I thought I was watching another Grim Reapers video... since those are usually also around an hour and I just watched him do 4 Iowa's vs 4 Kirov's in this game.
@@Crimsonwyte Most people used a thing called books back in the day. Imagine something similar to internet, but more dense in factual information and analasys. No memes, no hentai, no cat images. And no quarrelsome comment section. Just the knowledge.
I served in the Canadian Navy in the 90s. Serving as a sonar operator (NACOP) for the first two years of my career. The initial sub detection were by convergence zone (CZ). In deep ocean water near surface sound waves are refracted into rings that converge at approximately 30nm intervals (30, 60, 90 etc). Modern highly sensitive passive sonar can detect out to the third CZ (90nm). But the CZ is typically only a few nautical miles wide. It appears that the acoustic environment in this sim is accurately modelled. The water depth in the area is much greater than the 2500-3500ft required for CZ formation. I'm looking forward to this SIM!
Wow! It's honestly incredible that such a minute detail was modeled in the game. I think it would be cool if Sea Power could display an after-action report, lifting the fog of war and showing what conditions led to each detection.
@@WeGoToMars I have not got my hands on Sea Power yet, but this scenario appears to show the developers did their homework. They appear to have modelled the sonar environment pretty well. It will be interesting to see if a sub sneaking around in the shallow water to avoid CZ detection will remain undetected at CZ range. This CZ stuff goes both ways. If you can see the sub in the CZ it is a forgone conclusion that they see your surface ship. Ships are noisy units when compared to any sub. I also noticed that the US ships could not detect much with the active sonar when moving at high speed. This is also realistic. When you are trucking along at flank speed, your ship is making so much cavitation, flow, and machinery noise that you are unlikely to hear your own pings until you are on top of the target.
@WeGoToMars The developers did get one thing wrong with the CZ detection. Passive detection gives bearing only. It takes time using TMA ( target motion analysis ) to work out a range. Initially you could not know if the target was 10nm 30nm or even 60nm. If you have multiple platforms triangulation can narrow down the location. But this still takes time. Having done this in real life I can tell you it takes more time than portrayed. It also requires the ship move very particular speeds and directions. Though it is not pictured in the sim they have modeled the data extracted from a LOFARGRAM or spectral trace. Speed aspect and classification. That is cool.
Yea, it would be nice if they implemented convergence rings for sonar on the map so you can see the bands where you expect to get longer range detections. Only in water with a thermal layer though of course. :)
Two videos featuring ships I served on. The first was the Vietnam scenario with USS Sterett (CG-31). Now the MacDonough. You correctly pointed out the harpoons would not have been there in this period, she also would have been DLG-8 vice DDG-39. She was a Farragut Class, but many of us referred to them as Coontz Class. This is because Farragut, Luce, and MacDonough were built as all gun DDs. Coontz was the first to have the Mk 10 missile system installed at delivery. Farragut, Luce, and MacDonough had the launcher added after delivery. At any rate great to see her again, and your video is great as always. I really enjoy the scenarios you or others create and how you make the gameplay a story. great work.
I've said this on other channels. But the option to issue a "final identify warning" or something if a ship gets close enough would be quite cool. Make it more useful to close the gap to VI a target
I’d echo this, it’d also be nice to simulate the brinkmanship of the Cold War, so being able to issue warnings, with the enemy increasingly likely to fire *or* break off as the forces close and both sides get nervous.
I hope the devs add more radio mechanics overall. It would be nice to be able to tell civilian vessels to change course to get them away from combat. And as we saw in the video, it would be useful to have neutral/friendly ships help identify nearby vessels.
Another note to the developers: If you heel the rudder over on a Farragut class destroyer, you'd better hold on. Those were very topheavy ships. The Farragut (DDG-37) was the only one of the class with a small ASROC reload house, making her roll even more. I'd say all of the tin cans and Frigates need to roll more for the most realism. Especially the older DDG's before the newer, beamier designs appeared in the mid 70's. Great game so far!
Thanks. I decided to do a pass on all ships in the game to ensure turn performance and heel angles are more realistic. Unfortunately for post-war US classes no data is available (while ironically lots of it exists for Soviet ones) but with some educated guess we can probably get it mostly right.
The surface duct will not carry sound for 33nm. This is a convergence zone, where a sound will travel deep and, due to pressure and salinity will eventually curve back up. With the proper conditions, you can hear noisy targets at 99 nm. CZ 1 = ~33nm CZ 2 = ~66nm CZ 3 = ~99nm Etc.
