uBoat Patrol on MAX Realism - Game Changing Update
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- Опубліковано 30 тра 2024
- Join me aboard the NEW type 41 u-boat, and experience all the exciting new changes that have been put into this game at MAXIMUM DIFFICULTY settings!
#uboat #maxrealism
As regulars to the channel may know, I'm a big time simmer. If you put the word "sim" onto a game, I'm there. Most of course turn out to be junk, but i've a small collection of games that pull me back again and again.
U-Boat by Paradox was one such title, and about a year ago, they began teasing a massive update, and this update finally dropped earlier this week. I've had nothing put fun with it since, as I patrol the waters in and around Norway 1944.
The new difficulty settings, which I'm a huge fan of, make this game a real challenge again. I was somewhat bored of the existing game, as once you've really gotten hang of using the TDC, and figured out the strengths and weaknesses of the enemy boats at various stages during the war - its just a matter of repeating the same things over and over, mostly at a high speed of time compression.
This is no longer the case, and if you watch the video in full, you'll see just how much was involved from start to finish.
Enjoy! - Ігри
In reality, if a destroyer was so high over the horizon, they would have spotted an u-boat for sure, especially when running with the diesels at full or flank. As a matter of fact, many captains dived as soon as the mast top came over the horizon. Catching up with convoys from behind was usually completely out of the question. If an u-boat couldn't be guided into the path of an oncoming convoy ahead of time, it usually had no chance of a successful attack
Yeah they seem to have a hard time time spotting us from that distance at any time, day or night. Perhaps something they can tweak,I agree
I thought so also. Especially considering this was on hard AI.
@@CameTo Frankly, a totally realistic u-boat game probably wouldn't sell, because in reality u-boat-warfare was a completely boring waiting game and I mean waiting and patrolling sometimes for WEEKS on end. Also by late '41 the odds were firmly on the side of the convoys. From a day or so before they contacted the convoy, they had to pay super close attention to spotter planes. And if they were spotted, they would be driven away or pushed under water and pursued mercilessly. And I don't even think the game even simulates the effects of the allies breaking into the enigma cipher...
I stumbled upon this randomly and I loved every second. There's actually not much content like this on YT, I encourage you to upload a continuation, it's a hit!
I appreciated the descriptions of everything we were seeing.
I have to admit, that's exactly what I was thinking.
All in all, I'm sitting here watching and listening to what's happening. Rarely felt so entertained and guided by what is happening
There are some VERY good channels that do this.
@@geofftottenperthcoys9944 Care sharing a few? I really couldn't find similar content on this patch (I really enjoyed the difficulty and "manualness") in a quick browse.
@@geofftottenperthcoys9944 Care to share a few names? I really couldn't find much on this patch.
You should try the real navigation mod, once its updated. Not seeing your OWN ship on the map is a whole new level of challenge
Now that sounds like a real challenge. I've never tried it before either.
Does it involve taking measurements off stars at night, and dead reckoning by day?
Just came across your video as I was wanting to learn more on the sim side of UBOAT. This was fantastic and I learned a lot just from watching. I hope you do more videos on UBOAT!
Thank you. I'll definitely look to getting another one out in the next day or so.
I must tip my hat to you for explaining everything in such a brilliant manner. For a newcomer like me it is pure gold.
Thanks Martin. I like to think that most people can take something away from my videos, no matter how small. Sometimes it might only be related to a fun little game, and other times it could be an interesting line or two from an old war story.
Thanks for your feedback, always good to know there's people who appreciate that.
when getting waterbombed (if they haven't hit you), make sure to stop all engines once the bombs explode. I found that makes the enemy confused as to if they've got you.
What a fantastic video. As a person that has only played this game in relatively easy mode, you've inspired me to go hardcore. Now to see how deep down the rabbit hole I go.
It's a different game. The hardest thing is getting used to not using time compression so much. If you do, the dying part can quickly become frustrating.
I also recommend saving at regular intervals. I know this is also seen as cheating, but just while you get the hang of it, you can see a destroyer heading for you, he's about a mile away. Press save, and if it takes you 3-4 goes to get away, see what you did differently, and then if you're anything like me, you'll soon learn.
