- Видео 55
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XL Jedi
США
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: 1 254
Видео
UBOAT 4-Bearing Method
Просмотров 4,5 тыс.5 месяцев 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 2,6 тыс.5 месяцев назад
Hunting a convoy with the VIIC out of La Rochelle during the Happy Time.
UBOAT Patrol 2
Просмотров 3,2 тыс.5 месяцев 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 6 тыс.6 месяцев 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 3,5 тыс.6 месяцев 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 4,9 тыс.6 месяцев 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 3,3 тыс.6 месяцев 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 4,1 тыс.6 месяцев 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 4,8 тыс.6 месяцев 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 13 тыс.6 месяцев 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 22 тыс.6 месяцев 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 22 тыс.6 месяцев 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 5834 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 1975 лет назад
Kerbal Space Program Pufferfish Sea Trial 1
Kerbal Space Program Intercept and Docking Tutorial
Просмотров 2,6 тыс.6 лет назад
Kerbal Space Program Intercept and Docking Tutorial
Kerbal Space Program FA-38 VTOL Demo Flight
Просмотров 5606 лет назад
Kerbal Space Program FA-38 VTOL Demo Flight
Kerbal Space Program Submarine Delivery
Просмотров 3446 лет назад
Kerbal Space Program Submarine Delivery
Kerbal Space Program HCS-16 Hurricane Hydrofoil Sea Trials
Просмотров 6316 лет назад
Kerbal Space Program HCS-16 Hurricane Hydrofoil Sea Trials
What a hidden gem of a channel!
This video is good, but my dumb ass has questions. You didn't mention how to find the speed of the ships, are you just guessing? Because I have been trying to do this on hardcore, and I don't even get close. Like nothing on the hyrdophone at "interception". I wanted to use KMs but changed to NTS and just did the same as you. 6km circle for 6knts. You didn't explain the size of the speed rings. Are they 6kms for 6knts?
This tutorial assumes that speed is known. However, if given a radio contact with a speed estimated as "Slow" it's usually a safe bet to assume 7-8 kts.
Shouldve watched this before kicking my game off lol. First time ever playing, so I started from the beginning and with the Type 2a, and got frustrated a bit as all the "how-to" vids are now outdated. This explains so much!
Glad it helped!
Try out the real navigation mod. Instead of having your position constantly on display, as if you had GPS, you have to use dead reckoning constantly to estimate where you are (there's an automatic DR button too). With the mod you can also get a more accurate sextant fix, which can only be used if you are surfaced and there are no clouds. It's more realistic and adds another layer of difficulty.
There are some things that tilt too far toward tedious that I am OK allowing a navigator to manage. The real nav mod from my SH days never really appealed to me. If I installed it, I'd probably never bother to figure out where I was on the map. Out of curiosity, how do you manage patrol legs on the nav map? Is that just completely disabled? Probably not for me.
@@xljedi2335 To patrol I draw a line on the map with the course I want to follow and the desired length. Then I follow the course for the time it takes to cover the desired distance. At that point, I repeat the process with the next course. With the x15000 compression it is a matter of a few seconds. If I'm intercepting a convoy and I need to know my exact position, then I get an astronomical fix. The uncertainty about my exact position adds a layer of realism and difficulty that, for me, makes up for the tediousness. As a real life sailor I love to pretend I don't have a GPS and navigate using only dead reckoning, astronomical navigation and coastal navigation techniques. I'd actually enjoy having an even more realistic navigation system that would account for other dead reckoning variables, such as wind, current, magnetic declination, gyro error and so on. It'd also be awesome to have a proper astronomical navigation simulation. Of course, I understand this is too much hassle for most people.
What convoy size - difficulty level is that?
It's whatever 100% allows for. Although when it comes to convoys, the settings for small/med/large have no impact on realism %. Frankly, the small setting for convoys is still too large. I use the "small" setting for convoys in all my videos.
