sooner they'll hit (but of course, you don't want to risk hitting the wrong target in case they're close to each other, but in most cases they aren't when they're running away).
As for why you lose the exact solution when transports turn away, it's the same reason you lose it when other vehicles first go evasive (or at least why you should): Math.
By knowing the direction of a target, it's angular speed, and your own speed (or its exact speed), you can take measurements over time and figure out how far away it is, giving you its position and heading. But this only works if the vessel takes a predictable path (usually, a strait line). When the vessel starts an unknown turn, you have to start the process again, essentially reducing your solution. (Active sonar gives you the distance to the target, quickly giving you a position but not heading).
This is also part of a problem with the way Cold Waters tries to present ships with unknown locations. In game, it's just a random dot that eventually gives speed and heading. In reality, it starts as a bearing (the direction the sound is coming from). This gradually gets refined to a possible area, and once the vessel's heading and speed is determined, you can get a good location.
I think it would be a lot cooler if the game used this system, where instead of the position getting less random, you uncover more variables about the object's location. This would have two affects: 1. Partially unknown vessels are represented with an area or direction. 2. Evasive turning immediately turns the pinpoint into an area location, unless you have active sonar OR a wired torpedo to listen with and triangulate it.
@@andrewmandrona7891 still, i'd assume that if you knew it's position already, you'd probably be able to retain it and would regain contact rather soon afterwards (especially if they're louder and just head straight away from you).
but yeah, it would be better for the game to give a more logical indication of the target's position other than a random spot. i mean, for example it doesn't exactly make sense that i'd be picking up higher frequency sounds from the target at 30+ KYD (where most targets pop in while at around 20-30%, or at least that's what it feels like).
Being on top of the ice should be much better than the water on a thermal level. Having your body immersed in liquid water will take a ton of thermal energy in a big hurry, but on the iceberg you can significantly reduce the surface area exposed and the rate at which the medium is replaced with un-heated stuff. You can even make dwellings out of the stuff. Getting on to the top of an iceberg would likely be a whole nother hell when freshly dunked in north sea water.
Yeah I figured but wasn't 100% on if it would be worth trying though I should have guessed, I mean I know you can build and head dwellings made out of ice.
Lol I mean I'm from a place where I have gone all of my life without even seeing snow. My experience with frozen stuff is limited largely to what I put in my drinks mid summer. :P
@@MagzGTV The biggest issue is still the water Magz. The crew are either going to be in some form of life boat, or in the water they will be incapacitated in around 10 minutes (and their bodies are going to shut down before an hour passes). It is unlikely that Michael Phelps could swim the distance from that ship to the iceberg in that time even in warm water.
If the crew in their life boats with some gear ended up wrecked on the sheer face of a large ice berg, then the climb would probably be a lot safer than just dying in the water.
great episode, and sinking the Red supply boats.
4:21 the moment you switched the torpedo from passive to active, it switched targeting the Sierra to targeting the noisemaker. Maybe you can experiment a bit with that since it seems like the noisemaker got filtered out in the passive mode or it didn't detect the noisemaker yet
_"I didn't need your help, Russia."_
😊😊😊
You didn't set the last three torpedoes launched to hunt down the three remaining transports to run on the surface so they spiraled upwards until they matched the depth of the target
This cold waters series is so good! Thanks!
Yummy yummy tankers.
Breakfast is served.
You realize you don't have to retract the towed array every time you turn? Just do a manual turn with 5 or 10 degree rudder instead of setting a bearing and letting the auto-pilot do a 30-degree hard turn. Also, if you want to improve your contacts, change your course! It's not strength of the sonar signal that improves your solution; it's having multiple different TMA legs.
For me full rudder deflection works with the towed array. As long as the speed stays low.
yeah i think the damage is more from speeding up than from turning too sharp
Not sure if you know but there is a new version of the mod. Just FYI.
Kinda annoying that the AIs cheat in this game. They can tell a torp is in the water as soon as it goes active no matter where it is and even if they wouldn't be able to see it at all.
To get around this if you move the activation point until the torp is about to hit you can manually activate the torp and at that point they can't evade
It depends on the difficulty option too, I tend to run realistic as opposed to elite now days
Could you make an install video for this mod? The download instructions provided by the mod's forum page weren't very helpful.