Good luck!
i just started playing this and its amazing, your video is the best one i've seen so far. here is something from the patch notes that might explain that aggressive ai: (6/21/24 Preview 15) - Fix: Enemy warship and aircraft groups were sometimes very stubborn at following the U-boat and were aware of its location, even when they had no means of detecting it. This problem may continue to occur for nearby groups after loading an old saved game state, but the fix should start to work fully after some time
i felt Uboat was a little too much in the arcadey realm of genre so i really hope these updates make it alot more simulator for my taste. Good news.
This was my issue. It was fun, but it felt watered down. The new difficulty settings, which I have all enabled, have certainly addressed many of the issues I had.
Not getting precise, automatically updating bearings/distances to all contacts within view/earshot is probably the biggest improvement.
Is there still the odd weird thing, yes - but it's definitely heaps better.
I also like the difficulty settings are fully customizable, so it's not a case of 20 easy things suddenly all change to medium, and then hard.
I mentioned in the video that the batteries seem to last a little too well, and like someone else pointed out, the destroyers were a little close for comfort, but somehow couldn't see us, is definitely an issue, certainly for the "hard ai setting".
Thank you for uploading this! This was so much fun to watch and listen to, I hope you do more of these!
Your attention to realism and knowledge on maritime warfare is fun to follow along with!
Thanks, that was great entertainment. Subscribed and ill look at more .
Such a cool video. I've owned this game for a year or two but never played it. I heard about the update and I saw this video last week and I had to play immediately, and now have about 20 hours in it. I'm watching for a second time now that I know more about it
Can't wait for the next video.
I loved this longer video at the higher difficulty. I wouldn't mind seeing more like this
Doing it with no map markings is super hard, but I felt so accomplished when i got a single kill in my type IID
Congrats. It's a game changer, and not just in the spammy UA-camr sense either, but genuinely changes things from start to finish when it comes to sinking ships
@gameswithbrains yeah I had to try to intercept using only the vector, and it changing. (I guess if I got good at using the hydrophone I could roughly figure out distance) then i made visual contact and was in a tail chase postion, so I had to shadow them while keeping them in sight but, keep myself far enough away to not trigger an alam, and then pull alongside them as they were doing 9 knots, then submerged and vector to intercept at periscope depth, then fired 1 torpedo at 1500m and another at 900 meters when it seemed like the first missed. No idea if the second would work till I saw the bang in the rear quater of the freighter.
I feel like I'd need a pen and paper for this
Congratulations, this video has been selected by the algorithm for maximum success!🤣🤣 Jokes but great vid, hope it can take you where you want to go, made me buy uboat myself
When using manual rudder, don't forget when you're reversing, the rudder works in reverse as well. ie. Hard to Port rudder while in Reverse will turn the Bow to Starboard.
That's true, thanks 👍
True, but since in reverse motion, the stern is leading, this means the boat goes into the direction of the rudder, i.e. rudder on hard port will mean the ship with its leading stern is going in the same direction.
As others have said, this is a great intro to the game. Looks fun! Thanks for explaining your thinking behind decisions.
that aft torpedo shot was wild. I can't believe it actually hit
I feel like it was an intentional move to arm before hitting the target but i might be wrong
Co-op with a group on the boat would be awesome. How did they not think of that.
Fascinating video & game insight, thanks!
I like playing SH3 all modded out.... It's quite good fun. God knows how many hours I've played it. A few ;) . I bought U Boat a few years back, but couldn't get immersed in it. But now they've added all this. I'll give it another go.
Welcome back, Brains.
Very clean and logical explanations. Showing people the full potential of uboat for sure
Nice content on the update of this game!
Well done!
Thanks!
This is a lucky find. Fascinating video
Love the vid and game mate, love your HOI4 series by the way
you're back! haven't seen anything new for months!
Thank you. It's good to be back!
@@gameswithbrains You must have had to do time for the guy you took care of whos car alarm kept going off huh ? lol
I like the "no contacts on map" option, but I feel like they kind of need to supplement it by giving you a wider variety of map markings that you can place on the map manually. More than just dots, anyway. I know you can name the dots, but it would be a lot easier to read the map at a glance if you had some actual symbology that you could place down.
I think some bigger coloured dots would be very useful, or even some figurines.