I didn't know u-boats used dark magic for calculations. This is all some magic over here. Circles and pentagrams, and stuff.
Hah... dark magic indeed.
Captain Jedi, i am watching your playlist tutorial on 100% realism, so far so good. I played u-boat simulators before, but after your videos i started 100% playtrough in Uboat myself. All fine as i said, but how would you approach, if you didn't have the Intercept button favor? How do you then find the distance to ship and direction (of course after taking measurments at half an hour interval for example, but how)? PS: On your dial frustration, have you tried turning Mouse Acceleration in Windows settings OFF? I don't know, if it has in-game impact, but it might help you. Even, if not about the game, check out: Mouse Acceleration awareness day.
You're asking about Target Motion Analysis (TMA). A simple start would be to look at the 4-Bearing method video to begin to understand the concepts. As for playing without the intercept button, watch some of my patrol videos to see what I do. Patrol 3 is interesting.
What a really good content, thanks sir, for your outstanding videos.
I dont get the schedule to work that well. Sometimes some of the officers do the correct thing but often someone stays up when they should be asleep. The sailors switch over just fine but the officers keep doing their task and even if no one is on navigation the other guy wont jump on either... also is there a way to input what depth i want to dive to in my dive schedule?
Officers that stay up are under direct order. You have to remove direct order status so they fall back to their work schedules.
@ ok. Where do o see that status?
@@thurbine2411 I'd have to rewatch the video to find the spot, but if you take a look, I mention the gold anchor is the indicator and I use the Tab key officer menu to quickly unassign all direct orders. Maybe skim through the video again.
@ yeah I will do that. Many thanks
@ found it. I had seen that button but didn’t really think it was something necessary to use just leave it as it is. Apparently not
Love your videos, when next one?
Oh yes, another sub ! Thanks for this tutorial, it will help me a lot !
Great video, thank you!
When is this on Xbox ? It's on the game store with a warning saying not yet available
Why 8 sailors per shift. The Type II has only 14 sailors. Also, I've never been able to get the dive schedule to work (even after setting it). Wondering if (given it's the very time I'm playing) playing on Easy is affecting it.
Finally figured out I needed to click on the 'Dive Schedule' option under the depth meter.
You're a legend! THX!
This helped me complete my first rescue! Thank you!
I accedently left Bob kerman on a shuttle with no power
What could possibly go wrong?
Do you have a discord or is there a discord for this game that is somewhat active?
Good question on discord, I thought I looked and did not find one. I don't have anything setup particularly for this game but would be open to joining a chatroom with screen sharing to chat through concepts if folks wanted to?
I've watched so many vids and I am still clueless.
being honest, I was so lost figuring out that intercept point calculation for a minute and then it just clicked. Convoys be on the look out lol, just started up a new campaign on 100% realism and want to hit hard.
never played a sub sim before. My goodness. I'm clueless but fascinated and soaking in as much info as i can. 52 years old and feel like a kid again. This game is amazing and so much fun to watch. Subbed!!! Makes me wish I paid attention in math class.
when you select a number in the tasks, if you click again it will unhighlight the number and you can enter double digits
Good tip, thanks! 🙂
Please do more ❤
Great videos ! I tried this too and noticed that your balance staying at 4000 isn't a bug. You get a refund for an upgraded deck gun. I have a question tough. Why has the IIA in Kiel more crew than the one in Wilhelmshafen.
On the 4000, I think the devs added that note because they *may* have seen my video and realized that without a note, it seemed like a bug. They are a responsive bunch and fixed several of the issues I highlighted in these videos. Not sure about the diff crew size, that is... unless you are playing on an easier crew management setting or changed it recently.
@@xljedi2335 Disregard the crew issue. The game made me send the additional crew ashore before I could leave the port.
Why can I only assign 3 sailors instead of 4 ?
