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XL Jedi
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Добавлен 15 авг 2016
I like to build stuff and play various types of simulations and strategy games. My channel provides tutorials, gameplay examples, discussion of strategy, and reviews of my own creations and the works of others. Any mods or user creations that I review will include proper credit to the original author of course!
UBOAT Patrol 4
The Scapa Flow mission illustrates (apparently) the gross overconfidence in defensive countermeasures employed by the British Naval Command. If that was in fact the intent of the mission design; then the devs nailed it. LOL
Просмотров: 539
Видео
UBOAT 4-Bearing Method
Просмотров 2,2 тыс.14 дней назад
My explanation of the 4-Bearing method along with several examples to hopefully answer all of the questions about why your attempts are not successful. Don't worry, you're doing it right. There's just a reason why we don't read about the 4-Bearing method in the Uboat Commander's Handbook, and it has nothing to do with a paper written in 1953.
UBOAT Patrol 3
Просмотров 1,9 тыс.21 день назад
Hunting a convoy with the VIIC out of La Rochelle during the Happy Time.
UBOAT Patrol 2
Просмотров 2,3 тыс.Месяц назад
Second patrol out of Kiel and upgraded to a Type IID. After Action Report: The IID offers better range and an UZO to use on watch. The UZO is a big improvement over the binoculars mostly due to the variable zoom and ability to link to the TDC for surface shots. If you received a report from a Uboat, they are likely to be on site when you arrive. Look for them on the map using the Alt key (if pl...
UBOAT Patrol 1
Просмотров 4,5 тыс.Месяц назад
My first full patrol in the Type IIA out of Kiel. Hopefully demonstrating the capability of this little boat in terms of being able to complete missions in the North Sea. It is kinda long, so let me know what you prefer: entire patrols, 20-30 minute snippets covering specific examples, or both? The primary difference between whole patrols and snippets, I think, would be that whole patrols would...
UBOAT Type IIA Kiel Startup
Просмотров 2,9 тыс.Месяц назад
Exploit, obvious, or exceptional, you tell me? Just a short career intro video showing you how to start at the beginning of the war in the port of Kiel with a Type IIA training boat for your crew's first mission. Veteran players know that there are no options to start at Kiel with a Type IIA boat... right? TLDR: the quick answer is at 5:00 New Startup Options: So after you earn your first bluep...
UBOAT Strategic Navigation
Просмотров 3,3 тыс.Месяц назад
How to apply dead reckoning methods and a little bit of vector math to a stationing problem at the strategic map level.
UBOAT TDC Tutorial 4
Просмотров 2,4 тыс.Месяц назад
Transitioning to a 90° angled attack following a missed approach along with a discussion of the Fire Control box, review of parallax as it relates to high-gyro angle shots, and what I like to call "Gunslinger Mode".
UBOAT TDC Tutorial 3
Просмотров 3 тыс.Месяц назад
Bypassing the attack scope "E-lock" UI and taking direct control of the TDC for a Fast-90 future firing solution.
UBOAT TDC Tutorial 2
Просмотров 3,5 тыс.Месяц назад
Approaching from a 60° on bow (ahead of the target) firing position. This time we'll hold up a bit short and wait for the target to pass the 0° bearing before firing.
UBOAT TDC Tutorial 1
Просмотров 10 тыс.Месяц назад
The 45° Angled Attack with a Type IID using the C-37 TDC and attack scope user interface. 100% Hardmode Career
UBOAT Intercept Vectors
Просмотров 16 тыс.Месяц назад
Tutorial on the marine navigation concepts of Dead Reckoning, Relative Motion, and how to determine proper Target Intercept Vectors. Dead Reckoning/Constant Bearing - Decreasing Range (CBDR): 2:10 - 11:30 100% settings and making use of the hydrophone operator: 11:30 - 23:30 Demonstration of CBDR: 23:30 - 26:00 Dead Reckoning example: 31:00
UBOAT Type IIA Crew Scheduling
Просмотров 15 тыс.Месяц назад
Starting a new 100% "Hardmode" career in a Type IIA boat in the standard install (no mods). Showing how to setup crew and officer assignments for efficient fuel use, dive scheduling, and target detection. 0:00 Intro and 100% Selection 2:30 Starting Supplies 7:00 Moving Dials for Permanent Display 8:35 Crew Assignments and Boat Dive Schedule 12:30 Forgot to hold down the shift-key for larger num...
