UBOAT TDC Tutorial 2

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  • Опубліковано 22 жов 2024
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КОМЕНТАРІ • 35

  • @TheThunderbladee
    @TheThunderbladee 2 місяці тому +3

    I appreciate the intercept course breakdown before the actual attack. Helps a lot seeing decision making adjustments in real time. Initial attack was a 45 degree but as you went along it moved into a better angle and a better shot probably. Thanks for the demonstration.

  • @marcelocasimiroqueirozecos5184
    @marcelocasimiroqueirozecos5184 2 місяці тому +5

    I've been watching these videos and want to commend you on their quality,. Not only because you explain and teach the technique, but because of how good of a teacher you are. Now, I'd like to go on a slight tangent, and this may be useful for some people coming in to see this in the future. Some may call me a cheater but I don't have any problems with the game telling you where the contact is. I wouldn't have any problem with it telling you the course, any more than I don't have a problem with it setting up an interception.
    This is all stuff anyone can do sitting there, using map tools and triangulating, recording multiple bearings, etc... The game just takes the menial work away if you let it. And that is not a cheat. You would not be the only one in that sub and your crewmates are as trained as you would be. The point is that there can be too much realism in a game, and one should do what they have fun with. People are going to use time compression anyway, for example. The same goes for the chronometer. You could easily set up in position and time the ship's movement, or plot it and calculate... Like you said, it is an abstraction and it's meant to take the menial work out of the way of the fun.
    Anyway, these videos are not only informative, but a delight to watch. Great content.

    • @xljedi2335
      @xljedi2335  2 місяці тому +1

      That's very nice of you to say, thank you! There are more items to cover, we might get into some discussion of TMA eventually. The nice thing about the 100% setting in this game is, you can plot your TMA solution for true course and then use the in game tools to check your work in real time.

  • @FDDisaFelon
    @FDDisaFelon 2 місяці тому +4

    With your knowledge and excellent communication skills it would be great if you did a let's play series once the full release happens.

    • @xljedi2335
      @xljedi2335  2 місяці тому +3

      Thank you, a very nice complement! I was hoping to do some full missions in the near future.

  • @762slinky
    @762slinky 2 місяці тому +1

    Gotta say I'm liking these tutorials, keep up the good work!

    • @xljedi2335
      @xljedi2335  2 місяці тому

      Awesome, thanks! I appreciate the encouragement. I see people asking questions on the Steam forums and I think, "It would take me an hour to explain that concept in a post." A couple times I even told some folks, "Is there a way you could watch a livestream and I could show you?" The tuff part is trying to break things down into digestible pieces. There's a lot of info to relay and it's very interrelated. At least now, when someone says something like, "My torpedoes always miss to the rear. What am I doing wrong?" I have something to point them to.

  • @Xaveth
    @Xaveth 2 місяці тому +1

    Oh cool! A two-fer today! Ah, and aside from the main content I just learned the 0.6x makes the periscope panning faster. Also, nice torpedo pathway. I'm see how the torpedo makes that turn shortly after launch. Thank you!

    • @xljedi2335
      @xljedi2335  2 місяці тому +2

      Yeah on the scope panning, that is typical of sub sims. The more you increase magnification, the slower the scope/uzo/binoculars pan. So logically, if you want to pan quickly, zoom out! Unfortunately, the binoculars only have a 4x zoom, so panning is very slow. I don't like using the binoculars on the Type IIA very much as a result. The IID boat with the Uzo allows for faster panning.

    • @Xaveth
      @Xaveth 2 місяці тому +1

      @@xljedi2335 Wow, good to know! Thank you!

  • @geobalabasciuc9996
    @geobalabasciuc9996 2 місяці тому +2

    Great guide!!!

  • @NorrisLeChuck
    @NorrisLeChuck 2 місяці тому +3

    Do I remember this wrong or did one of the recent changelogs just before the full release mention that kills outside your patrol area do count now? Maybe they only count after you've entered the patrol area, but the location of the kill after that does not matter anymore?

    • @xljedi2335
      @xljedi2335  2 місяці тому +4

      You are right in the sense that once you enter your patrol area, tonnage outside does count. It just takes me out of the game a bit when I run into a convoy on the way to a patrol area (before the optional tonnage mission is even assigned) and anything I already sank along the way doesn't count. I get these messages 14,500 of 10,000 tons sunk, mission failed. If it worked the way I think it should work, if you sank 12,000 tons along the way, reached the patrol area, and then they give you the optional tonnage mission to sink 10k tons, both missions would auto-complete at that moment and you could return to port. Or maybe you get a message from HQ to disregard prior mission and return to port immediately for refuel/rearm and as you return the mission is treated as completed or revised to a completion state. As it stands now, we are incentivized to ignore contacts on the way to our patrol zones which we know is just a huge departure from reality.

    • @NorrisLeChuck
      @NorrisLeChuck 2 місяці тому +1

      @@xljedi2335 Agree not counting kills on the way is at least on oversight.

  • @rickrawlings6095
    @rickrawlings6095 2 місяці тому +1

    Nice video! Good work!

  • @ZarakShah-g2w
    @ZarakShah-g2w 2 місяці тому +4

    Only a maths teacher will be good at this

    • @xljedi2335
      @xljedi2335  2 місяці тому +2

      I don't think it takes much math, but it does require some 2D spatial conceptualization. ...and that only comes with practice.

