- Видео 60
- Просмотров 114 370
M. Hamacher
Добавлен 21 июл 2013
Stoss's Detailed Type VIIC U-boat Interior Tour (Wolfpack) - Tower Interior and Fire Control
Fifth installment, covering the tower interior and taking a detailed look at the operation of the fire control system aboard a Type VIIC (using the well-done interior in Wolfpack by Usurpator Games).
Просмотров: 2 163
Видео
Stoss's Detailed Type VIIC U-boat Interior Tour (Wolfpack) - Control Room (Aft Portion)
Просмотров 1,4 тыс.2 года назад
Fourth installment, covering the after section of the control room aboard a Type VIIC (using the well-done interior in Wolfpack by Usurpator Games). U-995 virtual walkthrough: deutscher-marinebund.de/u995-tour/U995-6.html
Stoss's Detailed Type VIIC U-boat Interior Tour (Wolfpack) - Control Room (Forward Portion)
Просмотров 2,4 тыс.2 года назад
Third installment, covering the forward section of the control room aboard a Type VIIC (using the well-done interior in Wolfpack by Usurpator Games).
Stoss's Detailed VIIC U-boat Interior Tour (Wolfpack) - Chief Petty Officers' and Officers' Quarters
Просмотров 1,3 тыс.2 года назад
Second installment, covering the sleeping and eating quarters for the chief petty officers and officers aboard a Type VIIC (using the well-done interior in Wolfpack by Usurpator Games).
Stoss’s Detailed Type VIIC U-boat Interior Tour (Wolfpack) - Bow Room
Просмотров 1,2 тыс.2 года назад
First of several videos giving a detailed look at each compartment of a Type VIIC (using the well-done interior in Wolfpack by Usurpator Games). Here we look at the components of the bow room.
Skat Round
Просмотров 4 тыс.2 года назад
Skat - the national card game of Germany. Incredibly deep, difficult to play well, but lots of fun. I call it the chess of card games. This was a favorite of the German military in both world wars during their downtime, and you see reference to it made often. Here I play a few hands and talk strategy. Demonstrated using the Skat app for iPhone made by Isar Interactive GmbH & Co KG. I am not in ...
Pub 214 - US Navy WW2 Sight Reduction Tables
Просмотров 2822 года назад
Overview of Pub 214, first published in 1936 and the standard sight reduction method used by the US in WW2. No detailed explanation of use, simply an overview.
Fulst - German Sight Reduction
Просмотров 4732 года назад
How to perform celestial sight reduction using Fulst’s Nautical Tables, the standard German sight reduction until F-Tafel appeared. This method is found referenced in Das Boot the novel as well. Fulst’s Nautical Tables (thanks to Alpheratz for making this professional-looking reprint): drive.google.com/file/d/114gaVEZV18z4NAgIfcXizH-JdLFcRNNt/view?usp=sharing Celnav Discord for SH5 link below. ...
U-Boote am Feind (English Subtitles)
Просмотров 3,7 тыс.2 года назад
I translated and added subtitles to this great period film. Shows a Type IXA (U-43 under commander Wilhelm Ambrosius). This was filmed very early in the war. Interesting details to be seen such as: 1. the early attack periscope complete with the movable “Feste Linie im Raum” (stabilized line, for speed estimation) visible through the ocular (see if you catch it!), 2. artillery battle stations, ...
F-Tafel - German Sight Reduction - Part 2
Просмотров 3863 года назад
Part 2 showing the plotting of the fix data calculated in Part 1 and determination of new position.
F-Tafel - German Sight Reduction - Part 1
Просмотров 8703 года назад
Part 1 - Showing the use of the wartime German tables (F-Tafel) used to compute lines of position when getting celestial fixes. Used with SH5’s NewSextant, real navigation, and the almanacs Subsim member Alpheratz has compiled. Part 2 video will show the plotting of the 2-star fix.
Ausdampfen (Matching) for Course/Speed at Night in 0.25i (CC on for Narration)
Просмотров 7593 года назад
Be sure to have CC on for the subtitles! Shows catching a trim, then locating and obtaining shooting data by the historical procedure of Nachtausdampfen (matching course and speed at night) at wind speed 8. Hits from about 2.5 - 3 km (one miss as one target maneuvered immediately on first hits). Note I also rounded down to 6.5 when my speed answer was 6.75 - these differences make more of a dif...
SH5 w/ VoiceAttack - Diving and Surfacing
Просмотров 1,2 тыс.4 года назад
English subtitles in closed captioning!
SH5 w/ VoiceAttack - Historical German Firing Procedure (Submerged)
Просмотров 3,8 тыс.4 года назад
Just got VoiceAttack set up, and it's great! English subtitles in closed captioning.