Yeah, seems like it. Enigma made a great sonar guide talking about these kind of behaviours. definitly worth a watch, for those that wanna learn more about it.
Actually now that I think of it, I don't think the waters around Cuba are really deep enough to get a CZ detection. Might want to ask the Devs about that.
Excellent scenario craft with this, the whole battlespace feels like an actual battlespace and not a classroom sim with all the unrelated traffic you have to pick through
nice mission, but there are some things wrong here in the scenario. First thing to point out is the Mk 46 mod 2 torpedo being shown here wasn't in service in 1962: the weapon available at this time was the Mk.44 mod 1 for both the RUR-5B ASROC and the Mk.32 torpedoes. Also the Gearing class ships would have been carrying the Gyrodyne QH-50C DASH (Drone Anti-Submarine Helicopter). If these were modeled you would have been able to double your engagement ranges against the submarines. DASH would have been able to take advantage of the SQS-23 sonar with its max range of up to 35 nautical miles out if you wanted to engage and expend the DASH (in wartime DASH was to be considered expenable under certain circumstances), but most usually they were used out to about 15 nm standoff ranges. The QH-50C would have been able to carry two Mk.44 out to the target, or if cleared to use nuclear weapons, it could drop a Mk.57 nuclear depth bomb. US Navy doctrine was usually to have two destroyers DD/.DDG or ocean escorts DE/DEG to prosecute the submerged contact. One would remain at low speed trying to hold the contact and engage with DASH, while the other would then rush in and fire off ASROC and then if necessary drop a few Mk.44s on top of the contact. In 1962 the FRAM I destroyers, which these Gearings are, also carried "Hedgehog" and they would have fired those forward ass well. Once that first ship made its run inj, then it would send off its DASH, and the process would be repeated.. Usually the second ship wouldn't have to make a run in, but if it did, its DASH was to be considered expendable and they let it crash into the sea. I would love to see the appropriate weapons eventually modeled in the game. I am still going to purchase this game. I consider it the spiritual successor to Jane's/SCS Fleet Command.
It sounds like the game will allow mods so I'm sure someone will undertake period-correct equipment for the 50s and early 60s if the final release doesn't have it. I'm really excited for this game it looks terrific
Same for those 53-65Ks, the base 53-65 wasn't introduced until 1965 and the model entered service in 1969. The torpedo in service at the time was the 53-61 from the information that I can find.
Cool video. IRL, my late father worked at the Pentagon with Army Intelligence during the Cuban Missile Crisis. He didn't tell us much of his life in the intelligence field but did tell us the following. He was one of the first analysts to see the images of the missile silos being installed. He was instructed by his commanding officer to take them to another department for further analysis The officer handed in a side arm and instructed him that if anyone attempted to take the carry bag that contained the photos to shoot first and we'll sort it out later. At this time in the 1960's people could just walk right into the Pentagon so the possibility of a random person grabbing the photos was a real concern. He had wanted to take me on a tour of the Pentagon when I was a kid but the bombing of the federal building in Oklahoma City changed the security rules at the Pentagon. He later went on to create a database of all military assets the US and NATO allies had at that time (early 80's we think) and decades later, the basis of that system was used in the current system. He retired in February 2001 after working for the Defense Intelligence Agency for over 30 years. It was the DIA department that was hit by the hijacked airliner on 9/11 so we were so relieved that he had been retired at that point. Three of his friends made it out safely. After he passed, I discovered that a friend of mine in a model ship club had worked with my Dad in creating that database system and told me more about it. (as much as he was allowed of course)
I really like the ‘controlling a smaller part of a larger engagement’ feel, with friendly aircraft flying overhead so you can’t just assume what is classified as hostile. Jive Turkey has made some really impressive, large-scale operations that test performance, but they also really, really super test the players ability to control their assets. It’s nice to see a middle ground that still allows you to feel like the AO is being simulated across hundreds of NM of ocean/sea/land & air, but not requiring you to manage two airbases and a carrier battlegroup! Edit: But also, it never felt like you were under threat, those Soviet skippers need to either fire from shorter ranges (and stay quiet & deep until them) or bracket the target, given those wake homing Torpedos need… well, to catch a wake. I’m okay with US sensor superiority - although I’ve no way of knowing how good it was - but the enemy AI needs to work with it in mind. And also *evade* Torpedos, assuming they’re shot at when they shoot. Really, I skipped the last half of the video as you felt totally unchallenged.