3-DoF RCS Control Setup
Просмотров 5224 года назад
RCS (reaction control system) thrusters in KSP fire when any of the 6-DoF control inputs by default. This short video shows how to setup your spacecraft RCS systems so you don't waste propellant on unnecessary attitude control (roll-pitch-yaw) and use RCS thrust only for translation (up/down, left/right, fwd/back).
Kerbal Space Program Pufferfish Sea Trial 1
Просмотров 1964 года назад
Kerbal Space Program Pufferfish Sea Trial 1
Kerbal Space Program Intercept and Docking Tutorial
Просмотров 2,2 тыс.5 лет назад
Kerbal Space Program Intercept and Docking Tutorial
Kerbal Space Program FA-38 VTOL Demo Flight
Просмотров 5486 лет назад
Kerbal Space Program FA-38 VTOL Demo Flight
Kerbal Space Program Submarine Delivery
Просмотров 3416 лет назад
Kerbal Space Program Submarine Delivery
Kerbal Space Program HCS-16 Hurricane Hydrofoil Sea Trials
Просмотров 6146 лет назад
Kerbal Space Program HCS-16 Hurricane Hydrofoil Sea Trials
Brother i love you thinks alot❤
Hello, could u do a guide for multiple torpedo attacks? Ur videos are awesome!
Sure, will just need to wait for the right moment to arise. ☺
I was thinking about this video again today. Question, would it make sense to use nautical miles as your measuring? It seems that it's perfect for your 4 bearing (3, twenty minute intervals) method to get a ships' speed in knots for future calculations. Also, do you use the 4 bearing much or do you just steam towards the hydrophone contact and set up your intercept? Thank you!!
To plot the bearings, there's no real measuring involved, just making sure the distances between the bearings are equal. Whether you measure them in km or nm, or yards doesn't matter. Personally, I prefer to keep distance in meters for sighting ships, but if you want to use NM on the map you could. I don't use 4-bearing much at the moment. Unless there's thick fog and zero other options.
I started with the 2A aswell and felt quite limited. I think it takes a bit too long with 50k tonnage to get to the 2B. I think maybe if you got a Mission with a Blueprint right after 100k tonnage that would be fair. And 'realistic'? I mean if a Kaleun would be that highly decorated irl they definitely would have given him a better ship.
I like downgrading immediately to the IIA, and then having 2 upgrades that I apply at my own pace. Then when the first blueprint comes in from tonnage war, I can get the VIIC in Jan 1940 timeframe. 😁
@@xljedi2335 good idea. Im in late Feb 1940 now with my 2B. Really looking forward to the VII, mostly because of the Flak88
@@emqufortytwo I don't use the cannon too often. I might try it for flak though. 🤔
Hassenpfeffer.......................with pepper!
Love your videos. You explain it so well. Thanks!
I think "forgetting" to submerge was a really good thing, attacking on the surface at night is a really good strategy. They simply cannot see you when it is dark enough, so the middle of the night during winter is your friend. It gives you the flexibility you need, you can outrun corvettes and the destroyers won't find you. I did the Scapa Flow mission last night and it went without a hitch on the surface.
Not me restarting scapa flow 40ish times because either it wouldn t sink or I get depth charged by 20+ escort ships
I must have rare luck. I don't believe I have ever died on the Scapa mission. ...this time I forgot to submerge and the Nelson doesn't notice me or even bother to take a shot.
@@xljedi2335 Yeah, but I also played it back when game was in stopped development state, like a year and a half ago...tons of bugs
Clearly what this game needs is mutinies
Yeah, the morale mechanic the way it is now is a bit.. shallow. 😏
There should be a better way to get your crew trained-up to seawolves
Do you Have "darker nights" turned on? If so it's wrecking your video (courtesy of youtube compression)
I'm gonna try the "bright" setting for post processing FX in the game graphics settings and see what that does.
When do you use Breathing Apparatus? I don't think I've seen anyone use one
To repair a leak in a flooded compartment.
When you use the compass to draw the 2 circles and then try and line them up have you ever considered using the ruler to draw a straight line across the 2 bearings then drawing the circles on top of the straight line. Then, when you line up the individual circles the straight line moves with them and allows you to perfectly position the 2 lines you are trying to get straight. I’m not sure that makes any sense. Give it a try and you’ll see.