SH5 - Historical Night Approach, Single Ship
Просмотров 8704 года назад
Matching, then approaching on the "Hundekurve" pursuit curve, keeping bow on target all the way up to the shot with the aid of the attack disc.
UBOAT - Basic Torpedo Fire - The WHY (and HOW)!
Просмотров 7 тыс.4 года назад
UBOAT - Basic Torpedo Fire - The WHY (and HOW)!
Back to Basics Part III - The 45° Angled Shot (No TDC)
Просмотров 9284 года назад
Back to Basics Part III - The 45° Angled Shot (No TDC)
Back to Basics Part II - Pure Bow Shot (No TDC)
Просмотров 6914 года назад
Back to Basics Part II - Pure Bow Shot (No TDC)
Back to Basics Part I - Easy AOB and Speed
Просмотров 1,2 тыс.4 года назад
Back to Basics Part I - Easy AOB and Speed
SH5 - Historical Day Approach, Single Ship
Просмотров 2,1 тыс.4 года назад
SH5 - Historical Day Approach, Single Ship
Kriegsmarine Enigma Procedures - SH5
Просмотров 2,2 тыс.4 года назад
Kriegsmarine Enigma Procedures - SH5
Day Approach Using UBOAT TVre (TDC) Mod
Просмотров 5 тыс.4 года назад
Day Approach Using UBOAT TVre (TDC) Mod
5-6000 m Shots on No Data - (AKA, Why We Need Torpedo Failures)
Просмотров 5444 года назад
5-6000 m Shots on No Data - (AKA, Why We Need Torpedo Failures)
The Torpedo Triangle - 1. Why Range Doesn't Matter
Просмотров 2 тыс.4 года назад
The Torpedo Triangle - 1. Why Range Doesn't Matter
Wreck 'Em With No Rec Manual Part VI - Recap
Просмотров 4894 года назад
Wreck 'Em With No Rec Manual Part VI - Recap
A real 'Baubelehrung' you're delivering here! Simply amazing. I can't express the gratitude I have for your content in a comment really but - T H A N K you!
Lehetséges lenne valahogy a Google Geminit beintegrálni másodtisztnek a játékba természetes beszélgetés közben parancsokat osztogatni?
these are some gem of videos it is a shame you didn't get the recognition you deserve thanks for all the hard work. i just subscribed. If you can please make video about the navigation charts and other document, tools used in u boats in the control room i am incredibly curious.
Just a minor remark. You can calculate the range from speed and time with the sine attack disk. Just match up the index leg with the second outermost disk which says lest say your speed is 8.6 knots, then its 8.6, and read the distance on the minute mark from the inner disk. You can calculate the real speed of the target with it, however the vector analysis you just showed is less error prone, so its superior, thanks for showing it! Oh another trick is if you dont have stabilized view just dive to 8 m deep, the diesels will keep running, and you will have a perfectly stabilized view.
Thanks for this series! Learning a lot. One question I have though, when you get in front to 0AOB, and you refine your course, how to you know whether you are adding or subtracting that difference from your AOB?
Love your work and videos! Would love to see a tutorial on how to shoot multiple targets while turning!
It would be better is you reduced the game volume so your voice could be heard better. I struggled at times to hear what you said. Good video otherwise.
Russian Kozel is similar but much less shitty point count rules and requires 4 players.
The video is already 4 years old. Would love to see a new video with both TDC types. The C37 and the S2
Are you changing course in one degree increments? Is there a button for that i dont know about, i can only do 5 at a time
@@schopy287 it’s definitely not obvious! If you hold Shift (or maybe Ctrl? Can’t recall as it’s muscle memory) and use the mouse wheel over your compass bar, you can set by 1s.
@@m.hamacher7881 will test next time I play, would make small course adjustments 10x less annoying! Thanks for the quick reply
Awesome video! One question: Where would "Auswanderung" play a role in the "Ausdampfen" approach you have shown? Another question: how would you approach a convoy only with hydrophone contacts? The 4 bearing method wasnt invented back then, so how did the German Kriegsmarine do it? Just another question: When the periscope and UZO had no Stabilizers like Gyroscopes, how did they manage to do the ausdampfen? I tried this with 100% realism in Uboat 1.0 and the periscope is way to shaky to precisely follow a parallel course for some time.
