It's ok, I have a Permit for getting this close to the enemy! MAGZWEAR on Teespring: teespring.com/stores/magzwear If you would like to help support the channel directly, Please consider donating a small amount on Patreon or Subscribe Star: ►► www.patreon.com/MagzTV ►► www.subscribestar.com/magzgtv Official partner of Discord. Join my server at: ►► discordapp.com/invite/magzgtv Find me on, ►► Twitch: www.twitch.tv/magzgtv ►► Facebook: facebook.com/MagzGTV ►► Twitter: Magz@MagzGTV
MagzTV 14:34 to 14:36 not a good situation. Not to mention a crazy one as well. Knowing me I would have went into a panic and went into silent running mode. But you handled the situation like a true submariner commander Magz. Well played and well done mate. I will have to share your channel all over social media. You are a damned good sud commander and if I could give you a metal I would bro. But I don’t have your mailing address.
Magz: Oi, gov'na, you got a Permit for operating a submarine in these waters? Soviets: Permit? We don't need no stinking permits! Magz: No permit? Well, here's your fine! *launch transient*
Whiskey was basically a U-boat. A Gato class would be in a similar situation with finding a hostile sub in 100 db water with a layer. Of course Soviet sonar has always been behind the US throughout the Cold War. Love the '68 campaign. Keep up the great videos Magz!
It would be amazing for situations like this if the game had a replay system, where you can watch the mission back after completing it, but with everything visible. Because I REALLY want to know how close you got to those subs.
A little audio compression on ownship's active ping would be nice. It's SO MUCH LOUDER than both your voice and the rest of the game audio. That said, this is is one of the best Cold Waters videos I've seen in a while. Very cool.
22:24 to 22:31 goes to show that even with their old designs the Romeo class subs were quiet enough for a permit class submarine and a couple of Los Angeles class subs still could not hear the romeos during this war. Quite impressive. Correct me if I’m wrong though
That whiskey couldn't hear you because you were in the shadow zone of the layer. You were having the same issue with that Foxtrot, he was above the layer and in the duct in the shadow zone.
I’m playing 1968 in Epic Mod and it’s is very difficult to get range without being detected and dodging ten enemy torpedoes before you can close for a kill….
Very late to this party I know, but I've been consistently running into similar situations... Specifically on the missions to find a Cruise Missile Sub & Escorts in the 1986 Campaigns. I keep finding myself tracking an Oscar, getting in close, then finding myself within about 20 yards of some type of Victor (usually Victor IIs) For some reason its always the damn Victors I get suddenly uncomfortably close to. Last time it happened there was no layer, middle of the Norwegian Sea, 89 dB Ambient Noise, in a Los Angeles Class. The down side is that the Victor usually counter detects me at the same time I see him.
Kind of wish I got to see how close you really got me cool that the game doesn't show you the sub though I was waiting for you to crash into each other that would have been crazy
Magz, I seem to remember there's an option for turning off those weapon launch cinematics. Could be misremembering however, for sure. Still, worth checking.
It’s the event camera option in the pause menu. I always have it turned off because the camera jumping every time a torpedo or missile is fired does not help me concentrate.
At 15 kts transit speed there would be no way to detect anything via passive sonar, particularly on a WWII era hull design, which has a huge amount of hull-noise. The sonar operator(s) would be listening to something akin to a shower running...........
@MagzTV {or anyone else} >>> Is there a way in the game to _"review"_ your mission after finishing, to see HOW CLOSE the Sturgeon and the Whiskey passed each other?
@The Doge-Emperor of Dogekind well this campaign took place in 68 but yes they were using whiskeys and foxtrots to deploy their special forces in the 80s.
Unfortunately, enemy submarines auto-detect torpedoes even in their baffles when they are closer than 1kyd. It's a bit of a bullshitty game mechanic, but it helps to make it less like shooting fish in a barrel. According to some actual submariners on the Steam forums, surface ships should also *never* detect launch transients or incoming torpedos. Their passive towed arrays are low frequency, for detecting submarines and just will not hear a torpedo. Still, I'm ok with this! The game would be too easy if ships never heard you coming.