Love this, if you're saying what I think you are saying anyway. It dawned on me later that if I connect a line to those two outer bearing radials of each circle that you get this kind of mechanical true course solver gadget. It's been my standard for every patrol afterward. Also great to see you picked up on this on your own. Kudos my friend! ☺
@xljedi2335 That's exactly what I was failing to get across. Nicely explained.
Good to see a little Type 2 sacrificing a Type 7 for its own convenience
People died* digging that canal! Why do you spit on the sacrifices of your brothers and the triumphs of the fatherland?! * I know nothing about it but it seems a safe bet
32:00 Was that ship somehow just going to stay half-submerged forever?
Probably. At least in our game world.
8:25 I don't understand why you want to flank it to an intercept when you can save fuel and intercept within you patrol zone 11:00 ...unless it turns out not to be going that way
Because I want to engage the target as quickly as possible, I have plenty of fuel, BdU expects it, and that's what was written in our Uboat Commander Handbook.
@@xljedi2335 Turns out the people who wrote that know a thing of two! 👍
It's pronounced Hart-li-pool (no way to know that from the spelling but if you're going to keep making these videos it's nice to get it right)
Indeed, thank you.
Are there no Baltic missions?
I have not been assigned any yet; but I haven't played any arctic ocean missions either... and I know those exist.
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.
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.
I'm getting the impression that the bearing info you get from the propeller icon includes an entirely appropriate error factor for 100% realism.
I suspect it is more likely a bug in the game when your sub is not moving. The bearing info is perfect if you are moving at the slowest speeds. If you go to zero, the sub doesn't move, but the heading drifts. The heading drift does not seem to be recognized by the hydro-operator, but it is recognized by the boat hull and has an impact on the relative bearing that you draw. As it stands now, the methodology I explain is correct, and if in the future the bug is corrected, we might expect to see better accuracy. For now... I don't rely on a stationary 4-Bearing Method to determine target true course.
If you immediately head towards the contact rather than stopping, the trigonometry gets more complicated but you don't throw away the travel time. Of course you might also be short of fuel and only interested in ships that are coming towards you but surely a professional naval officer should be able to handle the maths -it's still only high school (or equivalent) trig/algebra
What you'll find is... if you have a hydro contact, you are close enough (within 100km) to just charge at it to get within "smoke on horizon" range. You then establish a visual intercept vector and plan your attack strategy much the same way the real uboat commanders did it. All this discussion of hydrophone TMA, I think would've solicited a belly-laugh from any of the RL commanders. Although, understanding the concepts can be beneficial for other reasons.
@@xljedi2335 Becomes relevant when someone else tells you about the contact at least.
It seems weird to me that "100%" gives you so much detailed precise info. The hydrophone expert can certainly get better than 40 degrees but travelling an hour and taking another reading is only sensible.
I think the most historically accurate method for hydrophone use, would be to listen in a general direction and point your sub toward the sound until you achieve visual observation distance while the target is still just over the horizon. (and can't see you!)
I've just noticed that the map UI has a depth reading on your cursor. Is there a setting to make that show on the map as shading? Waving the mouse around probably works when playing but seeing the layout would be nicer when watching videos.
Currently, our map does not include bathymetric data. Although, I for one, have asked for it. I know others have shown similar interest.
@@xljedi2335 It seems weird when the information is all there with the wave of a mouse but you can't see where you want to go until you do wave it around
It's not the point you were teaching but for this particular situation my primary consideration would be the choke points where you can expect to reliably find the convoy. In this case the NW corner of Spain qualifies but the Irish Sea makes sense if you can get there in time -giving you a second chance to rush South and catch it before Lisbon if you fail to sink it.
Captain's intuition should never be too harshly discounted.
Can you send those radio messages with someone else for the xp?
Sure, if you see the radio as an option to assign as an order for the officer when using the tab menu.