@@YagamiKo thanks! Auswanderung means a change in bearing. There’s a procedure that was performed by surface ships called “Auswanderungsverfahren” that involves computing a speed based on change in bearing over time. German surface ships had a very precise device to be able to measure bearing change and compute a relatively accurate speed, in combination with a rangefinder. This method wasn’t used so much on U-boats they didn’t have any such device. Though a method similar to this can be performed as a confirmation based on estimated values right before the shot. I go through this in some of my other videos. Correct, the 4-bearing method is also called Spiess TMA, that was a method developed in the US in the 1950s as submarine warfare was transitioning to sub versus sub, and passive listening only. Typically, U-boats would chase hydrophone bearings down if they needed to rely on the hydrophone (not typical as hydrophone performance was vastly inferior in real life to the game’s super hydrophones). But also remember, they would have friendly units, including other U-boats, send bearing signals, using the radio direction finder, to allow other boats in the group to home in on the signals to form a pack around the convoy.
@@m.hamacher7881 One additional question: Why did you overhaul your target and shoot from the port side of the ship? Wouldn't it be easier to just continue the parallel course of the ship, then turn port side and hit the ship on its starboard? The process of overhauling and then crossing the enemies course and then firing from the other side seems very risky and unnecessary complicated to me.
@@YagamiKoit’s only dangerous if you are very careless. In the game it is extremely easy to stay out of the enemy’s visibility, it is very forgiving. Getting to zero AOB provides a course confirmation, and allows you to pick the side you want to attack from. Doesn’t matter (yet) in game, but best to approach from out of the sun during the day and from the dark side during the night - if and when they make these considerations a thing, you’ll have developed good habits.
The base score is calculated from what the winner of the bid is dealt? If one is using software, the program can calculate it, but how does it work live? Does one need to announce it, thereby giving everyone some idea of what one has, or do players set aside the cards taken from the bidder when they take a trick so that it can be recreated to find out what the bidder had?
I've watched all 5 interior tour videos now, great stuff, thank you! Are we getting the rest of the videos at some point? 😊 By the way, you sound American but are you also fluent in German?
@@hege750 thank you! Yes, I really should get to doing the rest of the boat. Particularly since the developers have the rest of the boat in, although it’s not finished yet. I learned German as a child but am American.
Hiya, something doesn't work for me. When my target is at say 10 degrees to the right of my bow (which I calculated), I then point my scope at 0 degrees and fire. But...my torpedo does not go straight ahead but at a 10 degree angle to the left of my bow so it misses the ship by passing in front of it. What am I doing wrong? Thanks in advance. :)
@@florynhollander7766 Hi, if you are using the TDC (or inputting target data into the UI), it is calculating a gyro angle for you and you must point the scope at the target. If you are doing “no TDC” lead angle shooting like I show in the video, you must set target speed to 0 in the UI (or TDC), then fire when the target crosses the bearing you computed.
@@m.hamacher7881 Thanks for your swift answer! But I think I can only set the target speed when I lock the ship. I don't want to lock the ship, do I?
@@florynhollander7766 if using the TDC yourself it won’t matter. If using the UI (which I don’t recommend tbh), yes.
@@m.hamacher7881 HIya, I hope you don't mind me asking another question... I am not a math wonder (far from it) but I do want to get this right. In your example you point your boat at 102 degrees and fire the torpedo when the ship is at 14 degrees to your right. So am I correct that the torpedo hits at a 76 degree angle because the ship is at a 90 degree angle when facing 14 degree to the right and firing the torpedo? (I hope I explain this correctly.) Thanks. 🙂
@@florynhollander7766 this is correct, you end up with a slightly acute impact angle. This is generally advantageous, since slightly acute impact angles can absorb AOB errors better (in other words, there’s a range of impact angles over which changes in AOB have little impact on the lead angle, and that range happens to be slightly behind a 90 impact angle - should he change course while the torpedo is en route this may help you still hit). And so shooting when the target presents a 90 AOB insures you have a slightly acute impact angle, as well as provides a good visual confirmation of the AOB, since 90 is easy to recognize. This is why the historical commander’s handbook recommended shooting at AOB 90 for all but very fast targets. When the target is fast, you end up with an impact angle that is much smaller, which then presents the problem of the torpedo not having as “wide” of a target to hit. In this case it’s better to shoot when the AOB is somewhat less than 90 (the handbook recommends 60).
You mention how some procedures are historically accurate. But, what isn't historically accurate is having one person (me) represent the whole crew. For that reason inputs should each be a single step. In the real boat as the captain, I may have to say "Set torpedo speed to 40 knots." which will then be relayed by another officer or crewman to the torpedo team who will then set that speed into the torpedo. Asking a single person to do all the work of 24 men definitely needs some shortcuts. I am curious to see how the TDC will operate in the coming release version. I also noticed the range to target does not update though the AoB does. Is this the way it worked IRL or is that a limitation of the mod?