  • @YYGGDB
    @YYGGDB 2 місяці тому +11

    I don't know why but not having the German voice setting on is not right, great video though very informative

    • @xljedi2335
      @xljedi2335  2 місяці тому +3

      I'll probably switch over to German language once I get a feel for what the banter is relaying. Although, I don't speak German, as I am sure many of you don't. ...and it's questionable to me what might be more immersive? My crew speaking and me understanding the language, which seems it may be more immersive; or the effective gibberish that I don't understand? I kinda view it like the opening scene in "The Hunt for Red October" where everyone is speaking Russian, you don't understand a word, the subtitles are provided, but then the camera zooms into the captain speaking and you then gain the ability to understand Russian. Which I thought was a pretty cool film method. So when you hear my videos with the English on, think in terms of you have gained the ability to understand what they are saying in German.

    • @ImmortaliusMNE
      @ImmortaliusMNE 2 місяці тому +3

      I think its just cause most of us uboat lovers watched Das Boot so many times, so we get immersed with German voice lines

  • @Neuronrus
    @Neuronrus Місяць тому +1

    is the chronometer still ignoring submarine's own speed in release version?

    • @xljedi2335
      @xljedi2335  Місяць тому +1

      It's tied to the scope stabilization setting now. So if you play with it on, the answer would be yes. If you play with no stabilization, then the chrono will be influenced by ownship speed and wave action.

    • @TheNheg66
      @TheNheg66 Місяць тому +1

      ​​​​​@@xljedi2335i wouldn't sse an issue with the chrono ignoring own ship speed with stabilisation off as long as you set the target range beforehand.
      If you know the target range and ownship speed and course it wouldn't be too unrealistic for the scope to be able to calculate the bearing change required for it to point at the same point in space so that you can somewhat-accurately determine the target ship speed using just the chrono.
      Probably unrealistic for the u-boats of the time but not outside the realm of possibility for the analogue computers of that time.
      Edit:
      If you notice at 21:40 as you open the chrono the scope bearing is increasing - it is pointing at a point in space on the target's track despite the ownship moving. The unrealistic thing about it is that without knowing/setting the range to the target the scope/TDC/TMA has no way of knowing how high the bearing change rate should be in order to be able do that.

    • @xljedi2335
      @xljedi2335  Місяць тому +1

      @@TheNheg66 Yeah, it's that bizarre "Scan" that I found very odd. However, the devs give us the option now to just turn it off, which I'm happy to do.

  • @UncleGoose1
    @UncleGoose1 2 місяці тому +1

    I like the hydrophone "cheater button" (it is a game mechanic) but id rather guess where the ship is and its heading for more realism. I guess the heading based on the change of degrees over time from the hydrophone. That with the operator saying, "closing in" you can guess what angle its moving in, then, guess how fast and plot dead reckon manual intercept course.

    • @xljedi2335
      @xljedi2335  2 місяці тому

      Ah, I see you are a practitioner of the art of TMA. I could probably do it once in a mission. Then I'd revert to the handy shortcuts.

    • @UncleGoose1
      @UncleGoose1 2 місяці тому +1

      @@xljedi2335 your videos have enlightened me to submarine tactics. 😉

  • @machielvanmierlo7761
    @machielvanmierlo7761 2 місяці тому +1

    wait, is this with mods or is this base game now? like the compass in map view for example

  • @yodo18L
    @yodo18L Місяць тому +1

    Very good description and explanation of the tactics, however it seems like you needlessly, slightly overcomplicate it.

    • @xljedi2335
      @xljedi2335  Місяць тому +1

      @@yodo18L I can see where you’d say it was overcomplicated. My intent is to also get folks thinking about spatial concepts and visualizing where the target would be when at a 90° AoB. It will become helpful later with the more advanced TDC with AoB tracking and coordinating multiple target simultaneous attacks. Also I’m trying to bring along all my old Silent Hunter friends who had a TDC that worked like the data input boxes on the E-lock attack scope. So hopefully what I explain will carry forward and help a broad audience. ...but also might seem a tad overcomplicated when the more typical recommendation might be to line up perpendicular to target and shoot in a straight line when the target is 15° off your nose every time. 😉
      Which elements did you view as needless?

    • @yodo18L
      @yodo18L Місяць тому +1

      @@xljedi2335 The tutorials you have provide are spot-on, do not be troubled with my remark. What I meant is that torpedoes attack angle is fairly big and does not need to be that surgically precisely adjusted to 90 deg. Keep up the good work Captain, we need you here!

    • @xljedi2335
      @xljedi2335  Місяць тому

      @@yodo18L Oh certainly, in my patrol videos the AoB is far less accurate when I don't layout the exact TC. It's going to be speed and distance that cause misses, and hopefully a fan shot can cover me on that variance.
      I was more curious in the sense that if you thought something was needless, there's a good chance others thought the same thing. ...and it may very well have been needless. LOL

  • @Timlagor
    @Timlagor Місяць тому

    I find the way this game gives you cheats without telling you very confusing. Like when you measure the speed or it tracks the angles.

    • @xljedi2335
      @xljedi2335  Місяць тому

      It's an interesting interface. I have grown to prefer it over what I used in the Silent Hunter games. It is a bit odd in that it does take a significant amount of pre-knowledge to know what you *should* be able to do while trying to figure out how to go about doing it in this game.