Imagine how cool a campaign around this theatre would be, there would be such a cool variance in missions you could do from land and sea from either side of the conflict.
Something interesting about the Pakistani Civil Ensign: While it looks similar to the flags of various Soviet Republics (Particularly early versions of the Azerbaijan SSR) from a distance, it is based off the famous Red Ensign used as the UK's Civil Ensign. This can also be sen in the design their Civil Air Ensign.
I saw this yesterday and liked it. I'm watching it again today, so I'm going to comment. Dude. This is a MASTERPIECE. A 1 hour long video with a great narrative AND technical data on how these ships work?! You couldn't design content more geared for me if you tried. 10/10, will absolutely watch again.
Wolfpack,Thank you, I havent seen The MacDonough at sea since Desert Storm back in 91 (BTW, she looks beautiful). Ive enjoyed your videos over the last couple of years, i never reach out but I had to after watching The Mac!
Agree with the other comments re: your editing/storytelling skills. Great pacing, great camera work. Really kept us in the action, and always aware of what was going on in the big picture. Very nice work!
Your videos are like a cinematic movie. So freaking awesome. Thank you very much for all the time and effort put into the content. I love these videos. Please keep them coming. I love the longer videos of sea power
I wish when showing the sinking ship it would show things on deck falling off such as the trucks and tanks in this video. Nice long episode my favorite tired of tv so keep them coming 😂 this was a great sim nice job
I love that the creator included B-59 - Wolfpack doesn't realize how lucky he (and the entire WORLD) possibly was that he managed to avoid her torpedoes - One of them might have produced a LOT bigger 'boom' than he was expecting 😅😅😬 ...I mean, I'm guessing it wouldn't have ACTUALLY happened in-game, but... I think you get my point 😛
@@thisherehandleIdospout Oh, B-59! For some reason I thought you said B-39, which was a museum ship until she was scrapped a couple years ago. I was wondering why you were so excited about it
Awesome video, one thing I would like to see the Devs do, is make the enemy merchant and warships take evasive action when being fired upon, such as zigzagging and increasing their speed, another thing that I think might be cool, would be if you could capture the enemy merchant ships, especially in an episode like this one.
2 weeks until release 🙌🙌 I actually had the chance to visit USS Joseph P. Kennedy Jr. this past summer when I went to Battleship Cove in Fall River, MA. Spent A LOT of time on USS Massachusetts - first time on a battleship.
Hats off to FinnishJager for the mission and yourself for the editing and gameplay. Its cool how you didn't allow yourself to use the Harpoons on the DDGs because it wasn't historically accurate, though I find it quite unfair on the part of the Soviet fleet not to do the same. I know its a limitation of a game still in active development but I hope the devs are receptive to feedback and add some period-accurate weapons for both sides because those 53-65Ks weren't introduced until 1969 and the 65 series themselves didn't enter service until 1965. Perhaps they were prototypes undergoing live firing trials under combat conditions?
So that is the fastest I have ever seen a Soviet ship named after a hero. That freighter is named after the Soviet hero Yuri Gagarin. Yuri went into space in 1961. The Cuban missile crisis was in 1962. Which is interesting because the only Soviet ship ever named after him was a surveillance ship, that was to track objects entering the atmosphere over the north sea. Was never a cargo ship.
Cool scenario I liked it. Ended up with the W but it easily could have went the other way. I think if that Foxtrot stays under the layer barely moving, and waits until those two older cans are closer, they weren't gonna be able to hear it until it fired almost underneath it, not even then if they were sprinting. Having to get so close to attack the targets was really really difficult and dangerous. That duct, sound convergence zone I think it's called in submarine lingo, was a blessing for Wolf to alert him to their presence and could have been used as bait for one of the two enemy subs... cool scenario and mission all the way around. Wolf was kinda lucky not to lose several ships and lose the mission. Margin between winning and losing was a whole lot closer than the final results show. As a suggestion for the favorite missions, maybe turn it around and try that same scenario, except the next time play as the opposition.
One thing I did not see you make note of is the fact that we had a naval base at Guantanamo Bay Cuba That during that time was loaded with all types of US Naval assets including missiles. WE also had carriers and ww2 battleships out of Jacksonville and our own US subs at Andros Bahamas. If the Soviet Union had tried that for real they would have been toast.
Scenario logicwise (hey devs) the sub wouldn't have engaged. It was there to prevent you sinking the 5 trannies, once you sunk 4 or 5, the captain would have simply called it a mission loss over suicide. AI should be aware of mission parameters and adapt.