You should gave turned on active sonar when you were right beneath him and deafen their sonar operators and give the rest of their crew the fright of their lives...
I know, I wasn't actually expecting to detect the enemy with my active. Too much noise in the water for that, I was simply trying to bait them into giving me a return ping that I could use to get a heading on them.
@@MagzGTV That I understand (though you would never do that in real life) I was talking more at the beginning when you were right next to the whisky pinging away and he had no clue. Ambient noise has a key part along with other environmental factors, layer depth as well. But even the active system itself, what range gate, ownship and target aspect, if the operator is paying attention etc. Also not all active is for ranging or solutions. Ive had so many surface ships going active and them not adjust their settings because they did not know we were there, but I knew where they were. Wish there was a way to actually adjust the active settings on this game.
A pearl from the depths, as you seem to like complicated games, and simulators: ruclips.net/video/3kW0ONLADHw/видео.html (and yes, the outermost layer of this game is a physics based real time strategy, then thru layers of simulator and building/downloading you rearch your persistent first person avatar)
Great video. I like how you and the Romeo were right on top of each other. Hopefully i can buy Cold Waters on Steam when it goes on sale. I wonder if Killerfish Games has something new in the works for Cold Waters.
Unfortunately Cold Waters almost never goes on sale. I think the last time I saw it on sale was a few years ago for Christmas. It's worth buying for full price, but don't hold your breath for a sale.
@@brassyandclassy3345 Yeah i wouldn't expect it to go on sale often. It was on sale like 2(?) days ago but i never got around to buying it. Damn shame but oh well.
@@jerzyrossudowski7407 Problem with GOG is you need a credit card to even do that which i never do for security reasons. Gift cards are the only acceptable payment method for me. So until GOG offers Gift cards as a payment method (I'm not holding my breath), i'm sticking with Steam.
I am wondering, how do the simulation manual control of torpedo is related to real life situation, you can avoid countermeasures and / or noise makers having visual on those in the game but I doubt you could spot those in real. Of course I am only guessing.
The "manual torpedo control" Is direct Wire control, There is a fine cable that spools out between the torpedo and the parent submarine allowing a Weapons control officer to not only see what the torpedo sees on it's own active and passive seeker but also what the parent submarine sees in the same place at the same time and yes the torpedo can be directly navigated around countermeasures and onto targets via this system. Modern submarines can even display the combat space in a basic 3d not unlike though not identical to what you see in game based on the sensor returns so yes this can be done in real life, yes you can spot everything much like you do in game (though the simbology will be different on a real sub) Using this system you can even use an active torpedo as a remote sonar system much like you will see me do in my videos extending sensor range. It's not 1944 anymore, The modern torpedo is one of the most sophisticated weapons on the planet for how they work and what they do.
Thanks for an answer, but to clarify what I meant: the picture the guidance officer "see" is constructed from a sound reflections and/or emissions of the traced object, there is no real "visuals" (picture created by reflections of light) as I understand, right? When countermeasures or noise maker is deployed the picture recreated from sonar devices should be distorted (that's the purpose of such a countermeasures) and I imagine it would be hard to trace target submarine so easily as you can in the game. I doubt in 1968 there was fast enough computers capable of analyse and filter sound data to create reliable 2D picture (not to mention 3D). I suspect that those were mostly analogue systems only supported by digital ones. Of course today it's a different story, using fast DSP, computers and modern algorithmes you can analyse such a data and integrate it with all the available information sources (satellites etc.) on the fly and feed them to the guidance centre on a sub in a sophisticated way pinpointing the target.
@@TedSCSI Search US navy, Submarine, Ultrasonic imaging. In 1968 no, there was imaging but it required a little mental work to get the picture, Today with subs like the Seawolf. . .