@@SwissFrames your game settings are on lower difficulty for crew management
This method was invented in the early 50s! If you are uboat captain, you should not know this yet! It was after the war when they concluded that "we need to somehow be able to shoot submerged targets better! 😋
I commented on why I believe that's a naive view at the start of the video. IMO, the reason it wasn't employed was mostly related to the inaccuracy of the hydrophone equipment and they tended to only use it for directional guidance for a surface run vectored intercept. The concept of triangulation is very basic and the math was well understood.
Why doesn't they start evasive maneuvers after the first atack?
Just checking this video with my game and I realise that my sailors have less tasks available! Maybe an update removed them? I don't have the two tasks on the left of the periscope (cleaning and cooking) and the other two on the right (which I dont know what do they stand for).
Do you have crew management set to highest level?
@@xljedi2335 Hehe ok. That should be. No, learning on easier settings in my first campaign. First focusing on the TDC.
Seeing that you know the enemy start and end, could just take a minute to plot your ship to enemy start and run second leg to destination. Second leg will most likely be the course enemy will take to distination. Then plot shortest run to 2nd leg and run back toward enemy ship periodically submerging and listening.
Perhaps, but it was more meant to be a tutorial on spending movement points and the concept of stationing. I just chose an example that was hopefully relatable. Good points though. ☺
Also on job priorities, can make 10 or higher by clicking on and entering first number. Click again with line blinking right of first number and typing second number.
If not figured out yet, right clicking on torpedo while being loaded will cancel and restart after couple seconds but enough time to put on another torpedo.
Can you believed that I Discovery by myself back in the day of SHIII this method of "fast 90"? I din't know that this was common knoledege.
Well, I don't like the idea of reveailing the true course of the enemy ship playing a supousedly 100% realistic campaign using a "glitch" of the game...
Watch the patrols. The course lines are drawn to show how the attacks are carried out.
Just to be clear... the positives of this method are that makes easy to guess the speed of the foe and that ensures a 90º degree angle of impact... am I'm right?
I don't really view any of my TDC tutorials as a method. I'm just illustrating attacks that I've seen documented in the Uboat Commander's Handbook.
I prefer to overlap their schedules a bit with lower order secondary tasks so that for example they play more cards with the crew and or cook. It's better for the IIA if you can free up your crew to expand their tasks because you have so few of them, you can safely double up by mixing an 8 hour shift overlap one to two hours against a six hour shift and bias their schedules towards backwards or forwards during critical operations hours for example in good daylight hours so the officer overlap has at least two hours of your skipper or XO searching for targets or have a designated torpedo mech that can spend an hour maintaining a random projectile just so you got something warm in the tube in case you run into something.
Excellent points, thank you! ☺
This is really good work...I will be making my way through this playlist. Keep the coming please for those of us that are a bit time poor
When nobody in the sub has a clue when the torpedo is going to hit. 😅
I don't pay much attention to it. If they wanted to be accurate, it wouldn't be a countdown timer anyway, the crew would just call out the runtime and maybe just stop counting instead of declaring a miss. If a hit occurs, it would be nice if they stated the distance given the runtime.
Very nice stuff ! now it's all clear .. thank you 😃
Maybe I'm just dumb but none of this is making sense to me. I have no idea where he's getting the numbers. He said 7 knots, but it shows km they are not the same. Then he comes up with a random speed, and I'm just so lost.
I use the measurement of km as a proxy for knots. It's only important that the two speed vectors I plot are using the same scale. It doesn't matter if it's km or miles, or nautical miles, or feet/meters. There's nothing random about the speed estimates, either it is precisely known info from the radio contact, or it is estimated given the radio contact info of "moving slow". I equate slow to 7 knots.
@xljedi2335 I understand what you're saying now. I was just being dumb lol. Thanks for responding. It's been very confusing, but I think I got it now. Do the AI change speeds? When I finally tried it, I was not meeting up with the target. Or maybe I'm doing it wrong?