I hope this will help...
Have Vanilla CW 1.15 installed.
Unzip the mod in the mainfolder of the vanilla CW.
Run the mod exe.
Select the mods you wish to install. ( choose then with arrow Left to right for install and viceversa to unninstall)
Once the install is done close the exe file and run CW.
I've only been playing CW for about a week now and was wondering, how do you alter the course of the torpedo once it's been launched as you did at 2:42? I must have missed something in the training missions as I don't think it covered that.
You ever notice how vehicles on the sea can carry the most amount of ordnance compared with land or air vehicles?
sea: most ordnance (like mega battleships and super carriers)
land: moderate ordnance (like tanks, cannons on rails, stationary guns)
air: least ordnance (small cannons and machine guns)
"air: least ordnance (small cannons and machine guns)" - and missiles, both those designed to kill planes as well as tanks and ships, MOAB's. . . the only Nuclear weapons ever dropped in anger and most of the worlds current nuclear stockpile is designed for aircraft deployment.
I'd say it's mostly because of sheer size. most warships are far larger than any land or air vehicle, and simply have more space for bigger/more guns, missiles, whatever.
Aircraft do not have the least ordinance as Magz pointed out, they're very versatile for being able to deliver bombs and missiles that can weigh thousands of pounds very quickly and accurately. They might not have as much ammo as, say, a tank, but more often than not don't need to. That's why aircraft carriers are top dogs in most navies. It's not the ship, it's the planes it carries that are deadly.
@@vortigauntsteve49 I disagree. I think ships take advantage of buoyancy, the surface tension and density of water vs air to carry the most armament to great effect. These are giant hulks of metal and composite. How do they float? -through jihad- because they are overall less dense than the water around them.
Been a while since i played but isnt the map grnerally smaller and if so how do you make it the whole screen?
is the UBOAT game going to be similar to this at some point but with crew management ?
new here sis take care
Really hate how the ai is so cheaty and at the same time really bad in this game. They can see you even though you're dead silent, can see torps in their baffles, and yet pull stupid stuff like running into icebergs and killing themselves with their own torps
So that makes this game worthless.. cheating AI is what I hate.
@@Johan-ez5wo afaik really the only cheating is the seeing torps in the baffles, as AI will instantly see any torp within a certain distance to them (I think it's 1km but I can't remember, doesn't matter much though because the distance they notice at is generally too late for them to do much about it, at least in base game, which makes me question why it was even added) other than that they operate the same as the player tmk idk what OP means by seeing you when dead silent unless they're forgetting how active sonar works...
Hell, if anything it's more the player "cheating" when it comes to fairness as the AI cannot repair damage tmk, at the very least if they can it's too slow to mean anything. Subs that start flooding will at best get to emergency blow and then be stuck running flank on the surface until you kill them or risk sinking again and ships with knocked out engines never get propulsion back up any higher.
@@Eogos Subs with towed array like our friends Sierra and Akula can hear,it's not cheaty AI at least in this part
Its not cheating. It also happened to me. I was a los Angeles and the enemy was a improved kilo. Accidentally pushed q and I start to cavitate for a few seconds and after a few minutes before I knew I had 2 torpedoes bearing at my ass. My sub only noticed it once the enemy tops becomes active. This mod provides a much more level playing field. In vanilla, Russian subs sink with just one torpedo while you can take 2-3 before sinking. Now Russian sub's specially boomers could take more. I've seen 4 direct hits before it sank. Guess that's what triple pressure hull for you
Huh, I'm early Makes a change..
its 2.22 or 2.23?
4:04am... now! :D
Damn less and less views seems like this series won’t continue much longer
That´s a shame.
This was the last one anyway. Cold Waters has had a good run but it's just about done it's time. This campaign is just to bring a full 1984 campaign play-through to the channel with the most advanced mod currently available for CW as a curtain call. After this I'll be starting a Silent Hunter modded campaign (Probably SH4 for a start, the pacific is so often overlooked) while also revisiting Uboat (Fingers crossed it's no longer breaking save games every patch)
@@MagzGTV
Silent Hunter IV: one of the best games I have ever played!