Cant wait for this to be more developed and someone to make a torpedo TDC guide XD
Fantastic. More please.
feel like i could go get a u boat now and pass out my uboat training knowledge this guy is holding and giving is great
Being done with DCS, I think this game looks way more relaxing and fun.
Agree 💯 percent 👌
It's definitely slower paced 99% of the time. No bundle required, just uBoat and that's it. I play without any mods as well, because they always began to break my save game, as my career progressed on several missions.
Hey mate, thank you so much for the reply, really appreciate it. I got the game today and getting ready to dive in.👍
And as an added bonus, less rapists involved as it isn't russian.
Weird theorie i know but it feels to random for me if it wasnt the case. The torp at 42:00 i feel like was fired from inside arming distance so the torpedo did some turns to get more distance and arm before hitting the target
Good to see you again!
Hey Kiwi. Thank you. I hope all is well. I will do my best to get in touch through Discord later...
This kicked ass!
What version of the game are you playing? I dont seem to have the bearing tool available.. Is that feature only available in the hardcore mode?
Game looking much better now, and not having contacts on the map makes it much more realistic. One thing I noticed is when you were external view at 1hr in running you could see the red lines for the bearings of props from the hydrophone, yet when you look at map (@01:11:11) they are NO arcs for the bearing, I think it would be good to show the arcs on the map as well, just not the little ship telling you the exact position.
I definitely agree. Bearings are definitely not cheating, as the hydro guy has them. We can hear them, if we play his slot.
What we can't do, is play every slot on the boat ourselves, in real time, all at the same time.
Therefore I agree with you 100% and think it would be a useful addition. Possibly even when the addage
"Close, middle, faint" - perhaps portrayed by a thickness of the line.
@@gameswithbrains Thanks. The thickness of the line is a good idea, or maybe the brightness of the arc, bright = close, to just visible being far.
There SHOULD in theory be an intereesting counter for planes droping homing torpedos, that is, if you have some way in the boat and a well trained crew. Order crash-dive, then immediately e-motors, all stop, full rudder and silent running. If the game models acoustic homing torpedos correctly, it should fail to pick you up because you are no longer emitting enough sound.
That sounds like a possible counter - If it ever happens, I'll give it a go.
Hey mate wag bundle should I buy on steam as a first time playing, I am into ww2 era warfare.
If you want to know more about live on an u-boat, you should read the novel "Das Boot" by Günther Buchheim. It's what the highly critically acclaimed movie of the same title is based on. Unfortunately, while I feel the movie is indeed very good in its own right, it doesn't do the novel the credit it deserves.
Thanks for the tip - I'll definitely check it out - I saw the mini series that was based on the book, which was later chopped up to make the movie. I enjoyed it, and thought the ending was sad but brilliant - powerful stuff.
I read a couple uBoat memoirs, but wanted more. Unfortunately there's not enough around, at least not translated over to English.
I think there's probably a great job opportunity for an interested German who speaks good English to take some old ww2 memoirs that haven't been translated into English, and do so - especially for areas like U-boats in short supply. Also the memoirs of big time generals and such, where they exist I bet would also be fascinating.
There's a surge of interest in all sides of the conflict since the internet/UA-cam came of age, no longer are we forced to accept bite sized chunks of a black&white simplified narrative.
Thanks again for your suggestion.
It seems that we don't get to install active sonars to get precise distance to contacts when underwater at depths greater than periscope depth. I wanted to know if this is historically accurate. Weren't the German U-BOATS equipped with active sonar in WW2?
Looks like Silent Hunter 3 to me...
can you put the plot map on another monitor so you can work the information?
nice video! part 2?
I think so!
Does this game simulate thermal layers also destroyers in mid to late 1944 had pretty good radar and could with good operators pick up periscopes to a reasonable distance
Yes it has thermal layers, but it isn't always obvious when you pass through them (there's no announcement, at least that I've heard). If you watched a screen full of contacts (pre update) as you descend on down, most would suddenly disappear and/or become "vague" when you got through the layer.
Good video 👍 Is it possible to play other people over the Internet?
Unfortunately not. That would be cool though, working together as a team of subs Vs the convoys. I don't think they could simulate controlling destroyers (the other team) but we can dream.