Lltp as usual but nice video. Just one question: I've never heard of a remote manually guided torpedo. Is that just a game mechanic or does that exist irl?
IT exists IRL. It's a very thin wire that trails behind the torpedo and streams out as its going along, and can be controlled from your sub by a weapons officer.
It's ok, I have a Permit for getting this close to the enemy!
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MagzTV I have to ask... Have you tried a quick match with the USS Stayin’ Alive?
Ah a Permit. I see what you did there
MagzTV 14:34 to 14:36 not a good situation. Not to mention a crazy one as well. Knowing me I would have went into a panic and went into silent running mode. But you handled the situation like a true submariner commander Magz. Well played and well done mate. I will have to share your channel all over social media. You are a damned good sud commander and if I could give you a metal I would bro. But I don’t have your mailing address.
"SAIL ME CLOSER, I WANT TO HIT THEM WITH MY SABER!"
Magz: Oi, gov'na, you got a Permit for operating a submarine in these waters?
Soviets: Permit? We don't need no stinking permits!
Magz: No permit? Well, here's your fine!
*launch transient*
Ok you win
Someone should makes a 'Magz Mod' for this game where 'Fix Bayonet' is an option
That's a good one
Whiskey was basically a U-boat. A Gato class would be in a similar situation with finding a hostile sub in 100 db water with a layer. Of course Soviet sonar has always been behind the US throughout the Cold War. Love the '68 campaign. Keep up the great videos Magz!
Not going to lie, this was a heart pounder to watch. Well done on punishing those without permits.
It would be amazing for situations like this if the game had a replay system, where you can watch the mission back after completing it, but with everything visible. Because I REALLY want to know how close you got to those subs.
FWIW: I just posted a similar comment under this video {BEFORE reading yours}.
I would REALLY like to know as well....
A little audio compression on ownship's active ping would be nice. It's SO MUCH LOUDER than both your voice and the rest of the game audio.
That said, this is is one of the best Cold Waters videos I've seen in a while. Very cool.
Makes me want to see mags do s challenge run where he has to give the enemy sub a gentle bump before he is allowed to launch torpedoes.
Now that what I call a significant emotional event!
22:24 to 22:31 goes to show that even with their old designs the Romeo class subs were quiet enough for a permit class submarine and a couple of Los Angeles class subs still could not hear the romeos during this war. Quite impressive. Correct me if I’m wrong though
Magz, your torps do have a circle pattern. Set them to either left or right (which defines which direction they will turn).
Enjoy this cold water content so much, I wish more than just you and the mighty jingles did cold waters content
Douglas Quinten jive turkey
Jive Turkey does a whole lot of great content.
Waz does some too.
Russia loudly pinging away and ignoring noise discipline.
*Torpedo launches.
Russian XO: "You arrogant ass, you've killed us!"
I really need to play this game. I bought it a few months ago but haven't played
I was sitting forward white knuckled waiting for the collision between you and the whiskey. You must have been so close! Keep up the good work!
"Conn, sonar, we just lost the conn tower! ...Conn? Come in, conn..."
Well, a submarine is basically just a really large torpedo
It's Close Encounters of the Third Time!
21:32 Just as he hit the Romeo another ping from the north. Few seconds later he can't leave the mission because there's another boat in the water.
That whiskey couldn't hear you because you were in the shadow zone of the layer. You were having the same issue with that Foxtrot, he was above the layer and in the duct in the shadow zone.
06:38 - you spilled the Whiskey!
Got close enough to hear what type of gum they were chewing. Well done.
A glorified WWII Uboat active pinging at 15kt with 100db ambient, no wonder he can't hear -anything-.
Even an old submarine is a submarine. It is still stealthy.
Close encounters for sure!! I can't believe how slow the Mk 37 is though, wow, amazing they were in service!!