@@Numbers2Read They don't often change speed, no. They can change direction, particularly if you are tracking a target along a coastline.
@xljedi2335 That's what it must be. Thanks again.
Your periscope is so still? How is it possible? I put my officer to henhance the diving operation but still it never gets this still.
Related mostly to the version of the game I was playing at the time. There was an update that allowed for the scope to NOT be stabilized. If you watch one of my Patrol videos, you will see the scope is not so stable.
@xljedi2335 ahhh i see, damn
for some reason i can only assign 3 dudes at once, is there a Officer skill im overlooking? while my first view testruns i noticed that sometimes i can assign 4 sometimes only 3, depending which officer was on duty
@@3rdcain356 could be related to your crew settings if not playing at 100%
@@xljedi2335 I will try that out thanks for the information
Ok, I get the gist of it. Now I have to practice it a few times! Thanks for sharing. 3 quick questions if you have time please : other than dead reckoning and this one, any other methods you would recommend? Where did you learn all this stuff? Any good resources you would recommend to become a better submariner? Thanks!
I think the Vector Intercept and Strategic Navigation tutorials are good to know. I learned navigation concepts many years ago (aeronavigation in particular) and as a fan of naval sims, have also studied maneuvering board concepts and logic. I think I cover most (if not all) of the building blocks of what you need to know in the tutorials I have posted.
@xljedi2335 thank you! Got to go on a patrol tonight. Got some GRT to sink 😉
This video tutorial is a good reminder that I should have paid closer attention in trigonometry back in secondary school! Bookmarked for later viewing as there is a lot to unpack here. How did you learn all this stuff? I will check if you have other such tutorials on this game which I just discovered last week! Thanks!
Incredible video :D Is there any advantage to diving at 30 meters for hydrophone? Why not just do it at periscope depth?
In this game perhaps not, but in other sub sims they may have it modeled more accurately. Better to not form bad habits. I also kinda prefer the role play as if they do have it modeled right.
@@xljedi2335 I see, good to know
Very helpful! Thank you!!!
Nice vid to explain constant bearing, but I have some concerns: Or you should explain why you add a circle of 13 knots value to the 7 knots value, or much more simply: You should tell that the lenght of these 2 circles really DON'T MATTER, the 2nd circle must just add-up to be your intercept speed, e.g. if the target runs at 8 knots, and you want to intercept at 12 knots, your second circle would have a diameter being 50% longer starting from the target, and as long as this is true both circles can have any size. This would make the whole explanation much easier to understand and to execute. Greetings!
It's vector math. The length of the circles matter. I use km as a proxy for speed. What is important is that the vectors (circles) are relative to one another. If target ship is doing 7kts and ownship can do 13kts. Then I use 7km and 13km as proxies for their speed. I used the same scale (km) for both; I could just as easily have used yards, or furlongs, or whatever scale was handy.
I love the vid but don't like the gamey thing of "buying" more advanced boots etc, that really blows the whole thing
I dunno, more of a roleplay than "gamey" but IMO, the blueprints should be unlocked via the research at HQ instead of granted arbitrarily. It's also the only way to start with a Type II and have a VIIC available for the Norwegian campaign.
My computer sucks!!! Trying to play on 100% jams up and lags my system bad, dude. I'll fix that soon, hopefully. I can play fine on medium, though. What am I missing?
Are we talking 100% difficulty? In which case, if you can play at 50%, your PC can play at 100%. If anything it's probably less taxing in the sense that the map is not a 3D overhead reveal. I would however strongly recommend you keep the convoy sizes to the minimum.
@@xljedi2335 My bad. I've been playing this game during early development and merely updated it when the full release hit. Just did a complete wipe and fresh install and it all works great now.
Very good explanation, I have learned a lot watching this. Thank you!
Hi Jedi, I hope you plan to make more videos. I find them especially useful, and I've watched a few of them multiple times to follow some of the more advanced techniques.