You know what this ship needs? Soviet and American spy ships disguised as civilian ships. They could have a specific underlying frequency they can give off when identifying. Would be an awesome added layer. Also adding more Auxiliary ships like radar ships and such. Something part of a fleet.
Just an FYI. The USS Joseph P. Kennedy Jr. is alive and well at Battleship Cove in Fall River, Massachusetts. If you ever get a chance to visit, you will not be disapointed. It is a great place to go.
When asking a contact to identify itself you need to have YOUR ship selected then use the identify option. You keep selecting the unknown contact then telling it to identify.
Having friendly units present is something I felt was missing from Cold Waters. There are certain scenarios where I would be thinking, "Shouldn't I have allies helping me out in this situation?" Such as hunting down submarines in waters around the GIUK gap, and being close enough to the UK that there should be at least a couple destroyers and aircraft assisting you in ASW.
An hour long episode? Wolfpack, you spoil us!
Right? I did a double take and then smiled like a loon
I thought I was watching another Grim Reapers video... since those are usually also around an hour and I just watched him do 4 Iowa's vs 4 Kirov's in this game.
What a great “what if” scenario. Great work Wolfpack!
it's like going to a movie 😁
I love the effort, and really enjoy watching! So clearly spoiled. lol.
Each video makes me feel like I'm watching a full scale action movie, you make a really good job
Thank you, I'm glad you're enjoying it!
The intro / story telling aspect is what sets them apart, it's indeed very cinematic!
@@Wolfpack345how did you come to be so knowledgeable on naval warfare?
@@Wolfpack345 Loved it👍👍👍👍👍
@@Crimsonwyte Most people used a thing called books back in the day. Imagine something similar to internet, but more dense in factual information and analasys. No memes, no hentai, no cat images. And no quarrelsome comment section. Just the knowledge.
I served in the Canadian Navy in the 90s. Serving as a sonar operator (NACOP) for the first two years of my career. The initial sub detection were by convergence zone (CZ). In deep ocean water near surface sound waves are refracted into rings that converge at approximately 30nm intervals (30, 60, 90 etc). Modern highly sensitive passive sonar can detect out to the third CZ (90nm). But the CZ is typically only a few nautical miles wide. It appears that the acoustic environment in this sim is accurately modelled. The water depth in the area is much greater than the 2500-3500ft required for CZ formation. I'm looking forward to this SIM!
Wow! It's honestly incredible that such a minute detail was modeled in the game. I think it would be cool if Sea Power could display an after-action report, lifting the fog of war and showing what conditions led to each detection.
@@WeGoToMars I have not got my hands on Sea Power yet, but this scenario appears to show the developers did their homework. They appear to have modelled the sonar environment pretty well. It will be interesting to see if a sub sneaking around in the shallow water to avoid CZ detection will remain undetected at CZ range. This CZ stuff goes both ways. If you can see the sub in the CZ it is a forgone conclusion that they see your surface ship. Ships are noisy units when compared to any sub. I also noticed that the US ships could not detect much with the active sonar when moving at high speed. This is also realistic. When you are trucking along at flank speed, your ship is making so much cavitation, flow, and machinery noise that you are unlikely to hear your own pings until you are on top of the target.
@WeGoToMars The developers did get one thing wrong with the CZ detection. Passive detection gives bearing only. It takes time using TMA ( target motion analysis ) to work out a range. Initially you could not know if the target was 10nm 30nm or even 60nm. If you have multiple platforms triangulation can narrow down the location. But this still takes time. Having done this in real life I can tell you it takes more time than portrayed. It also requires the ship move very particular speeds and directions. Though it is not pictured in the sim they have modeled the data extracted from a LOFARGRAM or spectral trace. Speed aspect and classification. That is cool.
Yea, it would be nice if they implemented convergence rings for sonar on the map so you can see the bands where you expect to get longer range detections. Only in water with a thermal layer though of course. :)
@@QuietTiger1968I mean the game does have a speed selection so just crank that up and boom it goes from long calculation to short!
Two videos featuring ships I served on. The first was the Vietnam scenario with USS Sterett (CG-31). Now the MacDonough. You correctly pointed out the harpoons would not have been there in this period, she also would have been DLG-8 vice DDG-39. She was a Farragut Class, but many of us referred to them as Coontz Class. This is because Farragut, Luce, and MacDonough were built as all gun DDs. Coontz was the first to have the Mk 10 missile system installed at delivery. Farragut, Luce, and MacDonough had the launcher added after delivery. At any rate great to see her again, and your video is great as always. I really enjoy the scenarios you or others create and how you make the gameplay a story. great work.