The other key thing about running out of fuel these is that HQ seems to always send you off to Ireland after you spend 50%-70% of your fuel. If there are 8 sailors in a shift how come there are only 4 on duty? -I suppose it makes sense that there are some non-officer jobs that have to be done but are you in charge or not?! How dare the helmsman refuse to swab the decks?! Is there a reason you schedule 2 whole hours under water? I realise you reckon your fuel issue is fixed but it still seems inefficient ..and if you want 2 hours why not split them up and get slightly more phone coverage? Seems cruel to never let your radio officer get proper sleep
I mentioned in another reply that the crew sizes are scaled back from historic. I suspect it relates to gameplay and AI management of our ChatGPT crew wondering freely around the ship. Since the crew number has been scaled back, the amount of time it takes them to fully rest has also been scaled back. So where you might need 4-6 hours to have some functional level IRL, our crew needs maybe 2 hours. I don't let it phase me too much.
Kinda reminds me of my days racing sailboats. If you've got a boat on a converging path off in the distance, and it's not moving relative to whatever is in the background behind it (provided you're not out of sight of land), then you know you're on a collision course. If it appears to be moving forward against the background (i.e. "gaining trees" as we would call it), then it's gonna cross ahead of you. And conversely, if it's "losing trees" (i.e. appears to be moving backwards against the background), then you know you're gonna cross ahead of it. Important to note these things, especially if the other boat happens to be a fully loaded 900 ft. freighter!
Another excellent tutorial. Now for a challenge. On SH3 people have made Fast 90 attacks solely with the hydrophone. GIven the lack of first person control over the hydro in this game I am not sure it's possible but I would love to see you try it.
You can do it by firing at the hydro-bearing. The problem I've had recently is that the devs have updated the periscope numbers to be "illuminated" green and mine don't seem to illuminate, so it's hard to see what bearing I might be firing at. I'm hoping they'll fix that soon.
😍 Question: when using the schedule does the crew also automatically handle filling the bottles?
What bottles?
@@xljedi2335 The compressed air
Excellent video.
How do you get that protractor and stop watch and how do you rename your points?
The protractor is a standard drawing tool available in the map without any mods. Stopwatch is also a standard feature with the 1.0 release. I talk about setting up the UI in my Crew Scheduling video.
New to the game and to your content, I think I commented on another video of yours. Anyway, I am new to ALL of this stuff, bearing, etc. Is there a good place to read up on just the simple terms. "Bearing", etc. So this method seems to rely on the radio officer listening, sorry, I don't recall what the technology is called. Would the other video you have about 'intercepting' be more useful with getting radioed a position from friendlies when you get location, speed, etc.? Or are both methods feasible for helping to locate a target, track, and eventually engage it? My goal is to go as 'hardcore' as possible. Edit: LOVE the content. It's cool to learn about without even playing. Another random question: Distances between bearings could be a result of a vessel changing speed, right? Or is that just not a common thing that vessels do?
The vector intercept video would be the one that applies to radio contacts. Distances between bearings could be influenced by targets changing speeds. In this game, the targets don't change speed too much, but they will change course. As for bearing and other navigation terms, you could look up basic marine and aeronautical navigation discussions. They both rely on the same general concepts.
@@xljedi2335 you're the man. Thank you. Are you a former navy man?
@@LSGMedia I was born at a Naval Air Station and my father served on the USS Independence, but no. I did not serve in the US armed forces. I do hold a pilots license though and know a fair bit about navigational concepts. I like naval sims, but suffer terribly from sea sickness every time I get on a small boat.
@@xljedi2335 , qualified enough for me. You're a great teacher, and I appreciate your time dude. That's awesome. My grandfather served on the Missouri, and I don't know shit about "bearing" so you clearly have some expertise! Hahaha - keep up the great work. One last question: do you have a video for attacking? One of your patrol vids perhaps?
@@LSGMedia All of the TDC tutorials are designed around specific attack strategies as outlined in the Uboat Commander Handbook. Otherwise, it would be the patrol videos, I s'pose.
This video is so helpful and SUPER interesting. Thank you so much for the content.
Glad you enjoyed it!
Can you fire torps with scope down blind and at any depth a spread
You can blind fire them, but only at periscope depth.
You are awesome! Thanks for the "how to" on scheduling the officers and crew. Brilliant.
@@chrispatton7215 thanks! I appreciate the encouragement. Thank you ☺️
Can you give the link to a handbook or textbook that explains this? I know its basically trigonometry and vector math. I work with differential equations in finance and I trust I would be able to get it, but I'm honestly too lazy to look for the source on my own. However if you do link me I'll gladly study the math behind it!