There is another game, that's also a 3D U-boat SIM, with zero time compression, where you most work as a team (upto 4 players) aboard a single U-boat. You all talk to each other over the internet, and walk around in first person, so each player typically controls 1-2 positions on the boat.
I took part once, great fun, but totally different to game in this video.
It's probably the most realistic U-boat SIM, from a single "set piece battle" that lasts about 1-2 hours, it's also the most difficult, as you can't really practice very well, without being online with other players, although I found some helpful players there when I showed up.
That games called WolfPack and is also on steam.
You forgot to put your electric engines on. You're still on diesel engines during your attack.
This tanker was no dale class, its a T2 Tanker.
This game looks nerveracking fun. But I'm not sure I got the time to get into :O Is there an eassy beginners tutorial for this?
I dont think its too hard to learn, theres tutorials ingame and most things are automatically set up. Theres also many settings and difficulties so you can choose how much should be automated. Personally I like hardcore milsim so I always play 100% realism
should you not get distance first to get accurate speed on target ?
I see why some people might think this, and it shows you're at least thinking this out, I used to think the same, but it's not the case... The **distance measured** is ONLY the *length* of how long it takes the target ship **to travel its OWN FULL LENGTH**
A ships own length is always going to be the same, no matter how far it is away...
It might look smaller, but that doesn't matter, it will still travel its own length at the same speed, regardless.
What matters is that we have correctly identified the ship (so we know how long it is from Bow-Stern in meters).
I must keep my boat is as still as possible (to get accurate reading) and ideally the target ship is traveling close to perpendicular as possible (can't measure it, if it's heading straight towards me).
I hope this helps clear it up, I'll definitely go over this in my next video, as there may be others who will benefit from this also.
Hi, do you know if ùuboat allows for celestian navigation? thx
no it does not... would be an interesting difficulty option. its something I always wanted to learn, but the sextant tools available to buy seem either dirt cheap and more of a paperweight thing, or a genuine article costing many hundreds.
dropping some greens on that game. GeForce NOW FTW!
Rust buckets.
Hi mate, How do you get more officers? Mods?
there is a mod, but I don;t play with them. Start with 5 officers (default) and then as you gain experience out at sea, you get to "ask for favours" with the leading officer back at base, and you can use him to let you have upto 7 guys.
using points on the map to plot distances with bearing lines of ship travel isn't really cheating. You can plot courses and distances and measure your position against those bearing lines. That's how it was done in the past just like on SH3 or SH4
I agree that plotting points and measuring distances and bearings on a map isn't cheating.
However, having the game display all enemy ships, with 100% accuracy on a map, and then using that information, instead of the available optics to judge distances/bearings, is definitely making use of information that's not gained from realistic means.
Some may call it cheating, others may call it making use of easier game difficulty settings.
It SH4, iirc the difficulty mode lets us hide contacts on the map also. The problem is the fall of the rising sun pack (at least for me) prevents the full realistic mode working properly, so it's been a while since I played SH4 full
Shouldn't the VIIC/41s have the deck gun removed?
It's an option, I choose to leave mine attached.
At last they fix the icons of enemy ships on map , now we have to use the stadimeter tool to find range , the way it was . Using a rule , on a satelital ship image , was like cheating .. These devs are making the thinks the way we need for a perfect sub sim like the old SH3 ....
Is the beta or is the full game now.
BETA still. not yet fully released
This is the beta test of the 1.0 update, still a little work to do, but it's not "fully released". They've let all players access the 1.0 build by opting into the beta on steam. My understanding is it's just some polish and bug fixing at this point. So yeah, this IS the "full game" but it's still in testing and not "officially" released and finalised, you can just opt in to play it at this point.
Thanks for giving good answer. They're tweaking little bits here and there, with a patch every day or 2, so I'm guessing they're close for a full release.
Been waiting for this for about a year (since last update, minus one tiny hotfix) - I'm guessing paradox are eager to get it final as well
Why don't you follow the torpedo clicking on the map but using N? You don't see the distances and the difficult it's the same, ciao 😁
It doesn't show up anymore, with difficulty options on, otherwise you're right.
oh... many tnxs from Italy!
I don't understand why no markings at all on the map. German, USA or Japan, you'd have a plotting party doing that and updating based on available data. Which of course could be wrong. GIGO.