I've said this on other channels. But the option to issue a "final identify warning" or something if a ship gets close enough would be quite cool. Make it more useful to close the gap to VI a target
I’d echo this, it’d also be nice to simulate the brinkmanship of the Cold War, so being able to issue warnings, with the enemy increasingly likely to fire *or* break off as the forces close and both sides get nervous.
@TheHorzabora yeah I completely agree
This is a great idea!
I hope the devs add more radio mechanics overall. It would be nice to be able to tell civilian vessels to change course to get them away from combat. And as we saw in the video, it would be useful to have neutral/friendly ships help identify nearby vessels.
It would also be a cool feature if you could order enemy freighters to abandon ship before opening fire on them
It figures. The Operations Room channel starts covering the Bay of Pigs incident and you drop this excellent piece.
Keep up the great work.
Haha Just saw it as I was uploading
The whole scenario sharing and creating options are absolute great! It will be almost impossible to ever get bored in this game
Couldn't agree more!
Another note to the developers: If you heel the rudder over on a Farragut class destroyer, you'd better hold on. Those were very topheavy ships. The Farragut (DDG-37) was the only one of the class with a small ASROC reload house, making her roll even more. I'd say all of the tin cans and Frigates need to roll more for the most realism. Especially the older DDG's before the newer, beamier designs appeared in the mid 70's. Great game so far!
The Nimitz too needs more heel, all ships really.
Thanks. I decided to do a pass on all ships in the game to ensure turn performance and heel angles are more realistic. Unfortunately for post-war US classes no data is available (while ironically lots of it exists for Soviet ones) but with some educated guess we can probably get it mostly right.
The surface duct will not carry sound for 33nm.
This is a convergence zone, where a sound will travel deep and, due to pressure and salinity will eventually curve back up.
With the proper conditions, you can hear noisy targets at 99 nm.
CZ 1 = ~33nm
CZ 2 = ~66nm
CZ 3 = ~99nm
Etc.
Yeah, seems like it. Enigma made a great sonar guide talking about these kind of behaviours. definitly worth a watch, for those that wanna learn more about it.
Thanks for the clarification! You are right. That's definitely what it was.
Kind of nice to know they modeled it.
Actually now that I think of it, I don't think the waters around Cuba are really deep enough to get a CZ detection.
Might want to ask the Devs about that.
@@SturmGewehr1944xI'm seeing around 3200'. No idea if that's enough.
Excellent scenario craft with this, the whole battlespace feels like an actual battlespace and not a classroom sim with all the unrelated traffic you have to pick through
That's how war is.. it's gonna be other obstacles not just you and your opponent unless the space is properly contained.
nice mission, but there are some things wrong here in the scenario. First thing to point out is the Mk 46 mod 2 torpedo being shown here wasn't in service in 1962: the weapon available at this time was the Mk.44 mod 1 for both the RUR-5B ASROC and the Mk.32 torpedoes.
Also the Gearing class ships would have been carrying the Gyrodyne QH-50C DASH (Drone Anti-Submarine Helicopter). If these were modeled you would have been able to double your engagement ranges against the submarines. DASH would have been able to take advantage of the SQS-23 sonar with its max range of up to 35 nautical miles out if you wanted to engage and expend the DASH (in wartime DASH was to be considered expenable under certain circumstances), but most usually they were used out to about 15 nm standoff ranges. The QH-50C would have been able to carry two Mk.44 out to the target, or if cleared to use nuclear weapons, it could drop a Mk.57 nuclear depth bomb.
US Navy doctrine was usually to have two destroyers DD/.DDG or ocean escorts DE/DEG to prosecute the submerged contact. One would remain at low speed trying to hold the contact and engage with DASH, while the other would then rush in and fire off ASROC and then if necessary drop a few Mk.44s on top of the contact.
In 1962 the FRAM I destroyers, which these Gearings are, also carried "Hedgehog" and they would have fired those forward ass well.
Once that first ship made its run inj, then it would send off its DASH, and the process would be repeated.. Usually the second ship wouldn't have to make a run in, but if it did, its DASH was to be considered expendable and they let it crash into the sea.
I would love to see the appropriate weapons eventually modeled in the game.