The math comes from an understanding of solving a range of maneuvering board problems. There is a pretty broad field of sources available out there on the use of maneuvering boards for marine and radar navigation. I would look for "5090 Maneuvering Board" and maybe start with this link: archive.org/details/maneuveringboard00unit/mode/2up
@@xljedi2335 thank you so much!
Did not realize I could turn Tdc speed of target to 0 knots and just fire using the periscope and I assume the UZO as well? Question. If I am calling in the ID , Angle and distance mode setting up a target of the ship in the conventional way rather than actually adjusting the TDC myself, if I leave the speed at 0 knots can I use the periscope in the same way? In other words I have all the information set up before firing and just add 0 knots as the speed.
The TDC inputs are the same regardless if coming from scope or UZO, or the E-Lock data entry interface. If the speed of the target is zero, then the AoB does not matter. The only thing that would influence the gyro angle in the solution is distance. The impact of distance is related to parallax, which I think I covered in TDC Tutorial 1. However, if you are shooting at relatively close range then you should just be able to set the distance to about 500m and be fine. If you are shooting at a stationary target further away, then parallax error will increase. If your target is bearing zero (basically the nose of your sub is pointing at the target) then distance and parallax would not matter because there would be no gyro turn. The further you pan your scope away from the zero bearing, the larger the gyro turn, and the more you get the parallax error issue if you distance measurement is off. I have to assume though (again) that if you are taking these point-n-shoot type shots, that the target is going to be in the range of 300-500m and you should be fine. If you set distance to 300m and shoot at something 1500m away, I would expect you would miss the target astern if a gyro turn is involved.
1:38:20 - I’ve noticed you have to remove the UI again to resume control of the gun. I think you can tap Alt to remove the UI again without having to leave and reenter the station.
Good tip, thank you! That works. 👍
If you are running your speed in knots, I wonder if it might be easier for you to have your distances in NM. That way it will be easier to plot accurately how far you (and the target) can travel in, say, an hour.
Good question but no, that doesn't have anything to do with it. The vectors I plot and distances traveled are relative. So the comparisons and math that I do are not influenced by the scaling you are talking about. In fact, I frequently change the vector scale from km to m depending on how close I am to the target. It's the same concept used on maneuvering boards where the rings can represent various scales. I will tell you though, that 3:15 (or more correctly 3:14) rule that people use; that does change depending on what distance scales you are using. 3:15 is only right if converting km to knots.
Amazing video! Is there a mod that disables the automatic calculation of an intercept course?
I believe there might be, but why in the world would you want it? I ask because it's so easy to self-manage the reveal of information and so helpful to have the ability to use the tool to check your work as you practice.
is the chronometer still ignoring submarine's own speed in release version?
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.
Love this game, but can't get it to play for more than 20 minutes without a crash to desktop. You make great content and guides, thank you
Good to see your 4 bearing method demonstrated using Uboat tools. The tilted map is annoying and I have usually resorted to plotting with pen and paper. Your system of matching two circles is a great tip! Incidentally, if you need to edit a time label, just reselect the point tool and click on it, then you can edit the text.
@@flightsimflyeruk great tip, thank you!
Well this dropped just in time! Thanks skipper!
20 minutes is close enough to 6x 3min14. To get a good estimate on speed, divide distance travelled in meters by 6. Used to do this on SH3,4 &5. Try to understand the basics you can mix and match different methods. Great video, well explained.
Awesome video man. Thank you.
I found the last bearing video that actually didnt work!!! is over complicated and also depends if the contact is moving away or closer or not at all.
This worked wonders. My first patrol and the 4 bearings got me on a near perfect intercept course to a destroyer and freighter :) I do the plotting slightly differently - instead of fiddling with searching for the target course i draw parallel lines of bearings 1 and 2. Many thanks (and sorry for triggering you with the O'Kane method request earlier lmao)
Parallel lines are of course fine. For me, when I draw the extra lines, they start to confuse me. So I luvs my little gadget. 🥰
it is funny how everyone put the dials in different positions. I haven't seen any youtuber have them the same.
Frankly, there is no good place to put them. The UI in this game is a bit the travesty. 🙄 The UI has a tendency to get in the way far too frequently.
Thanx a lot for these tutorials, your explications are clear and well paced. With various examples you cover various situations. The game is so fun playing 100% realism thanx to your explications.