I’m playing 1968 in Epic Mod and it’s is very difficult to get range without being detected and dodging ten enemy torpedoes before you can close for a kill….
@@fmerritt2001 Your a better man than I Gunga Din!!!
I find this so compelling to watch
Close Encounters of the brown kind.
I'd have died from heart attacks....
Very late to this party I know, but I've been consistently running into similar situations... Specifically on the missions to find a Cruise Missile Sub & Escorts in the 1986 Campaigns.
I keep finding myself tracking an Oscar, getting in close, then finding myself within about 20 yards of some type of Victor (usually Victor IIs) For some reason its always the damn Victors I get suddenly uncomfortably close to. Last time it happened there was no layer, middle of the Norwegian Sea, 89 dB Ambient Noise, in a Los Angeles Class. The down side is that the Victor usually counter detects me at the same time I see him.
In Mother Russia's Navy, Whiskey _takes a shot_ from _you._
😊😊😊😊
Kind of wish I got to see how close you really got me cool that the game doesn't show you the sub though I was waiting for you to crash into each other that would have been crazy
Submarine dogfight with that foxtrot
Magz, I seem to remember there's an option for turning off those weapon launch cinematics. Could be misremembering however, for sure. Still, worth checking.
It’s the event camera option in the pause menu. I always have it turned off because the camera jumping every time a torpedo or missile is fired does not help me concentrate.
14:34 to 14:36 is not a good situation and not to mention a crazy situation too. Knowing me I would have went to silent running mode
At 15 kts transit speed there would be no way to detect anything via passive sonar, particularly on a WWII era hull design, which has a huge amount of hull-noise. The sonar operator(s) would be listening to something akin to a shower running...........
see you next vid thanks
I think the Soviet design Bureau would like you mags you see malfunctions as features lol
@MagzTV {or anyone else} >>> Is there a way in the game to _"review"_ your mission after finishing, to see HOW CLOSE the Sturgeon and the Whiskey passed each other?
Magz, there is an option box somewhere in the game menu to disable the action cam on torpedo launch
zulus, whiskey and romeo class subs are modified type XXI uboats
@The Doge-Emperor of Dogekind well this campaign took place in 68 but yes they were using whiskeys and foxtrots to deploy their special forces in the 80s.
whysosyria1 sneaky diesel electrics are good for that sort of thing
Yay your protecting my country
Unfortunately, enemy submarines auto-detect torpedoes even in their baffles when they are closer than 1kyd. It's a bit of a bullshitty game mechanic, but it helps to make it less like shooting fish in a barrel. According to some actual submariners on the Steam forums, surface ships should also *never* detect launch transients or incoming torpedos. Their passive towed arrays are low frequency, for detecting submarines and just will not hear a torpedo. Still, I'm ok with this! The game would be too easy if ships never heard you coming.
You should gave turned on active sonar when you were right beneath him and deafen their sonar operators and give the rest of their crew the fright of their lives...
Even in modern day, going active isnt a guarantee that you will find the the enemy.
I know, I wasn't actually expecting to detect the enemy with my active. Too much noise in the water for that, I was simply trying to bait them into giving me a return ping that I could use to get a heading on them.
@@MagzGTV That I understand (though you would never do that in real life) I was talking more at the beginning when you were right next to the whisky pinging away and he had no clue. Ambient noise has a key part along with other environmental factors, layer depth as well. But even the active system itself, what range gate, ownship and target aspect, if the operator is paying attention etc. Also not all active is for ranging or solutions. Ive had so many surface ships going active and them not adjust their settings because they did not know we were there, but I knew where they were. Wish there was a way to actually adjust the active settings on this game.
intense
A pearl from the depths, as you seem to like complicated games, and simulators:
ruclips.net/video/3kW0ONLADHw/видео.html
(and yes, the outermost layer of this game is a physics based real time strategy, then thru layers of simulator and building/downloading you rearch your persistent first person avatar)
Great video. I like how you and the Romeo were right on top of each other.