I am still going to purchase this game. I consider it the spiritual successor to Jane's/SCS Fleet Command.
I'd like the T-5 & ASROC with w-44 modelled please. Seems likely this scenario would've gone that way...
The ships in the scenario are what the game provides as available assets. We can't edit loadouts and equipment.
It sounds like the game will allow mods so I'm sure someone will undertake period-correct equipment for the 50s and early 60s if the final release doesn't have it. I'm really excited for this game it looks terrific
Same for those 53-65Ks, the base 53-65 wasn't introduced until 1965 and the model entered service in 1969. The torpedo in service at the time was the 53-61 from the information that I can find.
Here we go... I can tell just by looking at the title, this one is going to be interesting for sure. And an hour long at that! Thanks, Wolfpack!
Cool video. IRL, my late father worked at the Pentagon with Army Intelligence during the Cuban Missile Crisis. He didn't tell us much of his life in the intelligence field but did tell us the following.
He was one of the first analysts to see the images of the missile silos being installed. He was instructed by his commanding officer to take them to another department for further analysis The officer handed in a side arm and instructed him that if anyone attempted to take the carry bag that contained the photos to shoot first and we'll sort it out later. At this time in the 1960's people could just walk right into the Pentagon so the possibility of a random person grabbing the photos was a real concern.
He had wanted to take me on a tour of the Pentagon when I was a kid but the bombing of the federal building in Oklahoma City changed the security rules at the Pentagon. He later went on to create a database of all military assets the US and NATO allies had at that time (early 80's we think) and decades later, the basis of that system was used in the current system. He retired in February 2001 after working for the Defense Intelligence Agency for over 30 years. It was the DIA department that was hit by the hijacked airliner on 9/11 so we were so relieved that he had been retired at that point. Three of his friends made it out safely.
After he passed, I discovered that a friend of mine in a model ship club had worked with my Dad in creating that database system and told me more about it. (as much as he was allowed of course)
Has a bad day (waiting for Sea Power) Wolfpack: decides to upload a 1 hour long Sea Power video
54:41 having the casing splash down is such a awesome detail
The best naval simulator content creator out there no doubt. Knowledgeable, smart and dedicated... really, simply the very best
I really like the ‘controlling a smaller part of a larger engagement’ feel, with friendly aircraft flying overhead so you can’t just assume what is classified as hostile.
Jive Turkey has made some really impressive, large-scale operations that test performance, but they also really, really super test the players ability to control their assets.
It’s nice to see a middle ground that still allows you to feel like the AO is being simulated across hundreds of NM of ocean/sea/land & air, but not requiring you to manage two airbases and a carrier battlegroup!
Edit: But also, it never felt like you were under threat, those Soviet skippers need to either fire from shorter ranges (and stay quiet & deep until them) or bracket the target, given those wake homing Torpedos need… well, to catch a wake. I’m okay with US sensor superiority - although I’ve no way of knowing how good it was - but the enemy AI needs to work with it in mind. And also *evade* Torpedos, assuming they’re shot at when they shoot. Really, I skipped the last half of the video as you felt totally unchallenged.
that merchant ship registered in the Netherlands, it didnt happen to be called the Kono by any chance did it 😁
It was just carrying week old potatoes for some reason
Imagine how cool a campaign around this theatre would be, there would be such a cool variance in missions you could do from land and sea from either side of the conflict.
Something interesting about the Pakistani Civil Ensign: While it looks similar to the flags of various Soviet Republics (Particularly early versions of the Azerbaijan SSR) from a distance, it is based off the famous Red Ensign used as the UK's Civil Ensign. This can also be sen in the design their Civil Air Ensign.
I saw this yesterday and liked it. I'm watching it again today, so I'm going to comment. Dude. This is a MASTERPIECE. A 1 hour long video with a great narrative AND technical data on how these ships work?! You couldn't design content more geared for me if you tried. 10/10, will absolutely watch again.
Yes, precious, more sea power. We wants it, master grants it.
You manage to put some real suspense into the narration. The background music, the video angles, it's a pleasure to watch these missions play out!
This is almost like watching a movie or historical documentary. You do this so well.
Brother your intros seem like movie scenes. Youre absolutely killing it
Wolfpack,Thank you, I havent seen The MacDonough at sea since Desert Storm back in 91 (BTW, she looks beautiful). Ive enjoyed your videos over the last couple of years, i never reach out but I had to after watching The Mac!