I highly recommend trying the beta version out, it’s currently available for download, you can go in and try the new TDCs out as they currently stand. I’ve been helping the developers out in implementing the devices you see in the beta, and thus far, they’ve done a very good job. It is not perfect, there are elements of the fire control system they have not implemented correctly, and it remains to be seen whether they will keep these elements that way or fix them. And you are correct, typically, the commander, if talking about a submerged shot, or the first watch officer if a surface shot, would be calling the values out. This is how it is implemented in the beta. To answer your question, correct, the S3 computer had an AOB motor that would update the AOB for any change in target bearing caused either by the optics turning, or your own U-boat turning. Range was not updated, in other words, the computer did not work like a position keeper like the US device did, but rather simply was able to update AOB, since the angular change in bearing will always equal angular change in angle on bow. The computer takes advantage of this fact.
@@m.hamacher7881 Thanks for the added information. I think I will not try the Beta. Buggy games turn me off very quickly so I will impatiently wait for a more stable version. Cheers.
1:10:10 Timestamp for tdc data entering reference
I watched nav table when I got bored...
FANTASTIC JOB!!! Thank you.
Hi there! Any way to get in contact with you? Im ISO of a specific uboat document, and you did the AEG main switchboard guide, so maybe you could help me out. Have other uboat documents in exchange. discord / steam available. Thx!
Hi, sure! Happy to help. What kind of documents do you have and what are you looking for? Can find me on Discord as stosstrupp
I absolutely love your videos, brother.
Dammmm stutter talk for five minutes and he has not even started explaing. damm time waster.
Yeah, but he knows his stuff. You are throwing the kid away with the bath water.
aaaaa- eeeeee - sooooo ummmmmm aaaaaaa -another stutter making videos. What a nightmare.
Very good video about the NCO and Officer room and the radio and radar room of a VIIC U-boat. A point of criticism, perhaps it would be better to first write out the text you posted with the video. It is clear that you have not done this, you are constantly searching for your words, which causes you to make mistakes and the constant "EUH" stuff gets on your nerves in the long run. Or repeat and read your text several times, so that your explanation is smooth and does not get on people's nerves by searching behind your words and using the "EUH" every time. 🙄
Thank you for your points. One of the things I intended was for this delivery to sound natural and be natural. I worked only off of rough notes. I will probably never script this if I do end up continuing this series. I don’t want to sound canned by any means, it is conversational and meant to be that way. If there are any factual mistakes, please point them out and I will be happy to revise.
@@m.hamacher7881 Yeah its good as is. Please do a Uboat game tutorial on the C/37 and S3 tdc and fire systems. I know your wolfpack explaination video is basically 1 to 1 with the historical S3 and therefore the Uboat one, but I think it be able to get a lot of attention. Concise videos for getting data with historical methods would be excellent too, so it can be easily linked inconversation. Trying to convince the devs to get rid of unnecesary immersion breaking UI elements when unlocked. Im sure your voice in the forum would carry much more weight than mine
@@tequila_tibbs7938 will definitely consider doing this, thanks!
@@m.hamacher7881 Mods working in beta: "Decimal speed display"; "Attack disk"; "No auto-alarm"; "No halo"; "Sinking physics overhaul 2"; "Uboat console" The most necessary being the first two listed. I like the console so I can cheat in more officers: 2 radio, 2 engines, 3 leaders from the start. But obviously that isn't essential. To access the beta, select "unstable, unstable" from the properties / beta tab in steam
Too complicated
is this silent hunter 5 ? I am playing sh5 currently with the wolves of steel mod pack installed and my sub interrior looks nothing like yours. Your map is also diffrent and much cleaner looking.
This is Wolfpack, by Usurpator Games
Amazing video!!! Thank you good sir. I have been trying to find information on making an angled shot, with no luck until your video. Most videos simply explain a simnple 90 degree shot which isnt always advantagous.
Thanks! Glad it has helped!
Hamacher great video probably the best explanation yet on the TDC. Since release is around the corner are we able to see another video where you fire on multiple targets so we can get an idea of the flow. The Follow up tracking is where my main focus is. Lets say you fire on 2 targets forward of you and then you turn to fire on a target w/ stern torpedo. Just want to see the motion of resetting and re engaging.
Thanks! I’ve been helping the devs implement their new TDC, which will be more in line with the real device (the mod has several inaccuracies). When it is released, I will probably do another video.
Please make another video like this your thinking and watching it happen is incredibly helpful to learn the game
Amazing content. Im unsure why you have so few followers or viewers on this video. amazing work. please continue.(hopefully a Uboat campaign soon using your expertise?)