I haven't played this one yet but I'm a long term vet of the genre so I hope this will answer your question -
There's a really big problem with the automatic map marking systems in these types of games. They will take a practically infinite amount of information and plot it with an extreme level of precision faster than you can blink. They even collect that information faster than a human crew could possibly take it in.
Especially in an engagement where you're not running radar, the precision factor alone is just huge. Stadimeter readings, especially at long distance, are really not very accurate. The speed issue is big too.
To be honest with you though, once you have a certain level of experience with dealing with those problems, it doesn't matter that much and manual plotting starts to become kind of tedious.
I can and have used manual plotting to set up complicated attacks on convoys where I hit multiple targets within that convoy simultaneously. I even put up a tutorial series on how to do this in silent hunter 4 some time ago.
To be honest, I long wished that there was a setting in the silent hunter games that would automatically plot the radar contacts but leave you to plot the periscope and/or hydrophone contacts manually. It would probably have been about the best balance between reducing the tedious nature of doing it by hand while maintaining the uncertainty that goes with some of less precise sensors.
@@ColonelSandersLite Well, uncertainty can be programmed easily. It's just math. The ancient Harpoon games do so. Actually I've become fond of ancient games because although, naturally they are ugly as sin compared to today, very often the modelling of performance, including the enemy, is vastly better. Like most, but not all of the Jane's series games. My understanding is some of the games of that era came as close as they could without delving into classified information and some were even good enough to be used as real world training aids.
@@dailyqwikbytes It's really not as easy to do realistic uncertainty as you might think for a whole lot of reasons.
For example, let's say we just run the most basic version of it. The position of a target is plotted somewhere within 500 yards of it's true position.
If there's say a 4 ship convoy in a box formation you can very easily have a plot that looks nothing like what you see out of the periscope.
Or let's go with a second example - we don't know our own position relative to the earth more accurately than a couple of miles. Yet we can look with our binoculars and say that a lighthouse is on bearing 40. That would mean that we're somewhere along a specific bearing line.
Then how do you correct from one moment to another? Say our position is plotted somewhere then we see the lighthouse. Do we just teleport possibly ruining a whole plot?
Additionally, I can only think of a single video game franchise, of any genre, that gave you deliberately inaccurate maps and it wasn't a naval sim. There may be more that I don't know about but it's very rare anyways.
Edit - To be clear though, I'm not saying that these things are impossible to deal with from a programming point of view. Only that they are a lot more difficult and complicated than it seems at a surface level. Besides which, it's not a question of "can they" but more a question of "do they". As far as I'm seeing in this game and the more sucessful historical subs sims, they don't.
this is a preference setting you can set it so that their are marks on the map....
That's a really example actually, and also shows why you can't just "pick a number and add +/- 500 meters randomness".
I agree there's probably a solution, and maybe that old game that got a mention from "Janes publishing?" got closer than simply randomising an error.
But like you said, it's within that randomness, everytime you pick up on a certainty, all be it just 1 thing. For example, many ships have masts hanging off at a precise 45deg angle. If by chance you notice that mast perfectly inline with the pole, no matter what else is going on, you suddenly have a PERFECT measurement for the AoB.
So what to do with all the previously guesstimated randomised auto-plotted data? Well, did the AI plotter even notice what you saw? Was it even programmed into the code?
I get what you're saying, it's tough. And the easy answer seems to be an all or nothing setup.
Sigh. Look mr brains, the idea is to go at 50 rpm when they're hunting you, not full speed ahead, because they'll hear you, no matter how deep you are... Got it? 🤣
OMFG. less talk, more game play. u one of those guys who loves their own voice. u r not good at this
Is brains like some kind of ironic nickname your mates call you?
LOl i am not interested in realism , i am into having fun with a bit of challenge, it is after all just a game.
I got this when windows decided the graphics where not working fro SSH3 from subsim, Played it for 12 hrs straight , when i shut it down microsoft said this game is not compatible with my graphics, LOL how long do i have to play a game for befores it ok MICROSOFT you scum.
So i brought this and actually having a ball , took a 8 ship convoy yesterday.
Just waiting for microsoft to stop me playing this now.
I am just waiting for an alternative to windows, Which i have been waiting for since 1995.