Agree with the other comments re: your editing/storytelling skills. Great pacing, great camera work. Really kept us in the action, and always aware of what was going on in the big picture. Very nice work!
Your videos are like a cinematic movie. So freaking awesome. Thank you very much for all the time and effort put into the content. I love these videos. Please keep them coming. I love the longer videos of sea power
Damm, really stepping it up with the quality of each video, loving the Sea Power content so far my man.
I wish when showing the sinking ship it would show things on deck falling off such as the trucks and tanks in this video. Nice long episode my favorite tired of tv so keep them coming 😂 this was a great sim nice job
I've been aboard the Kennedy! She's a museum ship in Fall River, MA. Battleship Cove!!!
26:11 B59 Foxtrot Class Submarine....History averted😀
One future museum ship sunk by another lol
@@sirboomsalot4902 Wait... B-59 actually became a museum ship?! Can't believe I didn't know that...
I love that the creator included B-59 - Wolfpack doesn't realize how lucky he (and the entire WORLD) possibly was that he managed to avoid her torpedoes - One of them might have produced a LOT bigger 'boom' than he was expecting 😅😅😬
...I mean, I'm guessing it wouldn't have ACTUALLY happened in-game, but... I think you get my point 😛
@@thisherehandleIdospout Oh, B-59! For some reason I thought you said B-39, which was a museum ship until she was scrapped a couple years ago. I was wondering why you were so excited about it
Awesome video, one thing I would like to see the Devs do, is make the enemy merchant and warships take evasive action when being fired upon, such as zigzagging and increasing their speed, another thing that I think might be cool, would be if you could capture the enemy merchant ships, especially in an episode like this one.
An hour long video on my birthday! Thank you so much Wolfpack!
Oh man , I really enjoyed this long episode, i was able to sit down with a drink and really get into it ❤ love it.
Can't let myself watching this long and interesting video about a game i never have heard before you deserve my sup
2 weeks until release 🙌🙌
I actually had the chance to visit USS Joseph P. Kennedy Jr. this past summer when I went to Battleship Cove in Fall River, MA. Spent A LOT of time on USS Massachusetts - first time on a battleship.
Hats off to FinnishJager for the mission and yourself for the editing and gameplay. Its cool how you didn't allow yourself to use the Harpoons on the DDGs because it wasn't historically accurate, though I find it quite unfair on the part of the Soviet fleet not to do the same. I know its a limitation of a game still in active development but I hope the devs are receptive to feedback and add some period-accurate weapons for both sides because those 53-65Ks weren't introduced until 1969 and the 65 series themselves didn't enter service until 1965. Perhaps they were prototypes undergoing live firing trials under combat conditions?
33:40 "we have the entire world to play around in"
So much room for activities!
yes something I can sit back an watch with popcorn...thanks Pack
1 hour Wolfpack? Christmas has come early 😃
Thank you, Wolfpack. That was excellent. I really enjoyed that.
Almost a film. Very very cool intros you are doing!
Keep them coming!
Tried to watch other play ... Quickly realised how much better your content is 😅.
Well done 👍
I love the tragic and the phantoms doing there sead work in the back ground
I mean this in a kind way, I swear; your videos are perfect to fall asleep to
That was great entertainment, like a short movie. Well done, Wolf.
Awsome, never a dull moment with Wolfpack!!!!
Keep up the great work!!!!!
hell yeah this is the best content creator for sea power
Holy cow, all those iconic missions, thats a lot of game content 👌 !
Can't wait for this game to come out :) You're doing a great job raising hype, atleast for me :D
I love seeing the small improvements with each new stable version.
I would love to get that first intro soundtrack before the game drops. I can't get enough of that OST.
I keep yelling at my screen... "Convergence Zone (CZ) detection!" You make awesome videos!
So that is the fastest I have ever seen a Soviet ship named after a hero. That freighter is named after the Soviet hero Yuri Gagarin. Yuri went into space in 1961. The Cuban missile crisis was in 1962. Which is interesting because the only Soviet ship ever named after him was a surveillance ship, that was to track objects entering the atmosphere over the north sea. Was never a cargo ship.
Perhaps in this alternate history Yuri did not survive his flight, leading to a quick renaming of an existing ship after him.
If you look on Wikipedia one ship of the Leninskiy Komsomol class was indeed named after him.