Need u r help
Please help me about Silent hunter 5
What is the AOB when using the aft tube and the sub is pointing other way?
The AOB is always relative to your sight line to the target (the angle between this sight line and the target’s bow).
Great video,.Could you tell us what is the game you are playing?, I mean what platform? Can you share the link?
Thank you for all data, tools, excel sheets, video tutorials....omg awsome!
I always wonder why this game didn't evolve into a 4-players card game with bridge-like bidding. Then it would be awesome and a strong opponent for bridge. In the 3-players version this game is not a match for bridge. Not even for 500.
Perhaps it is because Doppelkopf exists, and so Germans play that instead when they have four players.
Hey there I’m trying to decide which sub game to get into. Do Wolfpack, Silent Hunter, and Uboat all allow manual navigation and plotting to your satisfaction? It appears like wolfpack is the best for a ‘hands on, real time’ experience. Silent hunter seems to have the best campaign, but does it have any limiting mechanics that prevent you from using historical techniques? I think it’s more engaging to do navigation and plotting myself rather than have the computer do it. Thanks for the videos I’m going to start digging through them!
You’re welcome! All are great titles. Wolfpack is very novel with the multi-crew boat experience. And they just came out with the interactive diesels and e-motors, which are fun. It also provides the opportunity as a navigator to do dead reckoning. Silent Hunter 3 is a classic, for its diverse selection of boats and the campaign. My personal favorite is Silent Hunter 5 with TWOS supermod, as that actually does allow you to do full celestial navigation, which adds a whole new level to the experience.
@@m.hamacher7881 Awesome I think modded silent hunter might be the way to go because I also value an authentic campaign. Much appreciated
Thank you for this amazing video. For a new learner I found this to be absolutely invaluable.
This is really interesting, sometimes you just want to dumb fire the thing!
I like this and the Back to Basics - I haven't found anything like it. New U-Boat learner here (hard mode mods)
6:04 .73 .37 (Ink was saved by not printing some decimal points.)
214 is GREAT. We're fortunate that volumes can still be found at abebooks, Marketplace, and eBay. They were a long overdue improvement! Each volume in the British editions spans 15° of latitude. 214 tabulates heights down to 5°; if using a body much lower than that, a position can be assumed far enough in the direction of the body's subpoint so the resulting Hc is up near 5°. Use the appropriate column for DECLINATION closest to the body's declination, and extrapolate from the tabulated Hc. 214 was definitely used in WWII. Although Dreisonstok's HO 208 was in print through 1944, 214's user-friendly format made it favored. 214 was preceded by the 1919 compact HO 201 "Tables of Simultaneous Altitude and Azimuth."
is still available ?
@m.hamacher7881 spielst du zufällig auch Wolfpack? Ich suche deutschsprachige Mitspieler für eine Crew
I saw you were thanked in the new Uboat update and that they are adding and changing the TDC to be historically accurate. I was wondering if you have any idea how closely it follows this video or if it will be more like the mod / wolfpacks TDC
No worries if you can’t discuss it
Hi! It will be very close to reality. I haven’t used it yet but have seen videos of it so I could provide feedback, and what I saw was very promising.
Fantastic!
Good evening and thank you for your beautiful, very informative video. what is the small movable ergo for on the toothed wheels? THANKS
Hi, do you know if there is any first hand historical accounts of the electric engines being quieter on the surface than diesels? The developer is appealing for such on a post I made. I know the uboat commanders hand book claims it was, and to me it makes sense that it was. However there is debate over whether the sound of the propeller and cavitation was louder anyway : thus making not difference
I don’t recall seeing any specific examples but it is safe to assume they were quieter and that the commanders’ handbook is accurate there. That said, I also haven’t seen too many examples of operating on electrics when attacking, even from within (occasionally but not many examples) in KTBs. There is so much ambient noise (the sea, merchants etc) that it would be very difficult to pick up U-boat engines or motors. Mostly I see examples of electrics on the surface when entering/leaving the berth (easier to reverse on electrics, and many U-boats had non-reversible diesels anyway), and operating in confined areas like say a fjord, where the diesels could be heard with the naked ear.
@@m.hamacher7881 Thank you If you're interested, the developer is currently very active on the forums, and is listening to constructive criticism. Would be great to have your voice there
What is this exactly? is this a game on steam? or where can you download this?
Exactly, this game is called Wolfpack, by Usurpator Games, on Steam. Highly recommended!
@@m.hamacher7881 k thanks, i love submarine simulators I also have crush depth, these are so real and well made!
Great video, could you tell me where can i find all the images of the periscope STA SR C/2? thxs a lot
Please help me about SH5...
Looks fantastic.