Hopefully i can buy Cold Waters on Steam when it goes on sale.
I wonder if Killerfish Games has something new in the works for Cold Waters.
Unfortunately Cold Waters almost never goes on sale. I think the last time I saw it on sale was a few years ago for Christmas. It's worth buying for full price, but don't hold your breath for a sale.
@@brassyandclassy3345 Yeah i wouldn't expect it to go on sale often. It was on sale like 2(?) days ago but i never got around to buying it. Damn shame but oh well.
It’s fairly new and it’s still being worked on so it’s quite expensive. Glad my computer can’t really run it otherwise I’d be tempted to buy it!
Buy it on GOG, at least you will own the game.
@@jerzyrossudowski7407 Problem with GOG is you need a credit card to even do that which i never do for security reasons.
Gift cards are the only acceptable payment method for me.
So until GOG offers Gift cards as a payment method (I'm not holding my breath), i'm sticking with Steam.
I am wondering, how do the simulation manual control of torpedo is related to real life situation, you can avoid countermeasures and / or noise makers having visual on those in the game but I doubt you could spot those in real. Of course I am only guessing.
The "manual torpedo control" Is direct Wire control, There is a fine cable that spools out between the torpedo and the parent submarine allowing a Weapons control officer to not only see what the torpedo sees on it's own active and passive seeker but also what the parent submarine sees in the same place at the same time and yes the torpedo can be directly navigated around countermeasures and onto targets via this system.
Modern submarines can even display the combat space in a basic 3d not unlike though not identical to what you see in game based on the sensor returns so yes this can be done in real life, yes you can spot everything much like you do in game (though the simbology will be different on a real sub) Using this system you can even use an active torpedo as a remote sonar system much like you will see me do in my videos extending sensor range. It's not 1944 anymore, The modern torpedo is one of the most sophisticated weapons on the planet for how they work and what they do.
Thanks for an answer, but to clarify what I meant: the picture the guidance officer "see" is constructed from a sound reflections and/or emissions of the traced object, there is no real "visuals" (picture created by reflections of light) as I understand, right? When countermeasures or noise maker is deployed the picture recreated from sonar devices should be distorted (that's the purpose of such a countermeasures) and I imagine it would be hard to trace target submarine so easily as you can in the game. I doubt in 1968 there was fast enough computers capable of analyse and filter sound data to create reliable 2D picture (not to mention 3D). I suspect that those were mostly analogue systems only supported by digital ones. Of course today it's a different story, using fast DSP, computers and modern algorithmes you can analyse such a data and integrate it with all the available information sources (satellites etc.) on the fly and feed them to the guidance centre on a sub in a sophisticated way pinpointing the target.
@@TedSCSI Search US navy, Submarine, Ultrasonic imaging.
In 1968 no, there was imaging but it required a little mental work to get the picture, Today with subs like the Seawolf. . .
Why you always use a Permit class?
Lltp as usual but nice video. Just one question: I've never heard of a remote manually guided torpedo. Is that just a game mechanic or does that exist irl?
IT exists IRL. It's a very thin wire that trails behind the torpedo and streams out as its going along, and can be controlled from your sub by a weapons officer.
Magz, have you tried out the Wolfpack multiplayer sub game?
Irfan Ahmed is it on ipad??
@@kaceydillin7367 I'm not sure. I just saw it on steam. Didn't look at the OS
shhh, i'm hunting Wussians.
“Yank season!”
“Russian season!”
“Yank season!”
“Russian season!”
@@JamLeGull >>> *LMAO!*
@@JamLeGull >>> *_"You're dith-PICKABLE."_* {Yes, I've seen that one!}
😁😁😁😁
dam skipper :) thanks i love subs not the eating kind like them :)
sorry like meat lover subs hahaha
The game is way too fucking loud I can hardly hear you and mostly hear the fucking sonar