Cool scenario I liked it. Ended up with the W but it easily could have went the other way. I think if that Foxtrot stays under the layer barely moving, and waits until those two older cans are closer, they weren't gonna be able to hear it until it fired almost underneath it, not even then if they were sprinting. Having to get so close to attack the targets was really really difficult and dangerous. That duct, sound convergence zone I think it's called in submarine lingo, was a blessing for Wolf to alert him to their presence and could have been used as bait for one of the two enemy subs... cool scenario and mission all the way around. Wolf was kinda lucky not to lose several ships and lose the mission. Margin between winning and losing was a whole lot closer than the final results show. As a suggestion for the favorite missions, maybe turn it around and try that same scenario, except the next time play as the opposition.
Also I think this game from what I've seen so far, it's everything I wish the old 90's game "Harpoon" would have been!!
Another great video Wolfpack.
This is one heck of a scenario and so much fun to follow along.
Wolfpack you are without a doubt the Steven Spielberg of Sea Power.
I really enjoy watching your videos and the serious way you conduct operations.
my new fav channel!
Does Sea Power have a map of the whole world to play in? The coasts of Norway, Vietnam, The Persian gulf, and now Cuba
Yup
@@Wolfpack345 impressive, most impressive
Fantastic video! I loved the action of ASW warfare!
Great video and an hour long sweet thank you
Very engaging mission. I like your style. I'm going to give this game a few more months to cook before purchasing.
The 5" 54 (m42) in my opinion is the greatest modern naval gun ever made. Great to see them firing!
One thing I did not see you make note of is the fact that we had a naval base at Guantanamo Bay Cuba That during that time was loaded with all types of US Naval assets including missiles. WE also had carriers and ww2 battleships out of Jacksonville and our own US subs at Andros Bahamas. If the Soviet Union had tried that for real they would have been toast.
AWWWW YEAH, UNDER A MINUTE AND JUST IN TIME FOR LUNCH 🎉❤🎉❤
Hot damn, can't wait to get my hands on the soundtrack of this game, besides the game itself, obviously.
These are so well done!
a very pretty game and a good commander makes this a very entertaining watch
Scenario logicwise (hey devs) the sub wouldn't have engaged. It was there to prevent you sinking the 5 trannies, once you sunk 4 or 5, the captain would have simply called it a mission loss over suicide. AI should be aware of mission parameters and adapt.
Bring memories of my childhood. excellent job.Thanks
Thanks for another great episode Wolfpack
an hour of the game im most excited for. this will be fun
Those intros and videos you give us are something else , your in a different league then most youtubers.
Thanks a bunch!
Multiple creators showing off "Sea Power". Wolfpack's just the best. (some others only barely show anything other than the map, yapping endlessly)
Great epissode, really fun to watch!
Truly excellent episode!
I absolutely love these videos. Wolf if you wanna have a voiceover artist taking some of the load off your production, I'd be very happy to help ❤
You know what this ship needs? Soviet and American spy ships disguised as civilian ships.
They could have a specific underlying frequency they can give off when identifying.
Would be an awesome added layer.
Also adding more Auxiliary ships like radar ships and such. Something part of a fleet.
This was such a cool episode!
Okay my evening is planned, so excited rn ^^
Awesome vid as usual ❤
Now that the game is in early access could you upload the missions you've created to the steam workshop? I would love to play this specific mission
Absolutely love the vid keep it up
What a fantastic mission, and without the loss of a single American ship!
Really entertaining content again!
Just an FYI. The USS Joseph P. Kennedy Jr. is alive and well at Battleship Cove in Fall River, Massachusetts. If you ever get a chance to visit, you will not be disapointed. It is a great place to go.
When asking a contact to identify itself you need to have YOUR ship selected then use the identify option. You keep selecting the unknown contact then telling it to identify.
thanks for this. I couldn't figure out how to make that work
I LOVE THESE VIDEOS MAN ITS LIKE A MOVIE KEEP IT UP!!!!
Great video as always keep it up
Another great mission wolfpack!
Can't wait to see more of scramble
Game alredy wishlisted! Pure Love for Warship fans!
A great history moment, let's see how Wolfpack plays it out.
Bravo Zulu, Wolfpack! Well done indeed!
Having friendly units present is something I felt was missing from Cold Waters. There are certain scenarios where I would be thinking, "Shouldn't I have allies helping me out in this situation?" Such as hunting down submarines in waters around the GIUK gap, and being close enough to the UK that there should be at least a couple destroyers and aircraft assisting you in ASW.
Man, those intros!🤘
Better and more action packed than watching 13 Days Later.
I am looking forward to this game so much. I do hope it does well and they add coop or something to play with friends.